How can I determine how much spell damage/crit/haste would I need in order to make up the ~5% crit difference? Does rawr have a comparison ability? Should I just take 5% of average critical strike damage and reverse calculate the spell damage?
On the INT vs. SPI debate:
Rawr values Intellect roughly 3 times a high as Spirit for Arcane specs, for 5 minute fights as well as for 10 minute fights.
For 3 minute and 12 minute fights, Intellect is valued 8 times as high as Spirit even.
All those numbers are without Judgement of Wisdom, because Rawr still has the old 1% max mana model which would inflate the value of intellect.
Reconjuring Mana Gems
It's currently always worth doing for long fights where you use up all your gems due to 2T7.
Without 2T7, Reconjuring Mana Gems in 12 minute fights (to give you time to use all 3 of them), it looks rather odd:
Arcane and Fire reconjure them because they need the mana.
Frost reconjures them for the purpose of not using Evocation.
Frostfire does NOT reconjure them and prefers using Evocation for mana.
The difference between Frost and Frostfire planning seems very odd to me, any idea what's going on?
Originally Posted by JoeCool
How can I determine how much spell damage/crit/haste would I need in order to make up the ~5% crit difference? Does rawr have a comparison ability? Should I just take 5% of average critical strike damage and reverse calculate the spell damage?
I use the big comparison window and some calculations.
Select Buffs/All Buffs to find the DPS value of Frostfire Garb 4 Piece in the list.
The calculate the DPS value of 1 spell power (or whatever other stat) from Gems/Normal or Item Budget.
Now divide one by the other to find a spell power equivalent for 4T7.
Just for reference in 3.0.8 Best-in-Slot Frostfire gear:
Spec
2T7
4T7
CSD
4T6
Frostfire
37 SP
34 SP
151 SP
0 SP
Fire
41 SP
33 SP
102 SP
103 SP
Frost
42 SP
36 SP
131 SP
65 SP
Arcane
67 SP
44 SP
128 SP
57 SP
2T6 has values of at most 20 SP, it requires not having JoW, a long fight and an expensive spec.
2T5 also is never worth it because the gear is bad and you can't use 4 Wrath tier pieces with it.
Funny you mention that. I was having a conversation with a friend over vent, discussing how Mirror Images have the potential to LOWER raid DPS due to physiological reasons. It's simply a moral killer to hear that death noise when an attempt is going really well and is actually quite distracting if you are "in the zone".
Also as a raid leader, sometimes I yell at other mages to "get with the group" and then realize it's their mirror image standing in the AOE / whatnot. Embarrassing on my part, but interesting to note how distracting they can be sometimes.
Thesy are particularly hilarious on the Four Horsemen, as they often seem to choose a boss at random...
I used Mirror Images on Thaddius last night, when we first engaged Feugen/Stalagg. Now, I should have just waited, but we wiped, so I used them immediately on Thaddius next time around. However, for the first attempt, I was on Feugen, I believe.
Hilariously, 2 of my Mirror Images decided they didn't want to fight Feugen. They proceeded to run across the entire room (down the ramp, over, and back up) and engage Stalagg, while the third MI stayed and fought Feugen with me. Score for Mirror Image AI. Can't figure that one out.
Maybe the two that ran heard that Feugan does AOE damage!
I was looking at stacking haste effects today and noticed that with icy + lust/heroism + embrace of the spider + base haste (around 12% for me), Pyroblast gets down to 1.7s cast time. There's other stuff that could happen also, like PI and totem of wrath, so purely in the interest of theory, is there a cast speed where the 6% extra crit on Pyroblast makes it more efficient dps than FFB during the duration of the stacked buffs?
I was looking at stacking haste effects today and noticed that with icy + lust/heroism + embrace of the spider + base haste (around 12% for me), Pyroblast gets down to 1.7s cast time. There's other stuff that could happen also, like PI and totem of wrath, so purely in the interest of theory, is there a cast speed where the 6% extra crit on Pyroblast makes it more efficient dps than FFB during the duration of the stacked buffs?
This question intrigued me, so I trew it in rawr, gave myself 200% haste (the value at which ffb becomes a 1 second cast, pyroblast is 1,53 seconds) and FFB + pyro on HS is almost 10 k dps at that haste lvl, while pyroblast spam gets no higher then 7 k. Pyroblast spam will in the end overtake FFB if you keep adding enough haste (at 400% haste pyroblast is a 1 second cast and about 700 dps higher then FFB +hs Pyro).
So, untill you hit the GCD with your pyroblasts stick to FFB+ hs pyro.
This will be a cross-post in most of the class-specific subforums, sorry if it's wrong place to ask, but didn't find better.
I'm planning to organize pugs for 25-man raids (OS, VoA and possibly Nax) on regular basis and I would like to know stats of your friendly next door Mage that can be useful in a raid. I don't want to be elitist, so let's say the person has already started doing heroics and some 10-man raids, but doesn't have the best gear he can get from it per slot. What stats should I expect from such Mage?
This will be a cross-post in most of the class-specific subforums, sorry if it's wrong place to ask, but didn't find better.
