Elitist Jerks
Register
Blogs
Forums


Go Back   Elitist Jerks » Class Mechanics » Paladins

Reply
 
LinkBack Thread Tools
Old 01/17/13, 9:26 AM   #166
Nairobi the Kenyan
Von Kaiser
 
Human Paladin
 
Spirestone
1 HoPo WoG would provide a 5sec duration buff of 40% block, vs a 3 HoPo for 15sec. In the case of a 3HoPo WoG buff, you have 15 seconds in which to rebuild your HoPo, which would yield ~5.5+ power in that window, enough for a ShotR and headstart on either an additional ShotR or another WoG. Are you proposing it is a better use of GCDs to WoG every 5 seconds if one is trying to maintain maximal uptime? I just don't see how you could ever use ShotR in that case. Perhaps I'm missing your point...

Theck piqued my interest with his closing comment in regards to HA vs DP with 2pc. Are you proposing that the 2pc now favors DP over HA in terms of maximal 2pc uptime? How does that play out in terms of OVERALL smoothing and TDR? Currently running HA, and with decent (read: 496+) levels of mastery it provides a better physical dmg redux CD than GoAK, on a shorter cooldown. WAre you saying the more frequent proc's of DP would lead to a better smoothing curve over the course of an average fight?

Offline
Reply With Quote
Old 01/17/13, 4:57 PM   #167
Bemxuu
Von Kaiser
 
Bemxuu's Avatar
 
Troll Druid
 
Ясеневый лес (EU)
No, I am talking about alternating periods with and without 2T buff. The whole point is that even with high amounts of mastery reaching block cap seems... unprobable even with activated trinkets (~4k mastery on demand post upgrades). 2T bonus without block capping then might become complimentary to self-healing, i.e. it doesn't matter when to WoG yourself as long as you don't have 2T buff already and don't cause overhealing with WoG. Less overhealing, better smoothening due to alternating periods with and w/o high block chance - good part of it. Low stacks of bastion (so less healing per WoG) and overall less damage healed per HoPo - bad part of it.
And, oh, WoG is off GCD.

Offline
Reply With Quote
Old 01/18/13, 1:51 PM   #168
Theck
Don Flamenco
 
Theck's Avatar
 
Human Paladin
 
Tichondrius
Originally Posted by Nairobi the Kenyan View Post
Theck piqued my interest with his closing comment in regards to HA vs DP with 2pc. Are you proposing that the 2pc now favors DP over HA in terms of maximal 2pc uptime? How does that play out in terms of OVERALL smoothing and TDR? Currently running HA, and with decent (read: 496+) levels of mastery it provides a better physical dmg redux CD than GoAK, on a shorter cooldown. WAre you saying the more frequent proc's of DP would lead to a better smoothing curve over the course of an average fight?
Oops. I meant Divine Protection. Sorry about that, went back and fixed the typo.

As far as 1-HoPo WoGs, I'm not sure that you're guaranteeing much more or less overhealing by doing it that way instead of using well-timed 3-HoPo WoGs. I think a fair amount of it will still be overhealing either way once you include the overhealing you indirectly cause for your actual healers.

One interesting thought, though, is to use 1-HoPo WoGs as a buffer. Since you get 5 seconds per Holy Power, you could imagine rotating between SotR and WoG1 so that you always have SotR or the block buff active. That 1-HP expenditure buys you more time to build up 3 HP for your next SotR. That may not be enough time, but I could imagine extending that to a SotR-WoG1-WoG1-SotR rotation to bridge the gap. I'll have to include that in the simulations when I write them this weekend.

Offline
Reply With Quote
Old 01/18/13, 6:15 PM   #169
Bemxuu
Von Kaiser
 
Bemxuu's Avatar
 
Troll Druid
 
Ясеневый лес (EU)
Originally Posted by Theck View Post
As far as 1-HoPo WoGs, I'm not sure that you're guaranteeing much more or less overhealing by doing it that way instead of using well-timed 3-HoPo WoGs. I think a fair amount of it will still be overhealing either way once you include the overhealing you indirectly cause for your actual healers.

