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Old 01/07/11, 8:45 AM   #31
Jackoneill
Glass Joe
 
Night Elf Druid
 
Zul'Jin
Even a well balanced 10 men raid might rely on tank(s) to interrupt crucial abilities. Halfus for example casts Shadow Nova on a cooldown lower than that of the interrupts of almost any class (maybe Shamans could do it alone, but not sure). So you need 2 persons with reliable interrupts if you want to do well on this fight. And, as Milou said, having one of the tanks being one of the interrupters is a good idea.

Before 4.0.1, tanks still had to be hit capped so that our taunts did not miss. Also, I don't know what you are talking about with our "full plate" There isn't that much work involved with tanking a boss other than positioning the boss, generating threat, popping cooldowns at key moments and the occasional tank swap (depending on the encounter). Being able to have a reliable interrupt only adds to our versatility, which is pretty nice in my opinion.

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Old 01/09/11, 10:15 AM   #32
tangedyn
Piston Honda
 
Tauren Druid
 
Thaurissan
I've found that the Vengeance cap is NOT 10% of Maximum Health.
I've been investigating this for the past couple of days and I've found that the vengeance cap is really = stamina + 0.1 * basehealth
Details here: Vengeance Cap Theorycraft | The Inconspicuous Bear

Spreadsheet in my sig has been updated.


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Old 01/10/11, 10:43 AM   #33
Sylani
Glass Joe
 
Night Elf Druid
 
Stormrage
Originally Posted by tangedyn View Post
I've found that the Vengeance cap is NOT 10% of Maximum Health.
I've been investigating this for the past couple of days and I've found that the vengeance cap is really = stamina + 0.1 * basehealth
Details here: Vengeance Cap Theorycraft | The Inconspicuous Bear

Spreadsheet in my sig has been updated.
Out of curiosity, what does this do to the Stam vs Agil gemming/enchanting debate (if anything)? I'm currently going with shifting dreadstones for most sockets and a combination of agil and stam enchants with dodge reforging. I've been pretty much deciding that as I pick up new items and my survival gets to 450k in rawr I will go with straight agility based on the arguments in this thread for doing so, but if this new bit of information means this might change a bit I would like to make the best choices first.

[edit]If I understand the math correctly a +60 stam gem gains us 924 hp in bear form, so would increase the vengeance cap by 92, resulting in 92 additional attack power for SD, whereas a +40 Agil gem is only going to add 80 AP for SD, is that difference enough to shift back from agil to stam?
Since I'm the only tank in my guild right now that can do decent DPS in my off spec (kitty) I get to spend a decent amount of time DPSing and I would like it if I didn't have to maintain two sets of the same gear that is gemmed/enchanted differently.

Last edited by Sylani : 01/10/11 at 11:14 AM.

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Old 01/10/11, 1:02 PM   #34
Finwe_Bear
Glass Joe
 
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Night Elf Druid
 
Lothar
One item that I can't seem to get right on my personal spreadsheet is the Attack Power calculation. The formula listed in the OP just doesn't seem to give me the right value, and I can't seem to come up with any formula that makes sense to match the AP shown on my character sheet in game.

Could someone post the bear form AP calcuation?

eg.
( 2*(<strength> - 10) +20 +2*(<agility> - 10) +20 + <AP_from_gear> )*1.25 +120

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Old 01/10/11, 1:03 PM   #35
tangedyn
Piston Honda
 
Tauren Druid
 
Thaurissan
If you look at my spreadsheet, you will see that Stamina doesn't really have a big effect on DTPS, compared to the other stats. Agility is at least 5x better when considering only avoidance+mitigation.

A +60 stam gem will give you 60*1.05*1.05*1.06*1.1*1.1*1.25 = 106 more AP from Vengeance (assuming you cap it)
A +40 agility gem will give you 40*2*1.05*1.1*1.25 = 115.5 more AP


On a side note, my formula for the vengeance cap has been confirmed by the Blues:
MMO-Champion BlueTracker


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Old 01/10/11, 1:11 PM   #36
Astrylian
Rawr
 
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Night Elf Monk
 
Stormrage
If you can't get your attack power calculations to match up with your character in-game, your character probably is benefitting from a know bug (that will be fixed in 4.0.6).

Rawr!

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Old 01/10/11, 1:16 PM   #37
tangedyn
Piston Honda
 
Tauren Druid
 
Thaurissan
Originally Posted by Finwe_Bear View Post
One item that I can't seem to get right on my personal spreadsheet is the Attack Power calculation. The formula listed in the OP just doesn't seem to give me the right value, and I can't seem to come up with any formula that makes sense to match the AP shown on my character sheet in game.

Could someone post the bear form AP calcuation?

eg.
( 2*(<strength> - 10) +20 +2*(<agility> - 10) +20 + <AP_from_gear> )*1.25 +120
I've just made some changes to AP calculations on my spreadsheet based on some stuff I've found with Reesi, that for now we've chosen not to announce. Could you see if that helps?


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Old 01/10/11, 2:16 PM   #38
Finwe_Bear
Glass Joe
 
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Night Elf Druid
 
Lothar
I've just made some changes to AP calculations on my spreadsheet based on some stuff I've found with Reesi, that for now we've chosen not to announce. Could you see if that helps?
Yes. Your new formula matches what I wrote down from my character sheet (after I removed the buffs).

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Old 01/14/11, 1:50 PM   #39
Yoha
Glass Joe
 
Night Elf Druid
 
Terenas (EU)
Originally Posted by Astrylian View Post
Dodge Diminishing Returns
Dodge from Agility beyond base agility, and all dodge rating, is subject to diminishing returns. (TODO: Double-check that base agility's dodge still isn't diminished) The formula for DR for Bear Dodge is as follows: ...

