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Old 03/04/09, 5:58 PM   #151
Jasher
Glass Joe
 
Jillblu
Night Elf Hunter
 
No WoW Account
Originally Posted by Sinless
The new cloak enchant for tailoring is about +50 dmg over the typical haste enchant for cloak making it better than enchanting and most other professions (JC, too, when better gems are available via raiding).
So I saw this post on another thread and it left me speechless. Would anyone care to elaborate on this alleged buff to Tailoring?

Could it be true? Is JC/Tailoring now a viable option for min/maxing my dps with the new cloak enchants?

Please Discuss.

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Old 03/04/09, 10:17 PM   #152
Finkum
Don Flamenco
 
Dwarf Paladin
 
Gundrak
As I said in the Shadow Priest thread, you can't do a simple comparison between the tailoring proc effect and static bonuses like JC/Enchanting. Most fights have some movement requirement (void zones, flame walls, blizzards etc) and if you have to move while the proc is up you lost a lot more than you do from the "always on" benefits of other professions. Patchwerk-style min-maxing just doesn't seem very accurate if the Ulduar fight previews are anything to go by.

Originally Posted by Heenk View Post
"IRONBRANCH, THE FLOWER BED IS IN DANGER! ASSIST ME!"

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Old 03/04/09, 10:24 PM   #153
Dahkeus
Von Kaiser
 
Dahkeus's Avatar
 
Troll Shaman
 
Zul'Jin
Originally Posted by Jasher View Post
So I saw this post on another thread and it left me speechless. Would anyone care to elaborate on this alleged buff to Tailoring?

Could it be true? Is JC/Tailoring now a viable option for min/maxing my dps with the new cloak enchants?

Please Discuss.
Copy pasta from a post I made on my guild forums:

Benefit to caster (post patch 3.1) is the lightweave embroidery which will give the caster a chance to increase spellpower by 250 for 15 seconds when casting a spell.
Assuming this is like the current lightweave embroidery, there will be about a 50% chance to proc with a 45 second internal cooldown. Since there is a chance that the effect will fade before you finish casting a spell, I will assume that on average you will miss about 1 second of the effect. To calculate the time that it will take to proc on average once the cooldown is up, I will also assume a 2.25 second cast.
2.25 * 1.5 = 3.4 seconds average to proc when available
250 sp * 15 seconds / (45 + 3.4) seconds = 77.5 sp
Overall benefit to caster = around 77.5 sp
Overall loss to caster = 23 haste (since the embroidery doesn't stack with the haste cloak enchant)
As I mentioned there, I'll mention here: I'm a comm major, not a math major, so check my math, but unless I'm mistaken, that should reflect it's benefit reasonably.

Translating this for my character, I get about 1.31 dps from each point of sp and 1.22 dps per point of haste (numbers from Rawr in a situation where I have optimal buffs). Using these values:
1.31 dps per point of sp * 77.5 sp = 101.5dps gained
1.22 dps per point of haste * 23 haste = 28.1 dps lost
Net gain = 101.5 - 28.1 = 73.4 dps gain overall

Comparing this to JC for my character:
The Dragon's Eyes gems replace a purple and two orange gems. I also get the socket bonus from my chest piece (6 haste).
3 * 32 sp from Dragon's Eyes = 96 sp
+ 6 haste from socket bonus met
3 * 9 sp (9 sp from the two orange and 1 purple gem each) = 27 sp
2 * 8 haste (from 2 orange reckless gems) = 16 haste

Net gain in sp = 96 - 27 = 69 sp
Net loss in haste = 6 - 16 = -10 haste

69 sp * 1.31 dps per point in sp = 90.4 dps
10 haste * 1.22 dps per point in haste = 12.2 dps
Net gain in dps = 90.4 - 12.2 = 78.2 dps

TL;DR: I get more dps from JC than the tailoring cloak as it stands right now. I've heard a lot of talk about new gems, but so far all I've seen is the data mined shots of a gem that is unique which wouldn't affect JC at all.

*edit* forgot I was able to swap in a red gem for a purple gem in my extra belt socket which nets an additional 10 sp (10sp * 1.31 dps per sp = 13.1 dps). The total gain in dps for JC with this adjustment is 91.3 instead of 78.2.