One interesting thought, though, is to use 1-HoPo WoGs as a buffer. Since you get 5 seconds per Holy Power, you could imagine rotating between SotR and WoG1 so that you always have SotR or the block buff active. That 1-HP expenditure buys you more time to build up 3 HP for your next SotR. That may not be enough time, but I could imagine extending that to a SotR-WoG1-WoG1-SotR rotation to bridge the gap. I'll have to include that in the simulations when I write them this weekend.
Fair point on overhealing.

Wow, I didn't even think of maintaining either one for combined 100% uptime of one of the buffs, nice point here. My napkin math show that exactly your cycle (2xShotR+WoG2) requires 0,5 HoPo/sec with number of ShotRs increasing in cycle with haste and TDR power of the cycle inreasing with mastery. 0,5 HoPo/sec is there with hit/exp caps and already, but we need 0,5 HoPo/sec without any cooldowns (during HA we're likely to have both up, which makes HA even more amazing for periods of blockable physical damage, but does little to nothing to maintain buffs post-HA). I think that's possible with current BiS equipment and gets even better with 4T15.

Offline
Reply With Quote
Old 01/18/13, 6:59 PM   #170
Theck
Don Flamenco
 
Theck's Avatar
 
Human Paladin
 
Tichondrius
You can't get 0.5 HP/sec without either using Divine Purpose or time-averaging one of the other two L75 talents. At hit/exp caps you top out around 0.415 HP/sec. But SotR-WoG1-WoG1 covers 13 seconds with a cost of 5 holy power, which is 0.3846 HP/sec.

Offline
Reply With Quote
Old 01/18/13, 8:28 PM   #171
Bemxuu
Von Kaiser
 
Bemxuu's Avatar
 
Troll Druid
 
Ясеневый лес (EU)
I was talking about 2xShoR-WoG2* case. Quick and easy numeracy shows following HoPo/sec requirements:
ShoR-WoG2: 0.3846
ShoR-WoG1: 0.5
3ShoR-WoG2: 0.5789
2ShoR-WoG1: 0.6363
First one with Throne's ilvl gear will cause heavy overflow of HoPo, unless you go full mastery and ignore hit and exp caps. I am not sure last one is achievable without Divine Purpose, so I excluded it as well. 3ShoR-WoG2 might be tricky to pull, 'cause it requires either 3 back-to-back ShoRs** or 2 ShoRs followed by WoG1 then 1 ShoR followed by WoG1, where WoG1 requires just 1 HoPo available, so for repetition of such cycle one would have to generate HoPo for first 2 ShoRs of the next cycle within WoG1 buff duration. IF one would choose alternating buffs as his HP spending strategy, ShoR-WoG is the easiest way to go. It is still unclear if it is of any use compared to 100% 2T15 uptime, though.
*Which would be, actually, better as ShoR-WoG1, but I doubt it is reasonable to ShoR at 4 HoPo and stall HoPo generators for 3 seconds for exactly 1 HoPo WoG.
**With both CS and J off cooldown and 5 HoPo pooled, one could perform J-CS-filler-filler-CS-J and have those 3 back-to-back ShoRs without procs or insane haste, but I highly doubt it would be a viable tactic for any case, unless you're trying to line up ShoR/2T15 buffs with something else, be it encounter mechanic lasting 6+ seconds or simple DP+2T15 combination.

Edit: can't? Even with haste build? O_o
Edit: Probably, not. Amounts of haste required a insane.

Last edited by Bemxuu : 01/19/13 at 6:10 AM.

