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10/06/08, 3:47 PM
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#5776
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Piston Honda
Blood Elf Death Knight
Moon Guard
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While testing on the test server, with the additional mana ret has now, I was able to keep Consecration up 100% of the time, for about 250 extra DPS. The consecration glyph (which makes it last 10 seconds) is nice.
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"As surely as I live forever, when I sharpen my flashing sword and my hand grasps it in judgement, I will take vengeance on my adversaries and repay those who hate me."
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10/06/08, 7:25 PM
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#5777
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King Hippo
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Originally Posted by Redcape
I can get it done reasonably quickly if necessary. I have not finished it and published yet since it scales almost exactly with SoB -1%. If you don't have the SoC glyph it is very poor, if you do have it it is already covered by the SoB columns. I will probably get that implemented over the next week though.
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Yeah it's not a big issue.
The calculations for the "returns from adding 100" of a stat seem a bit odd especially for things that have caps like expertise and hit rating. If you're capped shouldn't the return from adding 100 of that stat be 0.
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The universe is run by the complex interweaving of three elements. Energy, matter, and enlightened self-interest.
www.retpaladin.com
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10/06/08, 7:29 PM
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#5778
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Glass Joe
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Originally Posted by Avitus
I don't think a macro monstrosity is the way to go about this.
When I started doing some raids on beta I would normally notice I didn't have a Seal up when I tried to judge and couldn't (or noticed the judgement buttons had dimmed). This lead to the loss of Seal uptime for a few swings, not the end of the world, but not optimal.
A bit more beta raiding now and it has become instinctive, I fit in a Seal refresh "by feel" anytime roughly one and a half minutes into a Seal and it hasn't been a problem.
As a visual aid when 3.0 launches, I'm planning on using some sort of buff bar or buff notifier such as Ghost Pulse, I guess that should fit the bill nicely for your needs?
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Power Auras currently does this to an extent. You can set it up so that if you are in combat and your seal of choice is not active, it will put a very visible aura around your toon letting you know you are missing that particular buff. There are many other applications for this if you are inclined to muck around with all the available parameters.
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10/06/08, 7:49 PM
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#5779
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Great Tiger
Human Paladin
Doomhammer (EU)
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Originally Posted by Redcape
I can get it done reasonably quickly if necessary. I have not finished it and published yet since it scales almost exactly with SoB -1%. If you don't have the SoC glyph it is very poor, if you do have it it is already covered by the SoB columns. I will probably get that implemented over the next week though.
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Has any extensive testing been done regarding the assumed SoC internal cooldown to know exactly how long it is?
Assuming it's less than a GCD it should never be a problem on single targets, though I'd like to know for sure before I begin my own testing.
Originally Posted by Sparticusrex
Power Auras currently does this to an extent. You can set it up so that if you are in combat and your seal of choice is not active, it will put a very visible aura around your toon letting you know you are missing that particular buff. There are many other applications for this if you are inclined to muck around with all the available parameters.
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Yea I've tried Power Auras, it's a pretty good choice too.
I'm using Ghost Pulse myself, mainly to monitor consumable cooldowns (potions, runes, drums, demonslaying elixirs) and AW, but I plan to extend it to Seals now too.
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10/06/08, 10:39 PM
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#5780
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Glass Joe
Human Paladin
The Venture Co (EU)
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To ensure that maintain seal uptime on live, I just use a simple buff bar mod called Elkano's Buffbar. I just basicially create a seperate group and black list all buffs except for seal and also put the GCD bar onto to make sure I dont "clip" a judgement, which is shown in the following screenshot: Link
I personally think its the best visual seal indicater for me because its very simple and works well with the GCD bar above it.
Since I dont have this on beta, I tried several cast sequance none of which worked or felt right. Then I remebered a old macro I used to have on my hunter which was /castsequence reset=15 Mend Pet, null. This macro basically stops you from using mend pet on on your pet while the HoT is still active by blacking out the button. The adjusted /castsquence reset=120 Seal of XXX, null macro works well in my opinion since its simple and you wont have to really worry about it breaking each time a major patch is introduced. I will probably use this macro in conjuction with elkano's buffbar when it has been updated or until a better mod is availible.
