Spell impact is actually just adding a flat 6 damage to all the listed spells rather than any percentage you can test this rather easily with arcane explosion or ice lance.
Observed:
Flamestrike DD - 0.242705570291777
Flamestrike DoT per Tick - 0.122015915119
Flamestrike DoT Total - 0.488063660477
Frost Nova - 0.192307692307692
Dragon's Breath - 0.192970822281167
Blast Wave - 0.192970822281167
Cone of Cold - 0.214190981432361
Arcane Explosion - 0.214190981432361
For the .214 crowd, we can predict the value by about:
(1.5 / 3.5) / 2 = 0.214285714286
So CoC and AE get a normal AoE penalty... And CoC conspicuously doesn't get a snare penalty.
For the .192 crowd, we can predict the value by about:
((1.5 / 3.5) * .9) / 2 = 0.192857142857
So it seems FN, DB, and BW are getting a normal AoE penalty, and a 10% snare/root penalty?
And as per the norm, Flametrike makes no sense to me. We expect it to have a coefficient of:
(3 / 3.5) / 2 = 0.428571428571
Split between the DoT and the DD. Which doesn't work out.
Two qualitative obserservations I've had recently that might be of interest:
1) CoC and DB don't share a cooldown in 8962 (may already be known... haven't seen it myself until today)
2) Abars cooldown is server directed, therefore its effective spammable rate may be 3.0 + Ping Time seconds, not 3.0 seconds.
Flamestrike has always had roughly a 55%/45% split on DD/DoT.
That means the direct damage gets 55%*(3s/3.5s)*1/2 = 24.** %, the DoT got 45%*(2s/15s)*1/2 = 3%, 15s being the normalisation for (almost) all DoTs.
Seems the DD coefficient stayed in. The DoT scaling makes no sense really, it could be explained as (2s/15s)*90% with not partial DoT and no AoE penalty, and a random AoE penalty. Or something.
We'll see how things are when they change the cast time on post-60 ranks get added. 2-second Flamestrike+Wait cycles seem interesting if you have no/low haste.
Also, confirming that Living Bomb is still 4*20% DoT + 40% explosion.
That curse would be not removable, 880 damage on average before buffs/talents. With CoE, FI, partials, and as Arcane or Fire Mage with PWF/ArcInst, that would be 1013 total damage at most.
The 63 Spell Power enchant adds 77 DPS for a Fire Spec of 2 builds ago in Naxx-10 gear.
That means over 15 seconds, the full Black Ice duration, it would add 1155 damage.
So, um, yay? Even if the enchant proc had no cooldown and reprocs didn't reset the tick timer (like on Deadly Poison or Affliction/Shadow talents) and the proc was always up, the spell power enchant would be better.
It would however be useful when AoEing to curse all mobs you hit. If all the extremely favourable conditions above were true, something I don't believe.
Personally, I think the solution to AB is to allow it to stack higher. Give it say, 15% damage increase, 100% mana cost per cast, extend the buff time to say, 8 seconds, and allow it to stack to 10.
Allowing extremely large stacks only encourages people to set up innervate chains. I did some calculations on a proposal that was 25% damage / 100% cost and indefinite stacking that got up to 20 stacks with a properly timed innervate+tide and did 12k dps over the course of the full stack with the last few stacks being 20k+ damage non-crit. This proposal wouldn't be as lucrative, but 10-11 quad damage casts sustained by an innervate is still lucrative enough to make an innervate 'required' for arcane dps.
You can make a strong case for innervate/tide causing AB spam to be overpowered whenever AB is acting as a mana dump, but the lower the upside, the less it matters. If we're looking at 25% damage/150% mana, limited to 3 stacks (my preferred balance point for AB), an innervate buys you an extra 10-12 fully debuffed casts that are 175% of base damage. Will it be done? Yes, but at that point it's not unreasonable to give the innervates to the healers instead You don't need to make AB stack cost go insanely high in LK to keep it unsustainable. For 3 stacks, anything in the 125-200% mana cost area will be unsustainable throughout the expansion with the scaling of regen being based on gear scaling instead of spriest dps. It's just a matter of how much AB spam is desired. The lower end will be well over half the fight AB spamming in high end gear while the higher end is more or less AP bursts only.
