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07/30/09, 5:56 PM
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#751
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Don Flamenco
Blood Elf Paladin
Shattered Hand
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Double procs seem fixed on the PTR now, as of the 7/30 build. Also, SoV now does partial Seal damage from each melee attack/special even before 5 stacks, gonna assume something like ~6% per point. If anyone could tell me how to get a clean log of it, I'd post the proof.
EDIT: Sorry, double procs not fixed yet.
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07/30/09, 5:56 PM
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#752
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Glass Joe
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Originally Posted by Zurm
I think it's time to come to terms with the change thats coming, and I'd like to explain briefly why it's really NOT that bad.
*Does the ramp-up suck? Sure. But it's not the end of the world. There was math posted that you need to spend 28%+ of your time with 5 stacks up on the mob to notice an increase over live atm. Well, a typical weapon swing in full raid buffs for me with a 3.6 speed weapon is about 2.8s. Thats about 11 seconds, so I only need ~15 seconds on the mob to notice a GAIN.
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To clarify what Exemplar said in his earlier post regarding ramp up, the 28% figure is with respect to which seal we should choose. It is the break even point between 3.2 SoR and 3.2 SoV. It has nothing at all to do with a comparison of where we are with respect to live. (And in fact, if it's equal to what SoR is doing, the last numbers I've read are that it is in the neighborhood of 15% behind live, although Zurm says it's "not that far" behind, so I'm not really sure.)
So targets have to live 15-20 seconds for it to be worth using SoV. (Off topic: this means that you will never use SoV while soloing, and rarely use it in a 5 man. It's practically a raid only seal. I think that's dumb. It's likely to cause rets to show up very low on damage for heroic groups relative to their potential in raids, and likely to cause a lot of confusion with new rets. It's not a primary point of focus for us here, but it's definitely not good for the class either.) They have to live somewhat longer than that for us to notice a single target DPS gain relative to live. That's what people are pulling 40/60/whatever second numbers for, although I haven't personally seen any specific math on how long a mob has to last for us to break even with live using the new SoV. I haven't seen a specific analysis on time to break even with live, but if we really want to concretely talk about where we are going to end up, I think that's what we need.
Also, I'd like to bring up what I think is a very important point for comparison with other classes. I'm not tremendously familiar with other classes, but my impression is that most of them have short-term burst options instead of doing their ramp up. For example, a rogue or druid might do a 2-3 CP finisher instead of 5, getting less than ideal DPS, but better than just doing subpar ramp-up DPS on a target that doesn't live long enough to realize the benefits of that ramp. Affliction locks might just spam SB, and mages might forego scorch in favor of fireball. (Disclaimer: I don't know if any of those specific examples are correct.)
The problem with ret is that we have no such option. Seals are too expensive to switch mid combat more than just a time or two per boss fight. (Side note: why? Ret seals are undispellable in PVP anyway, why not make them also 0 mana cost with the same talent? That would open up a ton of strategic possibilities--maybe even make SoW a viable option for regenning mana, similar to hunters' AoV.) We don't have a ramp-up sequence of abilities, we have a "sorry, you have to wait" period. The more I think about it, the more I feel like removing the mana cost for seals (and ideally removing them from the GCD as well, but we can probably make do without that if needed) would make this change substantially more palatable, and I don't see any significant abuses of that off hand.
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07/30/09, 6:03 PM
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#753
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Von Kaiser
Blood Elf Paladin
Korgath
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With 5/5 SotP but no Seal of Righteousness glyph, is it still better than Command on a very quick fight? I'm thinking of Yogg tentacles and guardians to be specific.
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07/30/09, 6:24 PM
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#754
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Von Kaiser
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Originally Posted by Mist
Double procs seem fixed on the PTR now, as of the 7/30 build. Also, SoV now does partial Seal damage from each melee attack/special even before 5 stacks, gonna assume something like ~6% per point. If anyone could tell me how to get a clean log of it, I'd post the proof.
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Without Seals of the Pure, it's 6.6/13.2/19.8/26.4/33% Weapon Damage
With Seals of the Pure, it's 7.6/15.2/22.8/30.4/38% Weapon Damage
Seems like a pretty decent compromise. I wonder how this will effect SoR vs SoV usage.
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07/30/09, 6:31 PM
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#755
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Von Kaiser
Blood Elf Paladin
Stormreaver
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It will definately lower the time-window where SoR is better.
Obviously we'd still go with SoR in AOE situations; but if you have even 6-7 seconds to be on a single target i think SoV may outstrip SoR just because of the increased judgement damage.
