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Old 12/02/08, 10:47 AM   1318 links from elsewhere to this Post. Click to view. #1
Namnalia
Von Kaiser
 
Namnalia's Avatar
 
Human Warlock
 
Destromath (EU)
Dots and you: The Affliction Warlock Thread

Abstract:

This thread will be dedicated to affliction warlock theory. This post which I will update frequently contains

- stat comparison
- raid talent specs
- gear/gem/glyph/enchant choices
- playing style tips

for a level 80 raiding affliction warlock.

I'm constantly (desperately?) trying to improve this thread while keeping it readable.
If you find errors or want to contribute parts, post them or send me a private message!

 

Contents

[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 lacking burst abilities.

[top]Key Stats


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 on warlocks.

For a Naxxramas starter gear / Ulduar Starter Gear , the stat-to-dps ratios of these are:

10 hit rating = 11.11 dps -> 16.32 dps
10 spell power = 13.05 dps -> 14.05 dps
10 haste rating = 6.44 dps -> 8.98 dps
10 crit rating = 4.96 dps -> 6.95 dps
10 spirit = 6.66 dps -> 7.17 dps
10 int = 1.50 dps -> 2.11 dps

(Source: Math part, second post of this thread)

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 and crit rating come next. Due to Fel Armor, Glyph of Lifetap and finally the way Lifetap itself scales, Spirit has become a very strong stat as well, even beating crit rating on a point by point base. Intellect is still inferior to all other dps stats as it's only benefit is a slight increase of your crit rating.

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.

[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, whatever you like. It will not affect dps by a large amount.

[top]Key talents


The most important talents of affliction specs are covered here.

[top]Affliction


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.

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.

[top]Destruction


Bane 5/5:
Makes your filler spell significantly faster.

Improved Shadow Bolt:
Finally (3.1) an easy to understand damage buff, combined with some raid utility if your mages went on vacation (or arcane).

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. While not being totally useless, range simply has no priority for us.

Suppression:
If you need more hit rating, this is where you get it. However, under normal circumstances you are hitcapped or nearly hitcapped
already when buffed up, so use this only if you can't solve the hit problem another way.

Nightfall:
I personally like it and 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 all the time, the talent becomes 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.


[top]Pets


DPS: Infernal > Doomguard > Succubus> Fel Hunter > Imp

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 priest/mage is 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 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).

See the Pet Usage Thread in this forum for more information on warlock pets.

[top]Spells


In a normal tank and spank scenario, these spells will be used:

[top]Gems, Gear, Glyphs and Enchants


[top]How does it 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*0.150 dps, 48 spirit means 48*0.666 dps, 38 haste means 38*0.644 dps and 76 spell power means 76*1.305 dps. Summed up, the item is worth about 137 dps over an empty slot.
These results base on some given stats (Naxx starter gear/Ulduar starter gear) and the given damage model.

This is just a rough guideline, nothing more. It is based on the stats and the model derived in the next post. It will almost certainly NOT match your stats, your talents and your raid situation. It contains wrong assumptions making the computation easier. It probably contains errors as well. If you want better data, fill out a spreadsheet. This thread does not nearly match the accuracy of a good spreadsheet, and never will.


[top]Gems


I did only include rare quality gems. First of all, if you socket low quality gems into epic 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. 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 Scarlet Ruby] 24.80 / 26.67 dps

Blue:
[Sparkling Sky Sapphire] 10.66 / 11.47 dps

Yellow:
[Rigid Autumn's Glow] 17.78 / 26.11 dps
[Quick Autumn's Glow] 10.30 / 14.37 dps
[Smooth Autumn's Glow] 7.94 / 11.12 dps

Purple:
[Purified Twilight Opal] 17.07 / 18.79 dps

Green:
[Shining Forest Emerald] 11.75 / 16.30 dps

Orange:
[Veiled Monarch Topaz] 20.63 / 25.70 dps
[Reckless Monarch Topaz] 16.90 / 19.83 dps

[top]Gems summary


As a meta gem, use the Chaotic Skyflare Diamond. Period.

For a red slot, use [Runed Scarlet Ruby].
For a blue slot, use a [Purified Twilight Opal].

If you are not hit capped:
For a yellow slot, use [Veiled Monarch Topaz].
If you are hit capped:
For a yellow slot, use a [Reckless Monarch Topaz].

If you do not care about a socket bonus, always use [Runed Scarlet Ruby].

[top]Gear


I will give some Lootrank links here as well as a list of the most interesting items.

Link for Naxxramas Starter Gear: Loot Rank
Same ignoring hit: Loot Rank
Link for Ulduar 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.
Set boni are not included. There is a dps estimation about the set boni in the math part.
As hit rating is capped, always consider the best non-hit items as well. Use the above links to track them down.
The following lists contain roughly the same information as the above links. I will no longer give the dps values, you can get them in the above links, there's no need to copy&paste them.

[top]Head


Enchants:
[Arcanum of Burning Mysteries] (best)
  1. [Collar of the Wyrmhunter] (Ulduar25, Razorscale)
  2. [Cowl of Icy Breaths] (Ulduar10, Hodir)
  3. [Crown of Luminescence] (Ulduar25, Mimiron Hard Mode)
  4. [Cowl of Dark Whispers] (Ulduar25, Yogg-Saron) best hitless item
  5. [Hood of Rationality](Malygos25)
  6. [Faerlina's Madness] (Naxx25, Faerlina)
  7. [Conqueror's Deathbringer Hood] (Ulduar25, Thorim or Emblems of Conquest)
  8. [Lifespark Visage] (Ulduar10, Flame Leviathan)
  9. [Enamored Cowl] (Sartharion+2D)
  10. [Valorous Deathbringer Hood] (Ulduar10, Thorim)
  11. [Valorous Plagueheart Circlet] (Naxx25, Kel'Thuzad)
  12. [Cowl of Vanity](Naxx25, Grobbulus)
  13. [Cowl of the Absolute] (Ulduar25, Auriaya) - no meta gem slot, ~minus 80 dps.
  14. [Gothik's Cowl] (Naxx25, Gothik)
  15. [Heroes' Plagueheart Circlet] (Naxx10, Kel'Thuzad)
  16. [Titan-forged Hood of Dominance] (Wintergrasp)
  17. [Cowl of Winged Fear] (Naxx10, Sapphiron)
  18. [Visage Liquification Goggles] (Engineering)
  19. [Cowl of Sheet Lightning] (Naxx10, Thaddius)
  20. [Deadly Gladiator's Felweave Cowl] (Season 5)
  21. [Titan-forged Hood of Salvation] (Wintergrasp)


