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Old 03/11/13, 2:53 AM   #406
Gebuz
Glass Joe
 
Worgen Druid
 
Nagrand (EU)
Originally Posted by Furein View Post
Now with snapshot crit values obviously it is best to apply dots when we have all our procs going at once or most of them (trinkets/weapon/eclipse) but should we now be modifying our rotation to maximise the procs?

as usually you would only need to reapply dots when they are about to expire; at least having 1 eclipsed dot up at a time. Do we now reapply when procs are up, letting your current dot tick for as long as possible and re-applying new procced ones before the procs fall off?
The only crit on proc trinket is UVLS so I don't see why crit being snapshot would change anything.

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Old 03/11/13, 5:38 AM   #407
Hamsda
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Mannoroth (EU)
Int proccs also grant a certain amount of crit. It may not be the most because its something around 12xx int per crit%, but with some int proccs ranging in the thousands, those 3-5% might make a difference.

There are only 10 types of people... those who understand binary and those who don't.

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Old 03/11/13, 4:26 PM   #408
 Hamlet
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Mal'Ganis
It's over 2500 Int for 1% crit, although reduced slightly for % Int buffs.


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Old 03/12/13, 5:42 AM   #409
Hamsda
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Yes, you are completely right, don't know where I got that 1200 number from.
Still, even a normal mode Cha-Ye's would provide around 3% crit, but I doubt it would change anything in regards to the rotation.

There are only 10 types of people... those who understand binary and those who don't.

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Old 03/13/13, 6:47 PM   #410
 Hamlet
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With today's trinket announcements, raid trinket proc rates going up, in no fewer than four different ways: Real Proc Per Minute (RPPM) Trinket Changes - Forums - World of Warcraft

1) All of the Int trinkets from ToT are getting a 5% increase to proc rate.
2) UVLS is getting a 30% increase after the beta nerf, so it will be about 2/3 of what it was initially. Guessing BIS now if you assume perfect use of procs. Also, point (4) below should help UVLS more than other trinkets (edit: maybe not, see below).
3) All RPPM trinkets are getting a new mechanism to "correct" for bad luck (which in reality is just an increase to the long-term proc rate, since you still get all the upside of good luck but some of the downside of bad luck is canceled out). My best estimate is that this amounts to a net 13% increase to the long-term proc rate of all RPPM trinkets.
I did my computation here: https://twitter.com/HamletEJ/status/311953149613195264 . We can see what sims and things wind up saying once people do them.
4) Because, according the new system, you get the non-proc bonus at the start of a fight, we're back to having a very quick first proc in any encounter, followed by normal random procs after that. Should make the opening timer sequence more like it used to be in the past.


Will have to think more about (4) in the context of UVLS. Its proc rate is so low that I'm not sure the early proc will be guaranteed. At 0.325 RPPM now, let's call it 0.5 with haste (generous), 1.5 times the mean proc time would still be 3 minutes. So if you've been fighting within the past 3 minutes you might not get a bonus at all. If, on the other hand, you've been out of combat (or not wearing the trinket?) for the past 10 minutes, you'll be at 11.5 times the usual proc rate, which is fast enough (expected proc 10 seconds) that you can probably hold your CA/Inc for the first proc. This is kind of an awkward result, I'll say more after thinking about it some.

Last edited by Hamlet : 03/13/13 at 6:53 PM.


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Old 03/19/13, 9:46 PM   #411
Slippykins
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Cenarius
Spurred from the discussion on NV vs. HotW when considering a damage modifier fight, I made a post on a thread on MMO-Champ about it. If anyone of you want to pick on me for some points/maths, please do. I'd rather errors were caught than people getting more misinformation.

Hotw or nv for boomers?

Edit: I can also upload my WrathCalcs if you need.

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Old 03/20/13, 9:39 PM   #412
stuppp
Glass Joe
 
Worgen Druid
 
Argent Dawn (EU)
I had a chat with some of my moonkin friends during the Megaera fight last night and they brought up a point that I thought id bring here.

If you don't know the fight, basically what happens is that Megaeras heads heal every time you kill 1 head, there are always 2 heads up.

