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05/07/09, 1:41 PM
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#2101
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Piston Honda
Blood Elf Mage
Tichondrius
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Originally Posted by Caydence
And for the other fights, if you have a discipline priest to bribe, you're all set.
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I feel IA just adds to the pve Arcane problems. Between bugging priests for shields, druids for innervates and shamans for tides, becoming "that annoying mage" isn't really worth the measly raid dps boost.
Last edited by Omnia : 05/07/09 at 1:49 PM.
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05/07/09, 2:28 PM
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#2102
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Glass Joe
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Originally Posted by Omnia
I feel IA just adds to the pve Arcane problems. Between bugging priests for shields, druids for innervates and shamans for tides, becoming "that annoying mage" isn't really worth the measly raid dps boost.
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Oh, no, I don't mean to become "that annoying mage." I personally hate asking people for things. I'm good friends with our shaman yet I almost never directly ask him for mana tide. So I haven't been demanding shields from disc priests. I just let them know I have the talent and stand near them when I can. They're going to shield you when you take damage anyway, most likely, whether you ask for it or not. I was kidding about needing to bribe them.
IA is still awesome in Ulduar with our own wards. I probably wouldn't have the points in it if I had to only rely on a disc priest.
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05/07/09, 6:41 PM
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#2103
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Von Kaiser
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Originally Posted by dersleeper
Okay I just tested Incanter's Absorption 3/3 with a priest:
Starting SP: 2146
Preist shielded me. We dueled and he put a SW:P on me.
These are the numbers I got:
Absorbed Damage / New Spellpower Value
649 / 2243 (+97)
721 / 2322 (+79)
649 / 2366 (+44)
504 / 2376 (+10)
649 / 2404 (+28)
721 / 2435 (+31)
Then my shield was consumed and once the Incanter's Buff vanished I dropped back to 2146 in one step.
The strange thing is: I see no connection between absorbed damage and spelldamage bonus.
Could it be that some of the damage was partly ressisted but still was shown as a normal/full absorb?
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I just tested with a priest, warlock, and mage. The first three tests are rolling IAs. The fourth test are separate IAs (letting the 10 seconds run out).
Shadow Priest, power word shield, shadow word pain
| absorbed | spellpower | difference | total increase | | - | 2008 | - | - | | 653 | 2105 | +97 | 97 | | 652 | 2174 | +69 | 166 | | 652 | 2222 | +48 | 214 | | 653 | 2255 | +33 | 247 | | 653 | 2279 | +24 | 271 | | 653 | 2296 | +17 | 288 |
Warlock, curse of agony, damage spread out 4 ticks at a time which is why the fifth tick spiked slightly.
| absorbed | spellpower | difference | total increase | | - | 2008 | - | - | | 465 | 2077 | +69 | 69 | | 466 | 2133 | +56 | 125 | | 466 | 2178 | +45 | 170 | | 466 | 2213 | +35 | 205 | | 563 | 2257 | +44 | 249 | | 524 | 2286 | +29 | 278 |
Mage, scorch <10 sec apart
| absorbed | spellpower | difference | total increase | | - | 2008 | - | - | | 2202 | 2338 | +330 | 330 | | 1283 | 2477 | +139 | 469 | | 1219 | 2583 | +106 | 575 | | 1278 | 2707 | +124 | 699 |
Warlock, shadowbolt >10 sec apart
| absorbed | spellpower | difference | total increase | | - | 2008 | - | - | | 2950 | 2450 | +442 | 442 | | - | 2008 | - | - | | 2472 | 2133 | +464 | 464 | | - | 2008 | - | - | | 2950 | 2450 | +442 | 442 |
Observations:
- The first "tick" in a rolling IA always gets the correct, full 15% bonus spellpower. However, it rounds down.
- The original theory that each rolling IA is on its own separate but stacking 10sec timer is incorrect.
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Edit:
Originally Posted by Organigami
@Korey
Your tests seem to indicate that the IA spellpower buff is recalculated every time you absorb damage, based on the elapsed time of the previous proc, instead of consisting of a series of invisible mini-buffs running on different timers.
Looking at your Curse of Agony test with an absorption tick every 2 seconds, each absorb generates a new IA buff with a potency equal to 0.15 of the new absorbed value + 80% of the previous IA's potency (80% since 2 out of 10 seconds of it have already elapsed).
At the end of your CoA test you have 0.15*524 + 0.8*249 = 277.8
Rounded up, that's your final bonus spell damage in that test.
Same principle for the SW:Pain tests, except it ticks every 3 sec so the previous IA adds at 70% to the new one.
