[top]General information
An affliction warlock's damage is based on several spells with very high damage per cast time which can't be "spammed" because they are dots.
He will use the formerly "normal" warlock damage spell shadow bolt only as a so-called "filler" in between those spells and has a very high amount of self healing as part of his normal spell repertoire. He's completely lacking burst abilities, but damage goes up significantly when the target goes below 35% and 25%.
Your interest is damage, and lots of it. While surviving is important in raids, it is usually based on what you do rather than what your equip is like as long as you are not the tank. The stats that influence your damage output are:
Hit Rating
Spell Power
Haste Rating
Spirit (via fel armor & Glyph of Life Tap & Life Tap itself)
Crit Rating
Intellect (via crit rating)
I ignore MP5 as it has nearly no effect for warlocks.
For a
Naxxramas starter gear / Ulduar Starter Gear / Colliseum Starter Gear, the stat-to-dps ratios of these are:
| Stat | early T7 | early T8 / high end T7 | early T9 / high end T8 |
| hit rating | 1.097 | 1.663 | 1.897 |
| spell power | 1.295 | 1.453 | 1.504 |
| haste rating | 0.626 | 0.901 | 1.075 |
| crit rating | 0.522 | 0.755 | 0.836 |
| spirit | 0.661 | 0.741 | 0.767 |
| int | 0.158 | 0.229 | 0.253 |
The most important stat is hit rating as long as you do not reach the hit cap. Afterwards, spell power is by far the strongest stat. Haste rating come next. Crit rating ist still a lot worse than these. Due to Fel Armor, Glyph of Lifetap and finally the way Lifetap itself scales, Spirit has become a very strong stat as well. Intellect is still inferior to all other dps stats as it's only benefit is a slight increase of your crit rating and your replenished mana. All of these ratings come from the damage model discussed later.
A short note on hit rating: A miss will not only cost you considerable damage, it will also screw up your "rotation". Reaching the hit cap is highly recommended (as it has been recommended at level 60 and 70 as well). As you see above, it is the best dps stat anyway, so there is no reason not to be near the cap.
A preview on patch 3.3: If Blizzards sticks to the idea of making Corruption ticking faster with haste, this changes the value of haste rating drastically, making haste rating an even better stat than spellpower at some point (in the region of Colliseum HM gear).
[top]What do you mean by "starter gear"?
The starter gear sets are a viable compilation of gear attainable at the given tier level. For example, the T7 starter gear is a mix of ilvl200 rares and 5-man-epics, the high end T8 gear is a 4pT8.5 gear with some hard mode items from Ulduar25 and so on. You can see the summed up stats in the math part under "base stats". None of these sets is perfect, but they are all "good", meaning there was not much room left for improvement in the given tier level. The idea of this is to have a realistic base for the dps computation.
[top]Common specs
Visit the
PvE Spec discussion for a more detailed discussion.
53/0/15 +3:
The base spec covering everything really important looks like
this.
The two points in Suppression could have been in Improved Drain Soul or Improved Life Tap as well, depending on gear and personal preference.
There are several ideas how to spend the remaining 3 points as well, Demonic Power or Fel Synergy for your pet, 10% more range,
less aggro, Suppression/Improved Drain Soul/Improved Life Tap. Smoothing out hit via talents is reasonable, but you are free to choose whatever you like afterwards.
[top]Key talents
The most important talents of affliction specs are covered here.
Improved Curse of Agony:
As long as you don't have to place another Curse, this one is a good one.
Soul Siphon:
Drain Soul is the new finisher, and this is the only talent directly improving it, and it improves it a lot.
Improved Corruption 5/5 /
Empowered Corruption 3/3:
Both give a huge boost to your 100%-Uptime-Dot.
Shadow Embrace 5/5:
As ~50% of your damage comes from dots, this one is definitely worth it.
Eradication:
The talent gives an average 1.3% haste per talent point, see math part.
Contagion 5/5:
Increases Damage from Corruption and CoA and is needed for UA anyway.
Unstable Affliction:
Another Dot.
Pandemic 1/1:
Makes Corr/UA scale with crit and increases Haunt's crit damage.
Everlasting Affliction 5/5:
Full points -> never cast Corruption again as long as you cast haunt often enough.
The Spell damage coefficient part is misleading.This talent adds a total 25% spell power coefficient to UA and
30% to Corruption (equals 5% per tick). This is a very huge amount and makes this talent the center of your dot damage.
Malediction 3/3:
+3% damage as well as a boost to your crit dots? Sure.
Shadow Mastery:
As all of your damage is shadow damage, this is a 15% damage boost. Note that CoD does not profit from SM although it is shadow damage, but you won't use CoD anyway.
[top]Destruction
Bane 5/5:
Makes your filler spell significantly faster.
Improved Shadow Bolt:
An important raid boss debuff. However five points are no longer needed if a demonology warlock (who will apply the buff anyway) is around.
If it is you who will apply the buff for the raid, I strongly suggest taking 5/5 because otherwise you might be unable to keep it up in the
<25%-zone because you don't shadow bolt spam anymore.
Ruin 5/5:
Makes Shadow Bolt hit significantly harder.
[top]Nice to have
Improved Life Tap:
With Glyph of Life Tap you will use Life Tap roughly every 20s, resulting in a healthy mana pool all the time. With good gear,
the talent becomes obsolete then.
Grim Reach /
Destructive Reach:
Range does not give DPS. However, having higher range simplifies a lot of movement and grouping in more complex fights.
Suppression:
If you need more hit rating, this is where you get it. One point saves you roughly one hit item.
Nightfall:
It does surely improve your DPS, but not as much as you would think (see math part).
Death's Embrace:
+12% damage for roughly one third of the fight, so about 4% overall damage for three talent points. Not a sure take, but still good.
Dark Pact /
Improved Life tap:
At current state, Life Tap, even without the talent above, will give more mana per use and is therefore preferable
as long as your health is not critical. Nevertheless, some people like the option of dark pact in critical situations.
When you use Glyph of Life Tap and want to keep the buff up most the time, the talent becomes completely useless.
Amplify Curse:
If you use Curse of Elements, this one's not that good. Using CoA, however, it's definitely worth it.
The Curse no longer benefits from haste, so this talent has diminishing returns: It will save you less time the better your equip becomes. At the current state, it is still worth its point, even with high-end equip.
Improved Drain Soul:
10% aggro reduce from affliction results in roughly 5-6% aggro reduce total. While this is not exciting and aggro is not an issue in many fights anymore, it might save you from death (or even damage stops!) in some fights.
Improved Fel hunter:
More Spirit doesn't hurt the raid. More pet mana neither. Still, your raid and pet are fine without this. The "real" sprit buff will overwrite it anyway, and as long as Dark Pact is as useless as it is now, your pet does not need even more mana. Furthermore, good old fel hunter ranks behind succubus and doom guard in dps now.
Frailty:
Makes your CoW the best AP debuff in the game, but you want to use CoA, don't you?
Demonic Power:
Improves your Succubus' damage slightly.
DPS:
Infernal >
Doomguard >
Succubus>
Fel Hunter >
Imp
Pets now (Patch 3.2) scale with hit rating, meaning they won't miss anymore if you are hit capped yourself.
The normal DPS pet is the
Succubus. She deals slightly more damage than the Fel Hunter, but has less survivability. Her DPS can be improved by the Destruction Talent Demonic Power.
The
Fel Hunter deals considerable damage. Furthermore it adds a spirit and intellect buff to the raid group if your priests/mages are missing. It has very high magic resistances supporting its survivability.
The
Imp's damage cannot compete with the other two and it is quite squishy.
The
Doomguard and
Infernal are not jokes anymore but a heavy dps increase: The Doomguard can be summoned without anyone dying now, simply despawns instead of running around killing people, and does impressive dps.
However, it takes 15s and 5 people to summon him and you can summon him only once every 30 minutes. He despawns after 15 minutes. When the cooldown is ready, this pet should be your first choice.
