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Old 10/22/08, 8:13 PM   #3976
faidwen
Von Kaiser
 
faidwen's Avatar
 
Human Warlock
 
Farstriders
Originally Posted by Fulgurite View Post

Yes, both are working on Live for me. Looking at both of them in my Recount right now.
Thanks Fulgurite, perhaps my SCT is just not showing it... I'll 2xcheck recount... THANKS!!!!

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Old 10/22/08, 10:35 PM   #3977
Sayoz
Von Kaiser
 
Goblin Warlock
 
Blackrock
Originally Posted by fallenman View Post
It never actually worked the way you listed, with the 25% and 30% increases. That was actually a bug. For quite some time now it has been working as intended, with just a flat 5% damage bonus increase. The change in patch 3.0.3 is just to fix the tooltip to reflect that.
Don't spread misinformation. Everlasting Affliction has been working exactly how I described more than a month ago (http://elitistjerks.com/895093-post2700.html) and still does. This is easily verifiable by casting one spell at a target dummy.

I have 2027 * 1.03 (malediction) = 2087.81 shadow damage on my level 80 warlock.

I cast Siphon Life on a level 80 target dummy. It ticked 10 times for 436: 436*10 = 4360/1.1 (shadow mastery) = 3963.636 - 810 (base damage of siphon life) = 3153.636/2087.81 = 1.510 (base 1.0 + .5 from Everlasting Affliction)

I cast Unstable Affliction on a level 80 target dummy. It ticked four times for 835 and once for 834. 835*4+834 = 4174/1.1 = 3794.545-1150 = 2644.545/2087.81 = 1.267 (base 1.0 + .25 from Everlasting Affliction)

I cast Corruption on a level 80 target dummy. It ticked six times for 926. 926*6 = 5556/1.25 = 4444.8 - 1080 = 3364.8/2087.81 = 1.612 (base .936 + .36 from Empowered Corruption = 1.296 + .3 from Everlasting Affliction)

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Old 10/23/08, 11:13 AM   #3978
dedmonwakeen
Bald Bull
 
dedmonwakeen
Undead Priest
 
No WoW Account
Thanks Sayoz. I guess I better get a new version of SimCraft out soon........ Argh.

It looks like I also have Malediction coded wrong too: I have it as a generic multiplier instead of a spell-power enhancement.

Any chance you could use your scientific skills to do some Drain Soul testing?

Right now I assume that CoE, Soul Siphon, Shadow Embrace, Deaths Embrace, Haunt and the 400% "execute mechanic" all stack multiplicatively.

However... anecdotal reports are showing DS to be a very marginal increase over Shadow Bolt when switching to Drain Soul at 25%.

Someone recently posted (in WoW forums) that Haunt is not affecting DS. Before I go and make knee-jerk changes to the sim I'd love to see some rigorous testing to see how/if those talents combine.

Everything except the execute-mechanic can be done on the target dummy....... but you'll have to leave town to get the final data.


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Old 10/23/08, 11:35 AM   #3979
Shodan30
Banned
 
Undead Warlock
 
<HRU>
Kael'thas
I DID NOT WRITE THIS: VUX of Dragonblight did. I'm just reposting here as its pretty good information and kinda wasted on the WoW forums where i found it.



I decided to do some extremely in-depth testing of all the talents and spells on the PTR to see how they interacted with each other. There is quite a lot going on, especially since talents affect various spells and whether everything was additive, multiplicative, before spellpower, after spellpower, etc was a huge question.

All questions I decided to find out the answers to.

I started with a 0/0/0 spec and tested every single dot one by one. After seeing how each particular spell behaved, I added talents, one by one, continuing down the Affliction tree.

Here are my results:



(Summary of results can be found at the bottom of Post #2. Check out the Everlasting Affliction math at the beginning of Post #2 though, not only because it's a new talent, but because it's a very very awesome talent once you really understand how it works.



Affliction Tree Stress Testing


* Test I: 0/0/0 spec

o Curse of Agony

+ 0 Spellpower
56, 56, 57, 57, 113, 113, 113, 113, 170, 169, 169, 170 = 1356 total damage (Base Damage)

+ 1376 Spellpower
194, 194, 194, 194, 251, 251, 251, 251, 307, 307, 307, 307 = 3008 total damage

+ Theoretical Formula to Match Results
1356 + 1376*1.20 = 3007.2

+ Conclusion(s):
Curse of Agony has a 120% Spellpower coefficient.

o Corruption

+ 0 Spellpower
150, 150, 150, 150, 150, 150 = 900 total damage (Base Damage)

+ 1376 Spellpower
356, 356, 356, 356, 356, 356 = 2190 total damage

+ Theoretical Formula to Match Results
900 + 1376*.9375 = 2190

+ Conclusion(s):
Corruption has a 93.75% Spellpower coefficient.


