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Old 01/08/08, 12:22 PM   #646
 Adoriele
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Night Elf Druid
 
Dragonblight
Originally Posted by Laqwanda View Post
Adoriele or Efejel:

1) What kind of Gear set up, stats, +dmg, Spell hit, Spell crit, Mp5 do moonkins have that are holding consistent 1300 DPS. Be General.
I'm pulling about 850 Spreadsheet, 700 actual DPS, so this is just theorycrafting, but you're definitely gonna want 4pc T5, and a bunch of non-set T6, probably cloth. Plus, getting numbers that high often relies on group makeup as well. Pocket Shadow Priest, Ele (or Resto, or both) Shammy, an Affliction Lock in the raid with +3% to CoS, and a BM hunter wouldn't be horrible either. We're still very mana-limited, but again, with enough regen, being able to work in Moonfire and/or going to some funky rotations is a big plus.

Second question's a little out of my league, as I'm nooooooowhere near that kind of gear level. My guess would be that if you've made the sheet as accurate as possible, go ahead and try it out. Be careful of crit strings, though, aggro adds up fast. (Though I guess if you're at that gear level, threat's not gonna be an issue.)

Last edited by Adoriele : 01/08/08 at 12:28 PM.

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Old 01/08/08, 12:35 PM   #647
tenten
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Human Rogue
 
Kil'Jaeden
New Patch Notes Read:

* Idol of the Unseen Moon: This item now has a 30 second cooldown on being triggered.
Im assuming this means no more idol swapping?

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Old 01/08/08, 12:58 PM   #648
Dothorio
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Undead Mage
 
Maelstrom
Originally Posted by Adoriele View Post
Wrath Spam is the best DPS when you don't care about mana. For trash, this works, but on any boss fight you'll go OOM way before your potion cooldowns are up, or your Innervate, etc. Make sure the last page of the sheet is as accurate as possible (especially expected fight time and any mana regeneration), and you'll see a marked difference in how the spell rotations line up.
As you just admitted, this isn't entirely true. Dps depends on the last sheet and the sort of raid buffs you'll be recieving. With a Malediction Warlock putting up CoS and enough damage and crit, Starfire becomes the better dps. Wrath doesn't gain anything from Nature's Grace, and there is no Curse of Nature (stormstrike doesn't count because your shamans will be eating those). Not to mention Starfire gains an additional 20% from Wrath of Cenarius while Wrath only gains 10%.

FoN is amazing in all aspects. It's threat-free DPS. Probably wanna wait until they're safe to cast them.
Force of Nature is more of a PvP talent. It doesn't fit into a real cast rotation and the treants like to die before they despawn. I don't have any hard numbers on what their DPS is like but I get the feeling that they just aren't worth it.


Spell hit and crit effectiveness depend on your damage, but in general, 1 hit rating = 1.1 damage = 2 crit rating, I.E. stack hit first, then damage, and the crit will follow. Use the sheet, though, to find out where you lie more specifically (EX: I right now straddle the 1 hit = 1 damage line. Any more damage, and hit gets better). As an aside, MP5 is one of the best DPS stats you can get. More mana regen allows you to support ever-decreasingly-efficient rotations, like Moonfire.
As with all DPS casters, being hit capped is more important than anything. Any more damage and hit gets better is silly, you should be hit capped as it is! Also I'm not sure about your claims on MP5, but I always get a shadow priest so I can't comment one way or another.


IFF is a DPS loss, no doubt about it. It's fairly gear-independent as well, since it always means losing the same amount of cast time from your rotation. Whether you cast it (and therefore spec it, since why spec it if you don't cast it) depends on whether you have a Feral MT, and whether you want to give your melee DPS a reason to gear for less hit. I.E., consult your guild.
IFF is a DPS loss for the moonkin, but a major DPS gain for the entire raid. Even if all your physical DPS is hit capped, your tanks aren't going to be, so their TPS will increase (meaning raid DPS can also increase).

