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01/24/11, 8:08 AM
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#151
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Glass Joe
Night Elf Druid
Blackhand (EU)
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01/24/11, 9:06 AM
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#152
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Von Kaiser
Night Elf Druid
Vek'nilash
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My recommendation of Tsanga's as the offset was for normal. For heroic, your best offset is probably chest>shoulders>hands. (Of course, I don't think many people are in a position where they have access to all heroic gear at this point.)
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01/25/11, 8:39 AM
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#153
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Neckbear Overlord
Regen
Troll Druid
No WoW Account
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Originally Posted by Alarron
My recommendation of Tsanga's as the offset was for normal. For heroic, your best offset is probably chest>shoulders>hands. (Of course, I don't think many people are in a position where they have access to all heroic gear at this point.)
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Yeah, when I was figuring out an off-piece like a month ago with Mew/Tossk stat weights of offpiece vs. tier per individual piece it looked something like this (off the top of my head, sorry - sites down)
Chest: +~350 dps
Shoulders: +~330 dps
Gloves: +~200 dps
Legs: -~280 dps
Hat: -~280 dps
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01/25/11, 6:37 PM
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#154
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Glass Joe
Tauren Druid
Twisting Nether (EU)
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Originally Posted by Robosaurus
Starting with a 5cp Rip
| | RefreshMethod | Hit | Crit | | | | Pre-Refresh | 4961 | 10219 | | | | 5Rip | 4961 | 10219 | | | | 1-5FB | 4961 | 10219 | | | | 1-5FB+TF | 5702 | 11752 | |
Starting with a 5cp+TF Rip
| | RefreshMethod | Hit | Crit | | | | PreRefresh | 5702 | 11752 | | | | 5Rip | 4961 | 10219 | | | | 1-5FB | 4961 | 10219 | | | | 1-5FB+TF | 5702 | 11752 | |
I put on 4piece t7 to test the last one - you can't get exponentially increasing TF-ed Rips.
Amount of CP when refreshing Rip using Blood in the Water does not matter in regards to Rip damage. Using a TF+1cp FB gives Rip a +15% damage increase for the full duration.
Additional notes:
If you start with a 1cp rip, refreshing with 1-5cp FB places a new 1cp rip on the target, not full strength 5cp rip. Hence it is essential to always do 5cp Rip.
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So if i use agility potion or get any buff that increase my damage or AP (anything that increase rip damage) before applying rip, will not effect the refreshed rip after %25 HP? When we refreshed the rip it is not refreshing the duraiton as i understand, it will applly a rip with pre-refresh duration(not the remaning) and the stats at the refreshing time?
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01/26/11, 2:42 AM
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#155
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Glass Joe
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Originally Posted by Alarron
My recommendation of Tsanga's as the offset was for normal. For heroic, your best offset is probably chest>shoulders>hands. (Of course, I don't think many people are in a position where they have access to all heroic gear at this point.)
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I was messing around with GuildOx's loot ranking system and it looks like the shoulders are the best offset item. According what I see its Shoulders > Hands > Chest. I think this is primarily because of the great socket bonus on the T11 Chest and the red socket requirement on the Shoulder Offset.
I used the stat weights you and Yawning found for 4.0.6
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01/27/11, 3:29 PM
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#156
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Glass Joe
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Originally Posted by Leafkiller
Posting new numbers with this bug fixed in Mew. I treated Fluid Death as 193 hit and 128 mastery. On my toon, using my sim script modified for 4.06, I had the following dps numbers:
Fluid Death + Tia's Grace: 20,828
Tia's Grace + Unheeded Warning: 20,853
Fluid Death + Unheeded Warning: 21,070
At least for me (assuming that Mew is modeling it correctly) I am seeing Unheeded Warning as a 25dps up over Fluid Death and a 242dps up over Tia's Grace on a perfectly executed stationary fight. In other words, the actual dps will be lower but it looks like Unheeded Warning displaces Fluid Death as our third BiS trinket.
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I'm curious about whether Mew is modeling based on the 4.0.6 changes to bleed damage. If it's not, then the DPS increase will actually be higher, since the relative value of mastery will drop slightly.
For those that were curious, I did put together a new equation for a static comparison on the new Unheeded Warning (increase weapon damage by 680 for 10 sec).
321 * <value_of_agility> + 680 * <value_of_weapon_dps> * 10 / (50+8)
You'll have to grab your own RSV values to get a good number, but for me (in pre-heroic gear), it's looking like Unheeded Warning is actually BiS, followed by Fluid Death, then the heroic raid trinkets. I suspect that is likely to change by the time my gear is good enough to actually be considering those choices, though, so take this with a grain of salt.
