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01/14/11, 1:10 PM
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#196
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Glass Joe
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Originally Posted by Scottilol
Focus is a big factor, but with the help of Combustionhelper, spreading a decent impact dosent require much attention.
Even if one wasn't using Combustionhelper, you don't need to make it complicated. Even if its just a living bomb that your spreading onto a few targets via impact, that's a big dps increase.
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Does Combustion Helper track the size of the Ignite on the target? I.E. is it possible using Combustion Helper to dynamically figure out the size of the Combustion if used at any instance of time?
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01/14/11, 2:05 PM
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#197
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Glass Joe
Human Mage
Malfurion (EU)
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Originally Posted by Fayenoor
Does Combustion Helper track the size of the Ignite on the target? I.E. is it possible using Combustion Helper to dynamically figure out the size of the Combustion if used at any instance of time?
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Yes, Combustionhelper does track the size of ignite 
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01/15/11, 12:33 PM
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#198
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Piston Honda
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Originally Posted by Mathieas
Forgive my ignorance but looking at the numbers from the above am i not reading haste as supirior to Mas even on the PTR? People keep saying haste is worse but the above data seeem to suggest otherwise. I understand this is not the only situation... but i also find with my current gear that haste takes the cake useing simcraft PTR. Any incite would be great.
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I think the devil is in the detail here. For the live results the simcraft dps/stat is saying haste is worth 0.03 more dps. For the PTR results, it's 0.14.
Those are pretty small differences on a stand-up, no movement Patchwerk type fight. As soon as you throw some movement into the mix (which almost all fights have) the value of haste is likely to fall in relationship to mastery as you lose the ability to cast fireball.
Considering that mages have effectively two rotations (FB spam and Scorch spam), we need dps numbers per fight broken out by these two rotations, as well as stat equivalents broken out by each rotation. So how much is haste worth when scorch spaming on the move, and how much is it worth when standing still? We know the latter, just need the former.
Once you know these numbers, each mage can make an individual determination of the relative worth of haste and mastery for the bosses they are on.
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01/16/11, 11:40 AM
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#199
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Piston Honda
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Originally Posted by Saruk
I think the devil is in the detail here. For the live results the simcraft dps/stat is saying haste is worth 0.03 more dps. For the PTR results, it's 0.14.
Those are pretty small differences on a stand-up, no movement Patchwerk type fight. As soon as you throw some movement into the mix (which almost all fights have) the value of haste is likely to fall in relationship to mastery as you lose the ability to cast fireball.
Considering that mages have effectively two rotations (FB spam and Scorch spam), we need dps numbers per fight broken out by these two rotations, as well as stat equivalents broken out by each rotation. So how much is haste worth when scorch spaming on the move, and how much is it worth when standing still? We know the latter, just need the former.
Once you know these numbers, each mage can make an individual determination of the relative worth of haste and mastery for the bosses they are on.
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Unless there's an exceptionally high degree of movement I'm not sure that this would hold true. Even with the mana reductions I think its a given that you're going to have spend at least some time during the fight casting scorch -- that might as well overlap with the parts of the fight you spend moving so that there's no DPS loss. The only way you'd take a DPS loss from having to move in fire spec is if you had to spend so much time moving that you weren't able to spend all all of your mana. As long as you reach 0 mana at the end (or as close as is mathematically possible), then you've maximized your DPS and the value of haste remains constant.
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01/17/11, 10:43 AM
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#200
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Piston Honda
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Originally Posted by Faxmonkey
Unless there's an exceptionally high degree of movement I'm not sure that this would hold true. Even with the mana reductions I think its a given that you're going to have spend at least some time during the fight casting scorch -- that might as well overlap with the parts of the fight you spend moving so that there's no DPS loss. The only way you'd take a DPS loss from having to move in fire spec is if you had to spend so much time moving that you weren't able to spend all all of your mana. As long as you reach 0 mana at the end (or as close as is mathematically possible), then you've maximized your DPS and the value of haste remains constant.
