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Old 10/18/07, 4:42 PM   #121
Prepared
Von Kaiser
 
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Human Paladin
 
<FoE>
Runetotem
Originally Posted by trangoul View Post
So I have been playing around with numbers slightly in game, and was wondering if anyone is able to run or can link me to where there is a post about this following question/build (as i looked but couldn't find one)...

I was wondering what viability, (if any) there is to a spell damage ret build that has seal/judgment of righteousness as the main dps? something around 10/8/43 that maximizes holy damage done, and gets imp SoR and whatnot. then instead of using a power 2 handed use something like the sword of leo, and sheild off nightbane. (or the new 2 hander with 168 spell dmg coming from zul'aman). I am a prot pally, and currently my guilds MT, and we are just starting Mag/TK/SSC (Ive had plenty of experience in SSC/TK on my lock), and was wondering how that ret spell dmg ranks up in case I can go dps for a while if we get a better MT. with my rather lacking spell dmg gear, im around 650dmg unbuffed, but have almost enough crit and spell crit in that gear to have vengeance up 100% of the time with just melees and judgments... But I would really love to see the numbers done by an expert on how maximizing spell dmg and useing SoR would stack up to the standard 2-hander SoC build. I'm hoping that in the somewhat near future with new heroic loot I should be able to get around 850-900ish spell dmg while maintaining about 25% critrate after talents (which on a 1.8 weapon speed is usually good enough for vengeance). I know the white dmg is terrible, but does the spell damage make up for it with SoR/JoR/Crusader and if you got a SP in the group feeding you mana, and get another pally to JoW, consecration damage too...

Thanks in advanced for any and all help!
A couple of nifty resources for figuring this out, that I've seen:

Paladin DPS Calculator (javascript needed)

Paladin Holy DPS (this forum)

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Old 10/18/07, 6:26 PM   #122
Nicolai
Von Kaiser
 
Blood Elf Paladin
 
Aegwynn
It seems to one of the large questions in the air right now is some kind of stat equivalency formula. I recently hit 70 on my new paladin (raided with a paladin pre-TBC) after raiding with a hunter up to SSC. I'm playing catchup on gear and occasionally I get the chance at a pretty big +spell dmg item which might be an upgrade over my current blue. After some extensive reading an number crunching, I'm almost entirely outfitted in melee plate.

My big question is what amount of +spell dmg would be equivalent to AP or STR? It's not a matter of "don't take it at all" but rather of finding it's relative value. Do I avoid all paladin Tier 4 gear in favor of melee plate? Probably not, but I have limited information for making those judgements.

What I'd really like to do is figure out some type of equivalency chart or table to compare stats to one another. What I'd love to do is figure out how much STR/AP a point of spell damage is worth and translate that into my comparisons.

Using the numbers from this site http://www.91nine.com/dps/paladin.php (I'm not sure how accurate they are) based off my current level of gear, adding the 30 spell damage from my Oathkeeper (oh so close to crafting my Thunder, stupid primals) over a baseline of no spell damage adds 3 DPS for 30 spell damage, or 1 DPS per 10 spell damage. That means each point of spell damage adds .1 DPS.

Using bellator's gear presets from his spreadsheet, the Tier 4 gear (including all the default buffs and with the sword replaced with a Hammer of the Naaru, since the above site doesn't model haste rating) I saw a pretty big variance when adding an additional 30 spell damage. The difference in DPS was 36.16, which meant that 1.2 DPS was added per point of spell damage. That means that at that level of gear spell damage is worth twelve times as much as it is in blues. That doesn't quite make sense to me.

I realized part of my mistake was that I was relying on one run through of the simulator. It turns out my tier 4 run through was a little high. The average with the additional 30 spell damage was more like 1260 instead of 1273. That's still a 23 DSP increase of the minor 3 DPS increase I saw at the blue level. Rerunning those numbers, I saw a shift when I ran the simulation six times and took the average. There was a 7 DPS difference at that point, which meant spell damage was worth .23 DPS a point. That's in sharp contrast to the .7 DPS that the averaged numbers give for the tier 4 set number, still.

