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05/08/12, 6:40 AM
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#286
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Great Tiger
Night Elf Druid
Echo Isles
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Cast time isn't the only consideration. Some spells are limited by cooldown, not by cast time. Suppose Starfall does four times the damage of SF. HT-SFall would likely be a DPS increase even though SFall has a fast cast time (also assumes DoC applies to the entire spell, which it might not with SFall mechanics).
HT-Hurricane looks promising (but a terrible combo from a mana standpoint). WM-detonate has potential (assuming it applies to all three shrooms), but probably not for single target. Tranquility will be crazy-strong.
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05/08/12, 8:09 AM
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#287
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Glass Joe
Night Elf Druid
Moonglade (EU)
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Originally Posted by Erdluf
[...]HT-SFall would likely be a DPS increase even though SFall has a fast cast time[..]HT-Hurricane[...]WM-detonate[...]Tranquility will be crazy-strong.
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Tranquility is one of the "combo" I have thought too and that kind of synergies is luring me back to the game. I'm sure MOP will add a lot of of interesting playstyle variations. BTW I think the dev was talking of +70% damage only. +70% to healing looks too good (if applied to Tranquility).
I like passive abilities more than cooldown based spells and talents (SoF over Incarnation) but the proposed Nature's Vigil is a good one. NV+SFall(eclipsed)+nukes could be another DPS/heal combo. I would actually choose NV over DoC, but it's too soon and I've no more wrong numbers to submit.
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05/08/12, 9:23 AM
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#288
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Von Kaiser
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Originally Posted by Taelrien
Tranquility is one of the "combo" I have thought too and that kind of synergies is luring me back to the game. I'm sure MOP will add a lot of of interesting playstyle variations. BTW I think the dev was talking of +70% damage only. +70% to healing looks too good (if applied to Tranquility).
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The 70% will probably just be applied to one dot application from Tranquillity.
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05/08/12, 2:58 PM
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#289
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Great Tiger
Night Elf Druid
Echo Isles
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As a way to napkin-math spells that might be worth preceding with HT for a DoC buf, assuming zero benefit from the heal itself:
1) Our main nukes deliver ~60% spell coefficient per base-cast-time second.
2) HT has a 2.5s cast (assuming you can cast it in Moonkin form), so it needs to deliver 150% spell coef as damage.
3) 70% of the next cast is the extra benefit (assuming the 70% is multiplicative, and not additive with something else), so the next spell needs to normally deliver 150%/.7 = ~215% coefficient.
4) Our normal nukes are the worst DPS spells in our rotation, and they have other benefits (getting us closer to our next NG and Starfall) so that 215% needs to be bumped a bit, and we are probably looking for something in the 230-260% range as a break-even point.
Single target spells that do that much damage:
- MF if refreshes don't remove the bonus from the remaining ticks. Even more so during CA.
- Starfall if every star gets the bonus
- FoN if the treants get the bonus for their full duration
- The last Nuke in an eclipse, if the bonus applies to the nuke, and to the remaining, refreshed MF ticks.
- Extremely short and powerful damage bonuses: "Your next damaging spell has a 100% crit chance" would probably be strong enough for SF or SS, but not for Wrath.
Moonkin who don't want to cast one or more HT every minute, will be hoping that every 'if' in that list is false.
Now all of this was for "if I take DoC and don't care about the heal, when should I cast HT anyway?" You still have to decide if DoC is the talent to take, and/or your healing has some meaningful benefit for the encounter.
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05/08/12, 7:41 PM
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#290
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Piston Honda
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Originally Posted by magojo
The 70% will probably just be applied to one dot application from Tranquillity.
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The bonus to your next healing spell remains at 30%. At the moment ONLY your healing spells increase the damage of your next spell by 70%, not vice versa. Healing Spell -- > Damaging Spell = 70% buff on dmg. Damaging Spell --> Healing Spell = 30% buff on Heal.
Honestly DoC feels like a pvp talent. The math has to be such that it is still a DPS loss to cast a HT before a damaging spell, otherwise since the spell has no CD (30 sec duration but still no CD) in PvE Moonkin rotation would be HT > Dmg > HT > Dmg > HT > Dmg etc etc. Which suffice to say would be beyond bizarre.
