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Old 02/21/08, 5:38 PM   #766
Althir
Von Kaiser
 
Human Death Knight
 
Malygos
Originally Posted by Modez View Post
They really did buff star shards? I haven't played alliance since pre-bc, and I remember that being a trash racial. I am probably going to end up going human anyways, just because its easier once we hit hyjal/bt and all the other rep things. I'm steering clear of a healer, and I want a decent dmg class, and you can never have enough shadow priests, I figure that will be my ending decision.

Sorry about the sig, but I am too lazy today to go in and fix it.
The SotS ring and AD trinket are both underwhelming. Plus, if you're interested in min/maxing your character for a raid environment, "time it takes to get rep" isn't really relevant. Make a Night Elf.

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Old 02/21/08, 5:44 PM   #767
Kalman
Super Macho Man
 
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Orc Shaman
 
No WoW Account
AD trinket is fine, for what it's worth. I'm not sure why people are so down on it - it isn't best in slot (or even close to), it's beaten out by Icon/Head/Skull, but is competitive with Blessings (before I got a head, I swapped between Blessings and AD Exalted depending on fight - if Blessings resets a couple times, or if you multidot, AD Exalted beats it). SotS ring isn't exactly bad either - it's a solid ring, certainly. Neither is worth going human for (especially not the trinket - AD rep comes FAST).

Re: racials - NE have highest personal damage, draenei have highest group benefit (higher mana return as well as a 1% spellhit aura). Dwarf shadow is inferior in all respects for PvE. Human shadow is okay - small damage boost and personal regen boost from human spirit, repgrind reduction, but inferior output in the two main categories to night elf and draenei (damage/regen).

Melador> Incidentally, these last few pages are why people hate lawyers.
Viator> I really don't want to go all Kalman here.
Bury> Just imagine what the world would be like if you used your powers for good.

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Old 02/22/08, 12:28 PM   #768
Wyrmwing
Glass Joe
 
Tauren Druid
 
Eonar (EU)
Heya everyone,

I've been trying to get hands on the [Hood of Hexing] or [Cowl of the Grand Engineer] and couple it with the [Trousers of the Astromancer] I already have to have an alternative for my Spellstrike Set. Right now I'm mostly wondering if it's a better choice than Spellstrike in general, or whether it's use is limited to fights where a larger than normal health pool is needed.

I'm fairly sure either hat coupled with the new 2.4 BoJ [Legwraps of Sweltering Flame] will be better than Spellstrike, but should I be looking to replace the set already?

Much appreciated.

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Old 02/22/08, 5:01 PM   #769
Ceran
Glass Joe
 
Night Elf Priest
 
Argent Dawn
I've been looking through WWS log and trying to do what was mentioned earlier in this thread, look for uptime, and find ways to improve it, but I don't know which stat is the uptime. Is that DPS time? How do I know if I'm clipping my SWPs or applying my VT too late? What are some effective ways of reading the WWS log?

Wow Web Stats is from this week's raid.

Can anyone give a few pointers?

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Old 02/22/08, 5:18 PM   #770
Xanana
Glass Joe
 
Dwarf Priest
 
Bronzebeard
Originally Posted by Wyrmwing View Post
I've been trying to get hands on the [Hood of Hexing] or [Cowl of the Grand Engineer] and couple it with the [Trousers of the Astromancer] I already have to have an alternative for my Spellstrike Set. Right now I'm mostly wondering if it's a better choice than Spellstrike in general, or whether it's use is limited to fights where a larger than normal health pool is needed.
Yes, either head coupled with the Trousers will be superior to the Spellstrike set, although not by a tremendous amount. It also has the added benefit of allowing you to change head/legs with a simple upgrade to one as opposed to having to consider teh set bonus. There are threads on shadowpriest.com evaluating the different types of gear both pre 2.4 and post 2.4, and I urge you to check them out.

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Old 02/23/08, 1:53 AM   #771
Woozle
Von Kaiser
 
Undead Priest
 
Mannoroth
Ceran, at first glance it looks like that WWS is collected over several hours of raid time. That would explain why the DPS time is less than 100%, since it includes downtime between trash and bosses. Probably the easiest mob to track your DPS for in that WWS is going to be Rage Winterchill, even though its a short fight. You could also contrast that with Illidari Council, as thats a longer fight with a little more movement. If you can, try to get ahold of WWS for teron, as that seems to be the benchmark most people go off of when analyzing DPS cycles.

To analyze the WWS, use the "split" tab to focus on the fight you are interested in, and use the "browse" tab to highlight your contribution.

To see your Rage breakdown : Ceran - WWS
To see your Council breakdown: Ceran - WWS

With regard to dot clipping, there isn't any immediate way to read how often you are clipping your dots per se. The easiest way is to read the amount of time the fight took (look in the summary tab), and (I believe, might be wrong its late) divide by 3. Since both your dots tick every 3 seconds, the ideal fight (assuming no multi target dotting) would be (dps time)/3. The closer you are getting to that, the more confident you can be you aren't clipping your dots.

