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Old 05/04/09, 5:06 PM   #501
 nathanbp
Great Tiger
 
Gnome Mage
 
Aegwynn
Originally Posted by Zerstorung View Post
Can we calculate whether or not it is worth it to cast Living Bomb on Vezax considering the immense haste you're getting?
The latest version of Rawr provides options for simulating Vezax (as a stand in shadow crash and fight fight). You have to spec out of Master of Elements, on the Spells & Buffs tab disable Mana Pots, Mana Gems, and Evocation, and then under the Effects tab set Damage Multiplier to 2, Haste Multiplier to 2, Regen Multiplier to 0, and Cost Multiplier to 0.3. Also turn off Blessing of Wisdom/Mana Stream, Judgement of Wisdom, and replenishment. Then you can vary fight length based on how much time you spend dpsing vs. moving around. Note that this doesn't disable mp5 from gear, so looking at gear, your options will be very biased towards mp5 if your fight length has you running out of mana.

The summary for FB/TTW is that the haste alone doesn't make LB not worth casting. From playing around with fight rotations, if you're running out of mana, the first thing to do is drop Living Bomb from your rotation (or stand in more green clouds). If you're really running out of mana, start casting Frostfire Bolt (even as fire spec) ignoring hot streak procs. Realistically if you're having mana problems, you're best off just switching specs to FFB.

For Arcane with 4 minutes of dps time, Rawr suggests using the AB3AM and AB3AM2MBAM cycles with the gear I have set up. With a longer fight (5 minutes), there's a range of cycles, but a lot of ABABar1MBAM. Kavan, shouldn't a haste multiplier of 2 make this cycle (and other ABABar variations) impossible? Or does it mean to wait for the ABar cooldown to be up?

Originally Posted by Crowl View Post
If you have to control a robot dinosaur that fires lazers and there's a time when you shouldn't be shooting those lazers then the encounter is clearly flawed beyond hope of fixing.

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Old 05/04/09, 9:22 PM   #502
Kavan
Bald Bull
 
Gnome Mage
 
Kilrogg
You have another option to disable all mana sources so mp5 won't matter. The ABABar cycle variants have the pause built in if haste is too high, so it means to wait for ABar cooldown.

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Old 05/05/09, 10:57 AM   #503
Domestica
Glass Joe
 
Human Mage
 
Eredar
is anyone else having trouble with optimizer in rawr 2.2.2 not factoring 3% hit from imp. faerie fire/misery? for some reason whenever i run it, it keeps negating the 3% and optimizing at 17% hit as opposed to 14%, regardless of which debuff I have checked.

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Old 05/05/09, 11:16 AM   #504
 nathanbp
Great Tiger
 
Gnome Mage
 
Aegwynn
Originally Posted by Domestica View Post
is anyone else having trouble with optimizer in rawr 2.2.2 not factoring 3% hit from imp. faerie fire/misery? for some reason whenever i run it, it keeps negating the 3% and optimizing at 17% hit as opposed to 14%, regardless of which debuff I have checked.
The hit from these debuffs is included in the hit percentage listed on the stats page. If you hover your mouse over it you can see your hit rate and additional rating required to cap for each spell school.

Originally Posted by Crowl View Post
If you have to control a robot dinosaur that fires lazers and there's a time when you shouldn't be shooting those lazers then the encounter is clearly flawed beyond hope of fixing.

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Old 05/05/09, 11:32 AM   #505
Domestica
Glass Joe
 
Human Mage
 
Eredar
Originally Posted by nathanbp View Post
The hit from these debuffs is included in the hit percentage listed on the stats page. If you hover your mouse over it you can see your hit rate and additional rating required to cap for each spell school.
thanks for pointing that out, i had been playing around with alternate ffb spec earlier in the week so i was pent up on the wrong figure being there O.o

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Old 05/05/09, 5:36 PM   #506
Enthorn
Don Flamenco
 
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Undead Mage
 
Dunemaul
Originally Posted by Kavan View Post
Yes Rawr is currently always rounding down (that is what Math.Floor does). So from your numbers it would appear that talents always round down, but buffs can either round up or down. It also appears that talents do rounding separately on base and bonus stat while buffs do it overall since it does not affect the displayed base. I was doing most of my testing for the formulas based on talent modifiers, which is probably why I never noticed this.

