Originally Posted by Manveru
That would make sense, except they are still using the CS glyph apparently. It's worth noting that casting AiS even with high haste can be risky if you somehow have to interrupt it, I believe this is one of the factors which contributes to the reforging to mastery idea.
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First, you make it sound like I state that using the CS glyph is always bad with the low haste case, and that is not true. The CS glyph and the low haste case is perfectly fine for people with relatively high latency. However, for people with low latency, it really does not make sense to me to use the CS glyph with low amounts of haste since you can have dead time in your rotation and a lot of wasted focus. However, in the right situations, it can still work out to be the best third glyph, but usually RF will be better. The following will illustrate this:
The suggested rotation for someone with the CS glyph and the recommended haste amounts is CS-ASx2-SSx5. Disregarding latency, this cycle requires 15.12% haste to be tight on normal cycles or cycles where an MMM AI proc replaces and AS and 10.52% haste to be tight on cycles where an MMM AI proc replaces and SS. The focus can be balanced well with proper decisions of replacing an AS with an MMM AI proc when focus is low and an SS when focus is high.
At low amounts of haste, this cycle delays your CS casts a lot. At 5% haste, your CS cast is delayed by almost 0.6s on normal cycles and is delayed even more when factoring in latency. Thus, this rotation is not really ideally for taking advantage of the CS glyph, so let's look at option of removing shots from this rotation.
The first option is removing an SS for an CS-ASx2-SSx4 rotation. Here is a table on this option with the CS glyph:
| CS Cycle Time | Tight Cycle# | Focus* | Focus^ |
| 10.0 | -21.06% | 26.21% | -0.49% |
| 9.9 | -19.91% | 27.49% | 0.52% |
| 9.8 | -18.74% | 28.79% | 1.55% |
| 9.7 | -17.52% | 30.12% | 2.59% |
| 9.6 | -16.27% | 31.47% | 3.66% |
| 9.5 | -14.99% | 32.86% | 4.75% |
| 9.4 | -13.66% | 34.27% | 5.87% |
| 9.3 | -12.29% | 35.71% | 7.00% |
| 9.2 | -10.87% | 37.19% | 8.17% |
| 9.1 | -9.41% | 38.70% | 9.36% |
| 9.0 | -7.90% | 40.24% | 10.57% |
# Haste required from gear for a tight cycle
* Haste required from gear to focus balance on a normal cycle
^ Haste required from gear to focus balance on cycles with a MMM AI proc replacing an AS
This table illustrates several problems:
1) Even with a highly unlikely 0% haste from gear, the cycle has about 0.47s of deadtime. To use up that deadtime via latency, about 157ms of latency is required. With lower than that latency, this rotation still has deadtime. With between 157ms and about 323ms latency, the rotation still take advantage of about 0.5s of the benefit of the CS glyph. Above that level of latency, well... a better connect is recommended.
2) On normal cycles, between about 33% and 40% haste from gear is required to balance focus for a tight or near tight CS glyph rotation. This is in contradiction to the low haste case.
3) Since the rotation only has 4 SSs, the only choice for shot replacements for MMM AI procs is an AS. But even when replacing an AS with a MMM AI proc you still need decent levels of haste. Considering that you will only be getting an MMM AI proc on average every other cycle, the haste requirement for focus balancing a tight rotation is about 25% haste from gear.
Hence, this rotation is really not ideal since it possibly has a lot of deadtime and is focus starved.
