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04/07/09, 8:29 PM
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#1021
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Piston Honda
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Originally Posted by lolsnipe
With your glyphs, do you think killshot glyph is a dps upgrade over serpent sting, if it is, what is your shot rotation with keeping Serp up.
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Spreadsheet is showing slightly better dps by replacing steady glyph with serpent glyph. Kill Shot glyph is worth more than either serpent or steady.
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04/08/09, 1:47 AM
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#1022
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Glass Joe
Night Elf Hunter
Kel'Thuzad
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Originally Posted by Kharthus
Spreadsheet is showing slightly better dps by replacing steady glyph with serpent glyph. Kill Shot glyph is worth more than either serpent or steady.
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serp over steady? now im confused
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04/08/09, 3:20 AM
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#1023
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Von Kaiser
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Originally Posted by lolsnipe
serp over steady? now im confused
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Mostly because by having to refresh Serpent Sting less often you are getting to steady shot more.
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04/08/09, 5:42 AM
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#1024
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Glass Joe
Night Elf Hunter
Wildhammer (EU)
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I'd be curious to see some figures on the DPS output by replacing the steady shot glyph by the serpent sting one. Sure 6sec more on serpant sting could be benificial but then again serpent sting goes for 15secs and with the steady shot glyph in place, thats 15secs worth of steady shot with a +10% damage. Well as extending the time on serpent sting is only extending the nature damage it does... Unless you have both these glyphs slotted in and here I see alot more use of the two of them playing off each other cause that spells out an additional 6secs worth of increased damage from steady shot before re-applying S-sting.
I tend to use the "Hunter's mark glyph" to give my hunter's mark an additional 20%ap. The glyph of bestial wrath which is a no brainer for BM hunters, thus leaving me with one major slot to fill in, in which case I'd used the Steady shot glyph.
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04/08/09, 6:17 AM
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#1025
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Von Kaiser
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Originally Posted by daragh
I'd be curious to see some figures on the DPS output by replacing the steady shot glyph by the serpent sting one. Sure 6sec more on serpant sting could be benificial but then again serpent sting goes for 15secs and with the steady shot glyph in place, thats 15secs worth of steady shot with a +10% damage. Well as extending the time on serpent sting is only extending the nature damage it does... Unless you have both these glyphs slotted in and here I see alot more use of the two of them playing off each other cause that spells out an additional 6secs worth of increased damage from steady shot before re-applying S-sting.
I tend to use the "Hunter's mark glyph" to give my hunter's mark an additional 20%ap. The glyph of bestial wrath which is a no brainer for BM hunters, thus leaving me with one major slot to fill in, in which case I'd used the Steady shot glyph.
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The problem i see with the Hunters Mark glyph is that its basically a static +60 AP, which doesnt scale with gear. As your gear gets better, other glyphs that add percentage gains become way better. In your case for BM, you'd be better off using Bestial Wrath, Steady Shot , and Serpent Sting glyphs. Glyph of the Hawk isnt too terrible an option (+6% haste on Imp Hawk), but those other 3 glyphs are still better.
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04/08/09, 8:01 AM
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#1026
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Piston Honda
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@Daragh: I'll run some numbers a bit later today based on my own WWS reports, but it basically comes down to whether the extra 1-2 Steady Shots that the Serpent Glyph gets you come out to be more dmg or less dmg than having all Steadies during the reduced Serpent do more dmg. On the surface, it seems the Steady glyph would win out, so I agree with you there.
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04/08/09, 8:43 AM
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#1027
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King Hippo
Blood Elf Hunter
Argent Dawn (EU)
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To be precise - I just did the math for the BM thread yesterday (I think it was)
You need to fight for 105 seconds to gain 2 extra steadies for SrS glyph to outperform Steady glyph
Caveat: This applies only when choosing between steady glyph and SrS glyph
In other words, you need to do more damage with 2 steadies that are not buffed by 10% than the extra 10% to all the remaining steadies in those 105 seconds (actually 106.5 seconds, as you need to fire off the last steady as well).
Its not a simple equation as how many steadies you get off depends on shot priority (or rather, how many other shots you have) as well as other cooldowns used.
There are 70 GCD's in that period where you use 5/7 of those for serpent sting (depending on whether you have it glyphed or not)
If you fire Arcane shot (or explosive which replaces it) on every cooldown you get off 17 (not accounting for LnL in any way)
If you fire aimed/multi on every cd you get a maximum of 10 more steadies replaced.
Disregarding cooldowns like Bestial Wrath, Rapid fire an other long CD abilities (not entirely valid, I know, but..)
70 gcds
5 Serpents
17 Arcanes/explosives
10 Aimed/multi's
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38
This leaves you with 38 steadies, so:
2 Unbuffed steadies must do more damage than 10% extra damage to 38 steadies - I just don't see this ever occuring on average, thus at the absolutely most optimal situation for the SrS glyph, Steady glyph will win out over it.
