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09/07/12, 12:07 PM
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#661
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Von Kaiser
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Picked up a bit of dps, (49281 vs 49058) at 85 by changing the action set to save troll racial for while CA is up vs using it on pull.
actions+=/berserking
becomes
actions+=/berserking,if=buff.celestial_alignment.up
not good enough with editing simcraft action list to get it to save zerking maybe a second or two after CA and pop it as first dots fall off, apply both at once, then refresh both at once before ca/inc/zerking/pot fall off. Not sure if the initial pot would stay on or not for that.
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09/07/12, 9:46 PM
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#662
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Glass Joe
Troll Druid
Tarren Mill (EU)
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Are there any sims for HotW? It seems to be the strongest talent at higher gear levels (T14 and above) since it increases your total intellect instead of your base intellect now.
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09/08/12, 9:12 PM
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#663
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Von Kaiser
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What professions are we looking at for mop.
Blacksmith & Jewelcrafting will obviously be good for getting more crit, (and haste if it comes down to it), but tailoring should line up really well with our Swifty-One-Shot-Macros. I don't know a thing about engineering right now so maybe something has changed?
I've pre-bought the mats for all three, but I'm not sure which ones will be best. Alchemy will also be exceptional for leveling quicker, since the flask scales to 320 int at level 81, unless that's a beta-only feature.
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09/09/12, 9:19 AM
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#664
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Soda Popinski
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I'm imagining Engineering will remain the best in practice if you make good use of the gloves on-use burst damage. Blacksmithing is probably a good shout other than that, although I don't imagine it'll be by a huge margin.
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09/09/12, 11:16 AM
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#665
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Glass Joe
Troll Druid
Tarren Mill (EU)
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Not forgetting the Engineering goggles and new trinket.
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09/09/12, 2:12 PM
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#666
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Moonkin Hatchling
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For resto, Tailoring, Blacksmithing, and Alchemy in that order offer more spirit than other professions. They're the best options if you're favoring spirit over intellect. Enchanting, Engineering, Leatherworking, and Inscription don't give any option to increase spirit. Proc'd intellect (Lightweave and, to a lesser extent, Synapse Springs) is going to be much, much less useful than in Cata since they no longer affect Innervate. For static intellect, Leatherworking currently provides 10 more than any of the other passive bonus perks, and everything else (except for Mining, Skinning, & Herbalism) is equal with respect to stats.
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09/09/12, 6:19 PM
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#667
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Glass Joe
Troll Druid
Tarren Mill (EU)
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Anyone know why Blizz removed Earth and Moon from us Moonkins?
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09/09/12, 7:42 PM
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#668
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Soda Popinski
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Originally Posted by Karepow
Anyone know why Blizz removed Earth and Moon from us Moonkins?
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The fact the debuff is now only present on the two least represented classes (and hunter pets by default) seems to paint the story fairly well.
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09/09/12, 8:56 PM
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#669
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Glass Joe
Troll Druid
Tarren Mill (EU)
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Seems kinda BS to me since our mage is having to re-roll to warlock for the debuff.
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09/10/12, 12:23 AM
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#670
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Glass Joe
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Thought it was kinda weird they took E&M, I mean buff/debuff wise we have mark and spellhaste, but then you look at classes like ele shaman that have spellpower, mastery, Spell haste, weakend blows, and heroism and you have to wonder what blizzard was smoking the day they decided what specs got what buffs.
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09/10/12, 2:39 PM
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#671
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Von Kaiser
Orc Warlock
Anetheron (EU)
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Any feedback on the html result sheet?
Another problem we encountered today. We tried importing his profile from Armory:
Âve @ Anetheron - Game Guide - World of Warcraft
and then simulate a fight against a normal raid puppet. Meaning we disabled all buffs except self buffs, disabled all debuffs, turned off the use of flask, buff food and pots. Fighttime was 2,5 minutes. The problem was that the int and crit value were not calculated correctly. The armory shows an unbuffed int value of 7473 but the sim shows in the result sheet (simc 504-12) 7118 Int unbuffed 6966 Int from Gear and 7474 Int selfbuffed. As such all damage values are simmed to low.
