You need a blue somewhere for the meta. Enchanted Tear is an excellent choice. Putting said "blue" gem in the shoulders for the Str bonus is definitely better than the hit bonus. 4 Str is vastly better than 6 hit.
Even the spreadsheet I update simply assumes meta requirements are met and auto-sockets everything with str gems for comparison purposes - the logic gets too complex otherwise.
If you aren't a JC, then yeah the tear should be used over a purple color gem (if it is available to you and a piece you won't replace for a while, such as the shoulders..). Rawr and even redcape's calculator are not properly taking into account things like hitcap or meta requirements; exemplar's/bellator's spreadsheet is actually surprisingly accurate for the moment.
For the boots, rather than gemming them for hit it would be wiser to save 40 valor badges for [Bladed Steelboots]... for my own endgame set I plan on using 4pc 7.5 with the os25+2 helmet, so gloves are required for the set bonus (rather than an offset item). If you don't plan on using 4pc then sure, use the gloves and gem STR all the way, but from the looks of things and anecdotal evidence 4pc is the way to go.
Sorry yeah, 35% proc chance was supposed to read 35% uptime, will update the OP. I'm not convinced it is a PPM based enchant though, as PPM's don't tend to chain proc; if there is solid evidence it is indeed a PPM mechanic then i'll update that too. Hammer of wrath doesn't proc it, but I'm suspecting that judgements actually do (melee attack with ranged mechanics that cannot be used while silenced, fucking paladins...) - if someone with a berserk'd weapon could go and test this I can add that to the op as well.
As I understand it, the ppm of the enchant takes your weapon speed into account and then translates this into a % proc chance. Here is how it was described to me.
Originally Posted by Neto-
PPM is a % proc chance, but it depends on your weapon speed. Hence, with a 3.6 weapon speed, you will have 7.2% chance to proc Berserking on every hit, and with a 1.4 weapon speed, it would be 2.8%.
If you have a 2.0 weapon, it will swing 30 times in 60 seconds, and proc 1.2 times. That gives you a 0.04 to proc per swing at 1.2 PPM, or 4% proc chance. Every swing you make with that weapon (instant attacks such as Sinister Strike, Eviscerate, or Crusader Strike - basically anything that will hit with your weapon) will have a 4% chance to proc it. Going back to my example, with a 2.0 weapon, let's say you're also doing an instant attack every 2 seconds, totaling 60 attacks in 60 seconds - that'd still be 0.04 chance to proc per attack.
So, 2.0 weapon speed, over 60 seconds = 0.04 proc chance and 30 swings = 0.04 * 30 swings = 1.2 PPM
Now, with a 2.0 weapon speed and one instant attack every 2 seconds, over 60 seconds = 0.04 proc chance and 60 swings = 0.04 * 60 swings = 2.4 PPM. So, yes, instant attacks/abilities will inflate your PPM - that's the whole point of the scaling with weapon speed The slower your weapon is, the higher the proc rate will be, as well (and thereby the PPM, depending on your number of instant attacks used).
So with that conclusion drawn, the ability to chain a proc is certainly within reason. I'll test this out when I get home. With a Death's Bite, which I believe to be a 3.4, it would be a 6.8% chance to proc given a 1.2ppm.
I believe I'm the one that did napkin math to come up with about 35% uptime (not proc chance). We finally had several logs/WWS posted which showed chain procs/refreshes and what not. Just taking the provided data we found that the average up time was about 35%.
It's possible the rogues have more data to determine 1.2 PPM, but I think more likely they just assumed based on Mongoose rather than crunching numbers. 1.2 PPM, however, seems low. 1.2 PPM would be at most 1.2 * 15 / 60 or about 30% uptime. Now, since it can chain-proc uptime would be lower than 30% as some of your precious, precious procs happen before the buff wears off, gaining you less than 15 extra seconds. I.e. proc one at 0 seconds, proc 2 at 5 seconds, debuff wears off at 20 seconds, compared to proc one at 0, proc to at 15, wears off at 30 - the first is lost uptime.
I came to 35% effective up-time, this was after any time "lost" by a refresh-proc before original proc wore off.
Anything below 27.5% uptime would be worse than Massacre. Since it can chain proc and "refresh" mid-proc I sincerely hope it's better than 1.2 PPM, otherwise it probably is worse than Massacre. As the evidence to date shows it is indeed better than Massacre, I doubt it is 1.2 PPM.
