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01/26/11, 11:35 AM
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#106
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Cookies!
Finala
Night Elf Druid
No WoW Account
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Originally Posted by Moshne
One caution however, it looks like they implemented the Lava Burst increase in 4.0.6 incorrectly, it is upping the average damage by much more than the expected value. I can't find the mistake in the code yet to flag them to fix it, but I'm looking.
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All the changes to Lava Burst in SimC are from the DBC files we get from the game itself.
To compare live versus PTR values:
| | Live | PTR | | Coeff | .571 | .628 | | Min | 1267 | 1394 | | Max | 1616 | 1778 |
Which is a 10% increase in the damage range and the coefficient, which agrees perfectly with the blizzard quote:
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Lava Burst's damage has been increased by roughly 10%.
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01/27/11, 11:29 AM
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#107
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Glass Joe
Draenei Shaman
Nordrassil (EU)
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Don't know if anyone was wondering, but, since I had some time on my hands, ran some sims with the current BiS setup, altering the prio list to add Unleash Elements, on the LIVE and PTR versions.
Results:
| | Live | PTR | | Without UE | 25180 | 25636 | | UE if LvB cd < GCD | 24760 | 25229 |
It seems that even with 10% more damage on LvB, the low initial damage from Unleash Flame can't be compensated. However, the difference between the UE/non-UE values is lower on the PTR than on Live, which actually confirms what was speculated from the start, that after a certain SP value, UE will start to provide a dps increase. The current changes on the PTR only accelerated this, lowering the even point. Also, it seems that the even point won't be hit in this content.
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01/27/11, 3:58 PM
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#108
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mumbo-jumbo-theorycrafter
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I have some concerns about how SimCraft is handling the elemental rotation priorities, but until I can sit down to look at it I'd be dubious about making any changes to rotations based on it.
That said, with my own spreadsheet & T11 2pc UE shows as a 122 dps increase assuming you only use it before FS
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01/27/11, 5:15 PM
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#109
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Bald Bull
Pandaren Shaman
Whisperwind
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If it is that small of a gain with that narrow of criteria, we'd probably be wise not to use it other than when moving, as we'd be trading a slight increase in stationary damage to lose one of our tools while moving, and likely have a net loss in "real fights."
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01/29/11, 6:24 PM
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#110
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Glass Joe
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Originally Posted by applefence
I'm having trouble deciding whether to reforge for haste or mastery. I've read some articles that say haste is not important for Elemental Shaman and others that say haste is more important. Also how will the 359 set bonus, "Reduce cast time of your lightening bolt spell by 10%" affect this decision?
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That question has already been answered here and the answer is haste. The 4 piece bonus is irrelevant unless your haste is so high that you risk GCD capping on LB under heroism and EM, and even then, unless you're at risk of GCD capping without those buffs haste is probably still the better choice. It's worth remembering that your other stats scale with haste in a synergistic fashion. More haste means more casts per time period, which means more chances for your mastery or crit to be effective. There may be a point where stacking pure haste would lead to mastery overtaking it in value, but I suspect that you will naturally pick up enough mastery that this will not be an issue, and it is certainly not the case in this content tier.
Originally Posted by PDXMarcos
This works for lightning bolt because it has a travel time from cast completion to actually hitting the target while earth shock hits instantly. I'm not sure how it is working for chain lightning as it hits instantly as well.
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Even though CL does not have travel time, there is still a small delay between when the damage component hits and the generation of the rolling thunder proc, so this can be used to avoid losing the extra lightning shield stacks on both CL and LB. You basically fire it like a shatter combo, hitting ES immediately before your CL or LB cast finishes.
That said, this is of very minor usefulness, since you should typically be unloading your lightning shield charges at 7+ stacks. The only times I've found this helpful are when I screwed up the rotation, or when using CL/LB spam on multiple adds (Magmaw worms); occasionally you can go from 6 stacks to 9 stacks from a CL cast and already be in the process of casting your next LB when your shield hits 9 stacks (due to the aforementioned delay between the hit and the RT proc, as well as the spell queuing mechanic).
On the topic of that spell queuing mechanic ... With wind shear's already short cooldown being reduced even further by reverberation, I find myself being the designated interrupter on several fights. In the past, I used a /stopcasting macro to make sure my interrupt fired immediately and not at the end of whatever I was casting at the time. I found that this failed several times on a Halfus attempt, unless I double-tapped my interrupt macro. I suspect that this was because there was already something in the spell queue when the /stopcasting macro took effect and that that queued spell prevented the wind shear from firing. Has anyone else seen anything similar?
Last edited by CummingsSM : 01/29/11 at 6:43 PM.
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01/29/11, 10:29 PM
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#111
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Bald Bull
Pandaren Shaman
Whisperwind
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I found that this failed several times on a Halfus attempt, unless I double-tapped my interrupt macro. I suspect that this was because there was already something in the spell queue when the /stopcasting macro took effect and that that queued spell prevented the wind shear from firing. Has anyone else seen anything similar?
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If you are finding this happening, lower your spell queue latency time. The default time is 400ms which is far greater than should be necessary on a typical connection. The purpose of the queue system is to make it so you can get a spell going earlier, if it is interfering with your reaction times, it isn't serving its purpose.