[top]Neck

  1. [Pendant of Fiery Havoc] (Ulduar25, Flame Leviathan Hard)
  2. [Wyrmrest Necklace of Power] (Quest Malygos25)
  3. [Pendant of Focused Energies] (Ulduar25, Trash)
  4. [Sapphire Amulet of Renewal] (Ulduar25, Iron Council Hard)
  5. [Pendant of the Piercing Glare] (Ulduar10, Kologarn)
  6. [Watchful Eye] (Ulduar10, Iron Council Hard)
  7. [Pendant of the Shallow Grave] (Ulduar10, Thorim Hard)
  8. [Chain of the Ancient Wyrm] (Quest, Malygos10)
  9. [Evoker's Charm] (Emblems of Conquest)
  10. [Charm of Meticulous Timing] (Ulduar25, XT-002 Hard)
  11. [Chain of Latent Energies] (Naxx10, Trash)
  12. [Unblinking Eye] (Ulduar25, Iron Council)
  13. [Thunderstorm Amulet] (Naxx25, multiple bosses)
  14. [Cosmic Lights] (Naxx25, Sapphiron)
  15. [Deadly Gladiator's Pendant of Ascendancy] (Season 5)
  16. [Encircling Burnished Gold Chains] (EoH Vendor)
  17. [Circle of Arcane Streams] (Sartharion10) s
  18. [Necklace of the Glittering Chamber] (Malygos10)
  19. [Hateful Gladiator's Pendant of Ascendancy] (Season 5)

[top]Shoulders


Enchants:

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 ]
  1. [Amice of Inconceivable Horror] (Ulduar10, Yogg-Saron Hard Mode)
  2. [Soot-Covered Mantle](Ulduar25, Ignis)
  3. [Conqueror's Deathbringer Shoulderpads](Ulduar25, Yogg-Saron)
  4. [Mantle of the Fatigued Sage] (Naxx25)
  5. [Mantle of the Corrupted] (Naxx25)
  6. [Valorous Deathbringer Shoulderpads](Ulduar10, Yogg-Saron)
  7. [Underworld Mantle](Ulduar10, General Vezax)
  8. [Mantle of Wavering Calm](Ulduar25, XT-002)
  9. [Valorous Plagueheart Shoulderpads] (Naxx25)
  10. [Mantle of the Unknowing](Ulduar25, General Vezax)
  11. [Mantle of Dissemination] (Malygos25)
  12. [Mantle of the Locusts] (Naxx25)
  13. [Heroes' Plagueheart Shoulderpads] (Naxx10)
  14. [Iceshear Mantle] (Ulduar10, Trash)
  15. [Mantle of the Preserver] (Ulduar10, Auriaya)
  16. [Amice of the Convoker] (Sunwell)
  17. [Miasma Mantle] (Naxx10)
  18. [Shoulderpads of Knowledge's Pursuit] (Sunwell)

[top]Cloaks


Enchants:

Lightweave Embroidery ~40 dps
Greater Speed 21 dps
Speed 13 dps
Wisdom 7 dps + effect
  1. [Drape of Mortal Downfall] (Ulduar10, Iron Council Hard)
  2. [Drape of the Messenger] (Ulduar10, Algalon)
  3. [Sunglimmer Cloak] (Ulduar25, Algalon Quest Reward)
  4. [Pennant Cloak] (Sartharion25+2D)
  5. [Sunglimmer Drape] (Ulduar10, Algalon Quest Reward)
  6. [Cape of the Unworthy Wizard] (Naxx25, KT)
  7. [Asimov's Drape](Ulduar25, Mimiron)
  8. [Shawl of Haunted Memories](Ulduar25, Yogg-Saron)
  9. [Dark Shroud of the Scourge] (Naxx10, Noth)
  10. [Disguise of the Kumiho] (Emblem of Valor)
  11. [Deadly Gladiator's Cloak of Ascendancy] (Season 5)
  12. [Deathchill Cloak] (Tailoring)
  13. [Drape of the Spellweaver](Ulduar10, Trash)
  14. [Shawl of the Old Maid] (Naxx25, multiple bosses)
  15. [Shroud of Luminosity] (Naxx25, multiple bosses)
  16. [Shroud of Alteration](Ulduar25, Trash)
  17. [Shawl of the Caretaker](Ulduar10, Ignis)
  18. [Hateful Gladiator's Cloak of Ascendancy] (Season 5)
  19. [Shroud of the Citadel] (Naxx10, Sapphiron)
  20. [Deadly Gladiator's Cloak of Subjugation] (Season 5)
  21. [Drape of Icy Intent](Ulduar25, Hodir Hard)
  22. [Cloak of the Dying] (Naxx10, KT)
  23. [Cloak of Averted Crisis] (Naxx25, multiple bosses)
  24. [Cloak of Kea Feathers] (Emblem of Valor)

[top]Chest


Enchants:

Major Spirit 11 dps
Powerful Stats 9 dps
Super Stats 7 dps
  1. [Conqueror's Deathbringer Robe] (Ulduar25, Hodir & Emblem Vendor)
  2. [Valorous Deathbringer Robe] (Ulduar10, Hodir)
  3. [Raiments of the Corrupted] (Ulduar10, Auriaya)
  4. [Gown of the Spell-Weaver] (Malygos10)
  5. [Valorous Plagueheart Robe] (4H, Naxx25)
  6. [Heigan's Putrid Vestments] (Heigan, Naxx25)
  7. [Raiments of the Iron Council] (Iron Council, Ulduar25)
  8. [Robes of the Umbral Brute] (Kologarn, Ulduar25)
  9. [The Sanctum's Flowing Vestments] (Sartharion1D25)
  10. [Heroes' Plagueheart Robe] (4H, Naxx10 & Emblem Vendor)
  11. [Robes of Mutation] (Noth, Naxx25)
  12. [Vestments of the Piercing Light] (Thorim, Ulduar10)
  13. [Gown of Blaumeux] (4H, Naxx10)
  14. [Titan-forged Raiment of Dominance] (PvP Vendor)
  15. [Digested Silken Robes] (Maexxna, Naxx25)
  16. [Spellweave Robe] (Tailoring)
  17. [Ebonweave Robe] (Tailoring)
  18. [Blanketing Robes of Snow] (Malygos25)
  19. [Water-Drenched Robe] (Violet Hold Heroic)
  20. [Robes of Ghostly Hatred] (Sunwell)
  21. [Sunfire Robe] (Tailoring Sunwell)


[top]Wrist


Enchants:

Superior Spell power (best)
Greater Spell power
Major Spirit
Greater Stats
Exceptional Intellect

Note: Interestingly, the Unsullied Cuffs are still the best (known) hitless bracers.
  1. [Grasps of Reason] (Ulduar25, XT-002 Deconstructor Hard Mode)
  2. [Bracers of Unleashed Magic] (Ulduar25, Kologarn)
  3. [Grips of Chaos] (Ulduar25, Trash)
  4. [Combustion Bracers] (Ulduar10, Flame Leviathan)
  5. [Unsullied Cuffs] (Sartharion25+2D)
  6. [Shackles of the Odalisque] (Ulduar25, Razorscale)
  7. [Wraps of the Astral Traveler] (Emblem of Valor)
  8. [Bindings of the Expansive Mind] (Naxx25, Razuvious)
  9. [Preceptor's Bindings] (Heigan, Naxx10)
  10. [Bands of Impurity] (Noth, Naxx25)
  11. [Punctilious Bindings] (Faerlina, Naxx25)
  12. [Runetouch Handwraps] (Iron Council, Ulduar10)
  13. [Resurgent Phantom Bindings] (Gothik, Naxx10)
  14. [Cuffs of Winged Levitation] (Oculus Heroic)
  15. [Cuffs of the Shadow Ascendant] (Emblem of Valor)
  16. [Bindings of Yearning] (Naxx25)
  17. [Deadly Gladiator's Cuffs of Salvation] (PvP)
  18. [Azure Cloth Bindings] (The Violet Hold heroic)
  19. [Deadly Gladiator's Cuffs of Dominance] (PvP)
  20. [Ancestral Sinew Wristguards] (Wyrmrest Vendor)

