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09/11/12, 2:30 AM
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#391
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Glass Joe
Blood Elf Paladin
Nemesis
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Originally Posted by Hamsda
Lastly I'm not quite sure what you mean with DM? If you are referring to DR (diminishing returns) none of crit, haste and mastery have and most likely will be affected by DR. There may be things like plateaus or caps for certain stats, but diminishing returns are to my knowledge only present on dodge and parry since WotLK because blizzard learned something from sunwell radiance.
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I totally mistyped DR, sorry for that :p
Originally Posted by CodeNameSly
I may be putting words in stRafaello's mouth but I think their question was more:
Since Ret tends to be GCD-capped during cooldowns, would it make more sense to prioritize mastery over haste on fights where the majority of damage is occurring during burst phases for which we'd have cooldowns available?
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This is exactly my point. I can't really see how full-haste builds could be better than hybrid mastery>haste builds for "tendon fights". We don't have waiting time in those situations for we'll have HA always up anyways (considering you pick HA instead of the improved AW for your 75 talent for this fights), and the fights are so short that we probably won't have that "in the long run, this amount of haste will give you X more attacks because of the CD reduction". It really seems to be a situation in which having 15% more damage with mastery is more benefitial than having faster skills, since we'll be spamming HPgenerator+TV all the time with no waiting time (HA on) anyways.
Originally Posted by Exemplar
Haste has to do with the CD on our attacks modified by SoB. They are by no means "always available". It's possible more Haste allows 1 more attack in a short window and wins... it's also possible it does not, in which case maximizing those attacks that occur in the window (Mastery) wins.
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That's my point. As someone who pick HA, I really think Mastery is way more benefitial to me on "tendon fights". I'll try and log my overall damage on heroic spine this week to benchmark my ideas properly.
Originally Posted by Exemplar
Either way the margin is probably very narrow and why would you want to reforge one way for most of an instance and a different way for 1 fight? First kill, maybe, but once on farm most folks wouldn't care.
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Because min-maxing makes me wet in the pants!
Originally Posted by Exemplar
Also, Exo generates HP, so under the effects of HA it would generate 3. Even counting Mastery, CS does less than Exo. Why would you skip Exo?
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Situation would be "I have so much mastery that the overall damage from a CS would surpass the Exo damage". But I'm not sure about that, since I have little notion of how crit works together with our mastery.
Originally Posted by Exemplar
As Hamsda said, Mastery does not have DR. No damaging stats have DR, only tanking stats. 100% Mastery or 100% Crit won't break the game, even if you're doing insane damage, while 100% dodge/parry would break the game as your tank takes no damage and you can raid with zero healers, overall damage being even more insane.
Haste has breakpoints. This is mostly for DoT/HoT specs - points where if you have X rating you get Y additional ticks. In Cata lowering CS below ~3 seconds was inefficient, so that would be a Haste breakpoint. MoP probably shares the same breakpoint due so SoB. Luckily this requires so much Haste that it's not feasible from gear/raid buffs alone and only occurs on gimmick fights (such as Sinestra).
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Got it! Thanks!
Originally Posted by Hamsda
The burstphase should not change the stat priorities because having more haste will still result in more attacks done under the influence of your cooldowns/during the burst phase.
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Yes, but I consider "tendon bursts" to be different than overall "burst phases". "Tendon bursts" revolves around that 20s and those 20s only. Having HA as the talent pick, we would have basically the same overall amount of attacks done (unless we have a really huge amount of haste). Stacking mastery seems to be a really good option along with HA for those situations - specially since it increases the damage from CS and HoW (which would be my two HPgenerator picks in the situation, considering I'd have AW up as well).
Thank you for all the answers!
Last edited by stRafaello : 09/11/12 at 2:38 AM.
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09/11/12, 4:32 AM
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#392
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Piston Honda
Goblin Priest
Mannoroth (EU)
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I see your point with Mastery>Haste for those specific windows, but the results may vary greatly from fight to fight just because of things like latency or other delays. Getting 1 more attack in due to haste reforge should nearly always outweigh the benefits of the mastery reforge. Sadly you can't be 100% certain you will get that 1 ability extra in and tendon vanishes right before your GCD finishes.
