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Old 07/14/11, 12:56 AM   #226
Zersto
Glass Joe
 
Gnome Mage
 
Turalyon
I realize that Arcane's cooldown rotation is dynamic, changing with fights, but I'm having some trouble determining the best use of Arcane Power in relation to mana. Is it typically better to sit on the AP cooldown a little longer and use a full burn rotation under AP, or should I be trying to use on cooldown even if it means using a conserve rotation under AP?

What I am having trouble determining is: if using it on cooldown and using conserve rotations means getting another AP use during the fight (over sitting on the cooldown), does it outweigh using it during burn rotations only?

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Old 07/14/11, 1:59 AM   #227
dar3652
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Troll Mage
 
Kargath
Originally Posted by Snickernew View Post
Please realize that with 4t12 it might be more beneficial to use AP on cd (every 90 seconds), so the net mp5 gain could be slightly higher than you have calculated. Again this is only a speculation on the existing strategy of using AP + mana gem every 2 minutes. Using AP every 90 seconds will not allow us to do a full burn cycle though as evocation will not be available for at least 30 seconds after the AP is finished. Nevertheless, I would be interested in the results of this strategy with the new hypothetical 4t12 bonus.

Also, the haste vs mastery discussion boils down to whether you have SoW:
Haste > mastery with FoW
Mastery > Haste without FoW (you still need at least 1200 haste rating, as only past a certain point depending on your gear will your mastery give more dps per point than haste).
what exactly happens @ 1200 haste? I've noticed that at around 1100 or 1150 haste, mastery starts to get better than haste in simcraft, but was wondering if this number had a reasoning (such as some haste thing i'm missing as I thought AB becomes 1 sec under lust @ 1768haste)

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Old 07/14/11, 2:23 AM   #228
Loevty
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Troll Mage
 
Khaz'goroth
Originally Posted by Zersto View Post
I realize that Arcane's cooldown rotation is dynamic, changing with fights, but I'm having some trouble determining the best use of Arcane Power in relation to mana. Is it typically better to sit on the AP cooldown a little longer and use a full burn rotation under AP, or should I be trying to use on cooldown even if it means using a conserve rotation under AP?

What I am having trouble determining is: if using it on cooldown and using conserve rotations means getting another AP use during the fight (over sitting on the cooldown), does it outweigh using it during burn rotations only?
Unless I am missing something, it could be said that the vast majority of Arcane's burst and overall damage is from the 'burn' phase, and unless there is a a resource retruning mechanic(Sinestra, Alysrazor etc)I don't see where the activation of Arcane Power would be beneficial on cooldown instead of the usually Arcane Power + Improved Mana Gem + (On use effects) on the two minute cooldown.

If the report's of the AP actually working as implied by the T12 4P set bonus, the above would change however, I still haven't seen any evidence of the T12 4P interacting with Arcane Power as this post suggests.

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Old 07/14/11, 2:51 PM   #229
Silverwind
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Antonidas (EU)
Here's an updated Focus Magic chart, because some people had requested it.

It was done with SimC using 10k Iterations. Accuracy on the DPS values isn't 100% because of the way SimC works, there can be an error of about +-50 dps on the Target DPS gain.

ProfileDPS w/o FMDPS with FMTarget DPS gainFeedback uptimeRDPS gain
Mage_Fire_T12H3170332826112398%1906
Warlock_Destruction_T12H3383234686854100%1653
Warlock_Demonology_T12H357223661789587%1590
Mage_Arcane_T12H360033680279998%1582
Druid_Balance_T12H323653318582091%1547
Shaman_Elemental_T12H3303133661630100%1429
Warlock_Affliction_T12H360843684075680%1395
Mage_Frost_T12H3711737695578100%1377
Priest_Shadow_T12H338463475991345%1272
Rogue_Assassination_T12H345573490735093%1093
Shaman_Enhancement_T12H351673542726095%1043
Priest_Disc_Smite_T12H146491486221399%1004
Rogue_Combat_T12H348673519432784%998
Rogue_Subtlety_T12H354743557610277%717
Death_Knight_Unholy_2h_T12H353483561326552%680
Death_Knight_Unholy_1h_T12H304583073127350%673
Death_Knight_Frost_1h_T12H38100381717133%334
Paladin_Retribution_T12H33443334793636%323
Death_Knight_Frost_2h_T12H33753338024925%249
Hunter_MM_T12H_Arcane3463234672400%40
Hunter_SV_T12H3226332302390%39

