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Shaman: Enhancement

Shaman
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An Enhancement Shaman is an integral part of a raid group. Besides offering substantial personal DPS, an Enhancement Shaman brings talented totem buffs beyond those offered by a Resto or Elemental Shaman. These include Unleashed Rage (an on-crit proc for 10% additional melee AP), Strength of Earth (+STR/AGI), and Windfury (20% Melee Haste).

An Enhancement Shaman is not a melee healer. While Maelstrom Weapon instant cast heals can certainly help top off a group after an AoE or step in to prevent an emergency, their gear's focus on melee stats makes them unsuitable healers in the endgame. An Enhancement Shaman should be dedicated to DPS, maximizing Unleashed Rage and totem coverage for the raid.

Enhacement Shaman have 6 sources of damage:
  • Windfury, a weapon imbue that gives the shaman a 20% proc of two instant attacks with a substantial AP bonus
  • Lava Lash, an off hand instant attack (6s cooldown) that deals fire damage, does more damage if Flametongue Weapon is used.
  • Stormstrike, a 10s(8s talented) cooldown instant attack with both weapons
  • Elemental Shocks, shared cooldown instant elemental damage offering stealth prevention, snaring or interruption
  • Fire Totems, pulsed direct or AoE fire damage
  • Chain Lightning and Lightning Bolts instant casts triggered by a 5 stack of the Maelstrom Weapon talent.

 

Shaman - Contents

[top]Major Abilities




[top]Windfury Weapon


Mechanics of the Windfury Weapon imbue can be found in the Shaman: Windfury article. Below are specifics as they relate to weapon choices for Enhancement Shaman.

[top]Weapon Speed Interaction


Weapon Speeds play an important role in maximizing DPS from Windfury procs when using dual WF. The goal is to chain WF procs every 3 seconds, as soon as each cooldown ends. Both the OH and the MH need to be as slow as possible to achieve this(they do not need to be matched in speed, just as slow as you can get it). The idea is to reduce the number of swings made during the time that windfury is on cooldown. Since the cooldown is 3 seconds, weapons speeds are preferred to be close to that speed, generally this means 2.6 - 2.8 under current itemization. The idea is that a faster MH weapon would proc a WF, and then strike again within the cooldown window, which means that windfury would exit cooldown and your weapon would still be on some significant portion of its swing timer, unable to proc another WF.

Additionally the instant cast nature of the Windfury proc greatly benefits from slower weapons and their higher damage range. Since there is no way to speed up the cooldown of the Windfury proc, or to proc more often by using a fast weapon, the only way to increase damage done by Windfury Weapon is to use a slow, high DPS weapon.

Many shaman using WF/WF will correctly use a slow MH weapon but use a fast OH such as a dagger, generally because its easier to find fast OHs than slow ones. This combination however means that your OH is much more likely to be the first one to hit outside of a WF cooldown and will "steal" the potential chance to proc, placing your main hand on lockdown. In order to maximize the potential for MH procs the OH needs to be as slow as possible.

The image below(courtesy of Yo!) illustrates this principle. You can see that as the MH and OH approach 2.6 speed (arbitrarily chosen as the cut off point for the scale) that the number of WF procs lost to the OH become lower, at around a 45% predicted loss rate. A fast OH with a slow MH combination has a higher rate of loss to the OH, at nearly 55%.


[top]Windfury Proc Rate


When you are wielding a two handed weapon, or are using a shield, your chance to proc windfury on any landed attack outside the 3-second cooldown is 20%. When you dual wield weapons, the chance on each landed attack outside the 3-second cooldown is approximatedly 36%, if and only if both weapons are imbued with Windfury. (Originally posted by Disquette on the WoW official forums. Original post is no longer archived by Blizzard.)

Analysis of the combat log shows that if you sum all hits, the proc rate while DWing is 20%, but that includes hits you make while inside the 3 second cooldown, which cannot actually proc WF. When you remove the ineligible hits the observed proc rate from the eligible hits becomes 36%.

[top]Flametongue Weapon


Flametongue has become much more viable due to the merging of Hit and Crit rating into a universal rating. Flametongue now performs better than Windfury on the Off Hand in most cases (once appropriate talents are taken in the Elemental tree). Flametongue scales appropriately with weapon speed. Slower weapons cause more FT damage and fast weapons cause less damage.

Flametongue Weapon is not recommended for use until you are able to commit 5 talent points to Elemental Fury.

[top]Frostbrand Weapon


Long considered the bastard child weapon imbue of the class, FB has seen some recent attention since 3.0 in an attempt to make it viable in PvP. Coupled with the Frozen Power talent FB is capable of producing impressive damage - however all NPCs categorized as bosses are immune to this effect. FB is strictly a PvP enchant and will not be covered in any further detail in this article.

[top]Stormstrike


Stormstrike is an instant attack with both weapons. Unlike many other classes that have normalized instant attacks (Mortal Strike for example), Stormstrike is not normalized. Non normalized instant attacks benefit greatly from using the slowest weapons with the highest DPS possible.

Stormstrike provides two major benefits to the Enhancement Shaman - it is capable of producing Windfury procs, and it will proc, but not consume, Flurry.

[top]Timing Stormstrike to Proc Windfury


Has not been shown to be a significant DPS increase during Burning Crusade. With the release of 3.0 mechanics, waiting to use Storm Strike is almost always detrimental because it also delays the use of Lava Lash, Shocks, and a possible Maelstrom Weapon proc. Abilities should be used as they are available, according to DPS priority. Simulation shows that delaying any instant attack in order to time them with Windfury results in a net loss of DPS.

[top]Stormstrike and 2H Weapons


Taking the idea that slower weapons are better, many shaman will assume that a 2H weapon will therefore produce better damage with Stormstrike. Disregarding Crit and the idea of "burst" damage for the moment, here is how Stormstrike plays out using S3 Arena weapons with 1500 AP.

S3 2H =(134.2 + \frac{1500}{14}) \times 3.6 = 868.83

S3 DW 2.6 = (103.1 + \frac{1500}{14}) \times 2.6 + (\frac{103.1 + \frac{1500}{14} \times 2.6}{2}) = 819.94

Dual wielding produces nearly the same Stormstrike damage as using a two-handed weapon. Additionally DWing produces more opportunity for Windfury procs, Unleashed Rage procs from crits, and Flurry procs from crits. Overall the benefit of DW far outweighs the "higher end damage" of a 2H weapon for Enhancement Shaman.

[top]Lava Lash


Lava Lash is an instant attack using the OH weapon. The attack follows all rules of melee combat, but manifests as fire damage. The benefit of this is that the attack ignores all armor. Lava Lash does more damage with Flametongue on the OH and can also be improved through the use of the Lava Lash Glyph.

[top]Elemental Shocks


Changes in 3.0 to the Stormstrike debuff (more charges and a personal debuff only) as well as Curse of Elements gaining Nature Damage have pushed Earth Shock to be the superior shock for DPS. However this has changed in patch 3.2.2 with the lengthening of the FS DoT to 18 seconds. With that change using Flame Shock without clipping anything more then the last tick has been found to be a slight dps increase.

[top]Maelstrom Weapon


Maelstrom Weapon is a PPM talent that will reduce the cast time of a spell 100% at 5 stacks. At 5 points in the talent the proc has been resolved to 10 PPM. With fewer talent points invested the PPM will lower by an estimated 2 PPM per point.

The use of the instant cast spell does not interrupt the swing timer of the shaman's auto attacks. If a cast is made with fewer then 5 stacks the swing timer continues and if the cast timer clips the swing timer then the swing timer is reset. If you are using 2 slow weapons then you may be able to slip a 4 stack MW cast between swings but if you are using a fast offhand it is not advisable since if either swing timer is clipped the dps loss will most likely outweigh any benefit gained from casting it early.

Unlike many PPMs, Maelstrom Weapon scales with weapon haste. It can also proc from Stormstrike or Lava Lash. An enhancement shaman with raid haste buffs and using all available instant attacks will see 5 stacks very frequently. Slow weapons give the best results, as slow weapons will have a higher proc rate per swing. More viable at level 80 when most Enhancement Shaman will have significantly more intellect, and a larger mana pool, from their gear.

Chain Lightning will produce more base damage than Lightning Bolt, but Lightning Bolt has a higher coefficient than CL. This means that LB will scale rapidly compared to CL and in a single target environment LB will produce superior DPS.

[top]Feral Spirit


Our 51 point talent produces approximately 100-200 net DPS when used on each cooldown, around 300-400 DPS during each activation. Wolves scale with the shaman's Stamina, Hit Rating, Armor and Attack Power. Their attacks fall under the 1H/2H attack table and will reach the Hit cap on physical attacks at 8% (262 rating).

