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Old 03/29/11, 7:02 PM   #406
Skem
Glass Joe
 
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Gnome Mage
 
Emerald Dream (EU)
Considering the proposed changes in 4.1

Originally Posted by http://eu.battle.net/wow/en/blog/1959705#mages
Fire
• Combustion no longer has a global cooldown.
• Ignite is no longer triggered from periodic critical effects.
Has anyone considered an alternating rotation that includes both fireball and frostfire bolt, ultimatly for its DoT's inclusion in Combustion, but also to better take advantage of mastery?

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Old 03/29/11, 10:01 PM   #407
Bowchikabow
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Worgen Mage
 
Uldum
Originally Posted by Skem View Post
Considering the proposed changes in 4.1



Has anyone considered an alternating rotation that includes both fireball and frostfire bolt, ultimatly for its DoT's inclusion in Combustion, but also to better take advantage of mastery?
I suppose an argument could be made that having glyph of fb and glyph of FFB would make it doable, the question then becomes: What glyph would you replace from the standard FB (or FFB for that matter) setup? Maybe Living bomb, but the 3% increased damage out dps's FFB dot. Molten armor? Do you really want to lose out on flat 2% crit?

"Better to keep your mouth closed and be thought a fool than to open it and remove all doubt"

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Old 03/29/11, 10:49 PM   #408
Sayez
Glass Joe
 
Gnome Mage
 
Silvermoon (EU)
After some tests with Simcraft, I've been wondering if the glyph section of the OP is still considered up tp date. Replacing glyph of pyroblast with glyph of LB in the 372 BIS profile resulted in a dps loss of only 0.04% for a single-target Patchwerk fight. Running the same test on some profiles imported from the armory resulted in dps deltas between -0.1% and +0.1% (i.e. either within or very close to the error range).

Looking only at these simulation results, it appears that using glyph of LB could possibly be an option even for single-target fights. And as mentioned in the OP, AOE fights or encounters with multiple targets to DOT up should only make it more attractive. In any case, the suggestion in the OP to consider using that glyph in place of glyph of fireball in certain situations seems questionable. If used at all, it should replace glyph of pyroblast.

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Old 03/29/11, 10:52 PM   #409
Magjesty
Glass Joe
 
Human Mage
 
Fenris
After Combustion

There is much talk in this thread about what to do before using Combustion. I have a question in regards to how to best proceed after casting the Combustion spell. Assuming LB and Critical Mass are still up, is it best to spam Fireball as the standard spell......or would it make more sense to spam Scorch (with shorter cast time) in hopes of proccing an Impact to spread Combustion before it falls off the target? I am at work right now so don't have access to all the times, but from memory I could cast 7 scorches in 10 seconds vs 3-4 Fireballs (again, from memory). I would assume that for single target Fireball would be the choice, but not for trash/mobs. Thoughts?

Last edited by Magjesty : 03/29/11 at 11:34 PM.

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Old 03/29/11, 11:10 PM   #410
Hotcooler
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Troll Mage
 
Термоштепсель (EU)
Originally Posted by Rulaneda View Post
Is there any addon that helps me track the internal cooldown after Cauterize has been activated?

I couldn't find an answer to my question in this or any other threads here, or I am just too stupid to find one. Thanks in advance.

Edit: I just tried Forte which tracks trinket CDs very nicely but fails to track Cauterize.
I personaly use "WeBeBurning" with some slight modifications, really simple and works like a charm.

BTW do I understand that right, that Simcraft do not currently simulate the dot from frostfire bolt?

Last edited by Hotcooler : 03/29/11 at 11:28 PM.

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Old 03/30/11, 8:40 AM   #411
dedmonwakeen
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dedmonwakeen
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Originally Posted by Hotcooler View Post
BTW do I understand that right, that Simcraft do not currently simulate the dot from frostfire bolt?
Abilities that have both direct and tick damage will often appear on the same line. The "T-xyz" columns correspond to Tick-xyz. Looking at the mage report one can see that frostfire_bolt has both direct and tick damage listed. Clicking on frostfire_bolt will display even more gory detail.


