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12/02/09, 4:09 PM
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#2536
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Von Kaiser
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Moonkin gear scaling in ICC?
A thought has been troubling me today. In raids I usually get FM, and with my usual spec with 3 pts in iIS I'm sitting at a 97% chance to crit with all raid buffs in 4t9, with the new 10% from eclipse added. With the new idol, that's an extra ~.5% chance as well. As it stands, haste rating beyond 400 is obviously less valuable for us than it is for other casters, and with the gear upgrades in ICC I don't see how getting the soft crit cap for Starfire will be difficult either. From what it's looking like, extra crit will be worth much less for us than it will be for other casters like extra haste is already, making our gear obviously scale much less, resulting in a lower net DPS gain comparing to other casters receiving equal stat upgrades. What are your opinions on this matter? How much less DPS do you estimate we will be doing in BiS 277/284(LK) gear than other casters knowing that they receive higher DPS increases from equal stats to us?
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12/02/09, 6:14 PM
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#2537
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Glass Joe
Troll Druid
Shattered Hand (EU)
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I have already started to focus more on Haste over Crit past the soft cap of haste when I am approaching the crit soft cap. Just because my haste is over cap doesn't render it worthless after all!.
I don't think that it is much of an issue, we can juggle around or above/below soft caps and, where needed, just fall back to all-out spellpower gemming (instead of gemming appropriate sockets for a decent socket - as long as we still meet the Metagem requirement anyway).
The starfire eclipse crit cap will be hit by many higher end raiding moonkin in 3.3 I expect, however that goes on assumptions. I for one don't always have FM due to selfish mages, and can't always count on having the 5% from scorch/imp. shadowbolt/that frost mage talent, so thats 8% of crit that is counted in any soft cap calculations. Sure in an ideal raid they would be there, but not all raids are ideal  Crit past the point where starfire is 100% crit during eclipse will still be helpful for wrath/sf outside of eclipse, i.e. reducing eclipse downtime!
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12/02/09, 10:41 PM
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#2538
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Von Kaiser
Night Elf Druid
Proudmoore
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Originally Posted by Aeiedil
Has anyone seen anything about Focus Magic? I mean presumably some classes benefit more than others from the 3% crit so was wondering whether it could be argued that the way mages share FM among themselves is too selfish, and that there should be a priority order behind who gets focus magic within a raid.
As a Moonkin I am obviously liable to argue the case that Moonkin are more crit-centric than, for example, an arcane mage or a warlock and so would benefit more from the 3% extra from having the buff, seeing as the casting mage still gets a 3% boost back to them
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FFB and TTW mages both gain more benefit. I don't know about Arcane mages. An "easy" way is to look up spec stat weights, however this often fluctuate with a toons gearset.
That being said, we can choose to NOT have the buff, passing it to someone else. FM shouldn't be taken into account when calculating your soft-crit cap.
TBH, I'm personally still going to aim for the maximum amount of stats out of my gear as possible even when I soft crit-cap, with a slightly higher emphasis on Haste which has always had a higher stat weight for me anyway.
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12/03/09, 4:21 AM
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#2539
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Banned
Tauren Druid
Hellscream (EU)
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Originally Posted by Starfox
I updated the SimulationCraft thread today and did runs with 3.2 vs 3.3 for the new eclipse/t8 bonus
SimulationCraft for World of Warcraft release 3.2.2 ( iterations=9999, max_time=300, optimal_raid=1, smooth_rng=0 )
DPS Ranking:
39081 100.0% Raid
10357 26.5% Druid_T9_00_55_16
10203 26.1% Druid_T9_00_55_16_M
9306 23.8% Druid_T9_58_00_13_2T8_2T9
9248 23.6% Druid_T9_58_00_13
SimulationCraft for World of Warcraft release 3.3.0 ( iterations=9999, max_time=300, optimal_raid=1, smooth_rng=0 )
DPS Ranking:
39273 100.0% Raid
10359 26.4% Druid_T9_00_55_16
10196 25.9% Druid_T9_00_55_16_M
9530 24.2% Druid_T9_58_00_13
9221 23.5% Druid_T9_58_00_13_2T8_2T9
patch 3.3.0 also disables the wise_eclipse option, that's why the 2+2 profile seems to drop in dps although the overall Eclipse+2T8 got a buff
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Could you help me understand these numbers? When i look at the PTR Simcraft ( SampleOutputPTR - simulationcraft - Project Hosting on Google Code), it puts 4pt9 at 9653 DPS, and it was updated on the 26th, so it wouldn't factor in Eclipse changes. With your numbers, considering eclipse changes, we are put lower than this. I was under the impression that the +10% eclipse buff generally made up for the loss of 2pt8 and WiseEclipse, but from your numbers it doesn't quite seem to cut it?