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09/11/12, 2:16 PM
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#672
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<Druid Trainer>
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What DoT usage patterns are the reasonably ones to focus on right now (i.e. each DoT once per cycle, twice per cycle, etc?). Trying to catch up on the sheet now, and just seeing what people are generally doing with DoTs so I know which setups to put into the sheet (for now, will probably update on my own once I've gotten to test everything).
Unless someone says otherwise, I'm imaging it's a choice between 1) cast only the "on" DoT at the beginning of each Eclipse, 2) cast both at the beginning of each Eclipse. But it's hard for me to guesstimate the relative value of adding extra DoTs since I'm doing the rotations before I have all the new coefficients and stats in.
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09/11/12, 3:40 PM
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#673
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Great Tiger
Night Elf Druid
Echo Isles
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My opinion:
Whether two or four dots per rotation is optimal will depend on the rotation's duration, the dot's duration (and that depends on crit level and 4t14), and the added value from shooting stars procs (which depends on crit and haste).
A number of people have recommended refreshing the "on" dot before leaving Eclipse (particularly before leaving Lunar. Staying in Lunar longer may keep a starfall tick from being post-Eclipse).
I suspect most WrathCalc users would prefer to quickly see a good spreadsheet with easy/reasonable choices (say one dot per eclipse), and leave fancier rotations for the future. Anyone who really needs precise, optimal, Patchwerk numbers is going to pound on Simulationcraft.
Just getting basic per-spell DPET (ignoring rotations) would be nice.
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09/11/12, 4:54 PM
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#674
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<Druid Trainer>
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The DPET part is easy anyway as long as you have the right coefficient info (I know, it's nicer in the sheet since the framework's all there to change stuff and see what happens--I'll post some kind of version soon and people can make sure they're up to date).
For now I'll just get in a basic one-or-two DoTs every time Eclipse starts (well, won't clip an Eclipsed DoT when the opposite Eclipse starts). I'll see about tweaking the two-DoT version later to eliminate the unnecessary clipping that occurs if two durations is longer than the whole cycle, since that's more complicated. I think casting at the beginning of any Eclipse is a realistic use case anyway since in practice you'll often need to wait for NG to come up.
Do have to model DoTs in at least some basic way though since the crit extensions will affect the stat value of crit and also SS procs.
------
Thinking out loud a bit on rotations:
Lunar is always 5 casts in Eclipse, 3 post-Eclipse (2 with SotF).
Solar is 7 (unless you SS twice before it ends, let's assume you shouldn't), ending with either 110 or 115 energy. So post-Solar is 3 casts no matter what without SotF, and 2 with SotF if one is an SS, otherwise 3.
So, without SotF:
Definitely don't cast two SS before the end of Solar. Then you're stuck at 100 energy with 4 Wraths in post-Solar.
Casting an SS at the end of solar is fine (ideal in fact) so you get a second buffed one and then 3 post-Solar Wraths.
If you never get a second one, still same time to reach Lunar.
Conclusion: cast first SS at the turn of Solar or when it comes up, and if the second procs cast it when you have 95 energy (queue it at 80 energy). E: rather, the way energy is usually displayed, queue at 20, cast at 5.
With SotF:
If you cast two during Solar, you get 6 Solar spells and 3 post-Solar Wraths.
One in Solar and one to end Solar: 7 Solar spells and 3 post Solar Wraths.
One in Solar and one after: 7 Solar spells and 2 post-Solar spells. Probably best.
Conclusion: cast one SS in solar, and hold the second for post-Solar if you get it.
Last edited by Hamlet : 09/11/12 at 7:12 PM.
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09/11/12, 8:50 PM
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#675
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Piston Honda
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FWIW, in my current BIS 85 gear (Crit > Mast > Haste reforge priority, 2314 haste) I saw on average about 2k higher DPS using only casting the Eclipsed dot after about an hour of testing.
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