I'm planning to organize pugs for 25-man raids (OS, VoA and possibly Nax) on regular basis and I would like to know stats of your friendly next door Mage that can be useful in a raid. I don't want to be elitist, so let's say the person has already started doing heroics and some 10-man raids, but doesn't have the best gear he can get from it per slot. What stats should I expect from such Mage?
Probably around 1500 spell power and being hit capped would be what you want. Hit cap for current FFB spec is 290 hit rating with a moonkin or shadowpriest in the raid.
Probably around 1500 spell power and being hit capped would be what you want. Hit cap for current FFB spec is 290 hit rating with a moonkin or shadowpriest in the raid.
Maybe around 1500 damage is fine, but there's hardly any need for being hitcapped. As mentioned several times, hit is just a regular dps stat like everything else, it's not a magical stat that makes you instant pro when you're capped.
Also, I notice the one asking is Night Elf, so It would be really weird if they didn't have at least 1 Draenei in the 25 man raidgroup, lowering the hitcap another 1%.
The thing is, you shouldnt go for hit if it gimps something else. If there's a belt with 40 dmg, 40 haste and 40 crit, it's alot better than a belt with 40 dmg and 30 hit, even if the latter would make you capped. So just go for whatever best piece you can get your hands on in your current content.
I'd have no problems bringing a mage with 1500dmg, 25% crit and 100 hit, but of course, the more, the better.
I've pugged both OS and VoA before and they are very easy as long as you don't invite people in greens. It's more important to teach them to not stand in the fire.
is the haste pot the smartest thing to tie into that macro or should I be utilizing something else like a Wild Magic pot or a Mana Gem during that combo?
Mana Sapphire and Potion of Speed do not share cooldown. Mana Sapphire shares cooldown with Flame Cap however, and Potion of Speed shares cooldown with Potion of Wild Magic, but you can use Mana Sapphire and Potion of Speed at the same time.
Enthorn writes that flame cap gives an increase of 1.51 dps for frostfire spec in optimal gear compared to Mana Sapphire, but naturally no mana, so with the 2x T7 bonus, it is seldomly worth using.
is the haste pot the smartest thing to tie into that macro or should I be utilizing something else like a Wild Magic pot or a Mana Gem during that combo?
There may be some gear sets where wild magic gives better output but they would not be common ones if they do exist. I find speed pot to always give a higher return on dps, not by a huge margin but always higher (30dps +). Also ideally you always want to use the speed pot in conjunction with your other c/ds.
Also, I notice the one asking is Night Elf, so It would be really weird if they didn't have at least 1 Draenei in the 25 man raidgroup, lowering the hitcap another 1%.
You would need at least 5 draeneis, since the buff is partywide, not raidwide.
And I doubt there is a viable reason to not be hitcapped, if your gear aint sufficient then you should use enchants/gems/foodbuffs for hit wich should always get you capped.
You would need at least 5 draeneis, since the buff is partywide, not raidwide.
And I doubt there is a viable reason to not be hitcapped, if your gear aint sufficient then you should use enchants/gems/foodbuffs for hit wich should always get you capped.
My mistake then, I'm just used to allways having it.
The reason I made the post though, is that he asked for what you could expect with a mix of badge gear and blues etc. What it would take to be USEFULL, not having the best in slot etc.
I don't argue that being hitcapped is bad (I am myself of course), just that it would be awfull elitist and uneccesary to decline a mage just because he's not. (he asked for OS and VoH, easiest raidencounters)
Especially when people are gearing up, they're probably planning for specific gear, and wouldn't regem/enchant every time they got anew upgrade, to get enough hit etc. I was below hitcapped in naxx 25 for a while as well, because I knew future upgrades would cap me.
And it's based on experience when pug'ing those same places myself. Actually I pug'ed VoA 10 minutes after dinging lvl 80 and still did ok.
Any mage around or above 1500 dmg with a pve spec should be fine.
Enchants, gems and foodbuffs won't come anywhere near hit-capping many mages who are starting Naxx, particularly if they don't want to waste gold on gems that will soon be far from optimal. Put damage/hit gems in yellow sockets by all means, but hit gems are unlikely to be cost-effective elsewhere.
I'd wonder about a mage starting Naxx who had only 100 hit, but 200 or so would be in the normal range. When I say I'd wonder, I mean I'd wonder about whether he knew about how to gear, not about whether he could perform in Naxx.
Also note that the advantage of hit over spellpower when it comes to boss damage is less in WotLK than it was in BC. A point of hit (under cap) is worth maybe 1.4 points of spellpower now, whereas in BC it might have been worth 2.0.
re: reconjuring mana gems with 2T7 in 12 minute fights.
Originally Posted by Roywyn
On the INT vs. SPI debate:
Frost reconjures them for the purpose of not using Evocation.
Frostfire does NOT reconjure them and prefers using Evocation for mana.
The difference between Frost and Frostfire planning seems very odd to me, any idea what's going on?
