 |
01/05/11, 11:32 PM
|
#31
|
|
Glass Joe
|
DPS rotation - mind spike?
I've been sitting and playing around with a target dummy for a bit now, and I respecced a few times, and I'm not really seeing any significant disparity in DPS between trying to max out the damage of my DoTs and just spamming mind spike x3/mind blast. The only variations I'm seeing are when there are crits and good/bad orb procs, but that'll make things change up either way and I really can't control that. Am I missing something big here about how mind spike plays into good shadow DPS? With the mind melt talent turning mind blast into an instant with a 90% crit chance, the spamming is actually delivering rather high damage.
Edit: Disregard. I did more research and got some add-ons to help me minimize DoT downtime. Surprisingly more difference than I expected in the DPS output. However, I'm guessing mind spike is our weapon of choice for small trash and adds that need nuking? The RNG involved in damage output is also driving me quite batty. Orb procs seem to follow the whims of the anti-priest gods. 
Last edited by jjloraine : 01/06/11 at 6:37 AM.
|
|
|
|
|
01/06/11, 8:38 AM
|
#32
|
|
Don Flamenco
Dwarf Priest
Eitrigg (EU)
|
Originally Posted by tedv
Anecdotally, when orb fishing I've seen that you normally get the orb pretty quickly but there are some long tail cases where you're fishing for a very long time without DoTs up (except obviously shadow word pain). This suggests that orb fishing has a high chance of causing a minor DPS increase but a low chance of causing a massive DPS loss. The optimal cast pattern could depend on your tolerance for damage variance in a particular section of the fight.
|
When spamming Mind Flay, the time to the next orb is an exponential random variable. For each three MF ticks, you have 1 SW:P tick. With a proc chance per tick of p, the probability that the orb procs at the Nth MF tick is : (1-p)^(N*4/3 - 1) * p (the 4/3 represents the additional ticks from SW:P. Depending on the "phasing, it could be the floor or the ceil of that value).
The main point is that this distribution is not heavy tailed. The probability to wait a long time decreases quickly.
|
|
|
|
|
01/06/11, 9:53 AM
|
#33
|
|
Piston Honda
|

Originally Posted by Nimiks
About hit capping and aside all theory, in practice I found it very annoying not to be hitcapped on Cho'gall fpr exemple, where all the adds are tagged as bosses. If you need to assist on the oozes (blood of the old god or whatever), mind spike is really efficient but you need the hit cap (or near, 15%~should be ok). You also loose a lot of mana when multidotting with low hit and bad luck (and a lot of fights allow multidoting atm) and can be forced to SW  or keep your SF for mana instead of pure dps.
So all in all, I would say it's not really a matter of opinion, I tried to raid with between 5 and 10% hit on the first raids, because i couldn't reach the hitcap without sacrifying too much crit/haste (or trinkets, like the excellent jewelcrafting one), and if it showed good DPS results, it was really annoying because of the reasons I stated above. For now I run something like 15% and lost quite a lot of crit, but i've much less to care if my fucking VT missed for the third time on theralion or not, and can use mind spike properly.
|
I agree.
I ran a whole bunch of simulations on SimC with my own character (ilevel 333 with a couple 346 items) and also with the best in slot 372 gear. I found that for the low-level geared character, hit was actually coming out as weighted higher than haste/crit.
When I loaded up the best in slot 372 gear, the stat weights that resulted were obviously those in the OP. Based on those stat weights, I changed the best in slot gear to what it "should" be, since the gear they have in there by default favors hit to the 17% cap. After equipping what ought to be the best in slot gear, I had only about 9.5% chance to hit, but it did simulate out to 200 more DPS.
So, in summary, you lose 0.8% DPS on an ideal simulation with the best gear available in the game for getting hit capped.
I think it would be sound to say that getting hit capped or very near it (15%+) should still be considered a best practice and priority for gearing shadow priests.
I have a longer thread here:
Shadow Priest Stat Weights
I do note in my thread that I was seeing some anomalous results from SimC. I know it is still in beta, so I'm trying to figure out what could be causing it so I can hopefully help out the developers.
|
|
|
|
|
01/06/11, 9:54 AM
|
#34
|
|
Observation: I am awesome
|
Originally Posted by Elimbras
When spamming Mind Flay, the time to the next orb is an exponential random variable. For each three MF ticks, you have 1 SW:P tick. With a proc chance per tick of p, the probability that the orb procs at the Nth MF tick is : (1-p)^(N*4/3 - 1) * p (the 4/3 represents the additional ticks from SW:P. Depending on the "phasing, it could be the floor or the ceil of that value).
