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Old 06/10/12, 1:24 AM   #76
Nathyiel
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Goblin Mage
 
Sargeras (EU)
Even before that, if I look correctly at the number, at 10k spell power, a casted Pyroblast do 14.7k DPET versus 9.8k for Fireball.

But now with a 18s DOT, there's more chance to have an instant for refresh it.

PS: Is mage on SIMC working ?

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Old 06/24/12, 7:56 AM   #77
HowToReadPreviousPosts
Glass Joe
 
Worgen Mage
 
Rexxar (EU)
EDIT, 07/14/2012: The following was changed again like it is on live now. (2k Ignite/Tick means 1k Dmg/Tick Combustion).

Hey guys, I found out something very very interesting today.
With the last beta build, combustion was changed in a positive way.
It seems like the damage of combustion's ticks is now based on the damage dealed by your applied DoTs in 2 seconds (before damage per second).
Sounds complicated so let me explain with a calculation:

If your Ignite deals 15k damage per tick (means 15k damage every 2 seconds), your Combustion also ticks with 15k instead of 7,5k before. Hope this is not just a bug!!!!
The same affects the Pyro-DoT with a little exception. All buffs/debuffs that increase the dealed spell damage are ignored for the calculation.

Did some tests without gear:

Buff -----------> PyroDoT -----> Combustion per Tick

None ---------> 418 ----------> 278 (=418/3 * 2)
Int ------------> 424 ----------> 283 (=424/3 * 2)
Rune ---------> 468 ----------> 278
Int + Rune --> 476 ----------> 283

So, it doesn't matter if you're standing in the Rune of Power or not, Combustion deals still the same damage concerning the Pyro-DoT component.

EDIT: Haste even doesn't affect the calculation with Pyro-DoT.
The Pyro-DoT ticked with 11294 damage every 2,80 seconds and with 1,500 Haste Rating procc every 2,72 seconds - both ending with a 7529-ticking Combustion (11294 / 3 * 2 ~ 7529)

Last edited by HowToReadPreviousPosts : 07/14/12 at 12:06 PM.

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Old 07/22/12, 1:36 PM   #78
Blueobelisk
Glass Joe
 
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Undead Mage
 
Firetree
Originally Posted by Nathyiel View Post
Even before that, if I look correctly at the number, at 10k spell power, a casted Pyroblast do 14.7k DPET versus 9.8k for Fireball.
While I disagree with your specific numbers, the concept of Pyroblast DPET being greater than Fireball's is correct and has been addressed.

According to wowhead's current tooltips, Pyroblast's DPET not including the DoT, at 10, 000 Spellpower, would be:

[3172 + (3.048 * 10,000)]/3.5 = 9614

Where Fireball's would be:

[1873 + (1.8 * 10,000)]/2.25 = 8832

Originally Posted by Blizzard
Hot Streak will increase Pyroblast’s damage by 25%, and Pyroblast’s normal damage has been reduced by 20% in a future build.
So Pyroblast's DPET will go down to (9614 * .8) = 7691

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Old 07/31/12, 4:41 AM   #79
fishnuts
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Goblin Mage
 
Jaedenar (EU)
Been doing some raid testing as fire over the past few weeks and just wondering if anyone has any feedback on the following:

1) Alter time - seems a bit buggy at the moment as to what we recieve back, and have also had (i assume a bug) where i click alter time with full health and half mana, alter time procs and i recieve 10 health and the correct mana?

2) Alter time optimal usuage - been utilising it as fire with time left on lust/time warp and with a pyro proc up so that when it runs off you get the extra time with lust/time warp and the pyro proc up. Does give you double lust debuffs which is quite cute
As arcane been using it to obtain extra time on lust + arcane power + missle procs
Not tested with frost

3) Living bomb vs Nether Tempest as fire - any one with simulations on the numbers? Living bomb looking optimal to me for single target and multi target fights for fire but not had a chance to run multiple dps tests yet or simulations

4) Rune of Power vs Evocation - buggy spawn time on beta at the moment and also very non optimal on a lot of the MoP fights as there is a lot of movement which means you are out of the rune a lot. Is this this optimal over evocation?


