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Old 10/18/10, 8:10 PM   #31
grumpylock
Glass Joe
 
Night Elf Druid
 
Frostmourne
I have a comment/question on rage generation.

Blizzard has said that rage generation is normalized now, I think I read somewhere that the rage generated by receiving hits has been reduced so we rely more on our white hits to generate rage?

This leads onto haste and whether it will become more important to threat generation now?

EG: (I'm only doing 10m/normal ICC at the moment, so please provide higher tier information if you have it)

On most boss fights, I am currently at 100% rage all the time. Last weeks BQ I topped almost 30k TPS at one stage, averaged 20-25k TPS. This seems a little nuts now, however I assume the DPS will scale come CATA.

However, on Sindragosa, my TPS dropped dramatically (to 10-12k TPS). I can attribute this directly to not having 100% rage all the time, so unable to spam Maul etc.

I suspect this drop in rage generation is due to the Attack Speed Debuff that Sindy gives you with the frost breath.

Boss Rotation used:

Start with:
FFF

Then rotate:
Mangle (at CD and prioritize when berserk procs)
Lacerate x3
Pulverize

When off CD:
Maul (when rage > 70)


I find that when you pulverize at 3 stacks, you still do get decent berserk procs.

Also, due to the berserk procs, the rotation does change (ie, I might do mangle, lacerate, mangle, lacerate, lacerate, pulverize, mangle, lacerate etc). If I have 3 stack of lacerate and mangle has < .5 sec on CD, I wont pulverize until after I hit mangle, as lacerate will tick again and still generate threat, so I don't believe this is a threat loss.

I'll be looking into this more as I go, but like I said, I'm only up to 10m/Normal runs, so having someone doing hardmodes etc would be handy to comment.

Also, on a side, unrelated note, throughout trash pulls, the change they've made to swipe and the vengeance buff we get, I pulled up to 12k DPS .... DPS TANK!! Loving the swipe change!

Regards,

Last edited by grumpylock : 10/18/10 at 8:22 PM.

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Old 10/18/10, 9:37 PM   #32
Lolercaust
Glass Joe
 
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Orc Hunter
 
Zul'Jin
Originally Posted by grumpylock View Post

Boss Rotation used:

Start with:
FFF

Then rotate:
Mangle (at CD and prioritize when berserk procs)
Lacerate x3
Pulverize

When off CD:
Maul (when rage > 70)

So when we are tanking in bear, do we now only throw an initial FFF? I know back in 3.3.5 there was the bear tanking rotation where we threw FF because it generated considerable threat, does that not occur now as of 4.0.1?

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Old 10/18/10, 10:05 PM   #33
Windchilla
Vodka Drunkenski
 
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Goblin Death Knight
 
Cho'gall
Originally Posted by Lolercaust View Post
So when we are tanking in bear, do we now only throw an initial FFF? I know back in 3.3.5 there was the bear tanking rotation where we threw FF because it generated considerable threat, does that not occur now as of 4.0.1?
FFF has retained its threat bonus and that bonus is modified by the number of points in Feral Aggression (48 per point).

FFF Threat:
0/2 Feral Aggression: Damage + 774
2/2 Feral Aggression: Damage + 870

"...for an angel is often only a demon who stands between us and our enemy."

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Old 10/18/10, 10:10 PM   #34
Lolercaust
Glass Joe
 
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Orc Hunter
 
Zul'Jin
Originally Posted by Windchilla View Post
FFF has retained its threat bonus and that bonus is modified by the number of points in Feral Aggression (48 per point).

FFF Threat:
0/2 Feral Aggression: Damage + 774
2/2 Feral Aggression: Damage + 870
Understood, but what i ment, to clarify is, is it viable compared to the date given by Jamu?

Originally Posted by Jamu View Post

Threat per hit (at 2484 weapon damage):

Non-Pulverized:


Mangle: 5548
Lacerate DD: 3311
Lacerate tick: 132 per stack (396 per tick at 3 stacks)
Thrash: 4428
Pulverize (w/3 stacks of lacerate up): 3425

W/Pulverize up


Mangle: 5941
Lacerate DD: 3382
Lacerate tick: 141 per stack (423 per tick at 3 stacks)
Thrash: 4741
Pulverize (w/3 stacks of lacerate up): 3668
How does FFF threat stack up compared to these numbers?

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Old 10/19/10, 1:57 AM   #35
kalbear
Bald Bull
 
Tauren Druid
 
Balnazzar
Fairly poorly. You should only FF when you have a GCD and not enough rage to do something else. Most of the time it's a non-issue, but you might do it early on a multimob pull after swiping.

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Old 10/19/10, 2:39 AM   #36
Tashia
Von Kaiser
 
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Tauren Druid
 
Haomarush (EU)
Originally Posted by politikinc View Post
At a glance, I wouldn't assume crit rating and mastery rating are of equal value.

