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02/23/09, 4:39 PM
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#1486
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Glass Joe
Draenei Shaman
Kel'Thuzad
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Originally Posted by mjgunn
So, after reading so much about people finding fast mh spell dmg weapons running ft/ft working so well, I was lucky enough to find myself in a 10 man naxx where no one else wanted the hammer of the astral plane, so I nabbed it and ran to the test dummy. Threw FT 9 on the hammer (no enchant yet) in place of my CG, and FT 10 on my webbed death. With no buffs except for my totems (wf, soe, mana, ft), I beat on the dummy until I was oom after using SR, which gave me about a 3.5 minute test. Did it 5 times, averaged 2450 dps. Did the same with my CG, and ended up averaging 2375 dps. So, great, even with no enchant I just got a nice DPS increase which should only get bigger when raid buffed, or so I thought.
Punched my stats with the hammer into the sim, and simmed myself fully raid buffed with the CG, and again with the hammer, both multiple times, and am consistently finding myself going down ~ 130dps with the hammer. Configured the sim to have no buffs but my totems, and it's giving me the same results I got myself at the test dummy, hammer being better by ~ 75 dps. So, if the sim is correct, the hammer is better with no raid buffs, and CG is still better when fully buffed. Wanted to post my 2 config files, was hoping someone could double check them for me, make sure everything is right so I could make sure this is right for me.
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The simulator may or may not be correct for the test above. The simulator simply does not represent the changes made on February 19th to the Windfury Weapon Glyph. (Removing the 40% AP bonus) Any test done at this time using WF Glyph overestimates your DPS by varying amounts depending on your gear.
Until the simulator has been updated to represent current mechanics all we can do is guess the line between WF/FT and FT/FT in a Raid buffed situation.
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02/23/09, 5:00 PM
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#1487
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Glass Joe
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I cant seem to get this to work correctly, I put in my stats as the appear on my character sheet, then fill in for buffs. I see in the source code that it takes buffs into account and applies them to your stats. but it consistently gives me 1000 less dps than i actually put out in raids. It also seems to have my hit rating incorrect. I have 10.05% spell hit, on top of the DW specialization, this should put me way over spell hit, yet i still get 6% miss on the sim. If you catch something i've done wrong let me know, or have more questions I"ll edit this to help. Thanks.

################# //comment marks are # and //
##ENHSIM CONFIG## //if you write comments on the same line with config line
################# //leave at least one space between the comment and value
//IMPORTANT: Be careful when inputting your stats. Read is the value rating or percent etc. Read the comments.
//You always input what you see on your character sheet/paper doll.
simulation_time 2000 //in hours, you can also input decimals ex. 0.05
simulation_time_combatlog 300 //in minutes
combat_length 6 //in minutes
report_count 80 //how many times the progress is reported during the simulation
threads 2 //number of threads to use, combatlogging always uses 1 thread
min_lag 0 //in milliseconds, lag means ping + player reaction time
max_lag 0 //1000 ms = 1s
simulate_mana 0 //{ 0 | 1 } if disabled, increases speed, but doesn't take mana limitations into account
########### //To understand the EP ranges you have to understand how EP values are calculated.
#EP RANGES# //For example, to calculate EP value of crit rating, first I simulate the normal "baseline" dps.
########### //Then I simulate dps with increased crit rating. I take the dps difference and divide it by the
//increased crit rating to get dps/crit rating value. EP range means how much crit rating did I increase.
//Watch the expertise and hit caps. For example if expertise goes over the cap resulting from too high EP
//range, the EP value will go lower than it should be. On the other hand, if you give too low EP ranges,
//you won't get accurate results. Best scenario is low EP ranges and high simulation time.
//If hit/spellhit or expertise is already over the cap, test will be skipped. Although you can
//give negative ep range to see how much EP is hit/expertise worth to have. To skip a test, use 0 as range.
//Which stat is used as baseline stat, meaning it gets EP value of 1. This is important when calculating EP values.
ep_precision 2 //how many digits there are in ep value?