StatScaling
Stamina0.30
Hit Rating1.00
Attack Power0.30
Armor0.35

Stats on Spirit Wolves can be viewed by summoning the wolves and using the following script command. The pet data will be visible in the character paperdoll as an additional Pet tab.
/run if not oldHasPetUI then oldHasPetUI = HasPetUI; HasPetUI = function() return true, false; end end PetTab_Update() ToggleCharacter("PetPaperDollFrame")
Feral Spirits are classified as pets and can benefit from any buff activated after they are summoned. They do not share any buffs that are on the player, other than through the stat scaling noted above. Buffs such as totems, Battle Shout and Bloodlust all affect Feral Spirit.

[top]Static Shock


Simulation shows that the use of Static Shock is superior to any other 3 point investment of talent points once the other standard requirements for the Enhancement tree are filled in. However Static Shock is difficult to maintain outside of groups or raids with a class that can offer the Replenishment buff and/or Judgment of Wisdom. While the ability does not have a mana cost to activate, it has a high 'maintenance cost' equal to the mana regen that could have been gained from using Water Shield.

[top]DPS Rotation




The new talents arrangements in 3.0 have brought some much needed freedom to the Enhancement spec and how it plays in-game. While there are still theorycrafted, optimal rotations, these rotations have been compared against simulated "worst" rotations and do not greatly differ. (Pitbuller in particular looked into this aspect of our new dps cycle and his results showed less than 50 dps difference in simulation)

Elemental talents that were rearranged to add synergy with the Enhancement tree have pushed spell damage up as part of our damage breakdown, and as such Maelstrom Weapon procs will take great priority in a DPS rotation. Due to the randomness of the PPM mechanic of MW, a 5 stack MW should always be used before any other ability, even it if interrupts your rotation or leaves another ability off cooldown for a longer period of time.

The optimal rotation is:

Lightning Bolt if MW is at 5 stacks
else Stormstrike if available
else Earth Shock if available
else Lava Lash if available

[top]Talent Builds


For the raiding shaman there is a single framework build with some movement of points depending on the composition of your build.. The distinguishing factor is whether your raid has the specs/classes that provide some of the same buffs that we do, thus freeing up points for extra personal DPS improvement.

The basic talent build will at a minimum spend 15 points in Elemental and 51 points in Enhancement for 5/5 Elemental Fury and Feral Spirits. The variance comes as you decide which buffs you need to provide and also where you want to spend the "optional points". It is always more personal dps to spend the two points in Improved Windfury Totem so only remove those points if another Enhancement Shaman or a Frost DK will be providing the buff.

The World of Warcraft Armory

That's the basic Enhancement Build. It requires at least 1 point in either Improved Ghost Wolf or Improved Shields to actually work as a build which leaves 3 points free to spend on:

Second point in Imp Ghost Wolf (very good talent to have for any 'outdoor' raid encounter involving any movement)
Third point in Call of Fire (best dps value out of the talents remaining)
Points in Elemental Warding (our health pool is on the low side so this can help to keep the death count managable)
Points in Improved Shields (worth more dps per talent point then Ancestral Knowledge)
Points in Reverberation (this is a good option if you don't need to spend the points on Improved Windfury Totem)

Addendum:
Elemental Focus is not worth the talent point even if you don't have replenishment in the raid. If you are in a 25 man raid with Replenishment and JoW then a point can be pulled from Improved Stormstrike as well (not really recommended since the dps gain from spending that point elsewhere is minimal).

[top]Itemizing an Enhancement Shaman




[top]Enhancement Points - EP - Stat Weight System


Extensive modeling, simulation, and empirical testing (Original testing and theories done by Disquette, Pater, Tornhoof, and Yo!) have led to the development of a system for determining the items which produce the highest DPS in a raid environment. The Enhancement Points (EP) system assigns weights, or scores, to each stat point. These EP weights can then be used by hand or in automated programs such as Pawn or EquivelancePoints (in-game), or LootRank, Wowhead and Thottbot (out of game) to score items.

Combat Ratings at level 80

[top] Sample EP Values


The dynamics of shaman DPS are dynamic enough that we will no longer offer authoritative EP values. All shaman are encouraged to use the simulators to determine their own EP values. However, the following values are offered with the caveat that they are not accurate for every enhancement shaman and should not be used for important gear decisions. They offered only as an example.

The following values assume that a level 80 enhancement shaman is about to enter Naxx:25 and is neither hit nor expertise capped.

AP - 1
Crit Rating - 1.7
Hit Rating - 3.1
Expertise Rating - 2.6
Haste Rating - 1.3
Armor Penetration Rating - 0.8
Spellpower - 0.9
MH dps - 5.9
OH dps - 2.5
Strength - 1.1
Agility - 1.7
Intellect - 1.7

[top]Using EP - Examples


First, you must make a decision whether or not to assume that you will have Blessing of Kings. Then, it’s a simple matter of looking at the stats available on each item, multiplying them by their attack power equivalence derived from the simulator, and adding them all up:

Using the sample values listed above, we calculate the value of each stat on the item according the EP weight. Remember that these values are relative to your particular gear at a particular point in time - these are not set in stone values.

[Necklace of Arcane Spheres]
+29 Agility (29 x 1.7)
+45 Stamina
Equip: Improves critical strike rating by 42 (42 x 1.7)
Equip: Improves attack power by 86 (86 x 1)
Total: 206.7 EP

[Necklace of the Chrono-Lord]
+38 Agility (38 x 1.7)
+43 Stamina
Equip: Improves haste rating by 37 (37 x 1.3)
Equip: Increases attack power by 76 (76 x 1)
Total: 188.7

Thus for a shaman with the EP weights as described above, the Necklace of Arcane Spheres is considered a superior item to the Necklace of the Chrono-Lord.

[top]Hit Rating


Changes to the unified hit rating mechanic and an increased use of spell damage abilities due to Maelstrom Weapon have greatly increased the need for Hit Rating for Enhancement Shaman. While there is still no need to reach the DW hit cap for melee attacks, the spell hit cap has become very important. Recommendation is to gem/enchant to hit the Spell Hit cap, keeping in mind that you can get 3% spell hit from raid buffs (Shadow Priest - Misery), and you can also consume a Hit Rating food buff. Draenei of course have another 1% hit that they do not need to gear for due to their aura.

Spells have a miss rate of 17% (16% for Draenei) against level 83 (Boss) targets, but this is lowered to 14% (13%) after raid buffs. Spell hit correspond to hit ratings as follows::
17% - 446
16% - 420
14% - 368
13% - 341

A common misconception is that you "have to hit before you can crit." This is a fallacy and illustrates a misunderstanding of the attack table. (Note that this is in reference to white damage which uses a single roll system.)

A second misconception is that a miss is a "missed opportunity for a WF proc" and that more Hit Rating will generate more WF procs. This misconception is generated from the flawed assumption that all swings are possible WF procs. However only swings that are outside of the WF cooldown are eligible to proc WF. A good portion of your autoattack hits will never be capable of producing WF procs. A 5 minute fight with no flurry would see 115 white swings with a 2.6 speed weapon. A Shaman might look at that and think that 0.36 * 115 = 41 possible WF procs, but that is incorrect since each successful proc locks out 1-2 hits that follow, shrinking the pool of actual eligible hits. It is actually quite difficult to calculate the number of attacks that you *should* have producing WF in a given amount of time, and that is why we rely on simulators to generate the EP value of Hit Rating.

[top]Haste Rating


Haste Rating will directly increase the contribution of white swings to your DPS. 1% Haste will generate 1% more auto attack DPS.

Modeling at one time indicated weapons hasted between 1.51 and 1.41 speed will actually experience a sharp decrease in potential Windfury DPS. The range of 1.51- 1.41 speed was believed to cause the main hand to always finish a swing just before the end of a WF cooldown, making you wait longer for the next eligible swing that can proc WF. If hasted in this period for a long duration, you could expect WF DPS contribution to decrease. However, you'll also experience many more white swings during that time, and so the loss of potential WF procs should be offset by the increased white DPS. It is no longer believed that the 1.5 to 1.4 hasted speed will actually cause any decrease in DPS - you should notice an overall increase.

There is very little need to worry about the 1.51 - 1.41 hasted weapon range. The original claims about the supposed DPS loss had done no empirical or simulated testing to back up their modeling. More recent testing has indicated that whatever potential WF DPS is lost because of swing timer issues is more than made up for by the gigantic leap in autoattack DPS. Simulation now shows that in fact the plateau range at 1.5 weapon speed is much more narrow than previously thought and will be difficult to hit on a frequent basis.

During simulation though you will notice that as you approach 1.5 weapon speed when using windfury that the value of haste will decrease sharply. This will continue to occur until you have enough passive haste to push your weapon speed beyond that slight dip. This occurs when the sim finds that adding haste pushes you into speeds where windfury procs are reduced because of swing times.