I usually dot both heads to get more starsurge procks.
Doing the math, it should look something like this:
(I am at roughly 30% crit)
2 global cooldowns to add the dots = 1.11 * wrath(1.8 sec cast time) or 0.77 * starfire(2.6 sec cast).
so the dots would have to proc starsurges to at least make up for such attacks.
During my figths on the fight, my starfires averagely hit for 112614.7 and crit for 215268.9 making the formula:
0.77*((112614.7*70)/100 + (215268.9 * 30)/100) = 110426.43 damage
and my wraths hit for 61967.2 and crit for 134032.3 making the formula:
1.11*((61967.2*70)/100 + (134032.3*30)/100) = 92781.27 damage

with 2 dots up and 12 tics each, with a 30% proc chance and a 30% crit, the value for the dots is:
2*(12*(0.3*0.3*((131775.9*70)/100+(242029.3*30)/100-(1/2)*110426.43)))=236819.60

where 1/2 is 1 global cooldown compared to the 2 globals that I calculated before and 110426 is the average damage of starfire as calculated before. 131775.9 is the average hit of starsurge and 242029.3 is the average crit.

and compared to wrath it is:
2*(12*(0.3*0.3*((131775.9*70)/100+(242029.3*30)/100-(1/2)*92781.27)))=255876.375

236819.60-110426.43=126393.17 <-- During Lunar
255876.375-92761.27=163115.105 <-- During Solar

This is of course if you get every single starsurge inn so the gain might be slightly less. It is probably closer to 100k during lunar and 150k during solar.


If you see an obvious flaw. please let me know.

Keep in mind that I have NOT included the dot damage since it is will be healed anyhow.

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Old 03/21/13, 12:57 PM   #413
Gebuz
Glass Joe
 
Worgen Druid
 
Nagrand (EU)
Originally Posted by stuppp View Post
I had a chat with some of my moonkin friends during the Megaera fight last night and they brought up a point that I thought id bring here.

If you don't know the fight, basically what happens is that Megaeras heads heal every time you kill 1 head, there are always 2 heads up.

I usually dot both heads to get more starsurge procks.
Doing the math, it should look something like this:
(I am at roughly 30% crit)
2 global cooldowns to add the dots = 1.11 * wrath(1.8 sec cast time) or 0.77 * starfire(2.6 sec cast).
so the dots would have to proc starsurges to at least make up for such attacks.
During my figths on the fight, my starfires averagely hit for 112614.7 and crit for 215268.9 making the formula:
0.77*((112614.7*70)/100 + (215268.9 * 30)/100) = 110426.43 damage
and my wraths hit for 61967.2 and crit for 134032.3 making the formula:
1.11*((61967.2*70)/100 + (134032.3*30)/100) = 92781.27 damage

with 2 dots up and 12 tics each, with a 30% proc chance and a 30% crit, the value for the dots is:
2*(12*(0.3*0.3*((131775.9*70)/100+(242029.3*30)/100-(1/2)*110426.43)))=236819.60

where 1/2 is 1 global cooldown compared to the 2 globals that I calculated before and 110426 is the average damage of starfire as calculated before. 131775.9 is the average hit of starsurge and 242029.3 is the average crit.

and compared to wrath it is:
2*(12*(0.3*0.3*((131775.9*70)/100+(242029.3*30)/100-(1/2)*92781.27)))=255876.375

236819.60-110426.43=126393.17 <-- During Lunar
255876.375-92761.27=163115.105 <-- During Solar

This is of course if you get every single starsurge inn so the gain might be slightly less. It is probably closer to 100k during lunar and 150k during solar.


If you see an obvious flaw. please let me know.

Keep in mind that I have NOT included the dot damage since it is will be healed anyhow.
It's a lot more complicated than that. You have to add in that the 2 gcds also increase the time in between eclipses, and the different eclipse energi gain you get from casting that extra starsurge. If you use Wrathcalcs you should get a better idea if it would be worth it or not. something along the lines of adding 4 gcds per eclipse cycle and changing the proc chance of shooting stars from 30% to 60%.

Either way you can always dot the other head during movement since the extra starsurge proc chance would beat the 30k instant damage from a SnF/MF.

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Old 03/21/13, 5:03 PM   #414
Tuscarora
Von Kaiser
 
Troll Druid
 
C'Thun (EU)
Originally Posted by Gebuz View Post
It's a lot more complicated than that. You have to add in that the 2 gcds also increase the time in between eclipses, and the different eclipse energi gain you get from casting that extra starsurge. If you use Wrathcalcs you should get a better idea if it would be worth it or not. something along the lines of adding 4 gcds per eclipse cycle and changing the proc chance of shooting stars from 30% to 60%.

