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Old 06/25/11, 1:03 PM   #466
Neruse
Piston Honda
 
Night Elf Hunter
 
Sargeras
I can add my 2 cents that something is overwriting on Piercing Shots.

Crit Aimed for 44.1k plus Crit Chimera for 42.3k equals 9 ticks of 1586 Piercing Shots damage. At 30%, the expected total from PS would be 25.92k, not 14.27k.

Combing through logs of single-target fights, it does seem that Piercing Shots damage is always 2-4% below expected returns compared to femaledwarf.

Because PS ticks every second, we don't lose as much damage from the bug as fire mages did from Ignite which ticked every 2 seconds.

Last edited by Neruse : 06/25/11 at 1:13 PM.

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Old 06/25/11, 3:58 PM   #467
Dispiosan
Glass Joe
 
Orc Hunter
 
Mal'Ganis
Originally Posted by Thalastor View Post
The bleed debuff was up from some warrior for both shots, but it seems clear that 2 simultaneous crits are functioning similar to how Ignite does.
Old school Explosive Shot during LnL anyone?

It seems to me you can use AS as a buffer in a lot of these situations if you are aware of your Ready...Set...Aim... stacks and expect an MMM proc while using an AS focus dump rotation.

During CA tho where there is a solid possibility that MMM procs during a fresh AiS hardcast I would imagine that a "heartbeat delay" is the best option.

If indeed you only have to wait ~1/20 a second (Meaning don't pre-Q it, give it a minute delay) then I don't see it really being adverse to our DPS to give a heartbeat delay to accommodate full SS PS dmg.

1/10 of second delay is probably more realistic.
On a longer fight or very good RNG fight w/ 15 MMM procs about half will be cast after an AS anyways if you're paying attention.
7-8 will be delayed. That's what...? 7-8/10ths of a second to probably get the 3 or 4 SS crits to count. 7-8/10ths of a second for ~15k dmg seems reasonable to me off simply the top of my head.

In any rotation you use that has a delay pre-CS cast could simply move that delay to the MMM-proc portion to ensure your rotation doesn't change at all and you get full PS dmg.

Last edited by Dispiosan : 06/26/11 at 2:33 AM.

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Old 06/28/11, 2:40 AM   #468
alienangel
Bald Bull
 
alienangel's Avatar
 
Draenei Hunter
 
Eredar
I'm confused how we can have simultaneous PS proccing crits at all though - PS only procs from abilities that are on the GCD, and all of those abilities should have the same travel time, so how are two of them landing at the same time? They should always be at least 1s apart. I remember it used to happen with Deep Wounds for warriors in Wrath when you had a mainhand+offhand crit at the same time (or an HS crit coincident with something else), but we don't have such attacks that hit the same target multiple times. This has been the case since PS was introduced, which is why we never bothered checking for munching.

Are MMM procs not incurring travel delay?

edit: thinking about it, I suppose in the case of a cast time shot followed by an instant, the cast shot would begin its 1s GCD at the start of the cast, completing before the end of the cast, but not actually fire till the cast is complete. Since the GCD would have finished if the cast time is longer than 1s, the instant could then be queued/fired right as the cast ends, and so long as the game lets the shot leave from the player at the start of the instant's GCD, it would leave at pretty much the same time as the preceeding cast?

So the cases we'd worry about would be steady -> chimera, steady -> MMM, AiS -> Chimera and AiS -> MMM, in increasing order of damage loss. We could try to buffer with AS, but that would mess with our 4pcT12 bonus utilization plans, along with probably being suboptimal in other ways.

Last edited by alienangel : 06/28/11 at 2:54 AM.

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Old 06/28/11, 7:48 AM   #469
pichuca
Von Kaiser
 
Orc Hunter
 
Uldum (EU)
When you do a cast greater than 1 GCD followed by an instant shot, the time difference between impacts is exactly your latency (plus press-release time of the key). The 1ยบ is fired as soon as the cast ends, and the second is shoot as soon as you press (or release) the key.

There is only 2 scenarios where munching PS would mean a significant dps loss: using either CS or MMM procc after a casted AiS. That can be easily avoided. The damage loss from munching PS from a Steady Shot is, on the other hand, meaningless. We usually use 2-3 instants every 10-12 Steadys. Delaying 0.2 sec a CS or MMM procc after a casted is a good idea but I think its not worth delaying instants after SS, that could easily mess our rotation for a very little dps gain.

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Old 06/28/11, 9:51 AM   #470
Caltiom
Von Kaiser
 
Human Priest
 
Eredar (EU)
Thanks to your reports we added munching and rolling for Piercing Shots in simulationcraft, and at the same time found a bug which overvalued piercing shots in simc quite massive ( -1.2k dps ). Piercing Shot DPS percentages compare much better to WoL logs now.

Edit: Forget my number of approximate dps reduction of munching Piercing Shots. It was connected with this other bug, and now I can't really provide a before/after difference.

Last edited by Caltiom : 06/28/11 at 2:11 PM.

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Old 06/28/11, 1:46 PM   #471
Whitefyst
Great Tiger
 
Orc Hunter
 
Draenor
Let me make sure I understand the PS munching situation correctly and fully.

There are 4 situations where PS munching can occur:
1) SS->CS
2) SS->MMM AI
3) AI->CS
4) AI->MMM AI

According to my 378, 12.93% haste gear set analysis, each PS shot provides the following average PS amount:
SS: 5246
CS: 22761
AI: 24005

Over a 5 min fight, having 1 SS munched loses 17 DPS. 1 munched AI hardcast loses about 80 DPS.

With assuming a 40% crit rate outside the CA phase and a 100% crit rate during the CA phase, the chances for both shots being crits is 16% outside the CA phase and the following for each case in the CA phase:
1) and 3) 40%
2) and 4) 100%

Concerning SS->CS
- Assuming no CS glyph, the maximum number of these situations is 300/10 = 30 over a 5 min fight. The number is actually reduced some by the CS extension over the CA phase and when hasted, so a better number is 27.
- A portion of the SS->CS situations occur over the CA phase where SSs are almost assured to crit. With the shortened CA duration, there is likely only to be 2 to 3 CS casts over this period. With the 40% chance that both shots will crit, we are looking at about a 1-2 chance of SS PS mucnches by CS over this phase for about a 34 DPS loss.
-- The good news is that we will definitely prefer to be hasted with RF over the period usually. If we use the recommended 12.93% haste route, then the SS cast is at the GCD. Using the RF glyph or having a little additional haste above the 12.93% haste actually brings the SS cast down to below the GCD and eliminates the chance for munching during the CA phase.
- During the rest of the fight, there is 24 to 25 chances for for CS PSs to munch SS PSs. At the 16% chance for both shots to be crits, 4 munches are expected for an estimated 68 DPS loss.
-- The number can be reduced some by recognizing that this period includes the second RF pair and that the additional haste on top of it can eliminate 2 to 3 of the 25 chances.
-- With the increased RF haste, this leaves at most 22 SSs that could experience the munching. At the 16% simo crit rate, that is about 3.5 SS PS munches costing about 60 DPS over the fight. This loss is acceptable and less than the loss from delaying every CS cast a bit to try to avoid the munching.
- Also note that the adding of a little additional haste to make the SS casts during RF below the GCD also results in a little deadtime in the CS cycle during the Standard phase unhasted (when assuming latency is accounted), which can eliminate the munching then as well. With this being about 55% of the fight (with assuming the second RF pair is performed during it), this can eliminate another 13 SS PS munching opportunities. This leaves only 9 SS munching opportunities due to CS casts. With 16% simo crit rate, this is only a loss of 1.44 SS PSs or about 24 DPS.
- Thus, with a small amount of additional haste, we can reduce the DPS loss from CS PSs munching on SS PSs from about a 102 DPS loss to a 24 DPS loss.

Concerning SS->MMM AI
- With the expected number of SSs performed, I would expect about 17 MMM AI procs over the course of a 5 min fight. Thus, in the worse case scenario with all MMM AI procs casts after an SS and both crit, SS munching by MMM AIs will cost 289 DPS. With at most 2 of these occurring during the CA phase with 100% simo crit chance and the other 15 during the rest of the fight with a 16% simo crit chance, the more realistic case if all MMM AI procs are cast after a SS is 4.4 munches for a 75 DPS loss.
- However, there are many cases where we do not or can choose not to fire the MMM AI proc after an SS when taking advantage that the proc has a 8s window to use it. These include:
-- Some MMM AI procs will be used after a CS naturally since it just came off CD and is higher priority. That reduces the number by some amount. With assuming on average 3 discrete places where MMM AI procs would be used in a CS cycle, that eliminates about a third of the chances down to 12 remaining.
-- When using AS a the focus dump, the CS cycle always uses at least 2 AS per cycle when not using the CS glyph with the MMM AI replacing one of those. Since the casting of either the MMM AI or AS first can be done with no net impacts, we can choose to always cast the AS first followed by the MMM AI to further reduce the SS PS munching by MMM AIs. say by 5 as an estimate down to 7 remaining.
-- During the KS phase, as long as we do not perform any additional SS casts besides the second in the SS pair when the first procs it, we can wait to use the MMM AI proc until after a KS cast if it is coming off CD soon. If we have neither the KS or CS glyphs allowing for KS to be performed in a consistent location in the tight CS rotation, then we could choose to perform the KS in the middle of the rotation so that it is offset from the CS cast to increase the opportunity that CS or KS casts could be used to prevent MMM AI PS procs munching. Assuming that KS casts can be used to eliminate 2 munching opportunities, this leave only 5 total much opportunities. With assuming that still 2 occur in the CA phase and the other 3 outside it, this is a total of about 2.5 MMM AI PSs munching SS PS for a loss of 43 DPS.

Concerning AI->CS:
- We only use AI hardcasts during the CA phase and when under dynamic haste effects (such as RF, BL, or trinket procs). Considering some overlaps and accounting a little for having to use ASs instead of AIs sometimes, we only hardcast AI for about 2 mins of a 5 min fight, or about 40% of the time. Also with considering that during these phases, CS cycles are extended, I estimate only 8 of the 27 CSs being performed over this period with 2 of them in the CA pase. If one assumes all of the CSs are preceded by an AI, the total number of AI PSs being munched by CS PSs is about 1.12, resulting in an estimated DPS loss of about 90 DPS at worse.
- Considering the large focus cost of AI hardcasts, we normally cannot follow them with CS casts and usually choose not to. Thus, if we never follow an AI hardcast with a CS cast, the chance for munching here is 0 with a 0 DPS loss.
- Note that if we did allow for CS casts after an AI hardcast, that would reduce some of the possibilities for SS PS munching from CS casts.

Concerning AI->MMM AI:
- Once again we only use AI hardcasts about 40% of the time. Hence, with an estimated 17 MMM AI procs, about 7 of these at most would be susceptible to munching with 2 at most in the CA phase and 5 during the rest of the fight. This results in an estimate of 2.8 munches of this type for a DPS loss of 224 DPS, which is significant.
- However, this assumes that MMM AI procs are used after an AI hardcast, which should almost never ever happen for the following reasons:
-- MMM AI procs occur from casting an SS. When the proc occurs, the next AI cast after the SS should be an MMM AI cast instead of an AI hardcast, unless you are able to Q it and it goes through before the proc. I do not know how likely this is.
-- Some of the MMM AI proc casts in this scenario will occur after CS or KS casts.
-- Thus, for most people, I do not anticipate much of a DPS loss from this case.

Hence, I see the amount of total DPS loss from PS munching to be very small and not anything to really worry about too much. The amount of DPS loss can be reduced some by doing the following:
- Have a little over 12.93% haste from gear and Pathing in the 0 latency case and/or use the RF glyph
- Never follow an AI hardcast with a CS, especially in the CA phase. Always separate them by at least one SS.
- When possible, seperate SS and MMM AI proc casts by AS casts (when it is being used as the focus dump) or by CS or KS casts if they have come off CD.
- With the biggest chance of munching being during the CA phase with higher crit rates, pay more attention to these rules during the CA phase.

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Old 06/28/11, 2:04 PM   #472
Whitefyst
Great Tiger
 
Orc Hunter
 
Draenor
This post provides the detailed shot rotation information for the Standard Phase from the MM guide. To make the MM guide shorter and since this information was not needed in the guide and is just useful (to some people) additional information, I am providing it in this separate post referenced from the MM guide instead. For convenience, I am leaving the headers as they would exist in the guide.

Also note that the main information is for without the T12 4-set impacts since that is the default case. Additional information is added to indicate impacts of the T12 4-set procs. Since the shots that consume the T12 procs are not consistent and results in a lot of variablity, the suggestions for the T12 4-set case are average estimates.


 

Contents

[top]6.5.1.2.1 Standard Phase Unhasted

Note that for the Standard Phase unhasted, there is only the following two distinct glyph cases:
- CS glyph
- Without CS glyph (AI, KS, or RF glyphs)

This is because during the Standard phase unhasted, only the CS glyph has impacts. The AI glyph has no impact since you are using AS as your focus dump and the only AIs being performed are the MMM AI procs, which cost no focus. The KS glyph has no impact since KS is not available in this phase. The RF glyph has no impact since we are not performing RF.

[top]6.5.1.2.1.1 5.4% Haste Level for Standard Phase Unhasted

The table below provides the pertinent shot information:

SS Time1.50
FPS4.22
CS Focus-39.78
AS Focus-17.78
SS Focus15.32

[top]6.5.1.2.1.1.1 AI/KS/RF Glyphs for Standard Phase Unhasted at 5.4% Haste

A 10s CS cycle has a tight option at the 5.4% haste from gear and Pathing level that utilizes the minimum 4 SSs. It is:

CS-ASx3-SSx4

With the following breakdown:

ShotTimeFocusFocus2
CS1.0060.2260.22
AS2.0042.4342.43
SS3.5057.7657.76
SS5.0073.0873.08
AS/MMM26.0055.3077.30
AS7.0037.5159.51
SS8.5052.8474.84
SS10.0068.1690.16
Net Focus-20.84-31.84-9.84
Cycle Delay0.000.00 
Focus2 โ€“ cycle with a MMM AI proc replacing an AS

Since this performs the minimum SSs and is a tight CS cycle, I consider it the Maximum DPS cycle for this case. Also with 4 SSs per cycle, a MMM AI proc occurs roughly every other cycle with replacing one of the ASs. As shown in the table above, the problem with this cycle is that it is focus negative and not sustainable with losing an average of about 21 focus per cycle, even with including the focus savings from MMM AI procs. Hence, some type of focus regen cycle is required that includes a 5th SS in the place of one of the ASs as shown below:

CS-ASx2-SSx5

ShotTimeFocusFocus2
CS1.0060.2260.22
AS2.0042.4342.43
SS3.5057.7657.76
SS5.0073.0873.08
AS/MMM26.0055.3077.30
SS7.5070.6292.62
SS9.0085.94107.94
SS10.50101.27123.27
Net Focus12.271.2723.27
Cycle Delay0.500.500.50
Focus2 โ€“ cycle with a MMM AI proc replacing an AS

With 5 SSs per cycle, this rotation generates on average an MMM AI proc every 1.6 cycles, which is greater than the every 2 cycles from the Max DPS case. It also is sustainable with averaging wasting 12.27 focus per cycle. One problem with this cycle is that the 5th SS pushes the CS cycle back by 0.5s, resulting in less CSs performed over the course of the fight.

Hence, ideally we would like to reduce the CS delay while also utilizing some of the excess focus. We can accomplish this by having the MMM AI proc sometimes replace the 5th SS instead of an AS. This works out to be the same as the MMM AI proc cycle for the Max DPS case. The over shot table looks like:

ShotTimeFocusFocus2Focus3
CS1.0060.2260.2260.22
AS2.0042.4342.4342.43
SS3.5057.7657.7657.76
SS5.0073.0873.0873.08
AS/MMM26.0055.3077.3055.30
SS/MMM37.5070.6292.6259.51
SS9.0085.94107.9474.84
SS10.50101.27123.2790.16
Net Focus-0.151.2723.27-9.84
Cycle Delay0.310.500.500.00
Ratio 413
Focus2 โ€“ cycle with a MMM AI proc replacing an AS
Focus3 โ€“ cycle with a MMM AI proc replacing an extra SS

A rough ratio of performing the three possible cycles for focus balancing is shown in the ratio row. At that ratio, the average cycle is pretty sustainable at losing only 0.15 focus per cycle with a CS cycle delay of 0.31, about 0.19s less than the Focus Regen Cycle delay. Note that the number of MMM AIs that would occur in the above ratio of cycles is actually a little higher than 4. If the extra MMM AIs are utilized for additional focus 2 cycles then this becomes a truly focus balanced and sustainable cycle.

Note that since this cycle has an average net delay of 0.31s, a little additional haste beyond the 5.4% will tighten the average cycle up a little bit by shortening the delay in the 5 SS cycles but also adding a little deadtime in the 4 SS cycle. The extreme of this is the next haste point where the 5 SS cycle has no cycle delays but the 4 SS cycle has 0.4s of deadtime. As an example, splitting the difference between the two haste levels at 9.17% results in a 0.24s delay on 5 SS cycles and 0.21s of deadtime on 4 SS cycles for an average CS cycle delay of 0.15s. This higher haste amount also has higher focus regen which slightly alters the cycle ratios in favor of the Max DPS cycle more. What additional haste level is best depends on your current gear and what other stats you have to give up to get the additional haste.