I should also point out that using this during a Berserk-Shred spam could produce massive numbers, and I'd like to see sim scripts to know if that is actually enough to delay using Berserk.
On a slightly different note, I didn't offer up the equation for damage proc trinkets before, so I'll add that here.
Darkmoon Card: Hurricane - 321 Agility, Equip: Chance to strike your enemies for 3750 to 6250 nature damage when dealing damage with melee or ranged attacks. (1 ppm)
This actually deals with two interesting parts of the equation: damage proc and proc-per-minute items
I'm not certain that this is the best way to model a damage proc, but it seems to work out pretty well for me. I've tried to model it as an increase to the damage of 1 attack by an equivalent boost to AP for 1 second.
<average_damage> * <value_of_AP> * (convert AP to DPS) * <white_damage_%> / <time_to_proc>
To convert AP to DPS, multiply by 14, then divide by 1.25 because of our boost to AP in cat form.
To find average damage, just add the min and max, then divide by 2.
Get your white damage % from a recent log parse or damage meter.
Which leads to the following equation:
(3750+6250)/2 * <value_of_AP> * (14/1.25) * 0.15 / <time_to_proc>
Now, moving on to the second part, how to find the time to proc on a proc-per-minute item. It sounds simple, right? 1 ppm means 60 seconds to proc? That's true, but only if you have 0 haste and do nothing but auto-attack. Proc-per-minute items are actually converted to proc % based on your character's weapon speed. Cats have a 1 second swing timer, so this becomes a 1/60=1.67% proc chance. This can proc from any direct attack, which includes white attacks, shred, mangle, rake (initial), etc. It will not proc from bleed ticks. I haven't seen any data to show that there is any cooldown on this type of item.
So the time to proc can actually be determined by looking at how long it will take you perform 60 attacks. Haste can be a factor here, but I'm going to ignore that for simplicity. For my calculations, I assume that we perform a white attack every second and a yellow attack every 4 seconds on average. This means that our average time to proc will be about 48 seconds. I'll subtract 2 seconds to account for haste, since I've got a miniscule amount of it.
(3750+6250)/2 * <value_of_AP> * (14/1.25) * 0.15 / 46
182.61 * <value_of_AP>
Substitute in your AP stat value and you've got it.
In my pre-heroic gear, it puts the Darkmoon Card: Hurricane right in the middle of the pack for the 359 trinkets.
*Edit*
I want to point out that an accurate simulation is ALWAYS going to give more accurate results than this type of formula.
The purpose of doing this type of calculation is to get an understanding of trinkets that are: not modeled, modeled incorrectly, or sanity checks for simulation. The main reason I use it, though, is to put together a list of ranked item upgrades without requiring extensive use of simulations. (Run it once to get RSV from my current gear and plug that into the spreadsheet.)
Last edited by Finwe_Bear : 01/28/11 at 9:31 AM.
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01/27/11, 7:54 PM
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#157
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Von Kaiser
Yawning
Night Elf Druid
No WoW Account
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Originally Posted by Finwe_Bear
I'm curious about whether Mew is modeling based on the 4.0.6 changes to bleed damage. If it's not, then the DPS increase will actually be higher, since the relative value of mastery will drop slightly.
For those that were curious, I did put together a new equation for a static comparison on the new Unheeded Warning (increase weapon damage by 680 for 10 sec).
321 * <value_of_agility> + 680 * <value_of_weapon_dps> * 10 / (50+8)
You'll have to grab your own RSV values to get a good number, but for me (in pre-heroic gear), it's looking like Unheeded Warning is actually BiS, followed by Fluid Death, then the heroic raid trinkets. I suspect that is likely to change by the time my gear is good enough to actually be considering those choices, though, so take this with a grain of salt.
I should also point out that using this during a Berserk-Shred spam could produce massive numbers, and I'd like to see sim scripts to know if that is actually enough to delay using Berserk.
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Leafkiller is using a snapshot build that models 4.0.6 to the best of my knowledge. So his figures should be correct.
Unheeded Warning is looking quite good, though I haven't personally tested it on the PTR or anything. It would take about 5 mins to get a clear picture of it's behavior by comparing white, Fury Swipes, Mangle and Shred damage while naked. I'm currently assuming that all weapon damage based abilities are affected.