The
Infernal does even more damage. The summon itself stuns enemies, so you could even help out critical aoe situations with this. It disappears after 60s, so the best point to summon it is 60s before a fight ends (to minimize the time without pet). It also does not need to be enslaved anymore and will not run around killing your raid members whatever happens. It also has a high cooldown (30 minutes).
Pet buff food increases the pet's dps only very slightly and does not affect your own dps. However, when you want to squeeze out every point of dps possible, use it.
See the
Pet Usage Thread for more information on warlock pets.
In a normal tank and spank scenario these spells will be used:
[top]Gems, Gear, Glyphs and Enchants
[top]How does item comparison work?
Take
[Agonal Sash] as an example. Ignoring armor and stamina (no dps increase), it has the following stats:
- +52 Intellect
- +48 Spirit
- +38 haste rating
- +76 spell power
According to the above stats-to-dps-ratios 52 intellect means 52*0.158 dps, 48 spirit means 48*0.661 dps, 38 haste means 38*0.626 dps and 76 spell power means 76*1.295 dps. Summed up, the item is worth about
136 dps over an empty slot.
These results base on some given stats (Naxx starter gear/
Ulduar starter gear) and the given damage model.
There are two problems about this model:
- The ratings for the equipment are affected by the equipment. However, these effects are small, e.g. the value of spell power increases by less than eight percent for a whole tier of gear and all of the ratings know only one way: up! Every upgrade of the equipment increases the stat values. As all of them increase roughly by the same percentage, this effect can be ignored. However, there is one exception, spell hit, which changes to a zero value when you reach the cap.
- It's just a model. However, even an easy to understand model will be more accurate than using no model at all.
I did only include rare and epic quality gems. First of all, if you socket low quality gems into epic raid gear, you should die in fire. Second, if the rare hit gem is better than the rare spell power gem, the same is true for the lower quality ones.
I did not include gems that make no sense for warlocks, like hit+mp5 when hit+spirit of the same color is available, or green gems except for spirit/hit and so on.
Meta:
[Bracing Earthsiege Diamond] 32.63 /
35.13 dps + less threat
[Ember Skyflare Diamond] 32.63 /
35.13 dps +2% Intellect
[Tireless Skyflare Diamond] 32.63 /
35.13 dps + Run Speed
[Trenchant Earthsiege Diamond] 32.63 /
35.13 dps + Stun Resist
[Chaotic Skyflare Diamond] 10.42 /
14.60 dps + 3% higher crits
[Beaming Earthsiege Diamond] 10.42 /
14.60 dps + 2% mana
[Destructive Skyflare Diamond] 10.42 /
14.60 dps + 1% spell reflect
[Enigmatic Skyflare Diamond] 10.42 /
14.60 dps + Snare/Root reduce
Note: The
[Chaotic Skyflare Diamond]'s special effect increases the damage coefficients for critical hits from 150%/200% to 154.5%/209%. This also affects DoT crits, increasing our DPS by 50.37 /
79.98 /
125.19 . So, the effect itself completely outdamages every other Meta Gem, making CSD a clear choice. As a side note, the +2% Intellect of the Ember Skyflare Diamond are in fact a dps increase, but a small one: E.g. with 1000 Intellect buffed, it would only give ~4.2 dps.
There is some discussion about using the run speed Meta because Death Knights do not give the raidwide runspeed increase anymore, but the feet enchant seems a more reasonable choice if you decide you need the extra speed: The whole Icewalker Enchant is worth 29.2 dps, less than half of the Meta Gem effect.
Red:
[Runed Cardinal Ruby] 33.42 /
34.59 dps
[Runed Scarlet Ruby] 24.80 /
27.67 dps
Yellow:
[Rigid King's Amber] 33.36 /
37.94 dps
[Rigid Autumn's Glow] 17.55 /
26.61 dps
Purple:
[Purified Dreadstone] 24.85 /
25.72 dps
[Purified Twilight Opal] 16.94 /
19.01 dps
Green:
[Shining Eye of Zul] 24.04 /
26.64 dps
[Shining Forest Emerald] 14.06 /
19.23 dps
Orange:
[Veiled Ametrine] 34.07 /
37.02 dps
[Reckless Ametrine] 26.45 /
28.80 dps
[Veiled Monarch Topaz] 20.43 /
26.38 dps
[Reckless Monarch Topaz] 16.66 /
20.29 dps
As a meta gem, use the Chaotic Skyflare Diamond. Period.
If you want to match the socket colors...
Red slot:
[Runed Cardinal Ruby].
Blue slot:
[Purified Dreadstone] or
[Shining Eye of Zul].
Yellow slot:
[Veiled Ametrine] or
[Reckless Ametrine].
[top]When to break the socket color?
Except for activing the meta gem, you should always break the socket color and socket pure spell power gems unless...
...the sockets are yellow and you want to socket hit gems
...the sockets are yellow and the socket bonus is higher than 5.79 dps per yellow gem slot
...the sockets are blue and the socket bonus is higher than 7.87 dps per blue gem slot
...the sockets are yellow and blue and the socket bonus is higher than 5.79 dps per yellow gem slot plus 7.87 dps per blue gem slot.
Example:
[Conqueror's Deathbringer Leggings] has two non-red sockets and a socket bonus "+6 haste rating". The socket bonus is worth 6x1.075 = 6.45 dps. So if you don't need spell hit, socket two
[Runed Cardinal Ruby] into it because 6.45 is less than 5.79+7.87. If you need spell hit, however, socket spell hit into the yellow gem. This leaves only one blue socket. Even if you do not need anymore spell hit now, it's worth to ignore the socket color because you win 7.87 dps from the red gem and loose only 6.45 to the socket bonus.
This leads to the following rule of thumb:
A socket bonus that requires one yellow gem must be at least 4 hit rating, 4 spell power, 6 haste rating, 7 crit rating, 8 spirit or 23 int.
A socket bonus that requires one blue gem must be at least 5 hit rating, 6 spell power, 8 haste rating, 10 crit rating, 11 spirit or 32 int.
If it is less than that, just socket a red epic gem. If it is more than one slot, simply add the numbers above for each slot.
I will give some Lootrank links here.
Link for Naxxramas Starter Gear:
Loot Rank
Same ignoring hit:
Loot Rank
Link for Ulduar Starter Gear: Loot Rank
Same ignoring hit:Loot Rank
Link for Colliseum Starter Gear: Loot Rank
Same ignoring hit:Loot Rank
Empty sockets are expected to be filled with the best gem available, even socketing the wrong color if the result gives more dps. As long as your meta is still activated, that's fine.
Set boni are not included. There is a dps estimation about the set boni in the math part.
Meta Gems are not included. Just ignore head pieces without meta slot, they are not good.
A very handy tool for finding a good gear compilation is
OptiGear.
Head:
[Arcanum of Burning Mysteries] (best)
Shoulders:
Master's Inscription of the Storm (best for Inscribers)
[Greater Inscription of the Storm ] (best for others)
[Inscription of Dominance]
[Lesser Inscription of the Storm ]
Cloaks:
Lightweave Embroidery (best for tailors)
Greater Speed (best)
Speed
Wisdom
Chest:
Major Spirit (best, slightly)
Powerful Stats
Super Stats
Wrist:
Superior Spell power (best)
Greater Spell power
Major Spirit
Greater Stats
Exceptional Intellect
Hands:
Exceptional Spell power (best)
Precision
Greater Blasting
Waist:
[Eternal Belt Buckle]
Legs:
[Brilliant Spellthread] /
Sanctified Spellthread (best)
[Sapphire Spellthread]
[Shining Spellthread]
[Azure Spellthread]
Feet:
Icewalker (best)
Greater Spirit
Tuskarr's Vitality *
*Being faster does not improve dps directly, but is, in my opinion, the best choice (very rough estimation: 30-40 dps).
