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06/30/08, 5:32 AM
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#226
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Don Flamenco
Draenei Shaman
Grim Batol (EU)
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Originally Posted by Pitbuller
Simply just put Totem of Wrath to add effect on searing totem. This would justify to be at 20yard range.
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Bad call. There's a number of fights with CC close to you and people dragging mobs away from raid - this would mean Totem of Searing Wrath would easily pwn a sheep if the dpsed mob gets out of range, limiting the use of that totem.
Originally Posted by Paladia
It feels like most of the totems can be combined.
The already confirmed Strength of Earth + Grace of Air (Likely Earth)
Poison Cleansing + Disease Cleansing (Water Totem)
Healing Stream + Mana Spring (Water Totem)
Wrath of Air + Tranquil Air or Flame Tongue Totem (if it gives spell damage even for others)
Earthbind + Stoneclaw or Tremor (Earth Totem)
Stoneskin + Windwall
Nature Resistance + Fire Resistance + Frost Resistance (Elemental Resistance)
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I don't think Blizzard wants to remove the need to choose - I believe their goal is to reduce the number of totems, removing the less used ones or combining them with others. Therefore, I doubt Healing Stream and Mana Spring will be combined. If anything, I'd love to see Healing Stream changed to a temporary totem that heals for greater amounts of damage (something like Tranquility in Mana Tide totem version). It's still a totem, so destroying it would cancel healing in pvp, while in pve such temporary healing burst could be useful, as resto or any other spec.
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Stoneskin plus Windwall would still be useless of course unless it is changed. If I could decide it would instead work like a Grounding totem but for melee and ranged special attacks, as then it would have a use. Making it a % based reduction just means the encounters would be made with that reduction in mind, so it would have no actual use.
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So basically, "grounding totem" for deadly throw or aimed shot? I love the idea, tbh.
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If one can dream, I'd sure hope they replace the other lesser totems as well with something useful, such as Sentry Totem, Earth Elemental Totem, Fire Elemental Totem (how on earth did those end up being half of the new abilities added in TBC for Shamans?)
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Sentry totem should get stealth detection. Something like a 5 sec pulse that breaks stealthers or a stationary paranoia or something. Earth and Fire Elementals aren't THAT bad, Fire Elemental is decent dps boost and Earth has its uses soloing. I'd also like to point you to palas, who only got Crusader Aura, one seal and a damage or tanking boost that disables their main defensive ability. Compared to that, Water Shield, Wrath of Air and Heroism kick the crap out of pala buffs.
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Creativity requires the courage to let go of certainties.
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07/01/08, 5:58 AM
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#227
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Von Kaiser
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Stoneskin and Windwall need both to be changed to percentage based damage reduction, like 5-10-15% or 10-20-30% or whatever is balanced. That would also be a good change to whatever totems we have that work against scaling (SoE, GoA and probably nearly anyone else). Two expansions is already enough for Blizz to notice totems are still stickied to pre-TBC numbers, completely obsolete and unscaling.
Edit: Sorry, skipped line above about % based reduced damage. What do you mean by saying encounters would be made with that % in mind? You mean Blizzard would take that into account and so make raids tougher? I hadn't actually thought about that, you are probably right... but wouldn't that mean that Blizzard has made past raid encounters with the effects of WF totem, GoA, Priest's Stamina buff, MotW, Blessings and all these into account? That hasn't stopped those buffs from being welcomed and needed in raids...
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07/01/08, 8:07 AM
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#228
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Great Tiger
Troll Priest
Steamwheedle Cartel
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If the buffs are taken into account in designing the encounter, of course the buffs are needed (and therefore welcomed) to beat it.
It's just how the game goes though. It gets more and more complicated and because someone will put all the pieces together to their maximum effect, Blizzard designs encounters that require that precise allocation of pieces to challenge those people. And so we assemble 5 shamans, a retadin, survival hunter, arms warrior, affliction warlock, etc. etc. to tackle an old fellow named Brutallus...