Last edited by Dahkeus : 03/05/09 at 6:58 AM.

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Old 03/05/09, 9:33 AM   #154
Lucai
Von Kaiser
 
Blood Elf Mage
 
Cho'gall
Originally Posted by Roywyn View Post
TL;DR Rule of thumb - Run Speed enchants are better if you spend at least 4 seconds per minute running.
Judging from PTR testing and previous raids, most likely what you'll want to use in Ulduar and beyond.
Also rememeber if you're still casting while you run (Abar/HS Pyro/LB/even Fireblast) then you're losing no (or less) damage then if you're running w/o casting.

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Old 03/05/09, 8:45 PM   #155
Swindley
Piston Honda
 
Human Mage
 
Frostwhisper (EU)
Originally Posted by Lucai View Post
Also rememeber if you're still casting while you run (Abar/HS Pyro/LB/even Fireblast) then you're losing no (or less) damage then if you're running w/o casting.
I'm curious why people model running as a chance to lose proctime. It could as well work in your favour. If you're moving when the proc is on CD, you're actually gaining dps than if you're moving with a static enchant on.

Here's a another way to explain it. Say you have to move 5 seconds every minute. (random number). You could lose 5 seconds of the proc once in a while. But you could also very well only move when it's on CD and cannot proc. If you had a 23 haste on your cloak instead, you would allways lose the small dps it brings whenever you're moving those 5 seconds.

So to put it simple, don't model moving as a negative thing for the proc, it would very well work in your favour as well, when comparing to the 23 haste enchant. It might be a bit more random than the 23 haste, but it averages out to exactly the same % lost over time.

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Old 03/05/09, 8:57 PM   #156
Jonny_Monroe
Don Flamenco
 
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Draenei Priest
 
Auchindoun (EU)
While we're on Lightweave I'd like to question its effectiveness in terms of cooldown stacking.

I imagine a situation at the start of a fight where my Sundial of the exiled, dieing curse, and lightweave all proc together. On top of this I throw Icy veins and a mana gem set bonus and combustion. If this situation ends up fairly common what then is the relative worth of engineering to throw a rocket-gloves effect onto the cooldown-stack?

The proc rates on all of the above are either reliable or controlled, so if it becomes easy to stack then does the synergistic stacking effect of engineering + tailoring add any sufficient weight or value to the combination to make it comparable to the 'flat benefit' professions?

OMNOMNOM.

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Old 03/05/09, 11:51 PM   #157
Dahkeus
Von Kaiser
 
Dahkeus's Avatar
 
Troll Shaman
 
Zul'Jin
Originally Posted by Swindley View Post
I'm curious why people model running as a chance to lose proctime. It could as well work in your favour. If you're moving when the proc is on CD, you're actually gaining dps than if you're moving with a static enchant on.

Here's a another way to explain it. Say you have to move 5 seconds every minute. (random number). You could lose 5 seconds of the proc once in a while. But you could also very well only move when it's on CD and cannot proc. If you had a 23 haste on your cloak instead, you would allways lose the small dps it brings whenever you're moving those 5 seconds.

So to put it simple, don't model moving as a negative thing for the proc, it would very well work in your favour as well, when comparing to the 23 haste enchant. It might be a bit more random than the 23 haste, but it averages out to exactly the same % lost over time.
Well, that is a good point, but something to consider which lessens the value of this is that most heavy dps burns, whether it be for the full duration of a boss fight (Patchwerk) or simply during a phase (Tenebron on Sarth +3) take place with relatively little movement. While this could be enough to make the overall dps a bit higher, the dps gain is still RNG dependant. Personally, if I know two changes will both each give me a relatively equal dps gain, I'll go for the static dps gain over a chance on proc gain any day.

Either way, from a pure min/max perspective, it currently looks as though tailor/JC will be the biggest dps gain unless something changes. If you've only room to pick up one (and thus are settling for less than a pure min/max), then the difference in dps gain is pretty slight and other factors such as profitability, ease of leveling, etc. should be taken into account as the deciding factors.

Last edited by Dahkeus : 03/07/09 at 9:18 AM.

