Well as expected. The gain has a peak right after SW:P ticked, and will lower to a minimum in the middle between ticks. Refresing at 21 seconds makes you gain 1.75. With 24 seconds it gives you the full 2.
Well as expected. The gain has a peak right after SW:P ticked, and will lower to a minimum in the middle between ticks. Refresing at 21 seconds makes you gain 1.75. With 24 seconds it gives you the full 2.
Can you increase the sampling resolution on the program that created the graph? It should show a sharp (vertical) rise at each multiple of three, and then a flat linear decrease to the next multiple of three. In other words, it's a piecewise linear function.
At any rate, the general conclusion seems to be that you should refresh a shadow word pain early only if:
A) You can't cast anything else (ie. you are moving)
B) You refresh it right AFTER a tick occurred (ie. it time remaining is just below a multiple of 3)
C) The time remaining on the current pain is less than 12 seconds.
So you should only refresh it at 11.5, 8.5, 5.5, or 2.5 seconds remaining. Maybe 14.5 if you trust your reflexes and have a lot of mana to spare.
There was a thread about Shadow Priests and a math class broke out! haha.
Amazing break down hope, I am going to try and tuck those numbers into the back of my brain, see how it helps on my dps. I wonder if it would be possible to modify my DoT timer to give a pulse (or some visual signal) X amount of time before these "ideal refresh numbers". Like have it pulse at 12, 9, 6, and 3. Thats probably well beyond whats necessary as it shouldnt be too hard to start 'sensing' when these ideal times are up. Cool stuff though, I will probably link the graph/math to my internal forums.
I'm using quartz and I'm affraid I too often accidently clip mind flays at the end of their cast. While I'm chanelling mind flay I press down the key of my next spell, and release the key (remove my finger from it) when quartz shows I'm entering the red area of the bar.
I'm wondering if everyone is doing this? Pressing the key of their next spell during mind flay channel, but not releasing it untill they want to cast. And I'm wondering if this is clipping my mind flay too often (ie. not getting the final tick) accidently?
I've done some tests on Dr. Boom. And if I release the key before the red area I won't get the final tick. So.. how does everyone else handle that? Only mindflay has this mechanic where you can interupt it during the channel by just pressing another spell. I play at sub 6fps usually, and the exact timing is quite tricky.
The T5 4 piece bonus (100 dmg proc off SW:P) has no hidden cooldown and will proc more frequently the more SW:P's you have up. If you have a second rank 1 SW:P ticking on some other mob (hello Illidari Council) the 100 dmg buff will be up more or less constantly. If you use power auras or some other mod to track it, it's fun to watch how often it really does proc compared to every other proc in the game. Thus, benefit you get from it can scale. That said, it can make your life a little difficult when you're trying to micro manage lots of other things, and switching targets to keep a 2nd dot going automatically means less time spent focusing on your primary damage target.
Why would you use rank1 SW:P on council when you can run a full dot cycle on the paladin and mage? The highest dps a shadow priest can do is to chaincast dots and refresh them right as they fall off on ~4 targets. Adding targets up to 4 to dot is always a dps increase as long as you aren't losing dps to movement. Maybe your positioning is screwy and doesn't allow it, but it's definitely higher damage.
If you have 2 targets available, your highest dps priority queue is 1. VT+SW:P on both targets 2. MB/Death 3. Flay. If your mana cannot sustain a full mb/death rotation with dots on 2 mobs, start cutting them out of the rotation first. For council, I maintain dots on the mage as top priority. The paladin gets dragged around the room and is sometimes a good 15-20 yard run to get into casting range. If he's too far, I just continue with a normal damage cycle on the mage. It is NOT an increase in dps to waste 2-3 seconds running to get dots on a 2nd target, especially if his resist aura is up. If he's in range (I keep him set as my focus target) I refresh dots right as they fall. If the mage gains the magic immunity shield, I run over to the paladin and run a single target dps cycle on him. However, if his resistance aura is up I will refresh dots and flay only; it makes sense to use your higher dpm/lower dps cycle when there is a high chance of resists or partial resists (unless, of course, you are not mana limited). I don't use death except very rarely to save a weaving stack falling due to the risk of burst damage on that fight and the fact that my mana cannot sustain a full mb/death rotation.
Make sure to park your shadowfiend on the paladin right after he's moved out of a consecrate and right after his resist aura has dropped. If you end up running out of mana due to a shadowfiend death or incorrectly judging how many MB's you could afford to cast, switch to dots+flay only on the mage, or on the paladin when his resist aura is down.