Last edited by Woozle : 02/23/08 at 2:07 AM.

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Old 02/24/08, 12:32 PM   #772
tadrinth
Glass Joe
 
Undead Warrior
 
Bronzebeard
Kalman, your graph is very interesting. It looks like there are 2 different curves. The higher curve is the result of proper wait times, and the lower one is the result of not waiting long enough. Which one do you think is closer to a real world approximation? I would expect human reactions adjusting wait times on the fly to be closer to the optimal curve. What spell damage did you assume for this simulation?

There also seem to be quite sharp diminishing returns on haste, with a plateau between 150 and 200 spell haste. That would put the sweet spot between 100 and 150.

Evanwill's numbers also show a plateau, but around 100-150. That's one of the places where small amounts of waiting make a big difference, though.

How much +damage does it take to add 1 dps? I'd like to try to calculate the relative usefulness of haste vs damage. I've seen reports of 0.5 haste = 1 damage for live, all the way up to 1 haste = 1 damage for PTR. It should be easy to calculate from the graphs if I can convert from DPS to +damage.

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Old 02/24/08, 1:06 PM   #773
Kalman
Super Macho Man
 
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<>
Orc Shaman
 
No WoW Account
The graph was run at 1400 +dmg. I suspect that human reaction will wind up somewhere in the top-middle of the bounds, as people don't tend to play perfectly; that said, the penalty for being 'close' tends to be fairly low (though not always).

I don't know if Evan is running under 2.4 GCD assumptions; I was. I expect that would make a difference in where the 'plateau' lands. Roughly speaking, 2 +dmg = 1 +dps; on PTR, the haste:damage conversion does appear to be close to 1:1 at the 250 range, Even at the 'plateau', it still appears to be on the order of 0.8:1. There's also some indication that the plateau may end and past 250 it may boost back up, I need to run some more simulations.

For 2.4, I basically expect +haste to be roughly 1:1 with +dmg, between the combination of it appearing very close to that value in simulations and the unsimulated benefits (motion fights have higher cast allowances.)

Melador> Incidentally, these last few pages are why people hate lawyers.
Viator> I really don't want to go all Kalman here.
Bury> Just imagine what the world would be like if you used your powers for good.

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Old 02/25/08, 5:50 PM   #774
Anderung
Glass Joe
 
Undead Priest
 
Farstriders
Haste & Trinkets

I'm very pleased to have found this forum... finally, people that speak my language. Shadow Priest.

As a guild leader having to lead Kara runs with my newly-70's and my weekly-casuals (not very elitist... I know...), every week I've been picking up extra badges that, until news of the 2.4 badge rewards, were just burning holes in my bags. I started messing around with spell haste gear and I can confirm that you guys are right on the money with the +3 spell haste = +1 DPS that you've been kicking around in this thread -- Kudos to the math-crunching Shadows! I've found that depending on the piece of gear that I'm swapping out, it's more a matter of what am I losing to gain the haste :: and in many cases, I've come out ahead after the math-splosion (for example... the Runed Spell-cuffs vs Bands of Nefarious Deeds).

Additionally, I picked up the Essence of the Martyr for my healing set (*gasp* A healing set!? not very elitist at ALL... I know...), and I found out that the Essence is on a separate CD from the Icon of the Silver Crescent. So, am I right to assume the following:

In general...

Icon = (155/6) + 43 = +68.83 effective
Essence = (99/6) + 28 = +44.5 effective
TRINKET TOTAL = +113.33

... but for fights that last for 20secs or less (i.e. most trash fights)...

Icon = 155 + 43 = +198
Essence = 99 + 28 = +127
TRINKET TOTAL = +325

Since there is generally downtime between trash pulls (drinking, rezing, moving to the next pull, rebuffing, joking around on Vent, etc...), I've found that this trinket combo has dramatically increased my combat effective DPS, especially since I have both trinkets linked to every damage casting spell in my arsenal using macros (so the trinkets are being popped at every possible chance).

Thoughts?

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Old 02/25/08, 11:38 PM   #775
tadrinth
Glass Joe
 
Undead Warrior
 
Bronzebeard
After a round of number crunching this morning, I think the Runed Spell-cuffs will be my next badge purchase. They work out to 0.8 more +damage equivalents per badge over my current gear, which blows away everything else available per badge. Glad to hear that the real world results are satisfactory, Anderung!

On my warlock I used a mod called TwinTrinkets to rotate trinkets based on cooldown. I only macroed trinkets to DOT spells though, because it's sort of a waste to pop a trinket during the last 5s of a fight. Usually I would wind up with a trinket cooling in my bags, a trinket freshly equipped with the 30s cooldown, and a trinket ready to go for most trash pulls.

