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07/27/09, 6:10 AM
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#136
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Glass Joe
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Which potion is better for cat druids? I currently have a haste rating of 232 (9.2% haste) which takes my attack speed from 1.0 to .92 - a whole .08 of a second. This makes me doubt the effectiveness of haste even more than I used to. Looking at recount on an OS10 3d from earlier, I had 56 melee attacks in 46 seconds of damage (lol kiting tenebron). Counting in Lust, and at about 1,200 damage per attack roughly, let's say thats 6 extra attacks from my own haste and not from lust. That makes about 7,200 damage. Out of 196,000 overall.
The conventional wisdom is the best potion for melee dps to take is Potion of Speed - 200 haste. However this seems like a giant poopstain for me. Would Potion of Wild Magic (200 crit) or Insane Strength (120 str) be better?
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07/27/09, 6:40 AM
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#137
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Glass Joe
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Originally Posted by KrmtDfrog
The conventional wisdom is the best potion for melee dps to take is Potion of Speed - 200 haste. However this seems like a giant poopstain for me. Would Potion of Wild Magic (200 crit) or Insane Strength (120 str) be better?
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The easy way to answer this is to use an accurate stat weighting and look at each one of the potion's buffs. For example, using Nightcrowler's stat weighting from his addon (higher numbers are better):
Insane Strength (120 str) * 1.31 = 157.2
Wild Magic (200 crit rating) * 1.18 = 236
Potion of Speed (500 haste rating) * 1.08 = 540
Using these weightings, Speed pots are better by about double. The difference may actually be smaller than that, due to timing use, since Insane Strength and Wild Magic scale better with other buffs you might use at the same time, but I doubt it makes those potions twice as good and therefore equal to Speed pots.
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07/27/09, 7:21 AM
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#138
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Glass Joe
Night Elf Druid
Kul Tiras (EU)
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Thx for all good work in here. I got a question regarding arp vs agi. Ive read through this thread and now I feel rly stupid, coz i dont doubt that ppl here know what they are talking about. Still I cant get Toskk's calculator to show what everyone is saying simulations and theorycrafting are showing: that arp becomes the best stat above 200-300 unbuffed arp. Entering all my unbuffed stats (see below), enabling all talents and buffs, show that agi/str is by far the best stats for me. I then increase unbuffed arp until it says arp is the best stat, which happens at about 550-600. Above 548 arp hearty rhino is the best food for me according to the calculator, below 548 blackened dragonfin is best. Sry if this is a rly stupid question, i just cant see how this all makes sense.
My unbuffed stats are: 191 str, 1127 agi, 202 arp, 200 haste, 233 hit, 140 exp, crit 694, 7052 ap.
Any hints would be highly appreciated.
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07/27/09, 8:41 AM
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#139
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Piston Honda
Tauren Druid
Kargath (EU)
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Toskk, RAWR and FBN are 3 different models. Toskk and RAWR are calculators, FBN is a simulator.
All three of them are really good, but will present different results. It's up to you which of them you will follow.
Personally I never used Toskk. I was following RAWR very precisely during BC, but now I'm trusting FBN a little more, which most of the druid community seemingly does. And the information provided in my Guide here are backed up by FBN.
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08/12/09, 1:38 PM
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#140
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Glass Joe
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I am having some trouble with the ArP part of the guide.
I'm not sure if I'm doing it correctly, but I am gemming ArP when I finally got enough, but my agi dropped of course.
Are these numbers a good balance? I'm not in full Ulduar gear, but it's getting there... sortof.
I'm at 1215 agi with 490 ArP. Just by those numbers, I feel like I lost a lot of damage, but I haven't really done practically raiding tests (I did test on a dummy). Any suggestions? Am I doing it right?
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08/12/09, 2:48 PM
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#141
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Von Kaiser
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I think a lot of the FBN calculations assume you have a certain set of raid buffs available to attain the dps it's predicting/simulating/theorycrafting. I'm guessing you're just self buffed when hitting the practice dummy? Relative stat values fluctuate a great deal depending on which buffs you have available.
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Strong like bull, smart like tractor...
