Does rawr seem to be modeling 2pc T10 incorrectly for anyone else? As has been discussed here, it should be a few hundred dps upgrade. It's not showing that for me. I have 4pc T9 currently (232 shoulders, rest 245 +merlin offset) and I select T10 gloves+T10 shoulders, and its spitting out about a 200 dps loss. I also tried going from current set to T10 chest+T10 shoulders, and it still shows a 100 dps loss or so over the 4pc T9. I tried this is the newest version of rawr (2.3.5) as well as previous version (2.3.4).
Does rawr seem to be modeling 2pc T10 incorrectly for anyone else? As has been discussed here, it should be a few hundred dps upgrade. It's not showing that for me. I have 4pc T9 currently (232 shoulders, rest 245 +merlin offset) and I select T10 gloves+T10 shoulders, and its spitting out about a 200 dps loss. I also tried going from current set to T10 chest+T10 shoulders, and it still shows a 100 dps loss or so over the 4pc T9. I tried this is the newest version of rawr (2.3.5) as well as previous version (2.3.4).
In the comparison (right) panel dropdown, select Buffs > Set Bonuses. "Bloodmage's Regalia 2 Piece" should be at the top.
If not, go to the Options -> Fight tab in the left panel, scroll to the bottom, and make sure "Unlimited mana" is unchecked. This is what happened to me. I had Unlimited Mana checked and Rawr assumed I was spamming AB 100% of the time, so it valued t10 2pc at 0dps.
If this doesn't solve your problem, just try checking/unchecking different options that might be affecting your set bonus values.
That only qualifies as 'double taxing' if the ignite ticks themselves can be partially resisted or are reduced by a given damage reduction effect other than immunity or absorption. Which to my knowledge no damage reduction effects reduce ignites damage at the moment. Otherwise it's normal reduction the same as any other crit damage increase effect.
Try resisted>0 and spell="Ignite" in world of logs expression editor. You could ask Eliane on your server, whose last Anub'arak heroic attempts resulted in over 5% ignite damage resisted.
to make it easier but it still required good timing to bring up the targeting-circle right on the GCD. For mages who are fond of keyboard mashing I'd imagine pressing it too fast would cause the ring to appear and disappear, but I didn't have much difficulty with it.
One could use !Flamestrike in the macro - this "fixes" the on/off behaviour of the targeting circle and you could spam your button. This is true for all targeting circles.
Try resisted>0 and spell="Ignite" in world of logs expression editor. You could ask Eliane on your server, whose last Anub'arak heroic attempts resulted in over 5% ignite damage resisted.
Then that should be submitted as a bug, with combat logs to back it up. Every other time ignites damage output has been reduced by non immunity/absorb effects it has been deemed a bug.
To truly model the game, we first must research it. http://zaldinar.wordpress.com/
Proven TheoryCrafting Stuff, chain casting in a PTR near you soon.
There's plenty of chatter about the 2piece T-10 bonus but i can't seem to find anything on the 4piece. I'm only coming up to getting my third piece but with the release of the new VoA boss the fourth may come quicker(going for the legs). Has anyone done any testing on the T10 4piece bonus and glyphing for MI? Or can some point out to me where the post is as i've sifted through the previous 10 or so pages in this thread. Cheers
There's plenty of chatter about the 2piece T-10 bonus but i can't seem to find anything on the 4piece. I'm only coming up to getting my third piece but with the release of the new VoA boss the fourth may come quicker(going for the legs). Has anyone done any testing on the T10 4piece bonus and glyphing for MI? Or can some point out to me where the post is as i've sifted through the previous 10 or so pages in this thread. Cheers
Why would you glyph for MI? The 4-piece gives 18% extra damage to all your abilities for 30 seconds - it doesn't really relate to the images themselves. Essentially hitting your mirror image is the same as hitting arcane power. Having an extra image via the glyph isn't going to help you.
Do we still get 30 seconds of increased damage in the same way we get the threat ignoring regardless of whether the mirrors are still alive, i.e. if the mirros die after 5 seconds?
I know mirrors are much more survivable now - but haven't had the chance to use the mirrors in a raid and wondered if anyone else has checked it the debuff uptime on a combat log - guess it should always be 30 secs/60 secs/90 secs depending on how many times the mirrors were cast (unless combat ended with mirrors up).
Q: Is Glyph of Molten Armor still better than arcane power glyph?
Arguments:
- You loose 2PC T9 when u get 4pc t10
- You wont gem purified dreadstone - except 2 for meta (even +9 SP Socket bonus wont be better than cardinal ruby or reckless ametrine)
- You will remove your 2 or 3 points in Student of mind to something else (Magic Absorbtion or IA)
- 4 pc t10 will be used with arcane power most of the times
This scenario will occur when you get 4t10.. so my question, is glyph of molten armor still better? With 2 or 3 blue gems you will have 219 Spirit selfbuffed - when wearing absolut no spirit item (which is the case for me tomorrow with 4 pc t10)
219
+52 Motw
+80 Priest
+10% kings
-----------
386 Spirit if i didn't forget something
386*0,20 (glyph) means you will get 77,2 Critrating through the glyph
77,2 critrating are 1,67 % Crit.
