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Old 10/26/09, 2:54 AM   #151
Vespasian
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Originally Posted by Raijor View Post
Also. I think it has much relevance but the haste stackers to my knowledge don't use ToEW anymore because of the lower uptime and you can spend upwards of 20 seconds without a proc from the start of an encounter.
This is news to me. Furthermore, I cannot remember any circumstances where I have spent 20 seconds without the buff, even at the beginning of the encounter (granted, I often use MW3/4_LB at the beginning of an encounter to get the buff up quickly). To my best and most accurate knowledge, the ToEW is still BiS for anyone stacking haste.


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Old 10/26/09, 7:45 AM   #152
SentinelBorg
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Originally Posted by Rouncer View Post
Using the BiS set and changing the race to Orc and both weapons to the 258 axes so I can push the haste gemming as far as possible I get a set with 5419AP and 957 Haste Rating. Regemming for an AP priority changes it to 5839AP with 546 Haste Rating.

Haste set runs 9138 dps with the ToEW and AP set runs 9134 dps with ToQE. Haste set fires off a 5 stack LB every 6.2 seconds and the AP set every 6.6 seconds.

So Haste build gets a proc every 40.9 seconds and AP build gets a proc every 43.6 seconds, making the average AP

haste build ~ 265 AP
AP build ~ 268 AP

Look at that, almost the same amount of AP from that bonus. Seems like those who want to stack haste will still stack haste and those who like to stack AP will still be stacking AP. Maybe Fire Nova will change things one way or the other. So if you want to start working on the math for that, be my guest but try to use realistic values and not just random ones pulled out of thin air.
Yes, and the moment a second mob enters the fight, your ping isn't absolutly perfect and/or you don't have inhuman reaction time, the AP build will clearly win. So as long, as I don't see a three digit dps increase in the sim, I don't see any point in the haste build.

Last edited by SentinelBorg : 10/26/09 at 9:59 AM.

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Old 10/26/09, 10:47 AM   #153
Raut
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Any point? It's currently the best DPS build. EoD. That's the point. If you prefer it or not is moot.

Baby, you can hold my balls.

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Old 10/26/09, 2:50 PM   #154
Rouncer
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Originally Posted by Raut View Post
Any point? It's currently the best DPS build. EoD. That's the point. If you prefer it or not is moot.
By what margin does haste beat AP stacking for your particular gear set? I've run my gemming prioritizing haste and prioritizing AP and they have been coming up with the basically the same dps figures for a long time now. Just now I traded 300 AP for 150 haste rating in my Rawr set and my dps out of EnhSim didn't change. One thing that does change though is that when I use that haste gem set I lose 8 dps from Magma totem. So if magma totem is hitting more then 1 target the AP build will end up superior, which is why I continue to prioritize AP.

EnhSim has also just been updated with an option to vary combat length within a specified percentage while running and I think this is going to change some things about the EP values that people are getting as well as potentially redefine the BiS set. So maybe it's not quite the EoD you seem to imply.

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Old 10/26/09, 9:05 PM   #155
Deathicle
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Originally Posted by Rouncer View Post
By what margin does haste beat AP stacking for your particular gear set? I've run my gemming prioritizing haste and prioritizing AP and they have been coming up with the basically the same dps figures for a long time now. Just now I traded 300 AP for 150 haste rating in my Rawr set and my dps out of EnhSim didn't change. One thing that does change though is that when I use that haste gem set I lose 8 dps from Magma totem. So if magma totem is hitting more then 1 target the AP build will end up superior, which is why I continue to prioritize AP.

EnhSim has also just been updated with an option to vary combat length within a specified percentage while running and I think this is going to change some things about the EP values that people are getting as well as potentially redefine the BiS set. So maybe it's not quite the EoD you seem to imply.
I don't believe his comment was about magma totem dps, more so than adding fire nova dps to the equation. Obviously, in any multi-mob situation attack power ends up being a better stat for us to stack due to SP scaling. If past raiding instances are any indication of future trends, you can logically expect there to be many more multi-mob fights to come in future raiding instances. If the AP builds are almost as good single target dps, then it would be wise to advise most players to simply stack AP and only work on having a haste gear set for the truly hard core dpsers.

Perhaps the sim should include a multi-target option with an uptime % of adds for us to play around with.