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07/01/08, 3:06 PM
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#229
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Von Kaiser
Tauren Shaman
Stormscale (EU)
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Originally Posted by Tana Umaga
Edit: Sorry, skipped line above about % based reduced damage. What do you mean by saying encounters would be made with that % in mind? You mean Blizzard would take that into account and so make raids tougher? I hadn't actually thought about that, you are probably right... but wouldn't that mean that Blizzard has made past raid encounters with the effects of WF totem, GoA, Priest's Stamina buff, MotW, Blessings and all these into account? That hasn't stopped those buffs from being welcomed and needed in raids...
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Of course, but just adding a % based reduction adds nothing to the game for anyone, nor does it make the game any more reactive or fun. If it was instead made like a grounding totem effect, at least it has an active used which adds some variation to an otherwise unactive routine.
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07/01/08, 6:30 PM
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#230
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King Hippo
Undead Warrior
Ravencrest
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Originally Posted by Dra
Actually, factoring in raidbuffs you will end up with well over 400 spelldamage from the enhancement tree:
Without AP from gear an elemental shaman has 386 AP with MotW and Kings. Add to that imp SoE for 218 ap (86 * 1.15 * 1.10) * 2, blessing of might for 220 ap and you're at 824 ap.With about 450 intellect unbuffed, add to that AI, MOTW and Kings and you get 591 int (450 + 40 + 17) * 1.1 * 1.06 for another 591 ap, bringing us to a total of 1411 ap, or 424 spelldamage with standard raidbuffs.
Scaling or no scaling, that's a lot of spelldamage.
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Blizzard gave Battle Shout and Unleashed Rage and totems as examples of buffs potentially going raid-wide at the WWI. That's an additional 376 AP, and an overall multiplying factor of 1.1 (assuming you're in range).
So that 1411 ap becomes 1965.7, upping the total gain to ~590 spell damage.
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07/02/08, 4:21 AM
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#231
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Glass Joe
Tauren Druid
Jaedenar (EU)
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Originally Posted by Darian_TruBlade
Blizzard gave Battle Shout and Unleashed Rage and totems as examples of buffs potentially going raid-wide at the WWI. That's an additional 376 AP, and an overall multiplying factor of 1.1 (assuming you're in range).
So that 1411 ap becomes 1965.7, upping the total gain to ~590 spell damage.
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The new rank of battle shout is "Battle Shout (Rank 9)- Increases attack power by 550."
Also don't forget that we will have another rank of SoE (they gave us rank 6 at lvl 65 so we should gain rank 7 in WotLK).
Paladins will have another rank of BoM :"Greater Blessing of Might (Rank 5) - 635 mana, increases attack power by 300".
Mages: "Arcane Brilliance rank 3: Increases intellect by 60."
Druids will have a +5% effectivness on MotW (from 35% to 40%) and they will gain another rank: "Gift of the Wild (Rank 9): 2295 mana. Armor increased by 750, attributes increased by 37, resistances increased by 54.
Those abilities and spells will increase our spelldamage more than 590 so just think about how many items you will need to gain 3% spell hit and 5% spell crit and how many items you need to gain over 600 spelldamage..
Elemental shamans maybe will have more spelldamage than every other caster in game.
Last edited by Anksunamun : 07/02/08 at 4:29 AM.
Reason: typo
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07/02/08, 7:30 AM
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#232
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Von Kaiser
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Originally Posted by Paladia
Of course, but just adding a % based reduction adds nothing to the game for anyone, nor does it make the game any more reactive or fun. If it was instead made like a grounding totem effect, at least it has an active used which adds some variation to an otherwise unactive routine.
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Agree, but what is intended here is no fun, is to give an existing totem some utility (wich it hasn't now). The actual Rank 8 Stoneskin totem reduces damage from a melee strike by 43. If you are hit for 2000 damage, I don't think 43 makes a difference (although it could may well be). 15% reduction, e.g., makes a 300 discount a bit more desirable (although still not enough to survive a long time, during some fights it could grant you a pair of extra strikes). I know it is "same ol' lack o'fun", but at least it is a bit more useful (a bit).
