Not ret paladin specific, but I'm not sure how other classes select their gems really.
With JC having lost the prismaticism on the dragon's eyes cuts, there is essentially no more gemming selection benefit for JC's. What I mean by that is: we still get the 3 dragon's eyes, but it doesn't really matter anymore where we put them. But it is annoying setting up rawr with dragon's eyes and then seeing it make 'funny' suggestions to your gearing because of where you put the dragon's eyes.
There used to be a very good reason to put the bold dragon's eyes in specific sockets so you could pick up the bonusses, but that is no longer the case afterall.
I've personally resorted to no longer setting up rawr with any dragon's eyes and disabling the JC templates, because it makes gearing choices easier. But I am loosing out on the actual DPS calculation of course, I'm putting them in when I want to get an more accurate result but that's annoying also.
Wouldn't it now not be a lot simpler simpler to set up the gemming for JC's to no longer have any dragon's eyes in any gemming templates or gemming suggestions in the optimiser and just have a
"replace any 3 bold cardinal ruby by bold dragon's eyes"
or even a "I'm a JC, give me 3x 14 extra Str" checkbox somewhere.
Unless I'm missing something, there's never ever a good reason to get anything other than a bold dragon's eye, so I'll never replace say a Str/Hit or Str/Crit gem with the dragon's eye variant?
A change like that would probably also make the optimiser a lot easier/faster since it doesn't need to account fo so many gemming variants.
since it doesn't need to account fo so many gemming variants.
I made all the BiS gear sets and had little issue using JC gems. I just had to make sure there were 3 of them in the template (Rawr will not allow more than 3). The optimizer is pretty fast (less than a minute) using my 4 year old computer.
Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'
2) Basic FCFS is : HOW > CS > JUDG. > DS > CONST > EXORC - ulduar . At the ToC 10/25 I`am fighting again Lord Jaraxxus,,who is a Demon ,Twin Val'kyr - undead and Anub'arak - undead . So now my Exo hits critically and make more dmg ,what is going on with Holy Wrath - of course I am using it ,but where in rotation is HW and Exo ?,
first rotation is like in uldu to make Exo instant ,and then how it goes ? :
EXorc > HW >HOW > CS > JUDG. > DS > CONST ?
Now I am curious, if Undead is selected as the mob type in Rawr, does it model 100% Exorcism crit?
Now I am curious, if Undead is selected as the mob type in Rawr, does it model 100% Exorcism crit?
Yes. Note since Exo is a spell, it only crits for 150%, so it doesn't change the priority.
Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'
Just a minor remark concerning 2.2.14 and the gemming templates: although we can use a custom template to achieve this, I would find there is a default template missing including hit/str as the yellow socket.
As a matter of fact, strength seems to be our strongest stat now, even when not hit capped, so I'd say that the template showing hit/str as red socket and full hit as the yellow one is of lesser interest than full str in red and hit/str in yellow.
As an - even more minor - side note, I've deactivated the template with nightmare's tears, as they're unique and a bit too potent, I fear I would end with rawr showing them too often. Just like for the jewelcrafting gems, I consider it bonus, since you can put them anywhere that suits you best, so I find it more accurate to compare items based on the basic gem stats.
As a matter of fact, strength seems to be our strongest stat now, even when not hit capped
That is an extremely wrong statement. Hit is still the best stat before cap, and by a sizeable margin.
Originally Posted by Capstone
Does the latest version of Rawr model T9 2pc in its current bugged implementation, or the theoretically correct form??
The correct form. The 4pc T8 bonus is worth about 300 dps for me right now (at least, the last I checked), so until 2pc T9 is fixed, I probably won't break 4pc.
Last edited by Zurm : 08/31/09 at 10:17 AM.
Formally Xyrm/Zurm, the Ret Pally. Now playing my rogue, Zyrm, more casually with RL friends.
That is an extremely wrong statement. Hit is still the best stat before cap, and by a sizeable margin.
In this case, would there be a mistake, or a misinterpretation from my side, when reading the "relative stat values" panel? And in the same way with gear panels, rawr always show me hit/str gems before hit gems.
