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Old 03/09/09, 12:57 AM   #501
 Hamlet
<Druid Trainer> Emeritus
 
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Tauren Druid
 
Mal'Ganis
Originally Posted by Adoriele View Post
Yeah, I think I remember that popping into my head a while back, but I never got around to pursuing it. I think you're right, though, that Wrath queuing is always problematic. It may be the case, though, that they'll leave in the 50% GCD change reduction from a NG'd Wrath that they added. If that's the case, then it may make Wrath queuing nicer. Regardless of the interaction with haste, though, there's still going to be a sharper line than before. Before, as crit increased, you'd have a higher percentage of casts affected by GCD clipping. Now, either all of them are, or none of them are (or close enough as no matter), and it won't be heavily affected by your crit. Haste won't affect Wrath pretty much at all past a certain point, ~12% from gear.
Yeah, I definitely see where the transition is coming from, from haste having full effect while Wrath is well over 1s, to having no effect once it's under 1s. But the transition zone will be fuzzy and weird.

Have you modeled the new NG for Starfire yet? We get a nonlinear and decaying benefit from crit now as NG uptime approaches 1.

Originally Posted by Jishosan View Post
So it seems the Moonkin consensus is that our rotation will continue to stand, even with the current NG changes? If that's the case, then it seems like the real benefit of the change will be a little less DPS loss when you execute the wrong Eclipse cycle?
If (as I suspect) Wrath at any reasonable amount of haste will be too awkward to chaincast cleanly even with the new NG, the cycle will remain the same as it is now. However, we see a big DPS benefit from the increased NG uptime while casting Starfire.

Links: Moonkin Resto WoWMath Twitter YouTube
Please don't PM requests for advice on UI or specific gear choices.

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Old 03/09/09, 5:42 AM   #502
nightcrowler
Don Flamenco
 
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Night Elf Druid
 
Runetotem (EU)
For people who wants to review my code:

feralbynight - Google Code

Disclaimer:
the code is a bit "spaghetti", I usually don't erase old code parts, for istance there is still powershifting code and so on. The program works for both cat and bear, at the begining you must choce gear/simulation and many parameter. You should put then changing code string (variable definition) there is no comand line or interface, so you should rebuild it every time.

Known issue:
- manglespam code doesn't work properly
- barkskin usage still need to be fully implemented
- trinkets usage still need to be fully implemented (atm they are averaged out into the gear)
- berserking enchant still need to be fully implemented (atm they are averaged out into the gear)
- Atm the code is made with a very large time sample, you can easly reduce it, with such a large time frame some variable doesn't work properly (nothing important, only statistical ones) simply change them from "int" to "unsigned long int".
- Haste has a resolution of about 1% due to time steps (0.01 seconds) so if you want to see real dps increase due to haste you should do some math after simulation.

P.S.
I think is better that you post question and so on via private message to avoid going off-topic.

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Old 03/09/09, 6:30 AM   #503
Gormane
Glass Joe
 
Tauren Priest
 
Aggramar (EU)
While it has been mentioned that, with the changes to NG, there is a break point of haste rating, above which a Solar Eclipse rotation becomes unattractive due to Wrath clipping, I would suggest that there is a second break point of haste rating, above which the (already preferable) Lunar Eclipse makes a jump upward in dps.

The reason is the 3 second duration of NG. At a point where haste reduces the normal cast time of Starfire below 1.5 seconds, we will be able to cast three hasted Starfire for each crit.

With the usual raid and talent haste buffs, the haste rating required would be 810, if I didn't mess up the calculation.

To be checked:

- how practical is it to achieve this haste rating (including Ulduar gear)?
- how much crit / spell power potential would it sacrifice?
- what is preferable, spell power / crit heavy gear with Solar Eclipse (staying below the first haste rating break point), or haste heavy gear with Lunar Eclipse (going above the second haste rating break point)?

Edit: It's three Starfires of course, not two.

Last edited by Gormane : 03/09/09 at 9:19 AM. Reason: Corrected mistake

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Old 03/09/09, 7:13 AM   #504
Daylis
Von Kaiser
 
Worgen Druid
 
Agamaggan (EU)
It does seem it could split moonkins into 2 groups. One going for 12% gear haste and using solar eclipse freely while stacking crit. And other still massing haste to the point of scenario presented by gormane above. 2 starfires under NG, which means, raidbuffed as we are, almost 100% NG uptime (with the exclusion of dots). Solar eclipse branch would be in similar situation, having near constant NG uptime through their superior crit and lower wrath cast time.