Edit: Updated with 10k Iterations using smooth_rng and deterministic_roll options, seems to be more accurate now.
Edit2: Added uptime percentage and RDPS columns. Rogues showing 0% uptime seems to be a SimC bug.
Edit3: A bug in SimC with procs not triggering FM was fixed. I updated the chart with new uptime values. Rogues are now included in the uptime column, Shadow Priests went from 36% to 55% uptime because of Improved Devouring Plague and Shadowy Apparitions.
Edit4: Shadow Priests Apparitions fixed, new uptime of Shadows is 45%.

Last edited by Silverwind : 07/21/11 at 2:01 PM.

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Old 07/14/11, 3:22 PM   #230
fateswarm
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Goblin Mage
 
Lightning's Blade (EU)
^ It would be interesting to see the HPS benefit when casted on a healer, now that they got a buf on their crit mechanic for cases a group might need higher HPS rather than DPS.

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Old 07/14/11, 5:05 PM   #231
sierran
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Gnome Mage
 
Proudmoore
Originally Posted by Ataxus View Post
This is very good news! I'm glad they changed it.
If the 4pc Arcane bonus is now working as expected, does this fix the gear progression and now make T12 an upgrade over T11.5? It seems like the numbers might still be too close to be an upgrade, and I'm seeing confusing numbers over how much mana T12 will actually save.

But for sure, now 4pc T12.5 will be BiS.

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Old 07/14/11, 6:12 PM   #232
Ataxus
Glass Joe
 
Troll Mage
 
Illidan
Updated AB mana costs from wyrmbane's post:


Without Shard of Woe
AB StacksBase CostCost w/ APCost w/ AP and 4pc4pc Savings
0 870 957 783 174
1 2175 2262 1958 304
2 3480 3567 3132 435
3 4785 4872 4307 565
4 6090 6177 5481 696

With Shard of Woe
AB StacksBase CostCost w/ APCost w/ AP and 4pc4pc Savings
0 665 731 599 132
1 1662 1729 1496 233
2 2660 2726 2394 332
3 3657 3724 3291 433
4 4655 4721 4190 531

Last edited by Ataxus : 07/14/11 at 7:26 PM.

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Old 07/14/11, 9:47 PM   #233
Snickernew
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Draenei Mage
 
Borean Tundra
The 1200 value of haste was referring to my personal haste rating where mastery becomes more valuable than haste for dps. Also, I was merely pointing out that with SoW haste is much more valuable than without it, but the actual amount of haste needed to get to the break point b/w haste and mastery is different for every mage (but should be close to 1200).

If someone would be able to simulate the 4t12 benefit for a 6 min fight and post here - that would be great.

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Old 07/15/11, 2:46 AM   #234
Psychedelics
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Goblin Mage
 
Mal'Ganis
Originally Posted by Snickernew View Post
The 1200 value of haste was referring to my personal haste rating where mastery becomes more valuable than haste for dps. Also, I was merely pointing out that with SoW haste is much more valuable than without it, but the actual amount of haste needed to get to the break point b/w haste and mastery is different for every mage (but should be close to 1200).

If someone would be able to simulate the 4t12 benefit for a 6 min fight and post here - that would be great.
Now, that magic 1200 haste rating number you speak of... is that for magi with T11 4-piece?