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12/03/09, 4:51 AM
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#2540
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Glass Joe
Troll Druid
Shattered Hand (EU)
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The loss of 2pt8 really shouldn't be an issue as the tier 10 would have overridden that anyway. It would be illogical to balance against gearing at the start of a patch compared to gearing at the end, i.e. when players are in their tier 10.
What are the numbers for 4pT9.245 3.2 vs 3.3, assuming WE on 3.2 and no WE (as it doesn't work) on 3.3? Forgive me if these numbers were already in the previous post - I wasn't entirely sure what the 4 different setups corresponded to
edit : never mind, I guess the top 2 are feral, I made the incorrect assumption that in a moonkin thread the stats would be comparing different moonkin setups rather than comparing moonkin vs feral
Looks like the change is a nice little buff in the end for 4T9 giving +224 vs 3.2 2T8+2T9 and +282 vs 3.2 4T9
Last edited by Aeiedil : 12/03/09 at 5:31 AM.
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12/03/09, 5:17 AM
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#2541
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Banned
Tauren Druid
Hellscream (EU)
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I would assume that Druid_T9_58_00_13 is 4pt9 and Druid_T9_58_00_13_2T8_2T9 is 2pt8/2pt9 because, well, thats what it sais.
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12/03/09, 7:59 AM
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#2542
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Great Tiger
Night Elf Druid
Echo Isles
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Originally Posted by Aym
Could you help me understand these numbers? When i look at the PTR Simcraft ( SampleOutputPTR - simulationcraft - Project Hosting on Google Code), it puts 4pt9 at 9653 DPS, and it was updated on the 26th, so it wouldn't factor in Eclipse changes. With your numbers, considering eclipse changes, we are put lower than this. I was under the impression that the +10% eclipse buff generally made up for the loss of 2pt8 and WiseEclipse, but from your numbers it doesn't quite seem to cut it?
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I suspect this explains the difference (but I haven't tested it): strict_gcd_queue=1 became a default for simc on the 30th.
I'm going to follow up in the simc for fur and feather wearers thread, since this is more about the simulation, than about raiding.
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12/03/09, 8:48 AM
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#2543
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Glass Joe
Night Elf Druid
Twilight's Hammer (EU)
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Originally Posted by Angelfire
oomcredible, a few points I must make:
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3. The designers intention was for Hybrids to do about 5% less DPS then "Pure Damage Dealers", and we are not supposed to top the charts, unless we overgear or greatly outskill the competition (depending on the fight in question of course).
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Firstly, following that argument leads us right back to TBC days or worse, pre-tbc. The idea is for hybrid dps to be roughly 5% behind theoretical max of pure class dps I interpret to mean you should expect to top the charts a few times without grossly outskilling or out-gearing the pures. In fact on same skill and gear, I would expect a hybrid like the Moonkin to top the charts occasionally but less than a hunter/mage/lock/rogue would but a few times, as certain encounters would play to your strengths and another specs weakness, and certain times you may not be the target of random boss effects, as they would.