Point is, you will never know for certain if you get that attack in. Of course you can reforge to a point of haste where you will get very close to: "push action - tendon vanishes right after" which whould be optimal and reforge mastery after that, but getting just a little screwup by not pushing buttons fast enough or latency issues all your benefit may be nullified.
Also you will do less overall damage in the fight and iirc Blizz stated that they wouldn't do something as extreme as tendons anymore because it forced class stacking and could be a real setup problem for 10mans, so I wouldn't really worry about such extreme conditions and in general haste should give you more dps overall.
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There are only 10 types of people... those who understand binary and those who don't.
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09/11/12, 9:24 AM
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#393
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Bald Bull
Human Paladin
Scarlet Crusade
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Originally Posted by Lowangel
Would it have a greater effect to have specific amount of haste to lower the GCD to a set speed, then focus on stats from there? Instead of one stat having the greatest effect, perhaps a blend of stats may have a positive result. It's just a theory.
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Possibly yes. What it continues to boil down to is: it's based on the gear you are wearing at the moment. If there's some breakpoint for Haste (extremely likely), we don't hit it at L85 in final tier gear. This means it's unlikely to be achieved in MoP. Rough guess would be sufficient Haste to drop CS to (3 - Latency) seconds CD. That's a shade higher than 50% Haste strictly from gear/gems/enchants. Not exactly feasible.
There is no magical "hit X Haste, Y Crit, and Z Mastery and you have won the game." X, Y, and Z would change per person based on the exact gear, talents, gemming, professions, and other things that they have.
Also, stats slide in relation to one another. I've commented on this multiple times in the past. If you have absolutely no Crit or Mastery on your gear (impossible, but bear with me) and push Haste up to high values, then the value of Crit and Mastery will increase - sometimes to greater than Haste.
Real example:
If you did not have the 5% Crit buff in your raid it was entirely possible to get Crit > Mastery for some levels of gear in Cata. As soon as you added the buff, the value for Mastery jumped back ahead of Crit.
For these reasons I continually advise people - generate your own personal stat weights for your own personal gear. SimC and my spreadsheet both can handle this quite simply! Using some external master value is the equivalent of an 'off the rack' suit compared to a hand-tailored one.
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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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09/11/12, 1:34 PM
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#394
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Glass Joe
Blood Elf Paladin
Nemesis
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Originally Posted by Hamsda
I see your point with Mastery>Haste for those specific windows, but the results may vary greatly from fight to fight just because of things like latency or other delays. Getting 1 more attack in due to haste reforge should nearly always outweigh the benefits of the mastery reforge. Sadly you can't be 100% certain you will get that 1 ability extra in and tendon vanishes right before your GCD finishes.
Point is, you will never know for certain if you get that attack in. Of course you can reforge to a point of haste where you will get very close to: "push action - tendon vanishes right after" which whould be optimal and reforge mastery after that, but getting just a little screwup by not pushing buttons fast enough or latency issues all your benefit may be nullified.
Also you will do less overall damage in the fight and iirc Blizz stated that they wouldn't do something as extreme as tendons anymore because it forced class stacking and could be a real setup problem for 10mans, so I wouldn't really worry about such extreme conditions and in general haste should give you more dps overall.
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I see your point. Well, I'll stick to mastery>haste + Holy Avenger for spine right now. It's so fun to be almost doubling everyone else's tendon damage!
I'll see if I can benchmark mastery>haste vs haste on my next run (if everyone else don't get too annoyed by reseting the fight :p), I'll stay away from trying to do a gimmick 20s benchmark as it would be too prone to errors. Sad thing is I'm currently playing on a 3g connection for the week, latency is a bitch.