We run 2 shadow priests (sometimes 3) and we both do the same rotations, so I don't have to worry about weaving falling off too often because our dots get staggered and it gets refreshed just from that. If you're the only shadow priest, you'll need to land a mb/death/flay on your secondary dps target between roughly every other VT refresh to keep weaving up (VT's duration = weaving duration, and SW:P refreshes the stack between roughly every other VT, so you have to keep it up between the VT's that SW:P does not have a refresh).
Why would you use rank1 SW:P on council when you can run a full dot cycle on the paladin and mage? The highest dps a shadow priest can do is to chaincast dots and refresh them right as they fall off on ~4 targets. Adding targets up to 4 to dot is always a dps increase as long as you aren't losing dps to movement. Maybe your positioning is screwy and doesn't allow it, but it's definitely higher damage.
Honestly I haven't tried running multiple dots. I mean the shadowfiend out of consecrate thing is obvious, you have to do it or it dies. The single target when magic immunized thing is also obvious. Limiting shadow word death, again common sense at this point.
On omen, I have mages turned off for threat mostly to simplify what I'm looking at during the fight, but I imagine threat wouldn't really be a problem, I guess it might depend how much attention the your spell stealing mage is paying attention to DPSing the mage mob vs. keeping a gcd for spell steal, and possibly (as we do) using him for interrupts on malande. Assuming my threat on that target isn't an issue, maintaining dots on 2 targets wouldn't be all that difficult. I suppose as long as VT is up on both targets, even though a multiple dot rotation is more draining on my mana, it doesn't cut mana return to my party, again as you mention as long as you maintain weaving on both targets.
Regarding positioning, since the mage stays put the entire fight (and relatively, for us the paladin and mage are closest compared to malande and veras) the question for positioning to keep dots up vs. full damage rotations is going to depend on where the paladin is being dragged at any given moment. Since we run 2 SP's, keeping weaving up on both targets if we do the same thing could be pretty easy.
I'm gonna try it. I am usually not all that mana limited in this fight, as the SP's carry the healer groups and druids toss us innervates. The only risk I see associated with this is that increasing the number of dot targets carries risks of losing mana if you can't keep VT up 100% of the time, or if weaving falls off because a blizzard landed in between you and your target. Furthermore, the more running around I do the harder it gets to keep everyone properly spaced for the flamestrike/blizzard aoe, but that probably won't be a problem either. thanks for the tip.
Apologies if this is slightly away from the main sway of the thread but I have a quick question.
How effectively can shadow priests dps? Our guild is currently farming Kara and about to start Gruul. Sadly our lone shadow priests damage is the lowests in the team. however a good friend of mine says that this is not the way it should be.
With kara gear, what dps should a good spriest (ie one who knows the class, and rotations required) achieve at Kara/Gruul level? Currently we're seeing Hunter>Warlock>Rogue>Mage>Boomkin>Spriest
I've been pointing various guildies to these forums over the last couple of weeks, and our Rogue and Mages have definately improved. Hopefully I'll be able to persuade the spriest the benefits of spending a night reading up on these forums instead of levelling alts :-)
With kara gear, what dps should a good spriest (ie one who knows the class, and rotations required) achieve at Kara/Gruul level? Currently we're seeing Hunter>Warlock>Rogue>Mage>Boomkin>Spriest
When I was at the Kara gear level, the ordering was Spriest / Warlock / Rogue > Hunter > Warrior / Mage. Tailoring and badges gives shadow priests access to gear that they will use the moment they hit 70 until they kill Illidan (and sometimes after). If they aren't at least in the top 5 for DPS at the T4 instance level, they are definitely doing something wrong. It's probably pretty easy to identify too-- just look over their gear and talents and the compare to the information in the root post in this thread.
I'll attempt to get a WWS report tomorrow, I havn't used it before and am quite looking forward to it, as hopefully it will point out a few things to us, and we'll become the better for it.
I've checked his talents and the 2 major things I've spotted is that the threat reduction talent is completely overlooked (in favour of imp psych scream & silence). And he has 2/5 Misery. Typically in a raid his figures come out at just under 400dps over the space of 2-3hours. He has +647 Spell dam and 61spell hit rating.
I'll attempt to get a WWS report tomorrow, I havn't used it before and am quite looking forward to it, as hopefully it will point out a few things to us, and we'll become the better for it.