[top]Intellect and Mp5


Intellect now provides 1 attack power through talents, up to a max of 1.10 Attack Power if 8 points are spent. This change in 3.0 shifts focus away from leather gear designed for rogues, and emphasizes what had previously only been hunter gear.

Mp5 is universally agreed to be a wasted stat on enhancement shaman gear. The combination of Judgment of Wisdom, Replenishment and Shamanistic Rage (use it early, use it often) should prevent you from running out of mana even in full rogue leather gear - unless you're having to spot heal.

[top]Expertise Rating


Expertise Rating converts into Expertise skill at a rate of 8.1975 expertise rating:1 Expertise at level 80, and reduces the chance for your target to dodge and parry by 0.25% per point of Expertise. 214 Expertise Rating is required to achieve 6.50% dodge reduction, which is the maximum observed value of any NPC. In 3.1 unleashed rage was changed to provide 9 expertise for 3 talent points. If you have specced for 3/3 Unleashed Rage you will only require 140 expertise rating to reach the dodge cap. Orcs also gain 5 expertise when wielding Axes or Fist Weapons (added in 3.2) so make sure to take that into account when determining your personal expertise cap.

The parry reduction element of Expertise will have only marginal use in raid settings: mobs cannot parry attacks made from behind. Many bosses randomly turn to cast attacks and can parry while turning, but this possibility is too random to value significantly. Unlike parry, mobs can dodge attacks from behind and Expertise is currently the only way to reduce the number of dodges. The dodge reduction element of Expertise will vary from encounter to encounter: it will be useless against bosses that are constantly casting (e.g. Shade of Aran, High Astromancer Solarian, Reliquary of Souls) because mobs cannot dodge while casting, but useful against mobs that do not cast or only cast instant spells. Expertise has been shown to affect yellow damage as well as white damage, so under the second circumstance it is actually more useful than hit rating for enhancement shamans.

We still don't know how Expertise's dodge and parry reduction affect the one-roll white attack table. For now, the community is assuming that it converts dodges and parries into hits that do not have a chance to crit. On the other hand, we are now confident that Expertise will allow yellow attacks to crit, since they are resolved through a two-roll system. Thus, we will estimate expertise rating to be similar to the weight of hit rating, with one exception.

Expertise, unlike hit rating, also effects the yellow damage from special attacks in addition to the white damage from auto-attacks. To correct for this, you need to multiply by the ratio of melee damage to white damage, or (Yellow % of damage + White % of damage)/(White % of damage). Also, because white crit rate as a percentage of landed swings decreases as hit rate goes up, but with the two-roll system, yellow crit rate stays constant, we must adjust for that. Finally, we must multiply by the EP of 1 hit rating, to convert our "hit rating" equivalency into EP.

Our final expertise calculation is:
EP = {Expertise} \times \frac {\text {Yellow\%} \times (1 + \text{Crit\%}) + \text{White\%}}{\text {White\%}} \times \text {Hit EP}

Example Calculation:
Assume that we are examining a new piece of gear with an Expertise Rating of 17, Hit EP is 1.4, Crit% is 30%, White% of DPS is 50%, Yellow% of DPS is 40% and the remaining 10% is shocks and searing totem.

Expertise EP = {Expertise} \times \frac {40 \times 1.30 + 50}{50} \times 1.4
Expertise EP = 48.552

Note that this value is not the EP stat weight of Expertise Rating, it is the total sum worth of the Expertise Rating on that one piece of gear.

Previous thinking was that expertise only worked in "chunks", that values are rounded down to whole integers. This has recently been disproved and expertise, despite what the UI might lead you to believe, does not drop fractional points. That is, if you have rating sufficient to give you 25.5 expertise rating, you actually benefit from all 25.5 points of it, not only 25 as has previously been conjectured.

Retesting hit table assumptions


[top]Weapons


A frequently asked question is how to wield weapons with differing speeds but similar DPS values, such as using a Rising Tide and a Syphon - is it better to put one weapon in the main/off hand over the other? Simulation results indicate that it makes little difference which hand the slower weapon is wielded in. It appears that in general, a 2.x/2.y = 2.y/2.x.

If using Windfury on both weapons the optimal setup is to use two slow weapons .Flametongue on the OH however can produce a wide range of choices for weapons. A slow OH with FT will produce more LL and SS damage, but will do less damage from the FT proc. A fast weapon will produce the opposite effect. In the end, FT allows the use of either a slow or a fast weapon with no major difference in DPS potential, as long as the fast weapon would be a significant upgrade in weapon DPS and stats.

The best way to choose between multiple items in the same slot is to run the DPS simulator, once for each item, using the stats that you would have with that item equipped. Do not post asking which weapon is best: find out for yourself by running the sim.

[top]TwoHand Viability


2H weapons are strictly inferior for PvE DPS situations. Talents and mechanics of shaman DPS at lvl 80 are built around DW. Lava Lash requires an offhand and DW also scales better with AP. 2h effectively gains (1.0 * 0.95 hit rate) = 0.95 from AP and DW gains (1.5 * 0.74 hit rate) = 1.11 from AP. The more +hit you have (until we reach cap) the greater the difference between the two. At a certain point (easily reached when raid buffed), this difference in gain from AP will outweigh the bonus base DPS of a 2H weapon over similar ilvl 1H weapons.

The second largest benefit you bring to your group is Unleashed Rage. Flurry and UR uptime are significantly lower when using a 2H, as strings of dodge/miss/non crits become compounded by a single, slower swing time. Threat concerns can also be more problematic with a 2H because of larger WF procs, requiring you to pad your threat against a tank.

To illustrate:

Note the differences here. 2H has a higher flurry uptime because DWing will consume the 3 charges faster, but the Uptime for UR is much higher for DW than 2H, leading to greater group synergy.

The following section is currently under dispute, equations may following community review.
Derivation of the Unleashed Rage uptime:
UR Uptime = \left ( 1 - (1 - \text {crit\%})^{\text{HitsPer10sec}} \right ) \times 100

HitsPer10sec = \frac {10 \times \text{Num Wpns} } {\text {Wpn Speed}} \times (1- \text {Miss Rate}) + \frac {10 \times \text {Num Wpns} }{\text {Wpn Speed} \times \left 1-0.3((1-(\text {Crit Rate} \times \text {Flurry}))) \times \text {Windfury} + 1}

Windfury = \left(\begin{array}{l l}\text{WF Proc Rate} & \text{Wpn Speed} > 3 \\\text{WF Proc Rate} \times \text{Wpn Speed}/3 & \text{Wpn Speed} < 3\end{array}\right)

Flurry Uptime = \left (1-(1- \text{Crit Rate})^3 \right ) \times (1- \text {Miss Rate})

[top]Relics


While it is possible to swap relics during combat to try and take advantage of multiple relic buffs, this is not recommended. Swapping a relic incurs a global cooldown and resets your swing timer.

The major choices at level 80 are [Deadly Gladiator's Totem of Indomitability], [Totem of Splintering], [Totem of Hex] and [Totem of Dueling]

A: Splintering EP = Percent_of_WF_Swings * Splintering * Elemental_Weapons
B: Indomitability EP = Uptime * (B1 + B2 + B3)
B1: Indomitability EP to WF = Percent_of_WF_Swings * Indomitability * Elemental_Weapons
B2: Indomitability EP to SS = Percent_of_SS_Swings * Indomitability
B3: Indomitability EP to white damage = Percent_of_white_Swings * Indomitability * (1 - MissRate)

Assume two 2.6 speed weapons, with flurry and WF totem hasted to 1.67 speed. With a small amount of haste (~90) that leads to 5 main hand attacks within a SS cooldown. We will estimate that 20% of these swings will proc WF, meaning 10 white swings, 2 SS swings, 2.4 WF swings and 1 LL swing.
Percent_of_WF_Swings = 2.4/15.4 = .156
Percent_of_SS_Swings = 2/15.4 = .130
Percent_of_white_Swings = 10/15.4 = .649

A: 46
B1: 26.18
B2: 15.58
B3: 77.92 * (1 - Missrate)

A = Indomitability_Uptime * (B1 + B2 + B3)
46 = Uptime * (26.18 + 15.58 + [77.92 * (1 - Missrate)])
Let Missrate = 10%
Then Uptime = 41%

A missrate of 10% is achieved by having enough hit rating to reach 15% spell cap as well as 6% from DW Spec. So if you use LL every 14 seconds, then Indomitability will be better than Splintering.

Totem of Dueling provides 60 haste rating for 6 seconds every 8 seconds, or the EP equivalent of 45 haste. Indomitability provides 120 AP for 6 seconds everytime you use LL, so potentially every 6 seconds. So Indomitability EP equivalency is 120*6/LL_usage. If you use LL every 8 seconds this comes out to be 90. So for your personal haste EP value if HasteEP * 45 > 120*6/LL_usage then use Dueling, otherwise use Indomitability. Generally Totem of Indomitability will come out on top.

