
Originally Posted by maxi
Hmmm, exactly how much extra damage for the extra mana spent does Living Bomb provide?
A fireball does 1000 base damage and 115% from +damage before multipliers. Crits for 245% of total damage after ignite. Costs 21% base mana.
2 living bombs (cast-time equivalent of 1 fireball) provide 4000 base damage, 200% extra +damage. Cost a total of 62% base mana.
The following answers are needed to proceed
What is the base mana at 70?
Can Livinb Bomb explosion crit? Can Living Bomb ticks crit?
Some rough conclusions can already be drawn, nevertheless.
We can tell that roughly every 2 clearcasted fireballs cover the mana difference between 1 fireball and 2 Living Bombs, with no dps time lost. Thus we basically get 2 free living bombs every 100 fireballs for every point in clearcasting. That is, 3000 base damage and 85% of +damage before other multipliers for every point in clearcasting for every 100 fireballs. That's a rough estimate of how clearcasting translates into dps for a firemage.
EDIT: edited out the questions about clearcasting and base mana at 80.
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Level 70 mage base mana is 2241.
Living Bomb's Explosion can crit, the 4 ticks cannot.
Living Bomb is said to benefit from Hot Streak/Combustion but not consume it. Like Molten Armour.
It doesn't proc MoE. Some of that may or may not be intended.
The Explosions are also bugged to be cast every 3s centered on you.
1 Fireball is 1020 fire damage, 115% scaling, 21% base mana. Plus glyphs/set bonuses/whatever.
2 Living Bombs are 2760 fire damage + 160% non-crittable plus 1380 + 80% crittable damage. Plus World in Flames.
That's ignoring all other multiplier that would equally apply to both spells.
Taking 245% crit damage, 50% crit rate, that makes it on average:
1 Fireball: 1760 base + 198% scaling plus glyphs/bonuses.
With MoE at 2k spell power, that would be ~5720 damage for ~19% base mana
2 Living Bombs: 5140 base + 298% scaling.
Without MoE (not working as far as I know) and 2k spell power, that's 11.110 damage for 62% base mana.
So LB has 3 times the base damage, but only 1.5 times the scaling.
At 0 spell power, they are actually near equal DPM.
Level 70 Napkin math
Assuming 3.0 brings the level 70 spells as well, and ~50% crit raid (de)buffed, no Precision/Clearcasting:
1 Fireball: 815 + 115%, 382 mana
2 Living Bombs: 2048 + 160% DoT, 1024 + 80% DD, 1348 mana.
Assuming 1.6k spell power, 40% average haste (BT/SP gear without Demo Lock/Focus Magic, but with WoA/Heroism/iMKA).
Also 50% crit rate for a 1+0.5*(2.45-1) = 1.725 muliplier for averaged crits. Also assuming 4T6, but no WiF or glyph.
The spell damage equivalents normalised to "Fireball Spell Power points" (not the same as damage in the first calculation):
Fireball: 709 + 100%; 891 mp5
2 Living Bombs: 2048/1.05/1.725/1.15+160%/1.05/1.725/1.15+1024/1.05/1.15+80%/1.05/1.15; 3145 mp5
That makes Fireball 2309 dmg, Living Bomb 4120 dmg.
So you gain 1811 +dmg at the cost of 2254 mp5, or a ratio of 1.24 mp5/dmg in the terms of my Mana Compendium.
(Of course you can't spam LB due to the 12s wait time, but that's not relevant when only looking at the ratio beween dmg gain and mp5 loss.)
Conclusion for Level 70
Not using Living Bomb would be a gain of roughly 1.24 mp5/dmg with the metrics of my mana guide.
The compendium is of course written for 2.4 and not 3.0. Potion sickness means that you have to take the value for "Destro Pot with all CDs vs. Mana Pot", Alchy trinkets are junk, and downranking is killed. The Crit-Haste-Pyrestone comparison is also off due to Burnout improving crit damage, not improving the LB DoT, cutting MoE to 25% and MoE not affecting MoE which is or more costly spell.
Other than that, I see no big differences.
*
=> That means that you should always use Living Bomb at 70. Use all your mana mechanisms if you have to.
No matter the cost. Use everything you have to keep your mana up.
Use mana gems, use Evocation, drink a Mana Pot (over Destro with stacked CDs), use Mage Armour, use Draenic / Fire Power Elixirs over a Flask.
Use Serpent-Coil braid unless you have Skull+Sliver (also gets you the 1% additional hit to cap).
Maybe spec Clearcasting if you can get more +hit easily.
If you still can't keep up, you're probably better off socketting Crit over Haste Pyrestones.
Just don't use Resto drums, Alchemy trinkets, ask for BoW (over BoK) or start wanding. Or other stupid things.
Everything else is fair game if you have to keep your mana up.
How is our mana consumption going to look anyway?
Burnout and Winter's Chill are about neutral (40% crit, 30% refund => 50% crit, 25% refund, that's ~10 mp5 gained).
Living Bomb adds 483 mana every 12 seconds, or -201 mp5.
Losing Icy Veins adds roughly +30 mp5. Losing Precision can cost about -30 mp5.
Speccing Clearcasting can add roughly +100 mp5. Potion Sickness is a -67 mp5 loss.
Actually using Evocation and Mage Armour would grant roughly +270 mp5.
New Vampiric Touch is roughly a -200 mp5 loss. New Judgement of Wisdom is roughly a +400 mp5 gain. Water Elemental adds +180 mp5 fully talented.
New Wrath of Air Totem and Moonkin Aura are roughly a -200 mp5 loss.
Half the talents are not yet in or broken or being retuned, but it looks rather sustainable manawise.
I probably forget a few new talents or changes as well.
Clearcasting 10/51/0 vs. Precision 2/51/8:
That's 7% mana cost vs. 3% hit in direct comparison.
7% mana cost reduction means +85 mp5 in the above setting. Getting 3% hit on gear costs you at most -48 dmg (if you gem for it with 4 Lionseyes instead of Spinels).
In Sunwell gear with 3% hit from Faerie Fire, it'll cost you around -36 dmg.
So, speccing for Clearcasting over Precision nets you at least 1.77 mp5/dmg (85/48), or realistically at least 2.36 mp5/dmg (85/36).
* Clearcasting is always worth using if you cannot sustain Living Bomb otherwise, even if you have to gem for +hit.
In Sunwell gear, it is a worse option than Evocation, but better than Mage Armour.
So, spec for Clearcasting if Evocation alone isn't enough to last you through the fight.
Conclusion:
Living Bomb is very costly, roughly a 20% increase in mana spent.
However, it is very worth casting every cooldown, even if you have to use less desirable mana recovery options.
This is all with the current balancing/scaling. If anything of it gets tuned down, it will be used less or not at all.