LnL might change this number, but you have to reduce the number of steadies by 18 or more to see any significant effect over the long run.
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04/08/09, 9:59 AM
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#1028
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Glass Joe
Night Elf Hunter
Wildhammer (EU)
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this equation takes into account a near perfect shot rotation. As in the player hits of the shots on a well timed and focus regime... now throw in some good ol human error and lag and I think the figures will end up playing silly buggers on you.
The good thing about the steady glyph is that it lets the human error factor come into play and you can still bank on 10% extra damage.
This being said I am looking foward to seeing the figure Mugsley cause maybe the difference might be insignificant over a small period of time but prove to be vital over a longer one...
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04/08/09, 10:27 AM
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#1029
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King Hippo
Blood Elf Hunter
Argent Dawn (EU)
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Yup, the true value of both glyphs is it gives a little leeway.
SrS glyph lets you move a bit more, deal a bit more damage while not being able to reapply (or stand and shoot, Heigan fight dance phase for instance - though reapplication isn't a problem here)
Steady glyph lets you deal more damage with every shot, which over 10 shots is worth 1 more shot you haven't had to fire.
If you are MM of course, SrS glyph wins head over foot because of the increased damage by CS - and by virtue of having that 1 more shot to fit in less steadies.
for BM it might be a more interesting thing to look at because of less filler shots (before SS) and the fact that we have 3-4 glyphs to fill 2 spots from 3.1 - BW glyph is 'mandatory' leaving 2 spots for Steady, Serpent, Hawk and KS glyphs (And, by my own entering, though I'm leaving that position, Aspect of the Beast glyph)
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04/08/09, 10:50 AM
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#1030
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Glass Joe
Night Elf Hunter
Wildhammer (EU)
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People seem to ignore the hunters mark glyph, I think its a good glyph considering a BM hunter is always looking at boosting up his RAP and applying the hunters mark on a target is a no brainer... whats your take on this glyph ? I think it's a serious 3rd place contender...
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04/08/09, 11:29 AM
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#1031
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Glass Joe
Night Elf Hunter
Mug'thol (EU)
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As Chimera Shot has two damage components ("You deal 125% weapon damage" and "Instantly deals 40% of the damage done by your Serpent Sting.") the question I have not found an answer to is:
Is the weapon damage part affected by ArP?
The Serpent Sting part isn't physical damage so most likely it isn't, but the "basic damage" effect may be?
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04/08/09, 12:00 PM
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#1032
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King Hippo
Blood Elf Hunter
Argent Dawn (EU)
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Glyph of Hunter's Mark: Increases the attack power bonus of your Hunter's Mark by 20%.
The value of Hunter's Mark doesn't increase with gear in any way, thus this is a static bonus:
Base hunters mark is 300 RAP
Improved hunters mark is an additional 30% (for 3 talent points)
So a top improved huntersmark is 300 * 1.3 = 390 RAP
The glyph is, in this case, worth 390 * 0.2 = 78 RAP
If you don't have improved hunters mark talent, it is only worth 60 ap.
Thats a very bad glyph use compared to all the other glyphs which scale.
If it added a fixed percentage of your ap to the target, that would make it scale and be worth a lot more (even if initially it was less than 60 / 78 ap) - say 2% of your RAP gets added to your hunters marks RAP value.
But I digress, this is about the worth of the glyph as is - and as is, its worthless, sad to say.
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04/08/09, 1:09 PM
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#1033
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Glass Joe
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I think every class needs "better" glyphs. It almost seems like Blizz through in a ton of useless glyphs and now we have to suffer from picking a select few. Glyphs should be beneficial in every way, but if its not something we regularly use then why bother making the glyph itself? For example: Glyph of Aimed Shot, reduces the CD by 2 seconds? This isn't even useful unless we want a shot with a 50% damage reducing shot in our rotation (maybe for PvP purposes, but even then, there are better glyphs to take its position).. I don't know, it just seems like there are too many useless glyphs for every class, not just hunters.
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Your answer is in there, just stare down the barrel.
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04/08/09, 4:51 PM
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#1034
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Piston Honda
Blood Elf Hunter
Greymane
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So for, MM glyphs in 3.1
Glyph of Serpent Sting
Glyph of Kill Shot
Glyph of Chimera Shot (or, if you're not haste capped, Glyph of TSA for extra piercing shot procs)
Since steady doesn't scale very well anymore the glyph will become less usefull the higher gear level we are
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04/08/09, 5:22 PM
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#1035
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Bald Bull
Pandaren Hunter
Whisperwind
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Originally Posted by groma
As Chimera Shot has two damage components ("You deal 125% weapon damage" and "Instantly deals 40% of the damage done by your Serpent Sting.") the question I have not found an answer to is:
Is the weapon damage part affected by ArP?
The Serpent Sting part isn't physical damage so most likely it isn't, but the "basic damage" effect may be?
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Both components are nature damage and completely ignore armor. They are also both subject to partial resists.
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