Offline
Reply With Quote
Old 01/24/13, 4:34 AM   #172
Charybdis
Don Flamenco
 
Blood Elf Paladin
 
Area 52
From PTR Class and Set Bonus Issues - Forums - World of Warcraft
For Protection, we do have plans to try and lower the value of haste relative to dodge and parry. We don't want to make haste terrible for paladins, but we agree that it's odd for it to be better than more traditional tank stats. It might require a nerf to Shield of the Righteous to do this, but our goal is not to nerf survivability overall. We just wanted to provide you some context if you see odd changes to tanking abilities.
It's going to be interesting to see how they do this. Fiddling with Sanctity of Battle would change things at the source of the problem, but because of that even a little tweak could really break things. If they weren't set on making haste "not terrible" they might get rid of SoB and make an extra ability grant HoPo to even things out.


The legendary meta gems have been datamined and are being previewed on MMO-C. So far the tanking one looks fairly decent, but when it becomes available we'll have to figure out what its proc chance is and then compare it against our current meta gems in terms of both its total damage reduced as well as its impact on burst situations. I expect it'll have some sort of ICD to prevent it always being up when tanking multiple mobs.

Last edited by Charybdis : 01/24/13 at 2:15 PM.

Offline
Reply With Quote
Old 01/26/13, 9:02 PM   #173
Wrathblood
Don Flamenco
 
Wrathblood's Avatar
 
Blood Elf Paladin
 
Drenden
Theck's got some interesting thoughts up on Paladin set bonii on his blog, here: Protection Tier 15 Set Bonuses | Sacred Duty

I'm still in the process of crunching my own numbers, looking at an alternating WoG - ShoR - WoG rotation, shooting for 100% uptime and ends up being pretty similar to Theck's TS rotation. My methodology is admittedly much cruder than his, but I'm having difficulty agreeing with the results.

For starters, I have trouble seeing the S rotation as being clearly superior to the TS and ST rotations on 2 swings. even with 100% overheal. In a nutshell, assuming 33% miss+avoidance and zero Mastery, using the S rotation any swing not during ShoR has a ~47% chance of landing unmitigated. So there's a ~22% chance of two in a row landing unmitigated. But in both the TS and ST rotations you've got the 2 piece bonus running almost all the time when ShoR isn't up, dropping the chance of an unmitigated hit to ~20%. Chance of two in a row landing: 4%.

Certainly, the S rotation will have far fewer opportunities for 2 consecutive blows to land unmitigated, but I only peg it at 4x as many, not nearly enough to make up for the enormous difference in consecutive blows landed.

I haven't done 3 blow series yet, but I suspect the results should still go against S. More than 3 blows and S starts winning because the windows between ShoR uptime are just too short to allow more blows to land. However, the advantage should be tempered because the probability of landing 4,5 or more 20% probability events in a row starts dropping pretty fast. So, S would win at 4 swings because the structure of its duration fits perfectly, with the multiple low-probability event thing starting to catch up with it.

So, my expectation would have been that a non-S would win 2 and 3 swings, S wins 4 handily and 5 slightly. 6 probably a draw, and 7 and more won by a non-S rotation. That's actually not horribly out of line with what you found. I'm surprised at how poorly ST fares with 2 swings and 100% overheal and I wonder if there's something about the timing that's skewing the results.

Even with that aside, I think you're giving somewhat short shrift to the 2 piece bonus in your conclusion. Looking at the 50% overheal table (which I agree is likely the closest to being right, but I suspect is still a little too low in term of OH%. We'll see when we get raid data), the ST rotation has lower damage taken than S (not a big deal, but not completely insignificant), clearly wins the 2 and 3 swing periods, and while it loses 4 and 5 it only *barely* loses 5.

6 and 7... S wins 6 and ST wins 7, but honestly I'm not sure they're that valuable for burst analysis. I mean, we're talking ~10 seconds here. Even in 10N fights, there's just no way it would take that long for the tank to get whittled down.

Really, it comes down to how long you consider a "burst period" to be, which I recognize is question different folks would answer differently. However, if one considers a burst period to be less than 5 seconds long (which I suspect you do), then ST with 2p is very likely superior.