Weapons:
Greater Spellpower (best for 2h)
Superior Spellpower (best for 1h)
Exceptional Spellpower
Accuracy
Exceptional Spirit
Black Magic
The computation is based on the model used in the second post. Some comments on the glyphs are found there, too. More on the individual glyph is found there or in the
Glyph Discussion Thread.
The clear choices here are Life Tap, Haunt and CoA.
Glyph of Life Tap 79.36
-> 144.53 dps
Glyph of Haunt 41.81
-> 56.42 dps
Glyph of Curse of Agony 30.51
-> 37.04 dps
Glyph of Corruption 12.49 dps
-> 19.47 dps
Glyph of Shadow Bolt 10.94 dps
-> 14.14 dps
Glyph of Unstable Affliction 0 dps
-> 0 dps
[top]Glyph of Life Tap
The Glyph of Life Tap is considered to be the best affliction warlock glyph available (and the best glyph for most other specs as well). The interesting question is: Should I life tap even if I don't need the mana? The answer is yes. When comparing the dps value of one and a half GCDs (needed to maintain the buff for one minute) to the dps value of 100 spell power for one minute, the buff wins easily. So tapping just for the buff is a dps win. Of course, it it even more of a dps win if you actually needed the mana.
[top]Gear Optimization
[top]What is the optimal T7 equip for me?
It's not enough to take all the "best in slot" items and be done because of the hit cap and the set boni from T7.
So first decide whether or not those set boni are worth it to you. From my calculation, the 2p bonus is worth ~35 dps and the 4p bonus ~100 dps. Probably, the 4p is weaker in reality as you lifetap less than I computed and do not always benefit from its buff. So I just estimate the 4p as ~65 dps, meaning every T7 piece is actually 25 dps higher except for the fifth - If this does NOT lead to 4 T7 pieces, change the bonus to 18 dps per piece for the first two of them. If that does not lead to two pieces equipped, ignore the set boni and just take "best in slot" everywhere.
The above made me equip all the best in slot pieces plus T7 head, shoulders, chest and hands.
Now you're over the hit cap.
To solve this, search for a piece giving less hit while losing as few dps as possible. Replace it. Repeat this until you reach your preferred hit rating.
See
this post for some similar results with a different approach.
Example:
My first replacement was
[Cincture of Polarity]->
[Leash of Heedless Magic]. 43 hit rating less, 21 dps less.
Second was
[Signet of the Malevolent] ->
[Band of Channeled Magic]. 49 less hit, 31 less dps.
Third was
[Boots of Impetuous Ideals] ->
[Arcanic Tramplers]. 37 hit less, 28 less dps.
All of these replacements are quite logical as they replace a hit item with a non-hit item of a higher item level.
This brought me down to 334 hit rating (12.78%). As I am Alliance and was aiming for 13%,
this should be my dream gear.
Of course, if you think different about the T7 boni, are horde, for some reason want to spec the hit talents or just can't get an elemental shaman or balance druid for your raid, your perfect equip will look different, but the way to find it is the same.
[top]What is the optimal T8 equip for me?
First of all, not all loot is known yet, so this question cannot be answered once and for all. When trying to find the best T7 equip, I suggested taking all the best in slot items, taking the T7 set boni into account and smoothing out the hit rating afterwards. With the new loot tables, there are too many hit items and most of them give very high amounts of hit rating (ranging from 50 to 100), so it seems reasonable to do it the other way around: Choose the best nonhit items, then replace some of them by hit items. Next to that, the T8 set boni are considered as 160 dps for 2p and 80 dps for 4p. As the T8 items are among the best items even without the set boni, this makes 4pT8 a clear choice.
[Conqueror's Deathbringer Leggings] best in slot, clear choice.
[Conqueror's Deathbringer Hood] 44 dps below the best in slot helm
[Crown of Luminescence].
[Conqueror's Deathbringer Shoulderpads] 44 dps below
[Amice of Inconceivable Horror].
[Conqueror's Deathbringer Robe] 43 dps below
[Raiments of the Iron Council], but giving 73 additional hit.
[Conqueror's Deathbringer Gloves] 123 dps below
[Pharos Gloves], but giving 65 hit.
So when ignoring hit and aiming for 4pT8, we'll leave out the gloves first. If they prove to be a very good hit item (they won't), they'll have their comeback.
Choosing best in slot nonhit plus 4pT8 leads to
Head:
[Conqueror's Deathbringer Hood]
Neck:
[Sapphire Amulet of Renewal]
Shoulder:
[Conqueror's Deathbringer Shoulderpads] (+4 hit socket bonus)
Back:
[Sunglimmer Cloak]
Chest:
[Conqueror's Deathbringer Robe] (+73 hit)
Wrist:
[Grasps of Reason]
Hands:
[Pharos Gloves]
Waist:
[Cord of the White Dawn]
Legs:
[Conqueror's Deathbringer Leggings]
Feet:
[Boots of Fiery Resolution]
Finger:
[Conductive Seal]t &
[Nebula Band]
Trinket:
[Flare of the Heavens] &
[Illustration of the Dragon Soul]
Weapon:
[Starshard Edge] (+39 hit) +
[Ironmender]
Wand:
[Petrified Ivy Sprig] (+29 hit)
Next, I choose the hit rating I want to reach with my equip. As I plan to take the hit talents, this would be 288.55 (giving 11% hit).
From the above items I already get 141 hit and a 4-hit socket bonus, leaving 143.55 points.
To find out which items give a lot of hit without losing too many other stats, I increase the value of hit dynamically until the best hit items pop up among the best nonhit items.
1 hit = 0.1 dps changes nothing, neither does
1 hit = 0.2 dps or
1 hit = 0.3 dps. When I reach
1 hit = 0.4 dps the
[Leggings of the Enslaved Idol] become the best in slot legs but I don't want to ruin the 4pT8 bonus and the gloves are still too weak. I increase the value of hit to
1 hit = 0.5 dps, nothing changes. At
1 hit = 0.6 dps, the
[Sash of Ancient Power] becomes the best waist item. +43 hit, 100.55 to go.
1 hit = 0.7 dps makes
[Pendant of Fiery Havoc] appear among the best in slot items. I substitute the old amulet and get another 46 hit. Still 54.55 hit missing, but
[Cosmos] becomes the best offhand. There are still 3.55 hit rating missing, but that does not call for another item change (you could exchange a gem if you really want to reach 100%), so I'm done now.
This results in the following gear:
Head:
[Conqueror's Deathbringer Hood]
Neck:
[Pendant of Fiery Havoc]
Shoulder:
[Conqueror's Deathbringer Shoulderpads] (+4)
Back:
[Sunglimmer Cloak]
Chest:
[Conqueror's Deathbringer Robe] (+73)
Wrist:
[Grasps of Reason]
Hands:
[Pharos Gloves]
Waist:
[Sash of Ancient Power] (+43)
Legs:
[Conqueror's Deathbringer Leggings]
Feet:
[Boots of Fiery Resolution]
Finger:
[Conductive Seal]t &
[Nebula Band]
Trinket:
[Flare of the Heavens] &
[Illustration of the Dragon Soul]
Weapon:
[Starshard Edge] +
[Cosmos] (+90)
Wand:
[Petrified Ivy Sprig] (+29 hit)
If you cannot obtain any of the items above and/or aim for more hit rating or don't like the 4pT8 or whatever, just adapt this method to your gear style. E.g. leaving out Algalon loot would change:
Weapon:
[Staff of Endless Winter] (-90 hit)
Back:
[Drape of Mortal Downfall] (+43 hit)
Hands:
[Handwraps of the Vigilant] (no change)
and one of the rings becomes
[Shimmering Seal] (+42 hit).
[top]What's the best T9 gear compilation?
With exactly the same method as for T8, I found
this gear set. Of course, almost every piece of it is hardmode gear as the amount of hardmode items is a lot bigger than in T8. This time, I chose 289 hit rating (11%) as a goal.