I've checked his talents and the 2 major things I've spotted is that the threat reduction talent is completely overlooked (in favour of imp psych scream & silence). And he has 2/5 Misery. Typically in a raid his figures come out at just under 400dps over the space of 2-3hours. He has +647 Spell dam and 61spell hit rating.
This person you are referring to actually has +967 shadow damage and should be able to pump out really good dps though that +crit trinket needs to go out the window fast.
His spec is pretty half-arsed, no thread reduction as you said, only 3/5 Shadow Focus, only 2/5 Misery. Improved Psychic Scream and Silence while situationally useful are not raid dps talents and should be put into the above talents as soon as possible.
If the player is a receptive fellow willing to improve his abilities looking in this thread would be a good start, for your WWS you should look at his dot uptime as it should be as high as possible to max his dps.
No, you may not roll a spiked chain wielding half-ogre.
If you armory me you can see the majority of my gear is comprised of tailoring craftables, BoJ rewards, and heroic drops, I only have two pieces of gear from Karazhan and no gear from any higher instances. My gloves are from Kara but they could be upgraded with the new 2.3 badge reward gloves. So in reality you could do this with one Kara epic and the rest of your gear being made up of tailoring craftables and heroic rewards.
Each test went for about approximately 2 minutes 40 seconds, this may sound short but even with [Super Mana Potion] and [Demonic Rune] thats the longest I can last since the boom bots don't play nicely with shadowfiends. I decided to only use my [Glowing Crystal Insignia] once for each attempt because using it twice in a 2 min 40 sec fight would skew the data.
The figures from my spreadsheet predicted that I could do 1328 dps, in my trials some attempts were slightly higher and some were slightly lower due to varying crit rates for both my warlock (Improved Shadow Bolt) and myself. The average dps from my three attempts was EXACTLY the expected value of 1328. While it was only three attempts I believe the spreadsheet to be over 99% accurate. If you plug in the expected dps if I had full raid buffs (Blessing of Kings, Divine Spirit, Arcane Intellect, Mark of the Wild, Wrath of Air) my expected DPS would have been 1400. My gear is not perfect for the Gruul level however, [Gavel of Unearthed Secrets] ---> [Vengeful Gladiator's Gavel] [Glowing Crystal Insignia] ---> [Icon of the Silver Crescent] [Girdle of Ruination] ---> [Belt of Divine Inspiration] [Handwraps of Flowing Thought] ---> [Studious Wraps]
The above upgrades would bump the spreadsheet's expected dps up to 1477.
So to sum things up with average Gruul gear you can get up to 1400 dps, and with perfect Gruul level gear you can get up to 1477 dps. This was all for my average latency of 160ms, of course you will do better with less, even with the new casting system latency is slowing down my mind flay, would be nice if Blizz applied the new casting system rules to channeled spells with nochanneling macros.
The spreadsheet I used was [Firala's Shadow Priest DPS Calculator v 0.8.0] I used 50% Improved Shadow Bolt uptime for all the figures, this should be a fairly average value for a raid with 3 Warlocks 2 Shadow Priests, but was somewhat of a fudge factor.
So to sum things up with average Gruul gear you can get up to 1400 dps, and with perfect Gruul level gear you can get up to 1477 dps. This was all for my average latency of 160ms, of course you will do better with less, even with the new casting system latency is slowing down my mind flay, would be nice if Blizz applied the new casting system rules to channeled spells with nochanneling macros.
The spreadsheet I used was [Firala's Shadow Priest DPS Calculator v 0.8.0] I used 50% Improved Shadow Bolt uptime for all the figures, this should be a fairly average value for a raid with 3 Warlocks 2 Shadow Priests, but was somewhat of a fudge factor.
Taking into account that this is on a stationary target that isn't fighting back. In Gruul you have a lot of downtime due to moving around for Shatters and the AoE Silence. If your spriest is smart he'll make sure his dots are ticking for the duration of the silence but with ~900 shadow damage I'd be expecting (at best guess; been a while) about 600-700dps.
At Kara level though, he can easily attain more than 900 shadow damage, with crafted gear and easily obtained heroic rewards 1000-1100 isn't asking much and if he has a steady arena team and has access to the S2/S3 weapons, expect 1200 shadow damage. As was said, shadow priests have the luxury of being able to gear themselves almost 100% outside of raids and keep this gear to well into T6 content and still be viable.