Either way you can always dot the other head during movement since the extra starsurge proc chance would beat the 30k instant damage from a SnF/MF.
On the other hand, getting additional Starsurge procs reduces time between Eclipses, so you also need to take that into account. At some point proc overlap is also a relevant issue, as mentioned by stuppp.

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Old 03/21/13, 6:22 PM   #415
stuppp
Glass Joe
 
Worgen Druid
 
Argent Dawn (EU)
Originally Posted by Gebuz View Post
It's a lot more complicated than that. You have to add in that the 2 gcds also increase the time in between eclipses, and the different eclipse energi gain you get from casting that extra starsurge. If you use Wrathcalcs you should get a better idea if it would be worth it or not. something along the lines of adding 4 gcds per eclipse cycle and changing the proc chance of shooting stars from 30% to 60%.

Either way you can always dot the other head during movement since the extra starsurge proc chance would beat the 30k instant damage from a SnF/MF.

Well that is kind of right, but instant starsurge is faster than starfire and wrath. I will do some more math here and check how it ends up being.

I am trying to avoid calculating movement to give single target no multidotting the best chance it can possibly have.

2 gcd = 2 sec
2 sec = 0.71 of a starfire cast and 1.11 of a wrath cast. that means that the equation of how much lunar/solar power you lose is like this:
lunar: 0.71*(average gained from starfire), solar: 1.11*(average gained from wrath).
The way I chose to adress the "average" is by calculating how many casts you would need without a single starsurge.
that means 5 lunar starfires and 3 non lunar starfires, 7 solar wraths and 4 non solar ones.
(5*20+3*40)/8 = 27.5 solar power
(7*15+4*30)/11 = 20.45 lunar power.
0.71*27.5=19.525 solar power lost
1.11*20.45=22.69 lunar power lost
Starsurge has the same gain as starfire.
That is a estimated approach and not really accurate.

Now lets calculate how many procs i would get:
2*12*0.3*0.3=2.16

Now we should calculate how much faster a instant cast starsurge is than the other spells:
wrath:
2.16*27.5-(2.16*(1/1.8)*20.45) =34.86 lunar power more
starfire:
2.16*27.5-(2.16*(1/2.6)*27.5) = 36.55 solar power more.

So all in all it averages out to this:
36.55 - 19.525 = 17.025 additionally lunar power
34.86 - 22.69 =12.17 additionally solar power.

So all in all, if my math is correct, you get trough the rotation faster with this.

Again, if my math is wrong, feel free to correft me. I am not the best mathmatician.

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Old 03/22/13, 8:08 AM   #416
Sheae
Glass Joe
 
Night Elf Druid
 
Ragnaros (EU)
How do you guys feel about the [Volatile Talisman of the Shado-Pan Assault]?

So far I've been using [Relic of Yu'lon], and have been very satisfied with it's performance, however I've noticed that the balance druids in the top guilds (well, at least some of them) are using the volatile talisman. Now the thing is, they've already switched off their RoY for the heroic EoT, and now they've switched hc EoT for the volatile talisman. So my point is that from what I've seen on armory, it should be like this:

[Volatile Talisman of the Shado-Pan Assault] > Heroic [Essence of Terror] > [Relic of Yu'lon]

Also, I've checked simcraft, and it suggests a ~2500 dps increase for the talisman over the RoY. It's all nice and everything, but I bought the talisman to check it out at our pre-raid LFR run, and I wasn't really impressed. I kinda felt like I was doing less burst and less overall dmg as well.

This morning I thought I'd give it another try, and went for a dummy. I've did 2 6-min tests (pop cooldowns 2 times, and stop when they come up for the 3rd), and 1 9-min test (same deal, +1 cd round) with the RoY and the same with the talisman. The two were quite the same in average (87,567 with RoY, and 87,203 with the talisman).

Now of course I understand that my sample rate was very low, but still it confirmed what I felt in the LFR tests. Two things that I've found quite interesting/unexpected:
- even tho the 2 trinkets produced nearly the same results, it was the RoY that ended up ahead
- the talisman ending up second suggests that the priority mentioned above is wrong, either by just the talisman being the last on the list, or the yulon being the ahead both of them

And again, I didn't forget the fact that my sample rate was very low, and the fact that I didn't have the same buffs, that I would have had in a regular raid environment. Actually, that's exactly why I'm asking your opinion (moar samplz!). I don't really understand why some of the top druids are using the trinket over a 2/2 heroic Essence of Terror, as (to me) it seems even worse than the Relic of Yu'lon.