Most players won't be able to get even half of the stuff, so I suggest sticking to the Lootrank-Lists and just get anything that increases your dps. Almost all items in ToC are itemized good enough to be worn.
[top]General playing tips
[top]How much hit rating is best?
See
here for the main discussion. The short version is: Basically, you need +17% hit. As 26.232 points of hit rating give 1% at level 80, that is 445.94 Hit Rating. In a 25-man raid, there is most likely a
debuff placed upon the boss that gives another 3% hit rate. That leaves 14% (367.25 rating) up to you. If you happen to be an alliance player and a draenei is in your group, you also get their
racial, leaving you with 13% (341.02 rating).
It is your choice whether to use
Suppression to reduce the amount by another 1-3%.
You can improve your hit rating by
food. As long as you need the hit rating, this is the best choice for the food buff.
So, assuming raid debuff on the mob:
| points in suppression | Alliance | Horde |
| 0 | 342 | 368 |
| 1 | 316 | 342 |
| 2 | 289 | 316 |
| 3 | 263 | 289 |
Hit rating is the most effective rating available until reaching the cap and completely worthless afterwards.
[top]Casting Sequence
As many classes, we do not have a rotation anymore but rather a priority system. There is no fixed sequence (or rather: the fixed sequence would be very long) because of different timers, some of them having random elements (like haste procs, Nightfall etc.). The general rule of thumb is: Highest DPCT first. Almost no matter what your equip looks like, your DPCT list will always look like this:
- Haunt
- Corruption
- Unstable Affliction
- Curse of Agony
- Drain Soul @ <25% HP
- Shadow Bolt
Note that this assumes 2pT8 or 4pT9, otherwise CoA has slightly higher DPCT than UA.
From this list, you can derive the best way to dps: Cast Haunt when it's off CD, otherwise cast Corruption when it is not applied, then UA when it is not applied, then CoA, then the filler spells (Drain Soul/Shadow Bolt). Repeat this everytime you can cast a spell.
Haunt has the lowest DPCT, but casting haunt reapplies Corruption. So consider Haunt as "I'm reapplying Corruption and do some direct damage and apply / refresh two very important debuffs", making it the best DPCT spell.
When you begin a fight or completely change the target, you might want to cast a Shadow Bolt after the first Haunt to apply two stacks of Shadow Embrace immediately. In my opinion, casting Haunt is way more important (+25% damage in 1.5s) than this sole Shadow Bolt (+5% damage in 2.5s), so I personally stick to the list above.
This list is the beginning of solid DPS, not the end. There are many tricks and traps to it.
[top]I reach 100% uptime just by clipping my dots, right?
"Clipping" a dot means reapplying it before its last tick. Although this increases your uptime (no more dot gaps), this is VERY bad for your dps. Why? Imagine a dot ticking every 3s. If you reapply it in the moment of its last tick, it is like resetting its tick counter, meaning there will be a gap of ~6s between two ticks instead of 3s. That is as bad as not reapplying it for 3s. Actually, it's even worse: You shortened its duration by one tick, meaning you have to reapply it more often, losing even more dps. So don't clip dots.
There are exceptions: If you know your target will be unreachable within a few seconds (e.g. Noth in Naxxramas porting to the other group), reapplying all dots is actually a good idea. If you are running around unable to cast anything but instants, clipping dots will save you time when you stand still again, and so on.
[top]I could cast a Shadow Bolt, but CoA has only 1s left, what to do?
Situations like that will happen all the time during fights. The general rule is: You should always be casting. Always. If you are able to fill gaps like that with a clever Life Tap, fine. But there is nothing wrong about dots ticking for the last time while you are casting a shadow bolt. Remember that while the dots have very high DPCT, they don't have high dps. Applying them a second later won't hurt. Not casting anything for one second will reduce your damage by the dps of Shadow Bolt.
[top]What about temporary buffs/debuffs and dots?
When a dot is applied, it will check all of your buffs and stats and all of the bosses' buffs and debuffs. They will not be checked again while your dot ticks, so applying dots before getting important selfbuffs or boss debuffs is a slight dps loss.
When Haunt refreshes your Corruption, the same thing happens, but there is one exception: Your own debuffs will not be checked again. Normally, debuffs won't improve your dps, so this is nothing to worry about, but there are special cases: For example, the damage increase in the Thaddius fight in Naxxramas is a debuff. This will only be taken into account when you cast a spell, not when a dot ticks. So waiting for this debuff before applying new dots makes a huge difference in dps. However, this is a very special mechanic (a personal debuff giving a huge damage buff), but knowing it might be useful.
[top]What is the optimal start?
The opening sequence found most often ist Shadow Bolt->Haunt->Corruption->Unstable Affliction->Curse of Agony.
There is nothing wrong with it. Starting with Corruption makes no sense when you want to cast Haunt right afterwards, and casting Haunt later applies the debuffs too late, meaning you more or less have to cast Haunt before the dots. Casting a Shadow Bolt first will add another Shadow Embrace stack before you apply the dots as well as the crit debuff Haunt will benefit from, and casting Haunt before the Shadow Bolt would apply the same debuffs but cost you some crit chance on Haunt itself as well as force you to reapply Haunt earlier. So the above sequence just has to be optimal as all alternatives are worse. However, the starting sequence is not nearly as important as keeping up the dots and haunt afterwards.
[top]Can I have too much haste?
The reason for this question being asked many times by affliction warlocks is the following: Most of your spells (all of them except shadow bolt and drain soul) have a 1.5s casting time or are instant casts, meaning they have a 1.5s global cooldown following the cast. Haste reduces both in the same way. But there is a hard cap, neither the casting time of a spell nor the GCD can be reduced below 1s (In fact, the casting time can be reduced below 1s, but this triggers a short GCD, extending it to 1s). This means that the majority of your spells won't benefit from haste anymore if you reach this cap.
The first question should be: Can I actually reach that cap with "normal" gear?
The formula for is:
Real Casting Time = Original Casting time /(1+Haste in percent).
As an example, 100% haste would change a two second cast to a one second cast ("100% faster").
To reduce a 1.5s cast to 1s, you would need 50% haste.
There are different sources of haste, one of them being your haste rating. Different sources of haste are multiplicative, not additive.
In a raid situation, there are probably an elemental totem (+5% haste) and a moonkin aura or a retribution aura (+3% haste) present. Those multiply up to 1.05*1.03=1.0815 -> 8.15%. To get 50% haste, you would need 1.50/1.0815 = 1.387 -> 38.7% haste from haste rating, which would be 1268.97 rating points. Simply unreachable, even when you did not forget to apply your spellstone.
However, there are effects like
Bloodlust/
Heroism and
Eradication increasing your haste by a large amount.
When Eradication procs, you would only need 1.50/(1.0815*1.20) -> 15.6% haste or 511.5 haste rating. I would consider this to be the "very soft" cap.
When Bloodlust hits, it's only 1.50/(1.0815*1.30) -> 6.7% haste or 219.3 haste rating. Obviously, when both hit at the same time, you'll need nothing: 1.50/(1.0815*1.30*1.20) ->
-11.1%, so you're already way over the cap.
Does this mean we're haste capped? Not really. Most of the damage haste brings comes from casting faster shadow bolts, not from casting faster dots. In my simulation, the dps per haste rating went down to 6.04 from 7.61 when I reached the point where 1.5s casts become 1.0s casts. That's a 20% decrease in the value of haste and does not devalue haste in general as you won't have eradication/bl/heroism up all the time and even if you had, haste would still be a lot better than crit rating.
[top]The proper use of Drain Soul
First of all, Drain Soul does not "recheck" the percentage of the target. This means that if you start casting it when the mob is at 26%, you won't get the 4x damage bonus for the whole casting time. If the mob heals itself after you applied drain soul, it WILL do 4x the damage for the whole casting time (have fun in the arena!). So start casting when the mob is definitely below 25%.