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That's true. But chances are you might want to make many more decisions in a fight than just do I scorch or FB. How many LBs you throw on ads might also come into the equation for example, or how long you want to keep scorching to avoid particularly nasty 'stand in the fire' mechanics where you could cast FB, but casting scorch while moving ups your survivability considerably.
The point is that if haste is extremely good for scorch but bad for FB (for example), a haste set on certain fights might actually increase your dps based on decisions you are going to make going into the fight and mid fight.
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01/17/11, 3:53 PM
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#201
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Glass Joe
Worgen Mage
Blackmoore (EU)
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haste scaling
I took a closer look at the scaling of hasterating.
Therea are 2 popular plateaus existing, the first at 516 rating the second at 3476.
Now i have calculated the effect of a 45 second heroism uptime (at a 7 minute fight) and a 20% uptime of pyromaniac (also 20% of the heroism time).
What we see are a lot of very small plateaus beside the 2 popular, but at 1998 rating (15,6 %) any "exotic" combinations of haste buffs stack at the same point and create so a third bigger plateau.
Many calculations show this point - i know, but this graphic will show the increase of damage better.
Imageshack - hasteplateaus150.jpg
(y=dmg increase in %, x=haste in %, green line = standard hastescaling)
data:
7 minute fight
45 seconds heroism uptime
20% pyromaniac uptime
47% direct casts (fireball&scorch)
3% Pyro-Dot
15% LB-Dot
4% combustion
all other is ignite and so on
Last edited by Altaron : 01/17/11 at 4:24 PM.
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01/18/11, 6:00 PM
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#202
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Glass Joe
Blood Elf Mage
Rajaxx (EU)
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Originally Posted by Arcosine
Since they're making a change to Firestarter where any shield gives the ability to cast Scorch while moving, does this mean mage armor could replace molten armor? We'd then have the ability to more or less spam fireball with the reduction to the mana cost of Fireball as well. I assume the numbers would have to be ran, but I'm thinking that this might be so?
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So we lose 5% crit(glyphed), which gives us a much dps increase as fire mages.
Also we get 30% mana back from crits.
Its situationally usefull, to swich the armors in long fights or regen phases, since the mana cost reduce to 0 (patch 4.0.6).
Sorry for not the best english 
Last edited by rajaxxsub : 01/18/11 at 6:06 PM.
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01/19/11, 3:52 PM
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#203
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Don Flamenco
Gnome Mage
Naxxramas (EU)
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There is a new Ignite munching thread on the PTR forums [Mage] Ignite - Forums - World of Warcraft, if you have anything constructive to add feel free to do so.
Or even create a US version.
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01/19/11, 6:13 PM
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#204
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Don Flamenco
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Lately I've been trying to lessen the impact of the ignite munching by throwing out a scorch inbetween a fireball and a hot streak. Do we know if this even helps at all? I imagine those fireball+hs pyro simultaneous crits, maybe on top of a lb and/or combustion crit, contributes quite alot to this.
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Guardian of Fire PvP since 2005!
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01/20/11, 2:46 AM
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#205
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Glass Joe
Blood Elf Paladin
Wildhammer
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Originally Posted by arch
Lately I've been trying to lessen the impact of the ignite munching by throwing out a scorch inbetween a fireball and a hot streak. Do we know if this even helps at all? I imagine those fireball+hs pyro simultaneous crits, maybe on top of a lb and/or combustion crit, contributes quite alot to this.
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That form of ignite munching has actually been fixed, where 2 spells land at the same time and one is not counted or overwritten.
The ignite loss we are dealing with now is where an ignite is greater then 3 seconds and a new ignite is added making the ignite debuff 5 seconds long and this is where it's not allowing anymore ignite damage to be added to the stack untill it ticks again (at roughly 3 seconds again).
Casting scorch then pyro wont stop this kind of ignite loss.