Totem of Hex gives us 182*.7143*1.05(Concussion) = 136.5 more base damage on Lightning Bolt. Assuming a 35% crit rate and a LB every 6 seconds with all raid buffs/debuffs and a glyphed SS debuff on the target, Totem of Hex is worth 136.5*((1 - crit rate) + (2.09 * crit rate))*1.13*1.28 / 6 = 45.46 dps. Since 1dps ~ 1.82AP, Totem of Hex is roughly equal to 82.73 EP

Conclusion: Indomitability > Hex ~ Dueling > Splintering

[top]Gems and Meta Gems


In general terms, Hit and Crit gems will have the highest return for investment. Shaman that are geared in Sunwell items will probably find that Agility or just AP gems are superior. Simulation is required to find the best fit for your gear.

[Relentless Earthsiege Diamond] is the best choice for a metagem as it only requires 1 sub-optimum blue gem. However if you have 2 socket bonuses that you want to activate that require blue gems then the [Chaotic Skyflare Diamond] is an acceptable alternative. These gems will scale with your crit rating. The 3% crit damage can be roughly approximated to raise your DPS by 0.03 * Crit Rate. At 30% crit rate this amounts to roughly 1% gain in damage dealt.

[Thundering Skyflare Diamond] gives 480 haste for 6 seconds. This is your second choice for meta gems as it appears to have a 1 minute cooldown on the proc. Shaman with lower crit rates will benefit slightly more from this gem over the RED and CSD.

[top]Trinkets


Trinket gains are converted using the EP formulas above in the itemization stat weights from above, and listed as greatest EP at the top. A convenient Google Docs spreadsheethas been created that will allow you to view the formula below using your own EP values, and arrange the trinkets in order of highest benefit, courtesy of Utters. Please note that this document is read only, you need to save a local copy in order to modify it.

Wrath of the Lich King Trinkets
TrinketEP Calculation
[Mark of Norgannon]69 * Expertise EP + (491* Haste EP/6)
[Bandit's Insignia]190 + [(1 + Crit%) * (1504+2256)/2]/50 * 2
[Fury of the Five Flights]short warm-up period, 310 EP over time
[Grim Toll]83 * Hit EP + Armor Pen EP * 612 * 10/50
[Darkmoon Card: Greatness]90 * Agility EP + 300 * Agility or Intellect or Strength EP * 15/45
[Loatheb's Shadow]84 * Crit EP + 670/6
[Mirror of Truth]84 * Crit EP + 1000/6
[Incisor Fragment]148 + 291* (Armor Pen EP/6)
[Meteorite Whetstone]74 * Crit EP + 444 * Haste Rating EP * 10/50
[Fury of the Encroaching Storm](44 * Haste EP) + (280x(20/60))
[Pendulum of Telluric Currents]74 * Haste EP + 1450/60 * 2
[Sphere of Red Dragon's Blood]55 * Hit EP + 670 * 20/120
[Tome of Arcane Phenomena]68 * Spell Dmg EP + 256 * Haste Rating EP * 20/120
[Vestige of Haldor]65 * Haste EP + (1024+1536)/2 * 1.3 * 2/50
[Fezzik's Pocketwatch]60 * Haste EP + 432 * 15/120
[Crusader's Locket] 106 + 258 * Expertise EP * 10/50
[Thorny Rose Brooch](43 + 212 * 20/120) * Haste EP
[Rune of Finite Variation]47 * Crit Rating EP + 208 * Haste EP * 20/120

[top]Enchanting your Gear


[top]Weapon Enchants


Information on weapon enchants courtesy of Rounced.

Mongoose
Proc for 120 agility and 2% haste. Stacks if both weapons are imbued. Proc mechanic thought to be set to 1 PPM. Works out to approximately 40% uptime (based on WWSs). Does not appear to scale down with level. 2% haste = 65.58 haste rating. So each proc should be worth (65.58 x haste EP) + (120 x agility EP) = 302.4 EP for a value of 121EP after uptime.

Berzerking
Provides 400 attack power in exchange for 25% of your armor when it procs. Does stack if used on both weapons. Proc mechanic is reported to mirror mongoose (and current findings appear to validate that model) so it should have approximately a 40% uptime. 400AP = 400EP. With uptime should be worth 160 EP.

Accuracy
Provides 25 hit and crit rating. If you are under the spell hit cap (taking this enchant into account) then it is worth (3.2 x 25) + (1.7 x 25) = 122.5EP. If you are over the spell hit cap then it is worth (1.6 x 25) + (1.7 x 25) = 82.5EP.

Berzerker is the best option to use on at least one, if not both, of your weapons. However unless you have separate weapons for PvP the debuff is going to be very painful (400AP versus giving every melee the equivalent of 385 Armor Penetration Rating). Mongoose is still a great second choice and if you can use Accuracy to just hit the spell hit cap it's an acceptable option as well.

[top]Agility vs Run Speed for Boots


Runspeed in some form can be very useful in PvE encounters even if the movement requirements seem very light.

Current Facts:
- Icewalker is ~20 dps more then Cat's Speed
- Icewalker is ~25 dps more then Tuskarr's Speed

From those facts we can derive roughly how much time has to be spent in motion per encounter for runspeed to be more dps then the alternatives.

\text{Increased Time on Target}=\frac{\text{Encounter Duration} \times \text{Icewalker dps Boost}}{\text{PlayerDPS}}

\text{Time spent in Motion}=\frac{\text{Increased Time on Target}}{\text{Percentage Speed Increase}}

So for a shaman outputting 5000dps on a 5 minute encounter they will have to spend at least 15 seconds in motion for Cat's Speed to be superior to Icewalker.

For this reason it is recommended that raiding shaman keep two pairs of boots. One pair with some form of runspeed and one pair with either an Icewalker or a Greater Assault or (if they are an engineer) a Nitro Boosts enchant. That way the proper boot enchant to use can be determined by the encounter.

[top]Enchants for the rest of your gear


Helm: [Arcanum of Torment]
Shoulders: [Greater Inscription of the Axe]
Chest: Enchant Chest - Powerful Stats
Cloak: Enchant Cloak - Major Agility or Enchant Cloak - Greater Speed
Tailoring Only: Swordguard Embroidery (25% proc rate, assuming 75 second cd (like the Darkglow Embroidery), average of ~58 AP)
Bracers: Enchant Bracers - Greater Assault or Enchant Bracers - Expertise
Gloves: Enchant Gloves - Crusher, Enchant Gloves - Precision or Enchant Gloves - Expertise
Legs: [Icescale Leg Armor]

Inscription Only: Master's Inscription of the Axe
Leatherworking Only: Fur Lining - Attack Power

[top]Consumables


Battle Elixir: [Wrath Elixir], [Elixir of Mighty Agility], [Elixir of Accuracy], [Elixir of Deadly Strikes], or [Elixir of Expertise]
Guardian Elixir: [Elixir of Mighty Thoughts]
Flask: [Flask of Endless Rage]
Food: [Fish Feast] or [Dalaran Clam Chowder]

[top]Professions


If you want to truly min/max your character and have no qualms about releveling professions for max benefit, below are estimated EP values of each applicable profession.
  • Alchemy: Mixology passive ability grants +64 AP from the AP flask.
  • Blacksmithing: ~64 EP (before and after caps with epic gems, that are not available yet) from glove and bracer sockets. Epic gems will boost this benefit to ~80 EP.
  • Enchanting: +64 EP from 2 ring enchants (32 AP each).
  • Inscription: 64 AP bonus on shoulder enchants over Sons of Hodir enchants
  • Jewelcrafting: 66 EP currently (or 3 gems with 11 more crit/agi/exp/hit) plus the benefit of not needing blue gems to activate a meta slot. When epic gems are released the benefit will drop to 42 EP (or 3 gems with 7 morecrit/agi/exp/hit)
  • Leatherworking = 114 AP enchant to bracers. Taken over an Expertise or similar AP enchant and this is ~65 - 75 EP bonus.
  • Skinning = 32critical strike rating ~64EP
  • Tailoring =An average of 75 AP, minus the benefit of having 22 agility enchanted instead and Tailoring is worth an estimated ~30 EP.