* Test II: Improved Curse of Agony 2/2 (+10%)

o Curse of Agony

+ Base Damage:
1356 total damage

+ 1376 Spellpower
213, 214, 213, 214, 275, 275, 276, 276, 338, 338, 338, 338 = 3308 total damage

+ Theoretical Formula to Match Results
(1356 + 1376*1.20) * 1.1 = 3307.92

+ Conclusion(s):
Improved Curse of Agony acts after Spellpower.


* Test III: Improved Corruption 5/5 (+20%)
(Edit: Oct 21, 2008: This talent has since been changed to 10%, but I am leaving the math at 20%, so as to keep the numbers consistent with the tests that follow.)

o Corruption

+ Base Damage:
900 total damage

+ 1376 Spellpower
437, 438, 437, 437, 438, 438 = 2625 total damage

+ Theoretical Formula to Match Results
(900 + 1376*.9375) * 1.2 = 2628

+ Conclusion(s):
Improved Corruption acts after Spellpower.


* Test IV: Empowered Corruption 3/3 (+36% Spellpower)

o Corruption

+ Base Damage:
900 total damage

+ 1376 Spellpower
536, 537, 537, 537, 537, 537 = 3221 total damage

+ Theoretical Formula to Match Results
(900 + 1376*(.9375 + .36)) * 1.2 = 3222.432
(900 + 1376*(1.2975)) * 1.2 = 3222.432

+ Conclusion(s):
Empowered Corruption yields a total Spellpower coefficient of 129.75%.


* Test V: Siphon Life 1/1

o Siphon Life

+ 0 Spellpower
63, 63, 63, 63, 63, 63, 63, 63, 63, 63 = 630 total damage (Base Damage)

+ 1376 Spellpower
200, 200, 200, 201, 201, 201, 201, 201, 201, 201 = 2007 total damage

+ Theoretical Formula to Match Results
630 + 1376*1.00 = 2006

+ Conclusion(s):
Siphon Life has a 100% Spellpower coefficient.


* Test VI: Shadow Mastery 5/5 (+10%)

o Corruption

+ Base Damage:
900 total damage

+ 1376 Spellpower
581, 581, 581, 581, 581, 582 = 3487 total damage

+ Theoretical Formula to Match Results
(900 + 1376*1.2975) * 1.3 = 3490.968

+ Conclusion(s):
Improved Corruption and Shadow Mastery are addtive. (20% + 10%)
Improved Corruption and Shadow Mastery both act after spellpower.

o Curse of Agony

+ Base Damage:
1356 total damage

+ 1376 Spellpower
233, 233, 233, 233, 300, 300, 301, 301, 368, 368, 369, 369 = 3608 total damage

+ Theoretical Formula to Match Results
(1356 + 1376*1.20) * 1.2 = 3608.64

+ Conclusion(s):
Improved Curse of Agony and Shadow Mastery are addtive. (10% + 10%)
Improved Curse of Agony and Shadow Mastery both act after spellpower.

o Siphon Life

+ Base Damage:
630 total damage

+ 1376 Spellpower
220, 220, 220, 221, 221, 221, 221, 221, 221, 221 = 2207 total damage

+ Theoretical Formula to Match Results
(630 + 1376*1.00) * 1.1 = 2206.6

+ Conclusion(s):
Shadow Mastery acts after spellpower.

o Curse of Doom

+ Base Damage:
4200 total damage

+ 1376 Spellpower
6952, 6952, 6952

+ Theoretical Formula to Match Results
(4200 + 1376*2.00) * 1.00 = 6952

+ Conclusion(s):
Curse of Doom has a 200% Spellpower coefficient.
Shadow Mastery has no effect on Curse of Doom. (BUGGED)


* Test VII: Contagion 5/5 (+5%)

o Corruption

+ Base Damage:
900 total damage

+ 1376 Spellpower
603, 604, 604, 604, 604, 604 = 3623 total damage

+ Theoretical Formula to Match Results
(900 + 1376*1.2975) * 1.35 = 3625.236

+ Conclusion(s):
Improved Corruption, Shadow Mastery, and Contagion are addtive. (20% + 10% + 5%)
Improved Corruption, Shadow Mastery, and Contagion all act after spellpower.

