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01/11/11, 10:53 PM
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#76
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Glass Joe
Goblin Shaman
Tortheldrin
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I've seen this mentioned but not addressed.
Are your calculations for stat weight based on the premise that the lightning bolts and chain lightnings from the mastery bonus being able to proc rolling thunder and clearcasting?
Or, is the fact that lightning bolt and chain lightning spells (as well as Lava Burst) cast by the mastery Elemental Overload being unable to proc any abilities (Rolling thunder, clearcasting) already taken into account with stat weight?
I've done the same as a few previous posters, stood at a target dummy and cast individual lightning bolts at the dummy, watching for lightning shield charges to go up based only on the elemental overload spell (since the original seems to be working fine). Given a 60% chance to proc rolling thunder on any given cast (assuming the mastery effect has already happened, only counting mastery procs) Seeing even 20 happen without a single rolling thunder makes the chances of Rolling thunder properly working off mastery cast bolts >.001%. When you go to 50 without a single success, it shows far smaller chances of this working.
Assuming the original calculations were taking mastery procs working with clearcasting and rolling thunder into effect, does this make crit weigh higher on the list? Or is it still that much worse than mastery, given that there are only 2 benefits of mastery over crit. 1: No threat, 2: effects Lava Burst. While the primary disadvantages being 1: Less damage per proc, 2: inability to proc clearcasting.
Any word?
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01/12/11, 8:08 AM
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#77
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Piston Honda
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Originally Posted by thordinrokbeard
Unless I'm missing something and depending on stat weights in BiS gear, I believe chardev 8 - Cataclysm Beta slightly edges out your setup (I went in and added/upgraded all of the enchants that I saw weren't there in your setup also.) My setup comes out with slightly more int and haste, but loses some mastery and crit.
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There is also a 372 belt from Throne. You can get it with either spirit/haste (if you need hit) or mastery/haste. Either one would be better than the spirit/mastery named belt.
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01/12/11, 12:07 PM
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#78
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Glass Joe
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I am horrible at the math, so I am going to throw this out there:
Because haste now affects our Flame Shock ticks, does higher levels of haste decrease the value of crit rating even further because of Lava Surge?
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01/13/11, 12:10 AM
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#79
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Glass Joe
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An easy way to test that would be to run recount while running your rotation on a dummy, then reforging a large amount of haste into a useless stat (expertise comes to mind), and doing the same. Check how much of your total damage is due to lava burst. This should give you a rough estimate of how useful haste is for you (and your current crit/mastery levels).
The increased amounts of FS ticks from extra haste will, as josemite said, benefit from Crit, but it will depend on your personal gear level at the moment how negligible (or not) that amount is.
I'll edit this post with my results shortly.
I ran my rotation for 5 minutes, following standard rotation on a Raider's Dummy (Searing, EM on cooldown, ES at 7 stacks, etc). Procs are Hurricane, Hymn of Power, and Battle Magic.
Setup 1:
7515 SP (including Totemic Wrath and Flametongue)
2173 Haste (21.97% including Wrath of Air)
Slightly over hit cap
545 Crit (19.51% including Int, talents, etc)
744 Mastery (12.15, 24% chance)
3656935 damage, 11900.2 DPS.
150 LBs , 128 Normal 22 Crit, 1712141 dmg (52.1% of total damage)
42 LvBs, 901745 dmg (27.4% of total damage)
16 Fulm, 14 Normal 2 Crit, 274388 dmg (8.3% of total damage)
130 FS ticks, 106 Normal 24, 264698 dmg (8.1% of total damage)
16 ES, 13 Normal 3 Crit, 89347 dmg (2.7% of total damage)
13 FS, 9 Normal 4 Crit, 44661 dmg (1.4% of total damage)
Setup 2:
7515 SP
1519 Haste (16.86%)
Way over hit cap (in the name of SCIENCE)
545 Crit (19.51%)
744 Mastery (12.15, 24% chance)
3425194 damage, 11191.3 DPS
143 LBs, 120/23, 1603146 dmg (51.8% of total damage)
43 LvBs, 899140 dmg (29.0% of total damage)
16 Fulm, 15/1, 252419 dmg (8.2% of total damage)
118 FS ticks, 102/16, 223850 dmg (7.2% of total damage)
16 ES, 13/3, 89220 dmg (2.9% of total damage)
11 FS, 11/0, 27625 dmg (0.9% of total damage)
Not honestly the results I was expecting. I think I'll need to run more of these, or perhaps for longer durations, as my sample size seems to be at the whim of the RNG-bound nature of Lava Surge. If anyone else feels like making the Reforger rich, try doing this for 10 or 15 minutes?