ep_base_stat ap //{ ap | sp }
ep_ap 200
ep_crit_rating 30
ep_hit_rating 30
ep_expertise 4 //not rating
ep_haste_rating 30
ep_armor_penetration_rating 30
ep_spellpower 150
ep_dps 7.5
ep_mana 250
ep_spirit 150
ep_mp5 20
###################
#ROTATION AND MISC#
###################
mh_auto_attack 1 //{ 0 | 1 }
oh_auto_attack 1 //{ 0 | 1 }
wait_ss_with_wf_cd 0.00 //max seconds to wait to SS, if wf cd is still up
cast_ll_only_if_wf_on_cd 0 //{ 0 | 1 } this is noted only if you have dual wf
bloodlust_casters 1 //{ 0 | 1 | 2 }
sync_bloodlust_with_trinkets 1 //{ 0 | 1 }
cast_lvb_only_if_ed_left 15.0 //cast LvB only if ED duration x or less seconds left
cast_lvb_only_if_fsdots_left 4 //maximum Flame Shock dot ticks left to cast LvB
cast_lvb_only_if_fs_active 1 //{ 0 | 1 }
cast_fs_only_if_dots_left 0 //maximum Flame Shock dot ticks left to cast Flame Shock
cast_ls_only_if_charges_left 0 //maximum Lightning Shield charges left to cast LS
cast_sr_only_if_mana_left 700 //maximum mana left to cast SR
use_mana_potion_if_mana_left 500 //maximum mana left to use mana potion
//set the rotation priority
//SS = stormstrike
//FS = flame shock
//ES = earth shock
//ES_SS = earth shock only if there are stormstrike charges
//Frost = frost shock
//MW5_LB = maelstrom weapon cast lightning bolt, min 5 charges
//MW3_CL = maelstrom weapon cast chain lightning, min 3 charges
//generic form: MWx_YY, x is 1-5 and YY is either LB or CL
//LS = lightning shield
//LL = lava lash
//LB = lightning bolt
//CL = chain lighting
//LVB = lava burst
//ST = searing totem
//MT = magma totem
//SR = shamanistic rage
rotation_priority_count 6
rotation_priority1 SR
rotation_priority2 MW5_LB
rotation_priority3 ES_ss
rotation_priority4 SS
rotation_priority5 LL
rotation_priority6 MT
##########
#BOSS#####
##########
miss 8.00 //%
dodge 6.50 //%
glancing 25.00 //%
armor 13083
spell_miss 13.00 //%
nature_resistance 0 //effective resistances
fire_resistance 0
frost_resistance 0
arcane_resistance 0
shadow_resistance 0
######### //default value after the buff in comment
#BUFFS### //put to 0 if you dont use that buff
#########
armor_debuff_major 0/3925 //acid spit, expose armor, sunder armor
armor_debuff_minor 0/1260 //faerie fire, sting, curse of recklessness
physical_vulnerability_debuff 0.0/2.0 //%, bloody frenzy, 2nd talent spec TBA
melee_haste_buff 20.0/20.0 //%, improved icy talons, windfury totem
melee_crit_chance_buff 0.0/5.0 //%, leader of the pack, rampage
attack_power_buff_flat 0/688 //battle shout, blessing of might
attack_power_buff_multiplier 40.0/99.7 //BUFF UPTIME %, DISABLES UR, abominations might, trueshot aura, (unleashed rage)
spell_haste_buff 0.0/5.0 //%, wrath of air totem
spell_crit_chance_buff 0.0/5.0 //%, moonkin aura, elemental oath
spell_crit_chance_debuff 0.0/10.0 //%, improved scorch, winter's chill
spell_damage_debuff 0.0/13.0 //%, ebon plaugebearer, earth and moon, curse of elements, totem of wrath
spellpower_buff 280/280 //focus magic, improved divine spirit, flametongue totem, demonic pact
spell_hit_chance_debuff 0.0/3.0 //%, improved faerie fire, misery
haste_buff 0.0/3.0 //%, improved moonkin aura, swift retribution
percentage_damage_increase 0.0/3.0 //%, ferocious inspiration, sanctified retribution
crit_chance_debuff 0.0/3.0 //%, heart of the crusader, totem of wrath
stat_multiplier 10.0/10.0 //%, blessing of kings
stat_add_buff 52/52 //mark of the wild
agi_and_strength_buff 178/178 //strength of earth, horn of winter
intellect_buff 60/60 //arcane intellect, fel intelligence
replenishment 0 //{ 0 | 1 }
water_shield 0 //{ 0 | 1 }
mana_spring_totem 1 //{ 0 | 1 }
blessing_of_wisdom 0 //{ 0 | 1 }
judgement_of_wisdom 0 //{ 0 | 1 }
#############
#CONSUMABLES#
#############//remember that you can use guardian elixir only if you use elixir in the flask_elixir slot
flask_elixir elixir_of_major_agility
//{ flask_of_relentless_assault | elixir_of_major_agility | fel_strength_elixir |
// elixir_of_major_strength | elixir_of_demonslaying | elixir_of_the_mongoose |
// elixir_of_mastery | gurus_elixir | elixir_of_mighty_agility | elixir_of_mighty_strength |
// elixir_of_expertise | flask_of_endless_rage | - }
guardian_elixir elixir_of_mighty_thoughts
//{ elixir_of_draenic_wisdom | elixir_of_mighty_thoughts | - }
potion -
//{ haste_potion | insane_strength_potion | heroic_potion | super_mana_potion |
// runic_mana_potion | - }