[top]Notes for Raid Leaders




[top]Evaluating with WoW Web Stats


Determining if an Enhancement Shaman is performing to his potential is tricky for a raid leader as the damage output can be very random from one raid to the next, and there are no clear indicators of "using the wrong ability at the wrong time" as with other classes. The following list is intended to assist raid leaders on where to focus their efforts.
  • First and foremost, familiarize yourself with this article so that you can talk the talk with the shaman. You need to understand what Stats benefit them and what sort of weapons they need, as well as getting a good understanding of just how random our DPS can be.
  • Raid buffs are the primary reason you're bringing this shaman and so you should check to make sure he's fulfilling that role. Using WWS you can check to see how many times a totem was dropped on a fight by viewing the Shaman's record for that event. Check the "Performed" section and see how many times a totem was dropped. Multiply that by 300 seconds and compare to the length of the fight (60 seconds for Searing Totem). The estimated uptime should be pretty close. If there are gaps of uncovered time, your shaman is not keeping totems down and your melee group is suffering. Unleashed Rage should ideally have 99% uptime which requires an approximate 30% crit rate fully buffed.
  • Evaluating personal DPS contribution is tricky because it depends on armor level of the boss, your strategy on the boss, and the nature of the fight itself.
    His spread of damage should follow a general trend. Windfury attacks may be from 15 to 30% dependant on what weapon imbues he is using(if he is using FT as an OH wep imbue, WF will do less overall damage. In that case, FT should do 6-9% damage). His shocks should account for 5-10% of his damage and only Earth Shock should be cast, Fire Shock being history. A significant amount(9-13%) of damage should come from Lightning Bolt or Chain Lightning, any of them doing more damage than the shocks. If both shocks and LB or CL are doing less damage, check if the spellhit is capped. Searing Totem also does a significant amount of damage now. It's uptime is one minute - you can check its uptime by using the same model that is being used for the other totems, just replace the amount of time it is up(Usual totems are up for 5 minutes, this one - for 1). Lava Lash should be doing in the ideal case( Where you can cast every LL and every SS, aka impossible case)45% of SS damage- making that around 3-5% of total damage without FT imbued on OH and with FT imbued - 56% Stormstrike damage or 4-6% of total damage. You should see on the charts also Ghost Wolves damage and Static Shock(Will be shown as Lightning Shield) damage if the shaman has points in it, but those two should be with least percentage on the chart.

    There should be a minimal level of Parried attacks indicating that he attacked from behind the boss. His Miss Rate on WWS is mostly irrelevant unless he hasn't hit capped his specials. Except for cases where debuffs cause loss of Hit %, no special attack should ever be Missed (only dodged/parried), nor should a spell be resisted. The number of white attacks missed should not be used as an indicator of "needs more hit rating."
  • It is no longer as hard to compare two enhancement shamans. The previous factor, being the group the shaman is in, is now gone, since all buffs are raid wide. If gear levels are similar you can generally compare shamans by checking totem uptime and the number of times each ability was used.

[top]Simulations




The nature of windfury and flurry interactions make closed form modeling extremely difficult and prone to a high degree of deviation. The Enhancement community turned to combat simulators as a way to model our DPS to make informed decisions. Currently the best utility for doing this is EnhSim

Enhsim has pre-compiled binaries for Windows. Mac and Linux users will need to compile from the source. Read the configuration instructions carefully.

There is also a Rawr.enhancement module that can work either as a standalone product or one that can export it's configuration to Enhsim for more accurate simulation. Rawr - Home. Information about the Rawr module and it's exporting function can be found here, [Enhancement] Rawr.Enhance thread

Rawr has been designed to work with EnhSim through export/import functions built into their respective GUIs.

1) Load the latest versions of Rawr and EnhSimGUI those versions are current at time of writing.
2) in EnhSimGUI load up the default config.txt file and check that it works by clicking Simulate. You may have to look at the bottom right to ensure that the executable location is correctly chosen if not browse to where EnhSim.exe is located.
3) In Rawr load your character and configure the character for what you want to simulate
4) Under the Options tab there will be a tab labeled EnhSim. Open that and click "Copy EnhSim config to clipboard"
5) In the EnhSimGUI click on copy from clipboard.
6) Click simulate to get EnhSim's dps results.

Now change something in Rawr - eg: a gem, equip new item etc. Then repeat steps 4-6 (that's only 3 mouse clicks) to get a new simulation.

Please note that these are important tools, but we should not forget that they only show one simple situation. A fight against a single boss without interrupts, adds, movement, the need to heal and so on. The moment the fight diverges from this situation, our EP values and so our BiS equipment indicated by those values may change in reality.

[top]Useful Links and Addons



  • Shock And Awe - Updated version of DisqoDice for 3.0. Supports Maelstrom Weapon notification among many other features.
  • Pawn Addon Latest version now supports haste, expertise, and -Armor, as well as having a GUI to fill in the stat weights. This will add a "rating" to your item tooltips that you can fill in with the EP values, allowing you to view the EP value of an item in-game.


[top]Copyright Information


This article is the original work of Malan (Malan of <Serious Casual> on Mal'Ganis-US). The article and all future versions of the article are licensed under the terms of the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 License. Reproduction of the article in full or in part, or derivative works based on the article, including translations, are permitted as long as:

1. The reproduction or derivative work includes a direct link to the original article (permanent link) and prominently displays the name of the original author.
2. The reproduction or derivative work is not used for commercial purposes or for profit.
3. The reproduction or derivative work is also released under the terms of the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 License.

The full text of the license agreement may be viewed here or via written request to Creative Commons, 171 2nd Street, Suite 300, San Francisco, California, 94105, USA.

Shaman
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Created by Rouncer, 01/31/08 at 11:28 AM
Last edited by Rouncer, 10/28/09 at 11:31 AM
76 Comments , 2584271 Views
Old 10/17/08, 6:33 AM   #2
destor
Glass Joe
 
Draenei Shaman
 
Burning Steppes (EU)
ES over FS-ES?

FS-ES rotation vs ES spam

- Following calculation is the same than @ elitist jerks, but excluding any other buff than SS
- Original source: Shaman: Enhancement

*Assuming 750 spell power:
ES: 1.20 * (0.42*750 + 675) / 6 = 198DPS
FS-ES: [ES/12sec]+[FS initial/12sec]+[FS DoT/12sec]
[1.20(0.42*750 + 675) + (750*0.15 + 377) + (750*0.52 + 420)]/12 = 217DPS

*With 30% spell crit rate:
ES: 15% increase (because of 0.5 crit coef w/o EF):
1.15(ES) = 227.7DPS

FS: 15% increse to FS initial hit and ES part
[1.15(ES + FS initial) + FS DoT]/12
113.85 + 46.9 + 67.5 = 228.25DPS

*Including impr. scorch, CoE (+malediction)
(+10% crit chance, leading 40% total, +13% spell damage)
ES:
1.2*1.13(ES) = 268.5DPS

FS-ES
1.13[1.20(ES + FS initial) + FS DoT]/12 = 294.3 DPS


1.3k spell power, 30% spell crit, buffs, 5/5EF, Rank 10 ES, Rank 9 FS
(+10% crit chance, leading 40% total, +13% spell damage)

ES:
ES: 1.13 * 1.40 * 1.20 * (0.42*1300 + 872) / 6 = 448.7DPS

FS-ES
1.13[1.40*1.20(0.42*1300 + 872) + 1.40(1300*0.15 + 500) + (1300*0.52 + 556)]/12 = 432.0DPS

--

Btw, if yer crit chance exceeds 46% (and u have EF 5/5), ES will always be superior to ES-FS rotation

Last edited by destor : 10/17/08 at 10:08 AM. Reason: typo fix
 
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Old 11/17/08, 6:30 PM   #3
Rouncer
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Orc Shaman
 
Mal'Ganis
Malan, I remember you talking about Intro AeP values and how you would like to include them in the TTT. So with that in mind here's a set of usable values based on a non-hit/non-exp capped raider just about to enter Naxx.


AeP Values for a Non Hit Capped, Non Expertise Capped Raider at level 80 about to enter Naxx.

These are based on the raider having all raid buffs/debuffs available and should only be used as a guideline and for AeP values specific to your individual shaman stick to using the Sim to determine the AeP values.

AeP Values
AP - 1
Crit Rating - 1.7
Hit Rating - 3.1
Expertise Rating - 2.6
Haste Rating - 1.3
Armor Penetration Rating - 0.8
Spellpower - 0.9
MH dps - 5.9
OH dps - 2.5
Strength - 1.1
Agility - 1.7
Intellect - 1.7

Weapon Speed AeP Values (using the formula from http://elitistjerks.com/f79/t36782-s...rs/#post976768)
Mainhand Speed - 217.4
Offhand Speed - 157.7

Metagem (if using one of the level 80, 3% increased crit damage ones) - 152

Orc Racial
If you are a member of the Superior Race (ORC), using an Axe increases weapon value by 53.3 (5 expertise is 1.25% reduction which is the equivalent of 41 expertise rating or an AeP value of 106.6, 50% of that being 53.3)

Lootrankings
If you are an Orc this is the lootrank based on the above.
Loot Rank for WOLTK

If you are an inferior race then use this lootrank
Loot Rank for WOLTK

Tier 6.5
There is one small issue with lootrank, the Tier 6 and Tier 6.5 pieces and all the Shaman PvP set pieces are shown properly on mouseover but are actually calculated as if the additional AP was still Strength. Since the only decent ones for raiding are the three Tier 6.5 pieces here are their values.