o Curse of Agony

+ Base Damage:
1356 total damage

+ 1376 Spellpower
242, 242, 243, 243, 313, 313, 314, 314, 384, 384, 384, 384 = 3760 total damage

+ Theoretical Formula to Match Results
(1356 + 1376*1.20) * 1.25 = 3759

+ Conclusion(s):
Improved Curse of Agony, Shadow Mastery, and Contagion are addtive. (10% + 10% + 5%)
Improved Curse of Agony, Shadow Mastery, and Contagion all act after spellpower.


* Test VIII: Unstable Affliction 1/1

o Unstable Affliction

+ Base Damage (From MMO/Wowhead, unable to test without Shadow Mastery):
875 total damage (Base Damage)

+ 1376 Spellpower
495, 495, 495, 495, 496 = 2476 total damage

+ Theoretical Formula to Match Results
(875 + 1376*1.00) * 1.1 = 2476.10

+ Conclusion(s):
Unstable Affliction's coefficient was nerfed from 120% to 100% due to the 18 to 15 sec length nerf.
Shadow Mastery acts after spellpower.

# Test IX: Everlasting Affliction 5/5 (+5% Spellpower per tick)


* Corruption

o Base Damage:
900 total damage

o 1376 Spellpower
697, 697, 697, 697, 697, 697 = 4182 total damage

o Theoretical Formula to Match Results
Derivation:
(900 + 1376*1.2975) * 1.35 + (1376*.05*6) * 1.35 = 4182.516 (Add EA damage)
(900 + 1376*1.2975 + 1376*.05*6) * 1.35 = 4182.516 (Bring inside parentheses)
(900 + 1376*1.2975 + 1376*.3) * 1.35 = 4182.516 (Multiply .05*6)

Final:
(900 + 1376*1.5975) * 1.35 = 4182.516 (Sum Final Coefficient)

o For further evidence, compare ticks before and after EA:
604 + 1376*.05*1.35 = 697, which matches the above ticks

o Conclusion(s):
Everlasting Affliction gives 5% Spellpower to each tick, for a total of 30% extra damage from Spellpower (6 ticks).
Everlasting Affliction occurs before Improved Corruption, Shadow Mastery, and Contagion.
Everlasting Affliction yields a total Spellpower coefficient of 159.75% for Corruption.

* Unstable Affliction

o Base Damage:
875 total damage

o 1376 Spellpower
571, 571, 571, 571, 571 = 2855 total damage

o Theoretical Formula to Match Results
Derivation:
(875 + 1376) * 1.1 + (1376*.05*5) * 1.1 = 2854.5 (Add EA damage)
(875 + 1376 + 1376*.05*5) * 1.1 = 2854.5 (Bring inside parentheses)
(875 + 1376 + 1376*.25) * 1.1 = 2854.5 (Multiply .05*5)

Final:
(875 + 1376*1.25) * 1.1 = 2854.5 (Sum Final Coefficient)

o For further evidence, compare ticks before and after EA:
495 + 1376*.05*1.1 = 571, which matches the above ticks

o Conclusion(s):
Everlasting Affliction gives 5% Spellpower to each tick, for a total of 25% extra damage from Spellpower (5 ticks).
Everlasting Affliction occurs before Shadow Mastery.
Everlasting Affliction yields a total Spellpower coefficient of 125% for Unstable Affliction.

* Siphon Life

o Base Damage:
630 total damage

o 1376 Spellpower
296, 296, 296, 296, 296, 296, 296, 296, 297, 297 = 2962 total damage

o Theoretical Formula to Match Results
Derivation:
(630 + 1376) * 1.1 + (1376*.05*10) * 1.1 = 2963.4 (Add EA damage)
(630 + 1376 + 1376*.05*10) * 1.1 = 2963.4 (Bring inside parentheses)
(630 + 1376 + 1376*.50) * 1.1 = 2963.4 (Multiply .05*10)

Final:
(630 + 1376*1.50) * 1.1 = 2963.4 (Sum Final Coefficient)

o For further evidence, compare ticks before and after EA:
220 + 1376*.05*1.1 = 296, which matches the above ticks

o Conclusion(s):
Everlasting Affliction gives 5% Spellpower to each tick, for a total of 50% extra damage from Spellpower (10 ticks).
Everlasting Affliction occurs before Shadow Mastery.
Everlasting Affliction yields a total Spellpower coefficient of 150% for Siphon Life.