[top]Hands


Enchants:

Exceptional Spell power 39 dps
Precision 33 dps
Greater Blasting 11 dps
  1. [Pulsar Gloves] (Algalon, Ulduar10)
  2. [Pharos Gloves] (Algalon, Ulduar25)
  3. [Conqueror's Deathbringer Gloves] (Mimiron, Ulduar25 and Emalon25)
  4. [Handwraps of the Vigilant] (General Vezax, Ulduar25 Hard)
  5. [Valorous Deathbringer Gloves] (Mimiron, Ulduar10 and Emalon10)
  6. [Static Charge Handwraps] (Mimiron, Ulduar10)
  7. [Handwraps of Plentiful Recovery] (Kologarn, Ulduar25)
  8. [Touch of the Occult] (Emblem of Conquest)
  9. [Constructor's Handwraps] (Flame Leviathan, Ulduar25)
  10. [Gloves of the Fallen Wizard] (Gluth, Naxx25)
  11. [Gloves of Grandeur] (Sapphiron, Naxx25)
  12. [Handwraps of Resonance] (Thorim, Ulduar10)
  13. [Gloves of Dark Gestures] (Anub, Naxx10)
  14. [Gloves of Token Respect] (Faerlina, Naxx25)
  15. [Valorous Plagueheart Gloves] (Sartharion25)
  16. [Handguards of Defiled Worlds] (KJ, Sunwell)
  17. [Ebonweave Gloves] (Tailoring)
  18. [Spellweave Gloves] (Tailoring)
  19. [Gloves of Glistening Runes] (The Nexus Heroic)
  20. [Heroes' Plagueheart Gloves] (Naxx10)
  21. [Gloves of Tyri's Power] (KJ, Sunwell)
  22. [Handguards of the Dawn] (KJ, Sunwell)
  23. [Handgrips of Turmoil] (Naxx10)
  24. [Sunfire Handwraps] (Tailoring SW)
  25. [Deadly Gladiator's Felweave Handguards] (Season 5)

[top]Waist


Enchants:

[Eternal Belt Buckle]

Note: Both of the new Ulduar craftables are best in slot (hit, nonhit).
  1. [Sash of Ancient Power] (Crafted)
  2. [Belt of the Darkspeaker] (General Vezax, Ulduar25)
  3. [Pattern: Cord of the White Dawn] (Crafted)
  4. [Cincture of Polarity] (Thaddius, Naxx25)
  5. [Leash of Heedless Magic] (Malygos25)
  6. [Embrace of the Leviathan] (Flame Leviathan, Ulduar25)
  7. [Plush Sash of Guzbah] (Emblem of Heroism)
  8. [Girdle of Bane] (Utgarde Pinnacle Heroic)
  9. [Sash of Potent Incantations] (Emblem of Conquest)
  10. [Binding of the Dragon Matriarch] (Razorscale, Ulduar10)
  11. [Conductive Cord] (Deconstructor, Ulduar10)
  12. [Titan-forged Cord of Dominance] (PvP)
  13. [Belt of False Dignity] (Faerlina, Naxx25)
  14. [Flowing Sash of Order] (Halls of Lightning Heroic)
  15. [Agonal Sash] (Anub, Naxx10)
  16. [Belt of Blasting] (BC Tailoring)
  17. [Titan-forged Cord of Salvation] (PvP)
  18. [Sash of Mortal Desire] (Faerlina, Naxx10)
  19. [Belt of the Malefic] (Sunwell)
  20. [Sash of Jordan] (World Drop)
  21. [Sash of Solitude] (Naxx25)
  22. [Deadly Gladiator's Cord of Salvation] (PvP)
  23. [Deadly Gladiator's Cord of Dominance] (PvP)

[top]Legs


Enchants:

[Brilliant Spellthread] (best)
[Sapphire Spellthread]
[Shining Spellthread]
[Azure Spellthread]
  1. [Leggings of the Enslaved Idol] (Ulduar25, Freya Hard Mode)
  2. [Leggings of the Wanton Spellcaster] (Malygos25)
  3. [Overload Legwraps] (Iron Council, Ulduar25)
  4. [Leggings of Profound Darkness] (General Vezax, Ulduar25 Hard)
  5. [Conqueror's Deathbringer Leggings] (Freya, Ulduar25 and Emalon25)
  6. [Legwraps of the Defeated Dragon] (Sapphiron, Naxx25)
  7. [Valorous Deathbringer Leggings] (Freya, Ulduar10 and Emalon10)
  8. [Leggings of Lost Love] (Thorim, Ulduar25)
  9. [Legwraps of the Master Conjurer] (Emblem of Conquest)
  10. [Leggings of Mortal Arrogance] (KT, Naxx25)
  11. [Leggings of Atrophy] (Anub, Naxx25)
  12. [Valorous Plagueheart Leggings] (Thaddius, Naxx25)
  13. [Distorted Limbs] (Maexxna, Naxx25)
  14. [Leggings of Sapphiron] (Sapphiron, Naxx10)
  15. [Leggings of Unstable Discharge] (Thorim, Ulduar10)
  16. [Heroes' Plagueheart Leggings] (Thaddius, Naxx10 and Emblem Vendor)
  17. [Leggings of the Instructor] (Razuvious, Naxx10)
  18. [Pantaloons of Growing Strife] (Sunwell, Kalecgos)
  19. [Leggings of Calamity] (Sunwell, Brutallus)
  20. [Leggings of Channeled Elements] (Kaz'rogal, MH)
  21. [Deadly Gladiator's Felweave Trousers] (PvP)




[top]Feet


Enchants:

Icewalker 25 dps
Greater Spirit 13 dps
Tuskarr's Vitality 0* dps

*Being faster does not improve dps directly, but is, in my opinion, the best choice (very rough estimation: 30 dps).
  1. [Boots of Fiery Resolution] (Flame Leviathan, Ulduar25 Hard)
  2. [Treads of the False Oracle] (Yogg-Saron, Ulduar10 Hard Mode)
  3. [Sandals of Rash Temperament] (XT-002, Ulduar25)
  4. [Starlight Treads] (Algalon, Ulduar10)
  5. [Spellslinger's Slippers] (Crafted)
  6. [Boots of the Servant] (Freya, Ulduar25)
  7. [Pattern: Savior's Slippers] (Crafted)
  8. [Boots of Impetuous Ideals] (Loatheb, Naxx25)
  9. [Xintor's Expeditionary Boots] (Emblem of Valor)
  10. [Arcanic Tramplers] (Malygos25)
  11. [Sandals of the Ancient Keeper] (Auriaya, Ulduar25)
  12. [Boots of Forlorn Wishes] (Razuvious, Naxx25)
  13. [Treads of the Dragon Council] (Yogg-Saron, Ulduar10)
  14. [Boots of Persuasion] (Patchwerk, Naxx25)
  15. [Slippers of the Holy Light] (Emblem of Valor)
  16. [Sandals of Crimson Fury] (Wyrmrest Vendor)
  17. [Titan-forged Slippers of Dominance] (PvP)
  18. [Boots of the Malefic] (Sunwell)
  19. [Saltarello Shoes] (Heigan, Naxx10)
  20. [Sullen Cloth Boots] (Patchwerk, Naxx10)
  21. [Deadly Gladiator's Treads of Salvation] (PvP)
  22. [Deadly Gladiator's Treads of Dominance] (PvP)