Bracers - 260.3
Belt - 299
Boots - 318

Hope this is helpful.
 
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Old 11/28/08, 5:31 PM   8 links from elsewhere to this Post. Click to view. #4
Toots Hepcat
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Troll Shaman
 
Llane
Attached is a graph of WF PPM, as affected by haste in a no-miss environment. It does not account for SS or LL.

Operates according to my working theory on WF PPM:
WF PPM = 3s + Time to First Hit After PPM + (Average Number of Hits to Proc - First Hit) * Time to Hit

WFx1
Time to First Hit After PPM = WSPD - (3 mod WSPD)
Average Number of Hits to Proc - First Hit = (1/.2) - 1 = 4
Time for 4 hits = 4 * WSPD 

WFx2
Time to First Hit After PPM = (WSPD - (3 mod WSPD))/2
Average Number of Hits to Proc - First Hit = (1/.36) - 1 = 1.8
Time for (1/(wf proc chance)) hits (WFx2) = (1/wf proc) * WSPD/2
Note that I am "less sure" of the dual WF model than the single WF model. In the real world, PPMs are higher and potential losses smaller due to SS & LL.

So what's this graph say?
- Haste is very good for Windfury -- until we arrive at a weapon speed that's a divisor of 3. Then we have a pretty substantial reduction in WF proc rates.
- The size of this loss is around 14% as we move from, say, 1.51 to 1.5. The gap closes at roughly the same rate it was increasing prior to hitting that speed.
- We eventually make that up the loss as we add more haste. This happens at around 1.3s for single WF

Remember:
- Increases in MW/FT/Melee dps will offset losses to WF much earlier than the upswing of this graph
- Shaman weapon speed is NOT constant. Flurry (30% haste), Mongoose (2% haste) and trinket/weapon haste procs will have you dancing all over this graph, sometimes in the "haste is really good" zone and sometimes in the "haste just nerfed my WF" zone.
- You can't just average out these procs to calculate the effects of adding haste, because the exact momentary weapon speed is what's important.
- Most on-proc haste effects move weapon speed so far that MW/FT/Melee increases will always offset losses to WF
- Therefore, median speeds -- the ones that are most likely to be in effect, such as the speed with flurry/WFT/Moonkin buff up, and the speed with flurry/wft/moonkin/at least one mongoose proc -- are what's important in terms of diagnosing a potential loss or stalling in the benefit of haste. This is why we could safely say back in the days of 2.x mechanics that haste was "always a net benefit." -- it wasn't possible to get ENOUGH haste to push us under 1.5 for the median.
- If you drop Mongoose, you decrease the complexity here by a large amount.

IMO, you have two options w/r to passive haste: you can be real careful about adding it, to avoid the zone. Or you could add a whole mess of it, and shoot right through the zone. Still, since you'd get more benefit out of stacking any other stat, stacking haste is dumb, but I've been informed there's so much haste gear out there it may be inevitable, especially since so many of will again be using a (sigh) 2.5s weapon.

Also attached is a graph of how much haste rating you can safely added according to your weapon speed.

BTW: this is IMPOSSIBLE to model with EP numbers, which is why simulation is so essential.
Attached Thumbnails
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Attached Files
File Type: xls max haste.xls (18.0 KB, 333 views)

Last edited by Toots Hepcat : 11/28/08 at 5:46 PM.
 
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Old 11/29/08, 6:58 PM   #5
Malan
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Malan
Tauren Shaman
 
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I hope everyone realizes that when you post shit that doesn't have anything to do with the article specifically (meaning, something specific that I should add or change, not a discussion about it), that I just delete it.

Shitting up every single thread on EJ since '06
 
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Old 11/30/08, 12:26 AM   #6
BoinKlasik
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Draenei Shaman
 
Cenarius
Heya, I havent been here in a while but I was wondering if there would be any way to prove if the WF glyph worked with the badge relic (212 WF ap)

A: Splintering EP = Percent_of_WF_Swings * Splintering * Elemental_Weapons
would become

A: Splintering EP = Percent_of_WF_Swings * Splintering * Elemental_Weapons*Windfury Bonus AP Glyph

which would add another 1.4 multiplier which at least makes it not nearly as bad as it shows right now (would require a 57.6% uptime)

Sadly I cant test it myself even if somebody has a testing method as my shaman is still 70 (swapped mains)

this would not affect the Indomitability calculations because that is straight ap and not "bonus ap to windfury weapon"

Just a thought.
 
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Old 12/07/08, 5:56 PM   #7
finnstoney
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Draenei Shaman
 
Muradin
Elemental Fury vs Reverberation

Prior to WotLK there was a reply up here regarding Elemental Fury vs Reverberation, or at the very least about why Reverb was not worth 5 points. The discussion came up recently from a commenter on my blog and I was going to refer them here to the post, but couldn't find it. So I ran some numbers in Excel and will post the results here for others.

The short story is that with Elemental Fury you gain an approximate 3.7% additional damage throughout the entire run. While Reverberation is only about 2.5% additional damage, assuming every time the CD is up on shocks your SS & MW5LB are not available, but any time you are not taking advantage of the extra second that additional % damage goes down. So spec into Ele Fury and don't bother with Reverb.

The long story:
Let's assume we're not spec'd into SS/Imp Shields. So we're only looking at increased crit damage from FT, ES, LL, and LB. In a recent Naxx 10 with this spec FT, ES, and LB were each around 12.5% of my overall damage with % of crit averaging around 35%, and poor little LL coming in at 4% of overall damage and 30% crit. I'm also not taking into account totems just for the sake of simplicity.

Damage With Elemental Fury
AbilityOverall Crit 
FT
1,000,000
350,000
 
LB
1,000,000
350,000
 
ES
975,000
341,250
 
LL
325,000
97,500
 
All Else
4,500,000
 
Total
7,800,000
1,138,750
 

Damage Without Elemental Fury
AbilityOverall Crit 
FT
912,500
262,500
 
LB
912,500
262,500
 
ES
899,600
255,900
 
LL
300,600
73,150
 
All Else
4,500,000
 
Total
7,525,200
854,050
 

The calculation used for 'Without Ele Fury' is:
Crit with EF /EF Coefficient * Base Spell Crit Coefficient
so FT is 350,000 / 2 * 1.5 = 262,500

That's about 3.7% additional damage output over the course of one night in Naxx10 in mixed blues/purps. (well, it's 3.8% in the raw numbers but I rounded some numbers down here) As crit rating increases this number will continue to go up.

Now looking at Reverberation let's take ideal conditions of a 5 minute boss fight and assume that every time shocks are off cooldown we don't have SS or MW5 charged up so we use ES on every cooldown.

300 seconds / 6 second CD = 50 ES without Reverberation
300 seconds / 5 second CD = 60 ES with Reverberation
= 10 addtional ES 

(ES dmg * % non-crit) + (ES crit dmg * % crit)
(2200 * 65%) + (3300 * 35%) = 2585 damage

2585 * 10 additional shocks = 25,850 additional damage

300 second fight * 3400 DPS = 1,020,000 total damage

1,020,000 / 25,850 = 2.5% additional damage potential best case scenario
So there you have it even in optimal (and unrealistic) conditions Reverberation leaves much to be desired. Hopefully this adds some value for our fellow Enhancers that are tempted by that Reverberation.


I'd like to add a quick thank you to all the regular posters here, and especially Malan, for all your hard work researching and theorycrafting. I follow other threads on EJ and I've got to say other TTT's are not nearly as well researched and organized as this one.
 
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Old 12/08/08, 9:25 PM   #8
Kaamaria
Glass Joe
 
Draenei Shaman
 
Argent Dawn
Reverberation vs 5 points in Enhancement

Finnstoney, about Elemental Fury vs Reverberation:

Interesting analysis, but in practice I think 5/5 Reverberation might allow for more than 20% more earthshocks. Not counting Maelstrom Weapon which obviously interrupts the cycle, I usually open with SS which starts its 8 sec talented CD, then ES after 1.5 sec. That leaves 8 - 1.5 - 6 = 0.5 sec. I have tried using ES right away again, but that effectively puts SS on a 9 sec CD. I seem to (note: no methodical testing) do more DPS if I instead wait 0.5 sec and keep SS (mostly) on an 8 sec cycle. That makes my ES effectively also on an 8 sec CD.

0----1.5-------7.5---8 (ES tied to SS's 8 sec CD)
SS--ES--------wait--repeat

With Reverberation, I would be able to ES twice after SS without lowering my SS DPS. It would almost be like bringing the ES CD from an effective 8 sec to 5 sec.