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Old 01/08/08, 2:17 PM   #649
Vandiego
Von Kaiser
 
Night Elf Druid
 
Lightning's Blade
Originally Posted by Laqwanda View Post
Adoriele or Efejel:

1) What kind of Gear set up, stats, +dmg, Spell hit, Spell crit, Mp5 do moonkins have that are holding consistent 1300 DPS. Be General.

2) I want to try a built and maxxs spell hit, and has ridiculous crit around the neighborhood of 40-50% with wrath and Starfire. My spell dmg would be only about 950-1000 unbuffed. Is this advisable or not? Based on the spreadsheet it seems that it does more dps then spell hit and lots of +spell dmg? What are you thoughts.
1) There are only a few fights where you do nothing but DPS, and to be honest I doubt there are many balance druids that push 1300+ on any fight.

2) If you're going to start stacking crit, I wouldn't do it until you hit 1150 to 1200 damage. I was peaking at 1275 unbuffed and decided to trim off a lot taking me down to 1170 or so, needless to say my raid DPS went up quite a bit. The combination of crit and using TLC helped quite a bit. However, you need to get consistent DPS and understand your mana pool, rotation, and the fight in general before you start worrying about massive burst damage.

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Old 01/08/08, 2:38 PM   #650
Lambach
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Tauren Druid
 
Cenarion Circle
I havnt checked this thread in a while, and going back over the last few pages, its amazing how much misinformation is being thrown around.

Please, if you are just guessing, or assuming, don't post. You throw others off, and more then likely you are wrong.

I'll try to clear up the misconceptions.

1)Treants. They are nice, but the point is probably better spent in the restore tree, especially if you are threat capped. I was threatcapped all through t5 content, so treants really werent worth it over -threat talents. This thread sparked me to go try trees again, maybe i'll take a look at their dmg since my +damage has grown a lot since I last had them. However, if you are reading this thread, you probably should start without them. (also, they fuck up your casting rotation.)

2) Wrath. Its been a long time since wrath spam has been the most dps rotation. I was always trying to get enough regen to make MF Starx3 work. Back when I was doing 5 mans I think wrath was still the best, but to say its the max dps for all gear levels is silly.

3) +hit should be capped as soon as you can. However, point for point its not "the end all be all" stat until about 800 spell dmg. Before that socketing spell dmg will be more beneficial.

4) As with most other casters, once you cap hit, all that matters is spell dmg. Gems, enchants, max spelldmg all around. Crit is definatly not your best stat. Spell dmg scales very well with the extra 20% off starfire. Also, haste is nice to pick up, and in most cases is better then crit in those spots its available.

5) As the post above me states, always have Imp FF, always keep it up 100%. Its a huge raid benefit, and tanks having extra threat helps you out a lot.



I also have a question for people who've played with the actual spreadsheet a bit more. Have you found any point that trading in 4pc t5 is viable? I've been passing on all my t6(cept gloves of course), and I just cant find a point, even if i picked up 4pc t6 where I would be able to get out of my t5. I worry that I'm facing a t2 restore issue, where I cant drop t5.....ever....

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Old 01/08/08, 11:52 PM   #651
Blurred
Glass Joe
 
Undead Mage
 
Quel'Thalas (EU)
Hello everyone, just a simple question about overall raid dps here.

I am a mage, my guild currently has hyjal/bt on farm with no problems at all. The "mage group" usually consists of 3 mages, 1 shadow priest and 1 resto shaman in our raids. I have been thinking for quite some time now on whether 2 mages, 1 moonkin, 1 shadow priest and 1 resto shaman would make that group more efficient in terms of dps.

None of the encounters in these raids provide huge advantages when you bring more than 2 mages to a raid anyhow and this is what got me thinking. Now from that setup I have suggested there are 3 other dps classes, the shadow priest and the other 2 mages. So let's move on to the maths, where I will only take the dps factors into assumption and leave out the raid benefits of a combat res/insect swarm debuff/imp ff and things.