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Old 03/07/09, 4:29 AM   #158
alberico
Von Kaiser
 
Murloc Mage
 
Gorefiend
Originally Posted by Korrigan View Post
My post from pre-nerf/bugfix updated to 2.1.9. There has been some arguing about it, but nobody has posted any "rawr-proven" suggestions
...
Spell Stats
Crit Rate: 350 - 51,92%
Hit Rate: 195 - 14,43%
Haste: 645 (/32,789 = 19,67%)
Casting Speed: 1,373
Spell Power: 3048,2
DPS: 6221,90
...
Crit rate: 350 - 51.90%
Hit rate: 213 - 15.12%
Haste: 649
Casting Speed: 1.374
Arcane Damage: 2911.6
DPS: 6024.38

Using 2.1.9, the listed buffs and listed gear, I ended with the above numbers. What could be throwing things off? Perhaps there was an update to the mage module that corrected something? I am as certain as I can be that I set everything the same way you listed. Almost a 200 dps difference.

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Old 03/07/09, 1:46 PM   #159
Toshimo
Soda Popinski
 
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No WoW Account
Blood Elf Druid
 
No WoW Account
Originally Posted by alberico View Post
Crit rate: 350 - 51.90%
Hit rate: 213 - 15.12%
Haste: 649
Casting Speed: 1.374
Arcane Damage: 2911.6
DPS: 6024.38

Using 2.1.9, the listed buffs and listed gear, I ended with the above numbers. What could be throwing things off? Perhaps there was an update to the mage module that corrected something? I am as certain as I can be that I set everything the same way you listed. Almost a 200 dps difference.
Without seeing you rawr xml files, best guesses:
  1. You are using Gemmed Wand and he is using Fading Glow (Accounts for hit and haste differences)
  2. You forgot flask (Accounts for the ~125 SP gap)

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Old 03/10/09, 11:50 AM   #160
Sunfire
Von Kaiser
 
Blood Elf Mage
 
Crushridge
I couldnt decide whether this fit better in the 3.1 changes thread or here so sorry if I guessed wrong ...

There is a trinket that drops of the General Vezax (hard mode) 25-man encounter on the PTR:

Flare of the Heavens: 95 Crit, Chance on periodic dmg to do 788 to 1312 dmg.

So.. this is basically the Extract of Necromantic Power.... when I look at it I have 2 thoughts... 1) It has placeholder stats or 2) theyre going to introduce similar trinkets to Naxx but with higher proc rates and lower internal CDs.

Not sure if enough people on the PTR have these yet that someone could confirm whether its 1) or 2).

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Old 03/10/09, 12:06 PM   #161
Roywyn
Bald Bull
 
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Roywyn
Gnome Mage
 
No WoW Account (EU)
Originally Posted by Sunfire View Post
There is a trinket that drops of the General Vezax (hard mode) 25-man encounter on the PTR:
1) It has placeholder stats or [...]
Take a look at the other trinkets and relics floating around on wowhead/mmo-champ. Same stats as previous items, they're pretty obvious placeholders. Armour pieces also have placeholder graphics. Hopefully, there'll be another round of polish on caster gear stats too - the plate gear is spammed with +hit, so there's still hope for a general gear revision!

I very much doubt that they'll add proc items with different proc chances or cooldowns. 10% proc and 45s ICD has become the de-facto standard, making it not too difficult to compare items. If they messed with that again, it would become a new mess, to say the least.

Chaotic Meta Gems in Cataclysm: http://elitistjerks.com/f75/t106009-...2/#post1794256

DPS spec and class comparison in Naxxramas gear: http://code.google.com/p/simulationc...i/SampleOutput
The Blue Bar and you - the complete Fire Mage 2.4 mana compendium: http://elitistjerks.com/658230-post3191.html

And [Timbal's Focusing Crystal] doesn't proc on AM.
Neither does [The Egg of Mortal Essence] since 3.1.

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Old 03/11/09, 10:20 AM   #162
exem
Glass Joe
 
Night Elf Druid
 
Magtheridon
So the 'optimal' arcane gear now uses the 4/5 Arcane Stability spec? Is it better to spec this way in the long run?

Just curious because I think I hit all BIS arcane gear last night, but I keep seeing you guys list Boots of Impetuous Ideals in your gear makeups.