I only got more confused when I tried the tier 5 gear numbers. This time the spell damage added .17 DPS per point, averaged over 6 simulations. This was less than the original blue numbers. /headasplode

Aside from simple needing to run these simulation more than 6 times (each which represents 5000 seconds of combat, which is 83 minutes) why the big difference in DPS added per point of spell damge? These numbers make it sound like there might be a bell curve in there somewhere.

Since I ran into this confusion, I never got around to testing how adding AP would work at each level, and thus don't have a ratio of how much Spell damage is worth compared to STR or AP.

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Old 10/18/07, 6:51 PM   #123
Ragnor
King Hippo
 
Human Paladin
 
Blackrock
Plugging my gear/short term wishlist into the spreadsheet for me it takes ~30 +dmg for a 10dps increase vs ~10str for the same dps increase, meaning +dmg is awful and I should stack str as much as possible.

However remember "warrior" style gear does not have int, +dmg gear does, so you will need need to wear some "paladin" style gear to give you a decent mana pool to work with.

PS: The spreadsheet is really coming along nicely, highly anticipating ac penetration being taken into account somehow and represented.

The universe is run by the complex interweaving of three elements. Energy, matter, and enlightened self-interest.

www.retpaladin.com

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Old 10/18/07, 7:27 PM   #124
bellator
King Hippo
 
Dwarf Paladin
 
Twilight's Hammer (EU)
Originally Posted by Ragnor View Post
Plugging my gear/short term wishlist into the spreadsheet for me it takes ~30 +dmg for a 10dps increase vs ~10str for the same dps increase, meaning +dmg is awful and I should stack str as much as possible.

However remember "warrior" style gear does not have int, +dmg gear does, so you will need need to wear some "paladin" style gear to give you a decent mana pool to work with.

PS: The spreadsheet is really coming along nicely, highly anticipating ac penetration being taken into account somehow and represented.
Cheers . Though AC Penetration is already in the sheet. It's the column "ArmP". Though it's not possible to put into the graph as no one knows how much Armor Penetration you get per itemisation point spent.

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Old 10/18/07, 7:55 PM   #125
Lavis Knight
Glass Joe
 
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Blood Elf Paladin
 
Doomhammer
I did notice that the SOC rank 1 seemed to fall behind quite a bit in your calculations if you factor in time 5 minutes Vs 3 minutes? If they were both 5 minutes wouldn't SOC max rank far surpass the first rank? (Assuming of course you could sustain the mana cost)

I just think to say that there is such a small difference between them but only factor in 5 minutes Vs 3 minutes is a little misleading. (Raids may offer additional support.)

I am also wondering what you mean about the 8 second judgment? Do you mean to say that due to GCD it is nearly as beneficial to use 9 seconds?

I find the analysis very helpful though Cromfel ^^ thank you.

Originally Posted by Cromfel View Post
I have been trying to find values for JoW and JoL how they effect certain classes. For reference I took Blood legion WWS reports, calculated class attack "ticks" per second and tried to find HPS and MPS values for each class.

So far it looks like this...

Judgement of Light
Rogue 142 HPS
Warrior (A) 55 HPS
Shaman (En) 101 HPS

Judgement of Wisdom
Mage 25 MPS (125 mana per 5sec)

Anyone have better way to measure classes theoretical interaction with bosses that could trigger JoL and JoW? Is there better ways to present how judgements effect your raid members? Im open for all sugestions, this is just what I thought could be good way to show just few raw numbers how each judgement add.
I would suggest if we are to put these measurements into an over time value we should try to pick a time and call it dps time or melee time. After an arbitrary number is chosen then you can extrapolate the number of attacks a certain class should reasonably have during that time. Base this on ideal weapon speeds (Such as roughly 3.6-3.8 for a ret paladin) for the class in question and figure out dps rotations that are most used by a certain spec that can trigger the judgments.

