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Old 04/27/12, 12:07 PM   #271
hercdeisel
Glass Joe
 
Troll Druid
 
Turalyon
Originally Posted by Lunarius View Post
Also noticed a bug that just screams "we did a poor job of changing stuff last patch"; even though the initial cast of Moonfire/Sunfire has indeed been changed to twelve seconds, the refreshing from Wrath/Starfire/Starsurge still make the duration 18s, hopefully they will fix this soon so you can get some testing done.
I can confirm this as well. At first I was confused because Sunfire/Moonfire was lasting until the end of the next eclipse (lunar/solar, respectively; with SotF and ~2900 haste, no legendary), which seemed puzzling given that the DoT was reduced by a third. Then I manually measured the DoT (phone stopwatch ftw) duration and found the refreshed version to be 18 seconds. It wouldn't be the end of the world if they left it like this since I think the main goal of the DoT length change was to reduce multi-target damage, which would still be achieved (unless you started extending with wrath/starfire on the multiple targets, but you could do that with the 12 second version too).

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Old 05/02/12, 6:57 AM   #272
nephyron
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Nemesis (EU)
FYI Astral form has been updated and now little falling stars drop from the top of our head.
[beta mop] New animation of Astral form and Starsurge - YouTube

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Old 05/02/12, 11:25 AM   #273
Miraclous
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Troll Druid
 
Tarren Mill (EU)
Moonfire/Sunfire refreshed through Wrath/Starfire/Starsurge now lasts 12 seconds instead of 18 seconds.

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Old 05/04/12, 10:29 AM   #274
hercdeisel
Glass Joe
 
Troll Druid
 
Turalyon
I don't think I've seen this noted, and I'm not sure how much it matters, and it may have been common sense already, but here are some more observations about Celestial Alignment:

If you start a cast while CA is active and CA fades before the cast completes, the cast:
1. Does not benefit from eclipse.
2. Does not refresh the appropriate DoT.

Probably obvious since eclipse is calculated at the end of a cast, but this is a difference, in a sense from a normal eclipse state since CA is on a timer unlike a normal eclipse.

One consequence of this may be that at certain levels of haste where you're caught between 'Starfire during CA plateaus' it will be worth it to work in a Wrath as opposed to all Starfire/SS to maximize CA damage, especially at higher levels of mastery.

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Old 05/04/12, 10:35 AM   #275
 Hamlet
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Mal'Ganis
That wouldn't change (discrete benefit from added casts) even if you calculated it the beginning of a cast. It would be +1 cast in every case. And computing all that stuff at the end of a cast is consistent with how spells have always behaved.

A similar question came up a lot with the WLK Eclipse which was also timed. In general we never bothered worrying about the discrete casts and potential haste plateaus there. Unlike DoT breakpoints which are very precise, tiny variations in spell timing make it hard to do much with timed chains of nukes.

When I tested something similar I remember some odd behavior around Starsurge, travel time, and refreshing, but not exactly what the conclusion was. Maybe that a Starsurge in the air when CA wears off doesn't refresh?


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Old 05/07/12, 1:19 PM   #276
thedopefishlives
Don Flamenco
 
Dwarf Paladin
 
Baelgun
Originally Posted by Hamlet View Post
That wouldn't change (discrete benefit from added casts) even if you calculated it the beginning of a cast. It would be +1 cast in every case. And computing all that stuff at the end of a cast is consistent with how spells have always behaved.

A similar question came up a lot with the WLK Eclipse which was also timed. In general we never bothered worrying about the discrete casts and potential haste plateaus there. Unlike DoT breakpoints which are very precise, tiny variations in spell timing make it hard to do much with timed chains of nukes.

When I tested something similar I remember some odd behavior around Starsurge, travel time, and refreshing, but not exactly what the conclusion was. Maybe that a Starsurge in the air when CA wears off doesn't refresh?
I believe the refresh is calculated on impact, is it not? I actually haven't looked at it.

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Old 05/07/12, 1:22 PM   #277
 Hamlet
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Yeah. I just can't remember which Starsurges actually refresh. i.e. if you end Eclipse with a Starsurge (so you're clearly out of Eclipse when it lands), I want to say it still refreshes? I think CA might not have been totally consistent with that though.


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Old 05/07/12, 5:15 PM   #278
 Hamlet
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Back to drawing board on L90 talents:
Druid Build 15640 - lvl 90 talent changes - Forums - World of Warcraft

Offhand probably a good thing since basically nobody liked those. Will have to think more about these, esp. a passive Int bonus, which is pretty unusual in the new way of things.

e: looking more. In my big feedback list here ( http://elitistjerks.com/blogs/1152-h...back_mop_beta/ ), my biggest point on talents was giving DPS-improving options at the L90 tier, so of course I'm pleased to see both a passive and a timered option there.

As far as potential hybrid function, Nature's Vigil is probably the best idea yet (and I still like DoC better than HotW for that purpose). What I look for in these is something that you can make use of in an ordinary fight when you think healing needs to be shored up somewhat. I'm not expecting DPS players to often plan to switch to healing for phase X of a fight, which is what HotW contemplates--it's a talent you take if you know in advance that you're going to want to be a healer for 30s. DoC was a little better, since it's just a passive buff that means if you do throw out a one-off heal at any time it's a little more useful.

Nature's Vigil is better still because you actually want it for reasons not related to healing--you're not giving up DPS or other utility just to improve your emergency healing should the situation arise. It's an ordinary DPS timer with the added feature that you can use it during healing-intensive moments to help out somewhat without going too far out of your way, but still is useful otherwise.