[snip]

The post-DR value should then be added to the non-DR-subject dodge, to find your total dodge. As before, bosses negate 2.4% of your dodge (TODO: Double-check that 2.4%).
First point of interest; i believe that the base agility isn't diminished. I checked this through my own spreadsheet (I'm sure that i linked it before) - P.S. make sure you're on the level 85 tab

Excel 2007: MEGAUPLOAD - The leading online storage and file delivery service

Compatibility version: MEGAUPLOAD - The leading online storage and file delivery service

Feel free to play around with it. - As for the 2.4% negative from bosses, i'd guess that the only way to check would be to parse a lot of data to confirm, so i'm willing to give some log parses if you need them.

Originally Posted by Astrylian View Post
Vengeance
Vengeance increases your AP by 5% of the damage you take. Here's how it works in more detail:

1. When you first take damage, you immediately gain Vengeance, equal to 5% of the damage taken. From then on, Vengeance 'ticks' every 2 seconds.
2. When it ticks, it checks how much damage you've taken since the last time it ticked, and does either step 3, or step 4:
3. If DamageTaken > 0, new Vengeance is set to: [OldVengeance*0.95 + DamageTaken*0.05]
4. If DamageTaken = 0, new Vengeance is set to: [OldVengeance - MaxVengeance*0.1] (Where MaxVengeance is the highest this stack of Vengeance has ever been)
Originally Posted by tangedyn
I've found that the Vengeance cap is NOT 10% of Maximum Health.
I've been investigating this for the past couple of days and I've found that the vengeance cap is really = stamina + 0.1 * basehealth
Details here: Vengeance Cap Theorycraft | The Inconspicuous Bear

Spreadsheet in my sig has been updated.
Addressing two posts here - I believe that the (maximum) value for vegeance is "a number equal to Stamina plus 10% of base health your base hp", (as you said) I believe that I read that in a blue post a couple of days ago. - MMO-Champion BlueTracker

Last edited by Yoha : 01/14/11 at 2:27 PM.

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Old 01/20/11, 10:30 PM   #40
Triesto
Glass Joe
 
Tauren Druid
 
Trollbane (EU)
Originally Posted by Astrylian View Post

Savage Defense
Savage Defense procs 50% of the time on crits, granting a shield of 35% of AP. With feral spec, that is increased to 46.2%, and mastery rating increases that further. This amount is very significant in dungeons. All non-periodic crits can proc it (TODO: Double check FFF crits)
FFF doesn't proc it.

More interesting is that swipe and thrash don't proc it either.

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Old 01/20/11, 11:17 PM   #41
Astrylian
Rawr
 
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Night Elf Monk
 
Stormrage
Originally Posted by Triesto View Post
FFF doesn't proc it.

More interesting is that swipe and thrash don't proc it either.
Just did some testing.

Melee, Mangle, Maul, Lacerate (Initial), Thrash (Initial), and Swipe were all able to proc Savage Defense.
Lacerate (Tick), Thrash (Tick), Feral Faerie Fire, and Fury Swipes were not able to proc Savage Defense.

Rawr!

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Old 01/25/11, 8:41 PM   #42
Grend
Glass Joe
 
Tauren Druid
 
Mal'Ganis
Originally Posted by Burakan View Post
Can anyone provide a quick rundown on how to properly set up rawr.bear for heroics? I've heard the default boss values will skew stats, but I am unsure what options I need to change, and for that matter, to what values.
There are a couple of things that you definitely want to make sure you change.

1) Survival Soft Cap - Set this to Heroic T11 Raids (if you think this sets the Soft Cap too high, you can always manually lower it a bit, maybe a middle ground between regular and heroic?
2) Target Damage (Raw) - Set this to Heroic T11 Raids
3) If you are specifically looking at gear, I always make sure to sort by Mitigation+Survival (no threat). I set Threat Value to "None" on the options tab as well.
4) Always make sure your gear/talents/buffs/enforce meta gem option are good as well as you always should.

Also PM me and I can link you a recent blog post I put up that goes into detail how to set up Rawr (with screen shots) as well as a follow up post of BiS Heroic gear.

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Old 02/02/11, 2:27 PM   #43
Barrar
Glass Joe
 
Troll Druid
 
Zul'Jin
Astrylian, how accurate would you say the figures are for Heroic T11 Raid settings? For instance, if I load your character on heroic settings and run the optimizer it basically shoves a stam gem in every socket while fulfilling the meta. This is with parry haste turned off, threat value of none and all buffs selected. The reason I'm asking is after talking with several other druid tanks progressing through heroic raids atm it just seems like overkill. Any thoughts seeing as you are not gemming stamina yourself as it suggest?

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Old 02/02/11, 3:08 PM   #44
Astrylian
Rawr
 
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Night Elf Monk
 
Stormrage
Yeah, the default for H-T11 is probably overkill. I use 525k or 550k for the Surv Soft cap mostly, but then I have awesome, proactive healers. Surv soft cap is very subjective my it's nature, and very dependent on who you have healing you, how many healers, how responsive they are, etc. Default for target damage H-T11 is fine.

Rawr!

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Old 02/02/11, 3:41 PM   #45
Barrar
Glass Joe
 
Troll Druid
 
Zul'Jin
Ok cool, I knew there were a lot of discrepancies when it came to how reactive the healers were to damage. We have a fairly good team so I'll keep that in mind when customizing the surv soft cap. Thanks.

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