EDIT:
Raw tells me that i have 408 Spirit raidbuffed (without any SPI gear and without Student of mind)
3 Points in student of mind will give me 41 dps in that case. However you just have 2 points - gaining 29 Dps from student of mind. Trading them to magic absorbtion has already been discussed in this forum.
Without student of mind, Glyph of molten Armor is a DPS increase of 108 DPS. Arcane Power dps increase is surprisingly low --> 59 DPS
So Glyph of Molten armor is the 3rd best Glyph, even in the Circumstance that you have 0 Spirit gear
Second Asumption
Arcane Meditation (50% mana reg while casting) - Is this talent still worth it? At a maximum of 386 Spirit the mana regeneration rate is 123 mp5 Infight. Those 3 points could be used for IA and/or Magic Absorbtion.
Edit
The less spirit you have, the worse arcane meditation becomes (ofcourse). So under the worst circumstance it's an dps increase of 138 (standard Rawr Fight)
With just 2 piece spirit on my gear it's 163 DPS increase.
The math for incanters absorbtion is very hard to do. So any thoughts how i can compare 163 DPS from meditation to IA?
Do we still get 30 seconds of increased damage in the same way we get the threat ignoring regardless of whether the mirrors are still alive, i.e. if the mirros die after 5 seconds?.
Yes. Just as Pasture explained in the post above your own, the 18% damage buff is independent of the images: glyphed or unglyphed; dead or alive.
If you don't have Incanter's Absorption and you are within a 500 mile radius of a disc priest at any point during your raid I don't really know what to say to you.
Also I ran a comparison on Molten Armor and Arcane Power glyph with stacking and Molten Armor comes up 27 dps ahead. I'm not sure how much spirit is on this setup, though.
If you don't have Incanter's Absorption and you are within a 500 mile radius of a disc priest at any point during your raid I don't really know what to say to you.
Also I ran a comparison on Molten Armor and Arcane Power glyph with stacking and Molten Armor comes up 27 dps ahead. I'm not sure how much spirit is on this setup, though.
I did the math for the glyphs under the worst circumstances for molten armor (no SPI Items, no SPI Talent) but with all raid buffs. Maybe you forgot one.
We don't run disc priests, just holy. And i do have low experience with IA. What dps increase could i expect by active playing with fire ward in fights like jaraxxus? And what about starting festergut with Cds + BL + disc/holy Shield + Pal Shield, any dps numbers for me vontre? I don't know how i can calculate such situations with rawr.
I tested on twins yesterday with a holy paladin shielding me and I noticed a very nice increase, I ended the fight @ 15k DPS without getting empowered. But both me and my fellow mage were constantly sitting with IA up due to orbs hitting us when we were shielded.
I just have a paladin/discpriest macroshielding me whenever they can in any fight it helps now, jaraxxus, twins, marrowgar, lady, rotface, putricide, dq. In any phase/chance that I will take dmg they help me with shields and on DQ i had a very high uptime with paladin shielding me. On jaraxxus/marrowgar just take a step into flames for example and you get a nice boost.
I only do a baseline calculation of one disc priest shield per minute and no rolling absorption, which is a really conservative estimate, and even at that IA will blow any other "filler" talent out of the water (arcane mind, spirit etc.). If you never, ever get priest or paladin shields it might be a little less straightforward. But basically popping a ward when you know you are going to take damage gives three major benefits: massive mana returns, IA buff and the obvious benefit of not taking damage. The mana return should, roughly, allow you to skip an evocate or part of an evocate or whatnot, and so earn you back the globals spent on the ward. You'll probably get somewhere around 500 spell damage per ward for 10 seconds, and if this happens every 30 seconds you're looking at an average 166 spell damage. If you plan well, though, you can potentially mix in an absorb with timer stacking and get a lot more mileage out of it.
Overall the only time I'd consider skipping incanter's absorb is if you're going for a piercing ice aoe build and don't actually have frost warding. Arcane mind is only really worth 30-40 dps per point, whereas IA is worth at least 100 if you have any exterior shields at all or are consistently warding damage.
I have to agree with Vontre here. IA is a strong talent that becomes amazing if you're getting some support. Looking at my WoL report of Blood Queen Lana'thel where I had SS half of the time I got some crazy numbers which wouldn't be possible without IA (even including the +100% damage buff). World of Logs - Real Time Raid Analysis
Basically if you get your Paladins/Priests to support you you can have a 100% uptime on IA on some fights giving you a permanent ~500-1.3k additional SP.