[top]Rings


Enchant:

Greater Spellpower
  1. [Shimmering Seal] (Flame Leviathan, Ulduar10 Hard)
  2. [Frozen Loop] (Hodir, Ulduar25)
  3. [Conductive Seal] (Mimiron Hard Mode, Ulduar 25)
  4. [Ring of the Vacant Eye] (General Vezax, Ulduar25)
  5. [Nebula Band] (Algalon, Ulduar10)
  6. [Emerald Signet Ring] (Kologarn, Ulduar10)
  7. [Signet of Soft Lament] (Yogg-Saron Hard Mode, Ulduar10)
  8. [Signet of the Malevolent] (Gothik, Naxx10)
  9. [Signet of Manifested Pain] (KT, Naxx25)
  10. [Pyrelight Circle] (Ignis, Ulduar25)
  11. [Glowing Ring of Reclamation] (Flame Leviathan, Ulduar25)
  12. [Lady Maye's Sapphire Ring] (Iron Council, Ulduar10)
  13. [Fire Orchid Signet] (Freya, Ulduar10 Hard)
  14. [Band of Channeled Magic] (Emblem of Valor)
  15. [Deadly Gladiator's Band of Ascendancy] (PvP)
  16. [Inscribed Signet of the Kirin Tor] (Vendor)
  17. [Lost Jewel] (multiple bosses, Naxx25)
  18. [Ring of Northern Tears] (JC)
  19. [Radiant Seal] (Iron Council, Ulduar25)
  20. [Ring of Holy Cleansing] (Heigan, Naxx10)
  21. [Sanity's Bond] (Yogg-Saron, Ulduar25)
  22. [Signet of the Kirin Tor] (Vendor)
  23. [Titanium Spellshock Ring] (JC)
  24. [Band of Guile] (Stratholme Heroic)
  25. [Ring of Decaying Beauty] (Naxx25, Sapphiron)
  26. [Annhylde's Ring] (Utgarde Keep Heroic)
  27. [Wyrmrest Band] (Sartharion10)
  28. [Timeworn Silken Band] (Naxx10)
  29. [Seized Beauty] (Naxx25)


[top]Trinkets


The main trinket thread in this forum is a good source of information.

I have not been able to compute the dps of the new trinkets for myself yet, this is just the copy from lootrank. However, the list seems reasonable:
The hit trinkets dominate, the spell power trinkets come right after. Note that [Flare of the Heavens] had its stats changed, it is now a better version of the Sundial, not a better version of the Extract.
  1. [Elemental Focus Stone] (Auriaya, Ulduar10)
  2. [Dying Curse] (multiple bosses, Naxx25)
  3. [Living Flame] (Razorscale, Ulduar25)
  4. [Flare of the Heavens] (General Vezax, Ulduar25 Hard)
  5. [Illustration of the Dragon Soul] (Sartharion25)
  6. [Scale of Fates] (Thorim, Ulduar25)
  7. [Eye of the Broodmother] (Razorscale, Ulduar10)
  8. [Pandora's Plea] (Mimiron, Ulduar25)
  9. [Embrace of the Spider] (Maexxna, Naxx25)
  10. [The Egg of Mortal Essence] (Emblem of Heroism)
  11. [Mark of the War Prisoner] (Violet Hold heroic)
  12. [Sundial of the Exiled] (Emblem of Heroism)
  13. [Blood of the Old God] (Yogg-Saron, Ulduar25)
  14. [Extract of Necromantic Power] (Sapphiron, Naxx25)
  15. [Forge Ember] (Halls of Stone heroic)
  16. [Titan-forged Rune of Audacity] (PvP)
  17. [Battlemaster's Bravery] (PvP)
  18. [Pyrite Infuser] (Flame Leviathan, Ulduar10)
  19. [Titan-forged Rune of Accuracy](PvP)
  20. [Battlemaster's Accuracy](PvP)
  21. [Je'Tze's Bell] (World Drop)
  22. [Darkmoon Card: Illusion] (Darkmoon Faire)
  23. [The Skull of Gul'dan] (Illidan, BT)
  24. [Mercurial Alchemist Stone] (Alchemy)
  25. [Discerning Eye of the Beast] (Emblem of Heroism)
  26. [Darkmoon Card: Death] (Darkmoon Faire)

[top]Weapons


Enchants:

Greater Spellpower 114 dps
Superior Spellpower 88 dps
Exceptional Spellpower 70 dps
Accuracy 58 dps
Exceptional Spirit 32 dps
Black Magic ~23 dps

The choice between 1H+OH and 2H has become more difficult. The new enchant and many good staves from Ulduar close the former gap.Tthe [Staff of Endless Winter] makes the first place among the non-hit staves while [Intensity] is the number one hit staff. [Starshard Edge] + [Ironmender] make the best weapon-offhand combination overall.

[top]2h-Weapons

  1. [Intensity] (Ignis, Ulduar25)
  2. [Furious Gladiator's Acute Staff] (PvP)
  3. [Staff of Endless Winter] (Hodir, Ulduar25 Hard)
  4. [Furious Gladiator's Combat Staff] (PvP)
  5. [The Lifebinder] (Freya, Ulduar25)
  6. [Furious Gladiator's Light Staff] (PvP)
  7. [Furious Gladiator's Skirmish Staff] (PvP)
  8. [Unraveling Reach] (Freya, Ulduar10)
  9. [Rapture] (Iron Council, Ulduar25)
  10. [Icecore Staff] (Hodir, Ulduar10 Hard)
  11. [Greatstaff of the Nexus] (Malygos10)
  12. [Devotion] (Yogg-Saron, Ulduar10)
  13. [Pillar of Fortitude] (Trash, Ulduar)
  14. [Deadly Gladiator's Focus Staff] (PvP)
  15. [Damnation] (4H, Naxx25)
  16. [Staff of Restraint] (Sartharion25)
  17. [Spire of Sunset] (Thaddius, Naxx25)
  18. [Sulfur Stave] (Loatheb, Naxx10)
  19. [Deadly Gladiator's War Staff] (PvP)
  20. [Charmed Cierge] (4H, Naxx10)
  21. [Deadly Gladiator's Energy Staff] (PvP)
  22. [Deadly Gladiator's Battle Staff] (PvP)
  23. [Staff of Draconic Combat] (Oculus Heroic)
  24. [Hateful Gladiator's Focus Staff] (PvP)
  25. [Hateful Gladiator's War Staff] (PvP)
  26. [Hateful Gladiator's Energy Staff] (PvP)
  27. [Hateful Gladiator's Battle Staff] (PvP)
  28. [Staff of Wayward Principles] (Utgarde Pinnacle Heroic)
  29. [Savage Gladiator's Focus Staff] (PvP)
  30. [Staff of Sinister Claws] (Ahn'kahet Heroic)
  31. [Grand Staff of Jordan] (Emblem of Heroism)

