I've update my post with the new boss armor values and the new FF & Sunder Armor. The net armor gain after armor pen is about 900 armor. The new armor makes Armor Pen our best stats after agility (and exp-hit cap).
I've finished the update of cat simulator (bear simulator coming soon).
The simulation is a DIRECT simulation (putted inside stats, combat table, a random number generator and a decisional algoritm).
STATS (best in slot or near it, regemmed for agility instead of str), fully raid buffed with all the buffs avaiable, flasked and food:
Cat (crit% vs. a boss (-4.8% added)): 51.96%
Cat (AP): 10745
Expertise: 26
Hit: 7%+1%(draneo)
Armor Penetration: 11.17%
Haste (from equipment): 8.2%
+weapon damage: 0
Boss base Armor (before penetration and debuff): 11900
Boss modified Armor (after penetration and debuff): 7928
Boss Damage Reduction (after debuff and penetration): 34.2%
Weapon Speed Reduction % (Total without Bloodlust but with Improved Windfury totem): 25%
Missed % (Total): 0%
Dodged %: 0%
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Stats value (hit and expertise are computed subtracting hit and expertise because I'm at the cap):
| |
| Hit 42.0 |
| Expertise 42.0 |
| Agility 25.8 |
| Armor Pen 24.3 |
| Feral AP 12.0 |
| Strengh 23.8 |
| AP 10.0 |
| Crit 19.8 |
| Haste 14.3 |
Basically hit, expertise>>agi,Armor Pen,str,ap,crit>>>haste.
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DPS computed using a manglebot
The DPS maximum for a 6 minute fight (2 berserk + 1 heroism) is:
6172
Pre patch from my simulation was: 5325
The difference is: +16%
Glyph used: Shred, Savage Roar, Rip + 2T7
Important things about glyphs: if you don't have a manglebot (so you need to mangle) you lose about 100dps, using mangle glyph instead of shred glyph reduce your dps by another 100 dps. So shred glyph > mangle glyph also if you need to mangle. Avoid using FB into rotation make you lose about 150 dps.
Note: I've simulated a 100ms latency inside cycles.
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Fight breakdown:
DPS: 6172
White: 29.1%
Shred: 28.8% (Avg dmg: 7346, #/cycle: 7.3)
Rake: 16.0% (Avg dmg: 10862 #/cycle: 2.8)
RIP: 19.6% (Avg dmg: 35245, #/cycle: 1.0)
Ferocious Bite: 6.5% (Avg dmg: 14863, #/cycle: 0.8, Average Energy Usage: 40)
Bleed debuff uptime: 95%,
Average Cycle Time: 30.2
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The Cycle is based on a priority list (simplifying it):
If SR_timer<=0 &
cp>=3
then SR
If energy<35 -> Tiger Fury (if possible)
If energy>75 -> Berserk (if possible)
If RIP_timer<=0 & SR_timer>=0 & cp=5
then RIP
If
RIP_timer>=10 & SR_timer>=0 & cp=5
then FB
When OOC proc -> Shred
Use mangle if mangle debuff is down and you don't have a manglebot
Use rake if rake debuff is down
Use shred at shred.energy+rake.energy and rake debuff is up
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Difference with previous pre-patch cycle:
- SR need to be used if cp>3 instead of cp>1
- FB vs RIP was previosly computed based on RIP and FB average damage x energy used, now it's simply set at 10 seconds on rip due to the fact that previosly you were basically sure that using FB -> RIP expire, now it's not always the case. Basically what really changed was that while previosly the question was: "Is using FB instead of waiting RIP to expire and reappling it a better overall damage?" now the question is: "What's the time at wich I can FB without losing too much RIP uptime?".
- Setting an SR_timer condition over FB usage always made a lower dps from 2 seconds left to 10 seconds left.
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