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Old 10/26/09, 9:27 PM   #156
Raut
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Originally Posted by Rouncer View Post
By what margin does haste beat AP stacking for your particular gear set? I've run my gemming prioritizing haste and prioritizing AP and they have been coming up with the basically the same dps figures for a long time now. Just now I traded 300 AP for 150 haste rating in my Rawr set and my dps out of EnhSim didn't change. One thing that does change though is that when I use that haste gem set I lose 8 dps from Magma totem. So if magma totem is hitting more then 1 target the AP build will end up superior, which is why I continue to prioritize AP.

EnhSim has also just been updated with an option to vary combat length within a specified percentage while running and I think this is going to change some things about the EP values that people are getting as well as potentially redefine the BiS set. So maybe it's not quite the EoD you seem to imply.
My response was to:
Originally Posted by SentinelBorg
Yes, and the moment a second mob enters the fight, your ping isn't absolutly perfect and/or you don't have inhuman reaction time, the AP build will clearly win. So as long, as I don't see a three digit dps increase in the sim, I don't see any point in the haste build.
Still stands. You or I may not like the haste "build" but it has been shown to produce the single best DPS. That's the point. (In live, I might add. May change for 3.3).

Baby, you can hold my balls.

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Old 10/26/09, 10:48 PM   #157
Levva
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Originally Posted by Deathicle View Post

Perhaps the sim should include a multi-target option with an uptime % of adds for us to play around with.
This is a missing feature often overlooked by those who swear by the haste dps gear. In our current sim we have only ever had Patchwerk style fights. The sim has no simulation of any movement.

This means any fight where you aren't 100% behind the boss, or you aren't always in melee range, or you have to move away, or you are sometimes stunned, or you have multiple mobs, or you are subject to environmental AoE damage (that would proc LS), etc. ANY of these fight conditions change the dynamics of some of our abilities.

I would hazzard a guess, and to be fair its only a guess, that haste based gear whilst fabulous for Patchwerk is probably not nearly as good for any fights with any of the additional mechanics listed above.

I have submitted an issue that suggests we try to implement a boss model feature. The problem is that the existing Sim really isn't flexible enough to handle this as any model needs to be very user tweakable as theorycrafters would naturally have to come up with parameters for each fight.

Therefore a realistic aim is NOT to try to model bosses in EnhSim but instead model it for the next program. We will have a dramatic sea change in stats in Cataclysm. To me it makes sense that when the beta first appears and we have some solid info that work begins on a new Sim, using the all new stats we shall have. eg: no mana for a start

Author of ShockAndAwe Enhancement Shaman max dps addon
Please use the EnhSim by Ziff & others to simulate what gear, priorities etc are the best dps. You can use ShockAndAwe to export your paperdoll stats to EnhSim.

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Old 10/26/09, 11:12 PM   #158
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Opp topic here as we have more fitting threads for discussing EnhSim but what the hell.

Movement fights, several targets, different lengths(which I personally think isn't sorted by the length deviation patch) are all issues that can be addressed with the sim but do we want the sim to try to do everything? 10 minute fights, two or more adds in large portions of fights, moving for X% of Y% fights are all pollutions of the simulated, perfect DPS. If these new features in EnhSim 1.10.foo.bar skew people to weird choices because fights are mashups created by the simulator it's rather doing harm than good. We know a speed enchant for boots is the better choice if you move some during a fight. I would also like to add the resent trend of doing 10 minute combat length runs to this misconception; how many fights last for ten minutes these days? Ten minutes of actual combat that is.

I'd see the value of adds, variable combat length and movement if we could make fight templates that EnhSim would repeat over. Something like:
<combat_round alt=1>
   <length>360</length>
   <adds length=60>2</adds>
   <movement>20</adds>
</combat>

<combat_round alt=2>
   <length>600</length>
</combat>
And let EnhSim repeat these templates as actual fights over and over. You may even flesh out parameters to the different variables, like when adds are introduced in the fight, when you run and for how long and so on. Question is, do you want The One Result To Rule Them All? Or do you want to test the different parameters separately to see how your stats work out?

Baby, you can hold my balls.

