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02/20/11, 8:51 AM
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#781
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Glass Joe
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This is the same question i posed several pages back, but its because of the very reason you stated that this is even a possible confusion for people. The T11 chest piece for ret has 301str, crit/haste, while the prot chest piece has 341str and mastery/parry. This is direct exchange of an inferior secondary stat for mastery, and after reforging you still end up with 80-90 crit rating as well, while gaining 40str in the process.
Using the stat weights for your gear, everyone's weights being slightly different, this is most likely a flat dps increase just from the large quantity of STR gain. This is just by comparing the 2 pieces of gear stat to stat, the loss of the ret 4pc then takes its toll, obviously giving the ret piece the advantage. However, assuming you lose the 4pc ret and are already wearing 1pc of the prot set, is it possible that a 2nd piece of the prot set (thus netting you the 2pc prot bonus of 10% CS damage) would off set this loss? The obvious choice based on stats alone is gloves, you lose haste to parry, but gain 20str in the process, this seems like a dps loss and ruins the option of using the pvp gloves, the pants have 40 more str than the ret pants but have no usable ret stat, while both the shoulders and helm have less STR than their ret counterparts.
I'm not sure how to model the 10% CS damage properly to get an accurate dps increase from the set bonus, nor do i know what 4pc ret is worth to compare it to, but gaining dps at 1 slot (chest), and most likely losing dps at a 2nd slot (gloves, legs, shoulders, helm) means that 10% CS damage would have to be only marginally better than 4pc ret to be of higher dps. It's unfortunately beyond my scope of math skills to give any reliable numbers, but hopefully someone else will be intrigued enough to help me in that regard.
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02/20/11, 12:23 PM
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#782
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King Hippo
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I did some work on my spreadsheet and came up with a value for t11 4p. The optimal rotation seems to be refreshing Inq at 3 HP only and casting at 2 HP without the set bonus and casting and refreshing at 1 HP with it. The difference in dps is 342, or 153 Str in value.
The pvp glove bonus is 200 dps or 89 Str. Thus using prot t11 2P would be worth 400 dps or 178 Str which is more than the ret 4P.
Using the prot 2P shoulder/chest would cost us about 228 secondary stat points and net us 0 strength (+40 and -40). 228 stat points is ~ 200 DPS (depending on reforging, but this is close).
So by swapping to the prot 2P bonus we gain 400 dps, lose 342 dps and lose 200 dps for a 142 dps loss. You could swap to the pants instead to gain greater str but then the secondary stat bonus loss is much greater which ends up in a loss.
Conclusion: Prot 2P is not bad if you happen to have it but inferior to ret 4P.
PVP gloves:
By using pvp gloves over t11 ret you gain: 89 Str from set bonus, 15 Str from raw stats and lose 159 rating points. The pvp gloves are superior to the 359 version.
If you are using the 372 tier11 however you get 33 more Str and 44 more secondary stats, putting the PVP gloves ahead 71 Str but behind 203 rating points. The 372 t11 is superior, barely.
Conclusion: 372 T11 > PVP gloves > 359 T11
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02/20/11, 1:25 PM
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#783
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Glass Joe
Human Paladin
Gilneas (EU)
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Originally Posted by Redcape
PVP gloves:
By using pvp gloves over t11 ret you gain: 89 Str from set bonus, 15 Str from raw stats and lose 159 rating points. The pvp gloves are superior to the 359 version.
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Do you mean using the PVP gloves combined with another PVP set? Otherwise I wouldn't understand the set bonus...
What about using 4T11 (helm, shoulder, chest and legs) combined with only the PVP gloves?
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02/20/11, 3:31 PM
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#784
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Von Kaiser
Blood Elf Paladin
Magtheridon
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Originally Posted by Gaddoc
Do you mean using the PVP gloves combined with another PVP set? Otherwise I wouldn't understand the set bonus...
What about using 4T11 (helm, shoulder, chest and legs) combined with only the PVP gloves?
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By "set bonus" he is referring to the 5% CS damage you get from the gloves. You don't need another PVP piece to get that bonus.