[top]1h-Weapons

  1. [Starshard Edge] (Algalon, Ulduar25)
  2. [Furious Gladiator's Mageblade] (PvP
  3. [Runescribed Blade] (Auriaya, Ulduar25)
  4. [Soulscribe] (Yogg-Saron, Ulduar25)
  5. [The Turning Tide] (KT, Naxx25)
  6. [Firesoul] (Flame Leviathan, Ulduar10)
  7. [Stormtip] (Iron Council, Ulduar10)
  8. [Plasma Foil] (XT-002, Ulduar10)
  9. [Haunting Call] (Trash, Naxx25)
  10. [The Soulblade] (KT, Naxx10)
  11. [Life and Death] (Gothik, Naxx25)
  12. [Deadly Gladiator's Spellblade] (PvP)
  13. [Titansteel Spellblade] (Blacksmithing)
  14. [Gnomeregan Bonechopper] (Argentum Tournament)
  15. [Blade of the Keening Banshee] (Argentum Tournament)
  16. [Dagger of Lunar Purity] (Argentum Tournament)
  17. [Scalpel of the Royal Apothecary] (Argentum Tournament)
  18. [Blade of Dormant Memories] (Patchwerk, Naxx10)
  19. [Grieving Spellblade] (Faerlina, Naxx10)
  20. [Hateful Gladiator's Spellblade] (PvP)
  21. [Flameheart Spell Scalpel] (Kirin Tor)
  22. [Cursed Lich Blade] (Drak'Tharon Keep Heroic)

[top]Offhands

  1. [Cosmos] (Algalon, Ulduar25)
  2. [Leviathan Fueling Manual] (Flame Leviathan, Ulduar25)
  3. [Surplus Limb] (Patchwerk, Naxx25)
  4. [Ironmender] (Kologarn, Ulduar25)
  5. [Ward of the Violet Citadel] (Emblem of Heroism)
  6. [Watchful Eye] (Faerlina, Naxx10)
  7. [Matriarch's Spawn] (Maexxna, Naxx25)
  8. [Igniter Rod] (Ignis, Ulduar10)
  9. [Accursed Spine] (Noth, Naxx25)
  10. [Telestra's Journal] (Nexus Heroic)
  11. [Handbook of Obscure Remedies] (Emblem of Heroism)
  12. [Urn of Lost Memories] (4H, Naxx25)
  13. [Deadly Gladiator's Reprieve] (PvP)
  14. [Deadly Gladiator's Endgame] (PvP)
  15. [Scepter of Murmuring Spirits] (Razuvious, Naxx10)
  16. [Temple Crystal Fragment] (Drak'Tharon Heroic)
  17. [Hateful Gladiator's Reprieve] (PvP)
  18. [Hateful Gladiator's Endgame] (PvP)
  19. [Deadly Gladiator's Grimoire] (PvP)
  20. [Tome of Salramm] (Stratholme Heroic)
  21. [Faces of Doom] (Inscription BoP)
  22. [Chronicle of Dark Secrets] (Rage Winterchill, MH)
  23. [Iron-bound Tome] (Inscription)

[top]Wands

  1. [Petrified Ivy Sprig] (Freya, Ulduar10 Hard)
  2. [Quartz Crystal Wand] (XT-002, Ulduar25)
  3. [Scepter of Lost Souls] (General Vezax, Ulduar25)
  4. [Gemmed Wand of the Nerubians] (Anub, Naxx25)
  5. [Scepter of Creation] (Ignis, Ulduar25)
  6. [Wand of the Archlich] (KT, Naxx10)
  7. [Nurturing Touch] (Auriaya, Ulduar10)
  8. [Plague Igniter] (Grobbulus, Naxx25)
  9. [Wand of the San'layn] (Utgarde Keep Heroic)
  10. [Wand of Cleansing Light] (Trash, Sunwell)
  11. [Wand of the Demonsoul] (Trash, Sunwell)
  12. [Wand of Blinding Light] (Quest)
  13. [Fading Glow] (Loatheb, Naxx25)
  14. [Deadly Gladiator's Touch of Defeat] (PvP)
  15. [Deadly Gladiator's Baton of Light] (PvP)
  16. [Wand of Ahn'kahet] (Ahn'Kahet Heroic)
  17. [Rod of the Fallen Monarch] (Azjol-Nerub Heroic)
  18. [Ancient Measuring Rod] (Halls of Lightning (normal))
  19. [Touch of Horror] (Naxx25, Gothik)
  20. [Hateful Gladiator's Baton of Light] (PvP)
  21. [Hateful Gladiator's Touch of Defeat] (PvP)
  22. [Contortion] (Naxx10)


[top]Glyphs


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). In this thread's simulation, you would life tap at least three times a minute anyway, so the glyph means a flat spell power increase (roughly 100 spell power in high end T7 gear).
The interesting question is: Should I life tap even if I don't need the mana?
The answer is no. When comparing the dps value of three GCDs (needed to maintain the buff for one minute) to the dps value of 100 spell power for one minute, the GCDs win by a small margin (about 34 dps). So tapping just for the buff is in fact a dps loss. This result does not change even if you have 4pT7 equipped, and simulationcraft comes to the same conclusion.
So there is no reason to life tap for the buff, you should still life tap for the mana, with two side notes: You have the option of tapping for the buff right before the fight starts (Rank 1 recommended) or when you are moving and have no other instants available, and you should try not to tap twice in a row as this will "clip" a possible bufftime.

[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: [Pattern: 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] (+80)
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] (-80 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]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.

[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. No matter what your equip looks like, your DPCT list will always look like this:
  1. Haunt
  2. Corruption
  3. Curse of Agony
  4. Unstable Affliction
  5. Drain Soul @ <25% HP
  6. Shadow Bolt
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 CoA when it is not applied, then UA, 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 ist 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 it's 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 is 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. That will hurt.

[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 Haunt->Shadow Bolt->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 start with Haunt. I am not convinced that casting the SB before the dots is better than afterwards, but nevermind. As a side note, of course you should start with the dots when you have to move into the fight, like Heigan in Naxxramas.

[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.

Haste is multiplicative while haste rating is not. In a raid situation, there are probably an elemental totem (+5% haste) and a moonkin aura or a retribution aura (+3% haste). Those add (or rather 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 point in haste 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 better than crit rating.
Just don't throw your haste pot when bloodlust hits and eradication is up, and you'll be fine.

[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 very bad 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 more than 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]The value of 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]The value of 2pT8 and 4pT8


2pT8 increases the damage done by Unstable Affliction by a huge 20%. This gives a huge dps boost of 159.85 dps, making the 2pT8 the best set bonus so far. 4pT8 increases Shadow Bolt's crit chance by 5%, giving solid 77.48 dps. Both of these boni will scale, especially the 2pT8 will scale very well.

[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".

[top]Professions


Alchemy:
Mixology will increase the spell power gained from your Flask of the Frost Wyrm by 37. 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 2x19 spell power (as this is the gem of choice). When there will be epic gems available for everyone, this will actually be the best profession dps-wise by a small margin.

Enchanting:
Enchanters can improve both of their rings with Greater Spellpower, giving 2x19 spell power.