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Old 10/27/09, 2:08 PM   #159
Beercow
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Originally Posted by Raut View Post
10 minute fights, two or more adds in large portions of fights, moving for X% of Y% fights are all pollutions of the simulated, perfect DPS.
Would you rather have a simulated, perfect DPS number, or a number that better matches the real world? I personally use simulators to improve how I perform in game, not for the sake of maximizing some number in the simulator itself. I applaud any move to improve the simulators to model realistic combat situations, in realistic environments.

Also, Rouncer, you have definitely convinced me to have another look at an AP build.

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Old 10/27/09, 2:19 PM   #160
Rouncer
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Originally Posted by Beercow View Post
Also, Rouncer, you have definitely convinced me to have another look at an AP build.
Just make sure to use the newest version of the Sim and set the combat variance length to 35% or so. Using the new variance system should stabilize your haste and give you real results on how it will interact with your gear.

Personally I've never seen the massive overvaluing seen by others, it's a great stat but just hasn't been showing for me as any more valuable then AP. This is most likely due to my being an engineer and so using the Hyperaccelerators. That insertion of a large amount of haste on a somewhat regular basis has roughly the same effect as using the variance system. Making it that much less likely to hit a region where the priority list will change enough from the haste to suddenly allow an additional usage of a higher priority ability within the set time period of the sim.

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Old 10/27/09, 3:35 PM   #161
Levva
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Originally Posted by Rouncer View Post
Just make sure to use the newest version of the Sim and set the combat variance length to 35% or so. Using the new variance system should stabilize your haste and give you real results on how it will interact with your gear.
Any basis for saying 35% or is that based on the single post of a single user doing single run of the single changed config line? ie: not in-depth testing really

Author of ShockAndAwe Enhancement Shaman max dps addon
Please use the EnhSim by Ziff & others to simulate what gear, priorities etc are the best dps. You can use ShockAndAwe to export your paperdoll stats to EnhSim.

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Old 10/27/09, 4:00 PM   #162
Rouncer
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Originally Posted by Levva View Post
Any basis for saying 35% or is that based on the single post of a single user doing single run of the single changed config line? ie: not in-depth testing really
Pretty much, but if you have evidence for a more accurate setting I would be happy to recommend that instead. Would seem for purposes of dealing with haste that just about any variance should remove the issue with priority shifting but 35% seemed as good a number as any I could think up.

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Old 10/27/09, 6:58 PM   #163
Levva
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I posted how to write a script (cf. [Enhancement] BiS gear and set-up discussion ) to run the sim LOTS of times. If someone has a nice fast machine they could leave running for an extended period of time we could gather a lot of data, and then usefully come up with a recommended default value.

Author of ShockAndAwe Enhancement Shaman max dps addon
Please use the EnhSim by Ziff & others to simulate what gear, priorities etc are the best dps. You can use ShockAndAwe to export your paperdoll stats to EnhSim.

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Old 10/27/09, 7:49 PM   #164
Raijor
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When we make the debate between Haste versus AP as an enhance shaman it's on a t9 level and disregards the bonus from t10 particularly in regards to MW frequency and how often you proc 5stacks to keep the buff going. Sure AP barely outdoes the Haste but with the set bonus it's very likely that will change regardless of what the fight scenario is patchwerk or not.

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Old 10/27/09, 8:38 PM   #165
MatsT
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Not sure why you want need to run the sim LOTS of times. Isn't that the same as running with a longer simulation time? You should keep in mind though that what you want to find is not necessarily the value where the dps stops changing. Looking at the example you refer to, it's logical to assume that the dps increase from 0% variation to 35% variation is caused at least partially by the increased chance to benefit from 2 full bloodlusts. At a 35% increase/decrease, this chance has already gotten pretty close to the 50% value, and something else might affect the dps negatively the same way.

I mean, once the variance gets high enough, isn't it quite close to running a 10000 hour simulation with a fight length of 10000 hours? The point of the fight length variable is to simulate as close as possible to a real fight. The point of the fight length variance is to make sure haste/weapon speed/whatever doesn't get an inflated value due to fitting in one more of a specific spell. A value much lower than 35% (probably 5 or 10%) is more than enough for that.

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Old 10/27/09, 8:50 PM   #166
Rouncer
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Originally Posted by Raijor View Post
When we make the debate between Haste versus AP as an enhance shaman it's on a t9 level and disregards the bonus from t10 particularly in regards to MW frequency and how often you proc 5stacks to keep the buff going. Sure AP barely outdoes the Haste but with the set bonus it's very likely that will change regardless of what the fight scenario is patchwerk or not.