The main point is that this distribution is not heavy tailed. The probability to wait a long time decreases quickly.
|
Sorry I was using long tail in the exact opposite sense of what I meant. I meant that there are a few very rare, very long delay occurrences.
|
|
|
|
|
01/06/11, 10:28 AM
|
#35
|
|
Don Flamenco
Dwarf Priest
Eitrigg (EU)
|
With regard to hit value, it is useful to realize that the more movement / adds / silence a fight includes, the more the value of hit. One of the main reason for the low value for hit is that the penalty for missing dots is "low", because one can recast them (in fact, this is true for any sequence with different priority spells, when high priority spells can be recast). But if the proportion of time that one spends casting high priority (read dot) spells increases, then the value of hit has a lower decrease, up to a point where one cast only high priority spells and hit has a "normal" value.
|
|
|
|
|
01/06/11, 10:37 AM
|
#36
|
|
Piston Honda
|
I understand the theoretical argument for the low value of hit in a simulated tank and spank environment. That makes sense to me, in theory. I was simply pointing out that, for all practical purposes (0.8% if far less than the RNG in real raid environments), you don't lose any DPS, even in a perfect world, by getting hit capped with the gear currently available.
That is why I (and others) are proposing that it is safe and correct to say:
Shadow Priests: hit is better than haste until you are near the cap (say 15%). And, really, you are not going to see a DPS loss even if you get to the cap.
Last edited by revulva : 01/06/11 at 10:43 AM.
|
Team Robot developer.
Follow Mr. Robot on Twitter or Facebook for updates, feature releases, bug fixes.
Mr. Robot is now available on your Android and iPhone
|
|
|
01/06/11, 10:49 AM
|
#37
|
|
Great Tiger
Worgen Priest
Ravencrest (EU)
|
Consider also the human error that occurs when you miss a dot and don't notice it immediately due to the fight mechanics requiring your full attention, which further increases the value of hit.
I think it's safe to say that hit is underrated somewhat by SimCraft relative to realistic scenarios.
My personal gearing philosophy is to prioritize hit marginally above all secondary stats until cap. If I value haste at 0.50PP, I value spirit/hit at ~0.51PP. This mainly affects reforging and some close item decisions (haste/spirit > haste/crit items).
For what it's worth: There's no reason to stop chasing hit as you approach the cap. The value of hit is constant all the way from 0% to 17%.
|
|
|
|
|
01/06/11, 12:14 PM
|
#38
|
|
Mitt Romney?
Blood Elf Priest
Mal'Ganis
|
The way I view it is I prefer to be hit capped, but it's not absolutely essential like it was before Cataclysm. Before, if I was 1% shy of the hit cap, I'd probably wear clearly inferior pieces of gear that had hit on it. It was that important. As I mentioned in the guide though, the hidden variable is how quickly you react to missing a spell. If you're hit capped, it's one less thing you have to worry about watching, and we have enough things to watch already.
|
|
|
|
|
01/06/11, 2:19 PM
|
#39
|
|
Piston Honda
|
Originally Posted by Snowy
This is where it gets tricky, since there's still a lot of things higher on the list than SWD: Refreshing dots, casting Mind Blast if you have an orb when Empowered Shadows is about to expire, and then the big question is, if you DON'T have any orbs and Empowered Shadow is about to drop off, is Mind Flay still a better choice since you need to get an Orb?
|
Don't forget the remaining duration of your currently active VT and DP. With both of them locking in Empowered Shadows it dropping momentarily is not a large concern, yes you lose it from SW:P, and MF if you're casting it, but as long as it doesn't effect your VT and DP rotation the damage loss can be minimized.
|
|
|
|
|
01/06/11, 2:51 PM
|
#40
|
|
Glass Joe
|
Originally Posted by Snowy
The way I view it is I prefer to be hit capped, but it's not absolutely essential like it was before Cataclysm. Before, if I was 1% shy of the hit cap, I'd probably wear clearly inferior pieces of gear that had hit on it. It was that important. As I mentioned in the guide though, the hidden variable is how quickly you react to missing a spell. If you're hit capped, it's one less thing you have to worry about watching, and we have enough things to watch already.
|
I concur. I mentioned on another thread that my personal dummy tests resulted in a very small dps loss when I used my regular, 8.5% hit set vs an "inferior" hitcapped set, and I think that gap would only broaden in an actual raid environment, where movement and overtaxed reaction times come into play.
Not being capped drives me insane, anyway. Missing two flays in a row during a Rohash Storm Shield and watching the raid wipe because of it = murderous rage.
Edit: Does anyone have any hard numbers on the dps loss of glyphing Dispersion instead of Death? I've had the former since xpac release due to mana and survival issues and have only recently (having reached full-ish 359 gear) considered returning to GoSWD; I've always thought that an occasional pre-25% SWD and the glyphed Dispersion (available, though not used for its duration on CD, as a rule) were better dps gains overall than glyphing Death and having to use full Dispersions, save Fiend for mana, etc. Additionally, my limited experience with Cata's hardmodes has shown me that 100% of wipes are "Hey idiots, keep yourselves alive" wipes instead of "We all lived but hit the enrage timer due to a lack of 1% dps" wipes. Do those reasons seem sufficient to consider Dispersion as a sometimes glyph choice?