Last edited by Hamlet : 05/07/12 at 5:28 PM.


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Old 05/07/12, 6:17 PM   #279
Hubbins
Glass Joe
 
Night Elf Druid
 
Aerie Peak
These new talents look much better than the previous set.
As a boomkin I can now gain DPS with my lvl 90 talents rather than lose DPS.

I like the sound of Nature's Vigil quite a bit, an added DPS cooldown is welcomed. The healing portion of it is a nice treat on top. Alternatively it could be used in healing intensive situations. 50% of our damage as healing would fit right in with something like the end of Ultraxion.

I still don't really like DOC, hardcasting a healing spell just doesn't sit right with me but at least the boost to 70% means it won't be horrible anymore.

I still really like the idea behind HotW, although in practice it probably wouldn't get much use(as Balance). The passive boost make its useful for more than the 1 in 100 chance of using the talent.

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Old 05/07/12, 10:47 PM   #280
Hardane
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Gel
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Nature's Vigil could probably stand being changed to affect only single target abilities (the duplicate effect), and even when ruling out Mushrooms / Tranquility / Swipe etc. the amount of rewarded healing/damage seems like it'd be out of control, especially when stacked with other cooldowns.

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Old 05/08/12, 4:00 AM   #281
magojo
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<Ice>
Kazzak (EU)
Originally Posted by Hubbins View Post
I still don't really like DOC, hardcasting a healing spell just doesn't sit right with me but at least the boost to 70% means it won't be horrible anymore.
Feels to me, now that Disentanglement is gone as a talent, that DoC is the level 90 general PvP talent.
It will be hard to get any real use from it (thinking as balance) in PvE as nothing you can cast while on the move will proc it.
Maybe on a fight where you will have to stop dpsing something several times in a fight you could get some mileage out of DoC, but such a fight would be extremely annoying and probably even worse for classes that do not have a talent like this.

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Old 05/08/12, 4:17 AM   #282
Taelrien
Glass Joe
 
Night Elf Druid
 
Moonglade (EU)
Originally Posted by Hamlet View Post
DoC was a little better, since it's just a passive buff that means if you do throw out a one-off heal at any time it's a little more useful
The DoC buff to +70% spell damage opens interesting scenarios. I tried to figure whe it's worth to cast the faster heal spell a balance druid has (regrowth, base cast time = 1.5 seconds):

D = spell damage
t = spell cast time

DPS(normal) = D / t
DPS(DoC) = 1.7*D / (t+1.5)

DPS(DoC) > DPS(normal) when:

1.7*D / (t+1.5) > D / t, or
t > 2.14 sec

Fast math done after a coffeebreak, so probably mistaken, but I see a good usage for the DoC (I'm not including mana problems for now): you can normally use it while casting a sequence of SF and/or WR without the fear of lose DPS.

What about +haste? Haste is important for the regrowth cast time ONLY, because t is always the same in both equation parts. But let us say +haste puts the regrowth cast time to 1 sec, then the previous math gives me:

t > 1.42 sec

A really low time. SF should always be over that time, and WR too. SS can be lower than that? Probably, but SS could be used in a funny combo when Shooting Star triggers (big crit damage).

What do you think?

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Old 05/08/12, 4:44 AM   #283
 Tecton
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Mal'Ganis
Unless I've missed a change, we don't have Regrowth any more, just Healing Touch in terms of cast time heals.


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Old 05/08/12, 5:41 AM   #284
Starfox
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Destromath (EU)
Originally Posted by Taelrien View Post
The DoC buff to +70% spell damage opens interesting scenarios. I tried to figure whe it's worth to cast the faster heal spell a balance druid has (regrowth, base cast time = 1.5 seconds):

D = spell damage
t = spell cast time

DPS(normal) = D / t
DPS(DoC) = 1.7*D / (t+1.5)

DPS(DoC) > DPS(normal) when:

1.7*D / (t+1.5) > D / t, or
t > 2.14 sec

Fast math done after a coffeebreak, so probably mistaken, but I see a good usage for the DoC (I'm not including mana problems for now): you can normally use it while casting a sequence of SF and/or WR without the fear of lose DPS.

What about +haste? Haste is important for the regrowth cast time ONLY, because t is always the same in both equation parts. But let us say +haste puts the regrowth cast time to 1 sec, then the previous math gives me:

t > 1.42 sec

A really low time. SF should always be over that time, and WR too. SS can be lower than that? Probably, but SS could be used in a funny combo when Shooting Star triggers (big crit damage).

What do you think?
Regrowth is a restoration spec spell.
If nuke casttime * 0.70 > heal casttime, then it would be better to cast the heal beforehand and with Healing Touch having a base casttime of 2.5s, that means your damage spell needs a base casttime of 3.57 or more.

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Old 05/08/12, 6:27 AM   #285
Taelrien
Glass Joe
 
Night Elf Druid
 
Moonglade (EU)
Originally Posted by Starfox View Post
Regrowth is a restoration spec spell.
If nuke casttime * 0.70 > heal casttime, then it would be better to cast the heal beforehand and with Healing Touch having a base casttime of 2.5s, that means your damage spell needs a base casttime of 3.57 or more.
Thank you for the reply. I'm a bit rusty and I forgot lot of resto spell will not be available to all spec in MOP.
3.57 is too much, it looks impossible to use DoC without DPS lose.

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