(This is just a rough simplification where I assume the aura is a 5% dps increase to each caster dps; in which sometimes the mages are arc/frost where they have +225% crit damage from frostbolts)

(Group with 3 mages, 1 shadow priest as dps)

Mage 1 does 100 damage in total
Mage 2 does 100 damage in total
Mage 3 does 100 damage in total
Shadow priest does 100 damage in total

400 total damage

(Group with 2 mages, 1 moonkin, 1 shadow priest (moonkin aura active now))

Mage 1 does 105 damage in total
Mage 2 does 105 damage in total
Shadow priest does 105 damage in total
Moonkin does X damage in total

Therefore can it be assumed that if X can be 85 or greater, where as long as the moonkin does 85% or more dps of the average mage who does not benefit from the moonkin aura, it is more efficient to put a moonkin instead of a third mage in that group? In addition to this, in all honesty assuming gear and skill levels are equal, should it be expected that a moonkin will do at least 85% dps to that of a mage?

Again, I am only wondering the dps factor right now and leaving out the other goodies moonkins bring to a raid out of this assumption.

Thanks in advance for any replies.

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Old 01/09/08, 2:37 AM   #652
Saraya
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Night Elf Druid
 
Proudmoore
The majority of a shadow priest's damage is not from direct damage spells, so the moonkin's aura is mostly wasted. You should be looking only at the mages.

(Group with 3 mages)

Mage 1 does 100 damage in total
Mage 2 does 100 damage in total
Mage 3 does 100 damage in total
300 total damage

(Group with 2 mages, 1 moonkin)

Mage 1 does 105 damage in total
Mage 2 does 105 damage in total
Moonkin does X damage in total

Is a moonkin able to do 90% of a mage's DPS? This depends heavily on raid composition. Assuming both classes get the curses they want up, and in a group with a spriest and a shaman, I'd say definitely.

The first moonkin->mage replacement is easier thanks to the extra goodies, but a second would be harder to justify, and you'd need to look at the individual performances of the players(since you'll rarely have people of equal skill and equipment).

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Old 01/09/08, 4:29 AM   #653
Lambach
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Tauren Druid
 
Cenarion Circle
The moonkin should really go to teh destro locks anyway. The shadow priest should be rotated in the group, but with 2.3 mana changes, you really dont need him. And if you were lookign towards moonkin, might as well make it both moonkin and elemantal shaman instead of restore.

Sorry, that was more rambling then I meant it to be. Yes, a moonkin switched for a mage, if hes of a similar gear level and simliar skill will net more dps for the group. Also 3% hit for melee and tanks. They are probably all mostly max hit, but this lets them regem a bit for more dmg. What I was trying to mention with my first post was that you could probably maximise that group more, to get a much better effectiveness. Our moonkin group is elemental shaman, destrolockx2 and a fire mage. Its a larger raid dps increase, especialy with a lot more imp shadowbolt procs.

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Old 01/09/08, 9:42 AM   #654
 Lorewanderer
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Lorewanderer
Tauren Druid
 
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Originally Posted by Lambach View Post
Please, if you are just guessing, or assuming, don't post. You throw others off, and more then likely you are wrong.

I'll try to clear up the misconceptions.

1)Treants. They are nice, but the point is probably better spent in the restore tree, especially if you are threat capped. I was threatcapped all through t5 content, so treants really werent worth it over -threat talents. This thread sparked me to go try trees again, maybe i'll take a look at their dmg since my +damage has grown a lot since I last had them. However, if you are reading this thread, you probably should start without them. (also, they fuck up your casting rotation.)
The treants are threat-free damage. If you're dropping them because you're threat capped you should absolutely reconsider.
They're fragile, but with some care they will dish out a good deal of damage and can fill some intriguing roles as well--Lurker add tanks, catching the (not-so-occasional) Toy from Telonicus, to name a few.