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Old 02/26/08, 2:23 AM   #776
Metrosexuelf
Don Flamenco
 
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Orc Hunter
 
Uldum
Originally Posted by tadrinth View Post
After a round of number crunching this morning, I think the Runed Spell-cuffs will be my next badge purchase. They work out to 0.8 more +damage equivalents per badge over my current gear, which blows away everything else available per badge. Glad to hear that the real world results are satisfactory, Anderung!

If I were you I would just look to get [Bracers of Nimble Thought] crafted. They do require hearts of darkness but the prices on those are dropping as 2.4 and the winding down of TBC inch closer. Less people interested in the crafted gear, more guilds in Tier 6 looting hearts, and more established guilds not wanting a repeat of AQ 40 and Naxx stuck with a bunch of worthless scarabs and armor scraps in the bank when they can unload them for gold while they are still relevant.

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Old 02/29/08, 2:26 PM   #777
Kalaghan
Von Kaiser
 
Night Elf Druid
 
Nathrezim
Originally Posted by Metrosexuelf View Post
Anyone run some numbers on the Shattered Sun exalted necklaces yet? Apparently, and these are largely unsubstantiated rumors based on data mining, the Aldor one yields a +100ish damage proc for 10 seconds while the Scryer one yields a +crit rating proc (yes there are those of us who picked Scryer without considering everything and/or if we were going to raid). Obviously the former is appealing while the latter is horrible.
Does anyone know if the Scryers/Aldors plotline is expected to continue in WotLK (even if it's just based on the established lore, any indicator at all)? I went Scryer basically because I'd like to make my own spellthread and I viewed the dmg vs crit thing to be simply a question of shoulder inscriptions (and I was willing to compromise optimization for a little convenience - moot point now with Nether's becoming BoE). I'm not someone who enjoys pouring money into retraining/rep grinds to min max, but if this trend clearly favoring aldors (for spriests) continues, a switch might almost be a requirement?

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Old 03/01/08, 4:22 AM   #778
Elerion
Great Tiger
 
Worgen Priest
 
Ravencrest (EU)
Scryers/Aldor isn't likely to continue to be relevant in the new expansion. There's no way to go above exalted for existing characters, and it would create a need for new characters to farm "new old world" zones to catch up. It just doesn't mesh with Blizzard's expansion philosophy (the giant reset button).

I don't think it's that likely lorewise either. The Scryer/Aldor conflict arc has pretty much reached its happy friendly conclusion through BT and SW storylines.

So while the storyline may be utilized I'm sure the reputation will become meaningless. Well, once new shoulder enchants pop up, anyway.

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Old 03/03/08, 12:21 AM   #779
cheebamonkey
Piston Honda
 
cheebamonkey's Avatar
 
Blood Elf Paladin
 
Bonechewer
I've been toying around with doing Mathematica simulations and a very basic VT>SWP>MB>SWD>MF logic. I haven't yet incorporated latency in yet but here is what I've seen so far looking at haste for 2.4:



The simulations were ran for 10,000 seconds with time steps of .01 seconds at various haste multiples of 10 between 10 and 500. As you can see there is a drop off just after 140 haste (which will give you about 2.75 sec MF's) and then it's a fairly consistent increase after that. My guess is that this is because the dps cycle comes closest to an actual "cycle" at this value and then becomes more chaotic after that.

Since this takes a while to run I'm going to let it sit for a day and get a full spectrum from 1-500 sometime this week. I'm thinking of doing latency as .1+.1*RandomReal[] so it varies randomly between .1 and .2. Any thoughts on it?

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Old 03/03/08, 1:40 AM   #780
Tabaggins
Glass Joe
 
Night Elf Priest
 
Argent Dawn
Originally Posted by cheebamonkey View Post
I've been toying around with doing Mathematica simulations and a very basic VT>SWP>MB>SWD>MF logic. I haven't yet incorporated latency in yet but here is what I've seen so far looking at haste for 2.4:

The simulations were ran for 10,000 seconds with time steps of .01 seconds at various haste multiples of 10 between 10 and 500. As you can see there is a drop off just after 140 haste (which will give you about 2.75 sec MF's) and then it's a fairly consistent increase after that. My guess is that this is because the dps cycle comes closest to an actual "cycle" at this value and then becomes more chaotic after that.

Since this takes a while to run I'm going to let it sit for a day and get a full spectrum from 1-500 sometime this week. I'm thinking of doing latency as .1+.1*RandomReal[] so it varies randomly between .1 and .2. Any thoughts on it?
I am interested in the drop off after the 2.75s MF mark. In reality, this should be a plateau at worst when considering delaying spells. Perhaps implementing this into the logic for in the form: delay cast by (time left on CD) iff (damage of next spell in cycle ) / (time left on CD + cast time) > (damage of current spell in the cycle) / (cast time). This is something that could result in more practical data and may be worth the extra time if you are going to long simulation.

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