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Old 11/20/08, 9:30 AM   #46
thedopefishlives
Don Flamenco
 
Dwarf Paladin
 
Baelgun
Originally Posted by Marauding Master View Post
But with the Wrath/Eclipse heavy rotation we're forced to run due to our Starfire glyph getting nerfed, isn't there some kind of benchmark you'll want to hit with crit rating? I only had 24% Crit at 70 fully buffed and I felt like it wasn't enough.
Not really. Crit does provide some mana regen with the new Moonkin form mechanic, but far and away, your most powerful regen stat is Intellect. Also, we all know how RNG-dependent crit is as a DPS stat, which is why it's usually less valuable than stats such as spell power or haste. Obviously it's better to have more crit, but I wouldn't say there's really a "benchmark". It's a nice-to-have.

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Old 11/20/08, 11:03 AM   #47
 Adoriele
Happy October 19th!
 
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Night Elf Druid
 
Dragonblight
Originally Posted by thedopefishlives View Post
Not really. Crit does provide some mana regen with the new Moonkin form mechanic, but far and away, your most powerful regen stat is Intellect. Also, we all know how RNG-dependent crit is as a DPS stat, which is why it's usually less valuable than stats such as spell power or haste. Obviously it's better to have more crit, but I wouldn't say there's really a "benchmark". It's a nice-to-have.
Correct result, faulty logic. Crit's usefulness or lack thereof has nothing to do with the RNG. You'll have good days and bad days, yes, but ignoring Nature's Grace, Crit and Haste provide the exact same benefit in the long run: You multiply your DPS by 1+X%. Crit historically has had two factors against it: it costs about 1.7 times as much as haste to put 1% crit on an item, and you had incidental Crit on your gear and from intellect and talents, while you were starting at 0 with haste. The first case is still very valid. The second is also somewhat true (You move from about 14% incidental crit, 0 haste to about 27% incidental crit, 11% incidental haste), but moving things up the scale works to bring the two closer together. The only thing Crit had working to counter this effect is Nature's Grace, but that was never good enough to completely close the gap.

You also had to worry about the fact that IS doesn't scale with Crit, and Moonfire scales very poorly with it, though of course they also both scale very very poorly with Haste. Those two cases are even more problematic now. IS has finally gotten to the point where, glyphed, it's definitely positive-scaling WRT Starfire, making both it and Moonfire greatly increase the value of Spellpower, relatively.

[edit=Forgot I had a point I was trying to make]

With respect to a benchmark for crit, no there really isn't one. Adding crit lowers your expected time-to-proc for Eclipse, nothing more. There may be certain benefits from the simulator or Rawr which show that passing integral numbers of casts by adding crit changes the basic rotation some, but that's flawed in practice, as you'll never get that same integral number of casts consistently. If the simulator or Rawr is heavily basing its cast choices based on that, it mucks with the average case. You're always going to get more DPS by being adaptive, rather than trying to stick to a set rotation.

[edit2=Wow I'm bad at this]
Originally Posted by Carnacki View Post
BTW, Adoriele are you going to host Squawk & Awe on Curse as well?
Not soon. I'm not a huge fan of Curse in general, though I plan on taking a look at it again at some point and reevaluating. As for now, it's on WoWI and has found its way onto WoWMatrix (It's always odd when you get home and your addon updater updates the local copy of the addon you're writing...), so I figure it's probably getting enough exposure already.

Last edited by Adoriele : 11/20/08 at 11:12 AM.

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Old 11/22/08, 4:34 AM   #48
Chimono
Glass Joe
 
Night Elf Druid
 
Tichondrius
I feel as if balance has been way out done by feral...

I'll start by saying I am a TERRIBLE feral druid for dps, but I was a VERY good moonkin in Burning Crusade. I leveled feral till 79 and decided moonkin for tonight for shits n' gigs. Hah, at 1317 sp power my wraths were only hitting for about 1900...that's terrible in my honest opinion, not too mention in pvp I was getting my ass handed to me by almost everything. I feel like the moonkin day and age has died, I was pumping 1950 constant dps as feral unbuffed on a 70 target dummy at level 76, did I mention how bad I was at feral cat dps, I only got 2100 as moonkin with a maximal damage output spec. I don't know if it's because my crit dropped by a whole 8% or what but I'm really discouraged with what has happened and quite frankly I'm also very pissed off...mainly at the whole Death Knight ghoul transformation and anti magic bubble.

Back to feral I suppose to crit target dummies for 15,000...

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Old 11/23/08, 6:13 AM   #49
Angelfire
Von Kaiser
 
Night Elf Druid
 
Emerald Dream (EU)
@Adoriele/Dope - In the old thread you have supplied a relative table for comparing between +spellpower/Haste/Crit values, which was if I'm not mistaken that at 1400 +spellpower (I'm talking about level 70 of course) spellpower = haste in terms of benefit, and crit is worth about 60% of that (I hope I remember the numbers correctly).
I haven't been able to get some similar data from the above discussion.
I know the priorities on gear/gems/enchants should probably be +spellpower > Haste > Int > Crit > Spirit, but is this correct? And what are the relative values (1 spell power = 1.25 = 1.6 crit for example)?
Or is it too soon to give such numbers for 80?