I would imagine that the "magic number" for a mage without the T11 4-piece bonus would be much different, if so.

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Old 07/15/11, 11:12 AM   #235
Morthoul
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Worgen Mage
 
Shadowmoon
Originally Posted by Silverwind View Post
Profiledps w/o FMdps with FMdiff
Priest_Shadow_T12H 33846 34759 913
It's worth noting that Mind Flay counts as a dot and its crits won't proc FM back on the mage, so although Shadow Priests benefit well from FM, the total benefit to raid DPS may be less. Back in WotLK there was math to the effect that the recipient of FM doesn't matter to the mage, because there's near-100% uptime regardless, so we tend to ignore it. But shadow priests at least are a special case. And whatever the uptime is, another issue is that the Shadow Priest "opener" waits a while before casting even one Mind Blast, so you can go through the initial Arcane burn without any FM proc at all.

Last edited by Morthoul : 07/15/11 at 2:27 PM.

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Old 07/15/11, 4:05 PM   #236
Silverwind
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Gnome Mage
 
Antonidas (EU)
Originally Posted by Morthoul View Post
It's worth noting that Mind Flay counts as a dot and its crits won't proc FM back on the mage, so although Shadow Priests benefit well from FM, the total benefit to raid DPS may be less.
Good point. I have added RDPS and uptime colums to my original post. Seems like Shadow Priests are only providing 36% uptime for the Mage, which pushes them far down in the RDPS the list. There is one flaw in the chart which I'm aware of: Rogues can proc FM as far as I know, but SimC doesn't trigger the feedback buff for them. I will have to research this further. I'm also not sure if hunters can proc it.

The conclusion seems to be, that if there is no Fire Mage or Destruction Lock in the raid (and assuming everyone is on the same gear level), Arcane Mages may as well circlejerk the FM.

Last edited by Silverwind : 07/15/11 at 7:25 PM.

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Old 07/17/11, 11:14 AM   #237
Pyryte
Glass Joe
 
Worgen Mage
 
Lightning's Blade
Do we have any more data on live to verify how the T12 4pc is actually calculating the mana cost?

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Old 07/18/11, 6:17 AM   #238
fok
Glass Joe
 
Human Mage
 
Черный Шрам (EU)
Don't forget simcraft selects gear from whole content, and gloves from HEROIC Ragnaros seems like...
You will full geared at this time, but without really good gloves, so, how about makes t12 with gloves and without, for example, head? Heroic helm is from Ragnaros too, BUT, good 391 head can drop from Rhyolit, so you will be with 391 head AND 391 gloves, which can be obtained from Majordomo who is more-more-more easier than Ragnaros.

AND THEN, After killing Ragnaros you always can take gloves from his chest.

Upd: Also, great robe from Beth'tilac - haste/mastery, very easy to obtain, and great stats

Last edited by fok : 07/18/11 at 10:46 AM.

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Old 07/18/11, 1:05 PM   #239
Malcophant
Piston Honda
 
Goblin Mage
 
<TG>
Arthas
Originally Posted by fok View Post
Don't forget simcraft selects gear from whole content, and gloves from HEROIC Ragnaros seems like...
You will full geared at this time, but without really good gloves, so, how about makes t12 with gloves and without, for example, head? Heroic helm is from Ragnaros too, BUT, good 391 head can drop from Rhyolit, so you will be with 391 head AND 391 gloves, which can be obtained from Majordomo who is more-more-more easier than Ragnaros.

AND THEN, After killing Ragnaros you always can take gloves from his chest.

Upd: Also, great robe from Beth'tilac - haste/mastery, very easy to obtain, and great stats
Keep in mind that the Rhyolith helm is a random enchant helm, similar to Conclave/Al'akir's drops from last tier, so there is no guarantee that you will get a good enchant.

Also do note that as of yet we have no proof that the 4pc has been changed. I've posted on the official forums seeing if anyone has the 4pc and can post screenshots, but until then I'd continue under the assumption that it hasn't changed.