The main effect of the T12 4-set procs is that you can do more of the maximum DPS 4 SS cycles and less (or none) focus regen 5 SS cycles depending on whether the proc is consumed by all ASs, all CSs, or the more likely somewhere in between as shown in the table below:

ShotTimeFocusFocus2Focus3
CS1.0060.2260.2260.22
AS2.0042.4342.4342.43
SS3.5057.7657.7657.76
SS5.0073.0873.0873.08
AS/MMM26.0055.3077.3055.30
AS/SS37.0037.5159.5170.62
SS8.5052.8474.8485.94
SS10.0068.1690.16101.27
Net Focus-20.84-31.84-9.841.27
Cycle Delay 0.000.000.50
#Autos-6.684.604.604.83
Net-T12AS-10.72-21.720.2811.89
Net-T12CS-0.61-11.6110.3922.51
Ratio for AS0.48132
Ratio for CS-0.61110
Focus2 โ€“ cycle with a MMM AI proc replacing an AS
Focus3 โ€“ cycle with an extra SS replacing an AS
Net-12AS โ€“ Net focus when T12 4-set procs used on only Ass
Net-12CS โ€“ Net focus when T12 4-set procs used on only CSs

Without the T12 4-set, the recommendation has the 5 SS rotation in about 5 of every 8 cycles. With the T12 4-set proc the recommendation is reduced to 1 in 3 cycles if the procs are used on AS and almost never if the procs are used on CS. Thus, the actual situation is needing the extra SS somewhere less than 1 in every 6 cycles.

Additional benefits of this include:
- Since the 4 SS cycle is 0.5s shorter than the 5 SS cycle, your average cycle time is reduced, resulting in slightly more frequent CSs.
- As discussed in 6.2.5, you can get additional DPS benefits by using the T12 4-set proc on KC instead of AS when possible to do so efficiently.


[top]6.5.1.2.1.1.2 CS Glyph for Standard Phase Unhasted at 5.4% Haste

A 9s CS cycle has a tight option at the 5.4% haste from gear and Pathing level that utilizes the minimum 4 SSs. This Max DPS case is:

CS-ASx2-SSx4

Similar as to the 10s CS Max DPS cycle, this cycle is not sustainable with losing about 3 focus per cycle even with including the savings of MMM AI procs replacing an AS every other cycle. To balance focus, once again a focus regen cycle, that performs an extra SS and delays the CS cycle by 0.5s, is needed to be worked in enough to balance focus. The information for this balancing is shown below:

ShotTimeFocusFocus2Focus3
CS1.0060.2260.2260.22
AS2.0042.4342.4342.43
SS3.5057.7657.7657.76
SS5.0073.0873.0873.08
AS/MMM2/SS36.0055.3077.3088.40
SS7.5070.6292.62103.73
SS9.0085.94107.94119.05
Net Focus0.26-14.067.9419.05
Cycle Delay0.050.000.000.50
Ratio 451
Focus2 โ€“ cycle with a MMM AI proc replacing an AS
Focus3 โ€“ cycle with a 5th SS proc replacing an AS

This ratio of cycles has a small net positive focus of 0.26 per cycle. Since the 5th SS cycle is only performed in roughly 1 in 10 cycles, MMM AI procs will occur roughly about every other cycle and the average CS delay is only about 0.05s.

This results in the CS glyph being the best glyph choice for the case of 5.4% haste during the Standard phase unhasted when you do not have the T12 4-set. This should be pretty obvious since it is the only glyph with an impact during this phase and since the focus balanced cycles are already pretty tight CS cycles.

When you add in the T12 4-set procs, the extra SS is never needed, and you can perform a tight CS cycle every cycle. However, a lot of focus is wasted at about 11 focus on average per cycle. I investigated the case of totally replacing AS with KC for this cycle to take advantage of that additional focus; however, it did not work well with about 16 focus on average being lost per cycle. Furthermore, using KC instead of AS always during this phase loses all Sicโ€™em procs during this longest phase of the fight, adversely affecting pet DPS. Thus, I do not recommending replacing all ASs with KCs, but it is probably fine to replace a focus costing AS with a KC from time to time on cycles with neither proc.

[top]6.5.1.2.1.2 12.93% Haste Level for Standard Phase Unhasted

The table below provides the pertinent shot information:

SS Time1.40
FPS4.52
CS Focus-39.48
AS Focus-17.48
SS Focus15.32

[top]6.5.1.2.1.2.1 AI/KS/RF Glyphs for Standard Phase Unhasted at 12.93% Haste

The 12.93% haste from gear and Pathing level is not designed to perform the minimum 4 SSs per cycle since it results in CS cycles with a constant 0.4s of deadtime as shown below:

CS-ASx3-SSx4

With the following breakdown:

ShotTimeFocusFocus2
CS1.0060.5260.52
AS2.0043.0343.03
SS3.4058.3658.36
SS4.8073.6873.68
AS/MMM25.8056.2078.20
AS6.8038.7260.72
SS8.2054.0476.04
SS9.6069.3791.37
Net Focus-19.63-30.63-8.63
Cycle Delay-0.40-0.40-0.40
Focus2 โ€“ cycle with an MMM AI proc replacing an AS

In addition to the deadtime, this cycle is also focus negative by about 20 per cycle even with including replacing an AS with a MMM AI proc every other cycle. Once again, some type of focus regen cycle is required that includes a 5th SS in the place of one of the ASs. A 5th SS cycle is what this haste level is built to accomplish as shown below:

CS-ASx2-SSx5

ShotTimeFocusFocus2Focus3
CS1.0060.5260.5260.52
AS2.0043.0343.0343.03
SS3.4058.3658.3658.36
SS4.8073.6873.6873.68
AS/MMM25.8056.2078.2056.20
SS/MMM37.2071.5293.5260.72
SS8.6086.85108.8576.04
SS10.00102.17124.1791.37
Net Focus0.872.1724.17-8.63
Cycle Delay0.000.000.00-0.40
Ratio 413
Focus2 โ€“ cycle with an MMM AI proc replacing an AS
Focus3 โ€“ cycle with an MMM AI proc replacing the 5th SS

The rotation with 5 SSs per cycle and a MMM AI proc replacing an AS when it occurs is a tight CS cycle, but it wastes about 14 focus per cycle on average. Hence, to balance focus consumption and increase DPS, we sometimes replace the 5th SS with the MMM AI proc instead, which is the same as the MMM AI proc cycle for the 4 SS case above. The rough ratio for focus balancing is having the MMM AI proc replace the 5th SS on about every 3 of 4 procs. This results is a slightly focus positive average cycle. It also results in every cycle being a tight CS cycle with about every 3 in 8 having 0.4s of deadtime.

The main effect of the T12 4-set procs is that you can do more of the maximum DPS 4 SS cycles and less (or none) focus regen 5 SS cycles depending on whether the proc is consumed by all ASs, all CSs, or the more likely somewhere in between as shown in the table below:

ShotTimeFocusFocus2Focus3
CS1.0060.5260.5260.52
AS2.0043.0343.0343.03
SS3.4058.3658.3658.36
SS4.8073.6873.6873.68
AS/MMM2/SS35.8056.2078.2089.01
AS6.8038.7260.7271.52
SS8.2054.0476.0486.85
SS9.6069.3791.37102.17
Net Focus-19.63-30.63-8.632.17
Cycle Delay0.000.000.000.00
#Autos 4.934.934.93
Net-T12AS -19.802.2013.01
Net-T12CS -8.9613.0423.85
Ratio for AS2.14132
Ratio for CS2.04110
Focus2 โ€“ cycle with a MMM AI proc replacing an AS
Focus3 โ€“ cycle with an extra SS replacing an AS
Net-12AS โ€“ Net focus when T12 4-set procs used on only Ass
Net-12CS โ€“ Net focus when T12 4-set procs used on only CSs

Without the T12 4-set, the recommendation has the 5 SS rotation in about 5 of every 8 cycles. With the T12 4-set proc the recommendation is reduced to 1 in 3 cycles if the procs are used on AS and almost never if the procs are used on CS. Thus, the actual situation is needing the extra SS somewhere less than 1 in every 6 cycles.

Additional benefits of this include:
- Since the 4 SS cycle is 0.5s shorter than the 5 SS cycle, your average cycle time is reduced, resulting in slightly more frequent CSs.
- As discussed in 6.2.5, you can get additional DPS benefits by using the T12 4-set proc on KC instead of AS when possible to do so efficiently.

[top]6.5.1.2.1.2.2 CS Glyph for Standard Phase Unhasted at 12.93% Haste

A 9s CS cycle has a tight option at the 12.93% haste from gear and Pathing level that utilizes the minimum 4 SSs. This Max DPS case is:

CS-ASx2-SSx4

Similar as to the 10s CS Max DPS cycle, this cycle is not sustainable with losing about 2 focus per cycle even with including the savings of MMM AI procs replacing an AS every other cycle. It also has about 0.4s of deadtime every cycle. To balance focus, once again a focus regen cycle, that performs an extra SS and results in a tight CS cycle, is needed to be worked in enough to balance the focus. The information for this balancing is shown below:

ShotTimeFocusFocus2Focus3
CS1.0060.5260.5260.52
AS2.0043.0343.0343.03
SS3.4058.3658.3658.36
SS4.8073.6873.6873.68
AS/MMM2/SS35.8056.2078.2089.01
SS7.2071.5293.52104.33
SS8.6086.85108.85119.65
Net Focus1.13-13.158.8519.65
Cycle Delay0.00-0.40-0.400.00
Ratio 451
Focus2 โ€“ cycle with a MMM AI proc replacing an AS
Focus3 โ€“ cycle with a 5th SS proc replacing an AS

This ratio of cycles has a small net positive focus of 1.13 per cycle. Since the 5th SS cycle is only performed in roughly 1 in 10 cycles, MMM AI procs will occur roughly about every other cycle and the average CS cycle has no delays, although 9 of 10 cycles will have 0.4s of deadtime.

Despite the deadtime in most cycles, the CS glyph is still the best glyph choice for the case of 12.93% haste during the Standard phase unhasted when you do not have the T12 4-set. This is pretty obvious since it is the only glyph with an impact during this phase.

When you add in the T12 4-set procs, the extra SS is never needed, and you can perform a tight CS cycle every cycle. However, a lot of focus is wasted at about 16 focus on average per cycle. I investigated the case of totally replacing AS with KC for this cycle to take advantage of that additional focus; however, it did not work well with about 10 focus on average being lost per cycle. Furthermore, using KC instead of AS always during this phase loses all Sicโ€™em procs during this longest phase of the fight, adversely affecting pet DPS. Thus, I do not recommending replacing all ASs with KCs, but it is probably fine to replace a focus costing AS with a KC from time to time on cycles with neither proc.

[top]6.5.1.2.2 Standard Phase During Rapid Fires

Note that for the Standard Phase during RFs, there is only the following distinct glyph possible cases:
- AI glyph since reduces AI focus cost. Note though that the focus savings from this glyph may not be effective if it is not sufficient to change your shot selection.
- CS glyph. Note that the CS glyph may not be effective in this phase if its DPS beneficial to delay the CS cast only soon enough to refresh SrS.
- KS glyph has no impact since KS is not available. The AI and CS cases can possibly degrade to this case.
- RF glyph has an impact due to the reduced AI and possibly SS cast time and the additional focus regen.

Also, remember that during RFs that we want to perform as many AIs as possible and will willing extend the CS cycle, within the limitation of allowing at least 1s buffer in SrS refresh, as long as it results in higher DPS.

[top]6.5.1.2.2.1 5.4% Haste Level for Standard Phase During RF

The table below provides the pertinent shot information, unless overridden for a specific case:

SS Time1.07
AI Time1.55
FPS9.90
CS Focus-34.10
SS Focus19.61
AI Focus-34.62

[top]6.5.1.2.2.1.1 KS Glyph for Standard Phase During RF at 5.4% Haste

We start with the KS glyph analysis as the base since the KS glyph does not have any impact during this phase. From trying different AI and SS amounts the table below illustrates the ideal case:

ShotTimeFocusFocus2
CS1.0065.9065.90
AI2.5531.2931.29
SS3.6350.9050.90
SS4.7070.5170.51
SS5.7790.1290.12
AI/MMM27.3255.50100.02
AI8.8820.8865.40
SS9.9540.4985.01
SS11.0260.10104.62
SS*12.0979.71124.23
Net Focus-12.07-39.904.62
Cycle Delay0.671.020.46
Net Focus*13.10-20.2924.23
Cycle Delay*1.672.091.54
Net Focus**4.19-39.9024.23
Cycle Delay**1.371.021.54
Net Focus***-3.16-20.294.62
Cycle Delay***0.972.090.46
Focus2 โ€“ cycle with a MMM AI proc replacing an AI hardcast which reduces the cycle time by the difference between the AI hardcast and the GCD
* - cycle with an extra SS always
** - cycle with the extra SS only on MMM AI cycles
*** - cycles with the extra SS only on non-MMM AI cycles

Note that in the above table that the cycle without the extra SS is the base cycle that does the most DPS; however, it is often focus negative and requires adding an extra SS on some cycles to balance focus. Adding the extra SS on MMM AI cycles results in better balancing on CS cycle delays but results in a wider variance in focus usage from cycle to cycle. Adding the extra SS on non-MMM AI cycles has the opposite effect of better balancing in focus usage but a larger variance in cycle times.

As can be seen, the base cycle loses about 12 focus per cycle and is not sustainable. However, it is still an option to perform since it only loses less than 30 focus over the RF and is the highest DPS case. It is worthwhile to lose some focus in the RF case and have to make it up by performing a few extra focus regen cycles during the unhasted phases. The case with the extra SS every cycle wastes over 13 focus per cycle as well as being the lowest DPS case. If you want to balance both DPS and focus, then roughly what is ideal is a 4 cycle rotation with equal amount s of the base cycle with and without a MMM AI proc and the extra SS cycle with and without a MMM AI proc.

When factoring in the T12 4-set procs, a lot of focus is saved per proc (44 to 50). This is enough to eliminate on all cycles the need for the 6th SS that is required without the T12 4-set; however, this is not enough focus to be able to eliminate the 5th SS on every cycle. Plus, the 5th SS is needed on MMM AI proc cycles to take advantage of the 0.53s of deadtime that occurs. Thus, the a rotation with 4 SSs on non-MMM AI proc cycles and 5 SSs on MMM AI proc cycles is fairly tight and almost exactly focused balanced. The problem is that the cycles with only 4 SSs and no MMM AI proc dips to almost 0 focus when starting at 100 focus; thus, it is susceptible to focus dipping when not starting with 100 focus. Hence, the recommendation is to use the 5th SS every cycle although some focus will be wasted.

If you have low latency and good execution, an additional option to utilize the extra focus to add in another AI and SS for increased DPS. This cycle takes a maximum time of 13.64s under ideal situations and is still slightly focus positive.

[top]6.5.1.2.2.1.2 CS Glyph for Standard Phase During RF at 5.4% Haste

For the CS glyph case, DPS is inferior trying to perform a 9s CS cycle during RF. It is actually best to forgo the benefit of the CS glyph to perform extra AIs. Since the CS glyph ends up having to impact, its cycles are the same as for the KS glyph case.

[top]6.5.1.2.2.1.3 AI Glyph for Standard Phase During RF at 5.4% Haste

The impact of the AI glyph in this case is the reduction of the cost of AI hardcasts. With assuming a 40% crit rate, on average the AI glyph saves 2 focus per AI hardcast. This reduces the average focus cost of AI to 32.62. The shot selection and timings for the AI glyph case is the same as for the KS glyph case with the difference being on average saving 6 focus over the 3 AIs per cycle. Hence, I only provide the updated focus information below:

 TimeFocusFocus2
Net Focus-7.32-33.908.62
Net Focus*17.60-14.2928.23
Net Focus**8.82-33.9028.23
Net Focus***1.46-14.298.62
Focus2 โ€“ cycle with a MMM AI proc replacing an AI hardcast which reduces the cycle time by the difference between the AI hardcast and the GCD
* - cycle with an extra SS always
** - cycle with the extra SS only on MMM AI cycles
*** - cycles with the extra SS only on non-MMM AI cycles

The max DPS case is still the cycles without any extra SSs to balance focus. It loses about 7 focus per cycle and about 18 total over the RF. Hence, it is a good option to perform with making up the lost focus with extra focus regen cycles in the unhasted phase. If you want to balance focus, then performing an extra SS on non-MMM AI proc cycles (which is about 31% of the cycles) results in wasting a little focus.

When factoring in the T12 4-set procs, the benefit of this glyph is slightly reduced since the AI that consumes the proc does not benefit from the glyph. Hence, this glyph only saves a small amount of focus per cycle (5-7), which is not enough to perform any extra AIs and focus balancing SSs in the remaining available time before SrS refresh. Thus, with the T12 4-set, the same rotation as performed for the KS glyph works out the best.

[top]6.5.1.2.2.1.4 RF Glyph for Standard Phase During RF at 5.4% Haste

The impact of the RF glyph is reduced AI and SS cast times and increased focus regen. Note that the RF glyph brings the SS cast down to exactly the GCD at this haste level. The updated shot information is:

SS Time1.00
AI Time1.45
FPS10.32
CS Focus-33.68
SS Focus19.32
AI Focus-35.03

As it works out, the same shot selections as for the base KS glyph case work best for the RF glyph case as well except that the cycle takes 0.74s shorter, which is not enough to be able to squeeze in extra AIs and still maintain somewhat focus balancing. The updated shot table is:

ShotTimeFocusFocus2
CS1.0066.3266.32
AI2.4531.2931.29
SS3.4550.6250.62
SS4.4569.9469.94
SS5.4589.2789.27
AI/MMM26.9054.2499.59
AI8.3519.2164.56
SS9.3538.5383.88
SS10.3557.85103.21
SS*11.3577.18122.53
Net Focus-13.80-42.153.21
Cycle Delay0.130.35-0.10
Net Focus*11.19-22.8222.53
Cycle Delay*1.011.350.90
Net Focus**2.32-42.1522.53
Cycle Delay**0.730.350.90
Net Focus***-4.93-22.823.21
Cycle Delay***0.421.35-0.10
Focus2 โ€“ cycle with a MMM AI proc replacing an AI hardcast which reduces the cycle time by the difference between the AI hardcast and the GCD
* - cycle with an extra SS always
** - cycle with the extra SS only on MMM AI cycles
*** - cycles with the extra SS only on non-MMM AI cycles

The max DPS case loses about 14 focus per cycle or about 37 focus over the whole RF pair. This is a possibility to be performed during the RF with making up the focus with extra focus regen cycle when unhasted. However, I do not think that using this cycle all throughout the RF is possible since you will not have enough focus for some of the AI casts. Hence, extra SSs are probably needed. The case of doing extra SSs on MMM AI proc cycles results in a slightly focus positive rotation. A slightly better DPS case is using the extra SS on non-MMM AI cycles since there are less of those. Since RF only lasts 30s, I would suggest using the base rotation with just one extra SS on a MMM AI cycle.

