![]() |
[Feral-Cat] Mists of Pandaria 5.2
[top]IntroductionThis reference guide is intended to help both beginners, new to the Feral spec, and veteran Feral druids looking for an update. Inside you will find a listing of all the stats that are important to you, and how important and, by extension, which gems, gear, professions, and enchants are best for you. I will also go into both talents and the feral “rotation” to help you learn what you need to know to do competitive Feral dps in a raid environment. Additionally, this thread serves as a home for Feral Druid discussion and theorycrafting for 5.0.5 and beyond. This thread is being updated to reflect 5.2 changes and will likely not be completed for several days, as more information solidifies. [top]Stats & Values[top]Leather SpecializationLeather Specialization grants you 5% bonus agility when you are wearing all leather items. There is no reason to ever not have this bonus. At no point will cloth ever be better in any slot than leather. Even if you have a level 20 leather item and a level 90 cloth item and want the stamina, it’s not worth it from a dps standpoint. Find a leather green. [top]StatsAgility: This is your primary stat. It grants you AP and Crit rating. There is essentially no situation in which this is a bad thing to have more of. The higher ilvl the gear you get, the more Agility it will generally have on it. Given that secondary stats are somewhat comparable in power to each-other; this makes higher ilvl gear generally better regardless of itemization. Hit: This stat helps you hit things. Specifically, it helps you to not miss them. Hit, like Expertise, is a cap-able stat, in that once you reach a specific amount; you gain absolutely no benefit from having more. You gain 1% of hit chance, or lower your chance to miss by 1%, for each 340 hit you gain. You have an 7.5% miss chance against raid bosses, thus in order to get hit capped, and you will need 2,550 hit rating to be hit capped. In general, try to avoid going over this, as you are wasting stat potential. Note that, while bleed applications can miss or be dodged and parried, your bleed ticks cannot be avoided. Once you have them applied, they will always tick, and will crit using a hit table with 0% miss. Expertise: As previously mentioned, Expertise is also cap-able. Unlike Hit, however, expertise has two caps. One is the dodge cap while the other is the parry cap. Bosses, unlike players, are able to dodge attacks from behind. They remain unable to parry attacks from behind. As a melee dps, you will generally be attacking the boss from behind, thus negating the need to worry about the boss parrying you. You gain 1% of dodge reduction per 340 Expertise rating, thus requiring 2,550 Expertise rating to hit the dodge cap. Mastery: As a feral druid, your mastery is Razor Claws. This increases your bleed damage by 25%, plus 1% per 192 mastery rating. This effects your Rake, Rip, and Thrash. Note that this does NOT effect your Shred or Swipe despite their tooltip stating that effects that increase bleed damage also increase the damage of those moves. In general, this stat will see an increased value in situations where you will be bleed cleaving, but maintains a high value on single target engagements. Crit: Critical strike is useful, not just for the increased damage on critical hits, but because you gain two combo points on a critical hit as opposed to one. This allows for higher bleed and Savage Roar uptime, resulting in higher DPS. While crit will initially be very low at the beginning of the expansion, until better gear is attained, once it gets above 50%, there is a negligible waste of crit on ravage, as it goes over the 100% crit cap on high health targets. Bleeds can crit, as can the direct application damage of Rake. Haste: Haste not only increases how fast you hit with your auto attacks, but it also increases your energy regeneration. Thus if you have 50% haste, you would generate 15 energy per second instead of 10. This results in having more combo points available, thus resulting in more uptime on bleeds and savage roar. Your bleeds, unlike some other DoTs, do NOT scale with haste, thus haste shifts more focus on direct damage abilities. Weapon DPS: The higher the ilvl the weapon, the more weapon dps it has. This is always normalized to a 1 second swing timer in cat form, so weapon speed is irrelevant to you. It goes without saying, the higher ilvl the weapon, the better it is for you regardless of itemization, assuming it’s a two-handed agility weapon. [top]Stat ValuesStat values are not static. While some stats, like Agility, have such a commanding lead in value that they will never be surpassed, other stats, such as Mastery or Crit, change in value based on the amount of stats you currently have. For example, if you have 0 Hit rating, but 1,500 Crit and Mastery rating, the value of Hit is higher than if you had 0 hit rating and 0 Crit and Mastery. For values specific to your gear, I recommend using simcraft for your specific gear level and playing around with the priority list until you find the highest (or near the highest) priority list for yourself, then simulate the stat values with at least 10,000 iterations. This should be a fairly accurate approximation. [SIMCRAFT - USE IT] Please note that these stat values are subject to change due to your gear, talent changes, encounter mechanics, nerfs, buffs, and unknown information. While they are unlikely to change by a wide margin, they will still likely change a little and as such should not be taken as a constant in the WoW universe. [top]Reforging Quick ReferenceHere is a summary of stat values of various specs with little to no detail.
