Originally Posted by Chryzm
[How] can we honestly take these high haste profiles seriously? No top hunters are doing it including myself and even talked to other Hunters about it and it's been proven that sims overvalue haste in extreme cases. The amount of other stats lost is staggering..... Not to mention some of the gear in the profile doesn't even EXIST. As far as Aimed Shot dumping it's viable on like 2-3Fights in the entire instance the amount of movement on any other fight is a huge loss not being able to plant feet and cast Aimed.
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I agree that the Best Possible DPS in such a such tool cases should always be taken with a grain of salt. Part of the reason is it is an ideal fight that is being simulated, and no fight, even a Patchwerk fight, is every 100% ideally performed. Second is the modeling of the tool can result in not so practical of results. A third is that it requires the ideal gear set that the vast majority of players never acquire.
The value of such cases though is that it gets players trying different things in the simulations to attempt to increase DPS that they may not have ever dreamed of trying in game. Some of these changes are not practical and only are beneficial in the simulation for a particular case. However, some of the attempted changes are viable options for end game playing or provide insight into ways to improve play.
Anyway, any change that allows us to reasonably perform more AIs instead of ASs is going to increase DPS, but that indeed has to be balanced against the situation where fight mechanics may reduce the opportunity to perform more AIs and require a decent number of ASs to be cast. That is why I am personally not a fan of the AI hardcast only all the time optimization. I try to optimize around a decent number of both AIs and ASs being performed.
For my current gear, which is a decent amount below current BiS (376 ilevel), this recent whole max DPS case has not affected my playing approach at all. With only one haste trinket and with it being a non-heroic version, it neither gets my AI cast time down to a low enough cast time at reasonable haste amounts nor has sufficient uptime for me to make any changes.
The fact that some of the gear in the cases in the thread may not exist does not change the fact of the benefit illustrated by these cases of having enough static haste to ensure that Matrix Restablizer procs haste and being able to utilize both the haste trinket procs in order to reduce AI cast time sufficiently during the procs to increase the number of AIs potentially performed during a fight.
To illustrate, I took the AS focus dump case from that thread as a base and then modified it to bring it down closer to the current recommendations for an AS focus dump case in the MM guide. I also changed the CS glyph to the AS glyph. The table below summarizes the changes in stats.
| Stats from Gear | Max DPS | Standard | Delta |
| Agility | 6341 | 6341 | 0 |
| Stamina | 7000 | 7000 | 0 |
| Attack Power | 190 | 190 | 0 |
| Hit Rating | 961 | 963 | 2 |
| Crit Rating | 1876 | 2212 | 336 |
| Haste Rating | 2589 | 1559 | -1030 |
| Mastery Rating | 640 | 1332 | 692 |
As can be seen, agility and AP were unchanged in the case. The only difference between the two runs is trading off 1030 haste rating versus 692 mastery and 336 crit. This is basically losing about 8% haste from gear, but after being multiplied by other haste effects it is essentially about 40% haste. The changes in crit rating plus the FD modeling of the Matrix Restablizer proc now being crit always averaged over the fight, results in about +4.6% crit.
So the next question is how much did this change affect our average shot damage. The table below shows this. The table below includes the benefits of PS to SS, CS, and AI. It does not include the buff to crit on SS and AI during the CA phase.
| Shot | Max DPS | Standard | Delta | % Delta |
| Serpent Sting | 3324 | 3396 | 71 | 2.14% |
| Kill Shot | 31644 | 32748 | 1104 | 3.49% |
| Chimera Shot | 53527 | 56178 | 2651 | 4.95% |
| Arcane Shot | 14575 | 16893 | 2318 | 15.90% |
| Aimed Shot | 56587 | 59390 | 2803 | 4.95% |
| Steady Shot | 12489 | 13108 | 619 | 4.95% |
| Auto Shot | 10066 | 10417 | 351 | 3.49% |
| Proc DPS | 5269 | 5281 | 12 | 0.23% |
| Wild Quiver | 9624 | 9959 | 336 | 3.49% |
| Flaming Arrow | 9763 | 10103 | 341 | 3.49% |
As can be see the change in damage is not big but still significant. Each SrS tick does about 2.14% more damage. The three PS affected shots each do about 5% more damage. AS did about 16% more damage due to the glyph plus the additional crit rate. All other shots do about 3.5% more damage. The question then is does the chage in shot totals make up enough for the differences. The table below shows the change in shot totals.