Screenshot with no seal: Link
Screenshot with seal activated: Link
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10/07/08, 12:10 AM
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#5781
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Protector
Ashstrike
Human Paladin
No WoW Account
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Elkano's Buff Bar was updated for 3.0 (I use it on Beta).
The null macro works, however it does look ugly on your action bars.
I would assume this would fix that issue:
/castsequence reset=118 Seal of Blood, Hammer of Wrath
I just threw HoW in there so the ? mark doesn't show up, and lowered the time to recast a bit so you maintain 100% uptime.
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10/07/08, 1:28 AM
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#5782
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Glass Joe
Human Paladin
The Venture Co (EU)
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Originally Posted by frmorrison
Elkano's Buff Bar was updated for 3.0 (I use it on Beta).
The null macro works, however it does look ugly on your action bars.
I would assume this would fix that issue:
/castsequence reset=118 Seal of Blood, Hammer of Wrath
I just threw HoW in there so the ? mark doesn't show up, and lowered the time to recast a bit so you maintain 100% uptime.
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The original macro (/castseqence reset=118 Seal of Martyr, null) should work fine with any icon for the macro, the null part simply makes the button go dark and prevents you from doing anything until the sequence has be reset (no mana wasted though spam). The reason ? come up in my screenshot is because Im a bit too lazy to look though hundreds icons options for the seal icon. So you can really put any icon there without having to worry about looking at a ugly ? .
On a side note I forgot to mention the /IN function in macros, I guess you could add in the original one to get something like:
#showttooltip
/castsequence reset=118 Seal of Martyr, null
/in 113 /w Blugoose >>Seal down in 5<<
/in 118 /w Blugoose >>Reseal<<
If you think it gets a bit spamy you can do it in say.
Last edited by goose : 10/07/08 at 1:36 AM.
Reason: Wrong macro
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10/07/08, 3:37 AM
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#5783
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Glass Joe
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Has anyone looked at Skull of Guldan as a trinket option post-3.0? +hit, spellpower, and the on use haste effect.
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10/07/08, 7:52 AM
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#5784
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Von Kaiser
Dwarf Paladin
Shadowsong (EU)
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May I just ask, as I don't seem to find it anywhere (guess I did not search back enough):
1) how is DS damage counted?
2) it's holy damage, or casual yellow attack?
3) it's weapon attack, so I guess it will proc SoM/SoC? And those procs can crit independently on each other in that case?
Thanks for answers and sorry if I am asking something explained way too many times.
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10/07/08, 8:48 AM
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#5785
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King Hippo
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Originally Posted by Ragnor
Yeah it's not a big issue.
The calculations for the "returns from adding 100" of a stat seem a bit odd especially for things that have caps like expertise and hit rating. If you're capped shouldn't the return from adding 100 of that stat be 0.
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Yes, once you get capped the returns obviously hit zero. Those numbers are there to tell you how valuable those stats are prior to them hitting the caps. At the moment you need to actually look at your hit numbers to get a sense of whether you are going over your caps or not, the program does not do it for you. I personally like the implementation this way, since what I want out of it is a list of how good stats are so I can put those numbers into wowhead's weighting to find out which items are best for me. Certainly you do have to pay attention to the caps, but since hit capping is no longer important for us (just stack more str) it isn't nearly as key to have that worked out in the program. I may add it later on, but for the moment it does exactly what I want it to.
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10/07/08, 9:14 AM
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#5786
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Bald Bull
Blood Elf Paladin
Echo Isles
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Originally Posted by Chmur
May I just ask, as I don't seem to find it anywhere (guess I did not search back enough):
1) how is DS damage counted?
2) it's holy damage, or casual yellow attack?
3) it's weapon attack, so I guess it will proc SoM/SoC? And those procs can crit independently on each other in that case?
Thanks for answers and sorry if I am asking something explained way too many times.
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1) What do you mean? It's 100% of your weapon damage dealt as Holy damage.
2) Holy damage. Ignores armor and all that.
3) Yes and yes.
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10/07/08, 9:25 AM
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#5787
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The Ultimate in /facepalm Technology
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Well, at this point I've done about all I can do for the Retribution module in rawr. While the release isn't finished yet as a whole, heres a few things you can expect:
Everything is modeled (I think) except for:
-Armor penetration. There needs to be some core changes done first, but this will be completed before release.
