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Old 04/05/12, 8:04 AM   #196
thedopefishlives
Don Flamenco
 
Dwarf Paladin
 
Baelgun
Originally Posted by Hamlet View Post
That's a good point about mana.

On stats, the WrathCalcs on the WrathCalcs thread is at the point where it should be giving pretty reasonable impressions of stat values.
For those that bother downloading the Rawr source code and compiling it, I have everything in except Celestial Alignment, which will probably boost Mastery scaling somewhat over where it is now. I'll probably be able to have that in this weekend, as well. I think the level 90 stat conversions are in, but I don't know if the infrastructure to support level 90 characters and level 93 bosses is there yet.

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Old 04/05/12, 11:14 AM   #197
 Hamlet
<Druid Trainer>
 
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Tauren Druid
 
Mal'Ganis
What rating scaledown factor are you using for L90?


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Old 04/05/12, 3:24 PM   #198
thedopefishlives
Don Flamenco
 
Dwarf Paladin
 
Baelgun
Originally Posted by Hamlet View Post
What rating scaledown factor are you using for L90?
The stat conversions were done by someone else and are lifted more or less verbatim from SimulationCraft. Not sure what they are yet, I haven't looked at them.

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Old 04/06/12, 1:27 AM   #199
Hinalover
Don Flamenco
 
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Pandaren Monk
 
Kil'Jaeden
Originally Posted by thedopefishlives View Post
The stat conversions were done by someone else and are lifted more or less verbatim from SimulationCraft. Not sure what they are yet, I haven't looked at them.
I was the one who converted from SimC over to Rawr. And yes stats are pretty much copied over verbatim. Only thing I changed was the programming syntax. You can look at the original SimC file here:

https://code.google.com/p/simulation...ta.inc?r=11266

and the Rawr file here:

https://rawr.codeplex.com/SourceCont.../66216#1143331

Keep in mind those numbers will probably change between now and Live. I'm just basing what SimC was able to get from the current DBC file.

As for the infrastructural bit in Rawr, technically it is not in yet. It currently defaults to level 85 right now. I can easily change it to level 90, but I think a lot of the devs want to stick to level 85 to make sure the rotations and stat scaling works before we move to level 90.

I implemented the scaling so that devs could test varing stat scalings at different levels. So if Dope wants to he could force it in the Balance module to look for the lvl 90 stats

Last edited by Hinalover : 04/06/12 at 1:39 AM.

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Old 04/06/12, 10:59 AM   #200
Erdluf
Great Tiger
 
Night Elf Druid
 
Echo Isles
So for the most part, each level needs ~31% more rating to get the same effect (alternatively, each time you level, your haste, etc., will drop to 76% of its former value).

At 90, you'll need about 3.9x as much rating as you have now for the same benefit. A minor benefit for people typing these numbers into spreadsheets, many of these are nice round numbers.

From Hinalover's Rawr link:

8590Stat(s)
265.081035Dodge
102.45400Hit*
179.28700Crit*, Mastery
128.06500Haste*
102.45400Expertise
322.581259.52Druid agi->crit
648.912533.66Druid int->crit
884.04986.63Druid spell scaling (what is this?)
125443Constant spell scaling (ability base damage?)
1109212567Boss armor (88=11977, 93=13452)
* = Melee and Spell

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Old 04/07/12, 9:42 AM   #201
Viridiz
Glass Joe
 
Night Elf Druid
 
Nagrand (EU)
I'm not sure if this has been mentioned, but Wild Mushrooms now has 3 charges, allowing you to place 3 mushrooms without re-clicking the ability (not all at once). It takes a little while for it to charge back up to 3 though, so if you detonate immediately and replace you'll have to click ability more than once.

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Old 04/08/12, 4:17 AM   #202
Stommped
Piston Honda
 
Troll Druid
 
Magtheridon
Definitely a nice change, still don't see how with all the utility glyphs added that a Wild Mushroom glyph didn't make it in. Especially with the nerfed damage, a one-click/3mushroom glyph makes a ton of sense.

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Old 04/11/12, 2:55 AM   #203
 Tecton
Soda Popinski
 
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Troll Druid
 
Mal'Ganis
Well, it seems the feedback that SotF was a bit of a no-brainer for balance has been taken on board:

Incarnation: Chosen of Elune - No longer doubles Solar and Lunar power generation. Instead increases all Arcane and Nature damage done while Eclipse is active by ?%.
Force of Nature - Duration increased to 60 sec, up from 30.