* Assumes you will be using HotW as a dps cooldown to wrath spam during heroism or hurricane cleave spam during AoE Phase. This is the stat value during the casting phase. [top]Dream of CenariusSoul of the Forest & Dream of Cenarius The current stat value rankings for reforgable secondary stats tend to be as follows, with Mastery generally coming out ahead and Haste generally coming out last. Note: This is based on your talents including Soul of the Forest and Dream of Cenarius. If you choose other talents the value of stats is substantially shifted. This section will be expanded shortly to reflect that. Please reforge accordingly and, of course, make sure to sim your specific stats for your personal gear level to get the most accuracy.
Approximate stat values in T14 Heroic gear W/ 4pc: (ilvl 509)
Incarnation & Dream of Cenarius The current stat value rankings for reforgable secondary stats tend to be as follows, with Mastery generally coming out ahead and Haste generally coming out last. Note: This is based on your talents including Incarnation and Dream of Cenarius. If you choose other talents the value of stats is substantially shifted. This section will be expanded shortly to reflect that. Please reforge accordingly and, of course, make sure to sim your specific stats for your personal gear level to get the most accuracy.
Approximate stat values in T14 Heroic gear W/ 4pc: (ilvl 509)
Force of Nature & Dream of Cenarius The current stat value rankings for reforgable secondary stats tend to be as follows, with Mastery generally coming out ahead and Haste generally coming out last. Note: This is based on your talents including Force of Nature and Dream of Cenarius. If you choose other talents the value of stats is substantially shifted. This section will be expanded shortly to reflect that. Please reforge accordingly and, of course, make sure to sim your specific stats for your personal gear level to get the most accuracy.
Approximate stat values in T14 Heroic gear W/ 4pc: (ilvl 509)
[top]Heart of the WildSoul of the Forest & Heart of the Wild Approximate stat values in T14 Heroic gear W/ 4pc: (ilvl 509)
Incarnation & Heart of the Wild Approximate stat values in T14 Heroic gear W/ 4pc: (ilvl 509)
Force of Nature & Heart of the Wild Approximate stat values in T14 Heroic gear W/ 4pc: (ilvl 509)
[top]Nature's VigilSoul of the Forest & Nature's Vigil The current stat value rankings for reforgable secondary stats tend to be as follows, with Mastery generally coming out ahead and Haste generally coming out last. Note: This is based on your talents including Soul of the Forest and Nature's Vigil. If you choose other talents the value of stats is substantially shifted. This section will be expanded shortly to reflect that. Please reforge accordingly and, of course, make sure to sim your specific stats for your personal gear level to get the most accuracy.
Approximate stat values in T14 Heroic gear W/ 4pc: (ilvl 509)
Incarnation & Nature's Vigil The current stat value rankings for reforgable secondary stats tend to be as follows, with Mastery generally coming out ahead and Hit/Expertise generally coming out last. Note: This is based on your talents including Incarnation and Nature's Vigil. If you choose other talents the value of stats is substantially shifted. This section will be expanded shortly to reflect that. Please reforge accordingly and, of course, make sure to sim your specific stats for your personal gear level to get the most accuracy.