Edit: Although OC I'll be pleased with the "grounding effect". I just try to defend the "minus %" mechanic as a viable one, not as the fittest.
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07/02/08, 7:36 AM
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#233
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Piston Honda
Draenei Shaman
Turalyon (EU)
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Originally Posted by Tana Umaga
Agree, but what is intended here is no fun, is to give an existing totem some utility (wich it hasn't now). The actual Rank 8 Stoneskin totem reduces damage from a melee strike by 43. If you are hit for 2000 damage, I don't think 43 makes a difference (although it could may well be). 15% reduction, e.g., makes a 300 discount a bit more desirable (although still not enough to survive a long time, during some fights it could grant you a pair of extra strikes). I know it is "same ol' lack o'fun", but at least it is a bit more useful (a bit).
Edit: Although OC I'll be pleased with the "grounding effect". I just try to defend the "minus %" mechanic as a viable one, not as the fittest.
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Like the posts above; As far as PVE goes, if there's a buff that grants 15% (or so) damage reduction, they'd just make the bosses hit 15% harder (or so) and it wouldn't bring anything to the table.
The grounding totem idea sounds really fun though. (given you have time to react, say if you're within GCD from a frost shock, the deadly throw would still hit you, totem gcd removal anyone?)
Also to further comment, with raid wide totems the Elem shamans' role becomes less unique. with nothing that "forces" him to be active in combat, he could be a buffbot/support healer even further (now actually ToW could make it "worth while" having a non-healing specced healer(old retri pala) just because of the buff he brings by just doing nothing. As far as I can see it, this has to change.
Furthermore the "spellpower" specc seems a little flawed, it might be the best for dps output, however it feels like Blizzard won't allow it(Given they actually care enough in the first place), kinda like they didn't allow Prep/AR for rogues(I believe this was it) and will change it somehow. And by change I don't mean making Thunder the supreme Elemental talent, I think changes to the enhancement tree comes closer to mind.
Last edited by Graze : 07/02/08 at 7:47 AM.
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I'm a shaman, a conduit of the ancient forces of nature. A master of the elements, except fire, water or earth really... nor do I have any REAL control of nature. But I do hurl bolts of lightning!
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07/02/08, 7:50 AM
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#234
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Von Kaiser
Draenei Shaman
Silvermoon (EU)
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Agree, but what is intended here is no fun, is to give an existing totem some utility (wich it hasn't now). The actual Rank 8 Stoneskin totem reduces damage from a melee strike by 43. If you are hit for 2000 damage, I don't think 43 makes a difference (although it could may well be). 15% reduction, e.g., makes a 300 discount a bit more desirable (although still not enough to survive a long time, during some fights it could grant you a pair of extra strikes). I know it is "same ol' lack o'fun", but at least it is a bit more useful (a bit).
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Personally I think you should really ask yourself what you want to achieve with a totem.
I mean, melee groups have Strength of Earth (and I assume the merged Grace of Air/Strength of Earth totem will be an earth totem), so Stoneskin is basically a totem for casters. In this regard, giving it a percentage would probably be an overkill. You could give it a fixed armor rating, and it might work better. Another solution could simply be to radically change it so it offers 30% chance to resist hit interruption or something similar.
Well, as I mentioned in an earlier post, there is a huge pool of solutions, which is why I feel it is easier to just highlight potential problems. The current problem is not really that Stoneskin and Windwall should be merged to simplify totem management. Afterall, if they want to simplify totem management, then they could just remove those two totems and most folks wouldn't notice it. The problem is really that there is no good earth totem for spellcasters.
Last edited by Lucitron : 07/02/08 at 8:08 AM.
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07/02/08, 9:18 AM
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#235
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Von Kaiser
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Originally Posted by Anksunamun
Those abilities and spells will increase our spelldamage more than 590 so just think about how many items you will need to gain 3% spell hit and 5% spell crit and how many items you need to gain over 600 spelldamage..