Reading the thread before posting is a wonderful habit. Just this once let me help you out.

http://elitistjerks.com/f79/t76506-e...6/#post1436812

Note that even though a haste set stacks to 5 charges faster the AP set gets more actual AP from the bonus such that there was no advantage to either setup in a single-target patchwerk type encounter.

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Old 10/27/09, 8:58 PM   #167
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This is why I refuse to go one way or the other and just socket everything with Stark gems.

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Old 10/27/09, 10:12 PM   #168
Raut
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Originally Posted by Beercow View Post
Would you rather have a simulated, perfect DPS number, or a number that better matches the real world? I personally use simulators to improve how I perform in game, not for the sake of maximizing some number in the simulator itself. I applaud any move to improve the simulators to model realistic combat situations, in realistic environments.
What I would like is parameters to tailor encounters found in the real world. Just giving every fight in EnhSim two extra mobs that MT will deal extra damage to is pollution.

Would applaud implementation of "brain lag"? How about misses in MW5_LB procs where you press another spell just as it became ready? These are all realistic combat situations.

Baby, you can hold my balls.

10:10 < buu_> Raut: You are a hero of the internet.

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Old 10/27/09, 11:02 PM   #169
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Item - Shaman T10 Elemental Relic (Shocks) - The periodic damage from your Flame Shock spell grants 44 haste rating for 30 sec. Stacks up to 5 times. (Old - Your Earth Shock, Flame Shock, and Frost Shock spells grant 73 haste rating for 30 sec. Stacks up to 3 times.)
So 15 seconds to stack to full versus the 24 seconds for the Enhancement totem. Still seeing that one as better then the Enhancement one for raiding providing you are decent at keeping the DoT active

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Old 10/27/09, 11:30 PM   #170
 frmorrison
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Originally Posted by Rouncer View Post
So 15 seconds to stack to full versus the 24 seconds for the Enhancement totem. Still seeing that one as better then the Enhancement one for raiding providing you are decent at keeping the DoT active
It seems like a bigger nerf to Elemental than Enhance (since Elemental doesn't want to necessary recast Flame Shock a lot to get the stack up since they have the DoT crit, while Enhance should be able to handle it).

Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'

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Old 10/27/09, 11:34 PM   #171
thordinrokbeard
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Might just be me nitpicking, but isn't it 18 seconds to stack it up all the way from when a flame shock is cast since the first periodic damage tick happens at 3 seconds? (I also might be misinterpreting the time frame you're using for the 15 seconds)

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Old 10/27/09, 11:37 PM   #172
Rouncer
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Originally Posted by frmorrison View Post
It seems like a bigger nerf to Elemental than Enhance (since Elemental doesn't want to necessary recast Flame Shock a lot to get the stack up since they have the DoT crit, while Enhance should be able to handle it).
Stacks from the DoT not from the cast and yah it is 18 seconds, not 15. Still will be superior, provided you are good about maintaining the DoT, just from the increased duration and ranged versus melee.

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Old 10/27/09, 11:37 PM   #173
• Jessamy
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Originally Posted by Rouncer View Post
So 15 seconds to stack to full versus the 24 seconds for the Enhancement totem. Still seeing that one as better then the Enhancement one for raiding providing you are decent at keeping the DoT active
It's also far better than the resto one if I can spare a gcd every 30s to keep the buff active.

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Old 10/27/09, 11:40 PM   #174
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Originally Posted by Jessamy View Post
It's also far better than the resto one if I can spare a gcd every 30s to keep the buff active.
Actually it should be more like a gcd every 45 seconds since it would be refreshed by that last DoT tick and last 30 seconds from that point.

Wouldn't be surprised to see them change it to a 3 stack being applied by Lava Burst in light of the Resto connection but I guess that depends on whether they have an issue with all 3 specs wanting that one over the ones designed for their own trees.

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Old 10/27/09, 11:53 PM   #175
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Originally Posted by Jessamy View Post
It's also far better than the resto one if I can spare a gcd every 30s to keep the buff active.
Risky with misses though. I can't imagine that many Restos are Hitcapped. So I think it might stay like this.

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