When factoring in the T12 4-set procs, the average proc rate is just enough to make the base cycle of CS-AIx3-SSx5 be a little focus positive regardless of whether the proc is used by CS or AI, eliminating the need for the extra SS on some cycles.

Furthermore, due to the extra focus in the above rotation and the shorter cycle time with the RF glyph, there is actually enough time and focus to perform an additional AI and focus balancing SS for a CS-AIx4-SSx6 cycle. Note though that this cycle experiences a focus dip of about 82 focus. Thus, if you do not start with at least that much focus that you may need to drop the extra AI and SS on some cycles.

[top]6.5.1.2.2.2 12.93% Haste Level for Standard Phase During RF

The table below provides the pertinent shot information, unless overridden for a specific case:

SS Time1.00
AI Time1.45
FPS10.32
CS Focus-33.68
SS Focus19.32
AI Focus-35.03

The interesting item to note here as compared to the 5.4% haste case is that the numbers above are the same as for the 5.4% haste case under glyphed RF. Thus, you get the same benefit for the 10% increased haste from the RF glyph from just 7.53% more haste from gear and Pathing due to how the additions and multiplications work out.

[top]6.5.1.2.2.2.1 KS Glyph for Standard Phase During RF at 12.93% Haste

We start with the KS glyph analysis as the base since the KS glyph does not have any impact during this phase. From trying different AI and SS amounts the table below illustrates the ideal case. Note that this case has the exact same shot selection, timing, and focus consumption as for the RF glyph case at the 5.4% haste level in 6.5.1.2.2.1.4. Thus, I will not repeat the table here. Also note that it is possible to squeeze another AI and focus balancing SSs into this cycle and still leave about 1.2s to spare in SrS refresh, but that cycle results in lower DPS.

When factoring in the T12 4-set procs, a lot of focus is saved per proc (44 to 50). This is enough to eliminate on all cycles the need for the 6th SS that is required without the T12 4-set; however, this is not enough focus to be able to eliminate the 5th SS on every cycle. Plus, the 5th SS is needed on MMM AI proc cycles to take advantage of the 0.53s of deadtime that occurs. Thus, the rotation with 4 SSs on non-MMM AI proc cycles and 5 SSs on MMM AI proc cycles is fairly tight and almost exactly focused balanced. The problem is that the cycles with only 4 SSs and no MMM AI proc dips to almost 0 focus when starting at 100 focus; thus, it is susceptible to focus dipping when not starting with 100 focus. Hence, the recommendation is to use the 5th SS every cycle although some focus will be wasted.

A better option with the T12 4-set is to add in the additional AI and one SS to balance focus for a high DPS cycle. This cycle takes a maximum time of 12.80s under ideal situations and is still slightly focus positive.

[top]6.5.1.2.2.2.2 CS Glyph for Standard Phase During RF at 12.93% Haste

For the CS glyph case, DPS is inferior trying to perform a 9s CS cycle during RF. It is actually best to forgo the benefit of the CS glyph to perform extra AIs. Since the CS glyph ends up having to impact, its cycles are the same as for the KS glyph case.

[top]6.5.1.2.2.2.3 AI Glyph for Standard Phase During RF at 12.93% Haste

The impact of the AI glyph in this case is the reduction of the cost of AI hardcasts. With assuming a 40% crit rate, on average the AI glyph saves 2 focus per AI hardcast. This reduces the average focus cost of AI to 33.03. The shot selection and timings for the AI glyph case is the same as for the KS glyph case with the difference being on average saving 6 focus over the 3 AIs per cycle. Hence, I only provide the updated focus information below:

TimeFocusFocus2
Net Focus-9.05-36.157.21
Net Focus*15.69-16.8226.53
Net Focus**6.95-36.1526.53
Net Focus***-0.30-16.827.21
Focus2 โ€“ cycle with a MMM AI proc replacing an AI hardcast which reduces the cycle time by the difference between the AI hardcast and the GCD
* - cycle with an extra SS always
** - cycle with the extra SS only on MMM AI cycles
*** - cycles with the extra SS only on non-MMM AI cycles

The max DPS case is still the cycles without any extra SSs to balance focus. It loses about 9 focus per cycle and about 25 total over the RF. Hence, it is a good option to perform with making up the lost focus with extra focus regen cycles in the unhasted phase. If you want to balance focus, then performing an extra SS on non-MMM AI proc cycles (which is about 31% of the cycles) results in almost a focus balanced rotation.

With the T12 4-set, the benefit of the AI glyph is reduced since some of the AI hardcasts are focus free and unaffected by the glyph. The same cycle as for the KS glyph works best here.

[top]6.5.1.2.2.2.4 RF Glyph for Standard Phase During RF at 12.93% Haste

The impact of the RF glyph is reduced AI cast times and increased focus regen. Note that the RF glyph does not affect the SS cast time since it is already at the GCD. The updated shot information is:

SS Time1.00
AI Time1.35
FPS10.78
CS Focus-33.22
SS Focus19.78
AI Focus-35.42

As it works out in this case, it is actually higher DPS to add in an additional AI and SSs over the shot selections as for the base KS glyph case since the faster shot cycle allows just enough room to do so. The updated shot table is:

ShotTimeFocusFocus2
CS1.0066.7866.78
AI2.3531.3631.36
SS3.3551.1351.13
SS4.3570.9170.91
SS5.3590.6990.69
AI/MMM26.7155.27101.46
AI8.0619.8566.05
SS9.0639.6385.82
SS10.0659.40105.60
AI11.4123.9970.18
SS12.4143.7689.96
SS*13.4163.54109.73
Net Focus-21.59-56.24-10.04
Cycle Delay2.152.412.06
Net Focus*3.96-36.469.73
Cycle Delay*3.153.413.06
Net Focus**-2.64-56.249.73
Cycle Delay**2.942.413.06
Net Focus***-15.00-36.46-10.04
Cycle Delay***0.643.412.06
Focus2 โ€“ cycle with a MMM AI proc replacing an AI hardcast which reduces the cycle time by the difference between the AI hardcast and the GCD
* - cycle with an extra SS always
** - cycle with the extra SS only on MMM AI cycles
*** - cycles with the extra SS only on non-MMM AI cycles

The max DPS case loses about 22 focus per cycle or about 50 focus over the whole RF pair. This cycle is not a possibility to be performed during the RF since you will not have enough focus to cast some of the AIs. The cycle with an extra SS every cycle is less DPS but is slight focus positive at about 4 focus per cycle. A higher DPS cycle is the one that adds in the extra SS only on MMM AI cycles. This cycle loses about 3 focus per cycle or about 7 over the RF, and is the one I recommend.

With the T12 4-set proc the 4 AI cycle can be performed with only 6 SSs every cycle and still be focus positive with wasting a little focus.

[top]6.5.1.2.3 Standard Phase During Bloodlust

Note that for the Standard Phase during BLs, there is only the following distinct glyph possible cases:
- AI glyph since reduces AI focus cost. Note though that the focus savings from this glyph may not be effective if it is not sufficient to change your shot selection.
- CS glyph. Note that the CS glyph may not be effective in this phase if its DPS beneficial to delay the CS cast only soon enough to refresh SrS.
- KS glyph and RF glyph since neither have an impact since KS is not available and RF is not being performed. The AI and CS cases can possibly degrade to this case.

Also, remember that during BLs that we want to perform as many AIs as possible and will willing extend the CS cycle, within the limitation of allowing at least 1s buffer in SrS refresh, as long as it results in higher DPS.

[top]6.5.1.2.3.1 5.4% Haste Level for Standard Phase During BL

The table below provides the pertinent shot information, unless overridden for a specific case:

SS Time1.15
AI Time1.67
FPS5.48
CS Focus-38.52
SS Focus15.32
AI Focus-40.83

[top]6.5.1.2.3.1.1 KS or RF Glyph for Standard Phase During BL at 5.4% Haste

We start with the KS or RF glyph analysis as the base since these glyph do not have any impact during this phase. From trying different AI and SS amounts the table below illustrates the ideal case:

ShotTimeFocusFocus2
CS1.0061.4861.48
SS2.1576.8176.81
SS3.3192.1392.13
AI/MMM24.9851.3097.61
AI6.6510.4756.78
SS 7.8125.7972.10
SS8.9641.1287.43
SS10.1256.44102.75
SS*11.2771.77118.08
Net Focus-14.61-43.562.75
Cycle Delay0.040.12-0.56
Net Focus*6.50-28.2318.08
Cycle Delay*0.761.270.60
Net Focus**-1.18-43.5618.08
Cycle Delay**0.450.120.60
Net Focus***-6.93-28.232.75
Cycle Delay***0.401.27-0.56
Focus2 โ€“ cycle with a MMM AI proc replacing an AI hardcast which reduces the cycle time by the difference between the AI hardcast and the GCD
* - cycle with an extra SS always
** - cycle with the extra SS only on MMM AI cycles
*** - cycles with the extra SS only on non-MMM AI cycles

Note that in this case, the base case without the extra SS is not the maximum DPS case as it usually is. This is because of the large deadtime on cycles with a MMM AI proc. In this scenario, the maximum DPS case is actually the rotation where an extra SS is performed on the cycles with the MMM AI procs to eliminate the dead and to also balance focus while maintaining the almost tight CS cycle on other cycles. As it works out, this rotation is also the one that is best on focus with only losing about 1 per cycle or 4 focus per BL.

With the T12 4-set proc, the additional focus savings eliminates the need for using the 6th SS at all and still wastes a decent amount of focus per cycle. This cycle is not recommended for most cases since it has about 0.55s of dead time on MMM AI proc cycles without that 6th SS. It may work well though for those with the CS glyph or high latency.

What is recommended is a cycle that adds in an additional AI and SS. This cycle still leaves over 2s to spare to refresh SrS; however, it is also focus negative a bit and requires a 7th SS on some MMM AI proc cycles to balance focus consumption, which still leaves over 1.5s to refresh SrS on those cycles.

[top]6.5.1.2.3.1.2 CS Glyph for Standard Phase During BL at 5.4% Haste

For the CS glyph case, it does work out a little better to try to perform a cycle that is as close to the 9s CD as possible. From shot analysis, to make this anywhere close to focused balanced and a DPS increase, it requires a very complex shot cycle with many cycle variants. This may be worthwhile if the BL phase lasted as long as the Standard phase, but it lasts only 40s, where less than 4 CS cycles can be performed. Hence, the complex cycle cannot really be performed.

Thus, I recommend doing the same base cycle that is done for the KS and RF glyphs. It is much simpler, and the DPS loss is only 60 DPS if both can be done ideally. Since it is very difficult to perform the complex rotation ideally, this simpler cycle will problem result in more DPS in practice.

[top]6.5.1.2.3.1.3 AI Glyph for Standard Phase During BL at 5.4% Haste

The impact of the AI glyph in this case is the reduction of the cost of AI hardcasts. With assuming a 40% crit rate, on average the AI glyph saves 2 focus per AI hardcast. This reduces the average focus cost of AI to 38.83. The shot selection and timings for the AI glyph case is the same as for the base case with the difference being on average saving 4 focus over the 2 AIs per cycle. Hence, I only provide the updated focus information below:

 TimeFocusFocus2
Net Focus-11.86-39.564.75
Net Focus*9.00-24.2320.08
Net Focus**1.44-39.5620.08
Net Focus***-4.31-24.234.75
Focus2 โ€“ cycle with a MMM AI proc replacing an AI hardcast which reduces the cycle time by the difference between the AI hardcast and the GCD
* - cycle with an extra SS always
** - cycle with the extra SS only on MMM AI cycles
*** - cycles with the extra SS only on non-MMM AI cycles

The small focus savings from the AI glyph really does not make much of a difference over the base case. All it does is change the net focus of the recommended cycle from -1.18 focus per cycle to +1.44 per cycle.

It makes even less difference in the T12 4-set case since some of the AI casts are focus free and unaffected by the glyph.

[top]6.5.1.2.3.2 12.93% Haste Level for Standard Phase During BL

The table below provides the pertinent shot information, unless overridden for a specific case:

SS Time1.08
AI Time1.56
FPS5.87
CS Focus-38.13
SS Focus15.32
AI Focus-40.83

[top]6.5.1.2.3.2.1 KS or RF Glyph for Standard Phase During BL at 12.93% Haste

We start with the KS or RF glyph analysis as the base since these glyph do not have any impact during this phase. From trying different AI and SS amounts the table below illustrates the ideal case:

ShotTimeFocusFocus2
CS1.0061.8761.87
SS2.0877.2077.20
SS3.1592.5292.52
AI/MMM24.7251.6998.39
AI6.2810.8657.56
SS 7.3526.1872.89
SS8.4341.5188.21
SS9.5156.83103.54
SS*10.5872.16118.86
Net Focus-13.98-43.173.54
Cycle Delay0.00-0.49-1.05
Net Focus*7.18-27.8418.86
Cycle Delay*0.160.580.02
Net Focus**-0.52-43.1718.86
Cycle Delay**-0.14-0.490.02
Net Focus***-6.27-27.843.54
Cycle Delay***0.180.58-1.05
Focus2 โ€“ cycle with a MMM AI proc replacing an AI hardcast which reduces the cycle time by the difference between the AI hardcast and the GCD
* - cycle with an extra SS always
** - cycle with the extra SS only on MMM AI cycles
*** - cycles with the extra SS only on non-MMM AI cycles

Note that in this case, the base case without the extra SS is not the maximum DPS case as it usually is. This is because of the large deadtime on all cycles. In this scenario, the maximum DPS case is actually the rotation where an extra SS is performed on all cycles. This also works out to be a cycle that gains about 7 focus per cycle. I tried options to add in additional AIs and SSs to try to utilize the additional focus but none of the cases increased DPS and was feasible from a focus perspective.

With the T12 4-set proc, the additional focus savings eliminates the need for using the 6th SS at all and still wastes a decent amount of focus per cycle. This cycle is not recommended for most cases since it has about 1.02s of dead time on MMM AI proc cycles and 0.5s on non-MMM AI cycles without that 6th SS. Hence, it is recommended to perform the 6th SS at least on the MMM AI proc cycles since there is almost exactly enough time to perform the additional SS with maintaining a tight cycle. This cycle wastes a lot of focus at about 23 per cycle.

What is recommended is a cycle that takes advantage of that additional focus and adds in an additional AI, with sufficient SSs to balance focus. Adding the AI and the 6th SS on non-MMM AI cycles results in about 9 focus being lost per cycle. On the other hand, adding a 7th SS on the shorter MMM AI cycles still leaves over 2s before SrS refresh and wastes about 10s per cycle. Hence, some middle ground between the two cases is ideal.

[top]6.5.1.2.3.2.2 CS Glyph for Standard Phase During BL at 12.93% Haste

The CS glyph case at the 12.93% haste case is similar to the 5.4% haste BL cast where the base rotation is probably the best in practice. A slightly higher DPS case does exist but it is very complex and hard to effectively implement and focus balance over 40s.

With the T12 4-set, one option is to perform the same rotation as for the KS glyph; however, an alternative option exists at this haste level. This is a CS-AIx2-SSx5 rotation. It is focus positive by about 7 focus per cycle. The CS cycle is delayed by about 0.51s on non-MMM AI cycles and is a tight cycle on the slightly more frequent MMM AI cycles. This cycle is about 50 DPS better than the average cycle in the KS glyph case.

[top]6.5.1.2.3.2.3 AI Glyph for Standard Phase During BL at 12.93% Haste

The impact of the AI glyph in this case is the reduction of the cost of AI hardcasts. With assuming a 40% crit rate, on average the AI glyph saves 2 focus per AI hardcast. This reduces the average focus cost of AI to 38.83. The shot selection and timings for the AI glyph case is the same as for the base case with the difference being on average saving 4 focus over the 2 AIs per cycle. The result is that the focus gained over an average cycle increases from 7.18 to 9.68 focus.

With the T12 4-set, the benefit of the AI glyph is reduced and is not enough to allow a change in the recommended from the KS glyph case.


EDITS:
7/16/01: Added in T12 4-set impacts

Last edited by Whitefyst : 07/16/11 at 1:12 PM.

United States Offline
Old 06/28/11, 2:09 PM   #473
Whitefyst
Great Tiger
 
Orc Hunter
 
Draenor
This post provides the detailed shot rotation information for the CA Phase from the MM guide. To make the MM guide shorter and since this information was not needed in the guide and is just useful (to some people) additional information, I am providing it in this separate post referenced from the MM guide instead. For convenience, I am leaving the headers as they would exist in the guide.