Originally Posted by Exemplar
Possibly yes. What it continues to boil down to is: it's based on the gear you are wearing at the moment. If there's some breakpoint for Haste (extremely likely), we don't hit it at L85 in final tier gear. This means it's unlikely to be achieved in MoP. Rough guess would be sufficient Haste to drop CS to (3 - Latency) seconds CD. That's a shade higher than 50% Haste strictly from gear/gems/enchants. Not exactly feasible.
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Pretty good info, thanks for that!
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09/11/12, 3:40 PM
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#395
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Bald Bull
Human Paladin
Scarlet Crusade
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Originally Posted by stRafaello
I'll see if I can benchmark mastery>haste vs haste on my next run.
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Please don't bother. One comparison of (average kill time courtesy of WoL) 7.5 (10N) to 10.5 (25H) minutes doesn't provide any useful data. You can talk to the masters of statistics, but from what I understand, anything under 10,000 attacks has a very low signal to noise ratio. You need a very long test (or lots of short tests, like SimC uses) to reach usable averages.
Also "it worked at L85 in top tier gear" does not necessarily translate to "it works at L90 in starting gear".
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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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09/12/12, 1:00 AM
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#396
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Piston Honda
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To expound on what Exemplar is saying, in order for SimC stat weights to be reliable, you need basically 50000 iterations of our standard 7.5 minute fight sim.
One 10 minute fight is absolutely meaningless statistically.
However, you can't compare the lack of reaching of a haste breakpoint in 85 BiS gear to 90, because our current 85 plate gear has very little haste on it. It's mostly hit, exp, mastery, and crit. At 90 you can actually get as much haste on your gear as you can now if not more.
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09/12/12, 1:31 AM
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#397
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Glass Joe
Blood Elf Paladin
Nemesis
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Originally Posted by Exemplar
Please don't bother. One comparison of (average kill time courtesy of WoL) 7.5 (10N) to 10.5 (25H) minutes doesn't provide any useful data. You can talk to the masters of statistics, but from what I understand, anything under 10,000 attacks has a very low signal to noise ratio. You need a very long test (or lots of short tests, like SimC uses) to reach usable averages.
Also "it worked at L85 in top tier gear" does not necessarily translate to "it works at L90 in starting gear".
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I understand it'd need big numbers to be an accurate statistic, but a few can still be enough.
If I find a huge difference between mastery>haste and haste in a few tries, it should be enough to provide the data I want. It may not be perfectly accurate, but a "yeah mastery>haste gets a little bit stronger to me" or "lol haste all the way now" is enough for me!
Also, I have run a few SimC's and it looks like Haste is all the way better than strenght. I was able to get from 43.002 DPS to 43.098 by changing all 50 str's to 25str+25haste, all 25str+25haste to 50haste and the wrist enchantment from 50str to 65haste.
It may not be that much of a difference, but it's odd enough for me. I won't be changing fully into haste>str though, as latency can be a bitch and having str smooths everything out!
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09/12/12, 1:34 AM
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#398
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Glass Joe
Blood Elf Paladin
Nemesis
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Originally Posted by Balhale
To expound on what Exemplar is saying, in order for SimC stat weights to be reliable, you need basically 50000 iterations of our standard 7.5 minute fight sim.
One 10 minute fight is absolutely meaningless statistically.
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Yeah, but by doing a few rounds with each reforge, finding a big difference in results can be revealing (even though it may not be perfectly accurate). If, for example, I can reach ~6m dmg on a few tries by doing mastery>haste, but I can reach, say, ~7.5m or ~4.5m by doing haste - that might be noticeable enough for me to pick my favourite one!
If the difference is seemingly small, I shall just save the reforging money and stick with haste anyways as it's better for everyother fight.
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09/12/12, 8:54 AM
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#399
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Bald Bull
Human Paladin
Scarlet Crusade
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Originally Posted by stRafaello
Yeah, but by doing a few rounds with each reforge, finding a big difference in Crits/Procs because the RNG can be revealing (even though it may not be perfectly accurate).
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I altered your quote. See what happens? Bad data might 'feel' good, but it's still bad data. A few is not enough.
An example:
You have Joe the raider in there with you on Spine.