1% Crit = 45.91 crit rating
1 Mastery (+4% Savage Defense) = 45.91 mastery rating

10 crit rating = 0.21782% Crit = +0.21782 Savage Defense procs = 0.2182% damage mitigated
10 mastery rating = 0.21782 Mastery = +0.87127% SD absorption = 0.87127 damage mitigated
I think this is more accurate:

10 crit rating = 0.21782% Crit = +0.21782*0.5 Savage Defense procs = 0.10891% Savage Defense procs
(SD procs only from 50% of the critical hits.)
And that is 0.10891% chance to mitigate damage not damage mitigated.
Please correct me if I'm wrong.

Originally Posted by politikinc View Post
10 crit rating = 0.21782% Crit = +0.21782 Savage Defense procs = 0.2182% damage mitigated
I'm wondering how +0.21782 Savage Defense procs = 0.2182% damage mitigated since crit has noting to do with the amount of dmg absorbed by SD, maybe I am missing something.

EDIT:
crit = chance to proc SD
haste = chance to proc SD (more white hits more chances that one of them will crit)
mastery = amount of dmg absorbed by SD

Last edited by Tashia : 10/19/10 at 2:55 AM.

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Old 10/19/10, 4:12 AM   #37
politikinc
Glass Joe
 
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Tauren Druid
 
Proudmoore
Originally Posted by Tashia View Post
I think this is more accurate:

10 crit rating = 0.21782% Crit = +0.21782*0.5 Savage Defense procs = 0.10891% Savage Defense procs
(SD procs only from 50% of the critical hits.)
And that is 0.10891% chance to mitigate damage not damage mitigated.
Please correct me if I'm wrong.

I'm wondering how +0.21782 Savage Defense procs = 0.2182% damage mitigated since crit has noting to do with the amount of dmg absorbed by SD, maybe I am missing something.

EDIT:
crit = chance to proc SD
haste = chance to proc SD (more white hits more chances that one of them will crit)
mastery = amount of dmg absorbed by SD
Thank you, I have corrected the error (I did wonder why my calculations seemed to overvalue crit rating). Given this, the mastery : crit : haste rating ratio is now 1 : 8 : 11.4272, resulting in CR > 1.04285*HR.

As for +0.21782% SD procs = +0.2182% damage mitigated (now +0.10891% SD procs = +0.10891% damage mitigated), I realised I was rather vague in simply wording it as 'damage mitigated'. What I really meant to imply is that given X% increase in the frequency of SD procs, the additional damage mitigated by Savage Defense in total over any given encounter would (on average) also equal X%.

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Old 10/19/10, 7:30 AM   #38
Deathwing
Bald Bull
 
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Orc Warrior
 
Black Dragonflight
Just a tangent to this Savage Defense talk, I wonder how gearing for agility instead of stamina compares. Probably still stamina, but there was tank threat comparison done on the PTR recently:

http://dl.dropbox.com/u/38028/CataTankComparison.png

And you can see that the savage defense procs almost acted like avoidance. I wonder if X amount of agility offers more EH than stamina because it fuels dodge, SD proc chance, and SD power. Just food for thought.


About our threat rotation, at what value of threat is it worth it to use pulverize early as opposed to just lacerating again? I'm assuming it's (Pulverize Threat) - (Lacerate Threat) - ~(1.5 ticks of 3 stack lacerate) - (small chance to proc free mangle) > 0

Is there something I'm missing there? It seems at our current gear level at 80, they're pretty close.

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Old 10/19/10, 8:56 AM   #39
psuman99
Von Kaiser
 
Troll Druid
 
Hydraxis
Originally Posted by Deathwing View Post

And you can see that the savage defense procs almost acted like avoidance. I wonder if X amount of agility offers more EH than stamina because it fuels dodge, SD proc chance, and SD power. Just food for thought.
Don't forget, because Vengeance is based on increasing your AP up to 10% of your total HP, stamina is now a threat stat and a mitigation (due to savage defense) stat itself. Both are excellent stats for us atm and until a good sim comes out, it will be difficult to assess which one is best.

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Old 10/19/10, 8:57 PM   #40
somerandomlamer
Glass Joe
 
Night Elf Druid
 
Blackrock
Is it intended that Vengeance doesn't grow from absorbs?

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Old 10/20/10, 6:11 AM   #41
politikinc
Glass Joe
 
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Tauren Druid
 
Proudmoore
Originally Posted by psuman99 View Post
Don't forget, because Vengeance is based on increasing your AP up to 10% of your total HP, stamina is now a threat stat and a mitigation (due to savage defense) stat itself. Both are excellent stats for us atm and until a good sim comes out, it will be difficult to assess which one is best.
Stamina's value as a threat stat is highly dependent on whether Vengeance can be stacked and maintained at the cap (10% of current maximum health), which current data suggests is highly unlikely on the vast majority of encounters.