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08/12/09, 5:01 PM
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#142
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Banned
Nym
Night Elf Druid
No WoW Account
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I re-gemmed for ArP and I noticed my DPS in heroics went down because I often find myself just spamming swipe. My ArP is currently at 322 (26.14%), 1316 Agility and 49.44% crit un-buffed. It does seem to be higher on boss fights where I have time to work my full optimal single-target rotation and pop Berserk + Incisor Fragment (still need Mjolnir Runestone), keep Berserking and DMC:Greatness buffs up though. I don't seem to have gained any dps over other cats that have gemmed for agility but maybe this is because I am still well below the ArP cap and this will change as I get closer.
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08/13/09, 1:49 PM
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#143
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King Hippo
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Swiping itself is not the cause of your DPS loss. A lower percentage of bleeds versus a regular cycle should never produce less damage-- the armor penetration is applying to all your damage instead of 65-75%. In those AOE situations, there aren't a lot of sunders going out on every mob, and that also tips the favor towards ArPen.
Not using an ArPen trinket and judging against a heroic when most statements are for raid contexts are the two bigger factors-- not the swipe attack itself.
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08/13/09, 3:08 PM
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#144
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Glass Joe
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Currently, my cat is running about 42% ar pen static. With other armor reductions granted by other raid members (i.e. Sunder armor), is there a different cap? I mean, the post in the beginning says to stop at 619 if you have grim toll, but it seems like a waste even then because you're still going over cap is certain debuffs are present. Even faerie fire is 5% armor ignore.
I have a friend who tells me he's a theorycrafter, and for the most part, I haven't really found myself going wrong listening to him. He says over 500 ar pen is generally a waste of stats, and at that point i should go for something else.
Another thing I hear from people is that expertise, although important, is good as long as yFou have enough. Currently, I'm running 2 pc T7.5 and 2 pc T8. If I get the T8 or T8.5 gloves, I plan on buying my T8.5 chest as well. the problem with that is that I'm currently using chestguard of the recluse, and it's my only source of expertise aside from primal precision. Removing the chest would put me down to 10 expertise and also put me far over hit cap since I'm already over (since T8.5 has hit on the chest). Would it still be worth it for the 4 pc T8? I was considering keeping the chest and aiming for the shoulders (which have expertise) and hands, but 25m yogg still seems out of my guild's reach, and I have terrible luck on rolls for 10m.
The hit problem can easily be solved if I were to eventually get lotra'fen or mjolnir (since Twisted Visage or grim toll would be switched out), but is 10 expertise okay? I used to run at 14 at one point with like 230 hit, and I would still pull at least top 3... although I could still top charts on certain fights (me and the 2 rogues duke it out quite a bit... they also have higher wow-heroes scores than I do... as far as the validity of wow-heroes, however questionable it may be, they still are better geared than I am).
So... 10 expertise, enough to justify switching to 4 piece T8?
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08/13/09, 3:16 PM
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#145
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Glass Joe
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Originally Posted by Whoaness
I am having some trouble with the ArP part of the guide.
I'm not sure if I'm doing it correctly, but I am gemming ArP when I finally got enough, but my agi dropped of course.
Are these numbers a good balance? I'm not in full Ulduar gear, but it's getting there... sortof.
I'm at 1215 agi with 490 ArP. Just by those numbers, I feel like I lost a lot of damage, but I haven't really done practically raiding tests (I did test on a dummy). Any suggestions? Am I doing it right?
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The dummy unfortunately is a bad indicator of your raid dps. In my experience, auto-attacks make a very significant part of your damage. Raid buffs will really help your ar pen to shine. If you look at the main attacks affected by ar pen, you note auto attacks, shreds, mangles (if you have to), and Ferocious bites. 20% haste from Improved Windfury totem or Improved Icy Talons will add quite a bit of damage to the auto attacks as well as proc more omen of clarity. More omen of clarity procs means more shreds, and more shreds means more damage as well as better combo point generation. More combo points from the increased crit also means more ferocious bites. And since, again, these abilities are all affected by ar pen, it means that you need raid buffs in order to really see the benefits.
Being gemmed agi on the dummy means you're going to already have higher crit than being gemmed ar pen, so the increase in dps may not be so apparent.
