Repasting a few posts to get the ball rolling. Looking at Simulationcraft: It uses a talent build with 2/2 in Improved Fire Blast, which is unnecessary.
The sim doesn't use Fire Blast in rotation at all, and 35 yard Impact range (with 1 point) is more than sufficient. What improvements could we see, if that 1 point was shuffled over to Arcane Concentration instead? Furthermore, you don't need Pyromaniac for almost all fights. You could easily manage a full 3/3 Arcane Concentration by skipping 2 points from Pyro. How much could picking up 1/3 or 3/3 Arcane Concentration alter the Scorch VS Fireball ratio?
1/3 Arcane Concentration:
Talent Calculator - World of Warcraft
3/3 Arcane Concentration:
Talent Calculator - World of Warcraft
The difference is Pyromaniac: One build has it, the other doesn't. As many beta testers concluded, Pyromaniac can be considered too situational for inclusion in standard lvl 85 talent builds. The fights that see it get compelling use are few and far between. Whether any of the aforementioned makes any meaningful difference to the Scorch VS Fireball weaving ratio, should give a good insight as to how unnecessary / useful Arcane Concentration could be for Fire builds (that aren't explicitly speccing for max, albeit situational AOE power - like the current SimC version).
I'm also interested to know how Combustion is being handled by the sim. Is it making the (unrealistic) assumption that it will always be readily (and easily) used with a Pyro DOT, LB, and a Fireball or Pyroblast Ignite up? I say unrealistic because during heroism, and weakened boss phases, you just can't guarantee these will align on demand. I'm not the best at reading all the output, but I noticed this:
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combustion,if=dot.living_bomb.ticking&dot.ignite.ticking&dot.pyroblast_hs.ticking
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I see Lhivera updated Fire to now include Combustion. It appears Combustion is being used under ideal circumstances. But what can options do players have for when the stars don't align so easily?
1 - Use a weak Combustion immediately (Just Living Bomb will be guaranteed). Can use this exactly on 2 minutes every time.
2 - Wait for a medium Combustion. (Living Bomb and an Ignite) Shouldn't have to wait too long for a single ignite / crit, maybe just 3-5 casts. Whether you wait for a Scorch or Fireball ignite is another factor to be mindful of.
3 - Wait for a strong combustion. (The conditions the sim uses: LB, Pyro dot, Ignite) Doing this will mean you will not be using Combustion every 2 minutes, as the wait time for these conditions to align is substantial - compared to the 2 minute cooldown.
If the sim is modelling Combustion using point (3) - but treating it as though it can be used as easily as point (1) - players will need to be mindful of that when interpreting the results. Things just don't happen so easily that way in practise at level 85.
Edit: How long you can afford to wait for optional Combustion conditions, is also going to depend on Fight length. A 7 minute fight has 4 ideal opportunities to use Combustion (At start, +2 min, +4 min +6 min) , so you have some wiggle room with waiting periods - having a spare minute.
Maybe the 7 minute sim results, which have up to 1 minute of wiggle room for Combustion waiting if three are to be used, will be somewhat more accurate than I thought after all. Question will be whether ~15 seconds (x4) is enough waiting per Combustion to get those optimal conditions to align - yet still have 4 full Combustions used for the fight duration. But for a 6.5 minute encounter for example, this will change as having only ~5-7 seconds max to wait per Combustion (if you still want to use 4 total) is probably not enough to get the optimal stars to align.