Approximate stat values in T14 Heroic gear W/ 4pc: (ilvl 509)
Force of Nature & Nature's Vigil The current stat value rankings for reforgable secondary stats tend to be as follows, with Mastery generally coming out ahead and Haste, exp, & hit. generally coming out last. Note: This is based on your talents including Force of Nature & Nature's Vigil. If you choose other talents the value of stats is substantially shifted. This section will be expanded shortly to reflect that. Please reforge accordingly and, of course, make sure to sim your specific stats for your personal gear level to get the most accuracy.
Approximate stat values in T14 Heroic gear W/ 4pc: (ilvl 509)
[top]GearHere you will find a list of the gear available to you split into raiding and pre-raid categories. There is some overlap, but you will not see an item in both categories. [top]Pre-Raid, Dungeon, and past tier gearObviously, the heroic version of each is better and more desirable.
[top]Current Raid Level Gear (5.2)
[top]Gems, Enchants, Glyphs, & ProfessionsIn this section I will go over the optimal options for your gems, enchants, and glyphs. While some options, such as enchants, will be extremely straightforward and unlikely to change others, such as Glyphs, may change significantly with patches or encounter mechanics. [top]GemsIf you have the appropriate weapons and quest completion, an obvious choice would be [Crystallized Dread] for the +500 agility which is truly, outrageous. Agility is still the clear winner in terms of stat value in a one-for-one comparison, however, because secondary stats now receive double the stats for the same amount of ilvl budget, it’s now a very good idea in many cases to gem for socket bonuses with Agility/Secondary Stat gems. Here is a good list of gems appropriate to socket color. In the first column is the gem color. In general, you will only use a purple gem in a blue socket or an orange gem in a yellow socket. Never use, for example, an orange gem in a red socket. The second column houses the name of the gem, for easy lookup, and the two following columns contain the stats the gem provides. The normalized value tells you how much raw agility, on average, a gem is worth; while the final column shows you how much agility a socket bonus will need to provide before socketing that gem will be worthwhile. Note that if you were to place an [Adept Sardonyx] and a [Glinting Zyanite] into a piece of gear, you would need the combined agility bonus from the socket bonus to make it worthwhile over two flat Agility gems. Thus you would need 23 + 40 or 66 Agility socket bonus. Thus if there was a piece of gear with 1 yellow socket and one blue socket, with a socket bonus of 80 Agility, it would be optimal to socket for the bonus. However, if it only had a 40 agility socket bonus, it would not be. This is based on heroic level T14 gear. At lower gear levels, the amount needed will vary slightly. See the stat values section. Additionally, as Blizzard makes tuning changes to the game, stat weights can vary slightly, which in turn can slightly change the amount of socket bonus Agility needed to make a bonus gem worthwhile.
[top]EnchantsHere are your BiS enchantments. If you have a specific profession enchantment that is better it, of course, overrides anything on this list.
