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Old 02/17/11, 8:54 AM   #316
Erdluf
Great Tiger
 
Night Elf Druid
 
Echo Isles
Originally Posted by Wizeowel View Post
I think Dappercad was remembering a mechanic from WotLK whereby they let the crit be recalculated during the course of a spell. This was fixed in Cataclysm, and now all spells use the stats at cast or refresh, and are not recalculated during the dot.
This is true (and very easy to test) for SP and Haste. Testing this for Crit is a bit more difficult, due to rng.

Moonkin 4t11 provides a temporary 100%/66%/33% crit bonus, and ticks for an existing DoT do reflect those changes. Of course that dynamic behavior may not apply to changes in crit rating, or may not apply to Magi. If "stats at cast" were entirely applicable, there would be significant changes to the Balance rotation.

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Old 02/17/11, 1:05 PM   #317
Kreslyn
Glass Joe
 
Human Mage
 
Azjol-Nerub
Not at home to test this and curious.

Raid scenario like Halfus heroic with Halfus and a couple dragons up. We don't get the damage bonus till they die now but I have to debate how often you want to spread dots. Normally I would try to get a nice Ignite and LB during the duration of my first pyro dot then combust and launch orb. Land a BW/FS if they are gathered up by then and here is where I am curious...

Do you spread every ignite given the opportunity or do watch closely what kinda of ignites your generating? We all know ya get those strings of crit,impact over and over on occasion, and I am wondering how others handle that. I find myself knowing I have an Ignite I just spread and I know it has 3 seconds left so I will cast another fb or something before I spread it often.

If I am casting on mob A and spread damage to mob B and C. Mob B and C now have the same ignite ticking but if I do it again is it additive assuming we can push the existing ignite to 6 seconds on B and C or does it replace it altogether?

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Old 02/17/11, 2:35 PM   #318
zurmagus
Von Kaiser
 
Troll Mage
 
Lothar
I posted a quick spreadsheet on Google Docs to help calculate how much damage is lost to Ignite Munching and see the effect of increasing mastery has on the munched damage.

https://spreadsheets.google.com/ccc?...thkey=CM2DwdQE

Usage:
Enter the totals for your Direct Damage criticals, DoT criticals, and Ignite damage from World of Logs, in cells B1, B2, and B3 respectively. Subtract any crit damage from sources that do not proc Ignite.

Enter your mastery value in cell E1.

Enter your total damage done in cell B1 to see the of percent total damage output lost to ignite.

The sheet does the rest. At my gear level I'm getting 6.25% damage lost on average. Each additional point of mastery results in 0.6% more damage lost.


Edit: clarified instructions

Last edited by zurmagus : 02/17/11 at 6:09 PM.

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Old 02/17/11, 3:18 PM   #319
tonydt1g3r
Glass Joe
 
Gnome Mage
 
Arthas
Should Improved Fire Blast be taken over Improved Scorch Now

After doing this weeks raid, I haven't run into any mana issues at all seems like all those mana reductions in the last patch has helped greatly. For certain fights I didnt even have to evoke or use mana gems. Now my question is should the basic 3/35/3 spec be changed to include Fire Blast over Scorch? It seems that the 8% extra crit might yield more pyro blast procs. And I seem to be casting it more often in my rotation when I'm on the go. Is this is bad idea? Should I only be casting scorch while I'm on the move?

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Old 02/17/11, 5:32 PM   #320
rathe101
Glass Joe
 
Blood Elf Mage
 
Zangarmarsh
Originally Posted by tonydt1g3r View Post
After doing this weeks raid, I haven't run into any mana issues at all seems like all those mana reductions in the last patch has helped greatly. For certain fights I didnt even have to evoke or use mana gems. Now my question is should the basic 3/35/3 spec be changed to include Fire Blast over Scorch? It seems that the 8% extra crit might yield more pyro blast procs. And I seem to be casting it more often in my rotation when I'm on the go. Is this is bad idea? Should I only be casting scorch while I'm on the move?