The other option is dropping an AS instead for a CS-AS-SSx5 rotation. Here is a table on this option with the CS glyph:
| CS Cycle Time | Tight Cycle# | Focus* | Focus^ |
| 10.0 | -13.66% | -49.03% | -36.19% |
| 9.9 | -12.56% | -48.51% | -35.59% |
| 9.8 | -11.44% | -47.99% | -34.99% |
| 9.7 | -10.29% | -47.45% | -34.37% |
| 9.6 | -9.11% | -46.91% | -33.73% |
| 9.5 | -7.90% | -46.35% | -33.09% |
| 9.4 | -6.66% | -45.78% | -32.43% |
| 9.3 | -5.38% | -45.19% | -31.76% |
| 9.2 | -4.06% | -44.60% | -31.08% |
| 9.1 | -2.71% | -43.99% | -30.38% |
| 9.0 | -1.32% | -43.37% | -29.67% |
# Haste required from gear for a tight cycle
* Haste required from gear to focus balance on a normal cycle
^ Haste required from gear to focus balance on cycles with a MMM AI proc replacing an SS. The cycle time is also reduced by the extra SS cast time being eliminated
This table illustrates several problems:
1) Even with a highly unlikely 0% haste from gear, the cycle has about 0.1s of deadtime. At just 5% haste, the deadtime is about 0.42s. Once again, at low latency, this rotation still has deadtime, but with relatively high latency it can be somewhat tight. The bad news is that on cycles where a MMM AI proc replaces a SS, the cycle time has an additional 0.3-0.4s of deadtime.
2) This rotation wastes a large amount of focus.
Hence, this rotation is really not ideal since it possibly has a some deadtime and wastes a lot of focus.
Now the focus consumption can be balanced out by kind of using both cycles as necessary to balance focus, but even then, you are still left with a lot of deadtime in your rotation unless you have relatively high latency. What is more often than not the best decision for someone with low haste is to forgo the CS glyph for the RF glyph (to help speed you AIs during RF back up) and do the same CS-ASx2-SSx5 rotation that those with the CS glyph and high haste do. For this rotation the data is:
| CS Cycle Time | Tight Cycle# | Tight Cycle MMM# | Focus* | Focus^ | Focus& |
| 11.0 | -13.66% | -21.06% | -5.12% | 4.81% | -29.39% |
| 10.9 | -12.56% | -19.91% | -4.25% | 5.77% | -28.74% |
| 10.8 | -11.44% | -18.74% | -3.36% | 6.75% | -28.08% |
| 10.7 | -10.29% | -17.52% | -2.46% | 7.75% | -27.41% |
| 10.6 | -9.11% | -16.27% | -1.54% | 8.77% | -26.73% |
| 10.5 | -7.90% | -14.99% | -0.60% | 9.80% | -26.03% |
| 10.4 | -6.66% | -13.66% | 0.35% | 10.86% | -25.32% |
| 10.3 | -5.38% | -12.29% | 1.33% | 11.93% | -24.59% |
| 10.2 | -4.06% | -10.87% | 2.32% | 13.03% | -23.85% |
| 10.1 | -2.71% | -9.41% | 3.34% | 14.15% | -23.10% |
| 10.0 | -1.32% | -7.90% | 4.37% | 15.29% | -22.33% |
# Haste required from gear for a tight cycle
* Haste required from gear to focus balance on a normal cycle
^ Haste required from gear to focus balance on cycles with a MMM AI proc replacing a SS. The cycle time is also reduced by the extra SS cast time being eliminated
& Haste required from gear to focus balance on cycles with a MMM AI proc replacing an AS.
Items to note:
1) Focus can be balanced in this rotation by making smart decisions on whether to replace an AS or a SS with a MMM AI proc.
2) This cycle has the same haste requirements on normal and MMM AI proc replacing an SS cycle as the previous two cycles for the CS glyph case. Hence, it will have some deadtime to unless you have sufficient latency to use it up.
Concerning you AI comment, that is a given. Anytime you cast you have the chance to have the shot interrupted by movement or other interruptions. However, a smart player will know the boss mechanic well enough to know when you are in a safe period for casting AI and when you are not in a safe period and should cast AS instead. If you have more haste from gear and a faster AI cast time, it will be the perferred shot to use for higher DPS when it is safe to do so. of course, you still want to use AS when its not safe to cast AI.
EDIT: By the way, this analysis was done with assuming that you still have 3/3 Pathing. Removing points in Pathing roughly increases the amount of haste from gear required by a little more than 1% per point and reduces the deadtime in the cycle by roughly 0.05s per SS. On the other hand, removing Pathing hurts the focus balancing a little.
EDIT2: Another item to realize (and I do not know whether its applicable to the hunters at which you were looking), but the CS glyph and low haste is a good combination for MM PvP.