Before 3.2 it used to show me hit ahead with, as you say, a comfortable margin, but since then I get strength noticeably ahead , and, although I understand it depends on the stuff of each individual, the margin made me think this applied to everybody. Even when virtually upgrading gear, hit is left behind in this panel and I don't manage to push hit before str.
As for figures, before 3.2 I had hit at 2 and str at 1.7, and now I have str at 1.8 and hit at 1.7, to simplify.
In this case, would there be a mistake, or a misinterpretation from my side, when reading the "relative stat values" panel? And in the same way with gear panels, rawr always show me hit/str gems before hit gems.
The Rawr relative stats panel has a warning in giant red text for a very good reason. Also, you are looking at two very different things. The relative stats panel is an indicator, BASED ON YOUR CURRENT GEAR of approximately how much a given stat is worth compared to the others. Being at hit cap will heavily alter this. As far as gems are concerned, it also factors in socket bonuses and caps. If you would really like, upload your Rawr file (preferably use a PM to save forum clutter) and I can look into it further.
EDIT: Upon looking at your armory, your character is over hit cap. However, I will look into rawr further, there may be a bug. Hit is one of those stats that get better as you get more gear, so the fact that you would see otherwise means SOMETHING is wrong, either on your end or in Rawr. There is no chance that in reality hit is worse than strength.
Formally Xyrm/Zurm, the Ret Pally. Now playing my rogue, Zyrm, more casually with RL friends.
There is no chance that in reality hit is worse than strength.
Actually, Redcape came up with stat weights in his spread sheet shortly after 3.2 hit live that contradict this. Granted that they may be slightly out-dated and always relative to his gear but he got a value of 198 for strength and 197 for hit. I forget if this was specified as pre-cap although i would assume it is seeing how close the values are. Just something to consider.
I think I've figured out the hit vs strength issue. The reason I had no idea that hit could ever be worse than str is due to gear levels.
As I stated earlier, hit is one of the stats that only gets better as your gear increases (expertise and haste are, as well). Since I haven't modeled 3.2 stuff with anything other than near-BIS gear for ulduar, I had never seen that situation arise. As it turns out, at a low enough level of gear (such as the gear Redcape used in that example, or around the gear Lau is currently using) hit and str are actually VERY close. When you get to naxx level gear, STR is marginally better.
That being said, for most of the raiders in the ret threads, hit will always be better than strength.
Formally Xyrm/Zurm, the Ret Pally. Now playing my rogue, Zyrm, more casually with RL friends.
I'd recommend 4T8 over 2T9 until the bonus is either hotfixed or patched in 3.2.2.
The advantage of hit is that it is a consistent stat. That way your dps performs about the same every time. Under the hit cap, you are subject to RNG which can be a cruel mistress.
e: For the best gear in the game (as of next week) that is 3 hit rating short of cap, Hit is 2.65 and Strength 2.1.
Last edited by frmorrison : 08/31/09 at 9:32 PM.
Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'
Just as a note, in my fairly decent 4pc T8.5 set hit is weighted equal to strength.
Just because you have 4pc doesn't mean you have "decent" gear. What matters is the tier bonuses AND total stats. 4pc T8 doesn't mean much if you have only 4k ap unbuffed.
Formally Xyrm/Zurm, the Ret Pally. Now playing my rogue, Zyrm, more casually with RL friends.
The advantage of hit is that it is a consistent stat. That way your dps performs about the same every time. Under the hit cap, you are subject to RNG which can be a cruel mistress.
e: For the best gear in the game (as of next week) that is 3 hit rating short of cap, Hit is 2.65 and Strength 2.1.
I wouldn't have thought that hit scaled so well with gear, and now I understand why Zurm was stunned by my comment about strength possibly being better.
As for middle-raid gear and rawr showing str ahead, in fact I was still forcing myself to reach the hit cap, to avoid the RNG you mention here, that could even possibly lead to a "mana starvation" situation, which, as expected, would appear during the execute phase, where we certainly prefer to see us get up in the dps charts, not down.
By the way, removing all my hit stuff and making the fight last 30 minutes makes me think that rawr doesn't model mana usage. It's not critical since we have no mana problem in 25 people raid, but I still find myself in need for mana in 10 men raid (when having to judge light, for instance on the gardians' HM), and hit has quite an impact on this.