Engineering:
Engineers can improve their Gloves with Hyperspeed Accelerators.
Although the tooltip says otherwise, it seems to have an 60s cooldown.
Unfortunately, this will overwrite an existing enchant, so the average 340/6 = 56.66 haste rating have to be compared to the 28 spell power enchant, which would be a 2.27 / 13.36 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 seems okay now.

Herbalism:
Herbalism offers Lifeblood, which will not help you when raiding in 99.99% of the situations.

Inscription:
Inscribers/Inscriptors/Inscription-Users get an own Shoulder Enchant that is definitely better (36 more spell power) than the epic one from the Sons of Hodir (and saves you many, many duells with frost wyrms).

Jewelcrafting:
Jewelcrafter can socket [Runed Dragon's Eye] three times, which is 3x13=39 spell power more than the rare quality gems would give. Of course, this profession only helps when you have at least three gem slots available, which should more or less always be the case. When there will be epic gems available for everyone, this profession will slightly loose dps gain (as the difference between the JC special gems and the normal gems becomes smaller).

Leatherworking:
Leatherworkers have no drums anymore at level 80, but gain Fur Lining instead. This is 37 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. 32 crit rating is of course weaker than the "usual" 37/38 spell power from other professions.

Tailoring:
Tailors can enchant their cloaks with Lightweave Embroidery.
I have not calculated the dps yet.

Summary:
Alchemy, Blacksmithing, Enchanting, Inscription, Tailoring and Jewelcrafting are fine.
Skinning and Engineering are okay, but not optimal.
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.
I personally do not use this, but most warlocks would never go without it.

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]Short Q&A from the math part

  • CoA or CoD? CoA.
  • Use Drain Soul when mob is below 25%? Yes.
  • Refresh DoTs and Haunt below 25% Yes.
  • When to Refresh the DoTs? The moment they end.
  • When to Refresh the DoTs below 25%? The moment DS ticks after the DoTs end.
  • Is the dps calculation perfectly right. No. But definitely realistic.
  • Is the equip comparison perfectly right? It is based on the dps calculation, so: No, but definitely realistic.
  • Clipping dots to increase uptime? Under normal circumstances: No.

Last edited by Namnalia : 06/29/09 at 6:51 AM.
 
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Old 12/02/08, 10:50 AM   #2
Namnalia
Von Kaiser
 
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Human Warlock
 
Destromath (EU)
The math part

This post is dedicated to the computation of concrete dps/dpct values for a normal raid situation, considering first-visit-gear, e.g. optimal blue/heroic gear as well as Ulduar Starter Gear, and a normal raid situation (tank&spank boss, one target, all raid buffs possible).

 

Contents

[top]Base stats


unbuffed:
  • ~250 / 468 spirit
  • ~1400 / 2267 spell power
  • 10% / 13.8% Crit
  • 10% / 17.8% Haste
  • 10% / 12.5% Hit
  • 0 / 0 MP5

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.

An optimal raid setup (and almost all setups are nearly optimal now) gives you:

[top]Raidbuffs


[top]Self buffs

  • 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 38 spell power each, so this is another 76 spell power.
  • Grand Spellstone: +60 haste rating plus the dot improvement.

[top]Debuffs




This changes the stats fully raid-buffed to:
  • 345 / 585 spirit
  • 2075 / 3014 spell power
  • 23.0% / 26.8% crit chance
  • 25.4% / 34.1% spell haste
  • 16% / 15.5% hit chance

[top]Talents


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 starter spec as this fits the test equip best.

[top]Boss scenario


I won't handle the whole "Does patchwerk dps matter?" discussion here. In my humble opinion, 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.

[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.

[top]DPS and DPCT spell by spell


[top]General rule of thumb


Damage done = Absolute Coefficients * (base damage + ( (spell power coefficents) * Spelldamage))*Hit chance * (1+Crit chance)
Note that the coefficients from talents (like Contagion and Shadow Mastery) are additive.
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.

[top]Corruption


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)

Hit chance:
0.99 / 0.985

Crit chance:
0.23 / 0.268 base
+0.09 (Malediction)
+Meta Gem effect

Haste:
0.254 / 0.341 base

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
cast time: (1/hit chance)*1.5s*(1/(1+haste)) = 1.21s / 1.14s
damage / second = 839 / 1167
damage / cast time = 12505 / 18509 (or infinite with haunt)
damage / tick =2517 / 3503

[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

Hit chance:
0.99 / 0.985

Crit chance:
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
cast time: (1/hit chance)*1.0s = 1.00s / 1.01s
damage / second = 428 / 532
damage / cast time = 11890 / 14684
damage / tick =1501 / 1863

[top]Curse of Doom


Absolute coefficients:
1.13 (CoE/Earth&Moon/Ebon Plague)
1.03 (Malediction)
1.03 (Sanctified Retribution)
CoD does not get a bonus from Shadow Mastery although it is clearly shadow damage.
It doesn't get the bonus from Death's Embrace, neither. Sad story, it's such a warlockish spell.

Spell power coefficients:
2.00 Base Coefficient

Hit chance:
0.99 / 0.985

Crit chance:
CoD can't crit. Really. It just can't.

Haste:
Amplify Curse sets casting time to 1.0.

Damage done:
1.13(CoE)*1.03(Malediction)*1.03(Sanctified Retribution)*( 7300(base) + (2.00*2000)*0.99* = 12794 / 14932
cast time: (1/hit chance)*1.0s = 1.00s1.01s
damage / second = 213 / 248
damage / cast time = 12794 / 14857

[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)

Hit chance:
0.99 / 0.985

Crit chance:
0.23 / 0.268 base
+0.09 (Malediction)
+Meta Gem effect

Haste:
0.254 / 0.341 base

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
cast time: (1/hit chance)*1.5s*(1/(1+haste)) = 1.20s1.02s
damage / second = 565 / 763
damage / cast time = 8425 / 12101
damage / tick =2035 / 2748

[top]Haunt


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

Hit chance:
0.99 / 0.985

Crit Chance:
0.23 / 0.268 base
+Meta Gem effect

Haste:
0.254 / 0.341 base

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+0.5*(base crit chance+0.10(scorch)+0.03(Heart of the Crusader)) =2526 / 3204
cast time: 1.5s*(1/(1+Haste)) = 1.5*(1/1+0.15+0.0421+0.0183) = 1.20s / 1.12s
damage / cast time = 2112 / 2864

[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

Hit chance:
0.99 / 0.985

Crit chance:
0.23 / 0.268 base
+0.09 (Malediction)
+Meta Gem effect
+Crits do double damage (Ruin)

Haste:
0.254 / 0.341 base

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
cast time: (3.0s-0.5s(Bane))*(1/(1+haste)) = 1.991.86
damage / cast time = damage / second = 2305 / 3337


[top]Drain Soul


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

Hit chance:
0.99 / 0.985

Crit Chance:
Drain Soul can't crit (Hell, just imagine that!).

Haste:
0.254 / 0.341 base

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
cast time: 15s*(1/(1+haste)) = 11.96s11.19s
damage / cast time = damage / second = 3192 / 4707
damage / tick =7635 / 10532

Note that this is based on 3 of your affliction debuffs on the target and a target below 25%.