Only autoattack, CS, and DS should proc - Judgements, Consecrate, Exorcism, Holy Wrath, Holy Shock (gogo Holy DPS?), and Hammer of Wrath would not proc. This is actually an advantage of DS being physical damage rather than Holy.
I used to participate in all the mechanics discussions over in the rogue threads (when I played a rogue), and if we were correct then there's a bit of a flaw in your reasoning about procs per minute. PPM mechanics are built such that if a player were using only unhasted white attacks, the proc % per swing is set based on weapon speed such that the given PPM would occur on average. For example, a 1.2 PPM ability would have a 3.0% chance per swing to proc using a 1.5 speed weapon, but a 7.4% chance to proc with a 3.7 speed weapon. That proc chance is applied per attack made with the weapon, even on hasted swings and on special attacks. The end result is that the actually observed uptime will be much higher than the theoretical uptime you have above.
For instance, let's look at a 3.7 speed weapon at 1.2 PPM (ie 7.4% proc chance). Let's assume get 20% haste from Windfury Totem, plus any other haste you have on gear, for about 25% total haste. And let's just say that you use CS roughly 9 times and DS roughly 5 times every minute: 14 special attacks. Your total attacks per minute are therefore 60/3.7*1.25 + 14 ~= 34, compared to 16 attacks/minute if you were just unhasted white swinging. Respective calculations for theoretical maximum uptime:
Unhasted white swings
1.2 * 15 / 60 ~= 30% or
0.074 * 16 * 15 / 60 ~= 30% (reduced by overlapping procs)
Actual swings
0.074 * 34 * 15 / 60 ~= 63% (reduced by overlapping procs)
I don't specifically recall the math used in the rogue sheets to account for overlapping procs, but it is there somehow. Proc overlap actually significantly reduces total uptime, since the ability will often proc inside itself.
Conclusion: due to how proc mechanics work, Berserking could very well be 1.2 PPM and have a ~35% uptime for paladins.
EDIT: And actually, judgement should theoretically proc it, as judgement is treated as a specialized melee attack. But it would be worth testing before assuming that, to be sure.
The numbers seem closer if I do NOT include judgements. I took 2 parses (one from Patchwerk10 and one from Patchwerk25) and added all swings, crusader strikes and divine storms.
In Patchwerk10, I procced Berserking 8 times on 118 swings, which came out to 6.78% on a 3.4 speed weapon.
This might be bad luck, but in Patchwerk25, I procced Berserking 7 times on 132 swings, which came out to 5.3% on the same weapon. This parse was linked in my earlier post.
If you aren't a JC, then yeah the tear should be used over a purple color gem (if it is available to you and a piece you won't replace for a while, such as the shoulders..). Rawr and even redcape's calculator are not properly taking into account things like hitcap or meta requirements; exemplar's/bellator's spreadsheet is actually surprisingly accurate for the moment.
For the boots, rather than gemming them for hit it would be wiser to save 40 valor badges for [Bladed Steelboots]... for my own endgame set I plan on using 4pc 7.5 with the os25+2 helmet, so gloves are required for the set bonus (rather than an offset item). If you don't plan on using 4pc then sure, use the gloves and gem STR all the way, but from the looks of things and anecdotal evidence 4pc is the way to go.
Yeah, I believe in the long-run I want to aim for the 4-pc T7.5 as well. I'm trying to piece together a decent set in Rawr but I'm having difficulty putting together a set that gets anywhere near the hit cap. I'm working with the core set you mentioned, the 4 T7.5, [Obsidian Greathelm], and [Bladed Steelboots]. Grim Toll helps a lot, if not too much, but I believe those slots could be better itemized with the STR Greatness and [Mirror of Truth].
Also, since the [Enchanted Tear] is prismatic, how does that work? I was reading a post by frmorrison concerning the tear and I believe I understood him as the tear counting as one of all colors? Thus that single prismatic alone would enable the [Relentless Earthstorm Diamond] meta all by itself?
Seal of Command, back to training dummy. Judgement number 21 procced Berserk (from enchant: Berserking). So there we have it.
Prismatic indeed count as all gem colours at once. So one prismatic would be 1 red, 1 blue, 1 yellow - therefore meet Meta requirements all by itself. This is primarily why the Tear is best for non-JCer.