So while I may not have proven anything about higher-haste FS ticks proccing more Lava Surges, I'm confident in saying that more Haste = more filler spells, so Crit will improve slightly with higher amounts of Haste.
Last edited by Delphi : 01/13/11 at 1:07 AM.
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01/13/11, 8:49 AM
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#80
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Struck by Diax's Rake
Troll Death Knight
Mal'Ganis
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Dummy tests aren't useful unless you have very consistent players, testing for very long periods of time, with dedicated friends willing to provide all relevant raid buffs and debuffs. We don't use them here, except for specific tailored theorycrafting purposes, like establishing proc rates and internal cooldowns.
Instead of using Recount or a combatlog parse to test your theory, use a simulator instead. Your results will be more consistent and provide better predictions.
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01/16/11, 7:53 AM
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#81
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Glass Joe
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Hello, as far as I have seen there were lists for BiS gear only for horde (and dwarves now), so I decided to go make one for Draeneis aswell. I believe so this one is very well done (including all Heroic Gear available + Sinestra gear).
chardev 8 - Cataclysm Beta
It's a little bit above a hit cap (by 5 points, which I believe is ok; I tried lowering the difference by reforging spirit -> haste on one item and haste -> spirit on another, that lowered the gap by 6 points, couldn't find anything better to lower by another 5 points). I tried to focus on haste, because we love it, but still I tried at least round up Mastery so there are not many wasted points (ended with 16,08 mastery, which means 0,08 mastery is wasted and I would say thats ok aswell).
Also there is offhand [Book of Binding Will], but I decided to take [Kingdom's Heart], because I love shields and they can save your life. Tried to gem as much for Intellect as I could, so there are no 40 spirit gems. Also once 4.0.6 comes live, Ill change meta socket into 54int + 3% extra Crit dmg.
This BiS is built up on my character, so Im using here Engineering and Jewelcrafting.
Last edited by Tormirian : 01/18/11 at 11:33 AM.
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01/16/11, 4:30 PM
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#82
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Glass Joe
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For the engineers out there, High-Powered Bolt Gun can be used while moving if Spiritwalker's Grace is on cooldown. Even better is that the damage is fire, and seems to scale not only with your gear, but also with Unleash Elements.
Here is a small portion of the ranges of damage (It's a 2 minute cooldown, so the damage testing is a little slow going).
5770 spell power
1384 haste
302 crit
1273 mastery
No buffs
Dragontits's Explosive Bolts hits Raider's Training Dummy for 13191 Fire.(Critical)
Dragontits's Explosive Bolts hits Raider's Training Dummy for 8141 Fire.
Dragontits's Explosive Bolts hits Raider's Training Dummy for 9848 Fire.
Dragontits's Explosive Bolts hits Raider's Training Dummy for 15296 Fire.(Critical)
Dragontits's Explosive Bolts hits Raider's Training Dummy for 8439 Fire.
Dragontits's Explosive Bolts hits Raider's Training Dummy for 8757 Fire.
Dragontits's Explosive Bolts hits Raider's Training Dummy for 8312 Fire.
Dragontits's Explosive Bolts hits Raider's Training Dummy for 11206 Fire.(Critical)
Dragontits's Explosive Bolts hits Raider's Training Dummy for 10296 Fire
Dragontits's Explosive Bolts hits Raider's Training Dummy for 8667 Fire
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Last edited by Bfamredux : 01/16/11 at 4:35 PM.
Reason: clarity
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01/17/11, 2:08 AM
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#83
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Glass Joe
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Originally Posted by Tormirian
Hello, as far as I have seen there were lists for BiS gear only for horde (and dwarves now), so I decided to go make one for Draeneis aswell. I believe so this one is very well done (including all Heroic Gear available + Sinestra gear).
chardev 8 - Cataclysm Beta
It's a little bit above a hit cap (by 5 points, which I believe is ok; I tried lowering the difference by reforging spirit -> haste on one item and haste -> spirit on another, that lowered the gap by 6 points, couldn't find anything better to lower by another 5 points).
I tried to focus on haste, because we love it, but still I tried at least round up Mastery so there are not many wasted points (ended with 16,08 mastery, which means 0,08 mastery is wasted and I would say thats ok aswell).