# Test X: Haunt


* Haunt

o Base Damage (From MMO/Wowhead, unable to test without Shadow Mastery):
487-569 base (528 avg) (Base Damage)

o 1376 Spellpower
Hits: 1158, 1173, 1184, 1158, 1225, 1213, 1233, 1227, 1218, 1216, 1191, 1194, 1243, 1200, 1156
Crits: 1734, 1754, 1792, 1777, 1821
Total Average: 1195.3833

o Theoretical Formula to Match Results
Derivation:
(528 + 1376*x) * 1.1 = 1195
x = 40.568%

This is very close to the coefficient for any instant cast spell (1.5/3.5 = 42.857%)

Final:
(528 + 1376*.42857) * 1.1 = 1229 (close to my average, even though I had a very small sample size)

o Conclusion(s):
Haunt has a 42.857% Spellpower coefficient.
Haunt crits were nerfed to do 150% damage (before build 8970, they did 200% damage).


# Test XI: Dot Ticks with Haunt + 2 Stacks of Shadow Embrace


(Some of these ticks are higher due to 5% increased zone damage from PVP objectives. Didn't realize it until after a few tests.)

* Corruption

o Tick Before Haunt + Shadow Bolt: 731
o Tick After Haunt + Shadow Bolt: 967
o 967 / 731 = 1.3228

* Curse of Agony

o Tick Before Haunt + Shadow Bolt: 254
o Tick After Haunt + Shadow Bolt: 337
o 337 / 254 = 1.32677

* Siphon Life

o Tick Before Haunt + Shadow Bolt: 311
o Tick After Haunt + Shadow Bolt: 410
o 410 / 311 = 1.318

* Unstable Affliction

o Tick Before Haunt + Shadow Bolt: 599
o Tick After Haunt + Shadow Bolt: 792
o 792 / 599 = 1.3222

* Conclusion(s)

o 100% Damage + 20% Haunt + 10% SE = 1.30 multiplier (does not match results above)

o 100% Damage * 1.2 Haunt * 1.1 SE = 1.32 multiplier (matches results for all dots)

o In other words, Haunt and Shadow Embrace both act multiplicatively and on top of all talents and spellpower.

o Haunt and Shadow Embrace DO increase dot damage if dot is casted first, and then Haunt/SE after.


# Overall Test Conclusions


* Talent modifiers are always additive. The lump sum of talent modifiers is then is multiplied after spellpower.

* Any buffs (on yourself) and any debuffs (on the target) are multiplicative.


# Bugs


* Death's Embrace is currently bugged to do nothing. Will update this once it is fixed.

* Curse of Doom is bugged. It does not get any benefit from Shadow Mastery, even though it does shadow damage.


# Summary of Results


* Corruption: (900 + Spellpower*1.5975) * 1.35

* Curse of Agony: (1356 + Spellpower*1.20) * 1.25

* Siphon Life: (630 + Spellpower*1.50) * 1.1

* Unstable Affliction: (875 + Spellpower*1.25) * 1.1

* Curse of Doom (Bugged): 4200 + Spellpower*2.00

* Haunt + 2 Stacks of Shadow Embrace: Tick * 1.20 * 1.10

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Old 10/23/08, 1:07 PM   #3980
Presarc
Von Kaiser
 
Gnome Warlock
 
Doomhammer
Originally Posted by rochan View Post
Finally some feedback (and lots of it!). I’m happy they are taking steps to adjust dps (nerfing physical and buffing us 5%), but I still think they need to look at Chaos Bolt. IIRC they removed the ability to penetrate immunities (Shield & Iceblock, correct me if I’m wrong). It’s really an underwhelming 51 pt talent. In PVE, it only does marginally more damage than an incinerate and is really not worth having on your bar (ok maybe not true but it’s not very effective).

I think they should make the 51 pt talent a passive skill, something like “Improves the critical strike damage bonus of your destruction skills by 50% and they ignore resilience”. This would give us some burst damage in pvp that other classes have and not pigeon hole us into Demo or SL/SL builds if we want to pvp. And instead change soul fire into more of a pyroblast type spell (powerful with cooldown/high mana cost).
Keep in mind that Chaos Bolt has a few advantages over Incinerate, even for a PvE environment. Over the course of a few dummy tests, my average Incinerate crit was about 4,700, while my average Chaos Bolt was about 5,700 (1503 Shadow Damage 1449 Fire Damage, 2/3/56 spec). Chaos Bolt is 0.19 seconds faster than incinerate (with 439 haste).