If you find yourself threat capped often, get after your paladins, because they are slacking on your BoSalvation. I have no problems whatsoever with threat if I have Salv. Without it I have no problems pulling Thaladred off his Gaze target.

Originally Posted by Lambach View Post
I also have a question for people who've played with the actual spreadsheet a bit more. Have you found any point that trading in 4pc t5 is viable? I've been passing on all my t6(cept gloves of course), and I just cant find a point, even if i picked up 4pc t6 where I would be able to get out of my t5. I worry that I'm facing a t2 restore issue, where I cant drop t5.....ever....
The discussion a few pages back was saying that full t6 is very close, so if you're at that level of progression to be able to get it, in not too long Sunwell gear should be both attainable and reasonably likely to exceed t5 if by nothing more than the raw stat upgrades from replacing four pieces.

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Old 01/09/08, 12:31 PM   #655
Caanrial
Glass Joe
 
Night Elf Druid
 
Kul Tiras
Lorewanderer ya beat me to it! I was going to tell peeps to stop QQ on teh trees...they are three more targets for bosses to waste their special attacks on! I know for a fact that my trees have saved heroic runs and certainly helped in Kara/Gruuls by giving 3 more random targets for attacks to hit instead of players. Every time you hear, for example, Maiden saying 'that was for the best' and none of your kara group is down, you know you just helped out. And iirc they dish out about 6k threat-free dmg if they live the whole 30 seconds. I wouldn't trade them in for much, certainly not IFF because by this time the trees help more than IFF does, however I have not tested this exclusively so only those of you who have tested that are allowed to beat me up!

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Old 01/09/08, 1:28 PM   #656
Dothorio
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Undead Mage
 
Maelstrom
Originally Posted by Lorewanderer View Post
The treants are threat-free damage. If you're dropping them because you're threat capped you should absolutely reconsider.
They're fragile, but with some care they will dish out a good deal of damage and can fill some intriguing roles as well--Lurker add tanks, catching the (not-so-occasional) Toy from Telonicus, to name a few.

If you find yourself threat capped often, get after your paladins, because they are slacking on your BoSalvation. I have no problems whatsoever with threat if I have Salv. Without it I have no problems pulling Thaladred off his Gaze target.



The discussion a few pages back was saying that full t6 is very close, so if you're at that level of progression to be able to get it, in not too long Sunwell gear should be both attainable and reasonably likely to exceed t5 if by nothing more than the raw stat upgrades from replacing four pieces.
Treants are threat-free damage at the expense of points in Subtletly. The only way you can get around this is if you aren't specced for Imp FF, in which case your raid leaders are pretty silly for letting you get by without it. People that say they don't have threat issues and can spec for treants make me think that either they aren't specced PvE appropriately or aren't geared appropriately or are just not doing good DPS.

Also, you can't pull off of the target Thaladred has gazed, unless they Ice block, Feign death, bubble or get bubbled.

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Old 01/09/08, 1:35 PM   #657
Vauk
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Tauren Druid
 
Hellscream
Originally Posted by Caanrial View Post
Lorewanderer ya beat me to it! I was going to tell peeps to stop QQ on teh trees...they are three more targets for bosses to waste their special attacks on! I know for a fact that my trees have saved heroic runs and certainly helped in Kara/Gruuls by giving 3 more random targets for attacks to hit instead of players. Every time you hear, for example, Maiden saying 'that was for the best' and none of your kara group is down, you know you just helped out. And iirc they dish out about 6k threat-free dmg if they live the whole 30 seconds. I wouldn't trade them in for much, certainly not IFF because by this time the trees help more than IFF does, however I have not tested this exclusively so only those of you who have tested that are allowed to beat me up!
I understand peoples love of the treants but realistically once you get into tier 6 content they are pretty useless. Every single boss in MH bar one has aoe effects that make your treants quite useless. BT is simliar. And if the boss doesn't have aoe effects it has some other effect or factor in the fight that makes them mediocre. Quite frankly 1 extra point in subelty would get me more damage than the 6k from treants and the 1.5 global cooldown for 6k or less damage isn't as amazing as it was in kara.