[top]GlyphsGlyphs have taken a large step down in importance with the launch of Mists of Pandaria. While before they could make a huge impact in gameplay, now they tend to cause somewhat smaller changes. Certain glyphs may be more or less useful by encounter, so here are some of the glyphs that have a potential impact in a raid environment: NOTE: Ignore broken glyph links for the time being and use the tooltip by hovering your mouse over the tooltip. If I give the correct glyph name, it resolves as a charred glyph (placeholder item for removed glyph) and if I give the correct, updated, item ID, it will resolve the correct tooltip for the glyph but give the wrong item name. Use the tooltips. BiS Glyphs: [Glyph of Moonfire] - This is the only glyph that is crucial; Helps uptime tremendously in tight situations [Glyph of Cat Form] - Amazing for fights with lots of raid damage. Help your healers! Situational Glyphs: [Glyph of Berserk] - Excellent for high bursts of incoming damage. [Glyph of Dash] - This can be very useful. Dash can help avoid fire. More dash is less burning. [Glyph of Savage Roar] - Less burning for the whole family! [Glyph of Might of Ursoc] - Guardian glyph, this can still be useful for surviving burst damage. [Glyph of Shred] - If you have to be in front of the boss, this is crucial. If you don’t, it’s useless. [top]Professions
Technically, Tailoring and Engineering are BiS because, due to the nature of the bonuses they provide, namely a much larger stat boost for a shorter period of time, it allows one to amplify the effective value of the enchant above that of it's average value by lining the effect up with cooldowns. A common scenario might be a fight with a bonus damage phase. If you pop Tiger's Fury, then Berserk, Incarnation, and Nature's Vigil, you will be spamming Ravage nonstop for 15 seconds, and putting up a fresh Rip and Rake. Thus if you also throw in an engineering enchant that is popped at the same time, you are getting 1920 agility during a phase where you are dealing +20% damage from Nature's Vigil, +15% damage from Tiger's Fury, have -50% energy costs from Berserk, and are likely under the effect of a potion or Heroism/Bloodlust. For those seconds while the buff is up, you're actually magnifying it's effect by a large margin. Herbalism, Mining, & Skinning: The ~480 haste, crit, and stamina are not worth it. If you have another way to get money and want to maximize your dps, you shouldn’t have a gathering profession on a raiding character. Given our DoTs don't scale with haste, the haste is very weak for us. [top]Talents, Abilities, & Priority List[top]TalentsTalents have been simplified greatly which counter-intuitively leads to much greater diversity of options. No longer is there a short list of one or more, cookie-cutter, builds that are essential to raiding. Now you get to choose one talent from three per tier, in six talent tiers. Each tier has a theme such as utility or healing and all talents from that tier will have a specific implementation of that theme. There is no “best” talent setup, so instead I will list the talents as well as their potential applications in a raid environment.
[top]AbilitiesAs a Feral you have a huge variety of abilities at your disposal. Not all of them are used as frequently as others, and each has its own tricks and nuances.
[top]SymbiosisSymbiosis is a new baseline Druid ability that allows us to cast Symbiosis on a friendly player and each player will gain a new ability as long as they stay near each-other. Each encounter can put different stresses on the raid, so there is no Symbiosis that is best in all situations. Here is a list of all the Symbiosis effects you can gain as a Feral Druid:
Here is a list of the abilities you will grant your target:
[top]Priority ListsFeral dps does not work on a Rotation in the general sense. Feral dps instead works on a priority system, where spells and abilities are ranked according to value and the highest ranking available spell is the one you cast. While set bonuses, cooldowns, and trinkets can make the rotation somewhat tricky, it has been somewhat simplified in practice in Mists of Panderia. In general, your ability priority will fall something similar to this. If you want absolute maximum dps, you should use simcraft to try variations on your rotation for your specific gear but, in general, it should be very close. Single Target Precombat: -Cast Healing Touch to generate DoC procs if you have DoC -Cast Savage Roar 1. Keep Faerie Fire up (if no other armor debuff). 2. Keep Savage Roar up 3. Use Tiger’s Fury/Nature's Vigil/Incarnation/Berserking/Force of Nature* 4. Use Nature’s Swiftness/Healing touch to generate Wrath of Cenarius procs when GCD will not cause energy cap* 5. Use Predatory Swiftness to generate Dream of Cenarius procs when GCD will not cause energy cap, preferably at 4CP.** 6. Ferocious Bite if the boss has less than 25% hp remaining and Rip is near expiring. 