I'm assuming the "+8" in your formula is an approximation for time to proc the trinket. That actually varies a bit by gear and raid buffs, but it's reasonably close to what I would expect.

Originally Posted by Finwe_Bear
On a slightly different note, I didn't offer up the equation for damage proc trinkets before, so I'll add that here.
Darkmoon Card: Hurricane - 321 Agility, Equip: Chance to strike your enemies for 3750 to 6250 nature damage when dealing damage with melee or ranged attacks. (1 ppm)
This actually deals with two interesting parts of the equation: damage proc and proc-per-minute items
I'm not certain that this is the best way to model a damage proc, but it seems to work out pretty well for me. I've tried to model it as an increase to the damage of 1 attack by an equivalent boost to AP for 1 second.
<average_damage> * <value_of_AP> * (convert AP to DPS) * <white_damage_%> / <time_to_proc>
To convert AP to DPS, multiply by 14, then divide by 1.25 because of our boost to AP in cat form.
To find average damage, just add the min and max, then divide by 2.
Get your white damage % from a recent log parse or damage meter.
Which leads to the following equation:
(3750+6250)/2 * <value_of_AP> * (14/1.25) * 0.15 / <time_to_proc>
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Uh. Not sure why this is necessary.
Damage/proc: (3750 + 6250) /2 * (1 - pSpellMiss) * ((1.5 * 1.03) * pSpellCrit + (1 - pSpellCrit))
For me: (3750 + 6250) / 2 * (1 - 0.1192) * ((1.5 * 1.03) * 0.1689 + (1 - 0.1689) = 4809.39
w/CoE (or equivalent buff): 4809.39 * 1.08 = 5194.142
Assuming you derive the proc interval correctly, just get expected DPS from damage-per-proc / time-to-proc.
All that said, both Mew and Rawr support most common trinkets already..... (Mew doesn't model CoE at all, but multiplying by 1.08 isn't difficult.)
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01/28/11, 1:29 AM
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#158
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Von Kaiser
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I just transferred over to the ptr with an [Unheeded Warning] to test it out a bit. As expected, it buffs autoattacks, Mangle and Shred. Unexpected (to me at least) it does NOT buff Fury Swipes. This seems like a bug, but if it goes live like this it should drop the dps value somewhat.
If anyone wants to look at the log I put it up on google docs.
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01/31/11, 4:32 AM
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#159
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Glass Joe
Night Elf Druid
Blackhand (EU)
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What do you think of the 4 Set T 11 Buff: Strength of the Panther - Spell - World of Warcraft ?
I'm trying out a few rotations to optimize the buff duration. If you once get 3 Stacks you only want to refresh with one mangle and all 3 stacks are refreshed as far as I could learn.
However it is the 6th thing to watch out (rip, rake, TF, Berserk, SR and SOTP; besides of Trinket CDs) and makes things even more challenging for a Cat. 30 sec is over much sooner than someone believes - especially in movement fights.
Are you always keeping the buff up before reapplying rip/rake (if it falls off, you have to re-mangle 3 times to get the full 3%)?
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01/31/11, 7:33 AM
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#160
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Von Kaiser
Night Elf Druid
Mannoroth
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Originally Posted by beleg_strongbow
What do you think of the 4 Set T 11 Buff: Strength of the Panther - Spell - World of Warcraft ?
I'm trying out a few rotations to optimize the buff duration. If you once get 3 Stacks you only want to refresh with one mangle and all 3 stacks are refreshed as far as I could learn.
However it is the 6th thing to watch out (rip, rake, TF, Berserk, SR and SOTP; besides of Trinket CDs) and makes things even more challenging for a Cat. 30 sec is over much sooner than someone believes - especially in movement fights.
Are you always keeping the buff up before reapplying rip/rake (if it falls off, you have to re-mangle 3 times to get the full 3%)?
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Assuming Rip is calculated as given in the thread by
57 + 144 * nrCPs + AP * 0.023 * nrCPs (Per tick)
and that Rake is calculated as given by
555 + 0.14 * AP (Per tick)
and further assuming a very conservative raid AP of 15750 AP I've calculated the following numbers:
Dps of assumed AP Rip (With Mangle): - Rip 0x SotP - 2,937.48 dps
- Rip 1x SotP - 2,958.77 dps
- Rip 2x SotP - 2,980.07 dps
- Rip 3x SotP - 3,001.36 dps
Dps of assumed AP Rake (With Mangle): - Rake 0x SotP - 1,196.00 dps
- Rake 1x SotP - 1,205.56 dps
- Rake 2x SotP - 1,215.11 dps
- Rake 3x SotP - 1,224.67 dps
If I'm reading your question right, you're wondering if, assuming Ripping will let SotP buff fall off,
is it better to Mangle to refresh SotP and then Rip.