It's faster, it hits harder, it's unresistable. I would argue that it is effective in increasing DPS, and is worth casting on cooldown.

Last edited by Presarc : 10/24/08 at 11:01 AM.

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Old 10/23/08, 1:19 PM   #3981
Hellfury
Glass Joe
 
Gnome Warlock
 
Skullcrusher (EU)
On Chaos bolt subject people tend to forget aswell it costs half mana of a Incinerate, I agree its a bit underwhelming it could be better it deserves some buffs its a 51point talent but it isn't as bad as some players paint it, almost all destro builds take S&F and Empowered Imp, its worth the effort and go a bit deep and take chaos bolt I do believe so.

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Old 10/23/08, 2:08 PM   #3982
BeerBelly
Von Kaiser
 
Human Warlock
 
Silvermoon (EU)
Originally Posted by Shodan30 View Post
o Haunt and Shadow Embrace DO increase dot damage if dot is casted first, and then Haunt/SE after.
In the tests I've done I've found it doesn't matter when Haunt or Shadow Embrace are put on the mob, they increase dot damage if cast before or after the dot.

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Old 10/23/08, 4:00 PM   #3983
rochan
Piston Honda
 
Human Warlock
 
Kilrogg
Originally Posted by Presarc View Post
Keep in mind that Chaos Bolt has a few advantages over Incinerate, even for a PvE environment. Over the course of a few dummy tests, my average Incinerate crit was about 4,700, while my average Chaos Bolt was about 5,700 (1503 Shadow Damage 1449 Fire Damage, 2/3/56 spec). Chaos Bolt is 0.19 seconds faster than incinerate (with 439 haste). The most important piece, however, is that Chaos Bolt never has partial resists. I haven't run the numbers, but the fact that every Chaos Bolt is fully unresistable (including partials) makes it that much better. My incinerate average crit would be much higher than 4,700 if I could take partial resists out of the equation.

It's faster, it hits harder, it's unresistable. I would argue that it is effective in increasing DPS, and is worth casting on cooldown.
Ah I suppose it is somewhat better than Incinerate. Can anyone see a disadvantage to simply binding Chaos bolt to the same key as incinerate? Is that really how Blizzard intends us to use our 51 pt talent?

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Old 10/23/08, 5:40 PM   #3984
Dondarion
Glass Joe
 
Undead Warlock
 
Scarlet Crusade
Originally Posted by rochan View Post
Ah I suppose it is somewhat better than Incinerate. Can anyone see a disadvantage to simply binding Chaos bolt to the same key as incinerate? Is that really how Blizzard intends us to use our 51 pt talent?
Hmm...could you then say the same for Haunt/Shadow Bolt?

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Old 10/23/08, 6:45 PM   #3985
alhill
Von Kaiser
 
Gnome Warlock
 
Vek'nilash
I've mentioned this before and don't have a toon on the PTR to test it definitely, but has anyone examined whether improved fel armor may be a better talent for affliction locks than ruin at level 80?

Assuming approximately 2 SB's per haunt cycle, my back of the envelope calculations are that improved imp + fel armor may often out dps ruin builds at around 500 spirit and 25% crit.

I understand that my shadow bolt assumption is very conservative. I would imagine that on stand-in-place fights, ruin may do better vs. fel armor, but in most fights where movement is required interrupting steady rotations, I believe it's realistic.

At 1500 spell power and 500 spirit, fel armor 30% bonus would give 99 additional plus damage, which would effect all dots and shadowbolts. What I do not know is whether this bonus would scale additatively or multiplicatively with talent based boosts to dot damage. Ruin on the other hand would add signficant damage to shadow bolts, but since the average affliction locks is spending a relatively low % of time casting them, may not scale as well as the across the board buff of improved fel armor. Also, fel armor gives you a damage buff to imp, assuming you can use it.

On the downside, you would have to give up a marginal affliction talent such as eradication or points of fel concentration to get to fel armor (while keeping bane). Also, ruin continues to scale with gear, while only the spirit-based component of fel armor would scale with gear.