With a 5% disparity, you should easily see your moonkin topping the charts, just less often than the hunter/rogue/mage. 5% is a small margin that skill, encounter design can easily make up for and allow a moonkin to sometimes be ahead, the 5% shows overall that generally speaking on more fights a pure would be topping. So, you should expect to occasionally top charts, and if you’re not generally as a Moonkin or any hybrid amongst peers at least some of the time, then your dps needs to go up by design. Either by buffing or fixing what is causing it to dip very far below it’s theoretical max mean output.
Which brings me nicely to the next point
Originally Posted by Arawethion
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2) Interruptions work heavily against us. Interruptions during Eclipse downtime delay the next Eclipse, leaving mean Eclipse uptime during actual casting constant. But interruptions during Eclipse uptime result fully in lost uptime. So it's a lose/lose situation--interruptions during Eclipse count against us, but interruptions outside Eclipse fail to counteract them, because they don't reduce the total time we have to spend proccing Eclipse.*
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A very well written explanation by Ara [reply 2506], I couldn’t explain it so nicely in layman maths terms. I agree 100% that the main problem with balance druid dps both for pvE and pvp, is the heavy reliance on standing still to cast, as Ara has just explained, you lose a lot more dps moving than any other caster class appears to, because the largest dps contributors, eclipse, wrath/starfire casts are interrupted by movement increasing their downtime and your general output moreso than most.
Wrath clipping haste is another issue that doesn’t help, but nowhere near as significant as how much this spec is penalized for moving. Despite the 3.1 eclipse change, which helped. We must however be careful not to assume our intended dps is meant to include a 100% eclipse up time. As ways to counteract this problem, I’ve been in favor of shifting more damage contribution into the DoTs of IS and MF by having those dots critting from the start, and eclipse also boosting Moonfire and IS as well. I have also been a big fan of a new spell, some sort of instant cast that fills that time period, usable in the normal rotation when standing still and eclipse procs up, but, it gets interesting when you’re on the move, a spell that does more damage when you’re not doing a timed cast has never been tried before, could be interesting for cataclysm.
Originally Posted by Bearcowcat
Having Haste affect Wrath differently than it affects every other spell in the game sounds like pie in the sky to me.
Giving Wrath a longer cast time only moves the goal posts, but having a spell that can be haste capped isn't the problem. The problem with Wrath is the difference between the cast times of Starfire and Wrath is so large that softcapping Wrath happens much too soon, and halves the value of Haste.
If Wrath had a longer cast time, haste capping would occur later, and the value of haste wouldn't change so drastically at such a low rating.
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I am not in favour generally speaking of increasing Wrath’s cast time to ease the clipping problem. To me that just lends more emphasis to haste, almost like a lot of people a glued on haste gear. Haste was the way forward for the TBC days, maybe some still want it like that. I like that crit plays a larger part for Moonkin, and tbh, too few casters rely on it as a main stat, if we were all needing haste as the top stat after SP, it would be boring. But saying that, a large factor in this it is because blizzard has been itemizing us with so much haste, when our class design has such an obvious low soft cap. So we get alot of haste that simply doesn’t scale us as well as it would do anyone. Solution is either make haste more valuable for balance druids by re-designing wrath to not clip so easily, or give/provide crit heavy gear instead.
We needed to have had more crit in the earlier sets and raid drops because we didn’t scale as well with haste so our improvement was lessened. I know the wrath clipping is not a good thing and that needs to be sorted out. Also wrath being more distinguishable to starfire would be good.
Perhaps if Wrath had a small chance to proc an extra wrath completely free, i.e. the extra wrath did not trigger a gcd, or cost mana or anything, it is there to make up for the times you do clip. Let me explain, so your haste is high enough that every wrath cast is 0.7 secs, so you’re losing 0.3 secs for each wrath cast, at this point, every 2 to 3 wraths cast should yield an extra free wrath. So the chance for a free wrath is directly tied in with haste somehow, or a fixed value could be given instead.