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Old 11/23/08, 10:06 PM   #50
Kuruk
Von Kaiser
 
Troll Druid
 
Stormrage (EU)
Angelfire, you need to look harder. ;P Your questions are answered here and here.

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Old 11/24/08, 1:43 AM   #51
Angelfire
Von Kaiser
 
Night Elf Druid
 
Emerald Dream (EU)
Ah, sorry about that, never even bothered with the Simple Answers as it's filled with Feral/Resto issues as well, and is a mess to look through for valuable information.
Many thanks Kuruk, and many thanks for your post in general!
So to sum up:
at 1942 Spell Power, Haste and SP are worth about the same. Hit is the most valuable stat until cap of course, as it has always been. Crit is the last and least of the "DPS" stats, and Int is slightly more important than Spirit.
Sorry I'm double posting, but I think it's best to have those stats in this thread, which is Moonkin specific.

Originally Posted by Erdluf
For minor adjustments to your existing gear, Rawr is probably the best choice. For weights from a sample gearset, Simulationcraft sample output shows these reasonable numbers (DPS/point) for a mostly-SF rotation:

Int: .3
Spirit: .2
Spellpower: 1.2
Hit: 1.7
Crit: .8
Haste: 1

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Old 11/24/08, 6:19 AM   #52
Frenzi
King Hippo
 
Frenzy
Troll Druid
 
No WoW Account (EU)
I plugged those values into Pawn to help with gear selection. I have tried a few different ways to help with and this certainly seems to be the best.

On another note for those with Herbalism I have started popping [Fire Seed]s during wrath eclipse and it makes a huge difference to my DPS during encounters. I tried a few different ways, popping before your dots is a waste as your dots are modified by the seed after they have been applied, I tried using it for SF but the cast time is too large so you can potentially cut alot of the seeds time off. Wrath eclipse seems to be perfect as it lasts the duration of the seed and you have lots of quick casts plus the additional benefit of the damage modifier.


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Old 11/24/08, 6:31 AM   #53
dukes
Bald Bull
 
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Dukes
Tauren Druid
 
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Originally Posted by Frenzi View Post
popping before your dots is a waste as your dots are modified by the seed after they have been applied
Are you sure on this? I have two proc trinkets ([Sundial of the Exiled] and [Dying Curse]) so my spellpower is constantly changing. As far as I know, it takes the dot damage from when you cast, not when it ticks - I'm sure that I've had a 900 tick moonfire, an ~1100 tick moonfire, and a ~1300 tick moonfire (on different mobs) going at the same time due to procs between casts, and it's not just because of vulnerabilities (E+M/etc) on one and not on another.

Direct damage effects such as Hurricane and Thorns do definitely re-calculate at the point of damage though.

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Old 11/24/08, 6:43 AM   #54
Frenzi
King Hippo
 
Frenzy
Troll Druid
 
No WoW Account (EU)
Fairly certain, I also have the Sundial and it does change the damage output from when it activates and deactivates. Easiest way of seeing this is when you are Hurricaning and the Sundial procs, I realise these aren't the same type of spell but it is still one spell cast and the mechanics should work the same in this example. I am sure I have seen my dots ticks change but I will test it tonight on a dummy. It also definitely effects thorns which damages based on your current spell damage not on the spell damage you had when you cast it.


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Old 11/24/08, 9:52 AM   #55
erragal
Don Flamenco
 
Troll Priest
 
Wildhammer
Originally Posted by Frenzi View Post
I plugged those values into Pawn to help with gear selection. I have tried a few different ways to help with and this certainly seems to be the best.

On another note for those with Herbalism I have started popping [Fire Seed]s during wrath eclipse and it makes a huge difference to my DPS during encounters. I tried a few different ways, popping before your dots is a waste as your dots are modified by the seed after they have been applied, I tried using it for SF but the cast time is too large so you can potentially cut alot of the seeds time off. Wrath eclipse seems to be perfect as it lasts the duration of the seed and you have lots of quick casts plus the additional benefit of the damage modifier.
As of last week Fire Seeds were bugged and they did not provide any benefit. Have they hotfixed this? Did you try using them out of combat and check the spell power in your character tab to see if it's actually changing anything? Also try using them -not- in conjunction with eclipse to get more accurate results. With the short duration temporary spell power buffs the best usage is probably two starfires then wrath (Even when not in eclipse) for the last part of the duration so you don't waste 2 full seconds of the buff with poor timing. I'll test again tonight, but last tuesday they were not working.


Dots tick damage is determined at the time of application. This was why you could stack spell power consumables before applying your initial moonfire and roll it throughout the fight before they changed the Starfire glyph. I've seen no changes to this, if I apply a dot while under the Sundial effect it ticks for 1200 the entire duration of the dot. Hurricane works a bit differently than normal dots (It can crit for one). Hurricane also only will proc sundial on initial cast, not per channeled tick.