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Old 10/23/08, 6:50 PM   #3986
XcsX
Glass Joe
 
Blood Elf Warlock
 
Terenas (EU)
Hmmm regarding the wording (supposed) wording change in Everlasting Affliction. Since they scraped the "per tick" from the tooltip in 3.0.3 (at least per mmo-champion) is there any changes in the dmg of the affected spells? Siphon and also CoA should loose quite bit if it drops from like 50% to 5% spellpower? I just dont see the point for such a nerf and then giving us 5% on SM to "fix" things. Or is everything like it was and its just a tooltip error?

regards! XcsX

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Old 10/23/08, 7:31 PM   #3987
Pentamorfi
Von Kaiser
 
Human Warlock
 
Ravencrest (EU)
Originally Posted by rochan View Post
Ah I suppose it is somewhat better than Incinerate. Can anyone see a disadvantage to simply binding Chaos bolt to the same key as incinerate?
Uh, I was led to believe that such a macro can't work, unless you know differently. PM me if you do, please.

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Old 10/23/08, 10:20 PM   #3988
Profanity
Glass Joe
 
Orc Warlock
 
Mal'Ganis
Brutallus DPS

Here is my latest parse from Brutallus:

Wow Web Stats

Fight lasted just shy of 3 minutes, I did not have to LT, my crit% was very close to the theoretical number it should have been with all appropriate raid buffs.

Spec was:

7/3/51

2 points in imp CoA, conflag and backdraft.

I used the mod "needtoknow" to monitor immolate casts and durations from the other warlock and added conflag to my rotation, casting 3 incinerates to use up the backdraft charges.

Chaos Bolt was prioritized, CoA was kept up for MC procs.

I forgot to take the imp out of phase shift before the fight started to get him fully buffed, I need to get in the habit of doing that.

Side note:
For KJ, I parked the imp at the collapse spot, where the shield is put up. He was able to DPS 100% of the time and was basically like setting up a turret and letting it go.

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Old 10/23/08, 10:54 PM   #3989
dedmonwakeen
Bald Bull
 
dedmonwakeen
Undead Priest
 
No WoW Account
SimulationCraft r888 available for download. Mostly tweaks to Warlocks thanks to some rigorous in-game testing by people on these boards. Thanks go out to many!

The "latest" reports have not yet been updated, but the SampleOutput page is up to date.


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Old 10/24/08, 12:55 AM   #3990
Humanwarlock
Glass Joe
 
Human Warlock
 
Bonechewer
Ran Hyjal tonight first time since the patch as meta. Not too hapy with single target dps, immolation+seed on trash though was fun. What was the most fun however, was my Voidwalker MT'ing Kaz'rogal. I wore all pvp gear, the lurker armor ring, the za stam/resil ring, and 2 stam trinkets. VW had around 22k HP raid buffed. I spammed the talented health funnel the whole fight and using demonic empowerment on every cooldown he was outhreating our pally tank. I think someone WWS'ed it if anybody is interested.

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Old 10/24/08, 5:00 AM   #3991
Xorash
Glass Joe
 
Gnome Warlock
 
Zul'Jin
I have 2 related questions.

1) Would it be worthwhile to go deep demo (to meta) and not use a FG? I.E. use a succubus for the 5% crit. I'm not sure if the reduced melee dps from the pet, or the reduced pet survivability due to less health, would make the 5% crit worthwhile.

2) Again for a deep demo build, would picking up molten core be a good idea if you used SB for your main nuke (basically, just for immo dmg)? Also, I was wondering if having molten core would make incen a better main nuke than SB for deep demo? My gut tells me SB would still be better because bane is obtainable for demo while ES is not, resulting in SB and incen having the same cast time but SB having a better coefficient. Of course, having molten core would mean not having ISB for the purpose of these questions (and, all else being equal, with the ISB nerf, I feel like molten core is the better talent for less points to get max effect, which is sort of why I'm asking this question).

Thanks in advance.

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Old 10/24/08, 5:04 AM   #3992
Sinthia
Glass Joe
 
Human Warlock
 
Korgath
Originally Posted by Presarc View Post
Keep in mind that Chaos Bolt has a few advantages over Incinerate, even for a PvE environment. Over the course of a few dummy tests, my average Incinerate crit was about 4,700, while my average Chaos Bolt was about 5,700 (1503 Shadow Damage 1449 Fire Damage, 2/3/56 spec). Chaos Bolt is 0.19 seconds faster than incinerate (with 439 haste). The most important piece, however, is that Chaos Bolt never has partial resists. I haven't run the numbers, but the fact that every Chaos Bolt is fully unresistable (including partials) makes it that much better. My incinerate average crit would be much higher than 4,700 if I could take partial resists out of the equation.