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Old 03/30/11, 12:05 PM   #412
HybRiD
Glass Joe
 
Troll Mage
 
Sunstrider (EU)
Originally Posted by Magjesty View Post
There is much talk in this thread about what to do before using Combustion. I have a question in regards to how to best proceed after casting the Combustion spell. Assuming LB and Critical Mass are still up, is it best to spam Fireball as the standard spell......or would it make more sense to spam Scorch (with shorter cast time) in hopes of proccing an Impact to spread Combustion before it falls off the target? I am at work right now so don't have access to all the times, but from memory I could cast 7 scorches in 10 seconds vs 3-4 Fireballs (again, from memory). I would assume that for single target Fireball would be the choice, but not for trash/mobs. Thoughts?
You should, basically, always have Impact up before using Combustion if you plan on spreading it. Assuming you're on a fight with multiple targets (which you should be, otherwise there'd be no reason to spread it) close to eachother, you might find Blast Wave with Improved Flamestrike to be of good use, however proccing Impact is easier on some fights and Halfus is a good example where proccing it should be easy due to the amount of targets you're using BW/FS on. The more targets it's hitting, the higher the chance of proccing.

If you're using your Combustion -> Impact-spread early in a fight I'd advise for trying to force a procc (not overexaggeratingly forcing a procc though) for that Combustion with BS/FS -> FS (if it hasn't procced from your BW/FS already), then try and land that good Combustion and spread.

If you're using said Combustion -> Impact-spread for the second time in/longer into a fight you should try and watch your CD and make sure you have Impact ready for when you're using your Combustion. Impact lasts for 10 seconds so use that knowledge to your advantage.

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Old 03/30/11, 5:17 PM   #413
hackers
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Troll Mage
 
Jaedenar
Blink v Mobile Scorch

I did an analysis trying to figure out if blink was more a appropriate option for positioning than mobile scorch due to the higher DPET on FB. I looked at 4 cases of modifying two variables: 1. usage of blink and 2. usage of runspeed enchants.

Caveats:
-Distance left over from blink was assumed to be good enough for positioning (you did not have to run -24 yards to satisfy a 1 yard requirement).
-My haste values were used in current 359/372 gear, scale factors are from simcraft - 8 minute fight with 5s of movement every 30s.
-GCD value came from Hot Streak execution time from the same simcraft run, after doing I realized that scorch and GCD should probably match. It favors Blink over mobile scorch.

Input Data:
Scorch cast time - 1.17s
Scorch damage - 11013
Fireball DPET - 13077
GCD - 1.15s
Cycle time - 15s

Methodology:
-I assumed a 15s cycle where any time not casting scorch was using the DPET for fireball.
-Travel time is calculated by x/7, x/7/1.08, (x-25)/7+1.15, (x-25)/7/1.08+1.15, where x is distance requirement.
-Number of scorches is calculated by ceiling(t/1.17) or ceiling((t-1.15)/1.17), where t is the time requirement to travel the distance.
-Damage was calculated by adding # of scorches*11013+(15-t)*13077.
-DPS was calculated by dividing damage/15.
-DPS was then scaled by subtracting 35 (mastery loss) and adding 62.5 (haste increase).

Results:

Above is the current DPS for traveling that distance. Notice until 25 yards Blink line is flat.


Above is the moving average for DPS gain by using the boot runspeed enchant during mobile scorch (no blink). For all requirements you have a 46% chance of hitting a spot where runspeed saves you a scorch. For all fights requiring less than 40 yards you have a 6% chance of hitting a spot where runspeed saves you a scorch.

Conclusions:
-Mobile scorch is not enough DPS loss to justify Blink until probably some point in an fight that requires you to mobile scorch for >100 yards.
-The boot runspeed enchant is also not an average DPS gain unless the fight requires movement greater than 25 yards. Even then, it could be argued not overly beneficial until >33 yards.
-Most fights, while having heavy movement, are not likely to save a full scorch cast due to the runspeed enchant.

TL;DR Don't blink for positioning (unless it's through a mechanic) and unless you think you could probably use Blink for positioning on a fight, don't use the runspeed enchant.

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Old 03/31/11, 4:56 PM   #414
Zersto
Glass Joe
 
Gnome Mage
 
Turalyon
Fireball vs Pyroblast break points?

Heya,

There are currently a number of situations where a raid/instance buff will put the cast time of your Fireball under GCD (Sinestra, Omnitron) and I'm sure there will be more. Has it been determined at what point it is better to hard cast Pyro under these extreme haste conditions?

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Old 03/31/11, 6:30 PM   #415
 Wizeowel
old and slow
 
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Nordrassil (EU)
Originally Posted by hackers View Post
TL;DR Don't blink for positioning (unless it's through a mechanic) and unless you think you could probably use Blink for positioning on a fight, don't use the runspeed enchant.
I think your method of calculating this is interesting, but I don't see it covers all movement situations. Say for example, you are halfway through casting a fireball and if you would run, you would break that cast and lose its damage. Whereas if you elect to blink, you can finish the fireball and still be out of the voidzone before the guy who runs and casts scorch.