No doubt it'll be determined which path is better dps, i'm having a hard time believing wrath eclipse could surpass lunar (with BL speaking so loudly against it). But i for one would welcome equality of the two paths. Perhaps two sets of gear, for depending on the encounter one can definitely shine more than the other. A choice in gearing and bit of a change in playing style that doesnt mean you cant do comparable dps.

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Old 03/09/09, 7:14 AM   #505
charriu
Piston Honda
 
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Tauren Druid
 
Gorgonnash (EU)
Originally Posted by Gormane View Post
The reason is the 3 second duration of NG. At a point where haste reduces the normal cast time of Starfire below 1.5 seconds, we will be able to cast two hasted Starfire for each crit.
Wouldn't that allow you to actually cast 3 hasted starfires? Haste is applied at the start of the cast, isn't it? So 2 should be possible at under 3s cast time.

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Old 03/09/09, 7:31 AM   #506
dukes
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Dukes
Tauren Druid
 
No WoW Account (EU)
Originally Posted by Daylis View Post
It does seem it could split moonkins into 2 groups. One going for 12% gear haste and using solar eclipse freely while stacking crit. And other still massing haste to the point of scenario presented by gormane above. 2 starfires under NG, which means, raidbuffed as we are, almost 100% NG uptime (with the exclusion of dots). Solar eclipse branch would be in similar situation, having near constant NG uptime through their superior crit and lower wrath cast time.
I'm not sure that there is a viable gear set that stacks crit and doesn't stack haste. A lot of the current BiS gear has both crit and haste. In order to skip on haste, you have to take spirit or hit, and we don't need that much hit to get to the cap which leaves us taking the (less desirable) spirit, especially as we move into higher ilevel gear where those items that give hit will be giving more per piece, potentially reducing the number of items we need with hit on them.

Also take into consideration that DoT's do not scale with crit at all, while haste at least reduces the GCD which has an effect on their effective cast time.

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Old 03/09/09, 9:15 AM   #507
Daylis
Von Kaiser
 
Worgen Druid
 
Agamaggan (EU)
@charriu
Yes, 3 starfires not 2.


Itemization might be an issue, but as i look at our frostfire mages, they're all sitting on 11-13% gear haste. So it shouldnt be that difficult, especialy with ulduar items, some of which go double in 1 stat and skipping spirit/hit.

Even so, we take 0 advantage of BL with solar eclipse (might just switch to lunar during it) and, as you say, dots get no benefit from it.

If blizz meant it that way (which i kinda doubt) i think it's a great idea, but very likely needs few other adjustments to be viable.

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Old 03/10/09, 8:29 AM   #508
nightcrowler
Don Flamenco
 
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Night Elf Druid
 
Runetotem (EU)
Hi all again.
First of all I should say "sorry" due to an error with hit within my simulation. I was lucky (and all the people following my road to gear up) because it seems that the "best in slot" gear choce didn't changed too much except maybe for gemming choce (agility vs. hit), also if you choce to gem and change the only 2 items that changed graduatory (badge ring instead of , Stalk-Skin Belt instead of Belt of the Tortured, Ruthlessness) you will only gain about 30 dps (from 6672 to 7002) but you will not be hit/exp capped, I think I'll stay with hit cap also if it's a little less dps.

I should also say thanks to A Civilian and Allev for their feedbacks.

A Civilian revisioning my code found an error: basically I was cutting 80% of energy on a missed rake, mangle, shred instead on 20% as it should be.
Also Allev found 2 "minor" bugs into sim: expertise was rounded like character sheets rounding (25-26, etc..) while in game mechanics it use to be a floating point value, the change is obviosly basically ininfluent for my sim and stats value (I already simply copy & paste hit value into exp value for stat points so there is no problem here). Another minor bug founded by Allev was Feral Fairie Fire, I used melee hit instead of spell hit, the problem here is also 0 due to the fact that in the posted simulation I've assumed 100% FF uptime (moonkin, other ferals, etc..).

3 other things founded into the sims by me:
- Ferocious Bite: I didn't implemented the 30 max energy usage of FB and didn't take into account extra energy while computing FB damage, the difference is small but nevertheless I've changed the code and I'm rerunning the sim.
- I've used shred idol instead of rip idol into my previous sim, this change obviously the outcome for ArPen.
- If you try to remove Primal Gore you will found the same value, this was fixed (I didn't remember to introduce a check into previous sim), the sim outcame will not change from my previous one because I was assuming that you will spec into it.