7. Ferocious Bite if you have 5 CP and at least 6 - 10 seconds on Savage Roar and Rip 8. Keep 5 combo point Rip up. 9. Keep Rake up 10. Spend Omen of Clarity procs on Thrash if Thrash has less than 6 seconds remaining. 11. Ravage to generate combo points if Ravage is available (Incarnation) 12. Shred to generate combo points if Shred is available (Behind boss, berserk w/glyph, etc) 13. Use Mangle to generate combo points. 14. Maintain Thrash bleed if it will not interfere with Rake, Rip, or SR uptimes. *If there is a high-dps burn phase or a bonus damage phase, it may be prudent to save your cooldowns until then. It is also best to sync Engineering Glove Enchants/trinkets/etc if possible. Bleed Cleaving: When there are two or more targets up you will generally find you do more overall dps by bleeding multiple mobs. Generally you want to keep your Rake, Rip, and Thrash up on both targets at all times. This may not always be possible, but you should be able to manage at least 100% uptime on Rake, and keep Rip up most of the time. Savage Roar is still 100% critical. It helps to use mangle as a CP Generator rather than shred as you can get more CP per energy and it's fairly comparable dps. AoE: In an AoE phase, your priority system will be something like: 2 Targets: 1. Keep Savage Roar up 2. Keep Rake up on both targets 3. Keep Rip up on both targets 4. Keep Thrash up on both targets if possible 3 - 4 Targets: 1. Keep Savage Roar up 2. Keep Thrash up 3. Keep Rake up on as many targets as possible 4. Keep Rip up on at least 1 target if possible 5+ Targets: 1. Keep Savage Roar up 2. Keep Thrash up on as many targets as possible 3. Swipe to generate Combo Points on main target 4. Typhoon to enrage other melee OR 1. Cast Heart of the Wild 2. Cast Hurricane 3. Cast Hurricane 4. Cast Hurricane [top]Clipping & CappingIn general, you want to avoid “clipping” your bleeds. Clipping is when you reapply a bleed before the previous bleed falls off. If you cast Rake on a boss, and then cast it again 3 seconds later, your previous Rake only had a chance to tick once, severely curtailing it’s damage per energy, and thus lowering your dps by causing you to spend energy to gain very little damage. You don’t, however, want to wait too long and let the bleed drop off completely. The ideal time to refresh a bleed is when it has only one tick remaining. When you do this, the duration of the new bleed will be the normal duration, plus the time to that last tick, allowing you to keep a smooth dot flowing at optimal energy usage with no downtime. Similarly, avoid refreshing Savage Roar needlessly. If Savage Roar has 20 seconds remaining and you cast it again, you have essentially lost almost 50% of the energy it cost to cast. With the Glyph of Savagery you should no longer have to worry about Savage Roar uptime and should be able to keep it up at all times, regardless of the situation. If both Rip and Savage Roar are going to expire at the same time, refresh the bleed a second or two early, then use a 0 – 1 combo point Savage Roar to keep the Savage Roar buff up. Capping your energy (I.E. allowing your energy to hit the maximum) is bad and lowers your dps. The reason for this is that while your energy is capped, you are unable to generate energy and your dps is constrained by your energy regen more than your GCDs. If you go 4 seconds at energy cap, you've just lost 40 energy that you could have converted into a shred. Don't do this if at all possible. The only time you may run into this is when using Tiger's Fury at too high of an energy level or when Berserking during Bloodlust/Heroism and using finishers like Savage Roar with Soul of the Forest. If try to avoid this happening including foreseeing when it might and dumping as much energy as possible before gaining more for optimal dps. [top]User InterfaceWhether you’re a proud visage of Mufasa, leader of the Pride, or a brand new level 90 kitten, you probably have already figured out that there is a lot to keep track of with Feral druids. You have to keep track of energy, combo points, Tiger’s Fury, Berserk, Nature’s Swiftness, Incarnation, Nature’s Vigil, Rip, Rake, Savage Roar, Faerie Fire, boss positioning, your positioning, availability of combo point generation abilities, fire on the ground, boss debuffs, phase of the moon, Blizzard stock price, and your Mother-in-Law’s favorite rhubarb pie recipe. When all of these things are displayed separately, as the default UI does, it’s going to be difficult to keep track of everything. In general you should have your major bleeds, buffs, debuffs, and cooldowns, all displayed in a location where you can easily see them, while still being able to watch what's happening around you. I highly recommend a few choice mods to help keep track of what’s going on. Power Auras or Weak Auras will do anything a druid-specific add-on can do and much more. Using Auras you can recreate Bad Kitty almost perfectly, or you can tailor it to suit your individual