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01/04/11, 8:22 AM
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#151
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Glass Joe
Gnome Mage
Crushridge (EU)
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Last edited by reysharks : 01/04/11 at 9:41 AM.
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01/04/11, 8:34 AM
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#152
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Von Kaiser
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Originally Posted by greatzar
What I don't really understand is why you want that extra tick for living bomb? I don't see dps-jump on crossing this threshold. And longer duration of living bomb means longer intervals between explosions, so it can be even considered a dps drop...
Only reason I can think of for wanting that additional tick is dpm increase (25% for fifth tick). But it's really minor issue from my point of view.
So, why?
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The duration of living bomb does increase from ~10.67 to ~13.33 sec when you cross the 12.5% haste threshold which not only increases your dpm (not having to cast living bomb as often) but also (and more importantly) saves you gcd's which you can then spend on fireball/scorch.
Originally Posted by Manbis
I have 2 questions.
1. I was thinking about delaying my flameorb a few secs because i have so many procs right now which give spelldmg. Weaponproc, 2 trinkets, Tailoring and ingi. All together will boost my spelldmg to 11k-12k which should boost my flameorb. Right now I´m doing it from second try on bosses because i can see if the delay would cost me one more flameorb at the end of the fight.
2. Why is nobody talking about t10 4 bonus? Why not PRE-CASTING Mirror images with t10 and then equip your cata gear and reg some mana before pulling the boss? Should that not be obvious?
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I believe that flame orb calculates its damage each time it hits the target, so even if you get a proc when it has already been cast its damage scales up when you get the proc anyway.
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01/07/11, 2:31 PM
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#153
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Piston Honda
Draenei Shaman
Argent Dawn
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It might be worth mentioning Improved Cone of Cold and Shatter for AoE intensive fights. Dropping NP and some point in fire (probably one in Fire Power), you can get Shatter and Improved Cone of Cold. The downsides are many, starting with it not working on anything immune to roots. Additionally, CoC costs a huge chunk of mana and does crap damage for fire specs. On top of that, the loss of NP requires you to find 398 more haste rating to get to the soft cap.
The benefits on AoE fights might make up for it, though. First off, with shatter, you only need a 33.33% crit rate to guarantee crits on frozen targets, which CoC would provide. The duration of the freeze is 4 seconds, so you can CoC -> Scorch -> Fireblast, which should give you an HS proc. Alternatively (or next), you can Living Bomb -> CoC -> Pyroblast! -> Combust -> Impact Fireblast to spread a huge set of DoT's to everything you are AoE'ing.
I haven't extensively tested whether it can break on damage, but from my tests it wasn't breaking. I did test for diminishing returns, and there don't appear to be any.
Anyway, I feel it might be worth mentioning in the Subspec Talents section, for an AoE spec or for encounters where you have time and mobs to gain a HS proc while the boss is immune to damage or something. There is also potential to drop 3 more points in fire and grab Ice Floes, giving the frozen effect a 50% uptime (4 second effect, 8 second CD), which would allow two such specced mages to lock down an entire group of mobs while dealing tons of AoE damage to them with their 100% crit rate.
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01/08/11, 1:21 PM
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#154
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Glass Joe
Troll Mage
Blackhand (EU)
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So if i understand this correctly with the Pyromaniac bug then we're allready over the (raidbuffed) hastecap just by skilling 1/2 Pyomaniac and 3/3 NP, am I right?
Calculation would be:
1.05*1.05*1.03=1.135575
So a raidbuffed hastevalue (without any haste from gear) of ~13.56% wich would result in beeing over the hastecap.
Is that the fact or am I off with the calculations here?
PS: this is my first time posting in here, so please forgive me if I made mistakes.
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01/08/11, 8:55 PM
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#155
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Von Kaiser
Gnome Mage
Antonidas (EU)
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Here's a chart for the dot duration with increasing haste.
Also, I noticed an error in the OP. In the "Haste and DOTs" section, it is mentioned that Flame Orb gains extra ticks through haste, while in fact it is not affected by haste in any way and always ticks 15 times.