The most important change:

reviewing the code I noticed a things that we didn't take into account while theorycrafting the hit value about FB and RIP. Basically I was erasing all CP on a FB and RIP misses (I was sure about that, did the changed that kind of mechanic or it was always that way?), while you actually preserve your CPs when you miss a finisher.

The right value for hit/expertise is: 19.9

This will push hit/exp value at the theorycrafted level.

Those values push hit/exp back into priority list, obviosly in real fight hit/exp will value more than the theorycrafted value, mainly due to more stable dps and cycle but you can't quantify it.

Sorry again guys, and special thanks to A Civilian and Allev for finding code errors.

For a complete breakout of the new sims / code /feedback see: FeralbyNight (Cat & Bear simulation tool)

Last edited by nightcrowler : 03/10/09 at 1:11 PM.

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Old 03/10/09, 1:18 PM   #509
tlbj6142
Piston Honda
 
Tauren Druid
 
Steamwheedle Cartel
Sorry again guys, and special thanks to A Civilian and Allev for finding code errors.
No worries. We all provide feedback to make us all better. You just had to do all of the typing. Keep up the good work.

Last edited by tlbj6142 : 03/10/09 at 1:40 PM. Reason: Removed question about remaining stats as NC provides link above

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Old 03/10/09, 2:05 PM   #510
halmmar
Piston Honda
 
Tauren Druid
 
<Zen>
Xavius (EU)
Originally Posted by nightcrowler View Post
The most important change:

reviewing the code I noticed a things that we didn't take into account while theorycrafting the hit value about FB and RIP. Basically I was erasing all CP on a FB and RIP misses (I was sure about that, did the changed that kind of mechanic or it was always that way?), while you actually preserve your CPs when you miss a finisher.
It always was. It seems the value of hit/exp is almost half of what it used to be? Pretty big difference from a small assumption.

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Old 03/10/09, 6:29 PM   #511
Cuer
Piston Honda
 
Tauren Druid
 
Earthen Ring
Possible incoming changes to Bear Swipe, or at least thoughts about it, from GC:
We are going to take another look at Swipe. Since we are trying to fix some problems where druids are too good at tanking it seems reasonable to also look at cases where they struggle.

Please don't follow this up a dozen threads that say "My class needs compensation for nerfs too!" We generally don't offer compensation for nerfs since they are supposed to be nerfs. But in this case we are trying to realize our goal of having 4 viable MT classes and druid AE threat generation is cumbersome.

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Old 03/10/09, 6:54 PM   #512
Centarion
Von Kaiser
 
Night Elf Druid
 
Perenolde (EU)
Maybe (hopefully?) not just for bear swipe.

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Old 03/10/09, 8:31 PM   #513
Beace
Von Kaiser
 
Orc Hunter
 
Zenedar (EU)
I still maintain that I'm a stronger AoE tank than warriors, will be interesting to see what they come up with in this area if they decide to do changes.

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Old 03/10/09, 10:50 PM   #514
Nitz
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Draenei Shaman
 
Ysondre (EU)
They should introduce a Savage Roar - Bear, with a cooldown, for snap AoE / 360° threat. A Bear version of Thunderclap, with an heavier cooldown and appropriate threat numbers.

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Old 03/11/09, 9:17 PM   #515
Moonwhisper
Von Kaiser
 
Night Elf Druid
 
Bloodhoof (EU)
Set bonus Tier 8

Any news about set bonus for Druid Tier 8 set?
Did anyone got hand on a T8 druid set item during one of the ulduar test phases?
Curious to see what Balance druid can expect

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Old 03/12/09, 3:17 AM   #516
blackhand0114
Glass Joe
 
Tauren Druid
 
Silver Hand
Originally Posted by Moonwhisper View Post
Any news about set bonus for Druid Tier 8 set?
Did anyone got hand on a T8 druid set item during one of the ulduar test phases?
Curious to see what Balance druid can expect
No set bonus is out right now. Some of the gear is there but no bonuses attached yet. I doubt we'll see the bonuses until they finish changing around all the classes talent/skill values.

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Old 03/12/09, 4:46 AM   #517
nightcrowler
Don Flamenco
 
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Night Elf Druid
 
Runetotem (EU)
Expertise Rating

Does the +25% expertise from expertise rating be a "wanted" PTR mechanic or is it a bug?