Hoping to see the threads start becoming more active in the coming weeks with MoP coming soon

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Old 08/01/12, 1:25 PM   #80
rh8452
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Worgen Mage
 
Kel'Thuzad
In my beta testing (as frost) yesterday every single fight had too much movement and significant enough predictable raid damage, making incanter's ward to be the best of the three level 90 options. Unfortunately, invocation's requirement that you must complete the evocation in order to receive the buff seems very restrictive given the hectic nature of a number of the fights. In addition, the evocation -must- complete and thus queueing another spell at the end of the channel can prove risky as should you clip it by even a tenth of a second, you get nothing.

However, invocation is a great choice if your job is going to be bursting a target that takes increased damage or needs to die ASAP, if the target's spawn or the burst period is predictable and there's no raid damage going out. You'd just evocate and have a guaranteed damage buff to hit the target with. I can definitely see myself taking it on a few of the heroic fights.

Rune of power worked fine for me. It synergizes well with the Ice Floes talent, which is easy to take as frost since scorch is somewhat unnecessary in that spec from what I can discern thus far. I just found that there wasn't a single fight where I could remain in one or even two specific positions for long enough to have 100% uptime with a max of two recasts per minute.

I found frost to be extremely strong on several of the fights (stone guard, garalon), but weak on some such as tsulong. Frost with glyphed ice lance is extremely strong on any fight where there are multiple targets in close proximity which must die, obviously.

Alter Time didn't seem to be working correctly with the default blizzard UI auras for FoF. Using it with two FoF charges, when your previous state returns your aura will only show one charge, but your FoF buff will have two. Alter Time is also ludicrously overpowered on some fights such as Tsulong where you can use it as an off-GCD blink - use it, go to a sunbeam to reset your debuff stacks, get ported back to where you were minus stacks (despite the fact it's supposed to return your previous debuffs). I did not find Alter Time to be giving me double sated debuffs or working to extend the duration of heroism/bloodlust/any other buffs as frost, which is likely a bug.

Last edited by rh8452 : 08/01/12 at 1:52 PM.

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Old 08/02/12, 3:36 AM   #81
rh8452
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Worgen Mage
 
Kel'Thuzad
I also experimented running Living Bomb as frost when doing amber-shaper un'sok. On encounters with 3 targets in close proximity such as that one, glyphing fire blast and spreading living bomb to 2 targets off your main target is absolutely a DPS increase, especially when the target you "pillar" off of takes increased damage the way the boss /monstrosity does. Just DPS your assigned targets and impact LB off the boss. On a normal fight you'd receive about the same damage as you'd get from 3 nether tempests, but in only a 1 sec GCD and a normal GCD instead of 3 normal GCDs.

Glyphed fire blast's effect with nether tempest was essentially useless (tested on tsulong). It worked, but the "detonation" effect doesn't do enough damage to make it worth the GCD unless there were a ridiculous number of available short-lived targets, at which point frost bomb becomes the better DPS option anyway.

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Old 08/02/12, 4:38 AM   #82
Nathyiel
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Goblin Mage
 
Sargeras (EU)
There's other good analysis on the official forum:
Mage level 90 Talent choices are negative - Forums - World of Warcraft

glyph of Fireblast
With Living bomb, the difference between spreading or multi-doting is only 0.5s. But it's really a good choice because you don't have to switch target.

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Old 08/13/12, 10:31 AM   #83
Timisoreanu
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Human Mage
 
Darksorrow (EU)
Originally Posted by Nathyiel View Post
There's other good analysis on the official forum:
Mage level 90 Talent choices are negative - Forums - World of Warcraft

glyph of Fireblast
With Living bomb, the difference between spreading or multi-doting is only 0.5s. But it's really a good choice because you don't have to switch target.
How about the lack of damage increase from Fire Specialization ? Does it still worths to be taken?