They could also change AB to do the exact reverse of what it is now. It starts fully stacked at full mana cost, the more you spam it the cheaper it gets/less damage. This way it would act as a soft cooldown.
<Eej> YOU"RE GONNA PULL
<Eej> IF YOU SQUEEZE OFF ANOTHER ARCANE BLAST
<Spectear> You've obviously never played with Manly.
<Spectear> That's hardly a reason to stop DPS. Very Manly Staff
They could also change AB to do the exact reverse of what it is now. It starts fully stacked at full mana cost, the more you spam it the cheaper it gets/less damage. This way it would act as a soft cooldown.
That would work to prevent you casting it a second time. The various weaving proposals could also be tweaked to work--I like bossakula's proposal up this thread the best out of those. I just would prefer to keep the mana dump model for AB because that's what makes Arcane the only permanently mana limited spec, which I find to be interesting to play.
Edit: Just found out that the spirit constant was nerfed in 8962 along with the replenishment halving. Heads up for the other peoples who are theorycrafting.
@ Roywyn, regarding Black Magic enchant: My immediate first impression of this enchant was "Shadow Priests ONLY." Assuming this counts as a DoT that the priest has applied, this enchant increases their Mind Blast and Mind Flay damage by an additional 5%. I would also presume that the DoT is affected by Shadow Weaving, much the same way Timbal's is. Why they need an enchant that is useful for only one class, and even then, only one spec, is beyond me, because I really can't forsee any other class that would get much use out of it, especially with numbers like the ones you've shown.
My second impression was that this is the "Soulfrost" of Lich King, and I wonder if there will be a counterpart to it, aka "Sunfire," that would be useful to mages or locks. I can only hope so, because otherwise, the Black Magic enchant seems like wasted effort and space.
A couple of interesting things to note, that I havent seen yet. In 15 minutes of combat, Ive seen only a single frostbite proc. Change, or just bad luck?
Water elementals are also attacking sheeped targets, seemingly as priority. Every time Ive sheeped a target thus far, he has attacked that target first.
My Imp on defensive was attacking things that I had targetted and was starting to cast a spell against, even if I was not yet in combat with it, which was new behavoir. Normally defensive pets wait until you have agro or are hit (varies by patch). That might be Aggressive behavoir, I'm not sure. It could be that pets now follow your target, in which case targetting the enemy to sheep it marks it as your pet's target. See if you can cheese it with a focus macro.
Going to try that after this buggy rescue quest. Im not sure if I would say its following my target though. In the first 2 cases, I sheeped before summoning the elemental, and he still went after the sheep.
My Imp on defensive was attacking things that I had targetted and was starting to cast a spell against, even if I was not yet in combat with it, which was new behavoir. Normally defensive pets wait until you have agro or are hit (varies by patch). That might be Aggressive behavoir, I'm not sure. It could be that pets now follow your target, in which case targetting the enemy to sheep it marks it as your pet's target. See if you can cheese it with a focus macro.
I thought they had changed pets to assist attack while on defensive? Basically making it so if you did a hostile act to a given target the pet would start attacking it. Whether or not Poly counts as hostile I don't know, and if it does, it shouldnt. But starting a cast may count as hostile.
A question for anyone who wants to stand around and juggle someone with blastwave in the name of spiffy graphs... I got six datapoints on distances of the throw today with a mage on Beta, and they showed a trend I wasn't expecting:
With the exception of datapoint 6, it seems that the farther you are away from the caster, the farther you will travel from your start point. So yeah, anyone want to coordinate some time to juggle me some more for some more definitive data?
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.
So, Im still keeping any eye on frostbite procs. Still seems to be a very low proc rate, compared to what Im used to seeing, and in fact seems to be only proccing when FoF procs. Which seems kind of a waste.
I think this had been covered here before--I know it was covered over on the official forums--but FoF and Frostbite are on stacking proc chances now. If you have maxed both, they will always proc together. If you have say 1/2 FoF and 3/3 Frostbite you'll functionally roll a d100 on the following chart:
1-7 FoF and Frostbite proc
8-15 Just Frostbite procs
16-100 No proc
The idea of FoF is to be able to use frozen mechanics (Shatter, Deep Freeze) on targets immune to snares, such as boss mobs. A 27.75% chance to apply one or the other would be rather powerful, so this proc stacking was assumed to be an intentional game mechanic.