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Old 04/11/12, 3:47 AM   #204
Stommped
Piston Honda
 
Troll Druid
 
Magtheridon
Obviously the immediate problem with this new Incarnation is the 30sec duration/3min CD. Time will be wasted outside of Eclipse which Incarnation will give no benefit for.

And I can't seem to understand why they are trying to accomplish with the FoN change. Feels like a "This spell needs to be better so that's try doing this and see if it works" change. I feel like the best solution would be for them to make FoN your permanent pets, and if you are able to stand still and cycle through many Eclipses than SotF is your best choice, but if you are forced to move regularly and aren't able to reap the benefits from SotF as often, than the constant damage from your FoN while on the move would be best.

Last edited by Stommped : 04/11/12 at 4:00 AM.

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Old 04/11/12, 4:37 AM   #205
 Tecton
Soda Popinski
 
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Troll Druid
 
Mal'Ganis
Well, I can see Incarnation being useful on fights where you'll be staying in the same Eclipse for a little while to AOE/multidot. Obviously, mana restrictions mean that we won't be able to stay in Eclipse for huge amounts of time, but I can certainly see this being useful on fights like Yor'sahj where the AOE is concentrated in short bursts, I guess? Naturally, it's going to be weaker single target, but that might not be the intention. Depending if it works, you could also tie it up with Celestial Alignment for an extra damage boost?

FoN having a longer duration also gets rid of the "trap", or at least makes avoiding it easier, of messing up Heroism/Bloodlust uptime on the treants as you can drop them up to 20 seconds beforehand and still get full benefit.


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Old 04/11/12, 7:54 AM   #206
nephyron
Von Kaiser
 
Troll Druid
 
Nemesis (EU)
Chosen of Elune: No longer doubles Solar and Lunar power generation. Instead increases all Arcane and Nature damage done while Eclipse is active by ?%.
The bonus damage is active only during eclipse, this bind the use of Incarnation to only when you have entered a fresh eclipse AND you have Celestial Alignment ready to be used, because CoE lasts 30 sec an eclipse lasts 5 starfire * 2.0 sec cast time = 10 sec or 7 Wrath * 1.5 sec = 10.5 sec thus requiring us to activate Celestial Alignment for an additional 15 sec of eclipsed nukes.

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Old 04/11/12, 8:02 AM   #207
thedopefishlives
Don Flamenco
 
Dwarf Paladin
 
Baelgun
Originally Posted by nephyron View Post
The bonus damage is active only during eclipse, this bind the use of Incarnation to only when you have entered a fresh eclipse AND you have Celestial Alignment ready to be used, because CoE lasts 30 sec an eclipse lasts 5 starfire * 2.0 sec cast time = 10 sec or 7 Wrath * 1.5 sec = 10.5 sec thus requiring us to activate Celestial Alignment for an additional 15 sec of eclipsed nukes.
Here's the thing: Our baseline rotation is already nearing 30 seconds. We can fit 2 full Eclipses into Incarnation's 30 second window very comfortably. While I agree that there will be some "wasted damage" in between those Eclipses, and that to get the maximum benefit we should align it with Celestial Alignment, I don't think it's strictly necessary. It's a straight DPS boost any way you slice it, since you're practically guaranteed to fit 2 full Eclipses in each cast.

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Old 04/11/12, 8:04 AM   #208
 Tecton
Soda Popinski
 
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Troll Druid
 
Mal'Ganis
Is that assuming T13 levels of haste, though, or the much lower haste values we're going to be starting T14 with?


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Old 04/11/12, 8:12 AM   #209
lissanna
Von Kaiser
 
Night Elf Druid
 
Elune
The problem with Incarnation not buffing damage when we are out of Eclipse is that the % then has to be twice as high to be a decent DPS increase compared to what it would have to be if it buffed your casts for the full duration. It's a move in the right direction, I think, but it's still wrong.

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Old 04/11/12, 8:18 AM   #210
nephyron
Von Kaiser
 
Troll Druid
 
Nemesis (EU)
If anyone want to add the new JC gems' values to WrathCalc:
Unique Equipped: Jeweler's Facet (2)
+320 Intellect
Requires Jewelcrafting (550)
Item Level 90
"Matches a Red socket."
If we can have only 2 JC gems and the Enchant ring provides a +160 stat bonus it means that every profession must give a +320 stat increase thus making me think that the new gems will be +160mainstat making the JC profession provide an extra +160 in 2 gem slots giving the same bonus as every other profession.

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