The main problem about Drain Soul is its channeling time: Within 15s (or whatever it is after your haste is applied), your dots will probably need a recast. Every dot has a higher dpct and does contribute to the damage of Drain Soul by the Talent "Soul Siphon".
The Shadow Embrace effect from Haunt and SB also improves Drain Soul's damage. This means that you have to reapply dots and haunt almost immediately when they fade off / don't have a CD left.
This forces you to clip your Drain Soul cast most of the time.
Now...
- The wrong way is to not reapply the dots and haunt.
- A bad way is to reapply all of them when they have all faded.
- A good way is to just reapply dots and haunt as soon as there is one of them fading off.
- A very professional way is to reapply dots and haunt immediately after the next Drain Soul tick after they faded off.
This is only possible with the help of addons showing you when the ticks will occur or if you have a very good feeling for the ticks. But even if you choose the moment of the clip randomly your results will be far better than without clipping.
[top]Multiple targets
When facing a situation with more than one boss target where it is actually useful to dps more than one of them (e.g. the two Jormungars of Northrend Beasts in Colliseum or Mimiron P4), the best way to go is keeping the usual dps sequence on one boss target while putting Corruption, UA and CoA on the other(s) during filler time. Even without the Shadow Embrace and Haunt debuff, the dots' DPCT are high enough to outdamage Shadow Bolt and Drain Soul. Try to hit as many bosses as possible with Shadow bolts during filler time to apply crit debuffs and shadow embrace debuffs. Of course, you won't be able to keep Haunt up on multiple targets. Theoretically, switching the Haunt target every CD would be the best choice as the debuff is longer than the CD. In practice, there might be debuffs missing which negates the effect.
This assumes that all the targets live longer than the dots tick, of course. A "/target lasttarget" macro or hotkey is very useful for situations like that.
[top]Short fights and adds
There are two very insightful posts in the simcraft thread,
this one and
this one. The essence of these posts is: When a target is supposed to live less than 10 seconds, just shadow bolt spam it. If it will live longer than 10 seconds, the normal rotation (meaning dotting it up completely, using haunt and shadow bolt as a filler, using drain soul in the end) is actually the best dps you can get out of the situation, regardless of dots not ticking for their full duration. By the way, this simulation shows very clearly that affliction loses a lot more dps than other specs for targets that live less than 15s, a fact that most of us knew from practice but that has not been shown that clearly before.
[top]Is movement speed worth it?
Post 3.1 there is no longer any raidwide movement speed buff available. This leads to the question whether or not enchanting movement speed on your boots or socketing the movement speed meta (these do NOT stack, don't do both) is helping you.
First of all, the crit meta gem effect gives just too much dps to ignore, so unless you simply cannot use it for some strange reason, we're talking about the boot enchant here, the meta is untouchable.
Obviously, if you stand still from start to finish, movement speed is useless. But most encounters force you to move, at least from time to time. To get a dps estimation of movement speed, I just calculated how much dps I would loose when casting half a second less shadow bolts within a whole minute (dots still ticking). The result is 29.95 dps. While this is not game breaking, it is actually pretty much for a boot enchant, and saving half a second per minute seems to be a reasonable, small value - on some encounters, the enchant will probably bring a lot more dps as you move "all the time" - and don't underestimate the added survival, either.
[top]Professions
Alchemy:
Mixology will increase the spell power gained from your Flask of the Frost Wyrm by 47. Additionally, you are able to use Crazy Alchemist's Potion which can have any potion effect (from +500 haste to +1200 armor ...) and your flasks/elixiers will be active twice as long.
Blacksmithing:
Blacksmiths can socket
Bracers and
Gloves with an extra gem slot, giving 2x23 spell power (as this is the gem of choice).
Enchanting:
Enchanters can improve both of their rings with
Greater Spellpower, giving 2x23 spell power.
Engineering:
Engineers can improve their Gloves with
Hyperspeed Accelerators.
Unfortunately, this will overwrite an existing enchant, so the average 320/5 = 64 haste rating have to be compared to the 28 spell power enchant, which is dps increase.
They also get
Springy Arachnoweave, a spell power enchant for their cloaks, which is slightly better than the normal haste enchant. Summed up, the profession is okay now.
Herbalism:
Herbalism offers
Lifeblood, which will not help you when raiding in 99.999% (period, of course) of the situations.
Inscription:
Inscribers/Inscriptors/Inscription-Users get an own
Shoulder Enchant that is definitely better (46 more spell power) than the epic one from the Sons of Hodir.
Jewelcrafting:
Jewelcrafter can socket
[Runed Dragon's Eye] three times, which is 3x16=48 spell power more than the rare quality gems would give.
Leatherworking:
Leatherworkers have no drums anymore at level 80, but gain
Fur Lining instead. This is 47 more spell power than the best possible enchant.
Mining:
Miners are pretty
tough, but this does not really help when raiding as a warlock.
Skinning:
Skinners become
Masters of Anatomy. 40 crit rating is of course weaker than the "usual" 47/48 spell power from other professions.
Tailoring:
Tailors can enchant their cloaks with
Lightweave Embroidery.
Summary:
Alchemy, Blacksmithing, Enchanting, Inscription, Tailoring, Jewelcrafting and Engineering are fine.
Skinning is okay.
Mining and Herbalism are useless.
[top]Useful addons
Necrosis LdC
Although it is a little outdated, it has some nice features, like sound announcement of Shadowtrance, Mini-Popups for spells you don't want to hotkey (like Summoning spells) and a Dottimer.
It has some minor issues (e.g. you can't turn off some parts of it), but all in all it's a helpful addon and I just like the sound of "Shadowtrance!".
DoTimer
Configurable Timers.
ForteXorcist
Timers, Raid Announcements, Warning sounds. Many ways to configure each and every aspect.
Most of the provided information is not important enough to be on your screen in my opinion (like a ritual of summoning mod for example), but there are some nice ones.
TellMeWhen
Freely configurable buttons for fading debuffs, cooldowns, item cooldowns. Easily configurable.
I found this to be exactly what I was looking for for situations where you just don't want to stare at timers.
DrainSoulTimer
Offers a sound and raidwarning when the target reaches the 25% mark and a sound warning every time Drain Soul ticks, making the clipping a little easier. Every aspect can be turned off for itself. Definitely a helpful and light-weighted addon.
[top]Damage model
In this part, the stat weights used above are calculated by an easy to understand yet hopefully accurate damage model.
unbuffed:
| Stat | early T7 | early T8 | high end T8 |
| spell power | 1400 | 2267 | 2617 |
| Hit Chance | 10% | 12.5% | 13.45% |
| Haste Percent | 10% | 17.8% | 13.03% |
| Crit Percent | 10% | 13.8% | 21.5% |
| spirit | 250 | 468 | 668 |
This should be more or less what your stats could look like when you step into Naxxramas for the first time.
This should be more or less what your stats could look like when you step into Ulduar for the first time.
This should be more or less what your stats could look like when you step into the Colliseum for the first time.
An optimal raid setup (and almost all setups are nearly optimal now) gives you:
- Fel Armor: (180 + 30% spirit) spell power
- Flask of the Frostwyrm +125 spell power
- Good food gives 46 spell power.
- Professions: Two "good" professions will give about 48 spell power each, so this is another 96 spell power.
- Grand Spellstone: +60 haste rating plus the dot improvement.
[top]buffed stats
This changes the stats fully raid-buffed to:
| Stat | early T7 | early T8 | high end T8 |
| spell power | 2157 | 3139 | 3595 |
| Hit Chance | 16% | 15.5% | 16.5% |
| Haste Percent | 25.4% | 34.1% | 28.9% |
| Crit Percent | 23.0% | 26.8% | 34.5% |
| spirit | 345 | 585 | 805 |
The
base spec covers all talents interesting for dps. I assume 3 points in
suppression for the naxx starter set and zero points for the ulduar/colliseum starter spec as this fits the test equip best.