Again; I am posting from a location where I can't run any tests and I don't have my spreadsheets. But from looking at it and doing some basic napkin math having enough time to get 2-3 stacks and unload a judge or two may be enough to make SoV the seal to go with.
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07/30/09, 6:33 PM
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#756
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Don Flamenco
Blood Elf Paladin
Shattered Hand
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Does anyone know if Judgement proccing Seals is actually intended? I'm sure double proccing is not intended, but proccing in the first place?
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07/30/09, 6:37 PM
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#757
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Glass Joe
Human Death Knight
Crushridge
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Originally Posted by Mist
Does anyone know if Judgement proccing Seals is actually intended? I'm sure double proccing is not intended, but proccing in the first place?
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Considering that SoV isn't double proccing, and they apparently recoded it to specifically proc off certain specials, I think it's intended.
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07/30/09, 6:40 PM
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#758
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Don Flamenco
Blood Elf Paladin
Shattered Hand
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Originally Posted by nooneyouknow13
Considering that SoV isn't double proccing, and they apparently recoded it to specifically proc off certain specials, I think it's intended.
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Good point. FYI SoComm is still displaying its bizarre behavior of not proccing off Divine Storm (and Judgement) when outside of 5 ft melee range, as of the most recent build.
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07/30/09, 6:41 PM
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#759
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Von Kaiser
Blood Elf Paladin
Stormreaver
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From the re-wording they gave seals; seals will proc off of 'any melee ability'.
Specials and white attacks are considered 'melee' (besides concecration/exorcism) for all purposes. (Hit/haste/crit/ etc.) Stands to reasons that seals would proc off of a judgement if it is considered melee.
Not sure if Blizzard wants this to be true or not; but it was the case the last time I managed to do any serious tests.
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07/30/09, 6:46 PM
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#760
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Glass Joe
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The break even point for SoR vs. SoV was already in the 15-20s range, and that will make it even shorter (since SoV will do more damage sooner).
Without doing any math to calculate the specific break-even point, I think it's pretty clear that SoR will be used for misc trash (that includes "trash" adds for bosses, such as: gothik adds, razorscale adds), and SoV will be used for "adds" with any real meat to them (for example: kologarn arms, XT2 heart).
There are still some fights where this change is crushingly bad for us (Emalon comes to mind, although there may be others--he's not exactly cutting edge content, but I can't see any reasonable way to fight him right now other than sitting in SoR and sucking up the DPS loss). Assuming that SoR is a DPS loss from live, it will be interesting to see on fights like Razorscale or Thorim (where we have to use SoR for the first phase, then switch to SoV for killing the boss) how much less damage we do on p1 and how much more we do on p2, and how that evens out in total.
I'd also like to reiterate that making seals 0 mana cost and ideally removing them from the GCD (anyone remember when this argument happened over hunter aspects?) would make fine-tuning this sort of performance possible, and IMO would introduce a good extra element of skill. (For example, using SoV for the big tree adds in Freya, but switching to SoR for all of the multi-add phases--currently that would be prohibitively mana expensive. Same thing for Emalon--switch to SoR while running to the add, switch to SoV while running back.)
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07/30/09, 6:54 PM
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#761
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Von Kaiser
Blood Elf Paladin
Destromath
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Seals are not analogous to hunter aspects. If anything they share more parity with weapon imbues and poisons. They should be a choice pre combat with repercussions to changing them mid combat.
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07/30/09, 6:57 PM
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#762
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Von Kaiser
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Originally Posted by Phayne2355
Seals are not analogous to hunter aspects. If anything they share more parity with weapon imbues and poisons. They should be a choice pre combat with repercussions to changing them mid combat.
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I completely agree with this. As much as I would love to be able to change seals on the fly, I agree that there needs to be a little repercussion. I rarely ever have mana problems on Ulduar25 so even with the mana cost, I should still be able to switch seals as I see fit as long as I'm smart about it.
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07/30/09, 6:58 PM
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#763
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Von Kaiser
Blood Elf Paladin
Stormreaver
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Originally Posted by Phayne2355
Seals are not analogous to hunter aspects. If anything they share more parity with weapon imbues and poisons. They should be a choice pre combat with repercussions to changing them mid combat.
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Unfortunately, the current state of seals and the current direction of PVE content forces us to change seals mid-combat.
I agree the choice to change should have a cost; but we're going to have to make that choice if we want to min-max damage.
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07/30/09, 7:04 PM
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#764
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Don Flamenco
Dwarf Paladin
Lightbringer
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Originally Posted by TheEnder
Unfortunately, the current state of seals and the current direction of PVE content forces us to change seals mid-combat.