Forget about group buffs for now. So you'll be able to say such and such a class should be getting roughly at the least X health per second for 5 minutes of continuous melee.

I think such a unit would simplify the process. Its a lot easier to say you should be getting x health per second for every 5 minutes of continuous melee than to say this is how much you will get for a certain boss fight.

Last edited by Lavis Knight : 10/18/07 at 8:09 PM.

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Old 10/18/07, 8:01 PM   #126
SomeoneRandom
Von Kaiser
 
Orc Death Knight
 
Coilfang
Although I have yet to test this for multiple hours, the small test I did do showed [Libram of Avengement] to fall behind the new libram by somewhere around 20 dps, with a judge every 8 seconds.

There is also a bug with the Libram of Avengement that makes it refresh itself whenever you would refresh Vengeance, which is quite an odd bug, that is quite in favor of this libram, but it still falls behind =\

Also, as I said I am still somewhat new to this whole Retribution thing, what exact cycle do most people use in actual raids, I understand that during a raid I would have a few buffs to improve my efficiency, but at a full burn with only Judgements / Crusader Strikes I was still going completely dry in 97(SOB) - 140 seconds(R1 SOC), and that doesnt include anything like Concecrates / Exorcisms.

Do most people not judge until their seal is about to fall off? Or is it usually accepted that it is worth it to keep up a libram buff?

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Old 10/18/07, 8:02 PM   #127
Nicolai
Von Kaiser
 
Blood Elf Paladin
 
Aegwynn
Originally Posted by Ragnor View Post
Plugging my gear/short term wishlist into the spreadsheet for me it takes ~30 +dmg for a 10dps increase vs ~10str for the same dps increase, meaning +dmg is awful and I should stack str as much as possible.

However remember "warrior" style gear does not have int, +dmg gear does, so you will need need to wear some "paladin" style gear to give you a decent mana pool to work with.

PS: The spreadsheet is really coming along nicely, highly anticipating ac penetration being taken into account somehow and represented.
That doesn't mean +dmg is awful at all. All it means is that damage and strength needs to be weighted. If I have a choice between 31 dmg and 10 strength, I take the dmg.

This comes into better contrast when you consider a piece of "ret" gear versus a piece of "warrior" gear. If the difference is 15 STR, but I get 20 INT and 30 spell damage instead, the only real difference is 20 INT for 5 STR, which is a switch I may be willing to take depending on my mana pool.

Blindly choosing to take melee only stats on gear is silly. The real goal is to maximize efficiency and DPS. Knowing how stats like spell damage play into that is important in understanding how this works.

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Old 10/18/07, 8:05 PM   #128
Ragnor
King Hippo
 
Human Paladin
 
Blackrock
Originally Posted by bellator View Post
Cheers . Though AC Penetration is already in the sheet. It's the column "ArmP". Though it's not possible to put into the graph as no one knows how much Armor Penetration you get per itemisation point spent.
The "StatMod" for AC penetration looks to be about 0.1 based on s3 gladiator gear (the same as the value for ac) if that's any use.

The universe is run by the complex interweaving of three elements. Energy, matter, and enlightened self-interest.

www.retpaladin.com

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Old 10/18/07, 9:01 PM   #129
Avitus
Great Tiger
 
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Human Paladin
 
Doomhammer (EU)
Originally Posted by SomeoneRandom View Post
Also, as I said I am still somewhat new to this whole Retribution thing, what exact cycle do most people use in actual raids, I understand that during a raid I would have a few buffs to improve my efficiency, but at a full burn with only Judgements / Crusader Strikes I was still going completely dry in 97(SOB) - 140 seconds(R1 SOC), and that doesnt include anything like Concecrates / Exorcisms.

Do most people not judge until their seal is about to fall off? Or is it usually accepted that it is worth it to keep up a libram buff?
Mana potions: Comparing soloing to raid environment really doesn't work, since I doubt you use mana potions while grinding

Also if I'm grinding then I tend not to judge too excessively, but obviously use CS everytime it's up to conserve mana.