[top]Boss scenario
Does patchwerk dps matter? It does. When you can't deal damage in a Tank&Spank scenario, you won't deal damage anywhere else. The opposite might not be true, but that depends on you, not your class or talents. How much dps will you loose when moving? I honestly don't know. I don't care. You will loose dps when moving, so minimize your moving while surviving to maximize your dps, and that is all you need to know.
[top]Glyphs & Meta Gem
I currently assume Glyph of Curse of Agony, Glyph of Haunt and Glyph of Life Tap as they are all clear choices. Not using Glyph of Life Tap affects the value of spirit drastically.
As a meta I assume Chaotic Skyflare Diamond which now affects Corruption and UA crits and thus has become the best available Meta Gem.
For the Ulduar Starter Gear and the Colliseum Starter Gear I assume 4pT8.
[top]DPS and DPCT spell by spell
[top]General rule of thumb
Damage done = Absolute Coefficients * (base damage + ( (sum of spell power coefficents) * Spelldamage))*Hit chance * (1+Crit chance)
Note that the coefficients from talents (like Contagion and Shadow Mastery) are additive, the only exception is Malediction.
I handled the way hit affects the damage of dots with a different approach suggested by Kalle: When you don't hit with a DoT, you will have to recast it. This increases the casting time of the dot and decreases the uptime of the dot.
Absolute coefficients:
+0.15 (Shadow Mastery)
+0.10 (Improved Corruption)
+0.05 (Contagion)
+0.05 (Siphon Life)
1+0.23*hit chance (Haunt)
1.10 (Shadow Embracex2)
1.13 (CoE/Earth&Moon/Ebon Plague)
1.01 (Spellstone)
1.03 (Malediction)
1.03 (Sanctified Retribution)
(1+0.12*0.35) (Death's Embrace)
Spell power coefficients:
1.2 Base Coefficient
+0.36 (Empowered Corruption)
+0.30 (Everlasting Affliction)
Crit:
+0.09 (Malediction)
+Meta Gem effect
Damage done:
(1+0.15(Shadow Mastery)+0.10(Improved Corruption)+0.05(Contagion)+0.05(Siphon Life))*(1+0.23*hit chance)(Haunt)*1.1(Shadow Embrace)*1.13(CoE)*1.01(Spellstone)*1.03(Malediction)*1.03(Sanctified Retribution)*(1+0.12*0.35) (Death's Embrace)*(1740(base damage) + ((1.2(Base Coeff)+0.36(Emp Corr)+0.30(Everl. Affl.))*(spell power)))* (1+1.03*crit chance) =
15104 /
21022 /
26355
cast time: (1/hit chance)*1.5s*(1/(1+haste)) =
1.21s /
1.14s /
1.17s
damage / second =
839 /
1228 /
1464
damage / cast time =
12505 /
19456 /
22515
damage / tick =
2517 /
3683 /
4393
[top]Curse of Agony
Absolute coefficients:
+0.15 (Shadow Mastery)
+0.10 (Improved CoA)
+0.05 (Contagion)
1.10 (Shadow Embracex2)
1+0.2*hit chance (Haunt)
1.13 (CoE/Earth&Moon/Ebon Plague)
1.01 (Spellstone)
1.03 (Malediction)
1.03 (Sanctified Retribution)
(1+0.12*0.35) (Death's Embrace)
Spell power coefficients:
1.20 Base Coefficient
Crit:
CoA can't crit.
Haste:
Amplify Curse sets casting time to 1.0.
Glyph:
Glyph of CoA assumed, increasing base damage and duration of the dot.
Damage done:
(1.0+0.15(Shadow Mastery)+0.10(Improved CoA)+0.05(Contagion))*(1+0.23*hit chance)(Haunt)*1.13(CoE)*1.10(Shadow Embrace)*1.01(Spellstone)*1.03(Malediction)*1.03(Sanctified Retribution)*(1+0.12*0.35)(Death's Embrace)*( 1740(Base)
+ 389*2 (Glyph) + (((1.20(Base))
+0.2(Glyph))*2000) =
12010 /
14908 /
16738
cast time: (1/hit chance)*1.0s =
1.00s /
1.01s /
1.01s
damage / second =
428 /
546 /
598
damage / cast time =
11890 /
15067 /
16648
damage / tick =
1501 / 1912 /
2092
[top]Unstable Affliction
Absolute coefficients:
+0.15 (Shadow Mastery)
+0.05 (Siphon Life)
1.10 (Shadow Embracex2)
1+0.23*hit chance (Haunt)
1.13 (CoE/Earth&Moon/Ebon Plague)
1.01 (Spellstone)
1.03 (Malediction)
1.03 (Sanctified Retribution)
(1+0.12*0.35) (Death's Embrace)
Spell power coefficients:
1.00 Base Coefficient
+0.25 (Everlasting Affliction)
Crit:
+0.09 (Malediction)
+Meta Gem effect
Damage done:
(1+0.15(Shadow Mastery)+0.05(Siphon Life))*1.1(Shadow Embrace)*(1+0.23*hit chance)(Haunt)*1.13(CoE)*1.01(Spellstone)*1.03(Malediction)*1.03(Sanctified Retribution)*(1+0.12*0.35)(Death's Embrace)*( 1150(base) + ((1.20+0.25(Everlasting Affliction))*spell power)* crit chance =
10176 /
13744 /
20428
cast time: (1/hit chance)*1.5s*(1/(1+haste)) =
1.20s /
1.02s /
1.17s
damage / second =
565 /
763 /
1134
damage / cast time =
8425 /
12101 /
17451
damage / tick =
2035 /
2748 /
4086
absolute coefficients:
+0.15 (Shadow Mastery)
1.13 (CoE/Earth&Moon/Ebon Plague)
1.03 (Malediction)
1.03 (Sanctified Retribution)
(1+0.12*0.35) (Death's Embrace)
Spell power coefficients:
1.5/3.5 base coefficient
Crit:
+Crits do 100% more damage (Pandemic)
+Meta Gem effect
Damage done:
(1+0.15(Shadow Mastery))*1.13(CoE)*1.03(Malediction)*1.03(Sanctified Retribution)*(1+0.12*0.35)(Death's Embrace)*( (645+753)/2(base) + ((1.5/3.5*spell power))*0.99*(1 + base crit chance + 0.10(scorch) + 0.03(Heart of the Crusader)) =
2526 /
3204 /
4353
cast time: 1.5s*(1/(1+Haste)) = 1.5*(1/1+0.15+0.0421+0.0183) =
1.20s /
1.12s /
1.16s
damage / cast time =
2112 /
2864 /
3739
[top]Shadow Bolt
Absolute coefficients:
1.15 (Shadow Mastery)
+0.05 (Improved Shadow Bolt)
1.13 (CoE/Earth&Moon/Ebon Plague)
1.03 (Malediction)
1.03 (Sanctified Retribution)
(1+0.12*0.10) (Death's Embrace)
Spell power coefficients:
3.00/3.5 base coefficient
Crit:
+0.09 (Malediction)
+Meta Gem effect
+Crits do double damage (Ruin)
Damage done:
(1.15(Shadow Mastery)+0.05(ISB))*1.13(CoE)*1.03(Malediction)*1.03(Sanctified Retribution)*(1+0.12*0.10)(Death's Embrace)*((690+770)/2(base) + ((3.00/3.5) * spell power))* hit chance *(base crit +0.03 (Seal of the Crusader)+0.10(Scorch)) =
4594 /
6222 /
7894
cast time: (3.0s-0.5s(Bane))*(1/(1+haste)) =
1.99 /
1.86 /
1.94
damage / cast time = damage / second =
2305 /
3337 /
4068
absolute coefficients:
+0.15 (Shadow Mastery)
+0.60 (Soul Siphon)
1.13 (CoE/Earth&Moon/Ebon Plague)
1.1 (Shadow Embrace)
1.03 (Malediction)
1.03 (Sanctified Retribution)
4.00 (Target below 25%)
(1+0.12) (Death's Embrace) (additive to Target below 25%-effect)
Note: The +60% are depending on the raid setup, you need at least 2 more warlocks with at least one of them affliction (and knowing what he does). Drain Soul is still worth it if you are the only warlock, but I'm calculating with an optimal raid situation.