How I make sense of this is that Frost does not need a full evocation at 6-8 minutes, so reconjuring the mana gem gives enough mana, at less dps loss than using evocation. OTOH, frostfire, just a bit less efficient, tends to require more mana in the 6-8 minute range to avoid wanding, or using mage-armor for the fight. Reconjuring isn't enough, and evocation is required, and I guess there's just enough mana that once you evocate, it is no longer worth reconjuring.
Maybe in an even longer than 12 minute fight frostfire would evocate, and then still reconjure the mana gem later, while frost uses reconjuring to completely avoid evocation.
Last edited by mesullivan : 01/19/09 at 1:34 PM.
Reason: fix botched markup
so i been searching everywhere.. alo to f different mage theorys have popped up in our guild recently. and we all started focusing on spell crit (after we made hit cap of course) and atm most of us are ffb spec.. anyways.. i heard thers diminishing returns above 34% crit.
i do use rawr and it told me to push spell power so i put myself at about 32% crit self buffed and 1775 spell power. i havent tried this in a 25 man raid setting yet but i was trying to find out if theres truth to this diminishing returns.. (basically to back myself up when my RL says why arent u stacking cir t =/ ) oh and i tottaly get rng pwed every raid on my hot streak proc >.< (but other then lothab) i am around 38 - 39% crit and thinking this is could be why )
so i been searching everywhere.. alo to f different mage theorys have popped up in our guild recently. and we all started focusing on spell crit (after we made hit cap of course) and atm most of us are ffb spec.. anyways.. i heard thers diminishing returns above 34% crit.
i do use rawr and it told me to push spell power so i put myself at about 32% crit self buffed and 1775 spell power. i havent tried this in a 25 man raid setting yet but i was trying to find out if theres truth to this diminishing returns.. (basically to back myself up when my RL says why arent u stacking cir t =/ ) oh and i tottaly get rng pwed every raid on my hot streak proc >.< (but other then lothab) i am around 38 - 39% crit and thinking this is could be why )
plz set me straight if i am wrong
I am fairly certain this has been posted multiple times. 1 point of spellpower is worth more dps than 1 point of crit. Choose your gear accordingly.
Can anyone give me a verdict on wild magic potion vs haste potion; I performed a few searched and found the question asked a couple of times but with no conclusion.
Can anyone give me a verdict on wild magic potion vs haste potion; I performed a few searched and found the question asked a couple of times but with no conclusion.
Well, sorry to say so, but you fail at searching. The question is answered 7 posts up from yours: haste potion is better.
I have just started using RAWR to compare the scaling of these damage stats for my gear level (a function I didn't notice existed until I started reading through this mage forum recently). I'm assuming the "scaling vs spell damage/crit/etc" charts are where I would get this information, but I'm at a bit of a loss of how to interpret them.
What does the x and y axes represent exactly? Any other tips on how to read and utilize these graphs for somebody fairly new to theorycrafting?
Thank you.
EDIT: I've also started looking at the "custom > item budget" tab. Can this section be used for a similar purpose as the scaling charts? I realize its probably simplified and only gives a picture of scaling at your current gear level, rather than showing change.
Item budget will show you for your current gear how much dps the stats are worth. The scaling graphs are basically item budget graph charted against different stats. So Scaling vs Spell Power for example shows how the item budget chart changes as you change your spell power (but leave other stats fixed). The black vertical line shows you where you are currently and is identical to the item budget graph.
Item budget will show you for your current gear how much dps the stats are worth. The scaling graphs are basically item budget graph charted against different stats. So Scaling vs Spell Power for example shows how the item budget chart changes as you change your spell power (but leave other stats fixed). The black vertical line shows you where you are currently and is identical to the item budget graph.
Thanks for the reply! But I suppose I need a couple of things to be further clarified (or perhaps just have somebody tell me if my assumptions are correct.
So, when I read the chart for item budget, the top line looks like this (albeit looking more like a graph):
11.7 Spell Power [ 17.34 ]
So, is that saying 11.7 additional spell power would be a 17.34 dps increase for me? And, although its probably not the most important question, is there any reason why "11.7" was chosen as the unit for spell power while the other damage stats have the nice round number of "10" as their unit?
Yes, the number in the bar represents the dps gain per 11.7 spell power added. I believe the first number is the amount of spell power per item point. For example, compare [Quick Lionseye] to [Runed Crimson Spinel].
So, is that saying 11.7 additional spell power would be a 17.34 dps increase for me? And, although its probably not the most important question, is there any reason why "11.7" was chosen as the unit for spell power while the other damage stats have the nice round number of "10" as their unit?
That is correct. It's 11.7 spell power because that uses the same amount of item budget as 10 rating points. It is similar to gems except that gem values are rounded so for those it is better to use the gem chart. I guess this isn't as interesting since on items you're not usually trading spell power, but for example comparing spirit and mp5 (while largely irrelevant for todays specs) gives more meaningful results when you compare appropriate values of each stat as they would appear on an item.
Got prob the dumest question atm... But -
How do you use a wand? I just started my Gnome Mage and i got a wand and i cant attack anything with it, and it has a slot of ammo, it uses ammo? Atm it does Shadow damage if that makes a dif. Again sorry for the dumb question.. lol