0----1.5------6.5----8 (W/Reverb: ES on 5 sec CD without affecting SS)
SS--ES-------ES----repeat

And I am not thinking Reverb. vs Elemental Fury, but rather vs Static Shock, 1 point in Ancestral Knowledge, and something else I haven't decided yet. It would be a 20/51/0 spec, but I can't determine the best point to cut from enhancement Tier 5 and below, starting with all except Static Shock and Earthen Power.

So given the above, do you think getting Reverberation could outweigh losing Static Shock, 1 Ancestral Knowledge and x other point Tier 5 or below, and if so what should x cut point be?

Thanks in advance!
 
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Old 12/09/08, 1:54 PM   #9
finnstoney
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Draenei Shaman
 
Muradin
Suggested Edits to Article

Malan, I would suggest the following edits:

Weapon Speed Interaction
edit for clarification: When imbuing both weapons with WF, many shaman will correctly...

add after that paragraph:
When equipping a slow MH and fast OH it is better to imbue the MH with WF and the OH with FT to avoid the OH “eating” WF procs. A quick guide to optimal DPS would be:
Slow/Slow = WF/WF or WF/FT
Slow/Fast = WF/FT only


Maelstrom Weapon
edit for clarification: Casting with fewer than 5 stacks will reset the swing timer however and therefore results in a significant decrease in DPS...


Talent Builds
add from Toots pocket Guide with a few addtions:
Specs are open to a lot of variation depending on gear and playstyle, however all builds should include:

3/3 Elemental Devastation
3/3 Enhancing Totems (For your raid)
5/5 Flurry
3/3 Elemental Weapons
2/2 Improved Windfury Totem
3/3 Mental Dexterity
3/3 Weapon Mastery
1/1 Dual Wield
3/3 DW Specialization
3/3 Mental Quickness
Lava Lash
1/2 Improved Stormstrike
Shamanistic Rage
5/5 Maelstrom Weapon
Feral Spirit

Notes:
- The Unleashed Rage effect can also be produced by hunters via True Shot Aura. If your hunter isn't Marks, or doesn't have this buff you will want 5/5 UR.
- Improved WF Totem overlaps with a Death Knight's Improved Icy Talons. These points could be spent elsewhere, however keeping this talent will benefit the DK's threat generation as they will not need to refresh Icy Talons every 20 seconds.
- For most players, 2/2 Improved Stormstrike will be superior to other uses of that talent point; however, even with Static Shock you won't be able to consume all 4 of the Stormstrike charges in 8s.
- If your raid's mana buffs allow the loss of 1200 mana per 2 minutes, you will want to put at least 1 point into Static Shock and throw up Lightning Shield.
- Improved Elemental Shields does not boost the passive mp5 of water shield -- just its returns on hit. This makes it a bad talent for mana conservation. With 3 points, it works out to less than 1 dps with Static Shock. It's just a bad talent for raiding
- Many shaman have chosen to pick up 2/2 Imp Ghost Wolf for mobility, even at the expense of Static Shock
- Convection is worth about 10 mp5 per point. Trading between it and Concussion is a cheap way to ensure you have enough mana to not go OOM in between ST procs.

question about this: pocket Guide was written for lvl 70, do we want to add any other "required" talent points for optimal dps? Namely, Elemental Fury and Static Shock?


Expertise Rating
do you want to take out the reference to patch 2.3? If so edited paragraph:
Expertise Rating converts into Expertise skill at a rate of 8.1975 expertise rating:1 Expertise at level 80, and reduces the chance for your target to dodge and parry by 0.25% per point of Expertise. Expertise cap of 26 (205 Rating) is required to achieve 6.25% dodge reduction, which is the maximum observed value of any NPC.

This seems contradictory: "Expertise remains the most valuable stat to cap through gear and enchants. The parry reduction element of Expertise will have only marginal use in raid settings..." Can the first sentence be clarified?
 
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Old 12/12/08, 9:28 PM   #10
Yasuhiko
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Following up on anji's post, it is about time to update the Glyphs and Talents section.

Right now, Stormstrike is an obvious choice for a glyph, and if the above math is to be assumed correct, so is FT.
now, for the third glyph, I present to you Windfury, 3.0.8 style:
Glyph of Windfury Weapon - Increases the Chance to proc your Windfury Weapon by 5%.

Now, I haven't done the math because I'm done with that for at least a week (Thank you calculus finals), so please bear with me.
Assuming Windfury procs 18% of the time after being eaten... Off the top of my head, it should look something like:

(% of total damage belonging to windfury) * ((old proc-rate - % of windfury attacks lost) * (new proc-rate / old proc-rate))
(% of total damage belonging to windfury) * .18 * 1.25
(% of total damage belonging to windfury) * .225
The reasoning behind this is gross. After all, increasing the procrate will not increase the wf eat rate linearly, but the above formula should give us a ballpark estimate. Anyway, what this gives is the percent damage boost, determined first by the increase in procrate relative to the original, modified down by the fact that windfury gets eaten. Anyway, I think someone with a bit more experience in this field might want to fill in the blanks and tune the formula, I just felt it fitting to get a framework up to start.



[E]dit 12/14/08: So the old windfury weapon glyph was worth 500 AP, which translates to about 35.714 DPS.
Assume that you're using a 2.6 speed weapon, have an average attack speed of 2.0 after haste effects, windfury procs 18% of the time due to the cooldown, and you're fighting for 2 minutes. This means you'll get 60 white attacks, 21.6 (22) windfury strikes, windfury is 26.9% of your strikes, and you average a strike once per 1.46 seconds.

DPS boost x Weapon speed x number of bonus strikes x Elemental Weapons bonus
35.714 x 2.6 x 2 x 1.4
259
or 259 damage per windfury. That's it. Weapon speeds are all that will really change this value, and not by much. Now, if you want to find the average DPS, instead use the equation (which I dislike, since I suck at math):
DPS boost x weapon speed x number of bonus strikes x EW bonus x % off attacks that are windfury / average strike speed
35.714 x 2.6 x 2 x 1.4 x .269 / 1.46
47.9
or a 47.9 DPS boost. I got this by taking the damage boost per windfury, multiplying by the average number of attacks made per second (windfury and white). To that end, I still can't help but feel I forget something vital though. Any secondary input on how bad old WF is?

[E]dit 2 12/15/08: Fixed some math on the new WF glyph. (.25) / (.2) = 1.25, not 1.2.

Last edited by Yasuhiko : 12/15/08 at 7:53 PM.

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Old 12/16/08, 11:57 AM   #11
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Removed posts today as I integrated stuff.

Reminder: Please stop posting discussions here. If you have solid, peer reviewed evidence, or corrections, thats what goes here. If you have a question or want to comment on something that someone said or want to start a general discussion of something, don't post that shit here, go find an appropriate thread in the class/mechanics forum. If you do, two things happen: 1) I report the post for moderation which earns you an infraction, and 2) I delete your post permanently, destroying however many minutes of effort you put into it.



[e] Hit Rating section updated with proper cap values

Last edited by Malan : 12/17/08 at 1:52 PM.

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Old 12/18/08, 2:57 PM   #12
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Administrative note: Rounced will be helping out with keeping this article updated now.

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Old 12/31/08, 12:35 AM   #13
Yasuhiko
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Another minor clerical edit:

The two hand viability page speaks about DPS at level 70, including reference to the outdated sub-resto spec, as well as dual windfury and UR uptiming. I suggest the entire section be scrapped, and if we really need to have a section, a short mention on AP scaling and Lava lash should do.

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Old 01/13/09, 10:42 PM   #14
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Originally Posted by Psychodays View Post
Haste/WF PPM

Testing some new gear I came across the 1.5spd barrier on Calamity's Grasp. The circumstances that will reach this value are as follows:

MH 2.6spd
4-piece set bonus.
Improved WF totem
6.8% Haste ~225 rating
or
5% Haste ~165 rating with Totem of Dueling/Mongoose

Since this speed can have such a negative impact on WF PPM I believe it is worth noting these circumstances in this ThinkTank. This essentially could be our haste cap when using the tier 7 set bonus.
You can also just push past that haste cap and then it regains it's full value again. My real issue with updating the TTT is that the "haste cap" is such a narrow band and honestly I have never seen true proof that the WF cooldown is actually 3 seconds and not some value like 2.8 or 2.6 or 3.1 and I even recall someone running a long series on those immortal guys by the portal using a mod like procwatch that had the shortest time between windfuries as something like 2.79 or some other such value.

We know the cooldown is 3.0 seconds to the same degree that we knew that patchwerk's hateful strikes were purely based on health back in Vanilla. I could be wrong and would be happy to look over evidence to the contrary but I know I haven't seen it yet.

