@Althor: The results look a lot better now (One quick thing that will be a net gain is to use Enchant 2H - Mighty Agility instead of Landslide). I'll cross check the output/code some more and let you guys know if I find anything else.
Originally Posted by Odas
Althor,
I looked over the priority list and I have some questions and comments.
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I'm the one to blame for most of these, so I'll answer.
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Should berserk always be delayed for tiger's fury? What if tiger's fury has 14 seconds left on cooldown, should you hold berserk? What about times when the fight won't last 15 more seconds so you could get a berserk, but not a tiger's fury? At what time is the global cost of berserk not worth it (For example if you only have 2 seconds until the fight ends)?
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This is encounter duration dependent. The decision is almost entirely based on "will pushing back Berserk cause me to lose one at the tail end?", which for most encounter lengths is "no". Adding a check to see if remaining encounter length will be <= the TF cooldown + Beserk duration is a good idea though. The global cost will not be worth it the moment it costs you a yellow attack (At the tail end of the encounter, a Feral Druid is not global locked for the vast majority of the fight.), but the exact situation is rather unlikely.
actions+=/ferocious_bite,if=buff.combo_points.stack>=5&dot.rip.ticking&target.health_pct<=25
During execute, shouldn't you pool your energy to 70 for ferocious bites? I was under the impression that more energy is better for ferocious bites as long as you aren't sacrificing rake or rip uptime.
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I haven't been able to get a net gain by doing this yet. The window you have for pooling (at least as of 4.0.1, have not rechecked yet) is somewhat smaller than you may expect since the Glyph of Shred was not being reset by Ferocious Bite. Getting to 5 cps, and pooling as high as you dare while avoiding Rip falling off due to a freak miss streak and ensuring Rake has a high uptime is a bit much for 16 seconds of time. Possible room for improvement perhaps but I don't see it as all that likely at a T11 gear point.
actions+=/ferocious_bite,if=(target.time_to_die<=4&buff.combo_points.stack>=5)|target.time_to_die<=1
Is a 1 point ferocious bite better than a shred?
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Nope, though a 1 point bite that you can cast is better than a Shred that you can't. My quick and dirty attempts to change this conditional all sim slightly lower. There is room for improvement here, though the difference is minor.
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Are those cutoff times for when the ferocious bite determined experimentally?
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Yes they were.
Hmmm. Which is more likely, "OoC procing in the global after a Ravage" or "Ending up pushing back Ravage too far and losing the TF benefit if there was one"? If it's the former, then the code should still check OoC (There's a fallback conditional to prevent Stampede not being consumed entirely, so this is purely a matter of wasting an OoC proc). If it's the latter, then Ravage should be used regardless of OoC (Modifying my script suggests the check should remain, but the differential between the two is not statistically significant.).