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Old 02/11/09, 3:40 AM   #511
Triks
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Cho'gall
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Old 02/11/09, 7:41 AM   #512
ninor
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Tauren Druid
 
<nam>
Stormscale (EU)
I did an optimization in rawr 2.1.6 i believe, and it said [Signet of Manifested Pain] and [Band of Channeled Magic] were the two best rings I could use, with [Titanium Spellshock Ring] replacing [Band of Channeled Magic] when the epic spellpower gems become available. This seems fairly reasonable to me without looking too hard into it. Now when I did the same optimization in 2.1.8, rawr said [Lost Jewel] would be a better second ring than [Band of Channeled Magic].

I can't find anything in the changelog of 2.1.7 or 2.1.8 to explain why crit would seem to become more valuable.


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Old 02/11/09, 8:12 AM   #513
thedopefishlives
Don Flamenco
 
Dwarf Paladin
 
Baelgun
Originally Posted by ninor View Post
I did an optimization in rawr 2.1.6 i believe, and it said [Signet of Manifested Pain] and [Band of Channeled Magic] were the two best rings I could use, with [Titanium Spellshock Ring] replacing [Band of Channeled Magic] when the epic spellpower gems become available. This seems fairly reasonable to me without looking too hard into it. Now when I did the same optimization in 2.1.8, rawr said [Lost Jewel] would be a better second ring than [Band of Channeled Magic].

I can't find anything in the changelog of 2.1.7 or 2.1.8 to explain why crit would seem to become more valuable.
The optimizer might've changed, but in any event, I would wait for 2.2 or whatever the next release is and then try it. So far, I'm showing the Signet and the Band as the two best-in-slot.

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Old 02/11/09, 8:14 AM   #514
 Hamlet
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Tauren Druid
 
Mal'Ganis
I haven't looked at Rawr in a bit, but for WLK it's always valued crit suspiciously high. A good rule of thumb is to estimate that haste rating will generally be about 1.4 times stronger than crit rating. I doubt Lost Jewel would ever be better.


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Old 02/11/09, 3:05 PM   #515
Lord BEEF
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Tauren Druid
 
Mal'Ganis
I've been raiding a bit with the glyphed typhoon and I've gotta say I like it quite a bit. It's only worth 1-6% of my dps during a boss fight but I think it's worthwhile.

Generally I use it when there are two or more targets to hit, but we still need strong single target damage, or while moving. So it's useful on Noth, Anub, Grobbulus to name a few. I'll probably stick with it.

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Old 02/11/09, 4:52 PM   #516
artist082483
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Tauren Druid
 
Thunderhorn
Talent Question?

One thing I dont understand is if my Earth & Moon over rides a Warlock's Curse of the Elements. I wouldn't think the SP would stack but what about the Resistances can that still play a roll? How does this work?

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Old 02/11/09, 5:08 PM   #517
Humbaba
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Originally Posted by artist082483 View Post
One thing I dont understand is if my Earth & Moon over rides a Warlock's Curse of the Elements. I wouldn't think the SP would stack but what about the Resistances can that still play a roll? How does this work?
Your warlock is a moron if he's applying CoE with a moonkin in the raid. They don't stack.

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Old 02/11/09, 7:15 PM   #518
artist082483
Glass Joe
 
Tauren Druid
 
Thunderhorn
Talent Question?

One thing I dont understand is if my Earth & Moon over rides a Warlock's Curse of the Elements. I wouldn't think the SP would stack but what about the Resistances can that still play a roll? How does this work?

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Old 02/11/09, 7:19 PM   #519
 Adoriele
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Originally Posted by artist082483 View Post
One thing I dont understand is if my Earth & Moon over rides a Warlock's Curse of the Elements. I wouldn't think the SP would stack but what about the Resistances can that still play a roll? How does this work?
-Resistance would still affect the target. This doesn't stop your warlocks from being morons, as -resistance pretty much doesn't have a purpose in the raiding game.

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Old 02/11/09, 7:45 PM   #520
Beregon
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Night Elf Druid
 
Eitrigg
Originally Posted by thedopefishlives View Post
The optimizer might've changed, but in any event, I would wait for 2.2 or whatever the next release is and then try it. So far, I'm showing the Signet and the Band as the two best-in-slot.
There is a significant difference in the modeling between Rawr v2.1.9 and Wrathcalcsv1.1.3.

My current relative stat values in both look like this:

Wrathcalcs/Rawr (raw damage or damage, not total)
Spellpower: 1.16 1.05
Spell Crit: 0.68 0.71
Spell Hit: - -
Spell Haste: 1.04 0.77
Spirit: 0.19 0.17
Int: 0.40 0.24

Spellpower, Crit, and Spirit are very close, but Rawr has Haste and Int lower than Wrathcalcs does. This is using identical full raid buff assumptions. For reference, the stats I'm using in Wrathcalcs:

Edit: I just realized that the numbers here are with the "Smart Switching" option in Rawr turned off. If I turn it on, it actually puts Crit as more valuable than Haste (.77 for Crit, .68 for Haste).

Spellpower:1967
Spell Crit: 506
Spell Hit: 251
Spell Haste:365
Spirit: 406
Int: 800
MP5: 35
Latency: 0.2

Note that I have no 4pc T7 crit bonus so my overall crit percentage is relatively low. I'm planning to shift more over to Haste from Crit and Hit.