There was a blue post in reply to one thread discussing this issue that simply said, "I'll look into it." This was pretty vague and could mean it wasn't intended, but all we know is for now they do in fact proc together. You're the first to mention getting significantly less than a 15% proc rate, however.
I thought they had changed pets to assist attack while on defensive? Basically making it so if you did a hostile act to a given target the pet would start attacking it. Whether or not Poly counts as hostile I don't know, and if it does, it shouldnt. But starting a cast may count as hostile.
Testing whether an act is "hostile" might very well be done in any town with neutral guards, but if they'd follow the same mechanic then either lowbies in gadgetzan, or any frost mage who wants to sheep anything has a problem.
"...vincer potero dentro a me l'ardore
ch'i' ebbi a divenir del mondo esperto
e de li vizi umani e del valore"
Ah, thats right. I remember reading that a few pages back now, sorry about that. As far as the percentage rate, Im going to go through my combat logs and see exactly how it was proccing, but it seemed to be considerably less than Im used to seeing.
It could just be my early morning perceptions though.
The most common firerotations are based on LB Fireball and Hotstreaked Pyro. ( and keeping imp scorch activated ) I was actually wondering if there will be place for fireball in a firerotation. Talentwise scorch and fireblast can get 6% more crit. Scorch and fireblast can be casted more often. This would mean that hotstreak would proq more in a scorch fireblast LB rotation. It is the idea that the extra pyroblast damage will compensate for the use of scorch and fireblast instead of fireball.
Till now i see allot of rotations based on LB Fireball and Hotstreaked Pyro. ( and keeping imp scorch activated offcource ) I was actually wondering if there will be place for fireball in a firerotation. Talentwise scorch and fireblast can get 6% more crit + that they are casted allot faster. This would mean that hotstreak would proq dubble the amount in a scorch fireblast LB rotation. I am wondering if the extra pyroblast damage will compensate for the use of scorch and fireblast instead of fireball.
This is not true. Spell Impact affects fireball. It's still the core of any fire spec.
Spell impact effects fireball but it effects scorch and fireblast aswell. Incineration gives an extra 6% in favor of scorch and fireblast. I forgot the 5% crit fireball glypt so the diffrence will be 1% in favor of scorch and fireblast.
The point i tried to make is that when you cast faster, proqs will more often be activated. I realize that scorch and fireblast is a damage sacrifise compared to fireball. But since you cast those spells allot faster, you will get more pyro proqs that can compensate the scorch/fireblast dmg. Besides this, faster casting means more mobillity. Not casting fireball as firemage feels like selling your soul, but the extra pyro damage should make it worth to test it out.
Till now i see allot of rotations based on LB Fireball and Hotstreaked Pyro. ( and keeping imp scorch activated offcource ) I was actually wondering if there will be place for fireball in a firerotation. Talentwise scorch and fireblast can get 6% more crit + that they are casted allot faster. This would mean that hotstreak would proq dubble the amount in a scorch fireblast LB rotation. I am wondering if the extra pyroblast damage will compensate for the use of scorch and fireblast instead of fireball.
Considering that if you proc hot streak too often you'll start to lose a lot of the benefit of is as pyro ticks will over-write themselves. The upfront damage of a pyro blast, after tallents, doens't hit or scale much better than a fireball. The only bonus is the instant cast and the DoT.
Last edited by Jonny_Monroe : 09/21/08 at 12:40 PM.
Scorch is an incredibly terrible spell. It's quite amazing really how bad you can allow spells to scale.
If you're well above 90% crit rate and your spell damage is absulute garbage, then you could reach the point where Scorch spam and Fireball spam break even.
Or, where both are equally useless in that kind of gear.
The loss of the Pyroblast DoT isn't really that significant.
The problem is that even at 100% crit, a Scorch-Scorch-Pyro casts a weak spell 2/3 of the time.
Fireball crits for 4641. Pyroblast crits for 4916. Both land at same time. There are no previous ignites on the target; the Pyroblast's ignite eats the Fireball's ignite.