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Old 11/24/08, 10:24 AM   #56
Frenzi
King Hippo
 
Frenzy
Troll Druid
 
No WoW Account (EU)
I only started using them on Thaddius last night as we had serious DPS issues and I was really gunning for it to maximise my personal DPS to try and beat the encounter. I assumed they were working because popping one during an eclipse really boosted my DPS, far more than I have seen previously. When I get home I will check them out as I was unaware of the bug.

I did try using them on the initial cast of IS and MF although if it does stack throughout the duration of the DoT is it worth it? Considering they are only 10 seconds long 3s (+.5s for human reaction speed, I am old and slow :P) seems like a large chunk of the buff. I would get two more SF's and then try for a wrath maybe to use what was left of the buff. Starfire just seems like too long a cast to make full benefit of the 10s you have and with my wrath at 1.2 (0.7) cast speed it meant that I would reliably get full use of the buff. This is easier to do as it requires less thought as well which is certainly a factor for myself during hectic fights such as Thaddius.

Originally Posted by erragal View Post
Hurricane also only will proc sundial on initial cast, not per channeled tick.
This certainly isn't my experience, the trinket has procced several times during a Hurricane. I am starting to doubt myself as you seem so sure but I am positive I have seen it proc. Is it possible that clearcasting or some other secondary effect could activate the trinket?


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Old 11/24/08, 10:43 AM   #57
erragal
Don Flamenco
 
Troll Priest
 
Wildhammer
Originally Posted by Frenzi View Post
I only started using them on Thaddius last night as we had serious DPS issues and I was really gunning for it to maximise my personal DPS to try and beat the encounter. I assumed they were working because popping one during an eclipse really boosted my DPS, far more than I have seen previously. When I get home I will check them out as I was unaware of the bug.

I did try using them on the initial cast of IS and MF although if it does stack throughout the duration of the DoT is it worth it? Considering they are only 10 seconds long 3s (+.5s for human reaction speed, I am old and slow :P) seems like a large chunk of the buff. I would get two more SF's and then try for a wrath maybe to use what was left of the buff. Starfire just seems like too long a cast to make full benefit of the 10s you have and with my wrath at 1.2 (0.7) cast speed it meant that I would reliably get full use of the buff. This is easier to do as it requires less thought as well which is certainly a factor for myself during hectic fights such as Thaddius.


This certainly isn't my experience, the trinket has procced several times during a Hurricane. I am starting to doubt myself as you seem so sure but I am positive I have seen it proc. Is it possible that clearcasting or some other secondary effect could activate the trinket?


As I said before it's very possible they hotfixed the Fire Seeds (I sure hope so since tonight is 25-man night). I only suggest trying it in a neutral setting due to the randomness of an actual fight (Trinkets, procs, varying raid buffs) in terms of getting valid results. Roywyn had even mentioned it as early was when 3.0.3 hit the beta they were bugged; fortunately it seemed simple since the melee ones do work properly as opposed to a stealth attempt at removal.

I'm going to make a trinket thread and respond to your other questions there. Caster trinkets are itemized very heavily this expansion, so we need some more focused discussion.

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Old 11/24/08, 11:08 AM   #58
 Adoriele
Happy October 19th!
 
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Night Elf Druid
 
Dragonblight
Originally Posted by erragal View Post
As I said before it's very possible they hotfixed the Fire Seeds (I sure hope so since tonight is 25-man night). I only suggest trying it in a neutral setting due to the randomness of an actual fight (Trinkets, procs, varying raid buffs) in terms of getting valid results. Roywyn had even mentioned it as early was when 3.0.3 hit the beta they were bugged; fortunately it seemed simple since the melee ones do work properly as opposed to a stealth attempt at removal.

I'm going to make a trinket thread and respond to your other questions there. Caster trinkets are itemized very heavily this expansion, so we need some more focused discussion.
It was mentioned in the BB a while back that Fire Seeds were finally hotfixed.

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Old 11/26/08, 10:30 AM   #59
yuppidoooooo
Glass Joe
 
Night Elf Druid
 
Kel'Thuzad
Has there been any word about upcoming changes/buffs/nerfs to Moonkins in the next patch? I've been reading mmo-champion to see what direction the devs are taking with Balance but all I see is nonstop stuff back and forth about Feral armor.

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Old 11/27/08, 5:23 AM   #60
Angelfire
Von Kaiser
 
Night Elf Druid
 
Emerald Dream (EU)
There has been no mentioning of Moonkins at all for the next patch, it's all about feral armor and attack power changes (and of course changes to pallies, locks and melee AOE).
The only news worth mentioning are the Dual Spec issue, which according to GC is not ready, and may or may not come in 3.1 (Ulduar patch).

Last edited by Angelfire : 11/27/08 at 5:23 AM. Reason: typo

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