I've ran some numbers on Improved Fire Blast, and posted them in this very thread, so you may want to look those over. Basically, using Fire Blast (with Improved Fire Blast) will net in a higher DPS gain then just pure Scorch spam. The mana numbers I've ran basically show that with both Improved Scorch and Improved Fire Blast the mana consumption isn't enough to make much of a difference especially with the latest mana reduction changes that have gone through.

I haven't ran the numbers on just using Improved Fire Blast, and a costly scorch, but I would assume the extra mana costs from scorch would mean it would require far more mana then if scorch was free. If you feel you have the mana available, then by all means, try it out. Let us know what you find, but from a strictly DPS aspect, adding Improved Fire Blast will result in a higher damage done, and DPS values for movement, when compared to straight scorch spam (keep in mind that you want to use Pyroblast! and Living bomb as well)

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Old 02/18/11, 12:34 PM   #321
Aerullia
Glass Joe
 
Human Mage
 
Magtheridon
Originally Posted by zurmagus View Post
I posted a quick spreadsheet on Google Docs to help calculate how much damage is lost to Ignite Munching and see the effect of increasing mastery has on the munched damage.

The sheet does the rest. At my gear level I'm getting 6.25% damage lost on average. Each additional point of mastery results in 0.6% more damage lost.

Edit: clarified instructions
Nice spreadsheet, I'd recommend adding a column for ignite munched, so people can see that clearly, so they do not get confused. The 6% is total damage lost, whereas the ignite munched in your example is around 20%.

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Old 02/22/11, 1:43 AM   #322
Bovey
Glass Joe
 
Troll Druid
 
Cho'gall
Originally Posted by PsyKT View Post
First of all, thanks for the compendium - it is excellent. Here is something you may want to add:

Regarding Pyroblast vs. Pyroblast!:
It seems keybinding a /cast Pyroblast! macro instead of keybinding the Pyroblast spell is well advised. Why? Following reasons:
1) If you try to cast Pyroblast when Hotstreak procs you'll notice you have to stand still for a 1/2 a second to do it, where as with Pyroblast! you can be jumping and insta-cast it.
2) If you are OOM and casting free scorch and proc a Hotstreak you won't be able to cost Pyroblast until it hits the minimum required mana (even though it is still a free spell and doesn't take away any mana...)

I'm pretty sure it is not my addons causing this (definitely not reason 2 anyway), if it were though it would be either Bartender or Spellbinder.
It appears that both of these issues have been recently fixed. I just finished testing on the dummy and I was able to HS Pyroblast! both on the run, and with less than 900 mana (tooltip cost for Pyroblast is 2961 mana). I tested with the Pyroblast spell from the spellbook on my (Bartender) action bar.

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Old 02/22/11, 2:09 AM   #323
Silverwind
Von Kaiser
 
Silverwind's Avatar
 
Gnome Mage
 
Antonidas (EU)
Has someone with insight on the ignite munching mechanics figured out if it's actually worth casting Flame Orb as Fire?

It seems like Flame Orb is a primary source for all the ignite munching going on. Does it's high DPET really outweight the increased munching we get in the 16.6% of time it is up?

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Old 02/22/11, 3:28 AM   #324
Maje
Don Flamenco
 
Gnome Mage
 
Naxxramas (EU)
It seems like Flame Orb is a primary source for all the ignite munching going on.
Have you done any tests or seen any to prove that statement or is it just guesswork? In any case the statement is false, all fire spells munch ignite, be it Living Bomb ticks, Pyroblast ticks, Fireballs and Pyroblasts basically anything you cast does, due to how munching works there isn't much you can do to reduce the problem.

You could try and do it on a short time frame by say not casting Living Bomb / Flame Orb and by following every DD fire spell with say an Ice Lance but the damage loss from doing that would probably outweight any gains from Ignite. Some theorized trying to not cast Flame Orb during the first Combustion preparation but I would assume that it's worth doing so only if the fight length is such that it still allows the same amount of Flame Orbs.

On a different subject, there was some discussion about dropping Improved Scorch, most hard modes still last around 7-9 minutes which is more than enough time to go oom. Granted you won't be weaving scorch, however, those same hard modes involve quite a bit of movement where you will be casting Scorch, in general what I found from going over my logs is that Imp. Scorch gives me more mana during the fight than say having points in Clearcasting that's a by product of the latest mana changes where now Scorch and Fireball cost 8% and 9% ie. almost the same.