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01/31/11, 8:26 PM
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#112
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Glass Joe
Goblin Shaman
Tortheldrin
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Originally Posted by CummingsSM
On the topic of that spell queuing mechanic ... With wind shear's already short cooldown being reduced even further by reverberation, I find myself being the designated interrupter on several fights. In the past, I used a /stopcasting macro to make sure my interrupt fired immediately and not at the end of whatever I was casting at the time. I found that this failed several times on a Halfus attempt, unless I double-tapped my interrupt macro. I suspect that this was because there was already something in the spell queue when the /stopcasting macro took effect and that that queued spell prevented the wind shear from firing. Has anyone else seen anything similar?
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With regards to the Halfus interrupting, being an elemental shaman on Halfus (and just about every other interrupt fight) is a chore, but also a blessing. One would think that losing 1 GCD per 6 seconds would destroy your dps, however, having been stuck on that job myself recently, I noticed that Halfus will usually cast his ability ~1 second after the cooldown for wind shear finished (so about 6 seconds after being interrupted).
Not to drag this comment into a discussion on Halfus, I too noticed that when I tried to cast WS with /stopcasting attached, I'd have to doubletap it, sometimes even resulting in a failed interrupt.
To fix that, I try to time downtime to coincide with the moment of interrupt. Given values of spell haste, a six second window generally allowed for ~4 spells.
If changing the latency on your spell queue doesn't fix the problem to your satisfaction, you can try to just time your spell casts to finish casting a spell right before or right after the start of his aoe, which lets you cast wind shear in rotation. The only time that this didn't work for me was when Halfus stunned himself or when he stunned the raid with Furious Roar, both times, I just had to adjust the spell rotation to let me use wind shear at the end, since he always cast nova right after.
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02/04/11, 9:56 PM
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#113
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Von Kaiser
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/stopcasting macros have been working weird with all classes. One fix I've found for classes that don't auto attack is to put the /stopcasting command in the macro twice. So it would look like:
/stopcasting
/stopcasting
/cast Wind Shear
Should save you the trouble of double tapping.
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02/06/11, 8:29 PM
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#114
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Glass Joe
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Originally Posted by Horadell
If changing the latency on your spell queue
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I noticed that sometimes when I see Lava Surge proc and I switch from spamming LB to LvB it still start casting LB yet I am pretty sure I hit LvB before that, would setting this Custom Lag Tolerance to 0ms help this ow would it most likely lower my DPS?
I know it may not have to do with shamans but I haven't seen it mentioned before by someone so guess I give it a try.
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02/08/11, 6:50 PM
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#115
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Space Goats Coast to Coast
Origins
Draenei Shaman
No WoW Account
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Updated for 4.0.6 and included the full, updated in-depth guide in the third post. Feedback is welcome, although there are likely a few things I missed during the update process that will be fixed over the next few days. Math & Mechanics section coming soon.
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02/08/11, 7:57 PM
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#116
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Von Kaiser
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A very simple test on a dummy confirms that Elemental Overload procs do not generate Rolling Thunder charges.
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02/08/11, 8:33 PM
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#117
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Space Goats Coast to Coast
Origins
Draenei Shaman
No WoW Account
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Originally Posted by iamajellydonut
A very simple test on a dummy confirms that Elemental Overload procs do not generate Rolling Thunder charges.
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Was this test performed after the patch today? From the notes:
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Originally Posted by Blizzard
Elemental Overload (Mastery) procs of Lightning Bolt or Chain Lightning can now generate Rolling Thunder charges.
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02/08/11, 8:37 PM
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#118
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Von Kaiser
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Originally Posted by masanbol
Was this test performed after the patch today? From the notes:
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Yes. Not more than 15min before I posted.
Edit: Please discount previous information. It is actually procing. Apparently it simply did not like my previous volleys of Lightning Bolts. Most unlucky man on the face of the earth?
Last edited by iamajellydonut : 02/08/11 at 9:19 PM.
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02/08/11, 9:20 PM
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#119
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Space Goats Coast to Coast
Origins
Draenei Shaman
No WoW Account
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02/09/11, 4:42 AM
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#120
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Von Kaiser
Troll Shaman
Twilight's Hammer (EU)
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Originally Posted by masanbol
Updated for 4.0.6 and included the full, updated in-depth guide in the third post. Feedback is welcome, although there are likely a few things I missed during the update process that will be fixed over the next few days. Math & Mechanics section coming soon.
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In my opinion classifying the Stone Claw totem glyph solely as a pvp glyph is very short sighted. If effectively gives you your only time and mana efficient way of mitigating incoming damage. It effectively buys you 2 global cool downs every time you need to help keep yourself alive.
There are plenty of applications for this glyph in the current encounters; Nefarians Crackles, Chimaerons Enrage Phase, Searing Flames on Atramedes, the focus fire or AOE From Magmatron, the stream of raid damage at Halfus and gravity crushes on the Twilight Ascendant Council on healers.
In all these situations you know exactly when the damage is incoming or when heals will be delayed, this glyph provides you with your only efficient way of helping to keep yourself alive if needed. Having this option is a bigger benefit than the other options we have as major glyphs.
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