In a raid, you "must" judge and CS everytime they're up in order to have any hopes of offering competitive DPS.

However with raid damage (or SoB if you have it) and incoming heals coupled with Spiritual Attunement you get some more mana to work with. JoW from another paladin, BoW if you're lucky enough and have 4 or more paladins in raid, Mana Spring totem from the shammy in your group pretty much turn the tables on your lack of mana.

You should be spamming mana potions also and if you need it, get an Alchemist's Stone (check my post a few pages back).

I guess what you noticed while soloing is the horribly badly designed mana efficiency of ret paladins. We don't use much mana, but we also have almost no mana regen in our gear what so ever when we're on our own. Which is why in a raid with the above mentioned buffs it's like night and day (comparing soloing to raiding).


Oh and PVP with a private healer is awesome (=infinite mana)

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Old 10/18/07, 9:35 PM   #130
Avitus
Great Tiger
 
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Human Paladin
 
Doomhammer (EU)
About Str (and pure "warrior gear") vs Spelldamage ("ret gear"):

I'm sure it's beyond a doubt that if you compare point to point, STR is far superior, however:

Originally Posted by Nicolai View Post
This comes into better contrast when you consider a piece of "ret" gear versus a piece of "warrior" gear. If the difference is 15 STR, but I get 20 INT and 30 spell damage instead, the only real difference is 20 INT for 5 STR, which is a switch I may be willing to take depending on my mana pool.
Originally Posted by Ragnor View Post
However remember "warrior" style gear does not have int, +dmg gear does, so you will need need to wear some "paladin" style gear to give you a decent mana pool to work with.

This is exactly it, technically you could go for full out warrior gear, but you'll end up with a horribly small mana pool, which will be a big problem in most fights.



Bellator's spreadsheet:

I really appreciate the work in Bellator's spreadsheet, but I have to question the validity of some of the suggested "best DPS" items vs equivalent item value "ret gear" like Tier 6.

If you follow the above, I think the spreadsheet currently seems to miss any weight for int and/or mana regen that I can see.

Loading up v15 of the spreadsheet, SoC dps is 1412 DPS and 159 int for the "Tier 6" set and 1473 DPS and 85 int for the "Best of Best" profile.

Is a calculated ~60 DPS worth losing 74 int = 1221 mana (with BoK)? (And even more mana if you opt out for different bracers/belt than in the "Tier 6" profile for example).

In addition, items like the T6 pants have 9mp5 and the 2 set bonus (chance to gain 50 mana on melee hit) further add more mana efficiency, which is a hidden bonus which I'm not sure is considered in the spreadsheet.

I guess what I'm saying is: As an experiment of theoretical numbers, yes, this set offers more dps than that set. But in a realistic environment, which set would perform better?

The spreadsheet is definitely going the right way, but I think some weight should be added to int/mana regen, since I don't think it's possible to go all out warrior gear and not be completely mana starved.


Also, is there any way to check for an increase in the worth of spelldamage, depending on how much armor the boss/mob has?

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Old 10/18/07, 10:36 PM   #131
Prepared
Von Kaiser
 
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Human Paladin
 
<FoE>
Runetotem
Originally Posted by Avitus View Post
If you follow the above, I think the spreadsheet currently seems to miss any weight for int and/or mana regen that I can see.
Do other spreadsheets do this kind of weighing, for casters? I know the Moonkin DPS sheet has a table which says how much damage is expected for different cast cycles, and how long mana should last assuming certain facts about regen and buffs. Perhaps this would be easy to emulate for Paladin purposes, assuming no heals and thus no Spiritual Attunement?