 

Contents

[top]6.5.2.2.1 Careful Aim Phase Unhasted

Note that for the CA Phase unhasted, there is only the following distinct glyph cases:
- CS glyph
- AI glyph
- KS or RF glyphs

This is because during the CA phase unhasted, only the CS and AI glyphs have impacts. The KS glyph has no impacts since KS is not available. The RF glyph has no impact since RF is not being performed. The CS glyph has an impact since the CS CD is reduced by 1s; however, this case could revert to the KS or RF case since AI has a higher priority over having a tight CS cycle. The AI glyph has impacts since AI is being hardcast and the glyph reduces its cost. However, the reduction in the AI cost may not be enough with the number of AIs performed to make any difference over the KS/RF glyph case.

The good news is that ideally you should be unhasted as little as possible during this phase.

[top]6.5.2.2.1.1 5.4% Haste Level for CA Phase Unhasted

The table below provides the pertinent shot information:

SS Time1.50
FPS4.22
CS Focus-39.78
AI Focus-40.83
SS Focus15.32

[top]6.5.2.2.1.1.1 KS or RF Glyphs for CA Phase Unhasted at 5.4% Haste

As a base case, we will start with the KS and RF glyphs since they have no impact during this phase. With a tight CS cycle not required, the recommended cycle is:

CS-AIx2-SSx5

With the following breakdown:

ShotTimeFocusFocus2
CS1.0060.2260.22
SS2.5075.5475.54
SS4.0090.8690.86
AI/MMM26.1850.0395.08
SS7.6865.36110.40
SS9.1880.68125.73
AI11.3539.8584.90
SS12.8555.18100.22
SS*14.3570.50115.55
Net Focus-16.67-44.820.22
Cycle Delay2.122.851.68
Net Focus*4.29-29.5015.55
Cycle Delay*3.474.353.18
Net Focus**-3.32-44.8215.55
Cycle Delay**3.072.853.18
Net Focus***-9.07-29.500.22
Cycle Delay***1.364.351.68
Focus2 โ€“ cycle with a MMM AI proc replacing an AI hardcast which reduces the cycle time by the difference between the AI hardcast and the GCD
* - cycle with an extra SS always
** - cycle with the extra SS only on MMM AI cycles
*** - cycles with the extra SS only on non-MMM AI cycles

Note that in the above choices I eliminate the * and *** cases since they have cycles that take 4.35s, violating the at least 1s of cushion in refreshing SrS requirement. The ideal case for focus balancing while doing good DPS is the base case with casting an extra SS on MMM AI proc cycles. This cycle loses about 3.3 focus per cycle. Considering that for a 5 mins fight that the CA phase should only last 30s, that is only a loss of about 7 focus over the CA phase.

[top]6.5.2.2.1.1.2 CS Glyph for CA Phase Unhasted at 5.4% Haste

With how shot timings work out in this case, the CS glyph actually has a rotation where the CS glyph can reduce the CS cycle time. It has the following base cycle with adding in an extra SS on MMM AI proc cycles. beneficial impact during this phase when unhasted with using the base cycle shown below:

CS-AI-SSx4

This cycle results with an average CS cycle of 9.38, which utilizes about 0.62s benefit of the CS glyph on average. The problem with this cycle is that with only performing 1 AI, it has inferior DPS to the vase cycle. Thus, it is actually better to forgo the benefit of the CS glyph during this phase.

[top]6.5.2.2.1.1.3 AI Glyph for CA Phase Unhasted at 5.4% Haste

The impact of the AI glyph in this case is the reduction of the cost of AI hardcasts. With assuming a 100% crit rate, the AI glyph saves 5 focus per AI hardcast. This reduces the average focus cost of AI to 35.83. The shot selection and timings for the AI glyph case is the same as for the base case with the difference being on average saving 10 focus over the 2 AIs per cycle. The result is that the focus gained over an average cycle increases from slight negative at -3.32 focus per cycle to slightly positive at 3.24 focus per cycle. This focus savings does not change the shots that you would select to use.

[top]6.5.2.2.1.2 12.93% Haste Level for CA Phase Unhasted

The table below provides the pertinent shot information:

SS Time1.40
FPS4.52
CS Focus-39.48
AI Focus-40.83
SS Focus15.32

[top]6.5.2.2.1.2.1 KS or RF Glyphs for CA Phase Unhasted at 12.93% Haste

As a base case, we will start with the KS and RF glyphs since they have no impact during this phase. With a tight CS cycle not required, the recommended cycle is the same as for the 5.4% case but with taking about 0.77s less:

CS-AIx2-SSx5

With the following breakdown:

ShotTimeFocusFocus2
CS1.0060.5260.52
SS2.4075.8475.84
SS3.8091.1791.17
AI/MMM25.8350.3495.68
SS7.2365.66111.01
SS8.6380.98126.33
AI10.6640.1585.50
SS12.0655.48100.82
SS*13.4670.80116.15
Net Focus-16.18-44.520.82
Cycle Delay1.422.061.03
Net Focus*4.81-29.2016.15
Cycle Delay*2.693.462.43
Net Focus**-2.81-44.5216.15
Cycle Delay**2.312.062.43
Net Focus***-8.56-29.200.82
Cycle Delay***1.083.461.03
Focus2 โ€“ cycle with a MMM AI proc replacing an AI hardcast which reduces the cycle time by the difference between the AI hardcast and the GCD
* - cycle with an extra SS always
** - cycle with the extra SS only on MMM AI cycles
*** - cycles with the extra SS only on non-MMM AI cycles

The recommended case here is the one with adding in an extra SS on cycles with MMM AI procs to help reduce the focus deficit. With this cycle, the average net focus is about 3 per cycle, so about a loss of 7 focus total over a 30s CA phase.

[top]6.5.2.2.1.2.2 CS Glyph for CA Phase Unhasted at 12.93% Haste

A similar situation exists at this haste case of the CS glyph as for the 5.4% haste case. A cycle exists where the CS glyph can result in reduced CS cycle time; however, the DPS in that case is inferior to that performed in the base case due to less AIs being hardcast. Hence, the cycle used for the KS and RF glyphs work best for the CS glyph as well.

[top]6.5.2.2.1.1.3 AI Glyph for CA Phase Unhasted at 5.4% Haste

The impact of the AI glyph in this case is the reduction of the cost of AI hardcasts. With assuming a 100% crit rate, the AI glyph saves 5 focus per AI hardcast. This reduces the average focus cost of AI to 35.83. The shot selection and timings for the AI glyph case is the same as for the base case with the difference being on average saving 10 focus over the 2 AIs per cycle. The result is that the focus gained over an average cycle increases from slight negative at -2.81 focus per cycle to slightly positive at 3.75 focus per cycle. It also makes the focus consumption of the higher DPS case where the extra SSs only occur on less frequent cycles that do not have a MMM AI proc to be only about -2, making that case now worth while. The updated net focus information is shown below:

ShotTimeFocusFocus2
Net Focus-9.31-34.525.82
Net Focus*11.06-19.2021.15
Net Focus**3.75-34.5221.15
Net Focus***-1.99-19.205.82
Focus2 โ€“ cycle with a MMM AI proc replacing an AI hardcast which reduces the cycle time by the difference between the AI hardcast and the GCD
* - cycle with an extra SS always
** - cycle with the extra SS only on MMM AI cycles
*** - cycles with the extra SS only on non-MMM AI cycles

[top]6.5.2.2.2 Careful Aim Phase During Rapid Fires

Note that for the CA Phase during RFs, there is only the following distinct glyph possible cases:
- AI glyph since reduces AI focus cost. Note though that the focus savings from this glyph may not be effective if it is not sufficient to change your shot selection.
- CS glyph. Note that the CS glyph may not be effective in this phase if its DPS beneficial to delay the CS cast only soon enough to refresh SrS.
- KS glyph has no impact since KS is not available. The AI and CS cases can possibly degrade to this case.
- RF glyph has an impact due to the reduced AI and possibly SS cast time and the additional focus regen.

Also, remember that during RFs that we want to perform as many AIs as possible and will extend the CS cycle, within the limitation of allowing at least 1s buffer in SrS refresh, as long as it results in higher DPS.

Note that the rotations to perform for RFs during the CA phase are almost exactly the same rotations for RFs during the Standard phase with the following exceptions:
- They do more DPS due to the higher AI and SS crit rates
- The AI glyph case can potentially be different since 5 focus is saved per AI cast instead of the 2 focus on average during the Standard phase. The extra focus may or may not empower additional shots depending on cycle limitations.

As such I will not repeat the same detailed information and just reference the pertinent information for the Standard phase during RF.

[top]6.5.2.2.2.1 5.4% Haste Level for CA Phase During RF

The table below provides the pertinent shot information, unless overridden for a specific case:

SS Time1.07
AI Time1.55
FPS9.90
CS Focus-34.10
SS Focus19.61
AI Focus-34.62

[top]6.5.2.2.2.1.1 KS and CS Glyph for CA Phase During RF at 5.4% Haste

The KS and CS glyph cycles are the same for RFs in the CA phase. These cycles are also the same as for RFs during the Standard phase. Please refer to 6.5.1.2.2.1.1 and .2 for more information.

[top]6.5.2.2.2.1.2 AI Glyph for CA Phase During RF at 5.4% Haste

The AI glyph cycle is the same as for RFs during the Standard phase. Please refer to 6.5.1.2.2.1.3 for more information.

[top]6.5.2.2.2.1.4 RF Glyph for CA Phase During RF at 5.4% Haste

The RF glyph cycle is the same as for RFs during the Standard phase. Please refer to 6.5.1.2.2.1.4 for more information.

[top]6.5.2.2.2.2 12.93% Haste Level for Standard Phase During RF

The table below provides the pertinent shot information, unless overridden for a specific case:

SS Time1.00
AI Time1.45
FPS10.32
CS Focus-33.68
SS Focus19.32
AI Focus-35.03

The interesting item to note here as compared to the 5.4% haste case is that the numbers above are the same as for the 5.4% haste case under glyphed RF. Thus, you get the same benefit for the 10% increased haste from the RF glyph from just 7.53% more haste from gear and Pathing due to how the additions and multiplications work out.

[top]6.5.2.1.2.2.2.1 KS Glyph for CA Phase During RF at 12.93% Haste

The KS and CS glyph cycles are the same for RFs in the CA phase. These cycles are also the same as for RFs during the Standard phase. Please refer to 6.5.1.2.2.2.1 and .2 for more information.

[top]6.5.2.2.2.2.2 AI Glyph for CA Phase During RF at 12.93% Haste

The impact of the AI glyph in this case is the reduction of the cost of AI hardcasts. With assuming a 100% crit rate, the AI glyph saves 5 focus per AI hardcast. This reduces the average focus cost of AI to -30.03. This focus savings is enough to allow an additional AI and focus balancing SSs to be performed. The base cycle is the following with an extra SS performed on cycles without a MMM AI proc:

CS-AIx4-SSx6

ShotTimeFocusFocus2
CS1.0066.3266.32
AI2.4536.2936.29
SS3.4555.6255.62
SS4.4574.9474.94
SS5.4594.2794.27
AI/MMM26.9064.24104.59
AI8.3534.2174.56
SS9.3553.5393.88
SS10.3572.85113.21
AI11.8042.8283.18
SS12.8062.15102.50
SS*13.8081.47121.83
Net Focus-7.59-37.852.50
Cycle Delay2.462.802.35
Net Focus*16.78-18.5321.83
Cycle Delay*3.413.803.35
Net Focus**10.64-37.8521.83
Cycle Delay**3.252.803.35
Net Focus***-1.44-18.532.50
Cycle Delay***2.623.802.35
Focus2 โ€“ cycle with a MMM AI proc replacing an AI hardcast which reduces the cycle time by the difference between the AI hardcast and the GCD
* - cycle with an extra SS always
** - cycle with the extra SS only on MMM AI cycles
*** - cycles with the extra SS only on non-MMM AI cycles

This cycle is barely focus negative at losing about 2 focus per cycle or about 5 focus over the RF. Uf you want to gain a little extra DPS, the additional SS can be dropped from the non-MMM AI cycles resulting in losing about 18 focus over the RF.

[top]6.5.2.2.2.2.4 RF Glyph for CA Phase During RF at 12.93% Haste

The RF glyph cycle is the same as for RFs during the Standard phase. Please refer to 6.5.1.2.2.2.4 for more information.

[top]6.5.2.2.3 Careful Aim Phase During Bloodlust

Note that for the CA Phase during BLs, there is only the following distinct glyph possible cases:
- AI glyph since reduces AI focus cost. Note though that the focus savings from this glyph may not be effective if it is not sufficient to change your shot selection.
- CS glyph. Note that the CS glyph may not be effective in this phase if its DPS beneficial to delay the CS cast only soon enough to refresh SrS.
- KS glyph and RF glyph since neither have an impact since KS is not available and RF is not being performed. The AI and CS cases can possibly degrade to this case.

Also, remember that during BLs that we want to perform as many AIs as possible and will willing extend the CS cycle, within the limitation of allowing at least 1s buffer in SrS refresh, as long as it results in higher DPS.

Note that the rotations to perform for BLs during the CA phase are almost exactly the same rotations for BLs during the Standard phase with the following exceptions:
- They do more DPS due to the higher AI and SS crit rates
- The AI glyph case can potentially be different since 5 focus is saved per AI cast instead of the 2 focus on average during the Standard phase. The extra focus may or may not empower additional shots depending on cycle limitations.
- At the 12.93% haste case, the additional haste is enough to allow an additional AI and focus balancing SSs.

As such I will not repeat the same detailed information and just reference the pertinent information for the Standard phase during RF.

[top]6.5.2.2.3.1 5.4% Haste Level for CA Phase During BL

The table below provides the pertinent shot information, unless overridden for a specific case:

SS Time1.15
AI Time1.67
FPS5.48
CS Focus-38.52
SS Focus15.32
AI Focus-40.83

[top]6.5.2.2.3.1.1 KS or RF Glyph for CA Phase During BL at 5.4% Haste

The KS and RF glyph cycles are the same for BLs in the CA phase. These cycles are also the same as for BLs during the Standard phase. Please refer to 6.5.1.2.3.1.1 for more information.

[top]6.5.2.2.3.1.2 CS Glyph for CA Phase During BL at 5.4% Haste

The CS glyph cycle is the same as for BLs during the Standard phase. Please refer to 6.5.1.2.3.1.2 for more information.

[top]6.5.2.2.3.1.3 AI Glyph for CA Phase During BL at 5.4% Haste

The AI glyph cycle is the same as for BLs during the Standard phase, with the only exception being that 9 more focus is saved over the 3 AIs. This savings is not enough to alter to rotation. Please refer to 6.5.1.2.3.1.3 for more information.

[top]6.5.2.2.3.2 12.93% Haste Level for CA Phase During BL

The table below provides the pertinent shot information, unless overridden for a specific case:

SS Time1.08
AI Time1.56
FPS5.87
CS Focus-38.13
SS Focus15.32
AI Focus-40.83

[top]6.5.2.2.3.2.1 CS, KS, or RF Glyph for CA Phase During BL at 12.93% Haste

We start with the KS or RF glyph analysis as the base since these glyphs do not have any impact during this phase. Furthermore, it works out best for the CS glyph case to utilize this same rotation. From trying different AI and SS amounts the table below illustrates the ideal case:

CS-AIx3-SSx7

ShotTimeFocusFocus2
CS1.0061.8761.87
SS2.0877.2077.20
SS3.1592.5292.52
AI/MMM24.7251.6998.39
AI6.2810.8657.56
SS7.3526.1872.89
SS8.4341.5188.21
SS9.5156.83103.54
SS10.5872.16118.86
AI12.1531.3378.03
SS13.2246.6593.35
SS*14.3061.98108.68
Net Focus-12.48-53.35-6.65
Cycle Delay2.733.222.66
Net Focus*8.68-38.028.68
Cycle Delay*3.744.303.74
Net Focus**4.80-53.358.68
Cycle Delay**3.713.223.74
Net Focus***-8.61-38.02-6.65
Cycle Delay***2.764.302.66
Focus2 โ€“ cycle with a MMM AI proc replacing an AI hardcast which reduces the cycle time by the difference between the AI hardcast and the GCD
* - cycle with an extra SS always
** - cycle with the extra SS only on MMM AI cycles
*** - cycles with the extra SS only on non-MMM AI cycles

In the above analysis, the * and *** cases are eliminated since less than 1s of cushion exists in the SrS refresh. Hence, the best case the base rotation listed with an extra SS on the cycles with a MMM AI proc, which will be most cycles with it performing 7 to 8 SSs each cycle. This cycle is slightly focus positive at about 4 per cycle.

[top]6.5.2.2.3.2.2 AI Glyph for CA Phase During BL at 12.93% Haste

The impact of the AI glyph in this case is the reduction of the cost of AI hardcasts. With assuming a 100% crit rate, on average the AI glyph saves 2 focus per AI hardcast. This reduces the average focus cost of AI to 35.83. The shot selection and timings for the AI glyph case is the same as for the base case with the difference being on average saving 15 focus over the 3 AIs per cycle. The result is that the extra focus gained over an average cycle eliminates the need for the extra SS on MMM AI cycle with just the base cycle being able to be performed with losing about a 6 focus over the BL. The updated focus information is:

ShotTimeFocusFocus2
Net Focus-1.86-38.353.35
Net Focus*18.68-23.0218.68
Net Focus**15.11-38.3518.68
Net Focus***1.70-23.023.35
Focus2 โ€“ cycle with a MMM AI proc replacing an AI hardcast which reduces the cycle time by the difference between the AI hardcast and the GCD
* - cycle with an extra SS always
** - cycle with the extra SS only on MMM AI cycles
*** - cycles with the extra SS only on non-MMM AI cycles

United States Offline
Old 06/28/11, 2:14 PM   #474
Whitefyst
Great Tiger
 
Orc Hunter
 
Draenor
This post provides the detailed shot rotation information for the Termination Phase from the MM guide. To make the MM guide shorter and since this information was not needed in the guide and is just useful (to some people) additional information, I am providing it in this separate post referenced from the MM guide instead. For convenience, I am leaving the headers as they would exist in the guide.