The addition would read in Starlight Wrath talent. Reduces your wrath/starfire by 0.1 to 0.5 secs and occasionally yields a second instant wrath at no mana costs. The chances of this occurring increases with haste. This would be the description. It has to be this talent because this one reduces the time of wrath, at a 2 sec wrath, there is no clipping till a much higher haste value. The description is simple, but the formula can easily predict at exactly what the soft cap is, and with every increase in haste you get can predict how much clipping you get and therefore determine when the extra free wrath will occur.
This solves the wrath clipping problem, and gives it a bonus effect. To make it more distinguishable to starfire, wrath could at base also do a number of things, , add a stacking dot, or debuff of some sort, or affect some other druid abilities like say would allow your insect swarm and Moonfire dots to have a chance to crit equal to your crit chance for those spells, for the next 3 secs, stacks up to 5 times.
Last edited by Ezoleet : 12/03/09 at 9:07 AM.
Reason: Grammar
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12/03/09, 10:30 AM
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#2544
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Banned
Tauren Druid
Hellscream (EU)
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Originally Posted by Erdluf
I suspect this explains the difference (but I haven't tested it): strict_gcd_queue=1 became a default for simc on the 30th.
I'm going to follow up in the simc for fur and feather wearers thread, since this is more about the simulation, than about raiding.
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I must admit, heavy math makes my head hurt. Trying to understand Simcraft calculations melts my brain. I would be very interested in hearing about the findings once Simcraft has been tweaked, but i don't think i could dive into the discussion myself, at least not more than i have managed so far.
I will be on the lookout for some updates in this thread, however, and leave the number crunching to the smarter guys..
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12/03/09, 12:03 PM
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#2545
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Von Kaiser
Night Elf Druid
Silver Hand
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One thing they could do to alleviate some of the haste\crit soft capping and scaling, now and in the future is to reverse IIS, iFF(and some other talents) so that rather than 'doubling down' so often, they spread the wealth more. Look at IIS and iFF's interaction with SF, just to name two. Both give even more Crit to SF when Eclipse is already buffing SF's crit 40-45% (3.3 vs now with T8) ie so much that diminishing returns are hammering it and reducing the effectiveness other skills like NG (when 8-9 of 10 casts are crits a good chunk of NG uptime is wasted) while it is up. When adding Haste or Damage SF casts would be likely be more dps and scale better.
I know it would be a tough balancing act and is unlikely to happen with ICC being the last content patch before Cataclysm
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12/03/09, 1:54 PM
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#2546
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Glass Joe
Night Elf Druid
Twilight's Hammer (EU)
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Another thing I am curious about is the 4 piece Tier 10 set bonus. Does this stack up to 3 times? I remember reading somewhere that it did, but no real confirmation.
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(4): Your critical strikes from Starfire and Wrath cause the target languish for an additional 7% of your spell's damage over 4 sec.
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To be honest, I would hope that there is no limit on it, and I would be mortified if only one effect could be up at any one time. With a 15k Starfire, you get a 1050 damage buff over 4secs. This is quite low if it is only one effect at a time, especially so when you realize that a Wrath crit is about 6-10k depending on raid buffs, bear in mind we have to consider small raids as well as large raids.
What would make sense is that every crit you make languishes. The max you can get up at any given one time anyway is 4, if you crit wrath consecutively 4 times in a row. Normally it would be 2 on Starfire, so having a limit makes no sense, 3 or otherwise.
Saying that, the set piece is a cool DoT you don't have to proc watch for or press, and well you are bound to have one running all the time. if your crit rate is above 25% for wrath and 50% for Starfire, which is to be expected on any reasonably well geared raiding druid.
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12/03/09, 8:18 PM
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#2547
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<Druid Trainer>
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Updated TTT/Spreadsheet. A bit early, but the patch is only 5 days away and I got around to doing it now.