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Old 07/18/11, 1:57 PM   #240
dar3652
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Troll Mage
 
Kargath
For confirmation / screenshots you can try getting a hold of the mage in Raiding Robots referred to on the last page with the 4 piece.

Dracones @ Shattered Hand - Game - World of Warcraft

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Old 07/18/11, 6:29 PM   #241
KroLeXz
Banned
 
Gnome Mage
 
Mug'thol
maybe u can just extract information from here


World of Logs - Real Time Raid Analysis


Looks like it's confirmed - look at that buff he gains when popping arcane power.

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Old 07/18/11, 9:11 PM   #242
Incognieto
Glass Joe
 
Worgen Mage
 
Aman'Thul
Originally Posted by KroLeXz View Post
maybe u can just extract information from here


World of Logs - Real Time Raid Analysis


Looks like it's confirmed - look at that buff he gains when popping arcane power.
The only buff I can see is Arcane Power which shows the modifier [less][more], however this is showing for all mages regardless of T12. I cannot see any other buffs referring to Arcane Power and if there were, its uptime will match that of AP.

I'm not sure much info can be extracted from the logs but rather confirmation is required from someone with the 4p.

As far as I know WoL can't track mana cost.

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Old 07/19/11, 3:17 PM   #243
tlosenjin
Glass Joe
 
Gnome Mage
 
Sen'jin
t124p analysis

Until simcraft is updated to reflect the 4pt12 bonus changes, I thought I'd add my own analysis of the bonus' damage value. There are basically two ways the bonus increases our damage, the first being its synergy with Arcane's mastery, and the second being the added "free" AB4 casts we have added to our burn phases.

Damage Gain from Synergy with Mana Adept
Click Here ← Click Here

The damage of the ith AB4 cast during aburn phase with Arcane Power active can be modeled as the function:

\[{D_i} = 1.2\alpha \left( {1 + \beta \left( {\frac{{M - b \cdot m(i - 1) + \gamma (t(i - 1)}}{M}} \right)} \right)\]

with
  • alpha (sry don't know how to insert greek characters as text) being the ABx4 spell dmg multiplier (damage of ABx4 without AP, unaffected by mastery)
  • beta being the Mastery multiplier (%increase when at 100% mana / 100)
  • M being your maximum Mana
  • b being the mana cost modifier used when the 4pc bonus isn't active(6177/5481 w/o shard of woe, 4721/4190 with shard of woe, they're basically the same value). When it is active, b = 1.
  • m being the mana cost of AB4 with AP up and with reduced 4pt12 mana cost (5481 without shard, 4190 with shard)
  • gamma being your mana regen per second
  • t being the cast time of AB4

Then, the total damage done during an AP burn phase, with \[c = \left\lfloor {\frac{{15}}{t}} \right\rfloor \] being the number of AP buffed casts you can get off in 15 seconds, is

\[\sum\limits_{i = 1}^c {{D_i}}  = 1.2\alpha  \cdot c + \frac{{1.2\alpha  \cdot \beta }}{M}\left( {c \cdot m - (b \cdot m - \gamma  \cdot t)\sum\limits_{i = 1}^c {(i - 1)} } \right)\]

and the damage difference with and without the 4pc bonus is simply the difference between the above sum with b = 1 and the above sum with b being the corresponding value noted above (roughly 1.127):

\[\frac{{1.2\beta  \cdot \alpha }}{{2M}}\left( {m(b - 1} \right))({c^2} - c)\]

The damage gain from this aspect of the bonus is relatively small. Using the BIS template the dps gain is roughly 20 dps.



Damage Gain from "Free" AB4 Casts
Click Here ← Click Here

The second part of the bonus is the AB4s that you can cast with the saved mana. The time spent casting these would otherwise be spent in a conserve phase, so the damage gain of the bonus is the damage of these "free" AB spells minus the damage that would have been done using a conserve rotation. This part of the bonus is pretty difficult to model without using approximations, so I'll outline the simplifications I use along the way.