tastes or fit into any UI theme or space. Between its ability for sound cues for major cooldowns, versatility between classes, specs, or encounters, and its ability to handle boss mechanics, and you have an incredibly powerful UI tool. This addon alone has probably done more for me as a raider than any other addon. Simply the ability to have a gigantic red skull appear on my screen, along with an audible alarm, when a critical spell or boss ability happens has saved me from wiping many times. You have a ton of things to keep track of. Make your UI work for you, and keep track of things when you’re not. This will prevent your brain from eventually getting overwhelmed and you will either lose dps or stand in the fire. Ovale Spell Priority combined with Leafkiller's script in Nerien's Ovale Scripts is an incredibly helpful addon that will help you get the most out of your feral, as well as helping you manage the complexity inherent in the SotF/DoC talent combination. Combo Points Redux (or a similar addon) is a tidy little mod that keeps track of your combo points, if you dislike how your unitframes handle them, and allows you to place them wherever you like in several different formats. You can have icons, color changes based on amount of combo points, or a numerical combo point system. This will fit nicely into any UI and can be used well if your unit-frames mod handles combo points in a way you dislike. Energy Watch or comparable addons can help you greatly in tracking energy if your unit-frame addon doesn’t help you much in that area or if you just to adjust the position or format more freely. There are a couple mods specifically designed for Feral Druids such as Bad Kitty, Droodfocus, etc. On the plus side, they can be specifically tailored to Feral Druids and an extremely compact way to track most of what you need to. The downside is in their common lack of customizability outside the bounds of what the addon author intends, which may not always be what you need. Regardless, they are very useful addons and may work for you. One of these may be all you need, so try one or two and decide if you like them. Ultimately, your user interface is a reflection of your own personal style, skills, preferences, and tastes. Ultimately there isn’t anything I can say here that will represent everyone’s individuality. [top]Tips, Tricks, and Tactics-THIS SECTION IS UNDER CONSTRUCTION for 5.2, INFORMATION WILL BE ADDED AS IT BECOMES AVAILABLE- Here I will cover tricks, tactics, and other intricacies of feral DPS as it applies to specific bosses. Click to expand a specific raid, then expand a specific boss encounter. [top]Mogu'shan Vaults ← Click Here[top]Heart of Fear ← Click Here[top]Terrace of the Endless Spring ← Click Here[top]Throne of the Thunder King ← Click Here[top]Final ThoughtsThat concludes this incarnation of the feral guide. If you have questions regarding Feral druids or Feral dps, that falls outside the purview of what is allowed on EJ, I am usually open to hearing it via PM. This is especially if it's something that could be useful but you just don't want to post it (due to English being a second language or other similar concerns) you can feel free to send me a PM and I will do my best to respond. If it's inane or you're just being lazy and not putting in the work to find out yourself I probably won't answer. Special thanks to Titus Pullo over on the DK forums and Earen who made the Resto druid thread. I consulted the quote text of their guides a great deal when learning how to format posts on EJ and it was quite helpful. Thanks, as well, to Leafkiller, who pointed out some outdated information and pointed me to more up-to-date information. Finally, If I've forgotten anything, made any mistakes, or have poor grammar or spelling feel free to send me a pm and let me know what I've mangled. I'm only human, I make mistakes. The sooner you point them out, the faster I will notice them and fix them. End of Line. |
Very nice, I've been looking forward to this post.
A couple of rotational questions though: - Should we be aiming to use high-combo point Savage roars or low-combo point Savage roars? Right now I'm operating under the assumption that energy is more valuable than combo points and therefore sticking with high-combo point roars (when possible without losing uptime) - It seems to me that you could squeeze more value out of Dream of Cenarius if you aim to make use of Predatory Swiftness or Nature's Swiftness right before you refresh Rip/Rake. Or does the talent not effect our DoTs? |
Quote:
DoC effects your dots. I'm not certain why you would think it doesn't. |
Quote:
Quote:
|
Execution time would be a factor if you had infinite energy. As you don't, it's much better to gain the longest duration possible for the 25 energy you invest into SR so you can invest energy elsewhere, doing damage. Additionally, if you don't use 5 CP you may not get a PS proc which means you may not get a DoC proc.
