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Old 03/30/10, 3:54 PM   #1216
komma
Von Kaiser
 
Gnome Mage
 
Alexstrasza
Please keep in mind that the default rawr settings assume a 300 second fight (5 mins, ie. short to mid length), zero movement, no target switches, and a long list of other things. Changing any of these may have an effect on your result. For example, fire suffers greatly on target changes due to ignite mechanics.

The "fire vs arcane" debate can't be solved by comparing two artificial numbers like this. Also, if anyone tried to write out all the detailed math derivations explaining why one was better than the other, it would be like a log of Rawr's computations. It wouldn't fit even in a 20 page document.

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Old 03/30/10, 4:43 PM   #1217
Kavan
Bald Bull
 
Gnome Mage
 
Kilrogg
I would just like to add a warning that Rawr wasn't primarily designed for cross-spec comparison. While I'm trying to be as accurate as possible in the modeling the models for different specs cycles are quite different and require varying degrees of approximation to keep them reasonably fast. In spec comparisons aren't affected by this as the same model is used for all computations, but comparing different specs specially when they're so close should be taken with a grain of salt.

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Old 03/30/10, 5:51 PM   #1218
darkprophet
Glass Joe
 
Troll Mage
 
Akama
Originally Posted by Kavan View Post
I would just like to add a warning that Rawr wasn't primarily designed for cross-spec comparison. While I'm trying to be as accurate as possible in the modeling the models for different specs cycles are quite different and require varying degrees of approximation to keep them reasonably fast. In spec comparisons aren't affected by this as the same model is used for all computations, but comparing different specs specially when they're so close should be taken with a grain of salt.
Just incase you forgot or have been busy or something, the fireball glyph still shows as 5% crit on rawr instead of the reduced cast time, that might change things a bit also i guess.

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Old 03/30/10, 5:55 PM   #1219
Astrylian
Rawr
 
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Night Elf Monk
 
Stormrage
Originally Posted by darkprophet View Post
Just incase you forgot or have been busy or something, the fireball glyph still shows as 5% crit on rawr instead of the reduced cast time, that might change things a bit also i guess.
Enable 3.3.3 mode, it's changed. The tooltip will not change, the effect will.

Rawr!

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Old 03/31/10, 12:46 PM   #1220
Chakhal
Glass Joe
 
Human Mage
 
Aman'Thul
Originally Posted by Shaitans View Post
I wanted to point out the potential disconnect between your last sentence (regarding single target) and the log you posted. The log comes from Marrowgar where, presumably, some of those ignites are being done to the bonespikes. Clearly, the bonespikes will die before ignite finishes its damage. I'd like to be clear in that I agree with your assessment that fire will have less DPS than its theoretical because of the point I just made and perhaps should be something to consider when deciding to go fire vs arcane for a particular fight.

So my question regarding your effective ignite findings is this: What is the actual effective ignite damage on a single-target encounter where presumably ignite would only be loss due to the boss dying at the very end and perhaps the double-resist bug, and if so, how much is lost?
You are right.
A significant part of ignite damage can be lost when the target dies. My example did not include this damage so the results are inaccurate.
Also I agree Marrowgard is not the best case to study fire single target DPS, even when focusing on the boss, because of accidental living bomb damage on bonespikes.

To try to answer your question I will use another example: a normal mode Festergut log

TOTALS:
Damage done: 2,205,679
Fire critical damage: 1,354,489
Expected Ignite damage: 541,796
Recorded Ignite damage: 446,244
Missing Ignite damage: 95,552

The 3 components of missing Ignite damage are:
- Resisted Ignite
- Dead Ignite (i.e. lost when boss died)
- Munched Ignite

Total resisted Ignite appears directly on log and equals 23,559

To find out the dead Ignite value we need to look at the original log file. In particular: the sequence between the last fully expired Ignite and the boss death. This sequence appears between the last two SPELL_AURA_REMOVED Ignite tags (in this example, it is the last 21 seconds of the fight).
Ignite munching also appears during this sequence, part of it can be identified by looking at the ignite ticks values. Dead ignite can also be munched but it doesn’t really matter here: it’s lost damage.

In this sequence:
Fire critical damage: 147,811
Expected Ignite damage: 59,124
Recorded Ignite damage: 24,768
Missing Ignite damage: 34,356
Munched Ignite: 2,214 (identified)
Resisted Ignite: 1171
Dead Ignite (missing - munched - resisted) = 30,971

Now with total resisted and dead Ignite, we get:
Total munched Ignite = 41,022

Damage loss as % of total damage done:
Total resisted ignite: 23,559 = 1.02%
Dead Ignite: 30,971 = 1.35%
Total munched Ignite: 41,022 = 1.78%


This is just an example, the values will always change.
I did not mean Rawr fire modeling should include the parameters that make Ignite so... unpredictable.
But people should know that with a 40% ignite coefficient the model might be a bit optimistic, which is another reason not to compare it to Arcane.

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Old 04/03/10, 3:24 PM   #1221
Stilfor
Glass Joe
 
Gnome Mage
 
Perenolde
Originally Posted by komma View Post
Please keep in mind that the default rawr settings assume a 300 second fight (5 mins, ie. short to mid length), zero movement, no target switches, and a long list of other things. Changing any of these may have an effect on your result. For example, fire suffers greatly on target changes due to ignite mechanics.

The "fire vs arcane" debate can't be solved by comparing two artificial numbers like this. Also, if anyone tried to write out all the detailed math derivations explaining why one was better than the other, it would be like a log of Rawr's computations. It wouldn't fit even in a 20 page document.