[top]Life Tap


Base: 345 / 585 spirit
Improved Life Tap: +20% Mana generated
Mana generated: 1.2*(spirit*3.0 + 1460) = 2484 / 3858
cast time = 1.24s / 1.12s

[top]DPCT-Charts

  1. Corruption 12505 -> 18509 DPCT (or infinite using haunt)
  2. Curse of Agony 11890 -> 14684 DPCT
  3. Unstable Affliction 8425 -> 12101 DPCT
  4. Drain Soul @ <25% HP 3192 -> 4707 DPCT
  5. Shadow Bolt 2305 -> 3337 DPCT
  6. Haunt 2112 -> 2864 DPCT

[top]DPS-Charts

  1. Drain Soul @ <25% HP 3192 -> 4707 DPS
  2. Shadow Bolt 2305 -> 3337 DPS
  3. Haunt 2112 -> 2864 DPS
  4. Corruption 839 -> 1167 DPS
  5. Unstable Affliction 565 -> 763 DPS
  6. Curse of Agony 428 -> 532 DPS

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.


[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,Unstable Affliction and Siphon Life 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, 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. Their accumulated cast times after one minute are (according to the above model):

CoA: 1.79s -> 1.89s
UA: 3.92s -> 3.49s
Haunt: 7.172s -> 6.99s
NF procs: 0.96s -> 0.93s
Corr: 0.00s -> 0.02s

Replenishment: Assuming ~18k Mana and an uptime of 75%, you regain 2025 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 Life Taps (1.26s / 0.92s).

The rest of the time (44.67s / 45.73s) 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 (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 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 0-Mana-DS.

This sums up to 223690 / 317924 dpm or 3728 / 5298 dps 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

[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
\frac{2}{3} \cdot 0.06 + 0.06\cdot0.94 + 0.06\cdot0.94\cdot0.94 + \frac{1}{3} \cdot 0.06 + 0.06\cdot0.94 + 0.06\cdot0.94\cdot0.94+ 0.06\cdot0.94\cdot0.94\cdot0.94 = 0.1860
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. This might not be true if you already Life Tap every 20s for your Glyph of Life Tap.
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]Equip comparison


I computed the dps with slight changes in the unbuffed stats. This gives a very good estimation of the change in dps when you, for example, get some more spell power. The more accurate the above dps calculation becomes, the more accurate these ratings will be. So far, I computed:


10 hit rating = 10.79 dps -> 15.83 dps (Simcraft: always assuming 100% hit)
10 spell power = 12.76 dps -> 13.72 dps (Simcraft: 15.6)
10 haste rating = 6.22 dps -> 8.67 dps (Simcraft: 9.80)
10 crit rating = 4.70 dps -> 6.58 dps (Simcraft: 8.0)
10 spirit = 6.51 dps -> 7.00 dps (Simcraft: 7.8)
10 int = 1.42 dps -> 1.99 dps (Simcraft: 3.0)

The item comparison is based on this alone. As you can see, the results are roughly ten percent below Simcraft, which assumes better gear than I did and includes some other buffs I ignore, like Bloodlust/Heroism. The relative values are roughly the same except for intellect (I do not know enough about simcraft to give any reason for that). In my opinion, this means that the results of the math part are a good base for equip comparison.


[top]Glyph comparison


Glyph of Life Tap 79.36 -> 144.53 dps
The new best glyph, probably for every single warlock spec. According to my simulation, you would life tap three times a minute anyway, so there is no drawback and the glyph is a straight spell power increase, giving more than 100 extra spell power for almost no cost, resulting in a huge dps increase.
For the simulation I assumed a 90% uptime of the buff (same as for the dots except Corruption).
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% 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


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 dps, easily making it the best Meta Gem.

[top]Trinkets


(still 3.08)
These are the trinkets probably interesting for affliction warlocks:
[Dying Curse] 78 / 115 dps + proc(+158.9 / 174.7 dps!)
[Illustration of the Dragon Soul] 0 dps + effect(+232.2 / 255.2 dps!)
[Embrace of the Spider] 114 / 125 dps + proc(+55.5 / 78.5 dps)
[Extract of Necromantic Power] 35 / 52 dps + proc(+60 dps)
[Sundial of the Exiled] 31 / 46 dps + proc(+110.8 / 121.9 dps)
[The Skull of Gul'dan] 107 dps + use(+17.9 dps)
[The Egg of Mortal Essence] 113 / 125 dps
[Battlemaster's Bravery] 129 / 142 dps
[Je'Tze's Bell] 123 / 135 dps
[Mercurial Alchemist Stone] 99 / 119 dps + effect (not very important)
[Discerning Eye of the Beast] 96 / 96 dps + effect (not important)
[Darkmoon Card: Death] 32 / 47 dps + proc(? dps)
[Darkmoon Card: Illusion] 116 / 127 dps + effect(not important)

I'll handle a cooldown like it is used immediately when it is up (as I think that is the best way to use cooldowns most of the time).
For the procs, I calculate a medium proc rate by the internal cooldown (estimated) and the proc rate (estimated).
For the "on cast" procs, I assume 34 casts per minute as this is what my damage model gives. Haste would benefit proc rates, but the effect is small. All the proc rates and internal cooldowns are guesses.
Generally, the computation looks like this:

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).



[Dying Curse]:
ICD: 45s Procrate: 15%, basically procs of everything, even creating bandages.
765 spell power for 10s every (45s+10.88s) means an average 136.9 spell power, which is just insanely good.
(+158.9 / 174.7 dps!)

[Illustration of the Dragon Soul]:
This is just 200 spell power all the time. You can use Health Funnel or Underwater Breathing to
keep the stacks during combat breaks. Even if you don't, the stacks will be up almost all the time.
(+232.2 / 255.2 dps!)

[Embrace of the Spider]:
ICD: 45s, proc rate: 15%, basically procs of everything, even creating bandages.
505 haste for 10s every (45s + 10.88s) means an average 90.37 haste rating, which is quite good.
(+55.5 / 78.5 dps)

[Extract of Necromantic Power]:
The ICD seems to be something around 15s. The effect can crit and seems to scale with some talents, much like
the Lvl 70 version [Timbal's Focusing Crystal]. However, I don't compute any dps here, I just datamined it. From WWS-stats, the trinket does an average 50-60 dps. So it's an okay trinket, but (surprisingly for me) not the best one around, not even close.
(+60 dps)

[Sundial of the Exiled]:
ICD 45s, proc rate: 10% -> average 16.76s+ICD between procs.
590 spell power for 10s every (45s+16.76s) means an average 95.5 spell power.
(+110.8 / 121.9 dps)

[The Skull of Gul'dan]:
First of all, it is of course the coolest item ever. Being black/green and evil every 2 minutes is priceless.
Using the cd every time it is up gives:
175 haste rating * 20s / 120s = average 29.18 haste rating.
(+17.9 dps)

[top]Ulduar Starter Gear


To start the computation again, I need some baseline gear for the next content patch. I'll use this. It is not optimal, but it is probably good enough to go to Ulduar.

The stats are:
  • 916 intellect
  • 468 spirit
  • 17.7% haste
  • 95.5% hit
  • 13.77% crit
  • 1930 spell power
Not including Fel Armor or any other buffs, not including Illustration stacks and Dying Curse proc.

Last edited by Namnalia : 06/02/09 at 4:38 AM.
 