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Old 03/11/09, 2:06 PM   #163
Toshimo
Soda Popinski
 
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No WoW Account
Blood Elf Druid
 
No WoW Account
Originally Posted by exem View Post
So the 'optimal' arcane gear now uses the 4/5 Arcane Stability spec? Is it better to spec this way in the long run?

Just curious because I think I hit all BIS arcane gear last night, but I keep seeing you guys list Boots of Impetuous Ideals in your gear makeups.
Note that most of the quoted optimal sets assume that you are Horde which needs another 26 points of hit. That's why Boots of Impetuous Ideals are often recommended.

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Old 03/12/09, 7:32 AM   #164
azzagachoo
Von Kaiser
 
Night Elf Druid
 
Auchindoun (EU)
I've spent a bit of time recently playing around with gear for Fireball specs that don't use the 4 piece, and have found this set to come out as ~8 dps higher than what I had previously thought to be the optimal set (using the 4 piece). Any input would be greatly appreciated as to whether it would be worth gearing like this, with regards to the possible spirit change (SP/haste from spirit please!) and such things as the 4 piece scaling with offset Ulduar gear.

Rawr 2.1.9
Buffs and settings were mimiced from the first post with the exceptions of including Heroic Presence, as I am Alliance, and including Mixology as I'm an alchemist.

Spec: 18.53.0 Fireball
Spell Stats
Crit Rate: 420 - 49.29%
Hit Rate: 337 - 16.85%
Haste: 594 (/32.789 = 18.12%)
Casting Speed: 1.278401
Spell Power: 2815
DPS: 6258.22
Crit rates:
Fireball: 60.29%
Scorch: 55.29%
Pyroblast, Living Bomb: 61.29%
Set Bonus DPS:
2-piece: 93.31
4-piece: N/A
Consumables/Cooldowns:
Mana Gem, Bloodlust/Heroism, Potion of Wild Magic, Combustion, Mirror Image (Not modeled in Rawr)
Item Budget:
11.7 Spell Power: 18.69 DPS
10 Haste Rating: 13.19 DPS
10 Crit Rating: 12.88 DPS

[Gothik's Cowl] + [Chaotic Skyflare Diamond], [Reckless Monarch Topaz]
[Wyrmrest Necklace of Power] + [Runed Dragon's Eye]
[Valorous Frostfire Shoulderpads] + [Runed Scarlet Ruby]
[Pennant Cloak] + [Runed Dragon's Eye]
[Heigan's Putrid Vestments] + [Runed Dragon's Eye], [Veiled Monarch Topaz]
[Bindings of the Expansive Mind]
[Valorous Frostfire Gloves] + [Runed Scarlet Ruby]
[Leash of Heedless Magic] + [Runed Scarlet Ruby]
[Leggings of the Wanton Spellcaster] + [Brilliant Spellthread]
[Boots of Impetuous Ideals]
[Signet of Manifested Pain], [Signet of the Kirin Tor]
[Illustration of the Dragon Soul], [Embrace of the Spider]
[The Turning Tide]
[Surplus Limb]
[Gemmed Wand of the Nerubians]

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Old 03/12/09, 4:48 PM   #165
Enthorn
Don Flamenco
 
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Undead Mage
 
Dunemaul
I won't be updating the main page until 3.1 hits live servers. The items listed have consistently shown to be best in slot when taken into proper consideration (other gear, consumables, raid buffs), throughout various releases of Rawr (from 2.6 to 2.2). Furthermore, there are so many variants of sets that are close, it's not worth reflecting them all. The number of things that could be causing one person to get higher (or lower) numbers than another person is daunting, especially when it's within a range of 5-10 DPS.

I've done my best to use one of the most accurate tools available and provide the results for others. I'll do the same with 3.1, when final mage changes are in. At that time, I suspect Rawr will be updated, and there will be many more items to take into consideration as well.

One of the interesting aspects I'm looking forward to is sorting out previously unused items. For instance, if a chest piece from Ulduar is a substantial DPS increase, enough so to lose 4-piece set bonus (excluding T8 set bonus), then an item like [Leggings of the Wanton Spellcaster] would clearly be superior to [Valorous Frostfire Leggings]. Although the goal of this thread (but more realistically, the goal of the first post) is to answer the question, "Is item A better than item B?" under "best of best" terms, that doesn't mean discussion of transition items cannot take place.

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