In arena especially, or if you are queuing BG's by yourself casting Healing Touch will be a common occurrence, especially since we can now do so in Moonkin form. It will definitely be a nice boost to have 70% dmg bonus to your next spell every time after doing so.
I don't think this talent (DoC) will ever have a place in PvE, and I think Blizzard is ok with that, given there are still 2 other choices in this tier. HotW and Nature's Vigil are too similar from my point of view, with both of them now providing both dmg and healing bonuses for their duration, but these will be the two talents that will be used in raiding should nothing else change.
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05/08/12, 8:58 PM
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#291
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Glass Joe
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Originally Posted by Stommped
The math has to be such that it is still a DPS loss to cast a HT before a damaging spell, otherwise since the spell has no CD (30 sec duration but still no CD) in PvE Moonkin rotation would be HT > Dmg > HT > Dmg > HT > Dmg etc etc. Which suffice to say would be beyond bizarre.
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No, it just has to be such that no spammable spell (i.e. a nuke) is worth casting after HT. Moonfire/Sunfire (assuming they continue to work where the refresh keeps buffs when cast, as Erdluf has pointed out) work like that. I wouldn't expect Starfire, FoN or anything besides Sun/Moonfire to work like that.
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05/08/12, 10:03 PM
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#292
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Piston Honda
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Originally Posted by hercdeisel
No, it just has to be such that no spammable spell (i.e. a nuke) is worth casting after HT. Moonfire/Sunfire (assuming they continue to work where the refresh keeps buffs when cast, as Erdluf has pointed out) work like that. I wouldn't expect Starfire, FoN or anything besides Sun/Moonfire to work like that.
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It would still be stupid if it worked like that. Casting an unnecessary heal for the sake of increasing your dps just doesn't make any sense. It's in the game so if you find yourself healing a lot (aka PvP) then this is nice bonus you would receive for doing so. Casting a Healing Touch before every dot in a normal rotation would just make the rotation so obnoxious.
"Everyone in your party is at 100%, but it's time to cast a dot so you have to cast a 2.5 second heal on something, doing 0 effective healing, so that you can do more damage." That makes sense to you?
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05/08/12, 11:03 PM
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#293
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Piston Honda
Night Elf Druid
Kirin Tor (EU)
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Well, you don't have to think of it as a heal then, just imagine you are "charging your lazer" for 2.5sec before you cast a powerfull spell. HT just become part of the dps rotation (which could be made more complex anyway), and if you don't care about healing you will just do a macro to cast it on yourself no matter what.
Of course there is not much chance it is intended to be used that way.
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05/09/12, 1:59 AM
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#294
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Piston Honda
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Originally Posted by qae
Well, you don't have to think of it as a heal then, just imagine you are "charging your lazer" for 2.5sec before you cast a powerfull spell. HT just become part of the dps rotation (which could be made more complex anyway), and if you don't care about healing you will just do a macro to cast it on yourself no matter what.
Of course there is not much chance it is intended to be used that way.
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Yeah that's basically my point. There is 0% chance Blizzard wants Healing Touch to be a normal part of our dps rotation, and will make sure it isn't. So the debate between which talent to choose (for Moonkin) for PvE will be between HotW and NV. I still think DoC will be the best PvP choice, although NV might be better for BGs.
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05/09/12, 3:52 PM
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#295
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Glass Joe
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Originally Posted by Erdluf
- MF if refreshes don't remove the bonus from the remaining ticks. Even more so during CA.
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Do we have any reason to suspect this will not be the case just in terms of our usual mechanics and not due to the fact that it would be quite inelegant/strange to add HT to our usual rotation for the damage boost?
Here's the test I just ran to see whether damage of moonfire is sensitive changes in Spellpower/Damage changes from initial cast to refresh. The results I got was that the initial damage values hold the dame
1. Equip only Rathrak (403).
2. Get to eclipse and dot a dummy to observe the damage. The ticks were ranging from 1700-1900, (varying between casts of moonfire (not tick to tick, obviously).