Elemental shamans maybe will have more spelldamage than every other caster in game.
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Yes, that was TS point. However, keep in mind that Shaman do not get what every other caster in the game gets (things like Curse of Elements, Shadow Weaving, et cetera), and we do have to going 28 points into our melee tree to gain enough spell power to partially offset that. Sort of a negative counteracting another negative. The primary casters also get damage multipliers to their critical strikes that Shaman lack.
I look at it as, having more spell power doesn't make Shaman better than them -- it just gives Shaman a way to partially offset everything that they got and Shaman didn't get.
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07/02/08, 11:33 AM
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#236
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Glass Joe
Orc Shaman
Wildhammer (EU)
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However, keep in mind that Shaman do not get what every other caster in the game gets (things like Curse of Elements, Shadow Weaving, et cetera)
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True, but don't forget as mentioned earlier:
- +6% nature (and arcane) damage debuff on target from a balance druid's Nature's Fury.
- +20% nature dmg from stormstrike, now with 4 charges per 8 seconds
- Lava burst scales with Curse of Elements and will have an extremely high average critchance with an enhancement shaman keeping flameshock up
So although we don't fully use COE etc, with the above three changes, overall (including +spellpower) elemental raid scaling should go up significantly.
Last edited by Skippert : 07/02/08 at 11:41 AM.
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07/02/08, 1:39 PM
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#237
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Von Kaiser
Tauren Shaman
Stormscale (EU)
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Originally Posted by Skippert
True, but don't forget as mentioned earlier:
- +20% nature dmg from stormstrike, now with 4 charges per 8 seconds
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With windfury totem giving a buff instead of a weapon buff, rogues will even more aggressively use poison, hence the stormstrike debuff will most of the time be eaten before another shaman has any use for it.
I think it is sad Blizzard has not fixed this (making poison not eat Stormstrike charges), it is just a sloppy game mechanic at the moment.
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07/02/08, 2:40 PM
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#238
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Von Kaiser
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Originally Posted by Graze
Like the posts above; As far as PVE goes, if there's a buff that grants 15% (or so) damage reduction, they'd just make the bosses hit 15% harder (or so) and it wouldn't bring anything to the table.
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Once again, then why not remove Staimna Buff, or Blessing of Kings? This thought seems a nonsense to me. I know SoE is better, but there are situations where damage reduction is good, so that's the point: a wide array of totems to choose situationally (damage reduction could be ok in RoS phase1). What we have now is not an alternative. A %-based DR could be.
I like, though, a different approach on Stoneskin/Windwall. Grounding effect seems nice. Armour, well... isn't armour a damage reduction? So what? Damage reduction is bad, but armour (which gives armour reduction) is good? I don't get the point.
When I ask myself what do I want from Stoneskin, I realize I want something that makes me tougher, hence the name. I don't give a damn how does it work, be it absorbing, reducing, or wahatever, as long as the mechanic is tested, balanced, and playable. I don't want to see Blizzard discarding a totem just because it doesn't work properly. That would show little love from the devs, going the easy way and just eliminating a problem, thus taking choices from us instead of fixing whatever choices we have that were wrong.
So if they (or you, or we) truly believe that a totem that mitigates physical damage is not needed because encounters would be designed tougher, then yes, give casters (into which I plan to reroll after WotLK) some love and make the Earth slot worthy for them. But be careful, because if they give us another totem, they could make raids tougher just because they know we are going to use it...
Edit: typos, sorry.
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07/02/08, 6:17 PM
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#239
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King Hippo
Undead Warrior
Ravencrest
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Originally Posted by Anksunamun
The new rank of battle shout is "Battle Shout (Rank 9)- Increases attack power by 550."
Also don't forget that we will have another rank of SoE (they gave us rank 6 at lvl 65 so we should gain rank 7 in WotLK).