(e) Your post got me curious so I just went through my WWS parse for Sarth+3 10 man from the other day and I found this one.

16:35'36.750 Rouncer Windfury Attack hits Tenebron #9 for 1748 Physical.
16:35'36.750 Rouncer Windfury Attack hits Tenebron #9 for 3859 Physical. (Critical)
16:35'39.625 Rouncer Windfury Attack hits Tenebron #9 for 3314 Physical. (Critical)
16:35'39.625 Rouncer Windfury Attack hits Tenebron #9 for 1621 Physical.

Notice the timestamps. That's 2.875 seconds between Windfury attacks. I'm thinking we really do need more testing to determine the exact cooldown.

Last edited by Rouncer : 01/14/09 at 3:17 PM.
 
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Old 01/20/09, 5:29 AM   #15
Yasuhiko
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Originally Posted by Rounced View Post
You can also just push past that haste cap and then it regains it's full value again. My real issue with updating the TTT is that the "haste cap" is such a narrow band and honestly I have never seen true proof that the WF cooldown is actually 3 seconds and not some value like 2.8 or 2.6 or 3.1 and I even recall someone running a long series on those immortal guys by the portal using a mod like procwatch that had the shortest time between windfuries as something like 2.79 or some other such value.

We know the cooldown is 3.0 seconds to the same degree that we knew that patchwerk's hateful strikes were purely based on health back in Vanilla. I could be wrong and would be happy to look over evidence to the contrary but I know I haven't seen it yet.

(e) Your post got me curious so I just went through my WWS parse for Sarth+3 10 man from the other day and I found this one.

16:35'36.750 Rouncer Windfury Attack hits Tenebron #9 for 1748 Physical.
16:35'36.750 Rouncer Windfury Attack hits Tenebron #9 for 3859 Physical. (Critical)
16:35'39.625 Rouncer Windfury Attack hits Tenebron #9 for 3314 Physical. (Critical)
16:35'39.625 Rouncer Windfury Attack hits Tenebron #9 for 1621 Physical.

Notice the timestamps. That's 2.875 seconds between Windfury attacks. I'm thinking we really do need more testing to determine the exact cooldown.

You're absolutely right in that we need to do more testing, but when we do, make sure latencies are recorded, such windfury proc time differences could just be due to a discrepency between when your attack submits and when it registers. For all we know, your windfury cooldown was started on the server at 16:35'36.500 and your latency didn't return the attack until 16:35'36.750, whereas the second was at 39.500 and returned at 39.625. If you have a latency that shifts between 125ms and 250ms, this is certainly possible. (As a note, I don't KNOW how exactly latency works on Blizzard's servers, especially with attacks like Windfury, but it will no doubt be a factor.)

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Old 01/20/09, 4:38 PM   #16
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Originally Posted by Yasuhiko View Post
You're absolutely right in that we need to do more testing, but when we do, make sure latencies are recorded, such windfury proc time differences could just be due to a discrepency between when your attack submits and when it registers. For all we know, your windfury cooldown was started on the server at 16:35'36.500 and your latency didn't return the attack until 16:35'36.750, whereas the second was at 39.500 and returned at 39.625. If you have a latency that shifts between 125ms and 250ms, this is certainly possible. (As a note, I don't KNOW how exactly latency works on Blizzard's servers, especially with attacks like Windfury, but it will no doubt be a factor.)

Please move discussion to the thread in the Shaman class mechanics forum. http://elitistjerks.com/f79/t42139-e...eapon_cooldown

Those forums are where all discussions should be taking place. This thread is only for things specifically relating to information in the TTT thread. If you will note, I responded why we wouldn't be adding those specific haste values into the TTT and then created a topic in the class mechanics forum to discuss the matter further to see if a consensus could be reached that possibly would be worth adding to the TTT.

Currently the status on the topic is that the Windfury cooldown interacts with weapon speed in a "bell curve" type fashion due to the inconsistencies of server/client interaction as well as relating to possible server load issues. As such for raiding purposes there are no clearly definable values of haste that will cause a person to enter a "windfury chasm" where their proc rate will suddenly decrease. To put it simply, the dropoff in haste EP value seen in the Sim is a product of the perfect way the Sim models the game and is not translatable to real world experience.

I think that thread may get some new life from the new windfury glyph but, unless there are some new findings to contradict the above, that is basically what will end up being added to the TTT.
 
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Old 01/28/09, 12:44 PM   #17
sof2er
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I can confirm that they gain 30% AP, 35% Armor and 30% Stam.

The following script adds a pet window for your spirit wolves (it won't show stats until they are summoned)

/run if not oldHasPetUI then oldHasPetUI = HasPetUI; HasPetUI = function() return true, false; end end PetTab_Update() ToggleCharacter("PetPaperDollFrame")
 
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Old 01/29/09, 4:48 PM   #18
Neurosisxeno
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Not sure why no one has mentioned it, but Totem of Hex is also a great choice for Enhancement Shaman.

EDIT: I've actually noticed a large number of Enhancement Shaman switching over to it considering 60 haste is hardly a dps buff, Stonebreaker's doesn't offer a high enough up time, and Splintering doesn't scale and is horrible for the most part. Not exactly sure how much it amounts to in terms of EP, but I would assume it would probably be on par if not better than Stonebreaker's because it's not a chance on hit.
 
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Old 02/10/09, 11:30 PM   #19
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Glove Enchant EP Values

Looking at the recommended enchants for gloves, it seems that the engineering-made Hyperspeed Accelerators are the best available (if you are an Engineer of course).

Hyperspeed Accelerators (340 haste for 10sec, 1min CD)
340*Haste EP / 6

340 * 1.3 / 6

442 / 6 = 73.667 EP

Crusher = 44 EP
Precision = 62 EP
Expertise = 39 EP.

There is even a fair amount of wiggle-room on activating them every minute to keep the average EP up.

EDIT: I forgot to point out that the tooltip on Wowhead and in-game both show a 2min CD on this item, but it actually has a 1min CD.

Last edited by Signu : 02/15/09 at 10:01 AM.
 
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Old 02/14/09, 4:31 AM   #20
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In the "Evaluating with WWS" section: Shaman: Enhancement

You should see on the charts also Ghost Wolves damage and Static Shock(Will be shown as Lightning Bolt) damage if the shaman has points in it, but those two should be with least percentage on the chart.
Just typo corrections here -- this should mention that our pets show up as Spirit Wolf and our Static Shock data shows up as Lightning Shield. These are both going to show up as an additional 3 to 5% depending on the encounter (one set of wolves on short fights or e.g. Malygos, more lightning shield damage on fights with frequent boss aoe like KTz).
 
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Old 02/17/09, 11:30 AM   #21
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Originally Posted by Swiftend View Post
Use it as you see fit, makes no difference to me.
I see fit to delete it, thanks.

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Old 02/18/09, 12:29 PM   #22
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Originally Posted by bestpike View Post
I cant see any glyph analysis. Are there any plans to add them sometime

Jury is still out regarding the Glyphs especially with the latest changes to the Windfury glyph and it's current state where half of it's effects are on the tooltip and the other half are not. Stormstrike is a given and the Windfury glyph is clearly the best option for the second glyph provided it's current effects are actually intended. However there has been no confirmation from Blizzard and with the AP boost not even being on the tooltip it could be removed at any time during a hotfix which would take it from the second best glyph to being relatively worthless since we would most likely no longer be using Windfury on the mainhand for PvE anyway.

Hopefully we will get some updates on the glyphs with the upcoming PTR and once the dust all settles it will be finalized enough to include more info in the TTT.


Malan, did you see the post about expertise rating not truncating? It seems like Vulajin has confirmation in the following posts, so it seems like the chunk aspect is only a tooltip thing and we can remove that chart from the TTT if you agree with the findings.

http://elitistjerks.com/1106316-post348.html

edit - is that better? I just set it for the highest value whatever that is.

Last edited by Rouncer : 02/18/09 at 4:38 PM.
 
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Old 02/18/09, 2:10 PM   #23
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Yah and assuming its true then the sim is modeling Expertise incorrectly as well.

[e] also screw you and whatever page length settings you're using.

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Old 02/19/09, 5:45 AM   #24
 Raut
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The example linked above is not proof that expertise is modeled incorrectly. It strongly supports the claim, but 20k hits may be on the light side of writing the rule set.

I'm currently moving so I have no active wow connection(and my windows disk died, buhu), maybe ticket a GM and let them filter the request to a dev or even ask on the dev forum?

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Old 03/01/09, 2:29 AM   #25
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raut said 20k hits was not a big enough sample for the expertise being a fluid measurement instead of steps, so I did a test. I made sure to have 700 hit to take misses out of the test. I did a test of over 100k hits with 210 expertise only had 98 dodges.


Last edited by zarmock : 03/01/09 at 6:22 PM.
 
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