food spice_hot_talbuk
//{ roasted_clefthoof | spice_hot_talbuk | ravager_dog | warp_burger | skullfish_soup |
// rhinolicious_wyrmsteak | fish_feast | - }
misc_item -
// { drums_of_battle | - }
###############################################################################
### Everything in the section below can be replaced by information obtained ###
### from your paper doll stats or exported by the ShockAndAwe addon ###
###############################################################################
##########
#SHAMAN###
##########
race tauren //{ orc | tauren | troll | draenei }
mh_speed 2.60
oh_speed 2.60
mh_dps 143.5
oh_dps 143.5
mh_crit 25.34 //%
oh_crit 25.34
mh_hit 8.05 //%, you give hit which shows on your character sheet
oh_hit 8.05
mh_expertise_rating 9 //notice that these are given as rating
oh_expertise_rating 9
ap 2925 //when changing this, remember to change the spellpower also(if have mental quickness talent)
haste 4.82 //%
armor_penetration 0.00 //%
str 125
agi 673
int 368
spi 145
spellpower 877 //you give the spellpower which shows on your character sheet
spell_crit 18.75 //%
spell_hit 10.05 //%, you give spell hit which shows on your character sheet
max_mana 10000
mp5 0 //in combat
mh_imbue windfury
oh_imbue flametongue
//{ windfury | flametongue | - }
mh_enchant mongoose
oh_enchant mongoose
//{ mongoose | executioner | crusader | deathfrost | berserking | - }
mh_weapon -
oh_weapon -
//{ axe | - } used currently only for orc's racial bonus
//in the future, this might also be used for items similiar to Dragonstrike
trinket1 sphere_of_red_dragons_blood
trinket2 mirror_of_truth
//{ dragonspine_trophy | ashtongue_talisman |
// madness_of_the_betrayer | hourglass_of_the_unraveller |
// tsunami_talisman | shard_of_contempt |
// berserkers_call | bloodlust_brooch |
// abacus_of_violent_odds | badge_of_tenacity |
// shadowsong_panther | blackened_naaru_sliver |
// darkmoon_card_crusade | fury_of_the_five_flights |
// grim_toll | loathebs_shadow | mirror_of_truth |
// the_skull_of_guldan | meteorite_whetstone | embrace_of_the_spider |
// dying curse | illustration_of_the_dragon_soul |
// sundial_of_the_exiled | forge_ember | incisor_fragment |
// mark_of_the_war_prisoner | sphere_of_red_dragons_blood |
// tome_of_arcane_phenomena | mark_of_norgannon | fezziks_pocketwatch |
// thorny_rose_brooch | rune_of_finite_variation | bandits_insignia |
// darkmoon_card_greatness | pendulum_of_telluric_currents |
// vestige_of_haldor | twilight_serpent | - }
totem totem_of_splintering
//{ stonebreakers_totem | totem_of_the_astral_winds | totem_of_splintering |
// totem_of_ancestral_guidance | totem_of_the_void | skycall_totem |
// totem_of_hex | totem_of_dueling | totem_of_the_elemental_plane |
// deadly_gladiators_totem_of_indomitability | hateful_gladiators_totem_of_indomitability |
// savage_gladiators_totem_of_indomitability | deadly_gladiators_totem_of_survival |
// hateful_gladiators_totem_of_survival | savage_gladiators_totem_of_survival | - }
set_bonus -
//{ cyclone_harness | cataclysm_harness | desolation_battlegear |
// skyshatter_harness_2 | skyshatter_harness_4 | skyshatter_regalia_2 |
// skyshatter_regalia_4 | naxx_melee_2 | naxx_melee_4 | gladiators_earthshaker |
// naxx_nuker_2 | naxx_nuker_4 | - }
metagem -
//{ relentless_earthstorm_diamond | thundering_skyfire_diamond |
// chaotic_skyfire_diamond | chaotic_skyflare_diamond |
// ember_skyflare_diamond | relentless_earthsiege_diamond | - }
//you can't use same type of glyph in multiple slots
glyph_major1 windfury_weapon
glyph_major2 lightning_bolt
glyph_major3 stormstrike
glyph_major4 -
glyph_minor1 -
glyph_minor2 -
glyph_minor3 -
#########
#TALENTS#
#########
ancestral_knowledge 5/5 //ENHANCEMENT
improved_shields 0/3
mental_dexterity 3/3
shamanistic_focus 1/1
flurry 5/5
elemental_weapons 3/3
unleashed_rage 5/5
weapon_mastery 3/3
dual_wield_specialization 3/3
mental_quickness 3/3
improved_stormstrike 2/2
static_shock 3/3
maelstrom_weapon 5/5
convection 0/5 //ELEMENTAL
concussion 5/5
call_of_flame 0/3
elemental_devastation 3/3
reverberation 3/5
elemental_focus 1/1
elemental_fury 0/5
call_of_thunder 0/1
unrelenting_storm 0/3
elemental_precision 0/3
lightning_mastery 0/5
elemental_oath 0/2
lightning_overload 0/5
lava_flows 0/3
storm_earth_and_fire 0/3
shamanism 0/5
Last edited by Nicadimos : 02/23/09 at 5:14 PM.