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12/04/09, 5:24 AM
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#2548
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Glass Joe
Troll Druid
Shattered Hand (EU)
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Originally Posted by Ezoleet
Another thing I am curious about is the 4 piece Tier 10 set bonus. Does this stack up to 3 times? I remember reading somewhere that it did, but no real confirmation.
To be honest, I would hope that there is no limit on it, and I would be mortified if only one effect could be up at any one time. With a 15k Starfire, you get a 1050 damage buff over 4secs. This is quite low if it is only one effect at a time, especially so when you realize that a Wrath crit is about 6-10k depending on raid buffs, bear in mind we have to consider small raids as well as large raids.
What would make sense is that every crit you make languishes. The max you can get up at any given one time anyway is 4, if you crit wrath consecutively 4 times in a row. Normally it would be 2 on Starfire, so having a limit makes no sense, 3 or otherwise.
Saying that, the set piece is a cool DoT you don't have to proc watch for or press, and well you are bound to have one running all the time. if your crit rate is above 25% for wrath and 50% for Starfire, which is to be expected on any reasonably well geared raiding druid.
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Ezoleet, to my knowledge each crit refreshes the timer and increases the total damage that is done over that time period. If you crit for 10k, it will have a dot ticking for 4 seconds hitting for 700 damage. If you crit for 10k again 1 second later then that will add another 700 damage to the pool, meaning the dot is refreshed to 4 seconds but with 1225 damage in the pool. 3rd crit in a row pushes that up to 4 seconds, about 1618.75 damage.
I don't know when the ticks hit, the above is based on previous posters (can't find poster to quote I'm afraid) where it was likened to a Mage Ignite.
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12/04/09, 4:52 PM
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#2549
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<Druid Trainer>
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Trinket time. I ran a bunch of trinkets through the sheet--using gear roughly like my own stats with 4T9 (notably, not crit capped). The only tricky modeling is haste/crit procs, but haste/crit procs are pretty universally bad anyway, so I didn't sweat it too much. Since most of the good trinkets are straightforward to compute average uptimes for, anyone can look in more detail for their own particular gear, but this should give a good rough heirarchy to go by:
Reign of the Dead heroic: 575 DPS
Reign of the Dead normal: 512
Muradin's Spyglass heroic: 511
Dislodged Foreign Object normal: 452 (assuming 45s ICD)
Muradin's Spyglass normal: 452
Flare of the Heavens: 397
Althor's Abacus heroic: 320
Illustration of the Dragon Soul: 318
Eye of the Broodmother: 308
Althor's Abacus normal: 285
Sundial of the Exiled: 276
Abyssal Rune: 272
Scale of Fates: 268 (modeled as 432*1/6 haste), 259 (as 432*1/4 Lunar haste)
Sliver of Pure Ice: 252
Purified Lunar Dust: 244
Nevermelting Ice Crystal: 240 (modeled as 920*1/2*1/9 crit)
Talisman of Resurgence: 217
Talisman of Volatile Power heroic: 213 (modeled as 64*6*1/6 haste), 207 (as 46*6*1/4 Lunar haste)
e: Was a bit too lazy about just giving the spellpower proc trinkets 45s cooldowns. I think they all actually have 10% proc rates. Changed to 55s cooldown for purpose of computing average uptime.
Note also that Reign may have a systemic overestimate if the spreadsheet's being too optimistic about consecutive procs when Starfire is near 2s. It might be up to around 80 DPS weaker if you can't get procs on consecutive Starfires. There's very little good info on this.
Last edited by Hamlet : 12/05/09 at 1:58 PM.
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12/05/09, 7:31 AM
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#2550
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Glass Joe
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We all seem to be excited about the extra crit we're getting in the next patch for lunar eclipse... I hope none of us forgot that we still need to use that upcoming golf-swing timer that someone is obviously trying to put together at the moment. Can Moonkins golf? Only the next patch will tell.
Unless I missed some important patch notes about how blizzard is trying to remove a need for such an addon.
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