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Old 01/09/08, 2:12 PM   #658
Efejel
Piston Honda
 
Tauren Druid
 
Dragonblight
Originally Posted by Vauk View Post
Quite frankly 1 extra point in subelty would get me more damage than the 6k from treants and the 1.5 global cooldown for 6k or less damage isn't as amazing as it was in kara.
You're likely underestimating treant scaling. I parsed WWS of someone in T5 content (iirc) and they were getting up to 9000 dmg per FoN cast.

9000 dmg per 180 sec = 50 DPS

And, I don't know of another spell in the game that will do 9000 damage for just a global cooldown.

Are they situational? Yes. But most of a Balance Druid's existence is.

"Electronic communities build nothing. You wind up with nothing. We are dancing animals. How beautiful it is to get up and go out and do something." - Kurt Vonnegut

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Old 01/09/08, 4:23 PM   #659
Lambach
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Cenarion Circle
I cant back Dothorio's post enough, if you dont have Imp FF, then you shouldnt be in the raid. That is what makes us an addition to the raid, not stupid 5% crit.

The problem with treants is losing a point in them and they are useable on less then half of the t6 fights. Now when I say use, i mean to their full effectiveness. -threat talent however(which is what you are dropping to have trees) is useful on every encounter). It is especially useful on a lot of t6 which are threat sensitive encounters. I.E. Without it I prolly couldnt dps much on gurtog. Im not sure how without it you'd get away from being threatcapped on teron.

Before t6, you NEED -threat talent to not pull off your tanks. Their block value and gear isnt high enough to support our massive threat.

You could probably drop the threat talent after t6 for trees.....but theres a handful of encounters you could even use them to full effectiveness on. So remember when qouting numbers on tree dmg, that only on the following will you get those numbers.

Kazrogal
Akama
Parts of ROS
PRobably mother

Thats IT!
Everything else has some kind of massive AOE that will lower treant effectiveness. Also remember that in the t6 level, my starfires are critting for mid 7 thousands. So putting those out there just once is losing a starfire, and they probably barely do more dmg the whole time they are out then that one starfire. Yes the threat is nice, but so situational vs. a -threat talent.


To the person talking about pulling on thaladred. Please learn the encounter. Yes, you are highest on threat, but that is expected, we are the class without threat talents.




4pc t5. You obviously don't have it. The thing about the bonus that makes it so good is is SCALES with your gear. So as your gear gets better, the bonus gets better. Just like our 3pc t2. We all wore our t2 til they had to actually nerf the bonus right before expac. So far I'm really seeing a similar trend with t5.

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Old 01/09/08, 5:25 PM   #660
 Adoriele
Happy October 19th!
 
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Night Elf Druid
 
Dragonblight
Originally Posted by Lambach View Post
Before t6, you NEED -threat talent to not pull off your tanks. Their block value and gear isnt high enough to support our massive threat.
No. You don't. I had it. I was afraid of speccing out of it. And then I did. And you know what? I was fine. I'm not holding myself back, I'm not playing it safe. I'm putting out as much DPS as I can sustain for a given fight. And I don't. Pull. Aggro. Now, granted, our guild's MT is fucking amazing, so I'm in a sort of special position, but you're damn right I'll drop every single point of subtlety for more DPS. I don't recommend doing it if either you or your MT is a moron, but given the level of intelligence of people here, I think it's safe to recommend people playing with it to find their own sweet spot.

Also, how does losing one GCD mean losing a Starfire when the cast time is 3s (assume you have no haste, since it's all but worthless for us)? And you crit for 7k, not hit, so really you're losing half of a 4k average SF, or 2k, and half of a tick each of any dots you have, for 6k+ (probably much more with T6 gear) treants. Yeah, seems like a safe trade to me. Hell, as long as they last more than 10 seconds, they're making up the DPS lost.

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