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01/10/11, 4:34 PM
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#156
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Glass Joe
Blood Elf Mage
Burning Blade
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Forgive my ignorance but after reading through this thread in its entireity i went back downloaded simcraft and rawr and took at look at my stats. Mathieas:Burning Blade server. Both programs put higher dps increase on haste then mastery... I am above soft cap and i cannot help but wonder if i am doing something wrong. I looked at the DPS plots and even 200pts out haste is still supreme(over mastery). Not by much but it still leads. The slope on the haste +/- 200 plot on simcraft is a bit more jittery then the mastery one but is ontop almost the entire 200pts. I understand gear will change these weights but my understanding was haste was quite a bit worse then mastery above soft cap. While i am sure this is true this has led me to belive that my gear must somehow be incorrectly gemmed/ench or i have used both programs incorrectly.
Thank you for your time and expertise
Mathieas
Burning Blade
PS:I have tried increaseing the fight time to the max 500s which did reduce hastes weight to almost mastery's lvl but was still on top.
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01/10/11, 6:16 PM
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#157
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Piston Honda
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I've posted some very similar calculations in the affliction warlock thread regarding haste and DoTs, so I will do the same here.
TLDR: the 12.5% "soft cap" is being over-emphasized as a gearing threshold that significantly alters the relative value of haste above and below. There is no compelling reason to treat haste different above and below this amount of haste.
I'll start by saying that I have used SimC to test this theory out. I started with the BiS 372 fire mage and then knocked haste off the gear until I was at 12.49% haste. Then I added a little and ran a simulation at 12.51% haste. As the OP notes, SimC shows a jump in the stat weight for haste from 12.49% to 12.51% haste. But, the actual DPS does not change between these two simulations. The gain you get is within the margin of error for a 300 second fight.
So, lets take a look at Living Bomb:
If you have 515 haste on gear, your haste is:
NWP (3%) + 5% buff + gear (515/128.05701) = 12.4994% haste
If you have 516haste, your haste is:
NWP (3%) + 5% buff + gear (516/128.05701) = 12.5079% haste
The interval of LB is the base, 3 seconds, divided by haste:
515Haste Rating: 3/1.124994= 2.666681 seconds
516Haste Rating: 3/1.125079= 2.66648 seconds
In a 300 second fight you will get:
515Haste Rating: 300/2.666681 = 112.5 LB ticks, or, 112
516Haste Rating: 300/2.66648 = 112.5 LB ticks, or, 112
You get an extra tick on LB at 516 haste rating, but the damage (ticks/fight) you gain from LB doesn't jump.
The only real "jump" is that the duration of LB at:
515 haste = 10.67 seconds = cast LB 28 times
516 haste = 13.33 seconds = cast LB 23 times
The GCD at 12.5% haste is 1.33 seconds, so, you gain a total of 6.67 seconds over the course of a 300 second fight. What can you do in that time if you are perfect? Not quite 3 fireballs.
Now, what do you gain from the extra tick on pyroblast in a perfect, ideal world? With BiS gear you will use pyroblast 16 times in a 300 second fight about 18 seconds apart. I took that info from SimC. You would gain 1 extra tick each time, so, 16 extra ticks over the course of a fight.
Lets add all this up. Reaching the threshold will, in a perfect world, give you 3 more fireballs (25k average damage) and 16 more pyro ticks (3419 average damage). So, the total would be about 125,000 damage. Now, we all know that hot streaks won't come perfectly spaced out - it is reasonable to assume that we will clip that extra tick half the time. Lets realistically knock this down to 100k damage. Now, lets say we aren't robots, that means we'll probably only squeeze in two extra fireballs. 75k damage sounds like a realistic total number for the gain for reaching the threshold.
75k damage in a 300 second fight is less than a 1% damage increase.
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01/10/11, 6:50 PM
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#158
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Piston Honda
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Originally Posted by lynzh
I did some math on which stat would benefit me most on gloves using the stat values in the OP and got some shocking results when I found that WOTLK's 28 SP was slightly better than 50 Mastery. The math is relevant if you are softcapped for haste. Just thought I'd share this as I haven't seen it mentioned in this thread yet, please do correct me if my math is false.
EXCEPTIONAL SPELLPOWER 28 * 2.6208 = 73.3824
MASTERY 50 * 1.4517 = 72.58500
HASTE 50 * 1.3722 = 68.61
Edit: It is of course not TBC but an enchant from WOTLK. Cleaned up post.