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01/20/11, 10:17 AM
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#206
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Don Flamenco
Undead Mage
Frostmane (EU)
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Originally Posted by Mcpepsi
That form of ignite munching has actually been fixed, where 2 spells land at the same time and one is not counted or overwritten.
The ignite loss we are dealing with now is where an ignite is greater then 3 seconds and a new ignite is added making the ignite debuff 5 seconds long and this is where it's not allowing anymore ignite damage to be added to the stack untill it ticks again (at roughly 3 seconds again).
Casting scorch then pyro wont stop this kind of ignite loss.
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I'm pretty sure crits at the same time are still munching.
E.G.
[22:12:51.459] Bielz Fireball Chimaeron *37668*
[22:12:51.459] Bielz Pyroblast! Chimaeron *41981*
[22:12:52.618] Bielz Ignite Chimaeron 9888
[22:12:54.617] Bielz Ignite Chimaeron 9888
That ignite should be over 15000 pre mastery.
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01/20/11, 10:29 AM
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#207
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Banned
shoveitup
Gnome Mage
No WoW Account
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Originally Posted by Altaron
I took a closer look at the scaling of hasterating.
Therea are 2 popular plateaus existing, the first at 516 rating the second at 3476.
What we see are a lot of very small plateaus beside the 2 popular, but at 1998 rating (15,6 %) any "exotic" combinations of haste buffs stack at the same point and create so a third bigger plateau.
Many calculations show this point - i know, but this graphic will show the increase of damage better.
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i think that those plateaus are combustion ticks.
rawr was showing me a "jump" of the haste value in the stat graph around 812 rating, raid buffed.
I've tried to do some math by my self
add 1 to the haste rating values in the tab

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01/21/11, 5:31 AM
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#208
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Glass Joe
Blood Elf Mage
Akama (EU)
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AOE
I have been searchign for a while now here and there for discussion of aoe Fire.
I been wondering simply, What do we do after we get a good combustion up and adds have still a fine chunk of health left.
Lets say we got a crit fb+ crit pyro+ lb , combustionised them, then blastwave , then use our ignite proc, boom things spread and we smile, But then what do we do? blastwave on cd, lb wont do a thing but switch a target, Flamstrikes dot portion is redundant, Blizzard does small dmg and costs 13k. it just feels a little lacking to me.
Now i know most cases so far adds are pretty much dead in the next 12 seconds. Lets say there is a more Hyjal based encounter where adds have got a huge amount of health.
So then my question is really, as our current cumbustionised targets are burning away happily along with 3 lbs, And we Nuke our current target and get two fb + pyro (all crits) and another impact proc, Do we spread this new dmg? if so how does it affect the current dot that had been spread previously? does it add or overwrite, or get ignored if its less?
Also IF it does add then Of all the numbers and theory, Im unsure of what to help the aoe along with, another blastwave yeah , and then is it work on one target to try and work up a good spreadable dot or simply spam flamestrike and blastwave. Are there any lovely numbers done for all these options.
Sincere apologies if this stuff sounds a bit noobish buy my eyes are bleeding form searching.
Last edited by rapierw : 01/21/11 at 4:01 PM.
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01/21/11, 7:40 AM
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#209
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Glass Joe
Draenei Mage
Галакронд (EU)
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I think, the formula for ignite damage is: fire critical damage * 0.4 * mastery bonus.
Last time I've analyzed log for Argaloth encounter (no adds, so no ignite spreading), and ignite inflicted only 60% of expected damage. It's very disturbing (and frustrating).
PS topic on ignite munching
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01/21/11, 3:30 PM
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#210
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old and slow
Human Mage
Nordrassil (EU)
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Originally Posted by rapierw
But then what do we do? ... Are there any lovely numbers done for all these options?
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There have not been any hard numbers posted on this, but during beta the discussion was that while there are 3 LBs up and blastwave is on, that spamming flamestrike would be the higher dps, but that it's rather unsustainable in terms of mana. An alternative is indeed, as you guessed, to cast scorch or fireball on the primary target hoping for another impact to spread ignite.
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