Or at least until we find something that doesn't match.
Rawr v2.2.2:

			Paper Doll (in game)		Rawr	Difference
				Base	Plus	Total		
Intellect (with AI)		179	806	985	985	 0
Intellect with Kings		179	904	1083	1084	-1

Spirit				179	231	410	409	 1
Spirit with Kings		179	272	451	450	 1
Spirit with 7% SotM	        191	247	438	432	 6
Spirit with 7% SotM + Kings	191	291	482	475	 7
The 1 spirit discrepancy in Spirit comes from Lightweave Embroidery enchant, which has a ghost +1 spirit attached to it in the game. I don't know why, but it's there. It's also present on Swordguard Embroidery.

For Blessing of Kings, the game seems to take total intellect, in this case 985, multiply it by 1.1, which gives 1083.5, which it rounds down to 1083. I assume Rawr is rounding up to 1084. For the display, it seems to then take 1083 minus the base (179), to give 179+904, even though that's kind of misleading (since it makes it appear that the base isn't being included in the multiplication).

I don't know about Student of the Mind though -- why it's 6 and 7 spirit off with Student of the Mind.

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Old 05/05/09, 5:54 PM   #507
Phatpharm
Piston Honda
 
Gnome Mage
 
Bloodscalp
I had my best luck, in Shadow Crashes, using AM spam. The extra 100% haste makes rotations nearly impossible, and multiplies latency / reaction time.

~220 mana/sec isn't too costly either. *edit 70% of 220

Last edited by Phatpharm : 05/05/09 at 6:05 PM.

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Old 05/05/09, 8:37 PM   #508
Kavan
Bald Bull
 
Gnome Mage
 
Kilrogg
Originally Posted by Enthorn View Post
The 1 spirit discrepancy in Spirit comes from Lightweave Embroidery enchant, which has a ghost +1 spirit attached to it in the game. I don't know why, but it's there. It's also present on Swordguard Embroidery.

For Blessing of Kings, the game seems to take total intellect, in this case 985, multiply it by 1.1, which gives 1083.5, which it rounds down to 1083. I assume Rawr is rounding up to 1084. For the display, it seems to then take 1083 minus the base (179), to give 179+904, even though that's kind of misleading (since it makes it appear that the base isn't being included in the multiplication).

I don't know about Student of the Mind though -- why it's 6 and 7 spirit off with Student of the Mind.
Ok so the round in WoW appears to round down if you have exactly 0.5 or there is just some rounding error in this specific case going on. I've added the 1 spirit to Lightweave Embroidery for next release. For SotM there was a bug in Rawr, should be fixed in next release.

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Old 05/06/09, 7:30 AM   #509
freaknastee
Glass Joe
 
Troll Mage
 
Boulderfist
Just plugging in some stuff for tomorrow in RAWR and I'm confused as to the gem selection logic.

[Conqueror's Kirin Tor Tunic] - [Runed Dragon's Eye]/[Runed Dragon's Eye]
[Sash of Ancient Power] - [Runed Dragon's Eye]/[Runed Scarlet Ruby]/[Runed Scarlet Ruby]
[Valorous Kirin Tor Leggings] - [Runed Scarlet Ruby]/[Purified Twilight Opal]

Wouldn't it be better to put the [Runed Dragon's Eye] in the blue slots of chest and legs and then [Reckless Monarch Topaz] into the yellow slot of chest?

In the end it comes down to [Purified Twilight Opal] vs [Reckless Monarch Topaz]

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Old 05/06/09, 1:35 PM   #510
Astrylian
Rawr
 
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Night Elf Druid
 
Stormrage
That's the sort of question that Rawr is for. Run the optimizer to find the best combination.

Rawr!