Originally Posted by Zersto View Post
Has it been determined at what point it is better to hard cast Pyro under these extreme haste conditions?
You could get a fair idea using Rawr since there is an option to increase casting haste. However, Rawr no longer lists hardcast pyroblast, so you'd have to just look at the relative dps value of fireball and try to extrapolate the dps of pyroblast from the values listed for the instant version.

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Old 04/01/11, 11:46 AM   #416
Regwinthemage
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Human Mage
 
Dalaran
I've seen it repeated on this forum and others that the DoTs spread by impact will do damage to the spread targets at the same rate as they were on the original target. The oft-cited example is Halfus and the claim is that the Dragon's Vengence debuffed damage to say, Ignite will translate to the damage being done by impact-spread Ignite to the remaining drakes.

If it is true can one assume this also applies to all other boss debuffs on all other bosses (curse of elements, etc.)? I'm specifically trying to work out if it makes more sense to wait the second or two it takes Maloriak to get grouped with his adds in green phase to cleave off him on to the adds or if I shouldn't bother and just switch to adds immediately and cleave off of one of them. The whole raid /assists off of the OT but even still all the debuffs usually aren't stacked on a given add when I'm ready to Impact.

Last edited by Regwinthemage : 04/01/11 at 1:24 PM.

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Old 04/01/11, 1:24 PM   #417
talchas
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Scarlet Crusade
I think the point people were trying to make was not that the debuffed damage is then transferred (as that would be different from the normal mechanics of dots sensibly updating their damage based on the debuffs up at any given moment), but that damage debuffs make for a larger ignite, which is then impacted off. Thus for halfus when you have crits for 6x or whatever otherwise normal damage, your ignite before any debuffs apply to it is 6x as large as it would otherwise be. I have not actually gotten someone to check with me if other dots which are affected by things like CoE would keep that modifier when spread, but I really doubt it.

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Old 04/01/11, 1:31 PM   #418
Regwinthemage
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Human Mage
 
Dalaran
Originally Posted by talchas View Post
but that damage debuffs make for a larger ignite
Right, much better said than the way I put it, but its essentailly what I meant.

Originally Posted by talchas View Post
Thus for halfus when you have crits for 6x or whatever otherwise normal damage, your ignite before any debuffs apply to it is 6x as large as it would otherwise be.
Right so by the same token, if your Ignite from a Crit was just 1.08x more damage due to CoE, one should have that same higher damage applied to the Ignite spread by Impact, correct? That is to say, when you spread DoTs like Ignite the damage they do on the spread targets doesn't revert to the base unbuffed damage it would be if you had just been hitting the unbuffed target directly?

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Old 04/01/11, 2:31 PM   #419
hackers
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Troll Mage
 
Jaedenar
Originally Posted by Wizeowel View Post
I think your method of calculating this is interesting, but I don't see it covers all movement situations. Say for example, you are halfway through casting a fireball and if you would run, you would break that cast and lose its damage. Whereas if you elect to blink, you can finish the fireball and still be out of the voidzone before the guy who runs and casts scorch.
Even that assumes a voidzone that is sufficiently large and that going 25 yards doesn't matter. Dark Sludge on Maloriak have a 3 yard radius which by stopcasting and moving out may save 100% damage taken, whereas finishing the cast and blinking is less worthwhile than finishing and running. Another case could be having Engulfing Magic and being targeted for the voidzone. You might finish your cast but with such rough control over distance traveled you might hit other people with Engulfing or be out of range of the dragon (with keyboard turn time included). This analysis was to be taken more from the perspective of stacking for fights like Chimaeron or Valiona. You can try to optimize on damage done per taken, but I think that's more of an illusionary choice because if you can take the damage you finish the cast and scorch your way out. If you can't take the damage, then you do whatever it takes to survive (stopcasting or blink or both).

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Old 04/01/11, 7:29 PM   #420
talchas
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Scarlet Crusade
Originally Posted by Regwinthemage View Post
Right so by the same token, if your Ignite from a Crit was just 1.08x more damage due to CoE, one should have that same higher damage applied to the Ignite spread by Impact, correct? That is to say, when you spread DoTs like Ignite the damage they do on the spread targets doesn't revert to the base unbuffed damage it would be if you had just been hitting the unbuffed target directly?
Yes. Note that ignite is unusual here - its normal damage is based on the actual damage done by your original attack after all debuffs and so on. Other dots have damage computed more like a normal spell, and thus are (almost certainly) not affected like that.

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