Paladins will have another rank of BoM :"Greater Blessing of Might (Rank 5) - 635 mana, increases attack power by 300".
Mages: "Arcane Brilliance rank 3: Increases intellect by 60."
Druids will have a +5% effectivness on MotW (from 35% to 40%) and they will gain another rank: "Gift of the Wild (Rank 9): 2295 mana. Armor increased by 750, attributes increased by 37, resistances increased by 54.
Those abilities and spells will increase our spelldamage more than 590 so just think about how many items you will need to gain 3% spell hit and 5% spell crit and how many items you need to gain over 600 spelldamage..
Elemental shamans maybe will have more spelldamage than every other caster in game.
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Time for some more mathcraft.
My Orc Elemental Shaman has 105 Str and a total of 330 AP unbuffed. 23 of that Str is from starting stats, meaning he gained 82 Str over 70 levels. We can roughly assume that we'll get another 11 Str on our way to 80, upping base AP to 352, 376 with Kings.
He currently has 400 Int in ~T4 gear. We'll assume that 500 Int is baseline when we start raiding at 80. Adding 97 Int from AI and MotW and throwing in Kings, we get 657 Int/AP.
The new rank of BS will give 687.5 AP (talented). We'll assume BoM isn't talented (at least until we see Retribution talents) so that remains 300 AP. We don't know what SoE will give yet, but we'll assume a modest 20% increase to 103 Str. With Imp SoE and kings, that's 263 AP.
Finally, Unleashed Rage is another 1.1 factor on the final result. Giving us the following:
(376 + 657 + 687.5 + 300 + 263) * 1.1 = 2511.85 AP
2511.85 * .3 = 753.5 SP
Beyond the fact that Spell Damage/Power is almost always the best damage stat, rough calculations estimate the itemization value of 5% crit and 3% hit to be less than half of this. The question becomes whether reduced Totem cost and increased rang is worth something on the order of 300 item values.
As a bonus Orc Shaman, like mine, get both AP and SP from their racial. At level 80, it will give 163 SP and 322 AP which in turn grants an additional 97 SP for the duration.
What I wouldn't give to have my Shaman in the Alpha. >.>
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07/02/08, 6:38 PM
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#240
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Von Kaiser
Tauren Shaman
Stormscale (EU)
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Originally Posted by Darian_TruBlade
Finally, Unleashed Rage is another 1.1 factor on the final result. Giving us the following:
(376 + 657 + 687.5 + 300 + 263) * 1.1 = 2511.85 AP
2511.85 * .3 = 753.5 SP
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Just curious as you factor in all those buffs, do you intend to stay at 20 yard range?
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07/02/08, 6:53 PM
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#241
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King Hippo
Undead Warrior
Ravencrest
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Originally Posted by Paladia
Just curious as you factor in all those buffs, do you intend to stay at 20 yard range?
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If it affords me 275 extra SP, I certainly would.
There are a lot of current fights that would screw that up, such as Prince and Al'ar, but even if you lose BS and UR on a few fights you're still better off with 480 SP than 3% Hit and 5% Crit.
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07/02/08, 7:36 PM
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#242
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Glass Joe
Blood Elf Paladin
Mug'thol
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One thing to consider is that forcing us to 20 yards may be an intentional move in order to ensure that the now-raid-wide totems are placed in a more centralized location (rather than 36 yards from the mob and out of range of tanks/melee).
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07/02/08, 10:11 PM
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#243
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Piston Honda
Tauren Druid
Blood Furnace
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That and the tranquil air totem would no longer work as it can do now - ie - placed in a dps group to allow -50% (with salv) threat reduction and giving warlocks free reign on their threat caps.
Tranquil may find a very limited use if it applies to whole raid, but you will most certainly want it to be 20 yd only.
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07/03/08, 2:35 AM
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#244
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Von Kaiser
Draenei Shaman
Silvermoon (EU)
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One thing to consider is that forcing us to 20 yards may be an intentional move in order to ensure that the now-raid-wide totems are placed in a more centralized location (rather than 36 yards from the mob and out of range of tanks/melee).