Also there is offhand [Book of Binding Will], but I decided to take [Kingdom's Heart], because I love shields and they can save your life
Tried to gem as much for Intellect as I could, so there are no 40 spirit gems. Also once 4.0.6 comes live, Ill change meta socket into 54int + 3% extra Crit dmg.
This BiS is built up on my character, so Im using here Engineering and Jewelcrafting.
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Your BIS is wrong. The smooth way to make it would change [Helm of the Nether Scion] to [Headpiece of the Raging Elements]
and replace [Hauberk of the Raging Elements] (crit) [Circuit Design Breastplate] (Mastery Spirit) , while still obtaining the hit cap and swapping 1% crit for 1% haste
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01/17/11, 12:54 PM
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#84
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Glass Joe
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fire ele spec?
I haven't heard this talked about but I was playing around with talents and came up with:
WoW Talent Calculator - Sigrie.
You give up instant ghost wolf and fulmination damage, but gain 40% longer fire elemental totem. I'm no good at math, but fire ele pulls around 2-3k dps by himself dependent on gear. Adding an extra 48 seconds on the totem along with fewer recasts of your fire totem throughout the fight may come out ahead on pure dps. I'd guess its more a question of the importance Ancestral swiftness versus the added dps.
*Fire ele is also has a much more reliable A.I.
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01/17/11, 8:23 PM
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#85
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Glass Joe
Telcoolric
Goblin Shaman
Thaurissan
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Originally Posted by Reckra
I haven't heard this talked about but I was playing around with talents and came up with:
WoW Talent Calculator - Sigrie.
You give up instant ghost wolf and fulmination damage, but gain 40% longer fire elemental totem. I'm no good at math, but fire ele pulls around 2-3k dps by himself dependent on gear. Adding an extra 48 seconds on the totem along with fewer recasts of your fire totem throughout the fight may come out ahead on pure dps. I'd guess its more a question of the importance Ancestral swiftness versus the added dps.
*Fire ele is also has a much more reliable A.I.
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The one problem with fire ele though is that it is susceptible to dying really easily to any fight with adds. For example Maloriak abberations or p3 adds often run over and kill the totem my fire ele is tethered too, I also remember on H LK my fire ele used to aggro ghouls in p1 and go 1v1 with that ghoul until the ghoul killed it.
It's just so unreliable.. it's AI may be better than searing totem's, but it still likes to do stupid things. I suppose the other thing to think about is the long CD, so on average only having it every second fight, and only benefiting from it's increased duration every second boss attempt. This would make the loss of fulmination damage worse overall dps too I reckon.
I find myself using insta-ghost wolf a lot in almost every fight, plus the movement speed means we don't need to use an enchant with run speed. I mean in theory with a longer duration you would get more dps out of it overall, but in terms of practicality and consistency I'm not convinced it's worth it.
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01/19/11, 5:16 PM
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#86
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Glass Joe
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Originally Posted by Telkurac
The one problem with fire ele though is that it is susceptible to dying really easily to any fight with adds. For example Maloriak abberations or p3 adds often run over and kill the totem my fire ele is tethered too, I also remember on H LK my fire ele used to aggro ghouls in p1 and go 1v1 with that ghoul until the ghoul killed it.
It's just so unreliable.. it's AI may be better than searing totem's, but it still likes to do stupid things. I suppose the other thing to think about is the long CD, so on average only having it every second fight, and only benefiting from it's increased duration every second boss attempt. This would make the loss of fulmination damage worse overall dps too I reckon.
I find myself using insta-ghost wolf a lot in almost every fight, plus the movement speed means we don't need to use an enchant with run speed. I mean in theory with a longer duration you would get more dps out of it overall, but in terms of practicality and consistency I'm not convinced it's worth it.