Pull 1 Joe is eager to go and pushes himself to the max on Amalg. You get Amalg low very fast before you have sufficient blood and have to stop your DPS. Joe then hammers the tendon which pops in 10 seconds. Your DPS is a bit lower due to these limitations (less time able to hit targets).
Pull 4 Joe is bored that he's having to do the fight over and over again. He more or less autoattacks his way through the fight while watching cute kittens on Youtube. You are able to go full bore on Amalg and the tendons die in their last 10th of a second, allowing you full CD usage. Your DPS soars.
Pull 4 used reforge B instead of reforge A - so reforge B looks better. Was it better? Maybe, but you can't tell because there's too much mud in the water.
Another example:
You do a fight with Reforge A and again with Reforge B.
Reforge A does more overall damage/DPS. It wins, right?
However, you run World of Logs and look closely at it and find Reforge B did more damage to tendons, even though less overall.
Which is the winner, now? How does that carry across to any other fight that does not have identical timing/health? Would reforge B that did insane tendon damage in 18 seconds be as good if you had only 10 seconds on the target? How about 30 seconds?
We can appreciate the desire to 'Science!' Unfortunately, testing a single boss a few times does not qualify.
Edit:
I'll repeat something I've said in the past. I have literally seen World of Logs record from someone in crap gear that did more DPS than another log of someone in awesome gear. Why? Crap gear had a huge crit rate and a lot of procs (phenomenal landslide up-time, tons of DivPurp, etc), while awesome guy had a tiny crit rate and very few procs. On average the awesome gear wins by a mile, but comparing a very limited set you can get the wrong impression.
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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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09/12/12, 9:53 AM
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#400
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Glass Joe
Blood Elf Paladin
Nemesis
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Originally Posted by Exemplar
I altered your quote. See what happens? Bad data might 'feel' good, but it's still bad data. A few is not enough.
An example:
You have Joe the raider in there with you on Spine.
Pull 1 Joe is eager to go and pushes himself to the max on Amalg. You get Amalg low very fast before you have sufficient blood and have to stop your DPS. Joe then hammers the tendon which pops in 10 seconds. Your DPS is a bit lower due to these limitations (less time able to hit targets).
Pull 4 Joe is bored that he's having to do the fight over and over again. He more or less autoattacks his way through the fight while watching cute kittens on Youtube. You are able to go full bore on Amalg and the tendons die in their last 10th of a second, allowing you full CD usage. Your DPS soars.
Pull 4 used reforge B instead of reforge A - so reforge B looks better. Was it better? Maybe, but you can't tell because there's too much mud in the water.
Another example:
You do a fight with Reforge A and again with Reforge B.
Reforge A does more overall damage/DPS. It wins, right?
However, you run World of Logs and look closely at it and find Reforge B did more damage to tendons, even though less overall.
Which is the winner, now? How does that carry across to any other fight that does not have identical timing/health? Would reforge B that did insane tendon damage in 18 seconds be as good if you had only 10 seconds on the target? How about 30 seconds?
We can appreciate the desire to 'Science!' Unfortunately, testing a single boss a few times does not qualify.
Edit:
I'll repeat something I've said in the past. I have literally seen World of Logs record from someone in crap gear that did more DPS than another log of someone in awesome gear. Why? Crap gear had a huge crit rate and a lot of procs (phenomenal landslide up-time, tons of DivPurp, etc), while awesome guy had a tiny crit rate and very few procs. On average the awesome gear wins by a mile, but comparing a very limited set you can get the wrong impression.
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I'm not mindless to not account for the effect of critical damage, which can be easily cleaned up from the small amount of data by simply analyzing your recount/skada details.
Having a controlled ambiency with the other raid member it's not that hard as well, I can guarantee almost full usage of my cooldowns for data purposes.
Small data is only bad if you're limited to raw numbers and can't find the patterns within them. Cleaning up the noise is not that hard when you have the amount of data recount/skada can provide you. You can easily scale down the effect critical damage or trinket procs can have on disturbing clean analyses just by doing some math.