What is interesting to me is finding out if swapping to Mage Armor during the fight would be better than evocating assuming you can't evocate during some phase where you don't dps. Simcraft tries have yielded similar results but it's quite limited in what it allows to model and rawr still evocates though I don't know if it actually considers swapping armors at all.

Last edited by Maje : 02/22/11 at 3:40 AM.

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Old 02/22/11, 8:54 AM   #325
okaymindflay
Glass Joe
 
Orc Warrior
 
Arthas
Delaying Flame Orb until after Combustion is used will yield better results in terms of DPS because you will avoid destroying the Ignite resulting from all internal cooldowns and the pre-fight Volcanic Potion being up at the same time. Then, as long as you are using both on cooldown, you could theoretically lose very little for delaying just the initial Flame Orb the 25-30 seconds you spend setting up the first Combustion. Even if you miss a single cooldown of orb, the damage you make up in the massively larger first Combustion will make up for it in most situations.

Obviously though, as Maje mentions, just not casting Flame Orb will be much worse for your DPS than casting it on cooldown and bearing the Ignite loss.

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Old 02/22/11, 10:58 AM   #326
 Wizeowel
old and slow
 
Wizeowel's Avatar
 
Human Mage
 
Nordrassil (EU)
It's an interesting discussion about flame orb munching, and it's obvious that it would be very hard to do enough testing in a real situation considering flame orb is on a longish cooldown. However, I'd like to see more attempts at proving these assertions.

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Old 02/22/11, 11:50 AM   #327
Gloinn12
Glass Joe
 
Gloinn12's Avatar
 
Goblin Mage
 
Arthas
Originally Posted by Tyrian View Post
Which Armor should I use? Molten Armor at all times
Recent SimCraft results have shown that this is not always true anymore. It is more beneficial to swap to mage armor sub 5% instead of using evocation. It would of course be more beneficial to use evocation on a fight with some sort of down time(aka nef).

Last edited by Gloinn12 : 02/22/11 at 12:06 PM.

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Old 02/22/11, 12:36 PM   #328
dedmonwakeen
Bald Bull
 
dedmonwakeen
Undead Priest
 
No WoW Account
I would not say that Flame Orb is the "source" of munching, but rather it exacerbates a condition that occurs even outside the use of Flame Orb. I find your DPET question very interesting. SimC has all the data available to depress the benefit of Flame Orb every time an Ignite is munched. I'll look into adding an "opportunity_cost" to the stats_t structure. (Warriors have been asking for such a mechanic for Slam.)


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Old 02/22/11, 12:57 PM   #329
Silverwind
Von Kaiser
 
Silverwind's Avatar
 
Gnome Mage
 
Antonidas (EU)
Regarding Flame Orb:

It's mostly guessing for now. I've definately noticed more reliable high combustions when delaying the first FO cast to after the combustion. My sequence at the start of a fight now is:

- Scorch
- Fireball until Hot Streak
- Hot Streak
- Combustion
- Living Bomb
- Flame Orb

I was able to reliable get Combustions ticking for 11-13k that way, with almost no chance of munching because LB/FO are left out.

Did a test run on FO in simcraft:

With FO: 25460dps, 17.5% ignite, 5.5% combustion, 4.3% FO
Without FO: 24904dps, 18.5% ignite, 5.9% combustion

The simcraft priority list still needs some work regarding combustion usage, so I'm not 100% sure the conclusion here is final.

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Old 02/22/11, 1:38 PM   #330
phrynia
Glass Joe
 
Undead Mage
 
Sentinels
Delaying Flame Orb seems like an easy decision with all the theorycrafting done lately but I see you are delaying Living Bomb as well and I'm curious if it really makes sense to do.

After reforging some crit into haste post-4.06, it seems like Hot Streak is much harder to get and sometimes I chain cast Fireball at 25% haste for 25-30 seconds without one. Intuitively it feels like a bad idea to delay Living Bomb like that but I would love to see more savvy theorycrafters do some simulations and check whether that's actually a good idea or not.

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