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Old 09/21/10, 3:57 PM   #121
 Hamlet
<Druid Trainer>
 
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Tauren Druid
 
Mal'Ganis
Haha, I thought it would at least require Wild Mushroom to break the rotation in that way.

One note is that you can't necessarily Wrath though. The people claim SS always generates Solar energy are being too hasty--they're testing against outdoor mobs or something where you keep breaking combat. Right now on the beta SS generates whichever kind of energy is opposite your most recent Eclipse proc, default to Solar if you haven't procced an Eclipse since you last entered combat.

I should confirm, but I think this does mean that you can prepare Solar in advance, reset combat status, and then do what you're describing.

Perhaps more importantly, since we're arguing for SS to be smart again anyway, that detail is hopefully moot. Something will need to be changed here.


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Old 09/21/10, 4:23 PM   #122
Erdluf
Great Tiger
 
Night Elf Druid
 
Echo Isles
I set Wrath and SS to zero (move the casting time to MF) and still get over 17k DPS, and Net MP5 turns slightly positive.

In fact, 7.8% IS, 92.2% MF is just over 16k DPS in Solar (before accounting for the 1-minute Nature's Torrent).

Now we have been assuming that Blizz still intends to let Haste apply to our DoTs. If they back off on that, things are a bit less silly.

Potential Fixes seem to be some combination of:
- DoTs don't scale with Haste
- DoTs generate energy.
- Nerf IS and/or the MF DoT a bit (or increase Wrath and SF).
- Nerf Lunar Shower a bit (I'd really hate to see that for PvP reasons).
- Have IS morph into Firefly Swarm (arcane)
- Reduce the between-Eclipse time (stronger Euphoria, or we've seen lots of suggestions).

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Old 09/21/10, 5:42 PM   #123
Arythorn
Don Flamenco
 
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Worgen Druid
 
Ysera
Originally Posted by Erdluf View Post
DoTs generate energy.

- Reduce the between-Eclipse time
I'd be fine with DoTs moving us along the grid though, honestly, Eclipse cycles are already too short. The big thing for me at this point is that the long duration of dots (not yet even affected by haste) are already lasting longer than Eclipse cycles and causing refresh/clipping issues. If haste begins to affect dots (which we would want it to for scaling), it will actually work counterproductively to exacerbate this situation by shortening Eclipse cycles while lengthening dots. Add in the fact that you want to get 15% haste mechanic from Nature's Torment haste for which you must cast a dot for at the beginning of each Eclipse and it basically compels clipping.

It may not sound right but honestly, my vote is for Eclipse to not cancel at zero but rather only cancel when you get to the opposite Eclipse. I know 100% uptime -- how dare I ask for it -- but we are fairly high on Eclipse time on live in end game gear so it's not that much of a stretch. Spells could be tuned accordingly to expect 100% uptime. Right now, having three states, Lunar, Non-Eclipse, and Solar and then adding in the variation of trinket spell procs and the like as well is driving me farking batty.

This is not a big issue on live as DoTs are an afterthought and Eclipses only affect Wrath and Starfire anywho. With the entire school being affected and DoTs actually doing enough damage to matter now, the issue of a three-state system is very problematic. All spells / ticks moving us across the grid and cancel at opposite side sounds functional with some tuning. Then again, maybe I'm crazy -- but if so, there's a high percentage chance I have been driven crazy by trying to make a back-and-forth rotation work the past couple days.

EDIT: or you could scratch all of the above and just have DoTs calculate each ensuing tick based on current procs / Eclipse state. At which point the whole damn headache goes away. Having a 3-state alternating school buff that lasts in a ~15 second / ~8 second / ~15 second pattern and dots that last upwards of 20 seconds with haste causes a world of issues on dot refreshing. And, again, that's before you add in other proc-based spell gains into the mix. Just too much variation with dots getting their full-duration power at cast. No idea the coding involved but dots that recalculate throughout their lifespan would make the current Eclipse far less painful a mechanic.