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You raise an interesting point. I would note, however, that its hard to evaluate the relative value of different stats at the moment. Different tools disagree somewhat wildly on the relative values. Magegraf, for instance, tells me that each point of Spell Power is worth roughly 2.5x as much as one point of mastery -- making the decision much more obvious.
In fact, it shows that the value of haste plummets significantly after the soft cap, it still remains better than Mastery. I'm not sure what to attribute these vastly different numbers to, but there are some mechanics that are not immediately obvious that may not be factored into calculations for some programs. An example that jumps to mind is the fact that haste has a positive impact on mana regeneration during scorch phases. This is due to a somewhat unusual feature of Master of Elements to return mana on both Scorch and Pyroblast! despite their lack of mana cost. Until you reach the point where scorch no longer benefits from haste, haste increases your total scorch casts and consequently increases your mana regeneration (while increasing fireball damage but not DPM on the flipside).
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01/10/11, 7:12 PM
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#159
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Von Kaiser
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Originally Posted by revulva
Stuff
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I don't disagree with your math, but I think it misses the point to claim that the 12.5% soft cap is overrated because it only causes 1% damage increase. To get a 1% increase from a single point of haste is actually incredible. I think you do yourself a disservice to devalue small stat increases because of their minor impact on a holistic fight. It reminds me of the old joke that there are no big numbers because every number is just one bigger than the last. The fact remains that a point of haste is worth more below 12.5% than it is worth above.
You say that 3 fireballs is not a big deal at all. Looking at Lhivera's basic SimC output, there are 83 fireballs cast during a 300sec fight. Imagine if those 3 missing fireballs were misses. Thats almost 3.5% miss rate, for which you would need roughly 359 hit rating. I doubt you would suggest we could drop hundreds of points of hit rating because it would only lose us 1% dps.
Last edited by Tyfon : 01/10/11 at 7:24 PM.
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01/10/11, 7:33 PM
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#160
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Bald Bull
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Actually the value of haste before and after the breakpoint is very similar. It's just the breakpoint itself that gives an extra value. So the right way of thinking is that haste has a quite steady value throughout the range, but if you're close to a breakpoint it's usually worth skeweing your gear a bit to get over that breakpoint. In other words the shape of dps vs haste curve is not a knee as you'd get when you get over a gcd haste cap, but a step.
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01/10/11, 7:44 PM
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#161
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Glass Joe
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Originally Posted by revulva
75k damage in a 300 second fight is less than a 1% damage increase.
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Have you also taken into account the mana saved on less Living bomb casts?
EDIT: The mana saved means less scorches and more Fireballs.
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01/10/11, 7:55 PM
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#162
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Glass Joe
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Originally Posted by gimis
Have you also taken into account the mana saved on less Living bomb casts?
EDIT: The mana saved means less scorches and more Fireballs.
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That is true but at the same time you could argue that reforging/geming into crit rather than haste could increase your crit chance - thus giving you more master of elements procs as well as free pyros
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01/10/11, 8:00 PM
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#163
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Piston Honda
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Originally Posted by Kavan
Actually the value of haste before and after the breakpoint is very similar. It's just the breakpoint itself that gives an extra value. So the right way of thinking is that haste has a quite steady value throughout the range, but if you're close to a breakpoint it's usually worth skeweing your gear a bit to get over that breakpoint. In other words the shape of dps vs haste curve is not a knee as you'd get when you get over a gcd haste cap, but a step.
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I like the way you put this.
I think it is notable that when you run a simulation just above and just below this "step"... you don't actually see the expected 0.75% damage increase. Even in a perfect simulated environment we can't realize this gain!
I find it safe to ignore small hiccups in mechanics like this because the number of trials we will actually have in our gaming never even approaches enough to realize a gain from something like this. You are just as likely to do more damage from a string of lucky crits as you are from tweaking your gear up over this threshold.
All that being said, it is very interesting. Bane of Agony is even more interesting because of the way the tick damage is calculated.
We still don't know if haste is better or worse than mastery... I hesitate to say that maybe fire mages have a rare chance here to just customize their character to their preference with regard to those two stats! That would be crazy, though.