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Restoration Shamans don't have any incentatives to move closer, so most pro-spellcaster totems will be placed around the 35 yard marker.
It is possible that the Elemental Shaman might find himelf as a complimentary totem placer, adding a weird mix of melee and spellcaster totems, to fill out whatever is missing. For example, with Death Knight and Paladin tanks, there might be a certain incentative to have both Windfury Totem and Wrath of Air for the melee classes.
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07/03/08, 6:22 AM
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#245
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Glass Joe
Tauren Druid
Jaedenar (EU)
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Originally Posted by Paladia
... do you intend to stay at 20 yard range?
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We should use the new rotation with FS and LaB but we have no new "shock's range" talent at the moment so elemental shamans will stay at 20 y range ( you can use items like this one to improve the shocks a little bit [Brutal Gladiator's Mail Gauntlets]).
Anyway we will not take storm reach because it's useless for now
Another thing to consider: if you want to try this elem/ench spec you should not want your totems' range improved to 30 y because they will affect also melee members, including tanks. Nobody wants a tank with tranquil air totem.. so you should cast totems at 25 y range (using pvp gloves) and then use the new rotation including FS and LaB.
The new talent "Storm, Earth and Fire" has been created to outfit pvp and pve solutions but we could use only the last one, referring to FS.
Now let's see what we get and what we lose:
Classic elemental spec (51/0/20 - 50/0/21 ...)
periodic damage done by FS is increased by 100%
+15% spellpower and +10% damage to FS and LaB (+6% to LaB)
+3% spell hit
+5% spell critical
totems have 30 y range
use of thunder? 5% mana gained every 45 seconds
use of NS?
New elem-ench spec (43/28/0)
+10% spellpower and +7% damage to FS and LaB (down from 10% to 7%, we still have +6% on LaB)
no spell hit
no spell critical
mana gained from water shield increased by 15%
+6% intellect
mana cost of instant spells reduced by 6% and 600-700.. spelldamage
In the first case we have improvments to FS, critical for LB and CL only + spell hit applied to all spells
Use of thunder or NS but they are situational
In the second case we have improvments to our mana regen, more intellect and the huge amount of spelldamage is applied to ALL spells we cast.
In conclusion more damage to FS or 600-700 spelldamage to ALL spells? well.. I prefer the second one
In a 12 sec rotation it's better have only 1 spell with improved damage (remember that we will not use the last tick of FS!) and +5% crit to LB and CL or it's better have 6 spells with improved damage? (FS, CL, LB, LB, LB, LaB) ?
The answer should be obvious. We still need some crit and spell hit? I'll be happy to use a lot of spell crit and spell hit gems (I don't need damage gems anymore ^_^)
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07/03/08, 8:58 AM
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#246
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Von Kaiser
Tauren Shaman
Stormscale (EU)
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Originally Posted by Darian_TruBlade
Finally, Unleashed Rage is another 1.1 factor on the final result. Giving us the following:
(376 + 657 + 687.5 + 300 + 263) * 1.1 = 2511.85 AP
2511.85 * .3 = 753.5 SP
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You forgot trueshot aura, which will most definitely be taken if it would give 225 ap to the entire raid within 45 yards, provided that they make it a raid wide buff.
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07/03/08, 1:27 PM
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#247
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King Hippo
Undead Warrior
Ravencrest
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Originally Posted by Paladia
You forgot trueshot aura, which will most definitely be taken if it would give 225 ap to the entire raid within 45 yards, provided that they make it a raid wide buff.
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While I have my fingers crossed that auras will go raid wide, I left Trueshot out intentionally until we hear otherwise. It does seem that Blizzard is trying to remove or at least reduce group stacking.
But for completeness' sake, with Trueshot the total SP would increase to 827.