Last edited by Arythorn : 09/21/10 at 6:19 PM.

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Old 09/21/10, 5:59 PM   #124
Ereshmilor
Von Kaiser
 
Tauren Druid
 
Madmortem (EU)
Originally Posted by Erdluf View Post
Solar Shower Cast Time DPET DPS Contrib MPS MPS Contrib
Insect Swarm 7.8% 74086 5783 1577 123
Starsurge 11.7%17722 2068 1399 163
Wrath 11.7% 102781199 2181 254
Starfall 2.1% 31411 651 7991 166
Force of Nature 0.7% 71808 490 1941 13
Thorns 4.7 16388 771 4988 235
MF DD 61.4% 7761 4765 36 22
MF DoT Free  3148   
     
Totals  DPS: 18875 MPS: 976
    MP5:4881
If you don't cast SS and Wrath and generate no Energy there should be something like

Solar Shower Cast Time DPET DPS Contrib
Insect Swarm 7.8% 74086 5783
Starfall 2.1% 31411 651
Force of Nature 0.7% 71808 490
Thorns 4.7 16388 771
MF DD 84.8% 7761 6581
MF DoT Free  3148
   
Totals  DPS: 17424

So 17k Dps with Instant cast only. Hello PvP

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Old 09/21/10, 6:35 PM   #125
aceofsween
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Troll Druid
 
Lightning's Blade
I don't see how they'll allow this. Lunar Shower will likely end up causing Moonfire to generate Energy. That's my likely guess.

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Old 09/21/10, 7:00 PM   #126
Arythorn
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Worgen Druid
 
Ysera
To me the Lunar Shower is an easy fix. Adjust the talent to 10/20/30% or whatever numbers make sense. At the end of the day, the talent is about keeping our DPS from plummeting on the move. So, adjust the talent to a stated design goal of whatever Blizz feels is reasonable on the move DPS compared to a turret rotation. If it's on the move dps is desired to be 80% or 90% or whatever of a turret rotation, adjust the talent accordingly. Right now, apparently the talent is broken to allow on the move damage to be around 150% of stand and turret rotation. So adjust the percentages on the talent and fixed. Also, as fun as it might seem atm, we don't want repeated Moonspam to be the prevailing PvP tactic.

Unfortunately, Sunfire is broken atm or we could test this theory in practice -- but if it is that broken, then it should be an easy fix.

EDIT: Did this (Lunar Shower Moonspam propped up by IS) on PTR sticking in Lunar (all that can be done atm) with added Starfall on the minute (which admittedly hit extra target dummies) to the tune of 10.3k sustained. Micro-managing a full rotation in the same location (again with Starfall hitting dummies) netted me 12.3k sustained.

Last edited by Arythorn : 09/21/10 at 7:24 PM.

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Old 09/21/10, 7:42 PM   #127
Erdluf
Great Tiger
 
Night Elf Druid
 
Echo Isles
Apparently Fire Mages are more or less in the same boat. Scorch (0 mana, cast while moving) is doing the same DPS as Fireball (their "official" nuke), but their t11 bonus will boost Fireball a little. As far as I can tell, the fix there is to just make Scorch a little bit weaker than Fireball.

The DD DPS from Lunar Shower is already weaker than SF and Wrath. However MF benefits from Eclipse, without consuming it. The "not consuming it" part makes it too strong, particularly when the tradeoff is a very strong Eclipse buff compared to nukes that are weak.

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Old 09/21/10, 11:02 PM   #128
aceofsween
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Troll Druid
 
Lightning's Blade
Right, which is why a Moonfire that generates energy during Lunar Shower will correct that problem. 10 Energy a pop would put it in line with the other spells. I don't think that's out of line really.

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Old 09/21/10, 11:51 PM   #129
Arythorn
Don Flamenco
 
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Worgen Druid
 
Ysera
Personally I think Eclipse cycles are already moving too fast without more things generating energy. Of course Starsurge isn't acting smart atm to help extend them but . . . I'm still of the opinion to moderate the damage buff from the talent. Either way, agree it needs to be fixed.