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Old 05/06/09, 8:05 PM   #511
freaknastee
Glass Joe
 
Troll Mage
 
Boulderfist
I did use the optimizer and it told me to use that, I was just confused as to any reasons why. I always thought the JC gems took blue sockets first, but in this case RAWR was telling me to put 2 in blues and 1 on yellow, while putting a purple in a blue socket.

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Old 05/06/09, 8:19 PM   #512
Kavan
Bald Bull
 
Gnome Mage
 
Kilrogg
Originally Posted by freaknastee View Post
I did use the optimizer and it told me to use that, I was just confused as to any reasons why. I always thought the JC gems took blue sockets first, but in this case RAWR was telling me to put 2 in blues and 1 on yellow, while putting a purple in a blue socket.
Was this at full thorougness? One try only or does it give this result always? Have you tried manually switching the gems to see how the value changes? If you can't figure it out you'll have to post the character xml where this happens.

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Old 05/06/09, 9:11 PM   #513
freaknastee
Glass Joe
 
Troll Mage
 
Boulderfist
I just did it with the thoroughness up to about 75% and it gave me the results that I was expecting this time >.< JC in blues, sp/crit sp/haste in oranges, 19sp in reds. Thanks for help =)

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Old 05/07/09, 7:51 PM   #514
freaknastee
Glass Joe
 
Troll Mage
 
Boulderfist
4pc data

Here is a combat log of the 4pc.

30 minutes of scorch (0/18/53) spam. When HS would proc I would cast pyro, if 4pc proc I would only cast an additional pyro. On 3rd free pyro I would wait till the debuff fell off.

WWS Link

also here is a recount SS


123 Hotstreak buffs applied
94 pyroblasts casted.

I'm a bit confused as to why the number of HS>pyro by such a large margin. I thought the number of pyro would be higher than HS.

Last edited by freaknastee : 05/07/09 at 8:02 PM.

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Old 05/07/09, 8:21 PM   #515
Soulfly
Glass Joe
 
Gnome Mage
 
Lightninghoof
It's 94 (non-crit) hits and 62 crits. So you gained 123 Hotstreaks and got 156 pyroblasts.

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Old 05/07/09, 8:34 PM   #516
freaknastee
Glass Joe
 
Troll Mage
 
Boulderfist
ahh... I didn't expand out pyroblast in the WWS. I'm still a bit tired.

156-123 = 33 extras

33/123 = 0.2682926829268293*100 = 26.82926829268293% to proc 4pc bonus.

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Old 05/07/09, 8:43 PM   #517
Kintoun
Glass Joe
 
Tauren Druid
 
Blackrock
Originally Posted by nathanbp View Post
The latest version of Rawr provides options for simulating Vezax (as a stand in shadow crash and fight fight). You have to spec out of Master of Elements, on the Spells & Buffs tab disable Mana Pots, Mana Gems, and Evocation, and then under the Effects tab set Damage Multiplier to 2, Haste Multiplier to 2, Regen Multiplier to 0, and Cost Multiplier to 0.3. Also turn off Blessing of Wisdom/Mana Stream, Judgement of Wisdom, and replenishment. Then you can vary fight length based on how much time you spend dpsing vs. moving around. Note that this doesn't disable mp5 from gear, so looking at gear, your options will be very biased towards mp5 if your fight length has you running out of mana.

The summary for FB/TTW is that the haste alone doesn't make LB not worth casting. From playing around with fight rotations, if you're running out of mana, the first thing to do is drop Living Bomb from your rotation (or stand in more green clouds). If you're really running out of mana, start casting Frostfire Bolt (even as fire spec) ignoring hot streak procs. Realistically if you're having mana problems, you're best off just switching specs to FFB.