I'm not sure if haste affects the proc rate, but these numbers seem pretty close to between 1.0-1.4ppm (which is the range that many rogues were finding).
Prismatic gems count as a red, blue, and yellow gem at ONCE? Or it just counts as whatever type of gem of the socket color you put it in? Cause the reply above seems to imply the former.
Prismatic gems count as a red, blue, and yellow gem at ONCE? Or it just counts as whatever type of gem of the socket color you put it in? Cause the reply above seems to imply the former.
During the transition from patch 2.4.3 to 3.0.3 the following talents were not unlearned properly by some players, resulting in those players still gaining the benefits despite the talents no longer existing in the talent trees. As a result, we've pushed a hotfix which has corrected this matter and affected players will longer receive credit for having these talents.
Warlock: Improved Lash of Pain
Warlock: Fel Stamina
Shaman: Totemic Mastery
Shaman: Improved Lightning Shield (Rank 3)
Paladin: Precision
Rogue: Fist Weapon Specialization
Priest: Shadow Focus (Ranks 4 and 5)
This is big news! Will add to the OP... and it is also personally confirmed as hotfixed tonight (I saw my first white miss in a very long time with 7% hit, as well as a judgement miss on, both on KT)
Also, since the [Enchanted Tear] is prismatic, how does that work? I was reading a post by frmorrison concerning the tear and I believe I understood him as the tear counting as one of all colors? Thus that single prismatic alone would enable the [Relentless Earthstorm Diamond] meta all by itself?
The RED requires TWO of each color, if you look closely.
That being said, an Enchanted Tear would indeed count as one of each color all at the same time. You could enable your RED with just three gems if you wanted to: An Enchanted Tear, a purple gem and a yellow gem.
The RED requires TWO of each color, if you look closely.
That being said, an Enchanted Tear would indeed count as one of each color all at the same time. You could enable your RED with just three gems if you wanted to: An Enchanted Tear, a purple gem and a yellow gem.
During the transition from patch 2.4.3 to 3.0.3 the following talents were not unlearned properly by some players, resulting in those players still gaining the benefits despite the talents no longer existing in the talent trees. As a result, we've pushed a hotfix which has corrected this matter and affected players will longer receive credit for having these talents.
Warlock: Improved Lash of Pain
Warlock: Fel Stamina
Shaman: Totemic Mastery
Shaman: Improved Lightning Shield (Rank 3) Paladin: Precision
Rogue: Fist Weapon Specialization
Priest: Shadow Focus (Ranks 4 and 5)
That quote itself mentions that the change is a hotfix, and thus should be in effect right now. Arikah, 4 posts up, has already seen a miss with 7% hit, which corroborates the effect.
I can confirm it too for European realms. Tested it this morning at 10 AM (one hour ago) and saw misses at 6.31% hit rating. No misses last evening in Naxx so I guess the hotfix was applied last night.
A few questions I would really appreciate the answer too. I understand the Paladin mechanics very well, however I have no idea how to do the hard math on the next few questions.
[1] 1 Hand and Shield
PvP: Okay, assume I usually only use a 1 Hander and Shield when I'm trying to kill someone through BoP. Right now that would be Judge, ShoR2, ShoR1. Obviously after the patch this would change, but in this case, is it worth it to Judge with Betrayer before swapping to a one hander OR Judging with Libram of Obstruction and then using SHoR? How about after the patch?
Note: I have ~5k AP in 5s, and ~37% crit in pvp gear. No proc or use trinkets that effect holy damage, however I usually have Ebon Plague.
Situation 1: Judgement with Betrayer (110 ap), ShoR2 + SHoR1 with Skull of Ruin (18 Block Value) and Slayer of The Lifeless (20 STR)
Situation 2: Judgement and ShoR2 / ShoR 1 with Slayer / Skull / Libram of Obstruction
After Patch: The same with only 1 rank of ShoR.
With this is mind,
- What is the highest DPS 1 Hand and Shield? Assuming only one rank of ShoR.
- Is Judgement (of the Martyr) damage based off of Weapon Damage or DPS? (Should I not be using Slayer of the Lifeless?)
- Is 20 STR more DPS than 65 ap for a one hander? (2 cases here: with just Judge and ShoR, and with all attacks considered.)
- Is Libram of Obstruction the best Libram for 1 Hand + Shield? Is so, is this true after the patch?