Spell power coefficients:
2.14 base coefficient
Damage done:
(1+0.15(Shadow Mastery)+0.60(Soul Siphon))*1.13(CoE)*(1.1)(Shadow Embrace)*1.03(Malediction)*1.03(Sanctified Retribution)*(4(Target below 25%+0.12)(Death's Embrace))*( 710(base) + (2.14*spell power)) * hit chance =
38176 /
52663 /
62347
cast time: 15s*(1/(1+haste)) =
11.96s /
11.19s /
11.64s
damage / cast time = damage / second =
3192 /
4707 /
5355
damage / tick =
7635 /
10925 /
12469
Note that this is based on 3 of your affliction debuffs on the target and a target below 25%.
+Improved Life Tap: +20% Mana generated
cast time = 1.24s /
1.12s
mana generated: 1.2*(spirit*3.0 + 1460) =
2484 /
3858 /
4650
[top]DPCT-Charts
- Corruption
- Unstable Affliction
- Curse of Agony
- Drain Soul @ <25% HP
- Shadow Bolt
- Haunt
- Drain Soul @ <25% HP
- Shadow Bolt
- Haunt
- Corruption
- Unstable Affliction
- Curse of Agony
Conclusion: Every single DoT is worth being kept up as long as possible, even during the <25% phase. The only reason to cast shadow bolt is having nothing else to do or to apply the crit buff.
[top]Computing the DPS
Let's look at a whole minute mid-fight:
Corruption will be up from start to finish. A recast will only be needed when a haunt misses.
CoA and Unstable Affliction will be refreshed as often as possible. I consider an uptime of 95% minus the cast time of the dot (Meaning 0.95*60s - (# of Casts * DoT cast time) is the uptime of the DoT during one minute). The cast time of the dot includes the possibility of a miss - assuming you immediately recast that dot as fast as possible when it misses. This is (roughly) how the lacking of hit rating affects dots: more cast time, lower uptime.
I ignore the additional mana usage when a dot misses as the effect is very small. Haunt will be refreshed as often as needed. I assume casting Haunt about every 10s, and an DoT Uptime of 95% (except for Corruption, of course).
Let's first fill in all the dots and NF procs. Their accumulated cast times after one minute are (according to the above model):
CoA: 1.79s
-> 1.89s -> 1.79s
UA: 3.92s
-> 3.49s -> 3.85s
Haunt: 7.172s
-> 6.99s -> 6.99s
NF procs: 0.96s
-> 0.93s -> 0.93s
Corr: 0.00s
-> 0.02s -> 0.02s
Replenishment: Assuming ~18k-22k Mana and an uptime of 75%, you regain 2025-2200 Mana per Minute.
Including the mp5 and replenishment for the whole minute, so far 3521 /
3540 Mana have been used, resulting in 1.06 /
0.83 /
0.68 Life Taps (1.26s /
0.92s /
0.79s).
The rest of the time (44.67s /
45.73s /
45.49s) is used for shadow bolts / drain souls.
To compensate the mana use of the shadow bolts, I calculate "0 mana shadow bolts" by adding a small percentage of the GCD to their casting time. The 0 mana shadow bolt has a casting time of 2.25s /
2.06s /
2.11s (SB casting time + Life Tap casting time * (SB mana cost / Life Tap mana regeneration).
So, the rest of the minute is filled with 19.81 /
22.25 /
21.61 0-mana-shadow bolts.
This only applies to 75% of the fight's length. In the last 25%, I will substitute Shadow Bolt by Drain Soul as it has significantly higher DPCT. I kept using the NF-procs in the simulation below 25% as their DPCT is still in the "ok-zone".
In the remaining time, you can cast 3.67 /
4.03 /
3.86 0-Mana-DS.
This sums up to 223690 /
317924 /
399014 dpm or 3728 /
5298 /
6650dps including complete mana regeneration.
[top]Known errors of this model
- I do not include pet dps as they are of no importance for equip comparison or talent specs.
- The model assumes perfect execution and zero lag
- The mana regeneration is more complicated, I use a constant value for replenishment. Real mana pools should be higher and result in less life taps.
[top]How much haste is Eradication
Eradication has a 6% proc chance per Corruption tick to increase your haste by 20% for 10s. It has no ICD anymore.
Assume Corruption is up all the time on one target. If we are somewhere in between two corruption ticks (and we always are) then there is a chance of 6% that the last tick gave the buff. If it didn't (94%), there is a chance of 94%*6% that the one before gave it, and if it didn't, there's a 94%*94%*6% chance that the one before did. If we are less than one second from the last corruption tick (this is the case 1/3 of the time) we have to take even one more tick into account (94%*94%*94%*6%). This sums up to

So the uptime is about 18.6% giving an average haste multiplier of 18.6%*20% = 3.72%.
[top]How often does Nightfall proc?
Let's assume corruption is up 100% of the time (on one target). The chance of a NF proc is 4% every 3 seconds. Let's further assume that you will use every NF proc immediately, so you never "lose" any procs. Then you will just have an average 0.80 NF procs per minute. Of course, you can have two in a row, but normally, you won't. The proc reduces the casting time of one sb to your gcd, so it saves about a second, meaning this will save you an average 0.80 seconds per minute. By the way, this DOES stack with Glyph of Corruption, giving 2x 4% proc chance.
[top]CoA or CoD?
Switching from CoA to CoD in the above scenario loses 11978.28 /
15811.31 damage, but saves you 1.50s /
1.51s. In this time, you can cast 0.75/
0.81 more shadow bolts, dealing 2247.71 /
3270.13 damage, which is simply not enough to compensate. So, as a result: Do not use CoD if you want to max out your dps. You can explain it to yourself like that: Using CoD saves time. But although CoD has the higher DPCT, it has lower DPS. So you win time, but lose damage instead. And you are not able to compensate this damage loss within the given time, so using CoA is the better choice.
[top]Should I use Drain Soul when the mob is below 25%?
In short: Yes, you should. Drain Soul deals almost 75% more damage than Shadow Bolt does when the mob's HP are below 25%. This is a very decent dps increase. The only drawback is: With a good ten second channel duration after haste, the spell will make it rather difficult to reapply dots in time without clipping it. So clip it! The perfect moment to clip it is right after a tick, there is a huge discussion atm how to support this difficult timing with addon timers. In general, as long as you don't clip it right before a tick, your dps will be fine.
[top]How much damage is Death's Embrace?
If the hit points of the boss go down linearly (meaning it takes the same amount of time to go from 60% to 50% that it takes to go from 20% to 10%) the talent will apply to exactly 35% of the fight. Although in reality the linearity is not given (for example because of talents like Death's Embrace!), I'll stick to it because it's the best model I have. So, for all shadow spells, it will do 0.35*12% more damage. Well, actually not for all the shadow spells, because you will use Drain Soul only below 25% and you will stop using Shadow Bolt then (except for NF-Procs). So Shadow Bolt gets only 0.10*12% (Between 35% and 25% percent) bonus while Drain Soul gets the full 12%.
[top]Which potion should I use?
There are three dps choices here:
Wild Magic,
Speed and
Mana. Alternatively, there is the
Alchemist's variant and a
Heal Potion. As usual, I take a look at a whole minute midfight. In Ulduar Starter Gear, the Wild Magic Potion increases the dps by 105.44 for the minute (meaning it gives about 400 extra dps while active).
The mana savings from Runic Mana Potion give 67.26 dps, but assume that you actually need mana.
The Potion of Speed comes in third with a 40.02 dps increase (160 dps while active).
So when it comes to pure dps burst, the Wild Magic Potion is clearly the best choice. For survival, there is no real alternative to the Runic Healing Potion except for very situational uses.