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Old 03/12/09, 5:01 AM   #518
Kenshinji
Glass Joe
 
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Tauren Druid
 
Bonechewer
Originally Posted by nightcrowler View Post
Does the +25% expertise from expertise rating be a "wanted" PTR mechanic or is it a bug?
I think it's a bug. It was reported on the PRT forums as a bug and a blue replied that they would look in to it, leading me to believe it was not an intended change: Source

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Old 03/12/09, 1:28 PM   #519
the KRIS
Bald Bull
 
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Blood Elf Paladin
 
Zul'Jin
Originally Posted by Nitz View Post
They should introduce a Savage Roar - Bear, with a cooldown, for snap AoE / 360° threat. A Bear version of Thunderclap, with an heavier cooldown and appropriate threat numbers.
I'd actually be quite pleased if they simply rolled this into Demoralizing Roar, even if they slapped a 15-second cooldown on it. This'd give me some form of 360 threat and make life easier on my healers, since generally while tanking trash I can't afford the GCD to demo roar until well into the pull, or risk mobs veering out of my swipe spam to make some poor overzealous caster's life shorter.

Even recalling the 2.0 demo roar/shout threat nerf would be a nice perk.

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Old 03/12/09, 2:32 PM   #520
Tyraz
Glass Joe
 
Night Elf Druid
 
Magtheridon
Just an observation, we were doing Patch on the PTR (dps test) and I saw many solar wrath crit for 9500-9800.

I am only sitting on 1806 sp unbuffed, so I am positive wrath can easily crit for 10k during solar eclipse.

I managed to keep a 5434 dps average without any mods (on the PTR while I am standing at around 4500 dps on live) and without any real purpose. By that I mean I using both solar and lunar to try and test numbers, but towards the end of the fight, I decided to proc solar as often as possible.

Please note I am in crit gear (24.34% unbuffed crit, 34.34% with 4 pieces and my own 5% crit from moonkin aura only).

Here the WWS (don't worry too much about my rotation, as I said I had no addons so it's kinda hard to keep track of dots/ecplise hidden cooldown):

Wow Web Stats

I am not sure what it means in regard of solar vs lunar, but smart people around here might find this information useful.

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Old 03/12/09, 2:35 PM   #521
Charnas
Glass Joe
 
Night Elf Druid
 
Vek'nilash
Originally Posted by Nitz View Post
They should introduce a Savage Roar - Bear, with a cooldown, for snap AoE / 360° threat. A Bear version of Thunderclap, with an heavier cooldown and appropriate threat numbers.

Sorry but I think they really need to come up with something else, as this just seems to me too close to Challenging Roar. If they would just tune Demo Roar up, change the cooldown perhaps and add more threat I think we'd be set.

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Old 03/12/09, 6:05 PM   #522
Centarion
Von Kaiser
 
Night Elf Druid
 
Perenolde (EU)
T8-Boni are there for Resto and Feral

Item - Druid T8 Feral 2P Bonus (Class: Druid) -- The periodic damage dealt by your Rake, Rip, and Lacerate abilites has a chance to cause you to enter a Clearcasting state.
Item - Druid T8 Feral 4P Bonus (Class: Druid) -- Increases the duration of Savage Roar and Survival Instinct by 8 sec.
Item - Druid T8 Restoration 2P Bonus (Class: Druid) -- Increases the healing done by your Swiftmend spell by 10%.
Item - Druid T8 Restoration 4P Bonus (Class: Druid) -- Your Rejuvenation spell also instantly heals your target for its periodic healing amount.
They look very very strong for me, especially the 4piece ones.

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Old 03/12/09, 6:10 PM   #523
Charnas
Glass Joe
 
Night Elf Druid
 
Vek'nilash
So the t8-4set resto, if I am reading it correctly just means that you'll get an extra tick of the hot "right away"?

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Old 03/12/09, 6:22 PM   #524
grutak
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Tauren Druid
 
Zul'Jin
Thats what It sounds like Charnas. Kinda like the Priest glyph for PW:S that heals for part of the shield value.

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Old 03/12/09, 6:23 PM   #525
Maraili
Von Kaiser
 
Tauren Druid
 
Mannoroth
Originally Posted by Charnas View Post
So the t8-4set resto, if I am reading it correctly just means that you'll get an extra tick of the hot "right away"?
That's the way that I'm reading the set bonus effect. You cast Rejuv, it instantly heals for the amount of 1 tick (instant heal, ala Swiftmend) and then continues to tick normally. Considering that Rejuv ticks for a decent amount, and that I already use it quite a bit, this will be a very nice bonus, I think.

If the above interpretation is correct, I will be interested to see how it interacts with [Glyph of Rejuvenation]. Assuming my target is at <50% health, will the 'free' set bonus tick take advantage of the additional healing that Rejuv does, or only the subsequent ticks?

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