Last edited by Stormraiser : 01/06/11 at 2:56 PM.
|
|
|
|
|
01/06/11, 3:37 PM
|
#41
|
|
Glass Joe
Undead Priest
Frostmourne
|
Healers with HoTs get dark intent so I dont think its very common for shadow priests to get it at all in raids. There needs to be a target time to die < 20 seconds or so: Mind Spike and MB rotation in the simcraft.
Possibly also a check for 5x evangelism being up with Dark AA ready and having between 40 to 75-85% mana and either VT or DP about to drop off (or only VT about to drop off?) to switch to a brief MS/MB rotation during dark arch angel.
I could be wrong here but I also find that, with a lot of fights lasting around 6 minutes and sometimes mana being a problem unless using SW:D every cooldown(which notably is not in the simcraft), it is best not to use shadowfiend in the 1st minute of the fight but perhaps a bit later on depending on the fight length in order to maximize the mana return.
I find on some fights particularly Magmaw, mana becomes a problem before the 2nd shadowfiend is up and then becomes a non issue allowing for a Dark AA MS/MB rotation to be cast without risk of being OOM.
This is based on MS/MB being higher DPS than dots while Dark AA is up, which is what I have found.
|
|
|
|
|
01/06/11, 11:51 PM
|
#42
|
|
Glass Joe
|
I think the biggest concern at the moment is the variance between fishing for an early orb or redotting with weaker dots, especially if herosim is cast early. I understand rng being part of the game but this mechanic is clunky at best and can be frustrating for players.
Regarding mana, although with more gear comes more haste, the amount of pure Int on items is making mana returns from DA and fiend quite comfortable. I personally like the idea of small sacrifice of dps for mana (swd above 25%).
Has anyone else noted weird mechanics with SWP refreshing since 85? At 80 it was standard issue to sometimes cast MF but not get a refresh in time for swp to roll. So far at 85, I have had a few cases of SWP having a full 2 seconds remaining, casting MF and not getting a refresh. Othertimes, with 1 second left i do get a refresh! I do play from Australia with 300-350 lat normally, but i dont think this is the reasoning.
It may also be my dot timers maybe getting out of whack with the server.
Anyone else experienced this?
|
|
|
|
|
01/07/11, 1:22 AM
|
#43
|
|
Glass Joe
|
It's a 60% chance to refresh SWP per tick of MF now, which isn't noticeable for most of us most of the time.
|
|
|
|
|
01/07/11, 5:11 AM
|
#44
|
|
Mr. Sandman
Dwarf Priest
Defias Brotherhood (EU)
|
Theory versus practice:
I am getting a bit skeptical of simulation craft results, mostly because our rotation now is incredibly difficult to pull off perfectly, and the weights given by simulation craft assume an impossible level of play.
In practice:
- Most fights require movement at times you don't choose, making recasting vampiric touch or mindblast after a resist a pain in the ass.
- Recasting DoT so they land right before they expire is very difficult and requires you to plan spell-cast sequences up to 3 or so GCD in advance.
- To benefit properly from haste, you need to have perfect DoT landing times. If you don't refresh DoT at perfect times, haste has pretty significant softcaps (since you'll either miss a tick from refreshing it before the last tick, or miss ticks in the gap between wearing off and re-application).
- Haste makes the rotation much harder and increases mana expenditure (flay crits reducing shadowfiend obviously isn't enough). Crit has no effect on rotation efficiency but mildly increases mana returns.
- Hit makes the rotation much smoother. Spirit is also very useful for people who dual spec to holy often.
- In game, situational awareness is incredibly precious - if you have to increase your focus on the rotation it means you might miss things like life-saving lifegrips.
I am seriously considering reforging a lot of things to spirit, then testing things out empirically to see how they work out for me in a real life raid scenario. Multi-dotting two mobs with hasted dots, uncapped hit, while watching shadow orbs, on top of the usual avoiding AoE and raid leading probably leads to a DPS loss for me.
|
|
|
|
|
01/07/11, 5:13 AM
|
#45
|
|
Great Tiger
Worgen Priest
Ravencrest (EU)
|
Originally Posted by Rezzy
I think the biggest concern at the moment is the variance between fishing for an early orb or redotting with weaker dots, especially if herosim is cast early. I understand rng being part of the game but this mechanic is clunky at best and can be frustrating for players.
|
Well, we're not the only class with ramp-up time. There should be no reason to Heroism before 15-20 secs in, at which point you are virtually guaranteed an orb even if you open with full dots and just MF after that.
That said, the mechanic is needlessly random, clunky and frustrating. The mechanic would be far more comfortable to use if they increased the proc rate by a lot (even 100%), but added a small ICD to control the number of orbs you receive. It would lower haste scaling very slightly, but would increase consistency and allow you to plan around the orbs better.
|
|
|
|
|
|