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Old 03/22/13, 12:36 PM   #417
Erdluf
Great Tiger
 
Night Elf Druid
 
Echo Isles
It should be pretty clear that VTotSPA is better than EoT, at least if you discount GCD-cap and haste breakpoints. It has more Int, and more average haste (bigger proc, only half as long, but more than twice as often).

Optimistically, RoY has about 400 more average Int than the talisman, but the talisman averages something over 1700 more Haste. Haste loses a lot of its appeal once it puts your instants at the GCD cap, or when you cycle so quickly that you never leave NG. Still, 4 Haste usually looks better than 1 Int on paper.

Large, frequent, haste procs do have some play-style issues. They make timing casts, (and decisions about how far to run during a MF GCD) something you have to pay more attention to. If you already have plenty to worry about, you may not get the most use out of the haste proc.

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Old 03/22/13, 9:58 PM   #418
Tarm
Glass Joe
 
Night Elf Druid
 
Arathor
I took a look into the effects of the new long-interval proc rate bonus in order to convince myself of Hamlet's math. The results of my sim are consistent with Hamlet's derivation of a 13.1% increase in overall proc frequency.

On a character with 20% haste, I modeled 0.5 rppm trinkets with and without the new scaling proc rate after long proc-free intervals. I checked for a proc every second and tracked the time between procs for each trinket over about 11,000 hours:




I repeated this simulation 1000 times and the increase in proc frequency converged to 12.95%. The new system is quite effective in eliminating extremely long proc-free intervals. The long tail of the exponential distribution is pushed to the left, allowing for shorter proc-free intervals and more procs.

There does seem to be some parameter-based variation in how much the proc frequency increases: lower haste and rppm values gave slightly smaller increases (maybe due to an artifact my implementation?), but I couldn't find any reasonable values that resulted in increases outside of 11% to 13%.

MATLAB/Octave code is available on request if anyone wants to play around modeling a specific trinket with specific haste values.

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Old 03/25/13, 7:13 PM   #419
 Hamlet
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Mal'Ganis
Originally Posted by Tarm View Post
I took a look into the effects of the new long-interval proc rate bonus in order to convince myself of Hamlet's math. The results of my sim are consistent with Hamlet's derivation of a 13.1% increase in overall proc frequency.

On a character with 20% haste, I modeled 0.5 rppm trinkets with and without the new scaling proc rate after long proc-free intervals. I checked for a proc every second and tracked the time between procs for each trinket over about 11,000 hours:




I repeated this simulation 1000 times and the increase in proc frequency converged to 12.95%. The new system is quite effective in eliminating extremely long proc-free intervals. The long tail of the exponential distribution is pushed to the left, allowing for shorter proc-free intervals and more procs.

There does seem to be some parameter-based variation in how much the proc frequency increases: lower haste and rppm values gave slightly smaller increases (maybe due to an artifact my implementation?), but I couldn't find any reasonable values that resulted in increases outside of 11% to 13%.

MATLAB/Octave code is available on request if anyone wants to play around modeling a specific trinket with specific haste values.
This is nice (just seeing it how since I just got back from PAX). That's exactly how I was imagining the graph would look when I worked it out.

I think of a reason that the % reduction in mean proc time would change based on proc rate. The % increase in uptime changes, and doesn't necessarily always increase by 13% (should only be noticeable at high uptime).

That reminds, I'll have to go through and write down a formula for how uptime is expected to change. You can't just increase the proc rate by 13% and toss into the formula I give here: Theorycraft 101: How to Compute Uptime of a Proc-based Buff | It's Dangerous to Go Alone (because the "added" procs from the new system can't cause overlaps, they only come when the buff is down). That's a good enough approximation for now though.


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Old 03/25/13, 8:32 PM   #420
 Hamlet
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Tauren Druid
 
Mal'Ganis
FoN changed in new PTR data. Now summons one Treant at a time, and has 3 charges: 5.3 PTR: Build 16767 - Spell Changes and More - Wowhead News

Only question is whether you'll have to use 3 times as many GCD's or they'll change that somehow. Should be live on PTR in a little bit.

Also a new glyph for Moonkin utility spells granting energy. Should be handy pretty much anytime you're using them, since we don't have other important glyphs anyway.


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