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His susceptability to death I could see being a large concern. However, if one were to choose a Fire Ele spec, the Glyph of FS could certainly be dropped for the Glyph of FE and have a 5 minute CD on him. In most fights, that would mean two uses PER fight. Let's break it down, assuming a Fire Ele that does 4000 dps:
Standard Glyphs = 1 Fire Ele per fight/Improved Shields/Movement Speed
Length of Fight = 300 seconds (5 mins)
4000 x 120 = 480000
480000/300 = 1600 dps
Standard Glyphs = 1 Fire Ele per fight/Improved Shields/Movement Speed
Length of Fight = 480 seconds (8 mins)
4000 x 120 - 480000
480000/480 = 1000 dps
Standard Glyphs = 1 Fire Ele per fight/Imp Duration - No Shields/Speed
Length of Fight = 5 mins
4000 x 168 = 672000
672000/300 = 2240 dps
Standard Glyphs = 1 Fire Ele per fight/Imp Duration - No Shields/Speed
Length of Fight = 8 mins
4000 x 168 = 672000
672000/480 = 1400 dps
Glyph of FE (only becomes noticable on fights LONGER than 5 minutes)
Length of Fight = 8 mins
4000 x 336 = 1344000
1344000/480 = 2800 dps
Feel free to double check my numbers, but I believe they're pretty accurate. And pretty interesting. A Fire Ele has a 40%/25% uptime on 5/8 min fights in standard form, 56%/35% uptime on 5/8 min fights with the talents, and 56%/70% uptime on 5/8 min fights with talents AND glyph. Without attempting to do extremely complicated math involving movement speed, totem recasting, FS recasts, I would venture to guess that having average fights in the 7.5-8 min range or fights that have a burn phase post-5 mins, this could be potentially the best way to go (provided he stays alive). The cost of going this route completely is losing the Shields/FS glyph/Movement Speed. If someone wants to do that math, feel free. I'd certainly be curious.
Edit: Forgot to also mention the increased survivability of the first tier resto talents as an opportunity gain of choosing this spec. 10% reduced damage across the board and 15% increased healing on you could make your healers fall in love with you.
-Judge
Last edited by Judgejoebrwn : 01/19/11 at 6:14 PM.
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01/19/11, 6:56 PM
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#87
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mumbo-jumbo-theorycrafter
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There is absolutely no way that you should be dropping Glyph of Flame Shock.
Doing some rough math.
Searing: 2000 dps
Fire Elemental: 4000 dps
Net gain: 2000 dps for 2 minutes
Total extra damage = 240,000
DPS from having Flametongue as the third glyph = 250 dps (FS & LB are the other two)
Bonus damage:
>5 min = 0
6 min: 120k
7-10 min: 240k
Actual dps bonus
>5 min = -250
6 min = 83 dps
7 min = 321 dps
8 min = 250 dps
9 min = 194 dps
10 min = 150 dps
This is assuming that the elemental does not die early, or stops attacking for whatever reason.
Increased totem duration boost that to 336k damage per use.
>5 min = 70 dps
6 min = 483 dps
7 min = 950 dps
8 min = 800 dps
9 min = 683 dps
10 min = 590 dps
So now we need to consider the losses.
Dropping 3/3 imp shields drops ~130 dps. This means we're looking at a -80 to 800 dps spread as follows:
>5 min = -80 dps
6 min = 333 dps
7 min = 800 dps
8 min = 650 dps
9 min = 533 dps
10 min = 440 dps
The intangibles in the equation are extra runspeed (15% rather than 8% from the boot enchant), instant ghost wolf and increased totem range vs damage reduction while casting (only useful for stuff you have to take, doesn't work when moving) and extra healing received.
Is it worth going for this longer, more frequent Fire Elemental? Maybe. Personally I wouldn't sacrifice the movement & positioning gained from an enhance subspec for this setup.
PS: We're not here to do your math for you. Do it yourself.
Last edited by Binkenstein : 01/19/11 at 7:26 PM.
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01/19/11, 7:49 PM
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#88
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Glass Joe
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Clipping LB or waiting for LvB
Does it ever make sense to wait for LvB to come off cooldown? For example, LvB has .5s left on cooldown, do I start a new LB or wait?
Also, if I have JUST started a LB and Lava Surge refreshes LvB, should I /stopcasting and cast LvB?
The priority list is straightforward, but I always find myself wondering if these options make sense, or if I should keep casting at all costs.
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01/19/11, 8:28 PM
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#89
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mumbo-jumbo-theorycrafter
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No, you don't want to cancel LB to cast LvB. Doing so wastes time, and creates dead zones where you're not actually doing anything to cause damage.
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01/20/11, 5:58 AM
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#90
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Von Kaiser
Troll Shaman
Twilight's Hammer (EU)
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I've been going over my logs and I see way less of a difference between the searing and fire elemental damage than previously posted, my searing is between 2k and 2.5k DPS and the fire elemental is between 3.5k and 4k DPS.
The only reason I see to glyph your fire elemental is when, you are learning a new fight and are putting in a lot of fast wipe tries and were the elemental is important to use at the start.
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