Last edited by Beregon : 02/11/09 at 7:50 PM. Reason: Smart Switching

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Old 02/11/09, 8:37 PM   #521
thedopefishlives
Don Flamenco
 
Dwarf Paladin
 
Baelgun
Originally Posted by Beregon View Post
There is a significant difference in the modeling between Rawr v2.1.9 and Wrathcalcsv1.1.3.
Considering that Rawr.Moonkin 2.1.9 still uses the original calculation system from way back in the beta 14 days, that makes some sense. The updated version that makes use of WrathCalcs has not been built into a release version yet, as it's only just been written and is still undergoing code reviews and use testing by experts.

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Old 02/11/09, 8:42 PM   #522
Daylis
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Troll Druid
 
Sunstrider (EU)
We went through 25naxx tonight again, me wearing crit&sp rings (spellshock and lost jewel) and it seemed to work out a bit better, though it might have something to do with following the no-dots-while-eclipsed rule more closely. Also, one run isnt enough to base on.

5550 dps on patchwerk with me applying imp. ff because of a lack of spriest. No wws log tho, forgot to record.


On another note, i dont know if it was incredible rng or has OOC proc really been changed on the positive side. At least on 50% of hurricanes it procced, much more than usualy anyway. Anyone else noticed similar?

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Old 02/12/09, 7:48 AM   #523
Neshalin
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Worgen Mage
 
The Sha'tar (EU)
Originally Posted by Adoriele View Post
The first rule of Moonkin DPS: Thou shalt hold thine Eclipse procs inviolate. Seriously. If you CAN cast a Starfire, and Eclipse is up, there is no earthly reason to be doing anything else. [...]

The second rule of Moonkin DPS: Take as little time to proc Eclipse as possible. [...]
To substantiate these rules I made a spreadsheet comparing the values of our spells during the various stages of Eclipse. Basically, if the damage per cast time of a dot is high enough, it may be worth casting. Improved Insect Swarm greatly changes the value of dots in this regard.

Our basic cycle is to cast Wrath until Eclipse, then Starfire during Eclipse and afterward during the cooldown. My spreadsheet informs me that my average dps (not counting Earth and Moon since it affects all spells equally) is 4229 when taking an entire cycle. When trying to proc Eclipse, casting a dot postpones this entire cycle. It stands to reason that the damage per cast time of such a dot would have to be greater than this 4229 dps. Without Improved Insect Swarm, this is never true. With it, Wrath boosts Insect Swarm enough to be worth it, and with an average time of 5+ seconds to proc Eclipse, eclipsed Starfire makes Moonfire worth it as well.

During Eclipse, only Moonfire might be good enough because it adds roughly 3% to your remaining eclipsed Starfires. I came up with at least 9 seconds of Eclipse left, assuming you would otherwise have casted Moonfire directly after Eclipse.

After Eclipse ends, dots only have to be stronger than Starfire rather than the base cycle's average dps. Glyphed Insect Swarm is that strong even without boosting Wrath. Moonfire will only be worth it if you can cast three Starfires to extend it. These may be either during the cooldown or during the next Eclipse if you can fit that in. It is still an interesting question whether you should refresh your dots just before the cooldown ends, possibly even overwriting existing dots.

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Old 02/12/09, 9:16 AM   #524
Erdluf
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Night Elf Druid
 
Echo Isles
Originally Posted by Neshalin View Post
Moonfire will only be worth it if you can cast three Starfires to extend it.
Nesh, on Sheet2 you have MF coefficients of 52% (direct damage) and 3.8% (each MF tick). Those numbers should be 15% and 13%, respectively. For a 4-tick moonfire the numbers are 15% and 52%. It looks like you swapped those, and then took 15/4 to get 3.8%.

Also the MF glyph is additive with Moonfury and IMF. You have the right multiplier (1+.1+.1+.75 = 1.95) for the dot, but you should use (1+.1+.1-.9 = .3) for the direct damage.

Even a five-tick Moonfire will will almost always be higher DPCT than non-eclipse Starfire. In fact, with these corrections, and your spreadsheet, even a four-tick MF beats SF.

Edit:

You are showing a coef of .76 for IS and a Multiplier of 1.4.

.76 is correct for 6-tick IS. If you use that you should use a multiplier of 7/6 (splendor) * 1.3 (glyph) = 1.52.

In sheet2 cell c21, I think you are trying to compute

IS DPS benefit = (Extra Wrath Damage + IS Damage) / (IS cast time + latency)
= (3% * Wrath DPS * Wrath time + IS Damage) / (1.5/(1+haste%) + latency)

but instead of ".../(1.5/(1+haste%)+latency)"
you instead have ".../(1+haste%)+latency"

Last edited by Erdluf : 02/12/09 at 9:33 AM.

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Old 02/12/09, 9:50 AM   #525
Neshalin
Piston Honda
 
Worgen Mage
 
The Sha'tar (EU)
Thanks for the review, Erdluf. I had indeed swapped the Moonfire coefficients, and used 6-tick Insect Swarm rather than 7. I have updated the spreadsheet. Insect Swarm Multiplier is 1.4 for the glyph (30%) plus 2T7 (10%). I assumed they stack additively.

The IS benefit calculation seems to be wrong indeed, but dividing by 1.5 will not fix it either. The cast time of Wrath (and Starfire) is a bit more complex because of the interaction with Nature's Grace. I should have made separate cells to calculate their cast time. Not going to bother now, though, because with your corrected Insect Swarm coefficient it is stronger even without boosting Wrath.

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