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Originally Posted by dersleeper
That's correct, I tested it with some spreadsheeting and confirmed it with his (as best as I could) and my numbers.
The formula would be something like:
[New SP Bonus] = [Absorbed Damage] * 0.15 + [Old SP Bonus] / 10 * [Remaining Buff Time]
So for the sake of simplicity: The spellpower buff is still only present over 10 seconds, or at least normalized to 10 seconds.
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We now know how each additional rolling IA is calculated to form your current spellpower value:
[New SP Bonus] = [Absorbed Damage] * 0.15 + [Old SP Bonus] * ([Remaining Buff Time] / 10)
Taking the first table, for example: Shadow word pain, ticks are 3 seconds apart
| Absorbed | Spellpower | Difference | New SP Bonus | Calculation | | - | 2008 | - | - | - | | 653 | 2105 | +97 | 97 | 97 = 653(.15) | | 652 | 2174 | +69 | 166 | 166 = 652(.15) + 97(7/10) | | 652 | 2222 | +48 | 214 | 214 = 652(.15) + 166(.7) | | 653 | 2255 | +33 | 247 | 247 = 653(.15) + 214(.7) | | 653 | 2279 | +24 | 271 | 271 = 653(.15) + 247(.7) | | 653 | 2296 | +17 | 288 | 288 = 653(.15) + 271(.7) |
Last edited by Korey : 05/08/09 at 12:50 PM.
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05/07/09, 8:15 PM
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#2104
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Glass Joe
Blood Elf Mage
Bonechewer
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Here I'm addressing the question of whether or not one should build up stacks of Arcane Blast before using his or her 4pcT8 proc (a second free MBarr after the first MBarr). I've seen more than one person state recently that an Arcane Mage should first build up three stacks of AB before using the 4pcT8 proc, and I do not see this being the case at all.
I preface by saying I'm not a statistician, so I may have botched some of this. Feel free to correct me if so:
Assume a standard Arcane build with the Arcane Blast Glyph.
Missile Barrage proc rate = 20% per Arcane Blast (or 80% chance not to see it per AB).
Three Arcane Blasts in a row means (0.8*0.8*0.8 = 0.512) 51.2% chance of not seeing it proc, or a 48.8% chance of seeing it proc. (This means you'll lose 48.8% of your 4pcT8 procs to a normal MBarr proc when you're building your three Arcane Blast stacks.)
3xAB including the Glyph of Arcane Blast increases the spell damage on a MBarr proc by 54%.
Since all other variables are equal, we can just set your typical AM damage as the variable D.
I think it's then sound to multiply the normal MBarr damage by 0.512 to account for the fact that only 51.2% of the proc MBarrs will make it through three Arcane Blasts without a reproc of MBarr.
So, by casting ABx3, you're changing the base value of your 4pcT8 proc to 0.512D.
You're then gaining 54% additional damage on top of that 0.512D, making it 0.788D.
Now I want to ask whether casting ABx1 or ABx2 benefits us by doing the same math:
ABx1 = 80% chance of not seeing a new MBarr proc.
Lose 20% of 4pcT8 procs to a new MBarr proc.
4pcT8 MBarr proc will be worth 0.8D with a ABx1 buff giving it 18% additional damage, making it finally worth .944D
ABx2 = 64% chance of not seeing a new MBarr proc.
4pcT8 MBarr base = 0.64D with 36% bonus damage, making it worth .87D.
So my conclusion is that when an Arcane Mage has a 4pcT8 proc off MBarr, one gets the most damage yield by immediately using the MBarr proc as opposed putting up any AB stacks first.
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05/07/09, 8:29 PM
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#2105
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Bald Bull
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Patchinko, try using the same logic to prove that it's better to use MBarr before 3 stack even without 4T8, it'll probably work.
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05/07/09, 9:16 PM
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#2106
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Glass Joe
Blood Elf Mage
Bonechewer
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Originally Posted by Kavan
Patchinko, try using the same logic to prove that it's better to use MBarr before 3 stack even without 4T8, it'll probably work.
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What you're asking is whether using MBarr as soon as it procs as opposed to waiting until after a 3xAB stack is worth more damage on the MBarr side.
Assume MBarr procs off your first AB. Your MBarr damage will be 1.18D if you use it that moment.
Cast your second AB. There's an 80% chance you won't proc MBarr. Your MBarr damage after the second will be (0.8D)*1.36 = 1.09D.
If you cast a second and a third AB, there's a 64% chance you won't proc MBarr. Your MBarr damage will be (0.64D)*1.54 = .99D.