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01/10/11, 8:22 PM
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#164
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Glass Joe
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Originally Posted by revulva
I've posted some very similar calculations in the affliction warlock thread regarding haste and DoTs, so I will do the same here.
TLDR: the 12.5% "soft cap" is being over-emphasized as a gearing threshold that significantly alters the relative value of haste above and below. There is no compelling reason to treat haste different above and below this amount of haste.
I'll start by saying that I have used SimC to test this theory out. I started with the BiS 372 fire mage and then knocked haste off the gear until I was at 12.49% haste. Then I added a little and ran a simulation at 12.51% haste. As the OP notes, SimC shows a jump in the stat weight for haste from 12.49% to 12.51% haste. But, the actual DPS does not change between these two simulations. The gain you get is within the margin of error for a 300 second fight.
So, lets take a look at Living Bomb:
If you have 515 haste on gear, your haste is:
NWP (3%) + 5% buff + gear (515/128.05701) = 12.4994% haste
If you have 516haste, your haste is:
NWP (3%) + 5% buff + gear (516/128.05701) = 12.5079% haste
The interval of LB is the base, 3 seconds, divided by haste:
515Haste Rating: 3/1.124994= 2.666681 seconds
516Haste Rating: 3/1.125079= 2.66648 seconds
In a 300 second fight you will get:
515Haste Rating: 300/2.666681 = 112.5 LB ticks, or, 112
516Haste Rating: 300/2.66648 = 112.5 LB ticks, or, 112
You get an extra tick on LB at 516 haste rating, but the damage (ticks/fight) you gain from LB doesn't jump.
The only real "jump" is that the duration of LB at:
515 haste = 10.67 seconds = cast LB 28 times
516 haste = 13.33 seconds = cast LB 23 times
The GCD at 12.5% haste is 1.33 seconds, so, you gain a total of 6.67 seconds over the course of a 300 second fight. What can you do in that time if you are perfect? Not quite 3 fireballs.
Now, what do you gain from the extra tick on pyroblast in a perfect, ideal world? With BiS gear you will use pyroblast 16 times in a 300 second fight about 18 seconds apart. I took that info from SimC. You would gain 1 extra tick each time, so, 16 extra ticks over the course of a fight.
Lets add all this up. Reaching the threshold will, in a perfect world, give you 3 more fireballs (25k average damage) and 16 more pyro ticks (3419 average damage). So, the total would be about 125,000 damage. Now, we all know that hot streaks won't come perfectly spaced out - it is reasonable to assume that we will clip that extra tick half the time. Lets realistically knock this down to 100k damage. Now, lets say we aren't robots, that means we'll probably only squeeze in two extra fireballs. 75k damage sounds like a realistic total number for the gain for reaching the threshold.
75k damage in a 300 second fight is less than a 1% damage increase.
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Just a quick question. Where are you getting the BiS mage set you've mentioned in your post. I've been looking everywhere and I can't seem to find it. And does it include Sinestra loot too?
In addition to that I'm slightly lost on what you're trying to argue. Are you trying to say that getting the 516 haste for the "soft cap" isn't as good as it seems to be. If that's the case, you get that much haste from gear easily, so it's not an issue.
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01/10/11, 9:44 PM
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#165
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Glass Joe
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I have to agree with revulva that this soft-cap is over emphasized. A lot of people are confused by why gear optimization programs are telling them to reforge into more haste or pick up some haste gear even after 12.5% haste in a raid because of it (and partially the way the original post describes haste and haste rating's relative value after this soft-cap).
The thought that "Oh I've got the soft cap, haste is kind of lame now since I can't reach the next cap without a ton of haste gear, so I should spend more time getting other ratings" is something that keeps popping up on this forum and many others. If you ignored the soft cap entirely and stacked the stats as suggested by the values given after the cap, you could VERY easily get to the cap with half raid epics. This is compounded by bugged Pyromaniac making it even easier.
Breaching this cap is however definitely worth noting. As Kavan pointed out this huge of an impact for such an almost insignificant change in stats is a huge deal, because this tiny change can make a huge difference in damage done over the course of a longer fight. Even if the fight or test period is small, the difference is quite noticeable when you are faced with a wipe where the 6 minute boss was just 100-200k from death but hit the enrage timer. That could have been a kill by virtue of a Mage in the raid, opting to get just one additional point of haste.
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