That's almost as much SP as my Shaman currently has unbuffed. o.o
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07/03/08, 11:04 PM
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#248
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Von Kaiser
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Originally Posted by ofancow
*The "cookie-cutter" 51/0/20 will not be viable in raiding, as there are no scaling damage talents in the Elemental tree beyond the Totem of Wrath tier.
*Hybrid Elemental looks to likely be the only build that will scale well enough to justify an Elemental slot in high-end raids (specifically, 44/27/0 or 43/28/0 depending on gearing) - because of the aforementioned total lack of scaling damage talents in the top of the Elemental tree, the only real options Shaman will have are between 3% hit / 5% crit in the Restoration tree or significant spell damage from the Enhancement tree (from Mental Dexterity and Mental Quickness, which when combined is a better scaling version of the Restoration talent Nature's Blessing). This is not a real choice, as the damage benefits from the Enhancement tree's previously mentioned talents far outweigh those in the Restoration tree.
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No one has done any real math-crafting, so I'll get the ball started with some truly terrible attempts at math. I will update the numbers as I find out actual figures (such as what does the level 80 version of GotW or AB or BoM give). I used the generally accepted coefficients listed here: Spell damage coefficient - WoWWiki - Your guide to the World of Warcraft
Starting with a level 80 Shaman with the following stats:
Base Attack Power: 376
Base Strength: 113
Intellect: 515
1750 spell power from gear
25% critical strike with spells from gear
+0% to hit from gear
Available standard buffs:
Arcane Brilliance: +52 intellect
Gift of the Wild: +25 all stats (talented)
Blessing of Kings: +10% all stats
Blessing of Might: +260
Strength of Earth: +110 strength (talented)
Buffed Shaman stats:
Intellect: 651
Attack Power: 651 (from Intellect) + 784 (other listed sources) = 1435
Value of attack power to the Hybrid build: 431 spell power (assuming 2 points in Lava Flow) OR 287 spell power (assuming 2 points in Mental Quickness)
Value of talents lost to the Hybrid: 5% spell critical (Lightning), and 3% spell hit, AND 5% bonus spell damage (assuming 2 points in Lava Flow and Totem of Wrath are chosen)
Shaman A: 51/0/20 ~ 50/0/21
2013 spell power
38% spell crit (28% to All, +10% to Lightning)
+9% to hit
Shaman B: 43/28/0
2454 spell power
33% spell critical (28% to All, 5% to Lightning)
+6% to hit
Shaman C: 44/27/0
2343 spell power
DISCOUNTED BECAUSE THERE IS NO CRITICAL OR HIT ADVANTAGE OVER SHAMAN B BUILD -- 43/28/0 IS SUPERIOR AT THESE SPELL POWER LEVELS
Lightning Bolt (Rank 14) - 715 to 815 nature damage
Chain Lightning (Rank 8) - 973 to 1111 nature damage (on first target)
Flame Shock (Rank 9) - 500 initial fire damage, 556 fire damage over 12 seconds
--with Lava Flow (both builds) - 550 initial damage, 612 damage over 12 seconds
--with added talent Storm, Earth and Fire - 550 initial damage, 1224 damage over 12 seconds
Lava Burst (Rank ??) - 888 to 1132 Fire damage (2.0 second cast)(1030-1313 fully talented)
Lightning Bolt
Shaman A (5x/0/2x):
(765 + (2013*.794) * 1.05 * 1.10 * 1.38 * .95)) / 2 = ~1789 DPS
Shaman B (43/28/0):
(765 + (2454*.794) * 1.05 * 1.10 * 1.33 * .92)) / 2 = ~1917 DPS
Flame Shock
Shaman A: ~3245 Total average damage adjusted for +9% hit (~361 DPS @ 6 seconds, ~270 DPS @ 12 seconds)
550 + (2013*.15) * 1.05 * 1.28 = ~1145 initial damage / 1224 + (2013*.52) = 2271 DoT damage
Shaman B: ~2872 Total average damage adjusted for +6% hit (~334 DPS @ 6 seconds, ~239 DPS @ 12 seconds)