I agree the choice to change should have a cost; but we're going to have to make that choice if we want to min-max damage.
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The question niggling me is whether or not people have been taking the increased mana consumption into account when theorycrafting these seal swaps. If we're already mana-negative over an extended fight, and that trend is increasing in 3.2 (correct me if I'm wrong, but I do believe that's what this thread previously indicated), wouldn't the extra loss actually end up considerably hurting us towards the end of longer fights? Also, wouldn't that same loss be even more compacted by replacing Glyph of Consecration with another?
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"The question is not how far we are going to take it... the question is, do you possess the constitution to go as far as needed?" - Il Duce
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07/30/09, 7:13 PM
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#765
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Yet again, dead again.
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I've got a question with regards to SoC versus SoR in 3.2.
I'm using Rawr Version 2.2.10, with the 3.2 model which for all I know is fairly accurate in terms of everything except for the recent change to Vengeance.
With my current gear I get the following numbers.
SoR & 5/5 SotP: 5338 DPS
SoR & 5/5 SotP, Glyph of SoR: 5425 DPS
SoR & 5/5 SotP, Glyph of SoR and SoV and consecration (drop Glyph of Judgement): 5363 DPS
SoC: 5387 DPS
SoC & Glyph of SoC (drop Glyph of Judgement): 5346 DPS
Here's my question. Where is this argument that SoR >>>> SoC? To me it looks like SoC and SoR are almost identical, with the question being is losing a talent point for SoC worth gaining the extra glyph slot or the ability to get 8% mana back on judgement?
Using the BiS gear from the 3.1 BiS thread I get the following numbers:
SoR 5/5 SotP: 6208
SoR 5/5 SotP, Glyph of SoR, Judgement, Cons: 6279
SoR 5/5 SotP, Glyph of SoR, SoV, Cons: 6205
SoC: 6190 DPS
SoC: Glyph of SoV, SoC, Cons: 6143 DPS
Here's my argument. You're only going to really be using these potential setups:
SoR Unglyphed; SoR, SoV, Cons; SoC unglyphed; SoC, SoV, Cons
This is because almost invariably every fight is going to have a Single Target component so you will need glyph of SoV.
So your DPS comparisons are;
My gear:
5338 or 5363 for SoR, 5387 or 5346 + 8% mana on judgement for SoC.
BiS 3.1 Gear:
6208 or 6205 for SoR, 6190 or 6143 + 8% mana on judgement for SoC.
First of all, I'd hardly say those differences are massive. Secondly, I personally would appreciate the mana on judgement component of the Glyph of SoC considering the high cost of changing seals. Since switching to SoR or SoC is invariably a temporary measure, you're going to be incurring 2 seal swaps, that's pretty mana intensive. Having the glyph of SoC available to swap in in those situations might be helpful, and completely unglyphed, SoC seems to be more powerful or about equal to SoR unglyphed.
Not to mention, because SoC is primarily lacking in Judgement damage, in a multi-target situation the ratio of Seal damage to Judgement damage goes up and swings things even further in SoC's favor: (Rawr is telling me that with standard glyphs (SoV, Judgement, Consecration) in the 3.1 BiS gear, Command is doing 9145 DPS in a 4 target situation, Righteousness is doing 9036 DPS.
So what is it about these numbers that is making SoR so much better than SoC?
Is the current Rawr model incorrect for SoR and SoC damage? (as far as I know it's not changed since this past release)
[e] Furthermore, it looks like in the absence of short term debuffs (sunder, misery, CoE, Scorch) the difference remains about constant
[e2] Upon further reflection I'm changing my mind about the value of the judgement. The most frequent use of a seal like SoR or SoComm is in situations where we're running between low health monsters. In these situations judgement will be used frequently as it's the only ability we'll have to reliably deal damage while in transit. I was mostly considering the impact of additional adds (which favors command) in a static engagement. In an encounter where your time from first judgement is around 8 seconds or less the value of judgement is pretty high. I still think in general SoR and SoC are closer than given credit for generally, but the ability to hit a stronger judgement while traveling I think could tip it in SoR's favor. A couple of crits fills the gap, but that probably requires a more consistent time on target than can be assumed in an encounter such as that.
Last edited by zeidrich : 07/30/09 at 9:31 PM.
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Originally Posted by bartolimu
Believe it or not, I'm sorry it came to this. Not really intensely sorry, but that kind of mildly disappointed, resigned sorry that happens when I see a puppy walk head-first into a window, back up, stare bewildered at it for a second, then walk head-first into the window again.
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