| Shot | Max DPS | Standard | Delta |
| Serpent Sting | 1 | 1 | 0 |
| Kill Shot | 5 | 5 | 0 |
| Chimera Shot | 29 | 27 | 2 |
| Arcane Shot | 29 | 52 | -23 |
| Aimed Shot | 61 | 42 | 19 |
| Steady Shot | 142 | 135 | 7 |
| Auto Shot | 125 | 132 | -7 |
| Proc DPS | 1 | 1 | 0 |
| Wild Quiver | 95 | 128 | -33 |
| Flaming Arrow | 14 | 14 | 0 |
The 2 difference in number of CSs is due using the CS glyph. Besides the 2 additional CSs, the higher haste case gained 19 AIs and 7 SS versus 23 more ASs. That is a significant amount more of DPS. This increase is partly due to The Hungerer procs being at high enough haste to meet the threshold to cast AI when under no other dynamic haste effect. It is also due to the Matrix Restablizer now always proccing haste and resulting in performing AIs when under no other dynamic haste effects and making the AIs under other dynamic haste effects cast faster.
Although the faster haste case had 7 more SSs, it was not enough in the simulation to get another Flaming Arrow, although an additional one or more could occur in game. The faster haste case did have 7 less autoshots due to the increased AIs and autoshot lock outs. This did result in 1 less T12 4-set proc, but with it and other procs being used on ASs, the net focus benefit from T12 4-set procs was higher in the faster haste case. The final shot difference is 33 less WQs.
So to what DPS difference does this equate? See the table below.
| DPS | Max DPS | Standard | Delta | % Delta |
| Combined | 40301.64 | 39526.12 | 776 | 1.92% |
| Hunter | 35317.45 | 34845.59 | 472 | 1.34% |
| Pet | 4984.19 | 4680.53 | 304 | 6.09% |
The faster haste case is about 2% better on DPS, with DPS being higher for both the hunter and the pet. Pet DPS is higher despite the lower crit rate due to the faster attack speed. Note that Sic’Em procs were about the same in both cases since there was a similar number of AIs plus ASs performed (90 and 94) with the more AIs performed in the CA phase evening things out. The less number of autoshots and lower crit rate did result in a little lower focus regen from GftT from the faster haste case.
Now that the case comparison is complete with the faster haste case winning, let us look at the practicality of the situation for actual game playing. Factors include:
- Faster SS cast times are better for game play favoring the faster haste case
- Things happen which prevent the ability to perform the rotation, delaying CS casts and favoring the lower haste case that does not have the CS glyph
- Faster AIs in general result in less chance for each to be interrupted or pushbacked favoring the faster haste case
- Having to move and being afraid of interruption and pushback boss abilities occurring can result in needing to perform more ASs over AIs. This hurts both cases, but obviously the higher haste case more since it performs more AIs and does not have the AS glyph.
As a compromise to the practical benefits and disadvantages of the higher haste case, what I recommend from a practical standpoint is to still use the AS glyph instead of the CS glyph. In the sim, this change is about a 360 DPS loss, which takes away a little under half the DPS benefit of the higher haste case. However, due to the practical situations affecting CS casts and having to perform more ASs than ideal, using the AS glyph instead of the CS glyph in the high haste case could actually be a DPS gain in practice.
With that change, the difference between the two cases is about 410 DPS. This is a significant amount at about 1% of the DPS. From practical standpoint that difference is smaller, say around 300 DPS, which is small enough where I say that the approach between the high and low haste cases with the haste trinkets is a personal preference for what works best for your play style.
Originally Posted by Zehluj
Well, what I don't understand is how haste can be valued good in the Arcane dump rotation, it makes no sense with the set rotation we basically have and already being way focus posetive because of T12 set. I find myself sometimes just spamming Arcane Shots just to not cap. How can haste be valued good when you can't even use the focus?
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If I understand the context of your comment correctly, the higher haste case is still valuable for the AS unhasted focus dump case since:
1) It allows you to use the much higher damaging AI as your focus dump instead of AS during haste trinket procs.
2) It increases your autoshot frequency (when not casting AIs)
3) It allows you to perform more SSs (when unhasted) and AIs during the CA phase when both have the high crit rate.
4) Increases pet attack speed