4916*.4 = 1966.4/2 = 983.2
Lost ignite damage is 1856.4 from the Fireball. I didn't have LB up on the target, but I imagine that with LB (once the detonation explodes from the target) the ignite losses will be even more, as has been discussed on previous pages. I just don't understand how Blizzard can claim that their spreadsheets where they run DPS checks are at all accurate when a blatant bug like ignite is ever present. And with these new talents (Hot Streak and Living Bomb) it further increases the number of ignites overwritten.
World in Flames increases lost ignites even more, giving Pyroblast's another 6% crit.
Yeah, just like manly predicted. Ignite was bugged in our favor for some time, now it's been bugged to our detriment for just about as long.
It needs to either be fixed or overhauled. Given the way WoW works right now, I don't think its current implementation CAN be easily fixed, so it would probably be preferable for it to be changed drastically to something that would actually work properly such as a flat 100% crit bonus talent.
Yeah, just like manly predicted. Ignite was bugged in our favor for some time, now it's been bugged to our detriment for just about as long.
It needs to either be fixed or overhauled. Given the way WoW works right now, I don't think its current implementation CAN be easily fixed, so it would probably be preferable for it to be changed drastically to something that would actually work properly such as a flat 100% crit bonus talent.
It could be changed to work similar to Incanter's Absorption: every crit applies a separate DoT. There could still be only one debuff, but "backstage" there would be multiple DoTs. Screen cluttering would be a slight but bearable problem.
That is about the only way I can imagine which doesn't overhaul Ignite completely.
I've been reading this post for quite some time now, and the biggest issue at the moment seems to be the fact that FFB only has use in gimmick fights with spell immunities and the lack of a good filler with a Mbar rotation.
In this build FFB gets it's huge Crit Multiplier with Ice Shards, ignite and spellpower.
Rotation would be FFB with weaving AM in on Missile barrage procs.
Advantage of this build is that it's mana efficiency is unreal. However, I don't know what damage it would produce as I'm not a theorycrafter. Possible problem is low dps of FFB without Firepower or alike talents in the frost tree.
Allowing extremely large stacks only encourages people to set up innervate chains. I did some calculations on a proposal that was 25% damage / 100% cost and indefinite stacking that got up to 20 stacks with a properly timed innervate+tide and did 12k dps over the course of the full stack with the last few stacks being 20k+ damage non-crit. This proposal wouldn't be as lucrative, but 10-11 quad damage casts sustained by an innervate is still lucrative enough to make an innervate 'required' for arcane dps.
You can make a strong case for innervate/tide causing AB spam to be overpowered whenever AB is acting as a mana dump, but the lower the upside, the less it matters. If we're looking at 25% damage/150% mana, limited to 3 stacks (my preferred balance point for AB), an innervate buys you an extra 10-12 fully debuffed casts that are 175% of base damage. Will it be done? Yes, but at that point it's not unreasonable to give the innervates to the healers instead You don't need to make AB stack cost go insanely high in LK to keep it unsustainable. For 3 stacks, anything in the 125-200% mana cost area will be unsustainable throughout the expansion with the scaling of regen being based on gear scaling instead of spriest dps. It's just a matter of how much AB spam is desired. The lower end will be well over half the fight AB spamming in high end gear while the higher end is more or less AP bursts only.
Unless they changed it, aren't the mana cost increases per stack recursive? Meaning say, a 3 stack of AB, costs 1.75^3 x 200 mana instead of (1 + .75*3)x 200 mana. At least that's the way I was thinking it worked . . .
I think this had been covered here before--I know it was covered over on the official forums--but FoF and Frostbite are on stacking proc chances now. If you have maxed both, they will always proc together. If you have say 1/2 FoF and 3/3 Frostbite you'll functionally roll a d100 on the following chart:
1-7 FoF and Frostbite proc
8-15 Just Frostbite procs
16-100 No proc
The idea of FoF is to be able to use frozen mechanics (Shatter, Deep Freeze) on targets immune to snares, such as boss mobs. A 27.75% chance to apply one or the other would be rather powerful, so this proc stacking was assumed to be an intentional game mechanic.
There was a blue post in reply to one thread discussing this issue that simply said, "I'll look into it." This was pretty vague and could mean it wasn't intended, but all we know is for now they do in fact proc together. You're the first to mention getting significantly less than a 15% proc rate, however.
It not only makes perfect sense for PvE Purposes but actually ends up being pretty useful in PvP despite what your first impressions may be. I hope they keep it that way.