Now assume MBarr procs off your second AB as opposed to your first. MBarr damage will be 1.36D if you use it that moment.
If you cast a third AB, damage becomes (0.8D)*1.54 = 1.23D.
Basically, what this says is that if you use MBarr as soon as it procs, you'll get the most damage out of your MBarr. This is because if you proc MBarr again while having the MBarr proc already on you, you lose the potential damage from the original MBarr since you didn't cast it at all.
Like you point out below, in a cycle, the added damage on your ABs makes a 3xAB/MBarr rotation higher damage at the end of the day.
Last edited by Patchinko : 05/07/09 at 11:31 PM.
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05/07/09, 9:38 PM
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#2107
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Glass Joe
Undead Mage
Aggramar (EU)
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@Korey
Your tests seem to indicate that the IA spellpower buff is recalculated every time you absorb damage, based on the elapsed time of the previous proc, instead of consisting of a series of invisible mini-buffs running on different timers.
Looking at your Curse of Agony test with an absorption tick every 2 seconds, each absorb generates a new IA buff with a potency equal to 0.15 of the new absorbed value + 80% of the previous IA's potency (80% since 2 out of 10 seconds of it have already elapsed).
At the end of your CoA test you have 0.15*524 + 0.8*249 = 277.8
Rounded up, that's your final bonus spell damage in that test.
Same principle for the SW:Pain tests, except it ticks every 3 sec so the previous IA adds at 70% to the new one.
Last edited by Organigami : 05/07/09 at 9:54 PM.
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05/07/09, 10:21 PM
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#2108
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Bald Bull
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Originally Posted by Patchinko
Basically, what this says is that if you use MBarr as soon as it procs, it's always the best time to use it for your damage. This is because if you proc MBarr again while having the MBarr proc already on you, you lose the potential damage from the original MBarr since you didn't cast it at all.
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That is not correct. Using MBarr at 3 stack is higher dps. I would suggest checking the following:
The Arcane thread
Mathematics of dynamic cycles
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05/07/09, 11:28 PM
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#2109
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Glass Joe
Blood Elf Mage
Bonechewer
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Originally Posted by Kavan
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You're right, I shouldn't have made that statement. Your point that one should consider the entire cycle is key there--the increased damage on the extra ABs will make up the difference in the MBarr damage. I'll fix my post to reflect that.
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05/08/09, 4:32 AM
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#2110
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Glass Joe
Goblin Mage
Blackhand (EU)
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Originally Posted by Organigami
@Korey
Your tests seem to indicate that the IA spellpower buff is recalculated every time you absorb damage, based on the elapsed time of the previous proc, instead of consisting of a series of invisible mini-buffs running on different timers.
Looking at your Curse of Agony test with an absorption tick every 2 seconds, each absorb generates a new IA buff with a potency equal to 0.15 of the new absorbed value + 80% of the previous IA's potency (80% since 2 out of 10 seconds of it have already elapsed).
At the end of your CoA test you have 0.15*524 + 0.8*249 = 277.8
Rounded up, that's your final bonus spell damage in that test.
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That's correct, I tested it with some spreadsheeting and confirmed it with his (as best as I could) and my numbers.
The formula would be something like:
[New SP Bonus] = [Absorbed Damage] * 0.15 + [Old SP Bonus] / 10 * [Remaining Buff Time]
So for the sake of simplicity: The spellpower buff is still only present over 10 seconds, or at least normalized to 10 seconds.
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05/08/09, 6:56 AM
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#2111
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Glass Joe
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I tried a IA 3/3 build on Hodir last night
with talented glyphed frost ward
and talented glyphed mana shield
plus 2/2 magic absorbtion
survivability was really good, resisting / absorbing most of frost damage.
Not sure about dps tho.
Build was pretty fine in pvp 
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05/08/09, 8:16 AM
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#2112
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Von Kaiser
Blood Elf Mage
Zuluhed (EU)
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As i noticed from logs and heard from other persons, the glyphs for frost/fire wards don't work with area damage.
From my point of view the glyphs are useless in Ulduar, because the damage in most encounters is area damage, perhaps only the fireballs from razorscale will be reflected.
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05/08/09, 9:11 AM
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#2113
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Von Kaiser
Troll Mage
Darkmoon Faire (EU)
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Originally Posted by Xmasman
As i noticed from logs and heard from other persons, the glyphs for frost/fire wards don't work with area damage.
From my point of view the glyphs are useless in Ulduar, because the damage in most encounters is area damage, perhaps only the fireballs from razorscale will be reflected.