Alchemist are in an unclear situation: Their Crazy Alchemist Potion can be the best potion if they get the right effect, but also turn out as as a useless armor increase. As you cannot rely on anything but the heal/mana part, it probably has to be considered as a cheap rejuvenation pot with a mostly small side effect.
[top]Glyph comparison
Glyph of Life Tap 79.36
-> 144.53 dps
Easily the best glyph now. As you would lifetap 1.5 times a minute anyway, this glyph gives a huge spellpower increase at no costs. Even when you don't need the mana the GCD is worth it (think of general vezax here. Downgrading the spell to rank 1 is a smart action for situations like that). As a side effect, the impact of this glyph makes spirit an even better damage stat.
Glyph of Haunt 41.81
-> 56.42 dps
Increasing the Haunt effect by 3% is an 2.5% increase to all your dots and results in about 1.2%-1.5% overall damage increase, which is quite good for a single glyph.
Glyph of Curse of Agony 30.51
-> 37.04 dps
There are two more heavy ticks when you use this glyph. The damage amount coming from spell power does NOT change per tick (but of course the DPCT changes). The damage plus from the additional ticks is constant and can be computed like this: base dps unglyphed = 1740/24s = 72.5 dps. base dps glyphed = (1740 + 2x389)/(24+4)s = 89.93 dps. So the glyph gives a constant 17.43 dps increase here. Furthermore, you gain (60/24 - 60/28)s = 0.358s per minute because you have to recast CoA less often. In this time, you can cast your filler spell, giving you another 784.6 /
1176.3 dpm or 13.08 /
19.61 dps.
Glyph of Corruption 12.49 dps
-> 19.47 dps
This glyph increases the proc chance of Nightfall by 4% (or by 3.96% if it really is multiplicative and you have talent points in Nightfall - it does not make a measurable difference and none will ever know). The effect is not very good dps-wise. As a side note, this means that the talent Nightfall is not very good dps-wise, either.
Glyph of Shadow Bolt 10.94 dps
-> 14.14 dps
Decreases the casting time of the 0-mana-shadow bolt in the simulation (or decreases the mana cost of the normal shadow bolt in reality). This is quite weak - mana cost is just not really important to a warlock.
Glyph of Unstable Affliction 0 dps
-> 0 dps
Decrease Base Casting time of UA by 0.2s (before haste. This works like the talent bane for sb/immo.) Unfortunately, it does not lower the GCD for Unstable Affliction. Your cast will be followed by a 0.2s GCD and so, the Glyph will not give any DPS increase.
[top]Special items, set boni and procs
[top]Chaotic Skyflare Diamond
Chaotic Skyflare Diamond
This increases the crit multipliers of Haunt, Shadow Bolt, Unstable Affliction and Corruption from 150% / 200% to 153% / 203%. According to my simulation, the effect itself increases the dps by 50.37 /
79.98 /
125.19 dps, easily making it the best Meta Gem.
[top]2pT7 and 4pT7
2pT7 procs
Demonic Soul. The proc chance seems to be 15%, it has no internal cooldown. The question here is: How much "real" crit rate is this for our shadow bolts? Within a minute, there are 20 Corruption ticks and rougly 18 Immolation ticks (90% uptime). So, this should proc 5.7 times per minute. According to the simulation, you will cast rougly 16-18 shadow bolts in a minute, depending on haste and so on. So assuming the buff is always used (never fades, never procs again before a shadow bolt is fired), roughly one third of your shadow bolts will benefit. So, the bonus is in fact like "increases the crit chance of your shadow bolt spell by 3.3%". This is worth roughly 23.85 /
35.93dps, which is nice, but not overwhelming.
4pT7 procs
Spirit of the Damned after each Life Tap (not stacking, of course). According to the dps model, 300 Spirit increase your dps by ~130. The more difficult question is how much uptime the buff will have. There are, of course, fights where you don't Life Tap, where you Life Tap only in non-dps situations and so on - but ignoring these, in our model you use 5.7 Life Taps per minute to restore your mana. If you place the Life Taps ideally distributed, that means the buff is up 57 out of 60 seconds, which is basically all the time. Thus, the damage increase would be ~120 dps.
With high end T7 equip, you would only need about 4 Life Taps per minute, meaning the buff is up for about 2/3 of the time, equaling roughly 100 dps.
This amount is reduced by anything that improves your mana-regeneration, for example Replenishing buffs from Shadow Priests.
So when it comes to equip comparison, keep in mind that Tier7-pieces have a built-in ~25 dps each if you use your Life Taps correctly. But also keep in mind that better equip means fewer Life Taps, meaning the value of 4pT7 is high when you start in naxx, but will be significantly lower when you leave naxx.
Side note: Someone pointed out that using Life Tap twice may still be an option as the second one benefits from the buff. I won't compute anything about it, my guess it that it doesn't work out to throw away about 8s of buff time just to get some extra mana. Prove me wrong!
Someone else pointed out that a good warlock tries to be oom when the boss hits 0%, meaning you won't Life Tap in the last minute of the fight. This, of course, makes the buff weaker, especially for short fights. (Three minute fight -> buff loses 1/3 of its value).
So as a general rule: The T7 pieces are not bad on themselves, and the set boni increase their value. But neither the 2p- nor the 4p- bonus seems to be mandatory. If you can replace your T7 pieces with best-in-slot pieces, e.g. the few iLevel 226 items, it is definitely worth considering. Nevertheless, do not underestimate how easy you can get the T7 pieces as they come from tokens and basically drop "all the time".
[top]2pT8 and 4pT8
2pT8 increases the damage done by Unstable Affliction by a huge 20%. This gives a dps boost of
159.85 /
189.5 dps, making the 2pT8 the best set bonus so far. 4pT8 increases Shadow Bolt's crit chance by 5%, giving a solid
77.48 /
84.59dps increase.
[top]2pT9 and 4pT9
2pT9 increases pet critical strike chance by 10%. Unfortunately, this does not affect an affliction warlocks own dps. Simcraft shows around 600 pet dps (succubus), so this bonus should be worth roughly 60 dps (bad estimation). Not a very good set bonus for affliction warlocks.
On the other hand, 4pT9 increases both Corruption and UA damage by 10%. This is even better than 4pT8 and gives a sparkling
224.51 dps bonus. So 4pT9 is an unavoidable gear choice as it seems.
[top]How do on-cast trinkets work?
The value of trinkets with an on-cast proc depends on two invisible numbers, their internal cooldown (ICD) and their proc rate. The proc rate is the chance that the trinkets actually procs on a cast, the ICD is the amount of time the trinket just cannot proc again after a proc. More or less all trinkets have a proc chance of 10% or 15% and an ICD of 45s.
The average proc time is ICD + average proc time when no ICD is up.
The "average proc time when no ICD is up" is
(time of first proc chance) * (proc rate) +
(time of second proc chance) * (proc rate) * (1-proc rate) +
(time of third proc chance) * (proc rate) * (1-proc rate) * (1-proc rate) +
(time of fourth proc chance) * (proc rate) * (1-proc rate) * (1-proc rate) * (1 - proc rate) and so on and so on.
The "time of n-th proc rate" is just (n-0.5)*average casting time. You can be lucky and hit a spell the moment the ICD is gone and get a proc, or on the next spell, or the one after that, and so on. The "0.5" helps to get an "average" moment.
For example, a 15% proc chance gives an average time of 10.88s between procs (if there is no internal cooldown present). A 10% proc change gives an average time of 14.32s. With an ICD of 45s, trinkets generally proc once per minute, roughly.
[top]On-use trinkets
On-use trinkets usually have a two-minute cooldown. Even when used immediately when the CD is up, the on-use abilities usually give less dps on the same item level in the average, mainly because the use-bonus is only slightly higher than the proc bonus, but the proc occurs twice as often.
On the other hand, you get the option to use them in the best moment possible, e.g. when other buffs like heroism or your wild magic potion hit.