For Arcane with 4 minutes of dps time, Rawr suggests using the AB3AM and AB3AM2MBAM cycles with the gear I have set up. With a longer fight (5 minutes), there's a range of cycles, but a lot of ABABar1MBAM. Kavan, shouldn't a haste multiplier of 2 make this cycle (and other ABABar variations) impossible? Or does it mean to wait for the ABar cooldown to be up?
I was under the impression that Vex was a threat capped fight. Meaning DPS doesn't matter since you can't surpass the tank within a set time, and mana doesn't matter since you'll likely need to stand around to not pass the tank. Since threat is everything then dmg/threat is king. So FFB (-20% threat) or Arcane (-40% threat) would be the best spec. And in the case where you're FFB spec you wouldn't want to cast fire spell since you only have -10% threat on fire spells. Fire would definitely yield the highest DPS hands down provided you don't miss any key vapors, but you'd have to hold back pre-invis, and then catch up on threat again post-invis. What is a good tanks TPS during Vex? Plug that into rawr and run the numbers again.

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Old 05/07/09, 9:09 PM   #518
Enthorn
Don Flamenco
 
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Undead Mage
 
Dunemaul
Originally Posted by freaknastee View Post
33/123 = 0.2682926829268293*100 = 26.82926829268293% to proc 4pc bonus.
See this post by Kavan. Summary: "Increase in number of Pyros is 25%, this means the proc rate is 1-1/1.25=0.2 or 20%."

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Old 05/07/09, 9:21 PM   #519
Kavan
Bald Bull
 
Gnome Mage
 
Kilrogg
Actually the way he did the test that indicates that the proc rate is actually 25%. You need the 1-1/r adjustment only if you continue casting pyros until 4T8 no longer procs. The way he did the test the extra pyros directly correspond to 4T8 proc rate.

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Old 05/08/09, 2:35 AM   #520
 nathanbp
Great Tiger
 
Gnome Mage
 
Aegwynn
Originally Posted by Kintoun View Post
I was under the impression that Vex was a threat capped fight. Meaning DPS doesn't matter since you can't surpass the tank within a set time, and mana doesn't matter since you'll likely need to stand around to not pass the tank. Since threat is everything then dmg/threat is king. So FFB (-20% threat) or Arcane (-40% threat) would be the best spec. And in the case where you're FFB spec you wouldn't want to cast fire spell since you only have -10% threat on fire spells. Fire would definitely yield the highest DPS hands down provided you don't miss any key vapors, but you'd have to hold back pre-invis, and then catch up on threat again post-invis. What is a good tanks TPS during Vex? Plug that into rawr and run the numbers again.
The two threat modifiers on FFB don't stack, I'm pretty sure, so FB or FFB are both 10% threat reduction. Our one kill of Vezax so far wasn't clean enough to see if threat will be a problem or not, but I'm pretty sure the answer is that it requires some management but is not unmanageable. There's always Hand of Salv, intervene, and tricks/misdirect if it becomes a problem.

Originally Posted by Crowl View Post
If you have to control a robot dinosaur that fires lazers and there's a time when you shouldn't be shooting those lazers then the encounter is clearly flawed beyond hope of fixing.

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Old 05/08/09, 4:48 AM   #521
manly
Soda Popinski
 
manly's Avatar
 
Troll Mage
 
Mal'Ganis
Originally Posted by nathanbp View Post
The two threat modifiers on FFB don't stack, I'm pretty sure, so FB or FFB are both 10% threat reduction. Our one kill of Vezax so far wasn't clean enough to see if threat will be a problem or not, but I'm pretty sure the answer is that it requires some management but is not unmanageable. There's always Hand of Salv, intervene, and tricks/misdirect if it becomes a problem.
Based on my experience on threat management (particularly in sunwell-era), I learned the hard way that generally you want to invis no before 70% of the boss hp or otherwise you will catch back up on threat. Following that simple rule of thumb will generally make it so that you'll ever have any threat issues, even on vezax, and every week so far has proven me that this simple rule has yet to fail me. Also I did put it in my comments on the threat management section of the ffb thread for what its worth.

<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

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Old 05/08/09, 9:01 AM   #522
mmaker
Von Kaiser
 
Undead Mage
 
Lightbringer (EU)
Why does my casting speed goes up when i equip an offhand with haste? Some bug i found or what am i missing?