First, the number of "free" AB casts can be calculated as the quotient of the difference of the mana left over after the AP burn phase with and without the 4pbonus and the mana cost of AB4 without AP activated:

\[\frac{{M - m \cdot c + \gamma  \cdot t(c - 1) - (M - m \cdot c \cdot b + \gamma  \cdot t(c - 1))}}{{{\rm{AB4 Mana Cost}}}} = \frac{{m \cdot c(b - 1)}}{{{\rm{AB4 Mana Cost}}}}\]

This is where the biggest approximation is made. In practice, this value would be rounded up so to ensure as little time spent channeling mana when at full mana as possible. However, at the same time each point of mana you finish your evocation with below the maximum is a damage loss, from both the reduced effect of mastery until ideal mana levels are reached, and the need to conserve harder to reach an ideal mana level. I'm not entirely sure how to model this damage loss in the conserve phase, so I made two different simplifications.

In the first approximation I rounded up the number of free casts, so that the damage gain would be,

\[\left\lceil {\frac{{m \cdot c(b - 1)}}{{AB4ManaCost}}} \right\rceil \left( {\alpha \left( {1 + \frac{{\beta \left( {M - m \cdot c + \gamma  \cdot t(c - 1)} \right)}}{M}} \right)} \right) - t\left\lceil {\frac{{m \cdot c(b - 1)}}{{AB4ManaCost}}} \right\rceil \left( {{\rm{Average DPS of Conserve Phase}}} \right)\]

This approximation doesn't penalize the damage of the conserve phase at all and it always rounds up the number of "free" AB casts, and so it should be treated as a maximum approximation.

The second approximation allows fractions of AB casts to occur. The benefit of this approximation is that it differentiates between the number of "free" AB casts between whole numbers. Values closer to their ceiling, or scenarios where you would end up with more mana left after evocation if you used the approximation above, yield higher results than values further away from their ceiling. The drawback to this approximation is that it places an equal value on the mana spent during a burn phase and during a conserve phase, and since the damage is modeled as the time integral of a continuous Damage per Time function, it assumes that partial casts can happen.

Here's the Damage as a function of time and its corresponding integral

\[\frac{{d{D_i}(T)}}{{dT}} = \left( {\frac{\alpha }{t}\left( {1 + \frac{{\beta \left( {M - m \cdot c + \gamma  \cdot t(c - 1)} \right) + T \cdot \gamma  - \frac{{({\rm{AB4 Mana Cost}})}}{t}T}}{M}} \right)} \right)\]

\[{D_i}(T) = \int\limits_{T = 0}^{T = t(\frac{{m \cdot c(b - 1)}}{{AB4ManaCost}})} {{D_i}(T)dT}  = \frac{{\alpha  \cdot T}}{t} + \frac{{T \cdot \alpha  \cdot \beta }}{{M \cdot t}}\left( {\left( {M - m \cdot c + \gamma  \cdot t(c - 1)} \right) + \frac{T}{2}\left( {\gamma  - \frac{{({\rm{AB4 Mana Cost}})}}{t}} \right)} \right)\]

Then the damage gains using this approximation would just be the difference between the above damage and the average conserve damage done in the same amount of time. This approximation should likely be treated as a minimum.

Also, since the dps of a conserve phase is dependent on your own character, and very difficult to approximate using only your character's stats, an average estimate is used for all these calculations.