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Old 10/18/07, 11:27 PM   #132
Cromfel
Don Flamenco
 
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Human Paladin
 
Ravencrest (EU)
I was checking some differences between JoW, JotC, BoW and BoM for damage gained compared to combat duration lost before running oom. I performed some Blasted Lands tests with each setup and then tried to reproduce the results in theoretical environment how things could be calculated without field tests. For theory I just used manaconsumption of each skill as if they were used instantly when CD was available. There was effect that I had to bend the results similiar to field tests trough spirit regen (By trying to assume effect of spirit regen). I kinda ran out of ways how to make this 100% accurate :P

Duration in seconds how long I could keep up the dps before running oom.

Regen: JoW/BoW/Spirit (For JoW I used PTR proc rates)



Here are some results. Im not really sure why the BoW+JotC combination was so much different from theory than it is with blasted lands test. Feel free to jump along if anyone wants to do this 100% accurately in meaning of optimal best case scenario in zero latency etc.

Last edited by Cromfel : 10/18/07 at 11:47 PM.

.:. Retribution Paladin Hideout .:. http://cromfel.battlefield.fi/

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Old 10/19/07, 12:56 AM   #133
flyingtoastr
Bald Bull
 
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Human Paladin
 
Draka
More JoW updates.

This may not all be accurate (but its the best I could find). These numbers assume a perfect 50% proc rate for JoW to make the math easier. These numbers assume a 100% hit rate to again make the math easier. These calculations only include spells and abilities that can proc JoW, even though there may be more in the rotation. There is a reason this is the ideal situation test folks. Feel free to fix/add to them as you can.

Hunter
Beast Mastery
Typical Rotation: Autoshot, Steady Shot, repeat
Assumed Autoshot Speed: 2.1s
Ideal Mp5 from JoW: 176.19 Mp5

Marksmanship
Typical Rotation: Autoshot, Special Shot, repeat
Assumed Autoshot Speed: 2.5s
Ideal Mp5 from JoW: 148 Mp5

Survival
Typical Rotation: Autoshot, Special Shot, repeat
Assumed Autoshot Speed: 2.5s
Ideal M5 from JoW: 148 Mp5

Mage
Fire
Typical Rotation: (After Fire Vunerability x5 is applied) Fireball x8, Scorch, repeat
Ideal Mp5 from JoW: 65.29 Mp5

Frost
Typical Rotation: Frostbolt, repeat
Ideal Mp5 from JoW: 74

Arcane
Typical Rotation: Arcane Blast x2, Arcane Missiles x2, Scorch, repeat
Ideal Mp5: 138.75 Mp5

Note for mages assumed 5/5 Improved Fireball/Frostbolt depending on spec

Shaman
Elemental
Typical Rotation: Lightning Bolt, repeat
Ideal Mp5: 92.5 Mp5

Priest
Shadow
Typical Rotation: Vampiric Touch, Shadow Word: Pain, Mind Blast, Shadow Word: Death, Mind Flay x2, Mind Blast, reapply DoTs as needed
Ideal Mp5: 92.5 Mp5

Both the Shadow Priest and Arcane Mage spell rotations are very complicated and vary greatly depending on fight and spec, so take those numbers with the largest grain of salt possible.

Again, I'll keep adding more as I can. If you see any glaring problems please speak up.

Last edited by flyingtoastr : 10/19/07 at 2:58 PM.

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Old 10/19/07, 3:13 AM   #134
galzohar
Bald Bull
 
Blood Elf Paladin
 
Darksorrow (EU)
Guys remember that the max mana # is quite insiginificant compared to the mana regened in combat by all other factors, which makes int really not all that exciting as you're making it to be. I do agree at least an estimated conversion rate of spell damage->str should be made until we have a good spreadsheet where you can put your own gear and see exactly how much it converts to for you.

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Old 10/19/07, 3:44 AM   #135
Kris
Von Kaiser
 
Human Paladin
 
Shadowsong (EU)
Once you enter BT and MH there's quite a lot of raid damage, so you regain a ton of mana from healing. I've had absolutely no problem maintaining a full CS+JoC cycle and I even squeeze an Exorcism from time to time. Once mana is not a problem spells like Exorcism and Consecration tip the scales a bit more in favor of spell damage, not enough to surpass strength of course but it still has some use.

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