Edit: For sake of comparison, my max AB crit for that fight was 64636 which would equal 32318 for normal fights.
Edit2:
Here's a Festergut log with an even higher uptime (as requested above, only had 2/3 IA there though): World of Logs - Real Time Raid Analysis
The poster above me brings up a good point! While people seem to be intent on disc priest bubbles for IA (due to increased absorption talented) I've found that holy paladins, if you have plenty of them can apply sacred shield to proc this talent very effectively. If there is a holy paladin who doesn't have to apply SS to the tanks as in my guild, the free paladin has his SS macro'd to cast on me. While SS doesn't absorb as much dmg as a disc priests shield, it can be refreshed more often due to lack of weakened soul. This may not be the optimal situation but I've found that on constant aoe dmg fights (such as BQ) that this has been able to keep a steady uptime of IA increasing my dps considerably. While guilds may not always have a free SS I thought some should take it into consideration.
Also @ Dustwhisper you don't need a priest/paladin to bubble you as just having the and opposite aura on Valks (white or black) counts as an absorb from the AoE boss pulse, so save your healers here!
Also: World of Logs - Real Time Raid Analysis
If you look through buffs gained/buffs cast by myself you'll see that for this fight I had about 75% uptime from IA with a paladin focusing his SS on me when possible, procing IA about 55 times for a considerable dps gain. You may also notice that with the high uptime on IA I didn't recieve one PW:S
I may be wrong but sacred shield is not restricted to Holy Pally's only. I have the retadian I run HM 10 mans with cast it on me for AI procs when there's no Disc Priest around. I've never played a pally though, is it stronger if the Pally is Holy spec vs another spec.
I may be wrong but sacred shield is not restricted to Holy Pally's only. I have the retadian I run HM 10 mans with cast it on me for AI procs when there's no Disc Priest around. I've never played a pally though, is it stronger if the Pally is Holy spec vs another spec.
Its not that SS is exclusive to holy, yes a ret can provide it. But a DPS ret is more likely to only buff you when he has free globals in his DPS rotation where as a holy paladin will often times have more free globals and be able to provide you with more shielding. (Frequency) So if you have a willing ret, by all means.
Let's do a little math check on the new Incanter's Absorption.
The listed wards can absorb maybe up 6k damage in a buffed best-case setting. For 1 talent point, you get 5% of that which is 300 SP for 10 seconds.
1) Assume the best case, that you can cast one ward every 30s on the run so that you don't lose cast time. Then you'll gain on average 100 SP, which is roughly a 2% DPS increase for 1 talent point, which is pretty good. You might even double that if there is a gimicky fight where you can utilise both, Fire and Frost in a full rotation.
2) With 3 talent points, you gain 900 spell power over 10 seconds. That adds 18k damage for one global cooldown, which is really good. It's roughly 10k more than spending that time casting a partial fireball. So, if we weave a Ward into our rotation, we's gain about 10k/30s = 333 DPS, which is a 3% DPS increase for 3 points, which is alright, and better than many other Arcane talents.
Of course, these are just preliminary estimates, it would take a proper simulation to show the values. But the impression is that Incanter's Absorption is good, even if you don't have DPS downtime to cast it in. But for the talent to be worth its points spent, you need to use Wards every 30-60s. And I don't see how builds with both, Incanter's Absorption and Ice Barrier are viable. But then again, the talent requires a gimicky fight, so who knows?
One thing to keep in mind is that Blizzard values crit and haste as the same (1 crit = 1 haste). However, it takes far less haste to get 1% haste than it does to get 1% crit, so by getting rid of 5% crit to Fireball, critical strike rating should increase in value. And I think one of the problems here is that, going into Cataclysm, 5% is a flat rate that scales. They did away with that in Molten Armor and Glyph of Molten Armor, and they are much more forgiving of haste approaching high numbers than they are of crit approaching 100%. Who knows though -- the PTR has just started, we could see changes still to it.
Somewhat surprising, why did they even bother making a change at all, 5-6% haste vs 5% crit is insignificant.
I believe you forgot a small rule about haste rating, assuming that the glyph removes the cast time after calculations are made:
Calculating the amount of cast time removed from haste doesnt work like you think it does. Haste rating doesnt make you cast faster, it makes you cast a % more of the spell you are doing. For example, 1% haste will allow you to cast 101 spells in the time that you would have cast 100 spells.
Talented fireball has a cast time of 3.0 seconds. Casting 100% more fireballs will result in a cast time reduction of 1.5 seconds. The fireball glyph will remove an additional .15 seonds off the cast time, which is 10% haste. 10% haste is around 328 haste. The original glyph gives 5% crit gives 229.5 crit rating. Obviously this is a very sizable upgrade. Not only in numbers, but in the fact that haste is much better than crit.