Was playing around with my fireball specc and noticed that i had faster casting speed with Staff of endless winter then with Runescribed blade + ironmender and ironmend combo have more haste oO

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Old 05/08/09, 9:19 AM   #523
Pye
Von Kaiser
 
Pye's Avatar
 
Undead Mage
 
Draenor (EU)
Originally Posted by manly View Post
Based on my experience on threat management (particularly in sunwell-era), I learned the hard way that generally you want to invis no before 70% of the boss hp or otherwise you will catch back up on threat. Following that simple rule of thumb will generally make it so that you'll ever have any threat issues, even on vezax, and every week so far has proven me that this simple rule has yet to fail me. Also I did put it in my comments on the threat management section of the ffb thread for what its worth.
I have been speccing ffb for Vezax (25/10man) on all our tries/kills, and even with a full invis at ~60% I often manage to threatcap in molten fury range. Depending a little on where the shadowclashes hit I usually ask for a salvation on my first burst, then invis when capped again, and then nag the paladins once more. This also with vigilance. It should maybe be noted that I do whore the clashes quite hard, that I always stack IV with Scale of Fates, and that one of our priests loves to give me power infusion.

This might be a little offtopic so if you feel it doesn't belong here I could move it to the ffb-thread.

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Old 05/08/09, 9:58 AM   #524
Enthorn
Don Flamenco
 
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Undead Mage
 
Dunemaul
Originally Posted by Kavan View Post
Actually the way he did the test that indicates that the proc rate is actually 25%. You need the 1-1/r adjustment only if you continue casting pyros until 4T8 no longer procs. The way he did the test the extra pyros directly correspond to 4T8 proc rate.
Does Rawr model that as a 25% chance on every Hot Streak Pyroblast then? And 75% of Hot Streaks would not result in a proc, 25% of them would, and then further, 25% of those procs result in further procs (and so on down the line)? I suppose I never imagined the proc being as good as it seemingly is now (with people reporting back to back procs 3-4 times in a row). The reason I ask is that Pyroblast can definitely be a mana drain. If the proc is being increased from 10 to 20 to 25%, wouldn't mana become more strained, especially for FB? I suppose what I'm really asking is -- how does this affect the DPM of Pyroblast and is that listed? I know the DPM of Pyroblast itself is listed, but is the DPM of an instant pyroblast listed, and would this DPM include the global cooldown (modified by whatever haste we have) inbetween a hot streak and a proc?

It would be interesting to see a breakdown of how many procs are expected throughout a fight, much like sequence reconstruction will list how many uses of mana gem there are, how many times trinkets are used, and so forth. But furthermore, is 123 hot streaks really enough to be outside of RNG, to change the proc from 20 to 25%, especially when there is no internal CD, and it can proc off procs.

On a different note...

How is ignite damage indicated within Rawr? Under each spell, say, Frostfire Bolt, when it lists a critical hit damage range, that seems to be the direct damage. And under damage source, it lists percents -- is that percentage for the damage, or for the number of spells being cast? IE, if it says 65% next to Fireball, is that 65% of all spells cast are Fireball, or 65% of the damage is Fireball? If it's the latter, shouldn't ignite damage be listed? I ask because 60-65% of damage coming from main nuke seems grossly high, when in most logs, it's more along the lines of 40-45%.

Last edited by Enthorn : 05/08/09 at 2:13 PM.

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Old 05/08/09, 3:30 PM   #525
Omnia
Piston Honda
 
Blood Elf Mage
 
Tichondrius
Originally Posted by Enthorn View Post
But furthermore, is 123 hot streaks really enough to be outside of RNG, to change the proc from 20 to 25%, especially when there is no internal CD, and it can proc off procs.
The 25% procrate should translate into a 1.33x increase in the number of pyros. Formula: cast_increase = 1 / (1 - procrate)
I don't know if we had enough samples to know the procrate for sure, but Rawr is already set to reflect 25% in the next release, and it's fine to assume until someone tests it again on the dummy for longer than 30mins.

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