3. Unequip rathrak to observe damage. Ticks were ranging from 500-600.
4. Cast Moonfire with Rathrak equipped, unequip rathrak, then nuke the dummy for refresh.
Result? The ticks maintained their damage from the initial cast, rather than drop down to reflect my new spellpower. Similarly, when I cast the moonfire naked and then equipped Rathrak, the DoT refreshed kept the naked values rather than being boosted to the higher SP levels.
Tecton had reported that result earlier, but I think he mentioned not testing a damage modifier. I ran the same test with Incarnation. Casting the Moonfire/SuF under Incarnation, letting incarnation drop, and casting the nuke to refresh it had the DoT ticks stay at their Incarnation level.
Looks to me like MF/SuF are built to keep initial cast damage, so it looks like we have no mechanical reason to think DoC won't boost MF/SuF.
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05/09/12, 5:42 PM
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#296
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Great Tiger
Night Elf Druid
Echo Isles
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Note that MF is marginal on my list. I said you might want a coef of 260%. MF has a coef of ~25% (DD and each tick), so you need to get DD + 10 ticks. That alone should be fairly common, but you may not exceed it by much. However, the base damage on MF is pretty low, compared to the base damage on a nuke.
Wr: 2562 + 121% SP: Going from 0-2k SP doubles Wrath's damage.
MF DoT tick: 285 + 25% SP: Going from 0-120 SP doubles the damage from an MF tick.
At 10k SP, a significant portion (20%) of Wrath's damage is its base damage. For MF, that is only about 1%. So if MF is 20% weaker than than the you see just from the coefficients, the break-even might be somewhere around DD+12 ticks at end-of-expansion gear levels, and even higher at starting (t14) gear levels.
It is certainly close enough that it is worth simulating, and it may be a no-brainer in conjunction with things like CA or Bloodlust. Absent those buffs, I'd say that the numbers are close enough that we have to simulate, to be sure.
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05/09/12, 8:14 PM
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#297
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Glass Joe
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At low levels of haste from gear (10%) we're looking at around 16 ticks, no?
the length of solar eclipse, plus 12 seconds; say, roughly 22-24 seconds. I can't remember exactly how ticks are rounded, but if they're rounded up, we get 16 ticks in 24 seconds at 10% haste. If there's any delay in casting between the start of an eclipse and your last nuke, it's even higher.
Solar Eclipse casts, not counting SS procs:
1xNG GCD
1xNG Starsurge
6xNG Wrath
is 10.5 seconds at 10%haste, 40ms Latency; plus the travel time of the last wrath. Plus the 12 seconds is 23ish seconds at 1.54 second/tick. Any slow down in that part of the rotation will only increase the # of ticks and DoC bonus (assuming it actually applies).
Moonfire is a touch longer than sunfire (since there's an extra GCD, though there's basically no travel time on the Starfire, so it may even out depending on how long Wrath's travel time is).
2xNG GCD
1xNG Starsurge
4xNG SF
is 12.18 seconds + the 12 seconds refreshed DoT = at least 24 seconds.
Also, I'm not sure on what roughly the levels of spell power we're looking at, but going from the data mined craft able blues and entry level purples we're looking at around 17-20k sp at the start of T14 if weapon spell damage is anywhere are around the 25-20% of armory sheet spell power I currently have.
And the currently announced T14 bonus obviously only makes it stronger. It's all somewhat moot however since it doesn't look like it'll ever compete with HotW's 6% INT or NV.
Last edited by hercdeisel : 05/11/12 at 12:09 PM.
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05/12/12, 5:42 PM
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#299
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Great Tiger
Night Elf Druid
Echo Isles
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... and the DoC heal bonus went to 70%. A solo (no raid buffs) Balance/Feral NS/HT should land for over 75k when DoC is up (non-crit, using level 85 numbers). A very nice solo-grinding talent. Finish a fight. HT for at least 50k (in level 85 terns), and on your next pull, your opening Starsurge or Ravage hits for 70% extra damage. Too bad we won't have it for leveling to 90.
DPS will still usually take NV for raids and instances.
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05/18/12, 5:30 AM
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#300
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Soda Popinski
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Originally Posted by Ghostcrawler
We are in fact experimenting with adding Insect Swarm back to the rotation.
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Not sure how I feel about this. If it lets them sensibly put Nature's Grace back to being more controllable, I'm all for it.
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