 

Contents

[top]6.5.3.2.1 Termination Phase Unhasted

Note that for the Termination Phase unhasted, there is only the following two distinct glyph cases:
- CS glyph
- Without CS glyph (AI, KS, or RF glyphs)

This is because during the Termination phase unhasted, only the CS glyph has impacts. The AI glyph has no impact since you are using AS as your focus dump and the only AIs being performed are the MMM AI procs, which cost no focus. The KS glyph has no impact since KS is not available in this phase. The RF glyph has no impact since we are not performing RF.

[top]6.5.3.2.1.1 5.4% Haste Level for Termination Phase Unhasted

The table below provides the pertinent shot information:

SS Time1.50
FPS4.22
CS Focus-39.78
AS Focus-17.78
SS Focus21.32

[top]6.5.2.2.1.1.1 AI, KS, or RF Glyphs for Term Phase Unhasted at 5.4% Haste

The benefit of Termination to the Standard phase unhasted base rotation is that the 24 extra focus generated by the 4 SSs performed in the Max DPS cycle is enough to overcome the about 21 focus loss that the cycle has resulting in the cycle actually gaining about 3 focus. Hence, no focus regen cycles are required. The addition of Term simplifies the cycles since the same cycle is always performed and eliminates the CS cycle delay incurred from performing the focus regen cycle while increasing DPS.

This cycle improve results in about a 600 DPS improvement.

[top]6.5.3.2.1.1.2 CS Glyph for Term Phase Unhasted at 5.4% Haste

Similar to the other glyph cases, the addition of Termination to the CS glyph cycle from the Standard phase eliminates the need for the lower DPS focus regen cycle, which also incurred delays to the CS cycle. Hence, you can perform the tight 9s CS cycle with 4 SSs every cycle.

As compared to the other glyph cases, the DPS benefit of Termination to the CS glyph unhasted case is much smaller at about 100 DPS. This is because this case was already pretty decent focus-wise with only requiring a focus regen cycle in 10% of the cycles.

[top]6.5.3.2.1.2 12.93% Haste Level for Termination Phase Unhasted

The table below provides the pertinent shot information:

SS Time1.40
FPS4.52
CS Focus-39.48
AS Focus-17.48
SS Focus21.32

[top]6.5.3.2.1.2.1 AI, KS, or RF Glyphs for Term Phase Unhasted at 12.93% Haste

The benefit of Termination to the Standard phase unhasted base rotation is that the 24 extra focus generated by the 4 SSs performed in the Max DPS cycle is enough to overcome the about 20 focus loss that the cycle has resulting in the cycle actually gaining about 4 focus. Hence, no focus regen cycles are required. The addition of Term simplifies the cycles since the same cycle is always performed and eliminates the CS cycle delay incurred from performing the focus regen cycle while increasing DPS.

This cycle improve results in about a 230 DPS improvement. Note that this improvement is much smaller than at the 5.4% haste case. This is because the 4 SS cycle is a tight rotation at 5.4% haste, while with the 0.1s faster SS casts at 12.93% haste, the 4 SS cycle has about 0.4s of deadtime. Despite the deadtime, the 4 SS cycle is a DPS increase and better than other options that try to use that deadtime since those options delay your CS cast for inferior damaging shots.

[top]6.5.3.2.1.2.2 CS Glyph for Term Phase Unhasted at 12.93% Haste

The benefit of Termination to the Standard phase unhasted base rotation is that the 24 extra focus generated by the 4 SSs performed in the Max DPS cycle is enough to overcome the about 2 focus loss that the cycle has resulting in the cycle actually gaining about 22 focus. Hence, not even the seldom focus regen cycles are required.

The problem though with performing the CS-ASx2-SSx4 rotation in this case is that the cycle has both 0.4s of deadtime and wastes about 22 focus per cycle. With noting that the excess 22 focus is greater than the about 18 net focus cost of using an AS and that casting the additional AS only results in about 0.6s in a CS cycle delay which still utilizes almost half of the benefit of the CS glyph, it is actually about a 550 DPS increase to incur the delay in your glyphed CS cycle to cast the additional AS to utilize the extra focus. Even with doing so, you are still wasting about 4 focus per cycle. Hence, the recommended cycle is the exact same as that for the non-CS glyph cases.

Termination provides about a 550 DPS increase over the Standard phase case.

[top]6.5.3.2.2 Termination Phase During Rapid Fires

Note that for the Termination Phase during RFs, there is only the following distinct glyph possible cases:
- AI glyph since reduces AI focus cost. Note though that the focus savings from this glyph may not be effective if it is not sufficient to change your shot selection.
- CS glyph. Note that the CS glyph may not be effective in this phase if its DPS beneficial to delay the CS cast only soon enough to refresh SrS.
- KS glyph has no impact since KS is not available. The AI and CS cases can possibly degrade to this case.
- RF glyph has an impact due to the reduced AI and possibly SS cast time and the additional focus regen.

Also, remember that during RFs that we want to perform as many AIs as possible and will willing extend the CS cycle, within the limitation of allowing at least 1s buffer in SrS refresh, as long as it results in higher DPS.

[top]6.5.3.2.2.1 5.4% Haste Level for Termination Phase During RF

The table below provides the pertinent shot information, unless overridden for a specific case:

SS Time1.07
AI Time1.55
FPS9.90
CS Focus-34.10
SS Focus25.61
AI Focus-34.62

[top]6.5.3.2.2.1.1 KS Glyph for Term Phase During RF at 5.4% Haste

We start with the KS glyph analysis as the base since the KS glyph does not have any impact during this phase. As compared to the Standard phase rotation, the 5 to 6 SSs performed save 30 to 36 focus. With noting that the net AI cost is 34.62, which is inside the focus gain range, and that Standard phase cycle took 12.09s, an additional AI can be cast in this case. This results in the following cycle with the following shot information:

CS-AIx4-SSx5

ShotTimeFocusFocus2
CS1.0065.9065.90
AI2.5531.2931.29
SS3.6356.9056.90
SS4.7082.5182.51
AI6.2547.8947.89
AI/MMM27.8013.2757.79
AI9.36-21.3423.18
SS10.434.2748.79
SS11.5029.8874.40
SS12.5755.49100.01
SS*13.6481.10125.62
Net Focus-16.69-44.510.01
Cycle Delay2.232.572.02
Net Focus*14.49-18.9025.62
Cycle Delay*3.233.643.09
Net Focus**3.70-44.5125.62
Cycle Delay**2.932.573.09
Net Focus***-5.90-18.900.01
Cycle Delay***2.533.642.02
Focus2 โ€“ cycle with a MMM AI proc replacing an AI hardcast which reduces the cycle time by the difference between the AI hardcast and the GCD
* - cycle with an extra SS always
** - cycle with the extra SS only on MMM AI cycles
*** - cycles with the extra SS only on non-MMM AI cycles

Note that in the above table that the base cycle with 5 SSs has a focus deficit of about 17 per cycle. Hence, and extra SS needs to be performed some of the time. The best DPS case is the one the one that performs the extra SS on non-MMM AI cycles. This case loses about 13 focus during the RF and could possibly run into cases where you do not have enough focus to cast an AI, especially if you do not start the RF phase at full focus. The safer case is the one that performs the extra SS on MMM AI cycles. It gains about 4 focus per cycle.

Note that Termination is about a 1000 DPS gain in this case.

[top]6.5.3.2.2.1.2 CS Glyph for Term Phase During RF at 5.4% Haste

For the CS glyph case, DPS is inferior trying to perform a 9s CS cycle during RF. It is actually best to forgo the benefit of the CS glyph to perform extra AIs. Since the CS glyph ends up having to impact, its cycles are the same as for the KS glyph case.

[top]6.5.3.2.2.1.3 AI Glyph for Term Phase During RF at 5.4% Haste

The impact of the AI glyph in this case is the reduction of the cost of AI hardcasts. With assuming a 40% crit rate, on average the AI glyph saves 2 focus per AI hardcast. This reduces the average focus cost of AI to 32.62. The shot selection and timings for the AI glyph case is the same as for the KS glyph case with the difference being on average saving 8 focus over the 4 AIs per cycle. This additional focus is enough to go to with the slightly higher DPS that could not be performed for the KS glyph case since it this case it is slightly focus positive. I only provide the updated focus information below:

[table]|Time|Focus|Focus2
Net Focus|-9.94|-36.51|6.01
Net Focus*|20.99|-10.90|31.62
Net Focus**|10.33|-36.51|31.62
Net Focus***|0.72|-10.90|6.01TABLE]
Focus2 โ€“ cycle with a MMM AI proc replacing an AI hardcast which reduces the cycle time by the difference between the AI hardcast and the GCD
* - cycle with an extra SS always
** - cycle with the extra SS only on MMM AI cycles
*** - cycles with the extra SS only on non-MMM AI cycles

Note that Termination is about a 1000 DPS gain in this case.

[top]6.5.3.2.2.1.4 RF Glyph for Term Phase During RF at 5.4% Haste

The impact of the RF glyph is reduced AI and SS cast times and increased focus regen. Note that the RF glyph brings the SS cast down to exactly the GCD at this haste level. The updated shot information is:

SS Time1.00
AI Time1.45
FPS10.32
CS Focus-33.68
SS Focus25.32
AI Focus-35.03

As it works out, the same shot selections as for the base KS glyph case work best for the RF glyph case as well except that the cycle takes 0.84s shorter, which is not enough to be able to squeeze in extra AIs and still maintain somewhat focus balancing. The updated shot table is:

ShotTimeFocusFocus2
CS1.0066.3266.32
AI2.4531.2931.29
SS3.4556.6256.62
SS4.4581.9481.94
AI5.9046.9146.91
AI/MMM27.3511.8857.24
AI8.80-23.1522.21
SS9.802.1847.53
SS10.8027.5072.85
SS11.8052.8298.18
SS*12.8078.15123.50
Net Focus-18.83-47.18-1.82
Cycle Delay1.521.801.35
Net Focus*12.16-21.8523.50
Cycle Delay*2.462.802.35
Net Focus**1.42-47.1823.50
Cycle Delay**2.181.802.35
Net Focus***-8.08-21.85-1.82
Cycle Delay***1.802.801.35
Focus2 โ€“ cycle with a MMM AI proc replacing an AI hardcast which reduces the cycle time by the difference between the AI hardcast and the GCD
* - cycle with an extra SS always
** - cycle with the extra SS only on MMM AI cycles
*** - cycles with the extra SS only on non-MMM AI cycles

The recommended cycle due to focus dipping limitations is the one with the extra SS on MMM AI cycles, which gains about 2 focus per cycle.

[top]6.5.3.2.2.2 12.93% Haste Level for Termination Phase During RF

The table below provides the pertinent shot information, unless overridden for a specific case:

SS Time1.00
AI Time1.45
FPS10.32
CS Focus-33.68
SS Focus19.32
AI Focus-35.03

[top]6.5.3.2.2.2.1 KS Glyph for Term Phase During RF at 12.93% Haste

We start with the KS glyph analysis as the base since the KS glyph does not have any impact during this phase. From trying different AI and SS amounts the table below illustrates the ideal case. Note that this case has the exact same shot selection, timing, and focus consumption as for the RF glyph case at the 5.4% haste level in 6.5.3.2.2.1.4. Thus, I will not repeat the table here.

This case is about an 1100 DPS gain over the Standard phase case.

[top]6.5.3.2.2.2.2 CS Glyph for Term Phase During RF at 12.93% Haste

For the CS glyph case, DPS is inferior trying to perform a 9s CS cycle during RF. It is actually best to forgo the benefit of the CS glyph to perform extra AIs. Since the CS glyph ends up having to impact, its cycles are the same as for the KS glyph case.

[top]6.5.3.2.2.2.3 AI Glyph for Term Phase During RF at 12.93% Haste

The impact of the AI glyph in this case is the reduction of the cost of AI hardcasts. With assuming a 40% crit rate, on average the AI glyph saves 2 focus per AI hardcast. This reduces the average focus cost of AI to 32.62. The shot selection and timings for the AI glyph case is the same as for the KS glyph case with the difference being on average saving 8 focus over the 4 AIs per cycle. Hence, I only provide the updated focus information below:

TimeFocusFocus2
Net Focus-12.08-39.184.18
Net Focus*18.66-13.8529.50
Net Focus**8.04-39.1829.50
Net Focus***-1.46-13.854.18
Focus2 โ€“ cycle with a MMM AI proc replacing an AI hardcast which reduces the cycle time by the difference between the AI hardcast and the GCD
* - cycle with an extra SS always
** - cycle with the extra SS only on MMM AI cycles
*** - cycles with the extra SS only on non-MMM AI cycles

This case gains about 1200 DPS over the Standard phase.

[top]6.5.3.2.2.2.4 RF Glyph for Term Phase During RF at 12.93% Haste

The impact of the RF glyph is reduced AI cast times and increased focus regen. Note that the RF glyph does not affect the SS cast time since it is already at the GCD. The updated shot information is:

SS Time1.00
AI Time1.35
FPS10.78
CS Focus-33.22
SS Focus25.78
AI Focus-35.42

The optimal rotation works out to be exactly the same as the KS glyph case except that it takes 0.39s less.

This case gains about 1400 DPS over the Standard phase.

[top]6.5.3.2.3 Termination Phase During Bloodlust

Note that for the Termination Phase during BLs, there is only the following distinct glyph possible cases:
- AI glyph since reduces AI focus cost. Note though that the focus savings from this glyph may not be effective if it is not sufficient to change your shot selection.
- CS glyph. Note that the CS glyph may not be effective in this phase if its DPS beneficial to delay the CS cast only soon enough to refresh SrS.
- KS glyph and RF glyph since neither have an impact since KS is not available and RF is not being performed. The AI and CS cases can possibly degrade to this case.

Also, remember that during BLs that we want to perform as many AIs as possible and will willing extend the CS cycle, within the limitation of allowing at least 1s buffer in SrS refresh, as long as it results in higher DPS.

[top]6.5.3.2.3.1 5.4% Haste Level for Termination Phase During BL

The table below provides the pertinent shot information, unless overridden for a specific case:

SS Time1.15
AI Time1.67
FPS5.48
CS Focus-38.52
SS Focus21.32
AI Focus-40.83

[top]6.5.3.2.3.1.1 KS or RF Glyph for Term Phase During BL at 5.4% Haste

We start with the KS or RF glyph analysis as the base since these glyph do not have any impact during this phase. As compared to the Standard phase case, the extra focus from Term empowers and additional AI per cycle. From trying different AI and SS amounts the table below illustrates the ideal case:

ShotTimeFocusFocus2
CS1.0061.4861.48
SS2.1582.8182.81
SS3.31104.13104.13
AI/MMM24.9863.30109.61
AI6.6522.4768.78
SS7.8143.7990.10
SS8.9665.12111.43
SS10.1286.44132.75
AI11.7945.6191.92
SS*12.9466.94113.25
Net Focus-25.44-54.39-8.08
Cycle Delay1.371.791.12
Net Focus*1.67-33.0613.25
Cycle Delay*2.442.942.27
Net Focus**-7.89-54.3913.25
Cycle Delay**2.121.792.27
Net Focus***-15.89-33.06-8.08
Cycle Delay***1.692.941.12
Focus2 โ€“ cycle with a MMM AI proc replacing an AI hardcast which reduces the cycle time by the difference between the AI hardcast and the GCD
* - cycle with an extra SS always
** - cycle with the extra SS only on MMM AI cycles
*** - cycles with the extra SS only on non-MMM AI cycles

Hence, the ideal cycle is:
CS-AIx3-SSx6

Termination provides about a 1100 DPS gain over the Standard phase.

[top]6.5.3.2.3.1.2 CS Glyph for Term Phase During BL at 5.4% Haste

For this situation, a somewhat tight glyphed CS case can actually be performed since the additional focus from Termination makes it possible. Below is the base cycle and shot information:

CS-AIx2-SSx4

ShotTimeFocusFocus2
CS1.0061.4861.48
SS2.1582.8182.81
SS3.31104.13104.13
AI/MMM24.9863.30109.61
AI6.6522.4768.78
SS7.8143.7990.10
SS8.9665.12111.43
SS*10.1286.44132.75
Net Focus-11.73-34.8811.43
Cycle Delay0.00-0.04-0.71
Net Focus*15.39-13.5632.75
Cycle Delay*0.691.120.44
Net Focus**3.16-34.8832.75
Cycle Delay**0.25-0.040.44
Net Focus***0.50-13.5611.43
Cycle Delay***0.050.12-0.71
Focus2 โ€“ cycle with a MMM AI proc replacing an AI hardcast which reduces the cycle time by the difference between the AI hardcast and the GCD
* - cycle with an extra SS always
** - cycle with the extra SS only on MMM AI cycles
*** - cycles with the extra SS only on non-MMM AI cycles

Since the base cycle loses about 12 focus per cycle and has 0.71s of deadtime on MMM AI proc cycles, it is optimal to cast a 5th SS on MMM AI proc cycles to eliminate the deadtime and balance focus to a slight net positive amount. On average, this cycle only delays the CS cast time by 0.25s, utilizing 0.75s of the glyph.

Termination provides about a 1200 DPS increase over the Standard phase.