I will clarify my rotational section's Predatory Swiftness part once I get the sim results back from using Thrash as a third bleed. Currently it's optimal to heal at 4 combo points and refresh your bleeds, which allows you to refresh again immediately, but it's primarily based on your NS cooldown and your finishing abilities. |
How about tier 14 sets, do you forget it?I calculate it and get that4 sets may increase 1.7%DPS, and how about 2 sets?
PS:you can add the ag amount for crit: 1259.52ag=1% crit and I think you made a mistake that 190 mas rate=1%mas, not ~73.leatherworking gain 330ag than normal, not 320 |
Quote:
|
I hope I am not missing something stupid, but why do the T14N & 5Man stat weight examples have different values for Hit and Expertise? I would have expected them to be identical as they are in the T14H stats (assuming attacking from behind).
|
Other than most other classes/specs cats don't need to be hit/exp capped to use their styles. The only part of your damage that is directly affected by those stats are your auto attacks. This means the worth of hit/exp shifts with the worth of your auto attacks - which changes with gear.
|
Quote:
EDIT: Due to the changed nature of how expertise works, they should always be essentially the same. That is very odd. I will look into this. Quote:
|
Quote:
|
Quote:
Additionally, missing with a shred, ravage, FB, or mangle only refunds 80% of the energy cost associated with it thus costing us dps. Finally, missing with an application of Rake or Rip can cost us uptime on the ability, particularly if we are doing it at the last second before running out with Living Bomb. Missing with FB can cost us a refresh of a powerful Rip that had stacked agility, DoC, and TF buffs on it. Hit and expertise absolutely have a value to us and missing an ability directly and negatively impacts our dps even if we are not close to energy cap. |
I didn't say hit/exp had no value. I just explained, why it's worth in relation to other stats changes with equip.
|
I think I understand what you are saying now. It was not very clear based on what you said before.
Quote:
|
As the active portion of HotW is not working in simcraft, I've cobbled together a rough way to simulate the value of HotW, including its on use proc, not just the passive.
I have embedded into the neck additional spellpower equal to that of an appropriately high level staff as well as an on-use proc that essentially grants a static spellpower bonus roughly equal to the bonus % spelldamage you would be getting counting how much agility you will have with full raid buffs, counting in leather specialization and MotW % buff. I know of no way to make the amount non-static and give something like a (gear_spell_power*7)sp bonus instead of the flat spellpower. I also granted infinite mana via the global variable at the top to mimic the 0 mana cost during the proc. I haven't counted in the loss of int from the lost conversion of agility from your mainhand by swapping it for a caster weapon that has int. (I.E. if you have a caster weapon with 100 int, you have 100 spellpower. If you have an agi staff with 100 agility, it gives you 105 agi due to leather specialization, which is 105 spellpower) Additionally, this implementation assumes you will immediately use this cooldown at the start of battle, and wait on other cooldowns or bleeds until after the buff has expired which doesn't account for initial overlaping time of bleeds and wrath-spam. Here are the results I'm getting, showing Haste violently crushing out other secondary stats. I also have not taken into account reforging yet and the gear that this character has on makes them hitcapped by default.
I'm sure this is an incredibly rough view of this and it is doubtless highly inaccurate compared to simulation of other talents, but here is the simcraft code I have so far. I am by no means comfortable with the results it's producing as being totally accurate and I know it will probably need some tweaking, but they are closer than what we have had previously. Any improvements, suggestions, or pointing out of the doubtless numerous inefficiencies or errors is highly appreciated. Big thanks to leafkiller for giving me the idea on how to get started simming it. Code:
#!./simc |
| All times are GMT -4. The time now is 8:23 AM. |
Forum Infrastructure by vBulletin 3.6.12 ©2000-2007, Jelsoft Enterprises Ltd.