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Old 09/22/10, 8:01 AM   #130
aceofsween
Don Flamenco
 
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Troll Druid
 
Lightning's Blade
That maybe the case... Honestly, after thinking on the topic more I believe it's more likely they might tone Lunar Shower down a bit and decrease the mana efficiency a bit so it's not completely, mind-bogglingly high. As it stands now... this is just not sustainable. The intention was for movement to be less punishing on our DPS compared to other more mobile specs like Arcane Mages and Hunters. It's not supposed to be replacing our rotations entirely.

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Old 09/22/10, 8:33 AM   #131
Moonlyt
Glass Joe
 
Night Elf Druid
 
Lightbringer (EU)
It looks like things are a little unbalanced (pun intended). I like Arython's idea of having no eclipse downtime. This makes our mastery similar to other classes in the sense that we always benefit from it. It fixes most of the dot clipping issues in our rotation and allows pvp players to benefit from mastery at the start of a fight. I'm pretty sure they will tone down lunar shower, it makes sense and moonfire spam is boring and should really be avoided and used when you can't stand still long enough to cast a main nuke.

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Old 09/25/10, 11:45 PM   #132
Hidden
King Hippo
 
Blood Elf Priest
 
Nazjatar (EU)
Honestly I cannot see them efficiently fixing the Lunar Shower problem simply by reducing its bonus for a simple reason:
If you use it as you're supposed to (spam MF if you have to move), there's a chance of up to 50% (depending on how Eclipse is finally implemented) of not being in Eclipse and not getting any bonus from Eclipse for the whole duration you're moving.
It definitely makes more sense to have your Eclipse bar still moving while you're doing your "mobile rotation".

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Old 09/26/10, 2:41 AM   #133
Mews
Von Kaiser
 
Night Elf Druid
 
Proudmoore
Originally Posted by Hidden View Post
Honestly I cannot see them efficiently fixing the Lunar Shower problem simply by reducing its bonus for a simple reason:
If you use it as you're supposed to (spam MF if you have to move), there's a chance of up to 50% (depending on how Eclipse is finally implemented) of not being in Eclipse and not getting any bonus from Eclipse for the whole duration you're moving.
It definitely makes more sense to have your Eclipse bar still moving while you're doing your "mobile rotation".
It's more than likely that Lunar show will include Sunfire considering it's a prerequisite for Lunar shower.

It's just a number adjust or moving more damage to the DoT portion.

On a side note; it's gonna get annoying that we're gonna have three spells that could be shortened to "SF"; Starfire, Starfall and Sunfire. S'pose it's not as bad as the amount of SS' in the game.

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Old 09/26/10, 3:49 PM   #134
Erdluf
Great Tiger
 
Night Elf Druid
 
Echo Isles
Updated scaling, extracted from simcraft headers. They extract them from game DBC files (from PTR 13033, not Beta 13066 that MMO is talking about)

SpellCoefOld
Entangling Roots0.1 
Entangling Roots0.1 
Healing Touch0.806 
Hurricane0.095 
Insect Swarm0.26 
Lifebloom0.0234 
Lifebloom0.355 
Moonfire0.18 
Moonfire0.18 
Nourish0.266 
Razor Claws2.5 
Regrowth0.2936.367
Regrowth0.0296.037
Rejuvenation0.134 
Savage Defender4 
Starfall0.127 
Starfall0.247 
Starsurge1.535 
Sunfire0.18 
Sunfire0.18 
Swiftmend0.536 
Symbiosis1.25New
Total Eclipse1.5 
Tranquility0.398 
Tranquility0.068 
Typhoon0.126.097
Wild Growth0.042 
Wild Mushroom0.928 
Wrath0.714 

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Old 09/26/10, 4:04 PM   #135
aceofsween
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Troll Druid
 
Lightning's Blade
I think you mucked up the table a bit. Are the 1st listed coefficients the new ones?

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