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Isn't the main point of having them whilst raiding the additional 5% damage absorbed and therefore (albeit slight) increased spell power from this?
Edit: Wrong information above, will teach me to post from memory (hopefully)
Last edited by Alezio : 05/08/09 at 10:28 AM.
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05/08/09, 10:01 AM
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#2114
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Von Kaiser
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Originally Posted by Alezio
Isn't the main point of having them whilst raiding the additional 5% damage absorbed and therefore (albeit slight) increased spell power from this?
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I think you should read the tooltips again... Fire Ward & Frost Ward. Both are currently a chance to reflect, not absorb more... and unfortunately they don't work against AOE, as noted previously by others.
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05/08/09, 10:27 AM
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#2115
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Piston Honda
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Originally Posted by Reignman
I think you should read the tooltips again... Fire Ward & Frost Ward. Both are currently a chance to reflect, not absorb more... and unfortunately they don't work against AOE, as noted previously by others.
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The idea behind an IA build is that you might not have a disc priest casting PW:S on you all the time. For fights with fire or frost damage, IA Arcane mages spec out of Ice Shards and pick up Frost Warding:
Frost Warding - Spell - World of Warcraft
which gives your wards a 30% absorb. The question above was whether or not the glyphs increased this absorption percentage.
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05/08/09, 6:31 PM
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#2116
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Von Kaiser
Blood Elf Mage
Zuluhed (EU)
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Originally Posted by Reignman
I think you should read the tooltips again... Fire Ward & Frost Ward. Both are currently a chance to reflect, not absorb more... and unfortunately they don't work against AOE, as noted previously by others.
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Yes the point i figured out was only that the both glyphs are nearly with no effect in ulduar. IA is a nice and good talent in ulduar.
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05/09/09, 12:27 PM
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#2117
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Piston Honda
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Minor Ward Glyphs
I have a combat log of a duel between myself and two L80 Shaman. I use a glyphed talented Fire Ward (Frost Warding 2/2) and have no talents in Molten Shields.
Searing Totem Rank 1
111 Absorbed
40 Frost Warding Procs (44.44%)
3 Reflect
Magma Totem Rank 1
114 Absorbed
34 Frost Warding Procs (29.83%)
So the AoE checks out as predicted. Single target seems high for the sample, will try and add more later.
If anyone else has any data PM me.
Last edited by Phatpharm : 05/09/09 at 9:50 PM.
Reason: after testing
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05/11/09, 2:44 AM
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#2118
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Glass Joe
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Hi, maybe silly question, but just to confirm haste>crit for arcane yes?
Same with FB/TTW I see.
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05/11/09, 2:50 AM
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#2119
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Glass Joe
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Originally Posted by devildrlver
Hi, maybe silly question, but just to confirm haste>crit for arcane yes?
Same with FB/TTW I see.
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yes with BiS items, Rawr returns me:
haste: 604
Relative stats values:
Spell power: 1.57
Haste: 1.55
Crit: =0.91
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05/11/09, 4:21 AM
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#2120
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Glass Joe
Human Mage
Hellscream (EU)
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Edit: woops i just discovered the search option never mind me >.<
Last edited by manastorm : 05/11/09 at 4:29 AM.
Reason: i fail
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05/11/09, 3:19 PM
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#2121
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Glass Joe
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Quick question, is there anyone working on an up-to-date frist page ? The one we have dates pre-3.1 or is a mix of evrything.... BIS items and stuff like that ? Just curious
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05/11/09, 6:23 PM
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#2122
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Glass Joe
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Just use Rawr to determine what gear is best for your current set up. Also a few pages back there's some discussion as to what is BiS for Arcane.
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05/11/09, 7:18 PM
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#2123
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Von Kaiser
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Arcane Power Timings
When is the best time to use arcane power? In rawr heroism is always used at the best moment but my guild never really has predictable heroisms. So, should I try to stack cooldowns or just use everything as soon as I can?
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05/11/09, 7:47 PM
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#2124
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Glass Joe
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It'd probably be best to simply toggle off heroism then for the purposes of finding how to sync cooldowns. When I turn it off it suggests to wait for either mana gem, mana gem + trinkets, or trinkets, depending on gear setup. I.e., only use AP when you can use it with something else.
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05/12/09, 3:26 AM
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#2125
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Bald Bull
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but my guild never really has predictable heroisms
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Common agreement is that heroism should be used as early as possible where practical (boss is in position, tank has solid threat, all debuffs/buffs are up etc) to get the boss to execute range faster.
Last edited by Tyrian : 05/12/09 at 3:31 AM.
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