RESULTS:

Here are the results using the above methods. I used the stats from the BIS Arcane Mage on simulationcraft.org. I'll include a set of estimates with and without Shard of Woe. I used an average conserve phase dps value of 18000. Each set of calculations also take into account that one burn phase will be under the effects of heroism/bloodlust.
Click Here ← Click Here

Without Shard of Woe, 465s fight, 5 Arcane Power Casts: 216.36 dps (using first approximation, max), 149 dps (using second approximation, min)

Without Shard of Woe, 450s fight, 4 Arcane Power Casts: 184.01 dps (using first approximation, max), 128.18 dps (using second approximation, min)

With Shard of Woe, 465s fight, 5 Arcane Power Casts: 206.6 dps (using first approximation, max), 144.203 dps (second approximation, min)

With Shard of Woe, 450s fight, 4 Arcane Power Casts: 175.91 dps (using first approximation, max), 123.89 dps (using second approximation, min)



TL;DR: Using the above methods the 4pt12 bonus appears to be in the range of a 125 -225ish dps increase, dependent heavily on if you can squeeze in an extra AP or not. The approximations aren't ideal, but with both maximum and minimum approximations the general value of the bonus can be seen. Of course, once simulationcraft is updated a more exact value can be determined!

Last edited by tlosenjin : 07/23/11 at 12:09 PM. Reason: Average dps of conserve phase was way too low, upped it to 18000dps.

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Old 07/19/11, 9:51 PM   #244
fok
Glass Joe
 
Human Mage
 
Черный Шрам (EU)
Very great info, but omg, it seems like full non-set gear with more relative stats will be better than t12p4, isn't it?

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Old 07/20/11, 9:03 AM   #245
kamogawa
Glass Joe
 
Blood Elf Mage
 
Tichondrius
I obtained the Moonwell Chalice trinket yesterday and noticed that I was able to activate it simultaneously with the Jeweled Serpent JC trinket and it certainly seemed that both on use effects stacked. I will test it again in a couple of hours when US servers go live. Has anyone else noticed and/or duplicated this effect and can confirm?

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Old 07/20/11, 9:24 AM   #246
Tyrian
Bald Bull
 
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Human Mage
 
Frostmourne
The Moonwell Chalice also stacks with Engineering Glove tinker.

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Old 07/20/11, 10:25 AM   #247
Gloinn12
Glass Joe
 
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Goblin Mage
 
Arthas
Can anyone actually confirm that the T12 set bonus changed? There is all this buzz about the 4-piece bonus being stealth buffed, but there is absolutely no concrete proof that it has been changed at all. All there is, is a guy that has the 4-piece and a completely different guy from the same guild saying the 4-piece changed.

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Old 07/20/11, 7:51 PM   #248
Ataxus
Glass Joe
 
Troll Mage
 
Illidan
Originally Posted by Gloinn12 View Post
Can anyone actually confirm that the T12 set bonus changed? There is all this buzz about the 4-piece bonus being stealth buffed, but there is absolutely no concrete proof that it has been changed at all. All there is, is a guy that has the 4-piece and a completely different guy from the same guild saying the 4-piece changed.
Proof: http://i53.photobucket.com/albums/g7...811_191626.jpg

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Old 07/21/11, 3:22 AM   #249
tlosenjin
Glass Joe
 
Gnome Mage
 
Sen'jin
I just finished compiling simcraft with their changes to Arcane's 4pt12 bonus. Simming the BIS gear set on simulationcraft.org with tier shoulders and chest added to make up the 4p, and toggling the bonus off and on, I got a dps value of 194 dps. Using my own toon with non-heroic 4pt12 and no Shard of Woe the bonus had a dps value of 220 dps. So it seems like the bonus lies in the upper limits of my earlier estimations, and like most people were predicting it isn't great.

Last edited by tlosenjin : 07/21/11 at 3:30 AM.

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Old 07/22/11, 2:41 PM   #250
Sinless
Piston Honda
 
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Troll Mage
 
Frostwolf
People who are asking about 4pT11 vs. 2pT12 the short answer is it depends.

The long answer is, typically (and underline that word), if you are replacing ilvl359 tier gear, it's worth it. If you are replacing heroic T11, it's typically (again) not worth it. You have to use Rawr or Simcraft and decide for yourself.

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