It's faster, it hits harder, it's unresistable. I would argue that it is effective in increasing DPS, and is worth casting on cooldown.
Chaos Bolt can be partially resisted. I went 2/3/56 Destro in Sunwell tonight, and from our WWS is seems that Chaos Bolt is indeed suffering partial resists from boss level mobs base resist rate, ~4.9% of my Chaos Bolt damage was mitigated on Brutallus. I've seen screenshots of the ingame combat log that show the same thing. I don't think Blizzard has said yet if this is a bug or intended.

Try not to read too much into that WWS report. For some reason, probably due to our raid positioning, since the patch all pets have refused to attack Brutallus. Has anyone else had this problem or have any solutions to fix it?

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Old 10/24/08, 5:15 AM   #3993
kaib
Don Flamenco
 
Undead Warlock
 
Dentarg (EU)
Originally Posted by Sinthia View Post
Try not to read too much into that WWS report. For some reason, probably due to our raid positioning, since the patch all pets have refused to attack Brutallus. Has anyone else had this problem or have any solutions to fix it?
Both our 3.0 brut kills all pets refused to attack, no idea why really. Heard this from multiple others as well.

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Old 10/24/08, 6:19 AM   #3994
Yak
Glass Joe
 
Yak's Avatar
 
Orc Warlock
 
Blackmoore (EU)
I had the same problem with my imp - but i don't think that it has much to do with raid positioning, because i tryed to navigate him in different positions - my mates imp attacked from the same pos as mine - dunno why. some hunters adviced me to place him in the middle of the map - i will test this next week.
(it could be possible that this bug has something to dow with petattack-macros, but i am not sure - maybe anyone can exclude or confirm this?)

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Old 10/24/08, 6:42 AM   #3995
SavoryBeetle
Glass Joe
 
Night Elf Druid
 
Spirestone
Brutallus Pet Attack Problem

I think it's just a terrain issue. The area close to the ramp toward the Twins is more sloped than the area where the melee usually stand (we use a pretty standard 2 tank positioning). When I walk around there, my pet does not follow me, though it occasionally teleports to me. When I move to the melee spot, there are areas where the pet becomes responsive to my movements, and I've never had a problem getting it to attack from there.

EDIT: the posters under me probably didn't see this, but I was able to get my pet to attack Brutallus both weeks 3.0 has been out without any problems by positioning away from the crate spot. Here is the WWS from last week where I was playing around with a (slightly suboptimal since I didn't realize Demonic Empathy was such a crappy talent) FG/Ruin spec.

Last edited by SavoryBeetle : 10/24/08 at 8:08 AM. Reason: Trying to make sure people stop posting on this unless they actually come up with new infromation.

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Old 10/24/08, 6:51 AM   #3996
[Sisley]
Glass Joe
 
[Sisley]'s Avatar
 
Gnome Warlock
 
Kult der Verdammten (EU)
I experienced a non-attacking pet in the Brutallus fight last week, too.
But there exist some WWS-Parses that prove that pets are indeed able to attack Brutallus eg. No*r WWS - so maybe they fixed the issue Tuesday/Wednesday?
In the given example, Ayos's dps seems to be very nice (much better than some 2200ish I did fully focussed on my affliction-rotation), pet did around 650dps. You do find that Felguard's 600-700dps in many wws files covering fights in swp - so it seems realistic that you can even outperform some of the "heavy-rotation"-builds like 2/3/56 or 56/0/5.
Despite Sunwell became a shadow of itself, 0/46/15 might be the way to have the most fun there - for "those last weeks".

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Old 10/24/08, 7:22 AM   #3997
Lorelai
Glass Joe
 
Human Warlock
 
Outland (EU)
It seems like the "buffing area" (down left from the window, by the crates and the catapult) of the Brutallus/Felmyst yard is bugged for all pets, had hunters complaining too last raid that their pets just stood there or warped around after them as they moved. From the tree and onward it seems to be fine, seems ok in the area down by the fire barrier as well. Couldnt get close enough on Brut to position pet without pulling, but on Felmyst you can place the pet where the tank spot is and they can attack... Terrain issue of some sort.