EDIT:
Typically in a raid his figures come out at just under 400dps over the space of 2-3hours. He has +647 Spell dam and 61spell hit rating.
Just noticed this statement, my alts levelling guild has just started Kara and I've been going along in addition to raiding on my main. Their raiding shadow priest has 753 shadow damage and zero hit rating and he's pulling around 650-700 dps with 13% CoS and about 60% Imp Shadow Bolt uptime. He's using a cookie-cutter spec and and showing up a T5-geared elemental shaman without breaking a sweat. Your guy could really improve with some feedback if he/she is serious about their performance.
Nice theorycraft on Dr. Boom, but I find it far off from realistic levels. I'm in almost full T6, and if I make such numbers (1300 dps+) then I'm a happy man.
In my Kara-days, I think I would be able to dish out about 750-800 dps on more or less stationary fights.
400 dps for the level of gear you mention is very, very underwhelming though, although I'm reluctant to judge "over the space of 2-3 hours". Is this about the same dps he pulls out on bossfights? Then replace him asap.
Well tbh, a shadowpriest that puts even the tinyest effort into his gear (gets hitcapped and doesn't bother with crit) on Karazhan lvl, should be able to outdps pretty much anyone, aslong as he knows what he's doing.
The problem I usually came across when starting to raid Kara was threatproblems. We used to have a pretty mediocre tank with us, and his TPS was way below my swp+vt+flay rotations, so my dps suffered due to not being able to go all out. Later on we got a new tank, who was just a vicious aggromachine, and I could do things I never imagined possible for a spriest, which also showed in the whole raids dps, as well as in my personal dps going from about 500 to 750.
Then I was browsing some random chineese goldfarming forums, and I came across a topic called Lien Chen Dao Bu or something like it, which explained the relevance of +spellhit for a shadowpriest. I never really bothered with spellhit, I did enough dps as it was. I thought. I at the moment had frozen shadoweave, random blues, spellstrike legs and not much more. I thought to myself I'd better test the +spellhit, so I gathered mats for spellstrike hat, got the enchant, aswell as +spellhit on gloves (attumen still to this day didn't drop his bloody gloves), so I capped out at 76 and went for Karazhan, once again.
It was amazing. My dps was higher than ever before, mobs gave me less partials, less full resists and the tank who I thought was AMAZINGLY GRAET!!! now wasn't much of a challenge to an allout dps cycle (vt->mb->swp->death->flay->mb). I experimented along with this once we downed Prince Malchezaar and I got my dagger. We pretty much cleared all of Karazhan in a matter of months, due to lacking ppl because of the whipes we had on Aran (flamewreath = do NOT move, wish we had -dkp and everyone would be back at the stoneage).
Anyhow, after Karazhan we had another challenge, Gruul. We took down Gruul from start to end in 1 week. Magtheridon took us 2 weeks. At this point I totally skipped the thought of going for any pieces of t4, due to its lack of overall pwnage. A month later we took our first scrawly steps into SSC, had a great time and downed Hydross on the 4:th night there, proceeding to Lurker, who went down in notime. Morogrim was a problem to us, but after I specced prot on my pally, got some gear and spammed holy lights on murlocs, he went down in notime. Leo was a problem, but followed the others onto our pricewall. Karathress was a pain in the butt due to alot of new players and some old bad ones, but we got him down in a week. Vashj went on our second night.
Now we have cleared SSC + TK, and are going to take our first steps into Hyjal and onwards to BT. I am currently holding #1 to #3 on the dmg done / dps charts in every raid I attend, with very few deaths to overaggro and very little overall messing up. If you look at my gear you realize that it COULD be alot better, but Shadowpriests are made in a way, which allows us to wreak so much havoc with so little gear, and returning mana to the party is just an amazing ability. We rarely raid with less than 2 shadowpriests, sometimes even 3.
I had a point to make when I started writing this, but now I lost it.
Max spellhit, max spelldmg is the way to go, in that order. Lack of spellhit and missing ticks / casts is what messes up your dps.
In my Kara-days, I think I would be able to dish out about 750-800 dps on more or less stationary fights.
400 dps for the level of gear you mention is very, very underwhelming though, although I'm reluctant to judge "over the space of 2-3 hours". Is this about the same dps he pulls out on bossfights? Then replace him asap.