Offline
Reply With Quote
Old 01/27/13, 5:36 AM   #174
Nooska
King Hippo
 
Nooska's Avatar
 
Blood Elf Hunter
 
Argent Dawn (EU)
What I think you are seeing, is that in a 2 swing scenario there simply isn't HoPo produced to keep up 2T15 - the numbers theck does in that (and previous similar) analysis include HoPo generation, so the shorter the window, the less chance for HoPo consuming abilities to be put up and be available.

Denmark Offline
Reply With Quote
Old 01/27/13, 2:21 PM   #175
Theck
Don Flamenco
 
Theck's Avatar
 
Human Paladin
 
Tichondrius
Originally Posted by Wrathblood View Post
For starters, I have trouble seeing the S rotation as being clearly superior to the TS and ST rotations on 2 swings. even with 100% overheal. In a nutshell, assuming 33% miss+avoidance and zero Mastery, using the S rotation any swing not during ShoR has a ~47% chance of landing unmitigated.

So there's a ~22% chance of two in a row landing unmitigated. But in both the TS and ST rotations you've got the 2 piece bonus running almost all the time when ShoR isn't up, dropping the chance of an unmitigated hit to ~20%. Chance of two in a row landing: 4%.

Certainly, the S rotation will have far fewer opportunities for 2 consecutive blows to land unmitigated, but I only peg it at 4x as many, not nearly enough to make up for the enormous difference in consecutive blows landed.
You don't have 33% miss+avoidance against a boss. You're lucky to have about 20%. For starters, you have exactly 0% miss. In my current gear, I have about 7.5% dodge and about 19.5% parry (rounding up in both cases). Level-based avoidance suppression knocks those down to 3.0% dodge and 15.0% parry, for a total of about 18%. I also have about 25% block (rounding up again), which is only 20.5% against a boss, with mastery contributions.

Given those numbers, the chance that an attack lands outside of SotR coverage is a little over 65%. That gives you a two-in-a-row chance of 42.5%

Adding the 4-piece bonus in drops your one-attack probability to 32.4% and your two-attack probability to 10.5%, considerably higher than your 4% estimate.


Originally Posted by Wrathblood View Post
I haven't done 3 blow series yet, but I suspect the results should still go against S. More than 3 blows and S starts winning because the windows between ShoR uptime are just too short to allow more blows to land. However, the advantage should be tempered because the probability of landing 4,5 or more 20% probability events in a row starts dropping pretty fast. So, S would win at 4 swings because the structure of its duration fits perfectly, with the multiple low-probability event thing starting to catch up with it.
2-blow series are the worst case for the S rotation because there are so many of them. With a control/haste setup you generally see SotR cast intervals of under 7 seconds (6.6 seconds in this case). That's less than 5 boss attacks, so let's round up and make it 5. With 5 attacks, you'll cover two with SotR and have three remaining that are left up to the RNG, which is two potential 2-attack sequences (i.e. in the sequence S - S - A - B - C, A-B and B-C are two different potential 2-attack spikes).

However, S generally performs much better for 3-attack series. First of all, the fact that we have a 6.6-second SotR interval means that there are actually relatively few 3-attack series that SotR doesn't cover. For every S-S-A-B-C we have due to SotR being 7.5-seconds or more apart, we have about an equal number of S-S-A-B sequences that don't even contain a 3-attack danger. So right off the bat, you've halved your possible danger periods.

Second, note that a three attack string of "hit, hit, block" is 2.6 damage out of a potential 3, or 86.67% theoretical throughput. Thus, it isn't just strings of 3 completely unmitigated attacks that we're considering. Blocking one attack out of three isn't enough to keep you below the 80% threshold, you'd need to block two (or avoid one).