4pc T11 + vicious gloves is a perfectly viable (and arguably BiS) setup at 359 item level. However, Redcape just pointed out that at 372 item level, the tier gloves pull back ahead of the PVP gloves, so that is no longer the case once you're talking heroic gear.
Personally, now that my guild has started clearing heroics, I'm going for 4pc T11 + the shoulders off of halfus (they are crit/mastery). This is the best combination I could come up with.
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02/20/11, 4:27 PM
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#785
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Glass Joe
Blood Elf Paladin
Черный Шрам (EU)
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Originally Posted by Redcape
The optimal rotation seems to be refreshing Inq at 3 HP only and casting at 2 HP without the set bonus
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Can you tell me please, why resfreshing Inq at 3 HP will be better then at 2? During 20 sec of Inq you can easily score enough HP for 1 TV and new 2 stacked Inq.
Sorry for my english. 
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02/20/11, 4:55 PM
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#786
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King Hippo
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The optimal refresh at 3 HP (without 4P T11) is because you lose some additional seconds on Inq when you refresh early. This is much more impactful if you refresh with only 1 or 2 HP. Thus the ideal strategy without 4P T11 is to only refresh early if you have a full 3 HP *or* a DP proc with ~4 or less seconds remaining. If you have less than 3 HP you should just wait until it actually drops and hit other abilities in the interim.
It is important to note that the dps differences in various strategies of using HP are very small in impact and likely hugely affected by the fight mechanics. As long as you put up Inq when it falls off and only refresh if Inq is nearly done you can't go far wrong. That said, my post above outlines the ideal rotation choices as far as my sim can ascertain given the assumptions I make about combat.
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02/20/11, 7:55 PM
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#787
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Faceroller
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Not only you lose on secondary stats but you lose on itemization as well. Halfus shoulders > T11 shoulders and is probably our best offset piece.
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02/20/11, 10:16 PM
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#788
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King Hippo
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I have a piece of crazy behaviour that may help us on AOE fights.
Currently I use 2pt10 (yes, t10) for raiding because 5% more damage is superior to every preraid option and even better than 1 epic + 1 blue. Once you have two 359 epics you are generally better off using the 359 epics for health if nothing else. However, the key bit is that 2t10 still resets the CD on DS. This also resets the CD on CS, but it only triggers if you actually cast DS. On AOE fights where DS damage is really relevant this means that 2t10 is actually much better than any cataclysm option so far. The only hardmode I have completed is halfus but I was able to actually heal about 80% of a healer by DSing constantly while the whelps were up and do really immense dps since DS does 10k damage / target and about 2700 healing / target. This means DS becomes a 100,000 damage cast that heals for 27k on the lowest health raidmember and is cast every 3 seconds or so (with the 2pt10). Since wings double dips the damage and healing I was actually outputting a ludicrous amount of healing in the early going - theoretically I could easily top 15k healing/sec during wings (while absolutely maximizing my personal damage) but that fight is hectic enough I am not sure that really happens.
I don't know if other hardmode fights have AOE phases that would warrant using this technique but it is certainly a powerful tool to keep in mind. Because 2t10 is so much better a bonus than 4t11 you actually lose very little single target dps while wearing it, something on the order of 350 on pure single target. Not the standard for sure but if the AOE phase is the important phase then this will be useful to have this in the arsenal.
Note: The new glyph of TV actually has the effect of the old glyph of DS (+15% DS healing, boosted to 40%). This is clearly a bug but we all have the TV glyph so it isn't like we can avoid abusing the bug.
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02/20/11, 10:50 PM
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#789
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Faceroller
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Nice tip, this can be useful on Maloriak too if you're having trouble with Vile Swill / Aberration DPS.
Expect this to be hotfixed real soon. Once stuff is brought up in EJ they usually do 
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02/20/11, 11:47 PM
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#790
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Great Tiger
Human Paladin
Doomhammer (EU)
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Originally Posted by saboya
Expect this to be hotfixed real soon. Once stuff is brought up in EJ they usually do 
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I posted about this 3 months ago and it's still as is.