-Internal cooldown on SoC. You kids need to get cranking on that and give me a number.
-Modelling hammer of wrath... I'm at a total loss, any suggestions for a sub 35% "rotation" (seconds between each major ability sub-35%) would be sweet. That being said, it shouldn't have much of an effect in your gear choices.
New:
-Talent comparison per point (and a new, standardized interface for talents... they will be automatically parsed from armory)
-3.0 talents, including sheath of light (parse not working since 3.0 isn't implemented on armory yet)
-Glyphs (not all, but ones that seemed relevant to ret DPS)
-A persistent comparison between SoC and SoB... you will always see how much dps either will offer you, though only the one you select will go towards your dps. And yes, they are modeled to be able to proc off CS, DS, and Judgements.
Given some early tests, with my character's gear I was pushing close to 3k dps on most sunwell bosses according to the module, which seems pretty accurate. Blizzard did say a nerf was incoming though, so I'll probably have to do some tweaking in the near future.
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Back, semi-casual, and proud of it.
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10/07/08, 10:30 AM
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#5788
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Von Kaiser
Blood Elf Paladin
Barthilas
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Zurm, regarding this new version of Rawr, have you included t7 set bonusese or the new librams?
For rotations, imo, it's going to be:
CS > Judgement > DS
CS before judgement because otherwise they will both keep clashing next time, with both coming up at the same time. On beta, CS also gives us +120ap from the new libram, which we want up for the other abilties. DS, despite hiting harder than CS, has a longer cd, so delaying it a bit longer wont cost us any dps really (ie, the number of DS used over a min will be the same).
At 35% or below, rotation would be:
HoW > CS > judgement > DS
Regarding hit/expertise, im not convinced they wont matter. Looking at my dmg data against Malygos (10 man) using /castrandom macro, judgements along with white + sob did the most dmg, followed by CS and then DS. Because auto attack with seal still did a large chunck of my dmg, i feel neglecting hit/expertise would cost us some dps. That said, I have not properly modeled any of that yet, just had a quick look at the recount data.
Talking about /castrandom macros, I noticed there were times a couple of abilities came of their cds, and despite me smashing my keyboard, the macro apperently decided to cast the ability that was still on cd before the other 2. I say this because it did take at least a second before one of the other 2 abilities not on cd were used. Or, it could have been lag, which i didnt notice, but a couple of casters in my raid, who were using Quartz, were complaining about.
Has anybody done any testing on how haste affects our GCD? I'm wondering if we get enough haste, our GCD would be lower than 1.5 secs (not for all abilities, but for spells). Depending on which abilities have their GCD decreased by haste, our rotation might change. Also, because auto attack with sob still does so much dmg, haste is probably the 2nd best stat for ret pallies, after str/ap.
Another factor that might change our rotation will possibly be t7 set bonuses. I believe pieces from t7-10 and t7-25 does count as only 1 set in regards to set bonuses (kinda like how pvp gear works now on live). 2 pieces bonus increases dmg done by DS by 10% (around 1% dps increase) and 4 piece bonus decrease judgement cd by 1 sec (which im not sure how good this is yet, since it will still clash with CS).
For those of you who dont like hearing the error message when abilities are still on cd, you can desable it in game in the sounds settings. For those of you who dont like to see the error message on your screen, just add /script UIErrorsFrame:Clear() in the end of your macro. For example, for the cast random macro, it would be:
/equip Weapon
/equip Libram
/startattack
/castrandom Crusader Strike, Judgement of Wisdom, Divine Storm
/script UIErrorsFrame:Clear()
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10/07/08, 10:36 AM
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#5789
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Von Kaiser
Draenei Paladin
Argent Dawn (EU)
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Since Judgement of Wisdom is static now and Judgement of Light still scales with attack power/spell power, shouldn't ret paladins do Light and Holy/Prot do Wisdom?
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10/07/08, 10:52 AM
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#5790
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Von Kaiser
Blood Elf Paladin
Barthilas
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Originally Posted by Selenia
Since Judgement of Wisdom is static now and Judgement of Light still scales with attack power/spell power, shouldn't ret paladins do Light and Holy/Prot do Wisdom?
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As far as i know, coefficients for JoL is 18% AP + 18% SP and for JoW is 9%AP + 9% SP.
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