[top]6.5.3.2.3.1.3 AI Glyph for Term Phase During BL at 5.4% Haste

The impact of the AI glyph in this case is the reduction of the cost of AI hardcasts. With assuming a 40% crit rate, on average the AI glyph saves 2 focus per AI hardcast. This reduces the average focus cost of AI to 38.83. The shot selection and timings for the AI glyph case is the same as for the base case with the difference being on average saving 6 focus over the 3 AIs per cycle. Hence, I only provide the updated focus information below:

 TimeFocusFocus2
Net Focus-20.69-48.39-4.08
Net Focus*6.17-27.0617.25
Net Focus**-3.26-48.3917.25
Net Focus***-11.26-27.06-4.08
Focus2 โ€“ cycle with a MMM AI proc replacing an AI hardcast which reduces the cycle time by the difference between the AI hardcast and the GCD
* - cycle with an extra SS always
** - cycle with the extra SS only on MMM AI cycles
*** - cycles with the extra SS only on non-MMM AI cycles

The small focus savings from the AI glyph really does not make much of a difference over the base case. It does make the slightly higher DPS case of performing the extra SS on non-MMM AI cycles instead of MMM AI cycles a possibility since it is only a little focus negative; however, to be safe with focus dipping, I still recommend it on MMM AI proc cycles.

[top]6.5.3.2.3.2 12.93% Haste Level for Termination Phase During BL

The table below provides the pertinent shot information, unless overridden for a specific case:

SS Time1.08
AI Time1.56
FPS5.87
CS Focus-38.13
SS Focus21.32
AI Focus-40.83

[top]6.5.3.2.3.2.1 KS or RF Glyph for Term Phase During BL at 12.93% Haste

We start with the KS or RF glyph analysis as the base since these glyph do not have any impact during this phase. As compared to the Standard phase case, the extra focus from Term empowers and additional AI per cycle. From trying different AI and SS amounts the table below illustrates the ideal case:

ShotTimeFocusFocus2
CS1.0061.8761.87
SS2.0883.2083.20
SS3.15104.52104.52
AI/MMM24.7263.69110.39
AI6.2822.8669.56
SS7.3544.1890.89
SS8.4365.51112.21
SS9.5186.83133.54
AI11.0746.0092.71
SS*12.1567.33114.03
Net Focus-24.81-54.00-7.29
Cycle Delay0.721.070.51
Net Focus*2.35-32.6714.03
Cycle Delay*1.732.151.58
Net Focus**-7.23-54.0014.03
Cycle Delay**1.421.071.58
Net Focus***-15.23-32.67-7.29
Cycle Delay***1.022.150.51
Focus2 โ€“ cycle with a MMM AI proc replacing an AI hardcast which reduces the cycle time by the difference between the AI hardcast and the GCD
* - cycle with an extra SS always
** - cycle with the extra SS only on MMM AI cycles
*** - cycles with the extra SS only on non-MMM AI cycles

Hence, the ideal cycle is:
CS-AIx3-SSx6

Termination provides about a 1500 DPS gain over the Standard phase.

[top]6.5.3.2.3.2.2 CS Glyph for Term Phase During BL at 12.93% Haste

The CS glyph case at the 12.93% haste case works out best to perform the same cycle as for the KS glyph since you can perform a higher ratio of AIs.

Termination provides about a 1300 DPS increase over the Standard phase.

[top]6.5.3.2.3.2.3 AI Glyph for Term Phase During BL at 12.93% Haste

The impact of the AI glyph in this case is the reduction of the cost of AI hardcasts. With assuming a 40% crit rate, on average the AI glyph saves 2 focus per AI hardcast. This reduces the average focus cost of AI to 38.83. The shot selection and timings for the AI glyph case is the same as for the base case with the difference being on average saving 6 focus over the 3 AIs per cycle. Hence, I only provide the updated focus information below:

 TimeFocusFocus2
Net Focus-20.06-48.00-3.29
Net Focus*6.85-26.6718.03
Net Focus**-2.60-48.0018.03
Net Focus***-10.60-26.67-3.29
Focus2 โ€“ cycle with a MMM AI proc replacing an AI hardcast which reduces the cycle time by the difference between the AI hardcast and the GCD
* - cycle with an extra SS always
** - cycle with the extra SS only on MMM AI cycles
*** - cycles with the extra SS only on non-MMM AI cycles

The small focus savings from the AI glyph really does not make much of a difference over the KS case. It does make the slightly higher DPS case of only performing the 6th SS on MMM AI cycles instead of all cycles a possibility since it is only a little focus negative losing only about 10 focus over the BL and reducing the chance of being affected by focus dipping.

United States Offline
Old 06/28/11, 2:19 PM   #475
Whitefyst
Great Tiger
 
Orc Hunter
 
Draenor
This post provides the detailed shot rotation information for the Kill Shot Phase from the MM guide. To make the MM guide shorter and since this information was not needed in the guide and is just useful (to some people) additional information, I am providing it in this separate post referenced from the MM guide instead. For convenience, I am leaving the headers as they would exist in the guide.

 

Contents

[top]6.5.4.2.1 Kill Shot Phase Unhasted

Note that for the Kill Shot Phase unhasted, there is only the following three distinct glyph cases:
- CS glyph
- KS glyph
- AI and RF glyphs

This is because during the Standard phase unhasted, only the CS and KS glyphs have impacts. The AI glyph has no impact since you are using AS as your focus dump and the only AIs being performed are the MMM AI procs, which cost no focus. The RF glyph has no impact since we are not performing RF.

Another item concerning the KS phase when unhasted is the fact that many of the cycles can waste a lot of focus. One common suggestion in these cases is to perform a cycle that skips the second SS pair and and uses ASs instead to dump the focus and do more damage. At least for the non-Termination cases, this is a bad idea, unless on the final cycle of the fight where there is no penalty for using up all your focus. The problems with doing this include:
- You lose ISS uptime for about 11 to 14% of the CS glyphed cycle and 20 to 25% of a normal CS cycle. The lost ISS uptime has the following impacts:
-- Lower autoshot frequency and less resulting damage and GftT, T12 4-set, and WQ procs
--Delaying your CS by the amount of extra cast time in the SS pair to regain ISS.
- MMM AI and FA proc frequencies are reduced in half due to only performing 2 SSs, resulting in less DPS.
- On the other hand, it will result in more Sicโ€™Em procs from the additional ASs

Using the best scenario of the 5.4% haste, CS glyph case where ISS downtime is minimized and the lower number of GCDs results in one less AS as an example, this CS-ASx4-SSx2 rotation loses on average 75 focus per cycle, meaning that it is not sustainable. Since the normal cycle wastes only 18 focus, over 4 of the standard cycles are required to make up for only one of the ISS downtime cycles. Averaging out the DPS increase of the ISS downtime cycle over 5 to 6 total cycles, the DPS increase is probably not worth the DPS decrease from the other factors listed about. Plus, with it taking 5 to 6 cycles to recover the focus, you might as well just perform the standard cycle until the final cycle of the fight at which point you can just unload your full focus bar.

Hence, for the KS phase with no Termination, I do not recommend the use of an ISS downtime cycle.

[top]6.5.4.2.1.1 5.4% Haste Level for KS Phase Unhasted

The table below provides the pertinent shot information:

SS Time1.50
FPS4.22
CS Focus-39.78
AS Focus-17.78
SS Focus15.32

[top]6.5.4.2.1.1.1 AI or RF Glyphs for KS Phase Unhasted at 5.4% Haste

We start with the cycle for the AI or RF glyphs as the base since they have no impact during this scenario. As with the Standard phase unhasted rotation, a 10s CS cycle has a tight option at the 5.4% haste from gear and Pathing level that utilizes the minimum 4 SSs. In addition since the CS CD is the same as the KS CD, KS may be performed at the same location in the rotation every cycle with replacing one of the ASs. Hence, the cycle is just like that for during the Standard phase but with a KS replacing an AS. It is:

CS-KS-ASx2- SSx4

With the following breakdown:

ShotTimeFocusFocus2
CS1.0060.2260.22
KS2.0064.4364.43
SS3.5079.7679.76
SS5.0095.0895.08
AS/MMM26.0077.3099.30
AS7.0059.5181.51
SS8.5074.8496.84
SS10.0090.16112.16
Net Focus1.16-9.8412.16
Cycle Delay0.000.000.00
Focus2 โ€“ cycle with a MMM AI proc replacing an AS

The replacement of the AS with a KS saves a net of 22 focus per cycle, making the about 21 focus deficit for the Standard phase unhasted Max DPS case actually be slightly focus positive and eliminating the need for a lower DPS focus regen cycle to be performed on some cycles.

The KS phase cycle is about a 1400 DPS increase over the Standard phase.

[top]6.5.4.2.1.1.2 CS Glyph for KS Phase Unhasted at 5.4% Haste

A 9s CS cycle has a tight option at the 5.4% haste from gear and Pathing level that utilizes the minimum 4 SSs. However, since the KS CD of 10s is greater than the CS CD of 9s, KS cannot be performed in a consistent location in the cycle and must float in location in the cycle and is not available to use on some cycles. The table below shows all of the possible locations for KS as it floats through the cycle with the limitations that both CS and the second SS in a SS pair have higher priority.

CSCSCSCSCSCSCS
KSASSSSSSSSSSS
SSKSSSSSSSSSSS
SSSSKSASSSASAS
ASSSASKSSSSSAS
SSSSSSSSKSSSSS
SSSSSSSSASKSSS

Note that in the 3rd and 5th columns that the KS is not cast until about 1s until after it has come off CD due to the extra length of the cast time of the preceding SS pair. In the final column, KS is on CD the whole CS cycle with a second AS performed instead. Hence, the extra AS is performed on every 7th cycle ideally. The good news if that the KS phase has to last over a minute to finish that 7th cycle.

Another factor that can reduce the number of KS cycles is MMM AI procs, which have higher priority due to the much higher damage and secondary benefits and which needs to be performed before starting the next SS pair. Hence, MMM AI procs can delay KS casts and cause a larger proportion of cycles without a KS cast. With MMM AI procs happening every other cycle, it is closer to 1 out of every 4 or 5 cycles will not have KS available.

Since the CS-ASx2-SSx4 from the Standard phase unhasted case was already a focus balanced cycle with including the MMM AI procs. Replacing any ASs with KSs is both a DPS benefit and results in even a more focus positive cycle that wastes about 18 focus per cycle on average.

This case is about 1000 DPS better than the Standard phase cycle.

[top]6.5.4.2.1.1.3 KS Glyph for KS Phase Unhasted at 5.4% Haste

A 10s CS cycle has a tight option at the 5.4% haste from gear and Pathing level that utilizes the minimum 4 SSs and the back-to-back KS replacing AS casts. However, since the glyphed KS CD of 11s is greater than the CS CD of 10s, KSs cannot be performed in a consistent location in the cycle and must float in location in the cycle and may ideally need to have the KS casts separated by other casts. The table below shows all of the ideal possible locations for KS as it floats through the cycle with the limitations that both CS and the second SS in a SS pair have higher priority.

CSCSCSCSCSCSCSCS
KSASSSSSSSSSSSKS
KSKSSSSSSSSSSSSS
SSKSKSASSSASASSS
SSSSKSKSSSSSASAS
ASSSASKSKSSSSSAS
SSSSSSSSKSKSSSSS
SSSSSSSSASKSKSSS

Note that in the 3rd and 5th columns that the KS is not cast until about 1s until after it has come off CD due to the extra length of the cast time of the preceding SS pair. In the final column, only the second KS in the pair is cast. Hence, the extra AS is performed on 2 of every 8 cycles ideally. The good news if that the KS phase has to last over a minute to get to those cycles.

Similar to the CS glyph case, another factor impacting the number of KS casts is MMM AI procs, whose timing and higher priority if an SS pair is next can delay KS casts.

This cycle is essentially the cycle for the AI or RF glyph case but with casting even more KSs to replace ASs. Since the AI or RF glyph case is already focus positive, replacing additional ASs with KSs will be even more focus positive as well as increase DPS.

This case is about 2100 DPS better than the Standard phase cycle.

[top]6.5.4.2.1.2 12.93% Haste Level for Standard Phase Unhasted

The table below provides the pertinent shot information:

SS Time1.40
FPS4.52
CS Focus-39.48
AS Focus-17.48
SS Focus15.32

[top]6.5.4.2.1.2.1 AI or RF Glyphs for KS Phase Unhasted at 12.93% Haste

The rotation that works best here is the same as for the 5.4% haste case as shown below despite the fact that the cycle results in 0.4s of deadtime. Adding an additional SS to use that deadtime delays the CS by 1s, wastes a lot of focus, and results in lower DPS. Adding in an additional AS, delays the CS by 0.6s , results in a large focus deficit, and results in lower DPS. On the other hand, the deadtime gives some slack for latency and human reaction.

CS-KS-ASx2-SSx4

With the following breakdown:

ShotTimeFocusFocus2
CS1.0060.5260.52
KS2.0065.0365.03
SS3.4080.3680.36
SS4.8095.6895.68
AS/MMM25.8078.20100.20
AS6.8060.7282.72
SS8.2076.0498.04
SS9.6091.37113.37
Net Focus2.37-8.6313.37
Cycle Delay-0.40-0.40-0.40
Focus2 โ€“ cycle with an MMM AI proc replacing an AS

This is about a 1000 DPS increase over the Standard phase.

[top]6.5.4.2.1.2.2 CS Glyph for KS Phase Unhasted at 12.93% Haste

A tight 9s CS cycle does not work out well at this haste case with only the 4 SSs needed with also using KS. There are basically two rotation choices. The first CS-KS-AS-SSx4, which results in 0.4s of deadtime in the cycle and wasting 20 focus per cycle. The second choice takes advantage of the deadtime and wasted focus in the previous cycle to cast an extra AS. The second cycle delays the CS cast by 0.6s, but results in higher DPS. The cycle information is:

CS-KS-ASx2-SSx4

ShotTimeFocusFocus2
CS1.0060.5260.52
KS2.0065.0365.03
SS3.4080.3680.36
SS4.8095.6895.68
AS/MMM25.8078.20100.20
AS6.8060.7282.72
SS8.2076.0498.04
SS9.6091.37113.37
Net Focus2.37-8.6313.37
Cycle Delay0.600.600.60
Focus2 โ€“ cycle with a MMM AI proc replacing an AS

This is about a 1400 DPS increase over the Standard phase.

[top]6.5.4.2.1.2.3 KS Glyph for KS Phase Unhasted at 12.93% Haste

The impacts of the KS glyph at this haste level is similar to that at the 5.4% haste level with the KS pair floating in location and splitting across CS or being absence on some cycles. The base cycle is shown below with noting that the KSs may have to be replaced with ASs on about 1/8th of the cycles on average when KS is not available.

CS-KSx2-AS-SSx4

ShotTimeFocusFocus2Focus3Focus4
CS1.0060.5260.5260.5260.52
KS/AS3/42.0065.0365.0343.0343.03
KS/AS3/43.0069.5569.5525.5525.55
SS4.4084.8884.8840.8840.88
SS\5.80100.20100.2056.2056.20 
AS/MMM2/46.8082.72104.7238.7260.72
SS8.2098.04120.0454.0476.04
SS9.60113.37135.3769.3791.37
Net Focus 13.3735.37-30.63-8.63
Cycle Delay 0.000.000.000.00
Ratio18.877711
Focus2/4 โ€“ cycles with a MMM AI proc replacing an AS
Focus3/4 โ€“ cycles with ASs being performed over unavailable KSs

This is about a 1600 DPS increase over the Standard phase.

[top]6.5.4.2.2 Kill Shot Phase During Rapid Fires

Note that for the KS Phase during RFs, that all four glyphs have possible impacts as shown below:
- AI glyph since reduces AI focus cost. Note though that the focus savings from this glyph may not be effective if it is not sufficient to change your shot selection.
- CS glyph. Note that the CS glyph may not be effective in this phase if its DPS beneficial to delay the CS cast only soon enough to refresh SrS.
- KS glyph since KS is available.
- RF glyph has an impact due to the reduced AI and possibly SS cast time and the additional focus regen.

Also, remember that during RFs that we want to perform as many AIs as possible and will willing extend the CS cycle, within the limitation of allowing at least 1s buffer in SrS refresh, as long as it results in higher DPS.

[top]6.5.4.2.2.1 5.4% Haste Level for KS Phase During RF

The table below provides the pertinent shot information, unless overridden for a specific case:

SS Time1.07
AI Time1.55
FPS9.90
CS Focus-34.10
SS Focus19.61
AI Focus-34.62

[top]6.5.4.2.2.1.1 CS Glyph for KS Phase During RF at 5.4% Haste

We start with the CS glyph analysis as the base since the CS glyph ends up not have any impact during this phase since it is best to delay the CS cycle a little bit to include an additional AI. From trying different AI and SS amounts the table below illustrates the ideal case:

ShotTimeFocusFocus2
CS1.0065.9065.90
AI2.5531.2931.29
KS3.5541.1941.19
SS4.6360.8060.80
SS5.7080.4180.41
AI/MMM27.2545.7990.31
AI8.8011.1855.70
SS9.8830.7975.31
SS10.9550.4094.92
SS*12.0270.01114.53 
Net Focus-27.34-49.60-5.08
Cycle Delay0.470.950.39
Net Focus*-2.17-29.9914.53
Cycle Delay*1.672.021.46
Net Focus**-13.53-49.6014.53
Cycle Delay**1.240.951.46
Net Focus***-15.98-29.99-5.08
Cycle Delay***0.882.020.39
Focus2 โ€“ cycle with a MMM AI proc replacing an AI hardcast which reduces the cycle time by the difference between the AI hardcast and the GCD
* - cycle with an extra SS always
** - cycle with the extra SS only on MMM AI cycles
*** - cycles with the extra SS only on non-MMM AI cycles

The best cycles is the following with losing only about 6 focus over the RF:

CS-KS-AIx3-SSx5

This is about a 350 DPS increase over the Standard phase case.