Originally Posted by Wrathblood View Post
Even with that aside, I think you're giving somewhat short shrift to the 2 piece bonus in your conclusion. Looking at the 50% overheal table (which I agree is likely the closest to being right, but I suspect is still a little too low in term of OH%. We'll see when we get raid data), the ST rotation has lower damage taken than S (not a big deal, but not completely insignificant), clearly wins the 2 and 3 swing periods, and while it loses 4 and 5 it only *barely* loses 5.
I disagree. Lower damage taken is more or less meaningless, because throughput melee damage simply isn't a problem in this environment. Why do you think we treat avoidance as "garbage," according to recent blue posts? It's the same fundamental problem - avoidance is just a passive TDR stat in an environment where TDR is pointless, because throughput damage is assumed. You assign enough healers to the tank to handle throughput damage (which, at this point is one), and move on to dealing with the actual complexities of an encounter. For TDR to have an impact, it would have to reduce the number of required tank healers from 2 to 1, and that just doesn't seem to happen in practice.

I also disagree that it clearly "wins" in the 2- and 3-swing periods. It's twice as good for 90% 2-attack spikes, but also permits more 80% spikes. It's got a similar trade-off in the 3-attack category, giving more protection from 80% spikes but shifting more of those spikes up into the 90% category.

However, let's think about what this means. For a 2- (or 3-)attack swing to be dangerous, the boss has to be hitting you for half (or 1/3) of your health plus acquired healing. Heroic bosses can hit for around 300k damage per swing. We have 750k HP or so, plus around 100k healing per second while we're actively tanking (a low estimate, as we're likely getting an average of 150k HPS just to keep up with throughput for such a boss). So 2 attacks isn't actually all that dangerous (in fact, we take two-in-a-row all the time in practice).

The three attack strings are actually a bit more dangerous in this "underhealed" situation, because we're looking at 900k potential damage in about 3-4.5 seconds, with a possible health+heal pool of 1000k-1150k. Again, still a scary moment for a healer, but not fatal.

What will kill you is when you take 2 or 3 back-to-back attacks when you didn't start at full health in this "underhealed" scenario. However, for that to be the case you had to be taking damage before that string started, which means you're not really interested in 2- and 3-attack strings, you're interested in 4+ by definition.

This is why I tend to focus on 5-attack strings as a default, by the way. In my experience, what usually kills me is trickling down to half health and getting spiked at the end over 6-10 seconds while a healer is limited in throughput (by some encounter mechanic, or dead, or what not). A 5-attack string is nominally 6 seconds if we're ignoring the time before and after the bookend swings. This is why we care about 5-, 6-, and 7-attack strings - they're actually the far more common killer than getting "globaled" by 800k+ damage in two attacks separated by 1.5 seconds.

Originally Posted by Wrathblood View Post
6 and 7... S wins 6 and ST wins 7, but honestly I'm not sure they're that valuable for burst analysis. I mean, we're talking ~10 seconds here. Even in 10N fights, there's just no way it would take that long for the tank to get whittled down.

Really, it comes down to how long you consider a "burst period" to be, which I recognize is question different folks would answer differently. However, if one considers a burst period to be less than 5 seconds long (which I suspect you do), then ST with 2p is very likely superior.
See above - I think cutting it down to 5 seconds is fairly unreasonable, even in 25H encounters. It can happen, of course, but it's far more common that you started that 5-second period at low health, which means you're really interested in a time period longer than 5 seconds. That's why I don't think the 2- and 3-attack data is very useful to us in general. If we were regularly in danger of dying due to back-to-back or back-to-back-to-back melees, which have time intervals of 1.5 and 3 seconds respectively, we'd be dropping like flies. Triage healing wouldn't work in that environment - it's essentially what we had in Wrath. The fact that we're not getting "globaled" anymore should be enough proof that 2- and 3-attack strings aren't as relevant anymore.

Last edited by Theck : 01/27/13 at 2:27 PM.