Getting comparisons between two close builds can be almost impossible with small data, and I'm aware of that. If I get to those kind of results, I just won't take any conclusive thoughts about any of it and just play any of the builds.
But that doesn't mean short-data is completely irrelevant. You just have to be aware of everything that can affect it and make sure to account for that in any observations and calculations you might do. And I'm not even talking about hardcore math, you can easily compare data like crit%, buff uptime and dps uptime.
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09/12/12, 10:39 AM
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#401
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Von Kaiser
Blood Elf Paladin
Bloodhoof
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Originally Posted by stRafaello
I'm not mindless to not account for the effect of critical damage, which can be easily cleaned up from the small amount of data by simply analyzing your recount/skada details.
Having a controlled ambiency with the other raid member it's not that hard as well, I can guarantee almost full usage of my cooldowns for data purposes.
Small data is only bad if you're limited to raw numbers and can't find the patterns within them. Cleaning up the noise is not that hard when you have the amount of data recount/skada can provide you. You can easily scale down the effect critical damage or trinket procs can have on disturbing clean analyses just by doing some math.
Getting comparisons between two close builds can be almost impossible with small data, and I'm aware of that. If I get to those kind of results, I just won't take any conclusive thoughts about any of it and just play any of the builds.
But that doesn't mean short-data is completely irrelevant. You just have to be aware of everything that can affect it and make sure to account for that in any observations and calculations you might do. And I'm not even talking about hardcore math, you can easily compare data like crit%, buff uptime and dps uptime.
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I'm not even sure what you're trying to say here. The purpose of SimC and the spreadsheet is to provide data that is as accurate as possible. Comparisons between two or more close builds are what they are designed for.
Anecdotal evidence and short trials can give you the impression that one build or another is good, but that may not be the case. Even if you are handy at math and can reduce some of the noise, the tools we already have at hand are faster and more accurate.
To the theorycrafters in this thread, short term data IS irrelevant.
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09/12/12, 10:53 AM
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#402
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Piston Honda
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Originally Posted by stRafaello
I'm not mindless to not account for the effect of critical damage, which can be easily cleaned up from the small amount of data by simply analyzing your recount/skada details.
<snip>
But that doesn't mean short-data is completely irrelevant. You just have to be aware of everything that can affect it and make sure to account for that in any observations and calculations you might do. And I'm not even talking about hardcore math, you can easily compare data like crit%, buff uptime and dps uptime.
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The point of significant, thorough testing is that afterward, one can come here and make a statement that is very likely (>95% likelihood) to be true, such as "Haste > Str" or "This is the highest DPS build for Patchwerk fights". Statements like that are simply not possible with the type and amount of testing you're doing. It might be good enough for you, but not for a site and thread like this.
However, no one can stop you from doing tests that make you feel better, or provide you with a play style that you like better than the one outlined in the first post. What I do suggest, though, is that you keep those findings to yourself until you've proven them to the level recommended by those above.
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Regarding our level 75 talent options, I believe both tools currently show DP is our strongest single target talent. However, it appears to me that any time-off-target would favor HA and SW, even in a single target fight. Have there been any calculations to see how much time this would equate to?
Edit: I had old information. Thanks, Balhale.
Last edited by Professor Hurt : 09/12/12 at 1:05 PM.
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09/12/12, 12:33 PM
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#403
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Piston Honda
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No, SimCraft has both HA and SW above DP on patchwerk fights. Post mastery nerf anyway.
Edit: But yeah, any time off target during HA or SW cd will push them even higher above DP. Likewise fights with increased damage phases, where they can be timed to be used during that phase.
Last edited by Balhale : 09/12/12 at 6:44 PM.
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09/12/12, 1:24 PM
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#404
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Von Kaiser
Tauren Paladin
Twisting Nether (EU)
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Ignore this, I am a moron.
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09/13/12, 3:07 AM
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#405
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Glass Joe
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-Divine Purpose should only have one chance to activate once per finisher (which must land on at least one target).
-Source
From 5.0.5 change list.
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