By the way, removing all my hit stuff and making the fight last 30 minutes makes me think that rawr doesn't model mana usage. It's not critical since we have no mana problem in 25 people raid, but I still find myself in need for mana in 10 men raid (when having to judge light, for instance on the gardians' HM), and hit has quite an impact on this.
I believe the mana modeling idea was scrapped with 3.2 since mana is a massive non-issue now in 99% of circumstances. But yes, in that situation you would probably see an eventual mana decline... although you should still be ok for a typical boss duration. Are you using DP on or near cooldown? A mod like S.H.I.T. or clcret can really help with DP uptime, it certainly has for me.
Formally Xyrm/Zurm, the Ret Pally. Now playing my rogue, Zyrm, more casually with RL friends.
Something is bothering me a little here, so any help would be appreciated.
Concerning expertise, in game I have 106 expertise rating. This is showing me at 5.50 on my character panel screen, and in rawr this is showing me at 5.73. Did anybody else notice this? I verified to make sure my character was a blood elf and all the correct enchants/gems.
Something is bothering me a little here, so any help would be appreciated.
Concerning expertise, in game I have 106 expertise rating. This is showing me at 5.50 on my character panel screen, and in rawr this is showing me at 5.73. Did anybody else notice this? I verified to make sure my character was a blood elf and all the correct enchants/gems.
The game truncates your expertise in the character window, while Rawr shows the "exact" amount. So in your case, your character actually has 5.73 expertise, but the game doesn't count the last .23, and only recognizes intervals of 5.50, 5.75, 6.00, etc. Think of them like breaking points, and you only get credit for one if your actual expertise is equal to or greater than it. This is an inaccuracy of rawr that that has always existed, but it's very minor.
Formally Xyrm/Zurm, the Ret Pally. Now playing my rogue, Zyrm, more casually with RL friends.
The game truncates your expertise in the character window, while Rawr shows the "exact" amount. So in your case, your character actually has 5.73 expertise, but the game doesn't count the last .23, and only recognizes intervals of 5.50, 5.75, 6.00, etc. Think of them like breaking points, and you only get credit for one if your actual expertise is equal to or greater than it. This is an inaccuracy of rawr that that has always existed, but it's very minor.
However, there was intensive in-game testing. While the paper doll is only displaying 5.5 and you truly have 5.73 - on attacks you are getting the full 5.73. The game does not truncate for actual attack roll purposes.
Unless this has changed.
I know this because I modeled truncation of Expertise in the spreadsheet I maintain, then had to revert back out when testing proved truncation is only in paper doll display.
In short - Rawr is more accurate than the WoW tooltip.
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."
I'm having a hard time adding Items to Rawr. I right click an item, select Edit, then add and then I type either the wowhead link for the item or the item ID number. It loads the item properly but then when I click ok, the item doesnt go to the list. I was just trying to add the new Ony loot, but its not staying there.
You will need to refresh the item cache either through "Load Possible Upgrades From WoWhead" or "Update Item Cache From WoWHead" in the tools menu. That worked for me but I use filters and can't seem to find what the new Ony stuff would be under.
It was only until i went to the filter menu and selected the new "All" option that they would even show up.
"Only the ignorant laugh when Paladin DPS is mentioned." - Eyonix
You will need to refresh the item cache either through "Load Possible Upgrades From WoWhead" or "Update Item Cache From WoWHead" in the tools menu. That worked for me but I use filters and can't seem to find what the new Ony stuff would be under.
It was only until i went to the filter menu and selected the new "All" option that they would even show up.
Done this, my numbers haven't moved an inch. Every set is down about 500dps from previous versions.
sorry im new to using rawr and got down all the buffs to click and options and what not. but what do you use for your FCFS simulator? do you change the rotation or just leave it as is? which is CS>HoW>Judge>DS>Conc>Exo. Also on the "Stats" tab i couldnt find a place to help me understand the "Rotation Info" what do the Crusader Strike CD, Judgement CD, Consecration CD, etc. #s mean?