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02/23/09, 5:16 PM
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#1488
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Von Kaiser
Draenei Shaman
Crushridge
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More berserker proc rate testing.
L60 dummy, 1hr duration, self buffed with SoE, WF, and mana spring totem.
6918 melee attacks, 802 WF attacks, 702 storm strikes, 385 lava lashes.
Berserker uptime 54.5%, not a lot higher than auto attack, however the PPM changed considerably. I had 256 procs in 3605 seconds for
4.26ppm over the hour, or 0.9ppm higher than my auto attack test. I also had more haste due to my hyperspeed accelerators and totem of hex. Meteorite Whetstone uptime/ppm seemed about the same, Mirror uptime/ppm was a tiny bit higher.
The higher proc rate with the not much higher total uptime means there was a lot more refreshes obviously but I also have a feeling it affected the dual berserking uptime a good bit more than is represented. Unfortunately as I said before the mod doesn't track that.
I'd say this test with the other I did leans strongly toward a 1ppm rate on the enchant, however it is affected by haste.
I might do the test again sometime with my Pride again and test the overall uptimes for berserker and mongoose over an hour or so.
Assuming no server bugs and all SS's and LL's and OH melee attacks gave 1 FT attack, there were 2845 MH attacks and 4073 OH auto attacks. This gives 4809 OH attacks total and 3998 MH attacks. assuming the 1ppm rate I gave above and 2.6MH and 1.4OH that's 4.33% MH chance and 2.33% OH chance. That's 173MH procs and 112OH procs, for a total of 285 theoretical procs. So if my assumtions are right there's still 29 missing procs, but is within ~10% of the value. A number of procs could have been lost to same time procs from insta attacks or WF procs, and the server may have a cache and only send updates every few msec and if say an auto attack and SS both proc one maybe it only sends the one update, not sure there.
Assuming the 1.2ppm rate unaffected by haste then over 60 mins with dual berserking you're looking at 144, assuming 1.2ppm for specials is based off of base speed still that's 2.8% chance on OH specials and 5.2% for MH specials. That gives 60 MH procs and 21 OH procs on specials. This puts us off at -31ppm for the assumed 1.2 rate, and also assumes no dual procs that may have only shown as one in the log. being over 10% low with no way to count for the discrepancy doesn't sound right either.
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02/23/09, 5:23 PM
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#1489
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Deeper Shade of Blue
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World of Warcraft - English (NA) Forums -> The Windfury Glyph Change

Here is a mini Enhancement enchant update. I know you guys have been itching for this for awhile. It just took the designers some time to sit down and discuss the issue, and then I had to catch up with the discussion after being out.
1) The extra AP for the Windfury Weapon Glyph is not intentional and I believe has been hotfixed.
2) Our goal is WF / FT on main hand / offhand.
3) Our goal is Enhancement generally favors slow weapons for main hand / offhand.
4) To satisfy 2 & 3, we are normalizing flametongue's damage to weapon speed. If you use a fast weapon now for FT, your damage will come down. If you use a slow weapon, your damage will come up. Please keep that in mind as you continue to gear up preparing for patch 3.1.
5) Our intention with these changes is not to nerf Enhancement damage overall. However, we are concerned that Enhancement PvE damage is quite high (compared to where other classes are in the 3.1 space) so it's possible that we will end up lowering your damage slightly. But the changes outlined above are not intended to do that.
6) Overall, we are really happy with the basic attack rotation of Enhancement. Shamans are pushing the buttons we want them to push and generally doing what we expect. PvP utility is still something we are looking at however.
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(e) It's raining sunshine, not only did we get that response and even with the threatened dps nerfs I'm still happy about the proposed changes, but I beat Malan to posting it as well.