Offline
Reply With Quote
Old 01/31/13, 6:35 PM   #176
Wrathblood
Don Flamenco
 
Wrathblood's Avatar
 
Blood Elf Paladin
 
Drenden
Sorry this was so slow, I was trying to teach myself how to do Markhov chains to properly address streaks of hits, but it wasn't going very well. It finally occurred to me that if one considers appropriate burst-death time to be more like 7-10 seconds, then counting how many 2-hit chains you take isn't really as big a deal as the distribution of the sheer number of hits you take over a short-ish period of time. Conveniently, that's much easier to figure out.

It also makes it clear that the S rotation is almost guaranteed to win. In any 10 second period, the *worst* you can do is face 7 seconds of melee without ShoR up (roughly 28%) and it can get as low as 4 seconds (14%) whereas in the TS rotation, facing 7 seconds of melee without ShoR is the *best* you can do and that's only going to happen 2/3 of the time. In fact, you've got a 14% chance of not having any ShoR uptime at all.

Will edit this in just a minute.

Offline
Reply With Quote
Old 02/04/13, 6:45 PM   #177
Tyvi
Never, Mags. Never!
 
Tyvi's Avatar
 
Human Death Knight
 
Turalyon (EU)
Ghostcrawler just announced the planned dodge/parry buff:

To stave off the controversial Protection haste issue, we are making a chance to Grand Crusader to proc from dodge and parry at 30% instead of CS and HotR at 20%. This will improve dodge and parry slightly for active mitigation purposes without negating the +haste slant that many paladins have taken.
That is a pretty mild nerf to haste all things considered and a potentially huge buff for AoE fights if GC procs do not have an ICD (unless, of course, HotR already had a 20% proc chance per mob before - I am not clear on that).


Offline
Reply With Quote
Old 02/04/13, 7:01 PM   #178
TerellinMisha
Glass Joe
 
Blood Elf Paladin
 
Misha
This was one of the options that Theck had proposed in his blog about haste. As he states, basically the revenge mechanic. As it currently stands, GC can only proc once per HotR in AoE (regardless of hits), so yes, this has the potential to make paladin AoE godly. I'd be interested in seeing math for this in ST, though, as far as how it would impact the reforging/gemming, since with the slightly higher chance to proc, but on something that's RNG, it would probably work out to be a DPS loss.

United States Offline
Reply With Quote
Old 02/04/13, 9:05 PM   #179
Charybdis
Don Flamenco
 
Blood Elf Paladin
 
Area 52
It is highly unlikely they'd let it go in without an ICD because that would definitely unbalance us compared to other tanks with regards to AoE. Get something like Ony Whelps again and it's almost a constant stream of GC procs.

And yes, it will be a DPS (and HoPo) loss, but it doesn't look too bad. If it's a 30% chance on avoid and we have 20% avoidance, that's effectively a 6% chance every 1.5 seconds (or .04 HoPo per second) compared to a baseline CS's 20% every 4.5 seconds (which is .0444_ HoPo per second) Considering that 4.5 seconds is closer to 4.0 for many it becomes .05 HoPo per second.

And all of that is assuming perfect use of GC procs, which just doesn't happen. I have a feeling we might not notice the change overall.

Offline
Reply With Quote
Old 02/04/13, 10:48 PM   #180
Finkum
Don Flamenco
 
Dwarf Paladin
 
Gundrak
In practice the change will be a much more significant HoPo generation rate nerf on many encounters, though.

Consider all the fights where
- you spend a non-trivial amount of time attacking, but not actively tanking, your target (e.g. Empress, any taunt-on-x-stacks fight)
- the boss does not melee at all (e.g. Garalon, Lei Shi)
- the boss does melee but spends some time casting specials (most fights these days).

Not a fan of this change, precisely because it won't play well with modern fight design.

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

Offline
Reply With Quote
Reply

Go Back   Elitist Jerks » Class Mechanics » Paladins

Thread Tools