550 + (2454*.15) * 1.05 * 1.28 = ~1234 initial damage / 612 + (2454*.52) = 1888 DoT damage
Lava Burst
Shaman A:
1010 + (2013*.571) * 1.05 * 1.06 * 1.10 * 2.0 *.95 = ~5024 average damage once every 6 seconds if used as part of a LitB/LitB/LavB rotation on a target with Flame Shock up
Shaman B:
1010 + (2454*.571) * 1.05 * 1.06 * 1.07 * 2.0 *.92 = ~5284 average damage once every 6 seconds if used as part of a LitB/LitB/LavB rotation on a target with Flame Shock up
Chain Lightning(1st target only)
Shaman A:
(1042 + (2013*.571) * 1.05 * 1.10 * 1.38 * .95)) / 1.5 = ~3320 average damage / ~2213 DPS
Shaman B:
(1042 + (2454*.571) * 1.05 * 1.10 * 1.33 * .92)) / 1.5 = ~3454 average damage / ~2303 DPS
Raid Rotations assuming Nature's Fury (1.06 Nature), Curse of Elements (1.10 Fire), Misery (1.05), Improved Scorch (1.15 Fire), Stormstrike (1.137)
Rotation 1: FlameS/LitB/LitB/LitB/LavB/CL
Rotation 2: LitB^
Rotation 3: LitB/LitB/LitB/LitB/BLavB (assumes FlameS on target from outside source aka Enhancement Shaman doing FlameS/FlameS assuming LavB will consume another Shamans FlameS, which is not certain)
Rotation 4: LitB/LitB/LitB/LitB/LavB/CL (assumes same scenario as Rotation 3)
Shaman A:
R1: 2877/4551/4551/4551/6673/4001 = ~2609 DPS
R2: 4551 = ~2276 DPS
R3: 4551/4551/4551/4551/6673 = ~2488
R4: 4551/4551/4551/4551/6673/4001 = ~2529 DPS
Shaman B:
R1: 2662/4852/4852/4852/7018/4163 = ~2725
R2: 4852 = ~2426
R3: 4852/4852/4852/4852/7018 = ~2643
R4: 4492/4492/4492/4492/7018/4163 = ~2553
Summary: (updated to add Chain Lightning, and account for the 8-second Lava Burst cooldown)
So far, the highest DPS possible is from a Hybrid Elemental Shaman (43/28/0) using a Flame Shock / Lightning Bolt x 3 / Lava Burst / Chain Lightning (repeating) rotation, at the stated gearing level.
side-note: Rotation 1 appears to benefit, assuming no lag, from enough Haste to go from 9.5 seconds to 9.0 seconds on the cast-time spells (~5.4% reduction).
Last edited by Ocyr : 07/04/08 at 9:50 PM.
Reason: adding to, and fixing, math
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07/04/08, 2:54 AM
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#249
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Don Flamenco
Draenei Shaman
Grim Batol (EU)
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Originally Posted by Ocyr
No one has done any real math-crafting
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Not true, I have early spreadsheets up with cookie-cutter specs (ele-resto) and a new experimental ele-enh combo. To be honest, I was quite surprised how well ele-enh spec functions. But, we'll need actual testing before pushing for facts.
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Creativity requires the courage to let go of certainties.
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07/04/08, 6:25 AM
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#250
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Von Kaiser
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Right, Tufy made some calculations early in this post. Anyway, I like the way Ocyr engaged the maths, and presented (nearly) every possible situation. One thing I miss, though. Where do we put Chain Lightning? Have you done some calcs on it? Given the fact that CL is used in the best rotation nowadays, and assuming it should have a damage boost through a new spell level in WotLK, and also predicting (through your maths) that the Hybrid Spec is the best one (highest dps), based on huge amounts of spellpower, it would greatly benefit the use of CL over the 51/0/20 build which seems to benefit more from fire spells, am I wrong?
Edit: poor composition & typos.
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