Last edited by Rouncer : 02/23/09 at 5:32 PM.
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02/23/09, 5:23 PM
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#1490
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Mike Tyson
Malan
Tauren Shaman
No WoW Account
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GC posted that they're going to (finally) fix the FT scaling so that Enhancement prefers Slow/Slow again.
e; fb by rounce
Took em long enough, we've been raising that issue multiple times during Alpha and Beta.
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02/23/09, 5:28 PM
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#1491
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Don Flamenco
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So it sounds like we should be shooting for Calamity/Angry Dread, assuming Blizzard makes the appropriate changes to get us back to slow/slow?
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02/23/09, 5:35 PM
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#1492
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Deeper Shade of Blue
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Originally Posted by Daenerys
So it sounds like we should be shooting for Calamity/Angry Dread, assuming Blizzard makes the appropriate changes to get us back to slow/slow?
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or possibly the 10 man fist since matched weapon speeds do seem to have some advantages in Flurry uptime if you can keep the weapons synced (too bad I have never seen it drop but at least I got a Angry Dread last week, my guild's second one to date).
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02/23/09, 5:39 PM
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#1493
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Don Flamenco
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Originally Posted by Rounced
or possibly the 10 man fist since matched weapon speeds do seem to have some advantages in Flurry uptime if you can keep the weapons synced (too bad I have never seen it drop but at least I got a Angry Dread last week, my guild's second one to date).
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Weapon syncing is a mechanic that I'm not terribly excited about, but I do have the Stray, so despite never seeing Dread (funny how that works!), I guess I at least have a viable option. I'd love to see some real-world tests on weapon syncing, but I'm afraid we need a longer PW-type fight to really see statistically significant results of comparisons between matched/unmatched.
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02/23/09, 5:45 PM
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#1494
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Don Flamenco
Tauren Shaman
Blackrock (EU)
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Fixing flametongue's spellpower coefficient, by making it scale with weapon base speed was the best solution and I'm quite happy, that they do this, instead of some other crazy ideas. Now lets wait and see, what the exact scaling will be. I would say, 10% at a speed of 2.5 seconds should be a fair value.
Now if the would also let melee haste reduce windfury's internal cooldown, our mechanics would be fine finally.
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02/23/09, 5:47 PM
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#1495
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Deeper Shade of Blue
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Tramana did some testing that was pretty conclusive that it is possible to keep weapons synced over a long period of time although I agree that relying on keeping them that way doesn't exactly thrill me and I will stick to my Angry Dread (if I could even manage to actually get a Stray) unless the weapon speed starts to matter more the the dps spread without taking that sync effect into account.
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02/23/09, 6:54 PM
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#1496
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Von Kaiser
Draenei Shaman
Crushridge
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I rather liked the concept of fast OH = more FT/Static Shock damage, slow OH = more MW/LL/SS damage, but for equal stats speed matters little. From what I understood it was stats not speed that made Webbed Death the BiS OH and it wasn't far off from the next BiS item which was slow.
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02/23/09, 7:11 PM
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#1497
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Deeper Shade of Blue
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Originally Posted by Dragon-CR
I rather liked the concept of fast OH = more FT/Static Shock damage, slow OH = more MW/LL/SS damage, but for equal stats speed matters little. From what I understood it was stats not speed that made Webbed Death the BiS OH and it wasn't far off from the next BiS item which was slow.
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For Webbed Death is was the weapon's speed that made it BiS, the Flametongue damage that thing can generate far outweighed any loss in MW/LL/SS damage.
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02/23/09, 7:14 PM
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#1498
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Glass Joe
Draenei Shaman
Frostmourne
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I wonder if the FT normalisation will be hotfixed in this reset or they are planning it for 3.1?
GC did announce recently that they want to cut down on the time that class has to wait for a fix to mechanics, i.e., not have to wait for a patch (major or otherwise) before any change is made.
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02/23/09, 7:26 PM
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#1499
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Don Flamenco
Orc Shaman
Dragonblight (EU)
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EnhSim 1.5.9
1.5.9
-Removed ap bonus from wf glyph.
-Changed PPM of Mongoose, Executioner and Berserking to 1.2.
-Removed Glyph of Earth Shock, added Glyph of Shocking.
-Added homepage tab to GUI.
Because of the homepage tab, the GUI will try to connect to net.
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02/23/09, 10:26 PM
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#1500
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Bald Bull
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I'm pretty glad I didn't burn 3k arena points on a spellblade, but what does that mean for a slow spellpower mainhand? FT or WF on my Wraith Strike already give me similar results. I can imagine Ulduar is going to have exactly zero slow spellpower weapons.
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