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Old 08/16/12, 1:23 PM   #84
kindath
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Night Elf Rogue
 
Earthen Ring
Originally Posted by Timisoreanu View Post
How about the lack of damage increase from Fire Specialization ? Does it still worths to be taken?
There is no fire specialization.

But yes, the Glyph of Fireblast + Living Bomb not only saves 0.5s, but also adds the damage of a fireblast.

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Old 08/29/12, 3:24 AM   #85
jak3676
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Blood Elf Mage
 
Farstriders
Frost Mage Rotation:


The new glyph of Fire Blast is intersting in that it forces Frost Bomb to explode instantly. You can use this set up a pretty firm rotation as frost mage.

1. Keep Frozen Orb on cool down
2. Frost Bomb,
3. Fire Blast (which will proc Brain Freeze),
4. FFB,
5. Use all charges of IL
6. Fostbolt until the CD is reset on frost bomb/fireblast.

using Fire Blast seems suboptimal, but it does make for a simple/predicable rotation. At the moment I'm getting better dps than with the roation suggest in post #45. But I can't tell yet if that's just lack of practice/poor execution on my part.

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Old 08/29/12, 6:30 AM   #86
Nathyiel
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Goblin Mage
 
Sargeras (EU)
It's not optimal because Fireblast are weaker than Frostbolt.

But wht you describe can be use for rapid AOE on low life mobs.

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Old 08/30/12, 5:15 AM   #87
Timisoreanu
Glass Joe
 
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Human Mage
 
Darksorrow (EU)
Question about hit rating.

Hit needed for a level 88 mob (boss) according to the tooltip is somewhere around 7.40% wich is clearely bugged but even with 17.05% wich is my current hit chance, I still miss 3 LB's in a row on training dummies. Is there something that changed or just a bug?

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Old 08/30/12, 6:25 AM   #88
Mopatop
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Blood Elf Mage
 
Vek'nilash (EU)
Question about the new Arcane rotation:

Icy Veins say that Arcane Missiles should be woven in with Arcane Blast when it procs while stacking charges (AC). Weaving spells implies equal DPS, which is unlikely. I consider that AM has either higher or lower DPS than AB. Thankfully the AC buff is the same.

My position is:

If AM has higher DPS than AB, it should be fired at full AC stacks for maximum effectiveness. It also has excellent DPM at this.
-or-
If AM has lower DPS than AB, it should be fired after a barrage to stack ACs ready for AB to take over

My question is, is my theory correct and if so, which is it? I see strong DPS spikes on my recount while firing AM but I haven't done this with a full suite of raid buffs. This makes me think I should be casting AM at the top of my AC stacks.

Of course there is the question of not losing procs, in which case it might be prudent to take the FoF approach - always fire at 2 procs but only clear the last one at full AC stacks.

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Old 08/30/12, 6:26 AM   #89
Mopatop
Glass Joe
 
Blood Elf Mage
 
Vek'nilash (EU)
Originally Posted by Timisoreanu View Post
Hit needed for a level 88 mob (boss) according to the tooltip is somewhere around 7.40% wich is clearely bugged but even with 17.05% wich is my current hit chance, I still miss 3 LB's in a row on training dummies. Is there something that changed or just a bug?
Raid target dummies ding level 93 in patch 5.0.4 you are hitting lv93 dummies.

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Old 08/30/12, 7:14 AM   #90
Nathyiel
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Goblin Mage
 
Sargeras (EU)
The Hit cap is 15% on level+3 target. It's 1536 Hit rating at level 85. It will be 5100 at level 90 if it not change since then.

Arcane Missiles should always be prioritized over Arcane Blast and Arcane Barrage. But you can go fishing for the second charges.
Why Arcane Missiles is so good?
It can benefit from Arcane Charge, can do better damage and it free cost.

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