[top]6.5.4.2.2.1.2 AI Glyph for KS Phase During RF at 5.4% Haste

The impact of the AI glyph in this case is the reduction of the cost of AI hardcasts. With assuming a 40% crit rate, on average the AI glyph saves 2 focus per AI hardcast. This reduces the average focus cost of AI to 32.62. The shot selection and timings for the AI glyph case is the same as for the CS glyph case with the difference being on average saving 6 focus over the 3 AIs per cycle. This is just enough to change the rotation from slightly focus negative to slightly focus positive. Hence, I only provide the updated focus information below. Note that an option exists to not use the 5th SS on non-MMM AI cycles, but it results with 20 focus loss over the RF and possible focus dipping restrictions.

 TimeFocusFocus2
Net Focus-22.34-43.60-1.08
Net Focus*2.58-23.9918.53
Net Focus**-8.66-43.6018.53
Net Focus***-11.11-23.99-1.08
Focus2 โ€“ cycle with a MMM AI proc replacing an AI hardcast which reduces the cycle time by the difference between the AI hardcast and the GCD
* - cycle with an extra SS always
** - cycle with the extra SS only on MMM AI cycles
*** - cycles with the extra SS only on non-MMM AI cycles

This is an increase of about 200 over the Standard phase case.

[top]6.5.4.2.2.1.3 RF Glyph for KS Phase During RF at 5.4% Haste

The impact of the RF glyph is reduced AI and SS cast times and increased focus regen. Note that the RF glyph brings the SS cast down to exactly the GCD at this haste level. The updated shot information is:

SS Time1.00
AI Time1.45
FPS10.32
CS Focus-33.68
SS Focus19.32
AI Focus-35.03

As it works out, the same shot selections as for the base CS glyph case works best for the RF glyph case as well except that the cycle takes 0.67s shorter, which is not enough to be able to squeeze in extra AIs and still maintain somewhat focus balancing. The updated shot table is:

ShotTimeFocusFocus2
CS1.0066.3266.32
AI2.4531.2931.29
KS3.4541.6241.62
SS4.4560.9460.94
SS5.4580.2780.27
AI/MMM26.9045.2490.59
AI8.3510.2155.56
SS9.3529.5374.88
SS10.3548.8594.21
SS*11.3568.18113.53
Net Focus-28.47-51.15-5.79
Cycle Delay0.180.35-0.10
Net Focus*-3.48-31.8213.53
Cycle Delay*1.071.350.90
Net Focus**-14.76-51.1513.53
Cycle Delay**0.660.350.90
Net Focus***-17.18-31.82-5.79
Cycle Delay***0.591.35-0.10
Focus2 โ€“ cycle with a MMM AI proc replacing an AI hardcast which reduces the cycle time by the difference between the AI hardcast and the GCD
* - cycle with an extra SS always
** - cycle with the extra SS only on MMM AI cycles
*** - cycles with the extra SS only on non-MMM AI cycles

This is an increase of about 450 DPS over the Standard phase.

[top]6.5.4.2.2.1.4 KS Glyph for KS Phase During RF at 5.4% Haste

Unlike the unhasted case where we are doing a tight CS cycle which is shorter than the glyphed KS CD resulting in the KS casts floating in the rotation, the rotation during RF is longer than the glyphed KS CD meaning that the KSs can be performed at consistent locations.

The cycle that works out the best is the same as provided for the CS case, except with adding in the additional KS. The focus generated over the additional KS is enough to make the slightly focus negative cycle be decently focus positive, enough so that the 5th SS only needs to be performed on MMM AI proc cycles with only losing about 7 focus over the RF. The base cycle is:

CS-KSx2-AIx3-SSx4

ShotTimeFocusFocus2
CS1.0065.9065.90
AI2.5531.2931.29
KS3.5541.1941.19
KS4.5551.0951.09
SS5.6370.7070.70
SS6.7090.3190.31
AI/MMM28.2555.70100.21
AI9.8021.0865.60
SS10.8840.6985.21
SS11.9560.30104.82
SS*13.0279.91124.43
Net Focus-17.44-39.704.82
Cycle Delay1.671.951.39
Net Focus*7.73-20.0924.43
Cycle Delay*2.673.022.46
Net Focus**-3.63-39.7024.43
Cycle Delay**2.241.952.46
Net Focus***-6.08-20.094.82
Cycle Delay***2.103.021.39
Focus2 โ€“ cycle with a MMM AI proc replacing an AI hardcast which reduces the cycle time by the difference between the AI hardcast and the GCD
* - cycle with an extra SS always
** - cycle with the extra SS only on MMM AI cycles
*** - cycles with the extra SS only on non-MMM AI cycles


This case is about 500 DPS better than the Standard phase cycle.

[top]6.5.4.2.2.2 12.93% Haste Level for KS Phase During RF

The table below provides the pertinent shot information, unless overridden for a specific case:

SS Time1.00
AI Time1.45
FPS10.32
CS Focus-33.68
SS Focus19.32
AI Focus-35.03

The interesting item to note here as compared to the 5.4% haste case is that the numbers above are the same as for the 5.4% haste case under glyphed RF. Thus, you get the same benefit for the 10% increased haste from the RF glyph from just 7.53% more haste from gear and Pathing due to how the additions and multiplications work out.

[top]6.5.4.2.2.2.1 CS Glyph for KS Phase During RF at 12.93% Haste

We start with the CS glyph analysis as the base since the CS glyph ends up not have any impact during this phase since it is best to delay the CS cycle a little bit to include an additional AI. From trying different AI and SS amounts the table below illustrates the ideal case:

ShotTimeFocusFocus2
CS1.0066.3266.32
AI2.4531.2931.29
KS3.4541.6241.62
SS4.4560.9460.94
SS5.4580.2780.27
AI/MMM26.9045.2490.59
AI8.3510.2155.56
SS9.3529.5374.88
SS10.3548.8594.21
SS*11.3568.18113.53
Net Focus-28.47-51.15-5.79
Cycle Delay0.681.350.90
Net Focus*-3.48-31.8213.53
Cycle Delay*2.072.351.90
Net Focus**-14.76-51.1513.53
Cycle Delay**1.220.351.90
Net Focus***-17.18-31.82-5.79
Cycle Delay***0.591.350.90
Focus2 โ€“ cycle with a MMM AI proc replacing an AI hardcast which reduces the cycle time by the difference between the AI hardcast and the GCD
* - cycle with an extra SS always
** - cycle with the extra SS only on MMM AI cycles
*** - cycles with the extra SS only on non-MMM AI cycles

The best cycles is the following with losing only about 10 focus over the RF:

CS-KS-AIx3-SSx5

This is about a 400 DPS increase over the Standard phase case.

[top]6.5.4.2.2.2.2 AI Glyph for KS Phase During RF at 12.93% Haste

The impact of the AI glyph in this case is the reduction of the cost of AI hardcasts. With assuming a 40% crit rate, on average the AI glyph saves 2 focus per AI hardcast. This reduces the average focus cost of AI to 32.62. The shot selection and timings for the AI glyph case is the same as for the CS glyph case with the difference being on average saving 6 focus over the 3 AIs per cycle. This is just enough to change the rotation from slightly focus negative to slightly focus positive. Hence, I only provide the updated focus information below.

 TimeFocusFocus2
Net Focus-23.47-45.15-1.79
Net Focus*1.27-25.8217.53
Net Focus**-9.89-45.1517.53
Net Focus***-12.30-25.82-1.79
Focus2 โ€“ cycle with a MMM AI proc replacing an AI hardcast which reduces the cycle time by the difference between the AI hardcast and the GCD
* - cycle with an extra SS always
** - cycle with the extra SS only on MMM AI cycles
*** - cycles with the extra SS only on non-MMM AI cycles

This is an increase of about 250 over the Standard phase case.

[top]6.5.4.2.2.2.3 RF Glyph for KS Phase During RF at 12.93% Haste

The impact of the RF glyph is reduced AI and SS cast times and increased focus regen. Note that the RF glyph brings the SS cast down to exactly the GCD at this haste level. The updated shot information is:

SS Time1.00
AI Time1.45
FPS10.32
CS Focus-33.68
SS Focus19.32
AI Focus-35.03

As it works out, the same shot selections as for the base CS glyph case works best for the RF glyph case as well except that the cycle loses only 3 focus over the RF and takes 0.30s shorter, which is not enough to be able to squeeze in extra AIs and still maintain somewhat focus balancing. The updated shot table is:

ShotTimeFocusFocus2
CS1.0066.7866.78
AI2.3531.3631.36
KS3.3542.1342.13
SS4.3561.9161.91
SS5.3581.6981.69
AI/MMM26.7146.2792.46
AI8.0610.8557.05
SS9.0630.6376.82
SS10.0650.4096.60
SS*11.0670.18116.37
Net Focus-26.50-49.60-3.40
Cycle Delay0.030.06-0.29
Net Focus*-0.95-29.8216.37
Cycle Delay*0.841.060.71
Net Focus**-12.49-49.6016.37
Cycle Delay**0.420.060.71
Net Focus***-14.96-29.82-3.40
Cycle Delay***0.461.06-0.29
Focus2 โ€“ cycle with a MMM AI proc replacing an AI hardcast which reduces the cycle time by the difference between the AI hardcast and the GCD
* - cycle with an extra SS always
** - cycle with the extra SS only on MMM AI cycles
*** - cycles with the extra SS only on non-MMM AI cycles

This is an increase of about 450 DPS over the Standard phase.

[top]6.5.4.2.2.2.4 KS Glyph for KS Phase During RF at 12.93% Haste

Unlike the unhasted case where we are doing a tight CS cycle which is shorter than the glyphed KS CD resulting in the KS casts floating in the rotation, the rotation during RF is longer than the glyphed KS CD meaning that the KSs can be performed at consistent locations.

The cycle that works out the best is the same as provided for the CS case, except with adding in the additional KS. The focus generated over the additional KS is enough to make the slightly focus negative cycle be decently focus positive, but not enough so to dropping the 5th SS on any cycles. The base cycle is:

CS-KSx2-AIx3-SSx4

ShotTimeFocusFocus2
CS1.0066.3266.32
AI2.4531.2931.29
KS3.4541.6241.62
KS4.4551.9451.94
SS5.4571.2771.27
SS6.4590.5990.59
AI/MMM27.9055.56100.91
AI9.3520.5365.88
SS10.3539.8585.21
SS11.3559.18104.53
SS*12.3578.50123.86
Net Focus-18.14-40.824.53
Cycle Delay1.131.350.90
Net Focus*6.85-21.5023.86
Cycle Delay*2.072.351.90
Net Focus**-4.44-40.8223.86
Cycle Delay**1.661.351.90
Net Focus***-6.86-21.504.53
Cycle Delay***1.532.350.90
Focus2 โ€“ cycle with a MMM AI proc replacing an AI hardcast which reduces the cycle time by the difference between the AI hardcast and the GCD
* - cycle with an extra SS always
** - cycle with the extra SS only on MMM AI cycles
*** - cycles with the extra SS only on non-MMM AI cycles

This case is about 400 DPS better than the Standard phase cycle.

[top]6.5.4.2.3 Kill Shot Phase During Bloodlust

Note that for the Kill Shot Phase during BLs, there is only the following distinct glyph possible cases:
- AI glyph since reduces AI focus cost. Note though that the focus savings from this glyph may not be effective if it is not sufficient to change your shot selection.
- CS glyph. Note that the CS glyph may not be effective in this phase if its DPS beneficial to delay the CS cast only soon enough to refresh SrS.
- KS glyph since KS is available.
- RF glyph has an impact due to the reduced AI and possibly SS cast time and the additional focus regen.

Also, remember that during BLs that we want to perform as many AIs as possible and will willing extend the CS cycle, within the limitation of allowing at least 1s buffer in SrS refresh, as long as it results in higher DPS.

[top]6.5.4.2.3.1 5.4% Haste Level for KS Phase During BL

The table below provides the pertinent shot information, unless overridden for a specific case:

SS Time1.15
AI Time1.67
FPS5.48
CS Focus-38.52
SS Focus15.32
AI Focus-40.83

[top]6.5.4.2.3.1.1 RF Glyph for KS Phase During BL at 5.4% Haste

We start with the RF glyph analysis as the base since this glyph does not have any impact during this phase. From trying different AI and SS amounts the table below illustrates the ideal case:

ShotTimeFocusFocus2
CS1.0061.4861.48
SS2.1576.8176.81
SS3.3192.1392.13
AI/MMM24.9851.3097.61
AI6.6510.4756.78
KS7.6515.9562.26
SS8.8131.2777.58
SS9.9646.6092.91
SS11.1261.92108.23
SS*12.2777.25123.56
Net Focus-9.13-38.088.23
Cycle Delay0.691.120.44
Net Focus*11.98-22.7523.56
Cycle Delay*1.762.271.60
Net Focus**4.30-38.0823.56
Cycle Delay**1.451.121.60
Net Focus***-1.45-22.758.23
Cycle Delay***1.012.270.44
Focus2 โ€“ cycle with a MMM AI proc replacing an AI hardcast which reduces the cycle time by the difference between the AI hardcast and the GCD
* - cycle with an extra SS always
** - cycle with the extra SS only on MMM AI cycles
*** - cycles with the extra SS only on non-MMM AI cycles

The base cycle is: CS-KS-AIx2-SSx5

Since this cycle loses about 9 focus per cycle and 30 focus per BL, an additional 6th SS is needed on non-MMM AI cycles to reduce the focus loss to only about 5 focus over the BL.

This case increases DPS by about 300 over the Standard phase.

[top]6.5.4.2.3.1.2 CS Glyph for KS Phase During BL at 5.4% Haste

For the CS glyph case, the shots work out to actually perform a somewhat tight 9s CS cycle. The base shot cycle and shot information is the following with MMM AI procs replacing the 5th SS:

CS-KS-AI-SSx5

ShotTimeFocusFocus2
CS1.0061.4861.48
SS2.1576.8176.81
SS3.3192.1392.13
AI4.9851.3051.30
SS/MMM26.1366.6256.78
KS7.1372.1062.26
SS8.2987.4377.58
SS9.44102.7592.91
Net Focus-2.172.75-7.09
Cycle Delay0.370.440.29
Focus2 โ€“ cycle with a MMM AI proc replacing the extra SS which reduces the cycle time by the difference between the SS cast and the GCD

Note that this cycle averages delaying the CS cast by only 0.37s and loses only about 9 focus over the BL.

This case increases DPS by about 550 over the Standard phase.

[top]6.5.4.2.3.1.3 AI Glyph for KS Phase During BL at 5.4% Haste

The impact of the AI glyph in this case is the reduction of the cost of AI hardcasts. With assuming a 40% crit rate, on average the AI glyph saves 2 focus per AI hardcast. This reduces the average focus cost of AI to 38.83. The shot selection and timings for the AI glyph case is the same as for the base case with the difference being on average saving 4 focus over the 2 AIs per cycle. Hence, I only provide the updated focus information below:

 TimeFocusFocus2
Net Focus-6.38-34.0810.23
Net Focus*14.48-18.7525.56
Net Focus**6.92-34.0825.56
Net Focus***1.17-18.7510.23
Focus2 โ€“ cycle with a MMM AI proc replacing an AI hardcast which reduces the cycle time by the difference between the AI hardcast and the GCD
* - cycle with an extra SS always
** - cycle with the extra SS only on MMM AI cycles
*** - cycles with the extra SS only on non-MMM AI cycles

The small focus savings from the AI glyph really does not make much of a difference over the base case. All it does is change the net focus of the recommended cycle from -1.45 focus per cycle to +1.17 per cycle.

This case increases DPS by about 450 over the Standard phase.

[top]6.5.4.2.3.1.4 KS Glyph for KS Phase During BL at 5.4% Haste

Similar to the RF case, the rotation during BL is longer than the glyphed KS CD meaning that the KSs can be performed at consistent locations.

The cycle that works out the best is the same as provided for the RF base case, except with adding in the additional KS. The base cycle is:

CS-KSx2-AIx2-SSx5

ShotTimeFocusFocus2
CS1.0061.4861.48
AI2.6720.6520.65
KS3.6726.1326.13
KS4.6731.6131.61
SS5.8346.9446.94
SS6.9862.2662.26
AI/MMM28.6521.4367.74
SS9.8136.7583.07
SS10.9652.0898.39
SS*12.1267.40113.71
Net Focus-24.77-47.92-1.61
Cycle Delay0.620.960.29
Net Focus*-3.65-32.6013.71
Cycle Delay*1.692.121.44
Net Focus**-5.55-47.9213.71
Cycle Delay**1.290.961.44
Net Focus***-11.29-32.60-1.61
Cycle Delay***0.862.120.29
Focus2 โ€“ cycle with a MMM AI proc replacing an AI hardcast which reduces the cycle time by the difference between the AI hardcast and the GCD
* - cycle with an extra SS always
** - cycle with the extra SS only on MMM AI cycles
*** - cycles with the extra SS only on non-MMM AI cycles

This case is about 1200 DPS better than the Standard phase cycle.