[2] Libram
Is the Deadly Gladiator's Libram really better than Radiance? I know it"s slightly better in PvE, but I'm assuming it"s not better for Arena. How much DPS time on each target is required before the Deadly libram overtakes Radiance? In other words, how many attacks do I have to land with 120 ap extra in order to make up for 115 damage?
I can buy the libram anytime, since I have ~2.x k arena points saved. I'm not sure what to buy yet since my PvP gear set is my ideal, with only hateful becoming deadly, and the minor cloak upgrade from Kel. I don't really care about PvE upgrades at the moment.
[3] Is Judgement a ranged or melee attack?
I've read both here, with Judgement being a melee attack with an aura that negates parries and dodges, and with Judgement being treated as ranged.
The evidence for Judgement being ranged would be Judgement vs a Paladin with Divine Purpose and missing.
The evidence for Judgement being melee seems to be the mobs in Karazhan that counter based on range / melee / spell attacks.
The question here is how much hit do I need in PvP to not miss Judgemnets agaisnt Paladins and Mages? 9 / 10?
With this hot fix in place I'll be interested to see how paladin numbers come out. People are either going to regem to get back to the hit cap and lose some strength gems, or they will miss more on bosses. Either way, dps is going down. I wonder if ret dps was balanced around having ghost hit or not. This also makes pvp gearing a bit more difficult.
Uhm, even if we lose hit, we shouldn't gem for it. Shame on OP, STR is still the way to gem even if not hitcapped, this has been proven time and again, no? I'm glad I kept some hititems lying around
I'm a relatively new player to the game so pardon my noob question. I've tried looking for the answers but haven't been able to find anything concrete on them.
Re: FCFS priority
in the locked retardin DPS thread, there was a short debate between whether priority should be given to the highest DPS ability or to something that will potentially prevent future simultaneous cooldowns.
Basically it boils down to, if both CS and Judgements are available, should we CS first and delay Judgement for a while to avoid a clash in CD, or should we always give priority to Judgements despite this meaning CS and Judgement will almost always clash on the next CD if you've specced 2/2 into improved judgements?
Personally whenever i Judge first, the CDs for my CS and Judgements always come up almost at the same time. Even if assuming amazing reflexes and no lag whatsoever, doing
0.0 Judgement
1.5 CS
7.5 CS
9.0 Judgement
will still push your Judgement back by at least a second.
And any slight 0.1 - 0.2s delay in mashing buttons will result in the CS and Judgement coming up almost at the same time at 8s. And if priority is again given to Judgements over CS, then the problem will occur again, resulting in much less CS over a fixed time frame.
Whereas if i give priority to CS, then
0.0 CS
1.5 Judgement
6.0 CS
9.5 Judgement
12.0 CS
18.0 CS
19.5 Judgement
This will result in much less CD clashing IMO. Wouldn't this be much better, with less clashing giving you higher DPS in the long run? Or am I seriously flawed?
Please help a confused player here, I'm looking to be as competitive as possible in my guild and your inputs will be greatly appreciated.
Yes and no. You're definitely correct in saying that minor delays (latency or human error) often cause cs and judge to come out of cooldown at the same time. However, I'd like to shy aware from the statement "I give priority" to cs. You're also correct that judgement and cs will always clash, continuously pushing cs back, if judge is prioritized first. If cs is cast first there are very few clashes in the future. In a perfect world, cs should always cool down before judge, so it isn't being prioritised, you're simply compensating for latency by casting it first. I made a post a few pages back (to a very lackluster response, I might add), which clearly illustrates that delaying any ability for even 0.5 seconds in order to cast a higher priority ability results in a net dps loss. Of course, if mana is an issue it is often worth delaying abilities to judge. You'll see how many casts of ds, consecrate, and cs are lost in a fight if you ever do delay casts in order to judge. Here are the cycles and analysis of casts in a 6 min. fight again:
Also, the cycles are based on consecration being the lowest priority cast, simply because I imagined mana constraints to be greater than they really are. As far as I understand, consecrate should actually be our second highest priority cast, after judge? Nevertheless, the cycles still demonstrate that any delaying of casts for higher priority abilities will result in a net dps loss.
Last edited by littlejim : 01/08/09 at 7:39 AM.
Reason: grammar and clarification
Final addendum to my post about Berserking. I decided to take my Cat's Edge out of the bank to confirm that ppm based enchants indeed can chain proc, and here is what I got.