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Old 10/24/08, 7:28 AM   #3998
Scrufola
Von Kaiser
 
Human Warlock
 
Kargath (EU)
Imp

Since I got my first pet I always switch them to passive. I do not want a pet to run towards a mob without me commanding it to do that, ever. Now, we got the great change that the Imp does have the same range as the warlock. Thus I wanted to test the defensive mode, which some people reported was changed. I can't tell because I never used this mode before.

I switched the Imp to defensive and noticed the following:
  • As soon as you cast a spell, the Imp starts attacking your target. Even if you only cast fear. (Could also be after you finished the first spell. The Imp has some "lag" until I see him casting.)
  • If you switch target, the Imp seams to switch its target with you. (He goes after the head in the Headless Horseman fight as soon as you target the head.)
  • The Imp continiues to cast on immune mobs (Ikiss, Headless Horseman) if I keep them targeted.
  • When I clear my target, the Imp stops attacking it (after it finished the fire bolt it is already casting).
  • When something attacks me, the Imp defends me by attacking whatever attacked me. Even when I don't have a target. If he attackes a horde guard, my PvP does not turn on. (That surprised me because I was able to get PvP turned on by just letting me hit by a guard, probably because of fire shield or thorns damage or something like that. It could have been just a server lag problem.)

We did heroic Sethekk. The Imp, switched to defensive, attacked Ikiss. When Ikiss started to cast his AE the Imp continiued to attack Ikiss instead of following me around the pillar. He survived the explosion with taking only 1400 damage. I would feal more comfortable if the Imp would avoid the explosion. I don't think avoidance was given to us to not care about the pet.

Originally Posted by frmorrison View Post
The great thing about the imp is he will follow you when you move, he will even stop casting to do it.
Did they change this? Or is there a better way to control the Imp than defensive mode? I could not notice this behaviour.

I would love to have the Imp always stand where I stand. Creating a macro to command /petattack and cast a destruction spell should be possible. But, as far as my search and tests indicated, it is not possible to add an additional "command" to the movement key. I wanted to add a /petfollow to space and the 4 arrows. That means I would have to press an additional key whenever I move.

Conclusion: In 5 mans you can forget about the Imp. Switch it to defensive and it does its damage. Unfortunately, the Imp often ends up standing in a different location than you do after you got feared or you moved away from something.

How do you control the Imp?

Shadowfury

And, on another topic, now that shadowfury is instant. Is there a reason why Blizzard keeps the target circle style and not make the spell targeted? Is it to make it less powerful? I assume there is no macro command to change that, like /cast [target=target] shadowfury?

A targeted shadowfury would be very powerful because you could use it as spell interrupt in 5 mans and to decrease the damage the tank takes in big pulls. Without fumbling with your mouse which, depending on your play stile, is difficult.

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Old 10/24/08, 7:57 AM   #3999
Zephro
Piston Honda
 
Undead Warlock
 
<xW>
Neptulon (EU)
Originally Posted by Lorelai View Post
It seems like the "buffing area" (down left from the window, by the crates and the catapult) of the Brutallus/Felmyst yard is bugged for all pets, had hunters complaining too last raid that their pets just stood there or warped around after them as they moved. From the tree and onward it seems to be fine, seems ok in the area down by the fire barrier as well. Couldnt get close enough on Brut to position pet without pulling, but on Felmyst you can place the pet where the tank spot is and they can attack... Terrain issue of some sort.
This was my experience of it last night. My FG was bugging out a lot in the buffing area, but I found a good way around it was to mount up for the pull. When you get into your soak position and dismount your pet appears right next to you, and so he doesn't have to cross the seemingly bugged terrain and can attack Brutallus as normal.

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Old 10/24/08, 9:18 AM   #4000
Abominatus_DMF
Von Kaiser
 
Undead Warlock
 
Darkmoon Faire (EU)
I notice that nobody has mentioned Soulfire as part of a rotation. I did ask about this earlier, but either it went unnoticed or nobody has tried it

Do any of the theorycrafters here think that Soulfire would be a DPS increase if used post-conflagrate in a deep destruction build with backdraft? While the soulshard cost remains intact, the CD has been removed.

I rather hope the answer is no, as I do not relish the idea of a desirable part of a rotation requiring a shard. That requirement and a lack of time on my part has prevented me from testing this empirically.

The only information I can find on the co-efficient of Soulfire is that it is 115%, but I suspect that may be obsolete data.

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