I've pretty much come to the conclusion this week that it really doesn't matter what spec you run, assuming equal gear level per spec, except fights that involve target switching, where Fire suffers from losing Ignites. I had to swap off a 45k Ignite on Putricide this week to kill adds, I died a little inside.

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Old 04/03/10, 5:03 PM   #1222
Enthorn
Don Flamenco
 
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Undead Mage
 
Dunemaul
Originally Posted by Stilfor View Post
I've pretty much come to the conclusion this week that it really doesn't matter what spec you run, assuming equal gear level per spec, except fights that involve target switching, where Fire suffers from losing Ignites. I had to swap off a 45k Ignite on Putricide this week to kill adds, I died a little inside.
You don't lose ignite damage on target switches, except when that target switching involves the target dying. Swapping from Putricide to green or orange won't 'lose' you ignite damage. The damage still ticks on Putricide. Furthermore, rolling ignites doesn't mean ignite damage is increasing. Rolling of ignites just means that the ignite wasn't able to tick due to applications of other ignites (from additional critical hits), so the damage is added to a new ignite. You aren't gaining ignite damage by letting it roll.

What you do risk is losing damage due to ignite rolling and munching a huge ignite tick. IE, let's say it rolls up to 45k per tick (which is very, very high for a fight like Putricide -- 45k per tick is more common on a fight with inflated damage, such as Hodir). Once it reaches 45k per tick, you run the risk of a tick being 'eaten' and replaced by a new tick: like one for 4k or whatever.

From my calculations though, normal ignite damage loss (due to munching) runs in the range of 0% to 2% of total damage done, but is usually more close to 0% than 2%. The percentage is much higher when taken out of ignite damage, but that's not really relevant, since ignite is only a small part of your total damage.

Other classes suffer as well from target switching too -- think of DoT classes. But really, ignite damage is not the reason Fire suffers on target switching. The reason Fire is bad on target switching is because of upfront damage vs damage spread out, travel time, RNG, etc. Living Bomb, Pyroblasts, etc. are all a factor in your "total damage." When you're only able to get maybe one or two fireballs (which may not even be critical hits) onto a target before it dies, that's why target switching is bad for Fire, not because of ignite damage loss.

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Old 04/05/10, 1:56 PM   #1223
MalaclypseTY
Glass Joe
 
Gnome Mage
 
Black Dragonflight
I can't seem to come up with a filter in wowhead to import the LK weapons into rawr. Every time I try it bombs out before it is done and nothing gets stored.

Does anyone have a working filter or a work around to get the weapons in the cache?

I've even tried to just use a name filter for one weapon, but to no avail.

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Old 04/05/10, 4:50 PM   #1224
Juravieal
Von Kaiser
 
Troll Mage
 
Tichondrius
Tools -> Edit Items -> Add

Get the item ID from wowhead or the armory, type it in the box.

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Old 04/08/10, 7:14 PM   #1225
Altamirah
Glass Joe
 
Gnome Mage
 
Sargeras
In trying to model my FB/TTW spec with the current release of Rawr, it still has me loading up 17% hit rating on my gear even with Misery and Heroic Presence. As I consistently raid with both of these, is there a way I can tell Rawr to optimize a gear set up using only 13% on my gear?

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Old 04/08/10, 11:04 PM   #1226
Astrylian
Rawr
 
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Night Elf Monk
 
Stormrage
If you have them checked on the buffs tab, and the talents selected, it is valuing them appropriately. If you're still thinking it's giving you 17% hit, you're probably simply not realizing that that 17% includes talents/buffs.

Rawr!

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Old 04/15/10, 9:24 AM   #1227
icetoken
Glass Joe
 
Blood Elf Mage
 
Hydraxis
Bug or am I doing something wrong?

I have the latest Rawr 2.3.14 and i've used this quite a bit in the past (before my 3 month break). For some reason when I set everything up and it looks perfect, i then save it. Once I open it up, i looks fine and i'll flip through the slots by selecting SLOT: GEAR HEAD. I'll see my gear in the 5th slot (for example). If I switch it to Neck, the neck looks fine, but if I switch it back to Head again, it rates it as 2nd!?!? Does this all the time. If I keep doing it, the look of the graph's even change. Is this a bug or am I missing a setting? This is from a fresh download. Thanks!

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Old 04/15/10, 2:23 PM   #1228
Kavan
Bald Bull
 
Gnome Mage
 
Kilrogg
There is a bug in 2.3.14 if you're using a 32 bit operating system, I'm not sure if that applies in your case. If so either use an older version or Rawr 3 until next release.

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Old 04/15/10, 3:12 PM   #1229
icetoken
Glass Joe
 
Blood Elf Mage
 
Hydraxis
Thanks i'll download an older version as I am using a 32bit os, and Rawr 3 doesn't work here since i'm behind a firewall i'm guessing. How do I update an older version of rawr with the latest gear/enchants? I remember seeing it here somewhere about copying a file over but i can't find the post. Thanks

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Old 04/15/10, 7:49 PM   #1230
Kavan
Bald Bull
 
Gnome Mage
 
Kilrogg
Originally Posted by icetoken View Post
Thanks i'll download an older version as I am using a 32bit os, and Rawr 3 doesn't work here since i'm behind a firewall i'm guessing. How do I update an older version of rawr with the latest gear/enchants? I remember seeing it here somewhere about copying a file over but i can't find the post. Thanks
You can copy over the xml files in the Data folder.

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