Nevertheless I do hope it gets fixed as having the "optimum" play/gear style for some encounters be based on an itemization/mechanic bug is never a good thing. Sometimes we even end up paying for it in other ways (when they don't notice that the increased DPS is due to a bug and nerf something else). Maybe they will notice it after a lot of logs start showing weird results, so personally I would simply steer clear of it. It's not intended, just ticket it and move on.
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02/21/11, 8:37 AM
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#791
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Bald Bull
Human Paladin
Scarlet Crusade
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I wanted to update a detail in the OP and needed input from an alchemist:
Cauldrons provide a [Flask of Battle]. Now this is obviously not the same as a normally crafted flask. Mixology states that the bonus only affects flasks you can make. First thought, Flask of Battle would not be eligible, however a Flask of Battle applies the same buff as a normal flask (in our case, [Flask of Titanic Strength]). As such I would like to confirm functionality.
Question:
If an alchemist able to craft a Flask of Titanic Strength quaffs a Flask of Battle, does the buff last 1 hour (or 1.5 with first level of Chug-a-lug), or does it last a full 2 hours due to Mixology?
Note: In the default UI a Flask of Battle with Chug-a-lug-1 at 90 minute duration will display as 2 hrs, because it's more than 1 hr and 1 second. Do not be fooled into thinking this is a true 2 hr duration.
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Rock: "We're sub-standard DPS. Nerf Paper, Scissors are fine."
Paper: "OMG, WTF, Scissors!"
Scissors: "Rock is OP and Paper are QQers. We need PvP buffs."
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02/21/11, 12:57 PM
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#792
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Glass Joe
Blood Elf Paladin
Balnazzar
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The flasks that come from the cauldrons are getting extra duration due to mixology. For my guild with the first rank of chug-a-lug the alchemists are getting 3 hour timers. I keep forgetting to check the stat boost for correct function there. I believe it was not working properly when we first got the cauldrons but it was fixed in a patch (at least the timer portion of mixology)
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02/21/11, 1:57 PM
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#793
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Piston Honda
Blood Elf Paladin
Zuluhed
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On the topic of 4pT11 rotation, does anybody happen to know of a way to configure clcInfo to refresh at 1 HP and apply at any HP if it falls off?
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02/21/11, 2:56 PM
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#794
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Don Flamenco
Dwarf Paladin
Lightbringer
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Originally Posted by chippydip
On the topic of 4pT11 rotation, does anybody happen to know of a way to configure clcInfo to refresh at 1 HP and apply at any HP if it falls off?
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In the settings pane ( /clcinfo ) , go down to Class Modules, and select the Retribution module. The first tab that shows up should have a legend for setting up your priorities manually, including the following variables related to Inquisition: - inqa - Apply Inquisition
- inqadp - Apply Inquisition with Divine Purpose procs
- inqahp - Apply Inquisition at X HP
- inqr - Refresh Inqusition
- inqrdp - Refresh Inquisition with Divine Purpose procs
- inqrhp - Refresh Inquisition at X HP
If that's missing from your version, try updating from the CurseForge page (Current alpha is r194 from 14FEB2011).
Last edited by Noraj : 02/21/11 at 3:10 PM.
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"The question is not how far we are going to take it... the question is, do you possess the constitution to go as far as needed?" - Il Duce
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02/21/11, 3:25 PM
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#795
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Glass Joe
Tauren Paladin
Chromaggus
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Originally Posted by Whipped
The flasks that come from the cauldrons are getting extra duration due to mixology. For my guild with the first rank of chug-a-lug the alchemists are getting 3 hour timers. I keep forgetting to check the stat boost for correct function there. I believe it was not working properly when we first got the cauldrons but it was fixed in a patch (at least the timer portion of mixology)
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Now this might have happened at the same time the patch went through but learning the Cauldron pattern from the guild rewards vendor seemed to fix the mixology bonus for me. Before learning the pattern (with 1st rank guild perk on duration) I was having a 90 min duration on guild flasks (despite knowing the individual flask patterns) after learning it, and currently, guild flasks are lasting a full 3 hours on my character.
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