[top]6.5.4.2.3.2 12.93% Haste Level for Kill Shot Phase During BL

The table below provides the pertinent shot information, unless overridden for a specific case:

SS Time1.08
AI Time1.56
FPS5.87
CS Focus-38.13
SS Focus15.32
AI Focus-40.83

[top]6.5.4.2.3.2.1 RF Glyph for KS Phase During BL at 12.93% Haste

We start with the RF glyph analysis as the base since this glyph does not have any impact during this phase. From trying different AI and SS amounts the table below illustrates the ideal case:

ShotTimeFocusFocus2
CS1.0061.8761.87
SS2.0877.2077.20
SS3.1592.5292.52
AI/MMM24.7251.6998.39
AI6.2810.8657.56
KS7.2816.7363.44
SS8.3532.0678.76
SS9.4347.3894.08
SS10.5162.71109.41
SS*11.5878.03124.73
Net Focus-8.11-37.299.41
Cycle Delay0.160.51-0.05
Net Focus*13.06-21.9724.73
Cycle Delay*1.161.581.02
Net Focus**5.35-37.2924.73
Cycle Delay**0.860.511.02
Net Focus***-0.40-21.979.41
Cycle Delay***0.461.58-0.05
Focus2 โ€“ cycle with a MMM AI proc replacing an AI hardcast which reduces the cycle time by the difference between the AI hardcast and the GCD
* - cycle with an extra SS always
** - cycle with the extra SS only on MMM AI cycles
*** - cycles with the extra SS only on non-MMM AI cycles

The base cycle is: CS-KS-AIx2-SSx5

Since this cycle loses less than 1 focus per cycle and 3 focus per BL, an additional 6th SS is needed on non-MMM AI cycles to reduce the focus loss to only about 5 focus over the BL.

This case increases DPS by about 500 over the Standard phase.

[top]6.5.4.2.3.2.2 CS Glyph for KS Phase During BL at 12.93% Haste

For the CS glyph case, the shots work out to actually perform a somewhat tight 9s CS cycle. The base shot cycle and shot information is the following with MMM AI procs replacing the 5th SS:

CS-KS-AI-SSx5

ShotTimeFocusFocus2
CS1.0061.8761.87
SS2.0877.2077.20
SS3.1592.5292.52
AI4.7251.6951.69
SS/MMM25.7967.0157.56
KS6.7972.8963.44
SS7.8788.2178.76
SS8.95103.5494.08
Net Focus-1.193.54-5.92
Cycle Delay0.00-0.05-0.13
Focus2 โ€“ cycle with a MMM AI proc replacing the extra SS which reduces the cycle time by the difference between the SS cast and the GCD

Note that this cycle is tight with just a little deadtime and loses only about 6 focus over the BL.

This case increases DPS by about 300 over the Standard phase.

[top]6.5.4.2.3.2.3 AI Glyph for KS Phase During BL at 12.93% Haste

The impact of the AI glyph in this case is the reduction of the cost of AI hardcasts. With assuming a 40% crit rate, on average the AI glyph saves 2 focus per AI hardcast. This reduces the average focus cost of AI to 38.83. The shot selection and timings for the AI glyph case is the same as for the base case with the difference being on average saving 4 focus over the 2 AIs per cycle. Hence, I only provide the updated focus information below:

 TimeFocusFocus2
Net Focus-5.36-33.2911.41
Net Focus*15.56-17.9726.73
Net Focus**7.97-33.2926.73
Net Focus***2.23-17.9711.41
Focus2 โ€“ cycle with a MMM AI proc replacing an AI hardcast which reduces the cycle time by the difference between the AI hardcast and the GCD
* - cycle with an extra SS always
** - cycle with the extra SS only on MMM AI cycles
*** - cycles with the extra SS only on non-MMM AI cycles

The small focus savings from the AI glyph really does not make much of a difference over the base case. All it does is change the net focus of the recommended cycle from slighty focus negative per cycle to slightly focus positive.

This case increases DPS by about 600 over the Standard phase.

[top]6.5.4.2.3.2.4 KS Glyph for KS Phase During BL at 12.93% Haste

Similar to the RF case, the rotation during BL is longer than the glyphed KS CD meaning that the KSs can be performed at consistent locations.

The cycle that works out the best is the same as provided for the RF base case, except with adding in the additional KS. The base cycle is:

CS-KSx2-AIx2-SSx5

ShotTimeFocusFocus2
CS1.0061.8761.87
AI2.5621.0421.04
KS3.5626.9126.91
KS4.5632.7932.79
SS5.6448.1148.11
SS6.7263.4463.44
AI/MMM28.2822.6169.31
SS9.3537.9384.63
SS10.4353.2599.96
SS*11.5168.58115.28
Net Focus-23.40-46.75-0.04
Cycle Delay0.150.43-0.13
Net Focus*-2.23-31.4215.28
Cycle Delay*1.161.510.95
Net Focus**-4.10-46.7515.28
Cycle Delay**0.790.430.95
Net Focus***-9.85-31.42-0.04
Cycle Delay***0.381.51-0.13
Focus2 โ€“ cycle with a MMM AI proc replacing an AI hardcast which reduces the cycle time by the difference between the AI hardcast and the GCD
* - cycle with an extra SS always
** - cycle with the extra SS only on MMM AI cycles
*** - cycles with the extra SS only on non-MMM AI cycles

This case is about 1200 DPS better than the Standard phase cycle.

United States Offline
Old 06/28/11, 2:22 PM   #476
Whitefyst
Great Tiger
 
Orc Hunter
 
Draenor
This post provides the detailed shot rotation information for the Kill Shot with Termination Phase from the MM guide. To make the MM guide shorter and since this information was not needed in the guide and is just useful (to some people) additional information, I am providing it in this separate post referenced from the MM guide instead. For convenience, I am leaving the headers as they would exist in the guide.

Note that the pertinent shot information concerning focus cost and cast times are the same as provided in the KS phase section with the exception that the SS focus generated is 6 focus greater.

 

Contents

[top]6.5.5.2.1 Kill Shot Phase With Termination Unhasted

There are two main questions to explore on whether Termination helps during the KS phase. These are:
1) Whether the additional focus generated is enough to be able to perform an extra focus dump or to eliminate an extra SS
2) Is the additional focus generated over 2 SSs enough to make the ISS downtime cycles worthwhile.

[top]6.5.5.2.1.1 5.4% Haste Level for KS Phase with Term Unhasted

Concerning the question on whether the extra focus generated by Termination makes casting an extra focus dump worthwhile during this phase, the answer is no. The reason is that the focus dump is AS and does considerably less damage than CS and noticeably less than KS. Hence, replacing a KS with the AS or extending the cycle to add in the additional AS reduces DPS.

Since the unhasted KS cycles at this haste level all have the minimum 4 SSs, there are no extra SSs that can be eliminated due to the extra focus from Termination.

Concerning the ISS downtime cycles, I definitely do not recommend them in the AI and RF glyph cases for similar reasons as expressed in the Termination section. First, the ISS downtime cycles for these glyphs lose over 58 focus per cycle and require over 2.5 normal cycles to regain the lost focus. Although these averaged cycles potentially can gain 330 DPS from the specials, there is also all of the non-special DPS loses as discussed previously.

I also do not recommend the ISS downtime cycle for the KS glyph case for similar reasons as for the AI and RF glyphs. Although the extra KS makes the case slightly better by about 4 concerning focus costs, it also has about 100 less DPS to gain on average.

Although I do not recommend it, the ISS downtime cycle may be a gain for some people using the CS glyph since the shorter CS CD results in lower ISS downtime. The focus loss for the CS glyph is still about 54 focus but only requires about 1.33 standard cycles to counteract the focus loss. In addition, this case also has a higher DPS gain potential at just over 500 DPS.

[top]6.5.5.2.1.2 12.93% Haste Level for KS Phase with Term Unhasted

At this higher haste level, Termination is more useful during the KS phase for all the glyph cases except for the CS glyph.

For the AI and RF glyph cases, the KS phase cycles had 0.4s of deadtime with no good way to utilize that deadtime. Termination provides enough additional focus over the 4 SSs to eliminate that deadtime by firing an extra AS. This does delay the CS cycle by 0.6s; however, it is worth it since it increases DPS by about 450 while still being focus positive. I do not recommend the ISS downtime cycles here since they only increase special DPS by potential of 100 DPS, which is certainly less that the losses in non-special DPS.

For the KS glyph case, the benefits of Termination are the same as for the AI and RF glyphs with being able to perform an additional AS. The DPS gain is a little smaller at just over 400 DPS and even more focus is wasted. I also do not recommend the ISS downtime cycle since it still goes way negative at -53 focus and only potentially gains less than 300 DPS from the specials, which may not counteract the DPS loss in the non-specials.

For the CS glyph case, Termination provides no benefit during the KS phase. This is because the non-Termination rotation was already performing the extra AS and did not have any deadtime. I also do not recommend the ISS downtime cycle since it only potentially increases special DPS by about 50, which is more than lost with the loss of the non-special DPS.

[top]6.5.5.2.2 Kill Shot Phase with Termination During Rapid Fires

For all glyphs, Termination helps both haste cases during the KS phase. This is because the reasons detailed in the Termination section.

Since this guide is long enough already and I believe you all understand the shot information by now, that I will just summarize the information in this section.

[top]6.5.5.2.2.1 5.4% Haste Level for KS Phase with Term During RF

[top]6.5.4.2.2.1.1 CS Glyph for KS Phase During RF at 5.4% Haste
The rotation information is:

CS-KS-AIx3-SSx4 with MMM AI procs replacing an AI

The cycle takes 10.95s on non-MMM AI cycles and 10.4s on MMM AI cycles. Average focus loss is about 3 per cycle and 8 over the RF.

Termination increases DPS by about 1100.

[top]6.5.5.2.2.1.2 AI Glyph for KS Phase with Term During RF at 5.4% Haste
The rotation information is similar to the CS case except for focus consumption:

CS-KS-AIx3-SSx4 with MMM AI procs replacing an AI

The cycle takes 10.95s on non-MMM AI cycles and 10.4s on MMM AI cycles. Average focus loss is about 2 per cycle and 5 over the RF.

Termination increases DPS by about 1100.

[top]6.5.5.2.2.1.3 RF Glyph for KS Phase with Term During RF at 5.4% Haste
The rotation information is similar to the CS case:

CS-KS-AIx3-SSx4 with MMM AI procs replacing an AI

The cycle takes 10.35s on non-MMM AI cycles and 10.0s on MMM AI cycles. Average focus loss is about 4 per cycle and 14 over the RF.

Termination increases DPS by about 950.

[top]6.5.5.2.2.1.4 KS Glyph for KS Phase with Term During RF at 5.4% Haste
The rotation information is similar to the CS case, except that it includes the second KS:

CS-KSx2-AIx3-SSx4 with MMM AI procs replacing an AI

The cycle takes 11.95s on non-MMM AI cycles and 11.4s on MMM AI cycles. Average net focus is positive by a good amount.

Termination increases DPS by about 800.

[top]6.5.5.2.2.2 12.93% Haste Level for KS Phase with Term During RF

[top]6.5.5.2.2.2.1 CS Glyph for KS Phase with Term During RF at 12.93% Haste
The rotation information is:

CS-KS-AIx3-SSx4 with MMM AI procs replacing an AI

The cycle takes 10.35s on non-MMM AI cycles and 10.0s on MMM AI cycles. Average focus loss is about 4 per cycle and 14 over the RF.

Termination increases DPS by about 1100.

[top]6.5.5.2.2.2.2 AI Glyph for KS Phase with Term During RF at 12.93% Haste
The rotation information is similar to the CS case except for focus consumption:

CS-KS-AIx3-SSx4 with MMM AI procs replacing an AI

The cycle takes 10.35s on non-MMM AI cycles and 10.0s on MMM AI cycles. Average focus is barely positive each cycle.

Termination increases DPS by about 1500.

[top]6.5.5.2.2.2.3 RF Glyph for KS Phase with Term During RF at 12.93% Haste
The rotation information is similar to the CS case:

CS-KS-AIx3-SSx4 with MMM AI procs replacing an AI

The cycle takes 10.06s on non-MMM AI cycles and 10.0s on MMM AI cycles. Average focus loss is about 3 per cycle and 8 over the RF.

Termination increases DPS by about 900.

[top]6.5.5.2.2.2.4 KS Glyph for KS Phase with Term During RF at 12.93% Haste
The rotation information is similar to the CS case, except that it includes the second KS:

CS-KSx2-AIx3-SSx4 with MMM AI procs replacing an AI

The cycle takes 11.35s on non-MMM AI cycles and 10.0s on MMM AI cycles. Average net focus is positive by a good amount.

Termination increases DPS by about 800.

[top]6.5.5.2.3 Kill Shot Phase with Term During Bloodlust

[top]6.5.5.2.3.1 5.4% Haste Level for KS Phase During BL

[top]6.5.5.2.3.1.1 RF Glyph for KS Phase with Term During BL at 5.4% Haste
The rotation information is:

CS-KS-AIx3-SSx5 with MMM AI procs replacing an AI and a 6th SS on MMM AI proc cycles

The cycle takes 12.79s on non-MMM AI cycles and 13.27s on MMM AI cycles. Average focus loss is about 2 per cycle and 8 over the BL.

Termination increases DPS by about 1000.

[top]6.5.5.2.3.1.2 CS Glyph for KS Phase with Term During BL at 5.4% Haste
Exact same as for RF glyph.

Termination increases DPS by about 1600.

[top]6.5.5.2.3.1.3 AI Glyph for KS Phase with Term During BL at 5.4% Haste
Exact same as for RF glyph, except that focus consumption is positive.

Termination increases DPS by about 1000.

[top]6.5.5.2.3.1.4 KS Glyph for KS Phase with Term During BL at 5.4% Haste
The rotation information is:

CS-KSx2-AIx2-SSx4 with MMM AI procs replacing an AI

The cycle takes 10.96s on non-MMM AI cycles and 10.29s on MMM AI cycles. Average focus loss is about 1 per cycle and 3 over the BL.

Termination increases DPS by about 1000.

[top]6.5.5.2.3.2 12.93% Haste Level for Kill Shot Phase with Term During BL

[top]6.5.5.2.3.2.1 RF Glyph for KS Phase with Term During BL at 12.93% Haste
The rotation information is:

CS-KS-AIx3-SSx5 with MMM AI procs replacing an AI and a 6th SS on MMM AI proc cycles

The cycle takes 12.07s on non-MMM AI cycles and 12.58s on MMM AI cycles. Average focus loss is about 1 per cycle and 5 over the BL.

Termination increases DPS by about 1150.

[top]6.5.5.2.3.2.2 CS Glyph for KS Phase with Term During BL at 12.93% Haste
The rotation information is:

CS-KS-AIx2-SSx4 with MMM AI procs replacing an AI

The cycle takes 9.43s on non-MMM AI cycles and 9s on MMM AI cycles. Average focus loss is about 2 per cycle and 10 over the BL.

Termination increases DPS by about 900.

[top]6.5.5.2.3.2.3 AI Glyph for KS Phase with Term During BL at 12.93% Haste
The rotation is the same as for the RF glyph except with slight positive focus.

Termination increases DPS by about 1150.

[top]6.5.5.2.3.2.4 KS Glyph for KS Phase with Term During BL at 12.93% Haste
The rotation information is:

CS-KSx2-AIx2-SSx4 with MMM AI procs replacing an AI

The cycle takes 10.43s on non-MMM AI cycles and 10.0s on MMM AI cycles. Average focus is barely positive.

Termination increases DPS by about 1100.

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Old 06/28/11, 2:32 PM   #477
Whitefyst
Great Tiger
 
Orc Hunter
 
Draenor
Per some comments and suggestions that I have received in PMs, to make the MM guide a little more accessible and less intimidating, I have moved the shot details information for each phase to separate posts that are referenced in the OP. This is because although the shot details information is useful to some, it is not really needed by the average person reading the post. Furthermore, the T12 4-set support data is going to add more into the posts, so separating this data out will help keep the OP size down and make maintenance easier.

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Old 06/30/11, 2:10 AM   #478
Syncness
Von Kaiser
 
Night Elf Hunter
 
Caelestrasz
The main post, (and even the one above) is quite chucky and filled with data, though useful, it is very confusing to a new hunter reader.

You suggested using AI hard cast in your 4.2 cycles, is this flexible in relation to AS?

Australia Offline
Old 06/30/11, 9:54 AM   #479
Whitefyst
Great Tiger
 
Orc Hunter
 
Draenor
Originally Posted by Syncness View Post
You suggested using AI hard cast in your 4.2 cycles, is this flexible in relation to AS?
When to use AI as your focus dump in your cycles does not change in 4.2. It is still the same rules as applied in T11 gear since AI cast time was reduced and its damage was buffed in 4.0.6. And the choice of which to use is flexible as long as you understand the potential benefits or costs of using one over the other.

As a rehash:
- When unhasted, AI does a little more damage than the alternative cycle using 2 ASs, even when accounting for the the extra autoshot, WQ, and Sic'Em DPS of the AS case. However, the long cast times of AI makes it vunerable to both interruptions and pushback. Having an AI hardcast interrupted is a huge DPS loss, where just one or two interruptions can easily use the AI advantage. Thus, when we are unhasted, the recommendation is to use AS as the focus dump unless you are confident that your AI cast will not be interrupted or pushbacked.
- When hasted, AI hardcasts are much shorter making it much more DPS than the AS alternative and reducing the vunerability to interruptions/pushback, although the vunerability still exists. As such, we prefer to hardcast AI when hasted, with still knowing that we will need to use AS as the focus dump when moving or when in jeopardy of experiencing AI interruption or pushback.
- During the CA phase, AI almost always crits. Thus, it does a lot more damage than the AS alternative, and we want to use it as teh focus dump with the same exceptions as listed for the hasted case.

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Old 07/01/11, 2:30 AM   #480
danthegreat1
Glass Joe
 
Night Elf Hunter
 
Tichondrius
Not sure if this has been mentioned ---

For T12 another reason for switching to Kill Command is -- It does not reset your SS timer, thus you can maintain a free KC in the middle of a ImpSS refresh.

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