Assuming you rip and then build up SotP over the next 60 seconds via 3 mangles:
You would have 30 seconds of SotP x 1 and 30 seconds of SotP x 2 before reaching 3x SotP again.
I'm assuming rake will not also immediately fall off. Additionally, to make the calculation nicer, I'm going to assume you have 6 seconds of 3x SotP rake before you have to refresh. You would then have 6 seconds of 3x SotP rake, 30 seconds of 1x SotP Rake, 30 seconds of 2xSotP Rake before reaching 3x SotP with Rake again.
Assuming you Mangle first, then Rip:
66 seconds of 3x SotP Rip ~= 198,089.76 damage
66 seconds of 3x SotP Rake ~= 80,828.22 damage
Less: 1s rip up-time penalty = -3001.36 damage
Total Damage: 275,916.62
vs.
22s of 3x SotP Rip ~= 66,029.92 damage
22s of 1x SotP Rip ~= 65,092.94 damage
22s of 2x SotP Rip ~= 65,561.54 damage
06s of 3x SotP Rake ~= 7,348.02 damage
30s of 1x SotP Rake ~= 36,166.80 damage
30s of 2x SotP Rake ~= 79,946.12 damage
Total damage: 276,630.52
Thus the damage loss at assumed stats for refreshing SotP before Rip: 713.9 (~0.258%)
Realistically this number would be a slightly larger dps loss as Mangle, Ravage, and Shred are all marginally effected by SotP and I have not factored that in.
So you're losing a bit more than a quarter of 1 percent of your dps for the next minute by refreshing SotP before Rip. If you were averaging about 17,500 dps, the dps loss you would incur I would come out to be ~45 dps plus the loss from Shred, Mangle, and Ravage. So assuming a harsh overall 55 dps loss and you're looking at losing 3,300 damage over the course of a minute. While very marginal, it's still technically a dps loss.
Refreshing Rake over SotP is a different story. Using the same method as above, I'm showing refreshing SotP at the cost of 1 second of Rake up-time is actually a dps gain of ~1,795.97 damage over 75 seconds or a ~23.94 dps gain which works out to be around a 0.14% dps increase. This would be slightly mitigated by the loss to Mangle, Shred, and Ravage dps that I have not calculated but assuming roughly the same loss as above it would still be an *extremely* marginal dps gain.
So in general, based on this napkin math, you'd put refreshing SoTP on your priority list below refreshing Rip but above refreshing Rake.
Edit: Toying around with Simcraft tells me that, in BiS 372 gear, refreshing Rip over SotP is roughly a 46 dps loss (~0.22%) and refreshing both Rip and Rake first is a 52 dps loss (~0.25%). This indicates that it is a slight dps gain to refresh SotP before Rake and Rip. It appears that, with other buffs factored in, it becomes marginally better to refresh SotP over rip as well as rake.
Last edited by Jazdia : 01/31/11 at 8:15 AM.
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01/31/11, 2:17 PM
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#161
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Piston Honda
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I originally started testing the 4 piece set bonus (Panther) on a training dummy during Beta using a modified version of my Ovale script and found that I needed to have at least a 3 second clip timer to ensure it never fell off. This was over several 30 minute runs. I then plugged it into my Mew script and tested refreshing it at different points in the script and also with clipping set to values between 0 and 5+ seconds. At that time, the highest dps was measured with a 4 second clipping window and putting it at the top of the script just after TF. I then used this as feedback to optimize the Ovale script. The Panther buff was applied opportunistically by using Mangles in place of Shreds as fillers (I tested several different variations on optimizing the application of Panther in Mew and this was approach produced the best results).
I recently noticed that the 4.06 simc script has the clip timer set to 3 seconds (I looked at their feral script in the last week when the feral dps was reported as being significantly lower than Mew's results). So to be sure, I just did some retesting while writing this post. I am using a week old version of Mew that is using the 4.06 values for our abilities. This is using the default Mew script. I repeated the testing with 2 profiles (I did some extra testing on the second profile).
