Originally Posted by Polynices
Even without 2T6, if you have full Improved Mangle (because you tend to tank) Rawr shows all-mangle/no-shred attack priority beating one using shred -- because Mangle is so cheap with this sort of build. So use Rawr and look at the recommended attacks.
We also need to stop using the word rotation -- there is no feral cat rotation now, it's simply a priority list of buffs/debuffs to keep up and attacks to use in between to build combo points.
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I'd just like to clarify this for those who haven't been around in a while that this wasn't the case in the past but mangle was buffed in the beta, changes which came live, from around 150% weapon damage to 200% weapon damage. This puts it very close to shreds 225% weapon damage but does not include the mangle debuff which increases shred damage by 30%.
As for a little bit of "napkin" maths on the subject:
Shred 225% weapon damage + 742 bonus for 60 energy base (42 Shredding attacks) with a possible 30% bonus from mangle and an additional 20% on bleeding targets with rend and tear.
Mangle 200% weapon damage + 634 bonus for 45 energy base (40 with ferocity, 34 with imp mangle and 29 with 2t6) with an addition all 20% bonus damage with savage fury.
Taking a base cat weapon hit of 500 (easily obtainable at level 80, even before savage roar is up): (DPE = damage per energy)
42 Energy shred with full bonuses hits for ((500 * 2.25) + 742) * 1.3 * 1.2 = 2912 giving 69.3 DPE
60 Energy shred with full bonuses hits for ((500 * 2.25) + 742) * 1.3 * 1.2 = 2912 giving 48.5 DPE
29 Energy mangle with full bonuses hits for ((500 * 2) + 634) * 1.2 = 1960 giving 67.6 DPE
35 Energy mangle (no 2t6) hits for ((500 * 2) + 634) * 1.2 = 1960 giving 56 DPE
40 Energy mangle (no imp mangle) hits for ((500 * 2 ) + 634) * 1.2 = 1960 giving 49 DPE
DPE varies alot on what bonuses are available for each attack, one could go further and take away all talent bonuses but just manipulating the energy cost reductions one can see that mangle is highly competetive given its low energy cost. This low energy costs also means more attacks per energy resulting in more combo points and more finishers - this is generally beyond napkin math and where the simulators come in!. Shred having the highest damage with the bonuses should probably still be used while clearcasting is up for real optimization. At the end of the day it comes down to talent choices, which bonuses are available to each attack, determining which one should be used as a CP generator.
My current "hybrid" build can be found
here. I use mangle spam with 2t6 when dpsing in cat form. I also realise that it isn't optimized, there are a couple of changes that could be made for extra dps (predatory strikes > rend and tear)
Finally feel free to poke me if my maths are wrong, its easy to make mistakes

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