Calculating the average Vengeance AP over an encounter:

SD= (0.65*(BaseAP + V))*1+M

SD = Average Savage Defense absorption
0.65 = Proportion of Attack Power taken into account for SD
Base AP = Fairly self explanatory
V = Vengeance Attack power
M = Mastery's effect on SD absorption

Using Rotface25H as a reference point:

10697.4 = (0.65*(6666 + V))*1+0.57
V = 3816.51 AP average across the encounter

Which indicates that any stamina accumulated past 38,165.1 health is more-or-less a non-contributor to threat for this particular encounter. Given that V is at 40% of its possible maximum (assuming that max. health is 95,000), this is an indication that it is unlikely for Vengeance to accumulate and be maintained consistently at the upper limit. Even assuming that Vengeance can be capped at 10% of MaxHP at a given point in an encounter, it seems as if the frequency of Vengeance-relevant damage and damage levels are far eclipsed by the rate of decay for Vengeance to remain capped.


Originally Posted by LukeB View Post
So as a mitigation stat, it seems haste has the highest value.

Wouldn't the value of haste increase even more as a threat stat? More rage from white hits and more procs of fury swipes?
According to the ratio, 1 : 8 : 11.4272 (mastery : crit : haste), it requires 11.4272 haste rating to match 1 mastery rating in terms of the additional damage absorbed in total by Savage Defense. Insofar as my calculations have indicated, haste is the least valuable stat in terms of its effect on SD.

Originally Posted by somerandomlamer View Post
Is it intended that Vengeance doesn't grow from absorbs?
After skimming through a few forums, there doesn't seem to be any confirmation about whether this is intended. However, considering that Vengeance doesn't accumulate from absorptions, this leads to a rather contrived roundabout effect for Savage Defense whereby if a sufficiently strong SD proc fully absorbs an entire melee strike, Vengeance would begin to decay and therefore any subsequent SD procs would absorb less damage. Further hits causes Vengeance to stack again, with SD procs absorbing more damage until Vengeance has reached a level where it causes SD to absorb a complete melee strike, with the entire cycle repeating itself.

I'm not entirely sure how significant an impact this cyclical effect has upon the value of Savage Defense. I would hazard a guess and assume it is negligent (non-existent in most cases) considering that Savage Defense isn't able to fully absorb an entire melee strike (may be possible with stacked cooldowns and other damage mitigation/absorption effects) in ICC encounters. This might occur more frequently in 5-man dungeons where mobs melee for significantly less. For absorption effects overall such as PW:S and the like, they most likely have a significant impact on Vengeance and Savage Defense which warrants more investigating.

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Old 10/20/10, 8:11 AM   #42
Kwellthân
Glass Joe
 
Night Elf Hunter
 
Kazzak (EU)
Originally Posted by semedori View Post
'/cast [stance:1] Thorns; !Bear Form' can be spammed to shift out casting Thorns and back before a pull, usualy needing an enrage right after to get off Swipe.
It seems casting thorns from bear form is preferred as it gains the boost of our +25% attack power while in form.
Tried it but got the same amount of dmg from thorns if you're bear or elf when casting. Maybe they fixed it :-/

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Old 10/20/10, 9:54 AM   #43
Kentaurus
Glass Joe
 
Tauren Druid
 
Ravencrest
Got a question about Savage Defense mitigation. In the ability tooltip it says it reduces damage by 65% of your attack power. That is simple. How does the mastery affect add into this though? Base we get 32% so does that mean an attack is reduced by 97%AP or by 86%AP (65% + 65%*32%, basically asking if that 32% is calculated in before or after the hit)

Also is there an addon that shows savage defense absorbs? Recount doesn't seem to be picking these up.

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Old 10/20/10, 10:54 AM   #44
kalbear
Bald Bull
 
Tauren Druid
 
Balnazzar
Which indicates that any stamina accumulated past 38,165.1 health is more-or-less a non-contributor to threat for this particular encounter. Given that V is at 40% of its possible maximum (assuming that max. health is 95,000), this is an indication that it is unlikely for Vengeance to accumulate and be maintained consistently at the upper limit. Even assuming that Vengeance can be capped at 10% of MaxHP at a given point in an encounter, it seems as if the frequency of Vengeance-relevant damage and damage levels are far eclipsed by the rate of decay for Vengeance to remain capped.
Note that while Vengeance might reach some equilibrium level on encounters (Rotface is a poor one anyway, since he hits so weakly to start with), having higher stamina will increase the rate of vengeance growth due to how it decays.

Plus using the average is poor as a comparison, given that the range is huge with vengeance. Without knowing the standard deviation on the range, it's hard to say. In your above example your shields start at 6802 shielding, which means that (in theory, assuming a totally linear distribution) your maximum shield got to 14592 shield power - which was 7632 AP gained from mastery, or 76k health.

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Old 10/20/10, 4:29 PM   #45
Xingua
Glass Joe
 
Night Elf Druid
 
Ner'zhul
Originally Posted by Kentaurus View Post
Also is there an addon that shows savage defense absorbs? Recount doesn't seem to be picking these up.
World of Logs tracks them pretty well under healing: http://www.worldoflogs.com/reports/7093a4pfttfr59f9/details/1/

I have about 18.5 mastery and the shields average almost 10k. I've been getting absorbs of up to 30k on some H-LK attempts (but that may include PWS and other effects).

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