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08/13/09, 5:58 PM
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#146
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Von Kaiser
Night Elf Druid
Alexstrasza (EU)
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Murna, Switching Shred Idol to Mutilation?
Murna, are you switching (or already have switched) to the Idol of Mutilation vs the Shred Idol? Or is there another item that can be bought with the emblems of triumph that is a better dps upgrade (35+ badges)?
I know this is poorly associated with dps mechanics but I think this week many ferals will have the 25 emblems of triumph and wondering whether its worth it to pick up the new idol or wait a few weeks and pick up something else.
Last edited by mesh7 : 08/14/09 at 10:21 PM.
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08/13/09, 7:04 PM
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#147
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Get off my lawn.
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Just loosely based on napkin math, the idol is a reasonable increase in DPS over what you can hope to get until badges become more plentiful -- certainly better than getting 1 piece of T9 (and most ferals in reasonable u-25 guilds have 4pc t8.5 + thorim chest/freya legs). The other option is picking up the ring which is slightly more expensive, especially if you don't have access to Brann's ring(s)/Band of Lights/Cindershard etc.
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08/14/09, 1:06 PM
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#148
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Glass Joe
Human Death Knight
Korgath
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Cat DPS Dummy here. A quick question. Is there a point at which hit rating is too low and hampers your DPS cycle? I ask because I recently upgraded a couple of pieces of gear, lost some hit rating, and I'm now at 104 hit rating. I haven't noticed too many misses, but my DPS seems to have taken a dip, although the gear I upgraded were all improvements to ArP. Is it generally a good idea to get close to hit cap? I have read the entire threat, and realize that we don't need to be at hit cap, but I have a general sense that 104 hit rating is a bit low.
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08/14/09, 2:11 PM
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#149
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Glass Joe
Night Elf Druid
Antonidas
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Originally Posted by KrmtDfrog
Which potion is better for cat druids? I currently have a haste rating of 232 (9.2% haste) which takes my attack speed from 1.0 to .92 - a whole .08 of a second. This makes me doubt the effectiveness of haste even more than I used to. Looking at recount on an OS10 3d from earlier, I had 56 melee attacks in 46 seconds of damage (lol kiting tenebron). Counting in Lust, and at about 1,200 damage per attack roughly, let's say thats 6 extra attacks from my own haste and not from lust. That makes about 7,200 damage. Out of 196,000 overall.
The conventional wisdom is the best potion for melee dps to take is Potion of Speed - 200 haste. However this seems like a giant poopstain for me. Would Potion of Wild Magic (200 crit) or Insane Strength (120 str) be better?
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You can't think of haste in terms of the actual reduction in speed because, the very reason you are, it's tiny time segments. Haste is a direct percentage increase in white damage for cat. 1% faster swing timer means that you will have 1% more attacks in the same amount of time. If you think of it in terms of .08 faster attacks it seems like nothing, but if you think of it in terms of 8% more white damage it reveals its value more. If white attacks are 50% of your overall damage then an 8% haste increase is a 4% damage increase since it only increases white damage.
You did the math, but you contradicted yourself by using your own false anecdotal evidence.
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08/14/09, 2:23 PM
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#150
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Glass Joe
Night Elf Druid
Antonidas
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Originally Posted by Zolak
Cat DPS Dummy here. A quick question. Is there a point at which hit rating is too low and hampers your DPS cycle? I ask because I recently upgraded a couple of pieces of gear, lost some hit rating, and I'm now at 104 hit rating. I haven't noticed too many misses, but my DPS seems to have taken a dip, although the gear I upgraded were all improvements to ArP. Is it generally a good idea to get close to hit cap? I have read the entire threat, and realize that we don't need to be at hit cap, but I have a general sense that 104 hit rating is a bit low.
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You want to be as close to hit capped (230 with draenai, 263 without) as you can. The reason for that is its hard enough to maintain our cycles with all our hits going through, it is going to be even harder to maintain the cycles if attacks are missing. So yes ideally you want to keep yourself hit capped and if at all possible at least the dodge exp cap (64 exp rating with primal precision).
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