A recent version of my toon's profile with the 4 piece set bonus checked on (I don't have 4 piece, but I have 359 gear in the appropriate slots so stat values are close enough):
Refresh clip at 5 seconds: 21711 dps
Refresh clip at 4 seconds: 21706 dps
Refresh clip at 3 seconds: 21726 dps
Refresh clip at 2 seconds: 21705 dps
Refresh clip at 1 seconds: 21667 dps
Refresh clip at 0 seconds: 21571 dps
Disable the 4 piece set bonus: 21361 dps
* DPS declines with the refresh clip set above 5 seconds (I checked 6 and 7 seconds)
An ilvl 372 profile included in the new Mew:
Refresh clip at 5 seconds: 25674 dps
Refresh clip at 4 seconds: 25683 dps
Refresh clip at 3 seconds: 25692 dps
Refresh clip at 2 seconds: 25671 dps
Refresh clip at 1 seconds: 25624 dps
Refresh clip at 0 seconds: 25512 dps
Disable the 4 piece set bonus: 25283 dps
Refresh between Rip and Rake, 4 second clip: 25681 dps
Refresh between Rip and Rake, 3 second clip: 25670 dps
Refresh between Rip and Rake, 2 second clip: 25654 dps
Refresh between Rip and Rake, 1 second clip: 25616 dps
Refresh between Rip and Rake, 0 second clip: 25494 dps
Things to notice in the results: It looks like the optimum dps is now coming with a 3 second refresh time, although in game I would allow for 4 seconds to account for lag, distractions, low hit/expertise rating, etc. Moving it from the top of the script to between Rip and Rake generally measures as a small dps loss and extends the optimum time for when to try to clip the buff refresh. The drop off on dps gets steep once the clipping window is set to 1 second or less, which indicates that the cost of letting Panther drop off is high. The reason for the 3+ second window is that between the GCD, low energy regen, misses and dodges, it can take several seconds to refresh the buff.
TLDR: Don't let Panther drop off. Start trying to refresh it when there is 3-4 seconds left on the buff. Prioritize Panther at the top of your rotation just after TF.
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02/03/11, 11:58 PM
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#162
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Glass Joe
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I have a question about Cat DPS rotation, as far as I knew I thought I was doing proper rotation on my druid in raid, but my dps is always struggling on the dps meters.
I open with usually a feral charge, to get a free ravage, SR, mangle, rake, shred till 5cp and then rip, i repeat the shreds while keeping mangle and rake up, and then rip again or SR when they are low, and if they are both high 8sec+ i FB. As well, every 30secs or so i use Tiger Fury when it is up and my energy is below 40 energy to get it up. I also use my berserk usually followed by my second TF so that all my bleeds are rolling and i can spam up shreds.
Anything I can improve on, or is it just a wait for 4.0.6 when shred and mangle go from 360% to 460%?
Thanks very much!
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02/04/11, 6:10 AM
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#163
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Glass Joe
Tauren Druid
Twisting Nether (EU)
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This is how I open most bossfights today:
Charge > Mangle > Shred > Shred >Berserk+TF > (Shred) > Rip > Ravage!> Rake > SR >Shredspam until berserk is off > normal rotation.
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02/04/11, 11:31 AM
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#164
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Don Flamenco
Tauren Druid
Kel'Thuzad (EU)
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Jazdia&Leafkiller: So, while you didn't state this directly (or I overlooked it) I assume that stacking up SotP at the beginning of the fight is a priority as well.
Experimented a bit during (way too) many Nef attempts yesterday, and found that it felt the best to simply substitute the first Shreds with Mangles, This way, the first Rip already gets two stacks of SotP, or even three in the case of no crits. Of course, Math might disagree.
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Tender Puregrove: It's those little victores that keep me going. We'll save this forest one squirrel at a time.
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02/04/11, 9:22 PM
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#165
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Von Kaiser
Night Elf Druid
Mannoroth
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According to SimC with BiS 372 gear, and the latest script tweaked to check this, the difference in overall dps for immediately subbing out shreds for mangles at the start of the fight in order to stack SotP is less than 0.1%. Stacking it up to 3 ASAP comes out as being ~15.4 dps higher (out of ~20.8k). This means you will have an overall efficiency of ~99.93% (loss of ~0.07%) for not bothering to immediately stack it.
Stacking SotP at the start is better, but only by an extremely small amount. In a 10 minute long fight this could end up being as much as 9,240 additional damage. A very marginal gain but still a gain. Keep in mind, however, that the 9.2k damage will be from the first 30 seconds or so of the fight. If it's a fight with repeated times where SotP could drop, the DPS gain would be more pronounced.
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