It's been a long time since Kara for me, but I recall when I was in tailoring gear back then with tanks that had no T5 gear that I was genuinely threat-capped, so my DPS was certainly nowhere near what it could have been.
To add some more to the topic though, real-world experience with T6 gear for Akiba & I have seen us max out in the low 1400s for DPS at Teron. For me, that's with 1335 spell damage unbuffed, and typically I might have an oil and food on. I'm also running around 15 FPS in raids, so that might be cutting into my DPS slightly, especially whenever there's a slight hiccup or two. Also, my spec isn't completely min-maxed -- so I run with 1/5 Imp MB, instead of 4. With all of that said, I certainly could see the top end for spriests being over 1500 DPS on a few fights where you can just sit and blast away.
It's been a long time since Kara for me, but I recall when I was in tailoring gear back then with tanks that had no T5 gear that I was genuinely threat-capped, so my DPS was certainly nowhere near what it could have been.
To add some more to the topic though, real-world experience with T6 gear for Akiba & I have seen us max out in the low 1400s for DPS at Teron. For me, that's with 1335 spell damage unbuffed, and typically I might have an oil and food on. I'm also running around 15 FPS in raids, so that might be cutting into my DPS slightly, especially whenever there's a slight hiccup or two. Also, my spec isn't completely min-maxed -- so I run with 1/5 Imp MB, instead of 4. With all of that said, I certainly could see the top end for spriests being over 1500 DPS on a few fights where you can just sit and blast away.
Going 5/5 Improved Mindblast and using Shadow Word: Death every cool down that you can safely do so (common sense: if you are below 50% health or taking damage dont cast a spell that can cause nearly 4k damage to yourself on a big crit) you can really stretch your dps. Rage Winterchill is probably the best bench mark fight I have done since starting T6 (havent been to terron yet) and I was able to crank out 1231 dps, according to WWS. It plays largly on how well you can prioritize your spells. When to refresh dots, when to cast your cool downs, how to use your trinkets, etc. Gear is a big part of it, certainly, but I am sporting only ~1240 shadow damage self buffed (crusader trinket stacks), and 1231 is a damn solid dps for the gear I have.
Wow Web Stats
That was before I got my T6 gloves (got them tonight). So at the time I was wearing 4 Karazhan Drops, 2 Craftables (Eng gogs & bracers of havok), 3 Heroic rewards (OH, trinket and wand), 3 SSC drops, no T6, no T5, 1/5 T4 (shoulders, ick).
[e]
To be fair I did have a shaman, but still, I think thats pretty good for my gear!
I am currently holding #1 to #3 on the dmg done / dps charts in every raid I attend
I can assure you that is not the place you end up if everyone in your raid is of the same level (either skill or gear).
Originally Posted by Kavu
I had a point to make when I started writing this, but now I lost it.
Indeed, there's no point to your post. It seems you're trying to convince people here that shadowpriests are a good asset to 25 man raiding. Now this may come as a surpise but: we know!
I am currently holding #1 to #3 on the dmg done / dps charts in every raid I attend
I can assure you that is not the place you end up if everyone in your raid is of the same level (either skill or gear).
If everyone is performing well, you should no longer be at the top DPS when you leave Karazahn. Rogue damage scales better than casters do, so you'll lose to them on almost every fight. And for caster DPS... When a mage gets better gear, the mage deals more damage. When a shadow priest gets better gear, the priest AND all his group members deal more damage. Eventually you reach a point where it's just impossible to break into the top 5 except on a very specialized fight like Illidan. But that's okay-- other people beating you on damage meters is still a sign you are playing well.
There are even a few fights like Reliquary of souls where I won't even be in the top 10 (since I almost never get both Concentration Aura and Earth Shield for phase 2). Damage meters aren't the proper way to measure your raid's effectiveness. Measure it by the duration of the boss fights.
If everyone is performing well, you should no longer be at the top DPS when you leave Karazahn.
Yeah I do relatively better in SSSC/TK than I do in our Kara Badge farming runs.
Midnight - Threat capped (that anti-hit curse).
Moroes Trash - your AoE is gonna be on top.
Moroes - Threat capped (don't want to pass the second guy on threat)
Maiden - If your melee can stay in through repentance they'll do good.
Opera - SPriest should do good here, anyone that can keep ahead of the BBW will do good.
Nightbane - Spriest should do competitive DPS
Curator - Spriest should be on curator full time for VE/VT returns, should top damage.
Aran - Melee do incredibly well here
Illhoof - Your SoC warlock should be at 2K DPS
Netherspite - Whoever figures out the beams is going to do well.
Prince - Stepping in and out of MF range during Enfeeble reduces DPS, staying alive will let any DPS top meters.
There's a lot of fights I'm around 10 or below. I may do 1400 DPS at Teron, but that's still usually bringing up the rear. That's more a statement on how good everyone else, not a statement at how bad spriest DPS is. Just to pull out some numbers from our last clears of BT/Hyjal and where I was at:
Hyjal is a bit subjective since it depends how often you get targetted with stuff at Rage, Anetheron, Azgalor, and run around like a chicken with its head cut off at Archimonde.
HWL Naj: 1122 DPS (13th) -- got spined 3 times, but even 1300 DPS would have only moved me up one slot
Supremus: 871 DPS (8th)
Akama: Doesn't count
Teron: 1288 DPS (12th)
Reliquary: Doesn't parse well, sort of irrelevant anyways
Gurtogg: 931 DPS (12th) -- definitely threat capped here due to VE, so have to hold back
Shahraz: 765 DPS (11th) -- FA'ed 3 times.
Council: 1001 DPS (7th)
Illidan: 1026 DPS (4th)
Numbers are fairly representative of where you should expect to place in T6 content with a competent group. My personal numbers were a bit down this week but where I place is usually similiar. Generally I'm toward the bottom with the affliction lock. That's also quite a reasonable place to be, considering what we both bring to the table. I also play a bit cautiously on fights like Archimonde and Supremus phase 2, Akiba usually beats me there + he gets the elemental shaman.
If everyone is performing well, you should no longer be at the top DPS when you leave Karazahn. Rogue damage scales better than casters do, so you'll lose to them on almost every fight. And for caster DPS... When a mage gets better gear, the mage deals more damage. When a shadow priest gets better gear, the priest AND all his group members deal more damage. Eventually you reach a point where it's just impossible to break into the top 5 except on a very specialized fight like Illidan. But that's okay-- other people beating you on damage meters is still a sign you are playing well.
There are even a few fights like Reliquary of souls where I won't even be in the top 10 (since I almost never get both Concentration Aura and Earth Shield for phase 2). Damage meters aren't the proper way to measure your raid's effectiveness. Measure it by the duration of the boss fights.
We were actually discussing this in our guild the other day. Really DPS often doesn't represent how well your raid is doing. Also, DPS is skewed by the length of the fight. If you kill Teron in 3 minutes, that means for 1/4 of the fight you had heroism, and you probably used your on-use trinket, that lasts 20 seconds, twice for a total uptime of about the same (22%). Whereas, a guild that kills Teron in 6 minutes had heroism for 1/8 of the fight and used their on-use trinkets 3 times for a 16% uptime. Using cooldowns (Combustion, etc.) follows the same pattern. I'm at work so I can't really plot this trend at the moment but I'm almost sure it's an exponential relationship.
Better DPS from 1 (any) player in the raid > Shorter boss fights > Better DPS from the whole raid > More DPS for you on paper
Well as expected. The gain has a peak right after SW:P ticked, and will lower to a minimum in the middle between ticks. Refresing at 21 seconds makes you gain 1.75. With 24 seconds it gives you the full 2.
I can't agree with this graph (assuming the vertical scale is M)
The most you can possibly gain is 1.5M. That's when you refresh SWP after it has worn off.
The most you can possibly lose is 0.6625M. That's when you refresh SWP after 2.99 seconds (you lose 0.85M but gain 3/24 of a GCD).
Refreshing after 15 seconds should provide a benefit no matter when the refresh takes places because the benefit of gaining 15/24 of a GCD exceeds the maximum loss of a SWP tick. I think this will probably even be the case if refreshing after 12 seconds.
Finally, as tedv pointed out, the graph should be stepped so that every 3 seconds the benefit jumps up and then declines in a linear fashion over 3 seconds.
I can't agree with this graph (assuming the vertical scale is M)
The most you can possibly gain is 1.5M. That's when you refresh SWP after it has worn off.
The most you can possibly lose is 0.6625M. That's when you refresh SWP after 2.99 seconds (you lose 0.85M but gain 3/24 of a GCD).
I fudged the constants a bit to make the function easier to remember and changed the Y scale of the graph, which is why it looks off. All that really matters is whether the graph is positive, and that graph should be positive in roughly the same places the non-fudged graph is.