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Old 12/02/08, 10:52 AM   #3
Namnalia
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List of versions and changes

12/02/08: Version 1.0 Start
12/03/08: First version of the dps/dpct calculation and an overall dps estimation.
12/10/08: First version of Item Charts (Gems & Head pieces).
12/16/08: Lots of changes to formula and values. Added more text to many parts. Included playing tips from Fallenmen (thx for these). Included mana into the calculation. The results should be more or less accurate now for the given stats.
01/13/09: Finished the Item comparison. Changed some parts of the dps computation (thx to Kalle).
01/26/09: Changed how hit affects dots. Added computation for High End T7 Gear.
02/10/09: Added Addon-Part and started Talent Choice part (still under construction)
02/19/09: Corrected a severe error (CoA damage was missing in the dps calculation). Added glyphs to "green" computation.
04/16/09: started the 3.1 update
05/08/09: finished 3.1 item update & computation update & most of the math part update

Last edited by Namnalia : 05/08/09 at 9:28 AM.
 
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Old 12/02/08, 10:54 AM   #4
Namnalia
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To do:
  1. Make the whole thing more readable.
  2. Update everything to 3.1
  3. Keep loot lists accurate (many hard mode items still missing)

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Old 12/02/08, 11:17 AM   #5
zhedd
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Tauren Warrior
 
Alleria
Affliciton and gear

OK.. being new to 80 but having raided into BT in Burning crusade I have a question as it relates to Afflcition Spec'd Warlocks.

Being previously raid-spec'd and desto/demo build the new Affliciton build for level 80 are a little more confusing....

Looking at other sites and plugging the numbers in everything I see shows hit rating even with 3 points in Suppression seems to need to be in the neighborhood of +360-460 to hit. I understand the mechanics of the % on to hit...

.... But haste seems to be more common and valuable for gear rather than + to hit

Which is more important for and Affliction 56 / 0 / 15 ruin build Warlock?

1) Haste and Damage
2) Haste and crit
3) + to hit and Damage

Almost every piece of gear I look at seems to be all about haste.... What gives?
 
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Old 12/02/08, 11:22 AM   #6
Devourment
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Illidan
(DP is first choice as long as your pet has sufficient mana left. This might change with 4 pieces of T7)
I would like to add that in fights that are not healing intensive, life tap is preferable to dark pact depending upon gear. At raid-buffed 680 spirit, I lifetap for 4269 mana and dark pact for just over 3000. Clearly lifetap is preferable because both use the same GCD. I was fine to lifetap last night during Malygos 25-man even, so keep a keen eye for raid health and healer reaction time. I would say DP is preferable outside of combat time.
 
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Old 12/02/08, 11:25 AM   #7
Nicarras
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Debuffs on the boss:
+13% damage (CoE/Earth & Moon)
+ Ebon Plaguebringer


It is also worth noting the optimal way to get your spells on a target, then after they are up its just dot juggling.

(Curse) SB -> Haunt -> UA -> Immo -> (CoA) -> Corr -> SL

Important to always cast UA/Immo together (just makes your life more easy).

Also update the post to say that DP is worthless and is barely worth the points anymore. Life Tap scales too well to justify using DP during a fight unless you cant even do damage.
 
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Old 12/02/08, 11:40 AM   #8
Devourment
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Illidan
Originally Posted by Nicarras View Post
Also update the post to say that DP is worthless and is barely worth the points anymore. Life Tap scales too well to justify using DP during a fight unless you cant even do damage.
Naturally I agree, but I think it is still worth the point...sadly it's situational use is quite nice. However, without it, we are free to let our felhounds run in and wreck some face.
 
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Old 12/02/08, 11:44 AM   #9
 bartolimu
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Originally Posted by Nicarras View Post
+ Ebon Plaguebringer


It is also worth noting the optimal way to get your spells on a target, then after they are up its just dot juggling.

(Curse) SB -> Haunt -> UA -> Immo -> (CoA) -> Corr -> SL
I'm not convinced it's a good idea to cast 7 seconds' worth of spells before dropping your highest-damage DOT. I'd rather slightly postpone getting a 2-stack of Shadow Embrace and do:
(Curse) Haunt -> UA -> Corruption -> (CoA) -> SL -> SB -> Immolate

That gets your best mainline DPS spells ticking as soon as possible. Immolate's fairly weak and doesn't interact at all with any Affliction talents, so I prefer to leave it until last. Of course that could be because until recently I just wasn't using it at all, and it fits most easily on the end of my established rotation.

Also update the post to say that DP is worthless and is barely worth the points anymore. Life Tap scales too well to justify using DP during a fight unless you cant even do damage.
I agree with this. As far as I can tell there is no Spirit scaling in place for Dark Pact. With raid buffs I can Tap for around 4000 mana, while Pact gives around 2000. As my spirit improves this difference will no doubt grow. My current spec has Dark Pact, but I'll probably swap that out when I respec for either 1/2 Improved CoA or a point in Grim Reach (I can drop Shadowburn for a point in Destructive Reach too, so everything has the same range).
 
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Old 12/02/08, 12:06 PM   #10
belrain
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Dragonblight
I've been reading forums for a while and I've not found any reference to pawn values for affliction gear... anybody has any issues?

thx
 
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Old 12/02/08, 12:11 PM   #11
Nicarras
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Undead Warlock
 
Scilla
The modeling tool lots of people have been using (SimulationCraft) has some scaling numbers they have been using.
SampleOutput - simulationcraft - Google Code

Not sure how 'set in stone' they are, but prove to be a good base so far.
 
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Old 12/02/08, 12:50 PM   #12
Blacksen
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Dawnbringer
Things I've found through my experiences (currently hitting 4k dps consistently on Patchwerk with pretty piss-poor gear):

- Clipping DoT's, ANY DOT, is bad. A lot of warlocks stupidly think that the only DoT that shouldn't be clipped is Curse of Agony, because it's dmg scales with time. I've found that my DPS is usually higher just by letting every DoT take it's full course. Usually I'll be re-applying UA and Immolate once UA's timer hits about a second. It's purely due to the opportunity cost. You could take that 1.5 seconds to cast Siphon Life early, or you could get 60% through a shadow-bolt cast. Shadowbolt is usually better considering that the other DoT is going to deal dmg by doing nothing.


Optimal opening rotation
Shadow Bolt --> Trinket Haunt --> Shadow Bolt --> UA --> Immolate --> Corruption --> CoA --> Siphon Life --> Haunt

I've tested this out several several times. The key is to make sure that your projectiles have actually hit the boss before your DoT's get applied, and that the server has time to get both the Shadow Embrace stack AND the Haunt effect. This rotation will start applying DoT's when shadow embrace is up twice and haunt is up, and it won't let Haunt fall off either. Trinket should hit every spell.



25% optimal rotation:
- Cast Haunt --> Siphon Life --> UA --> Curse of Agony
- Cast Drain Soul for 1 tick
- Cast Haunt (if you're having trouble clipping DoT's, I just hit Haunt about a second after the CD is done)
- Cast Drain Soul for 3 ticks
- Cast Haunt --> Lifetap --> Unstable Affliction [note, you can wait a bit here to not clip the last tick. If you have a lot of Haste, it's probably worth clipping the last tick]
- Cast Haunt
- Cast Drain Soul for 3 ticks
- REPEAT

Time - CoA - UA  - SL - Haunt CD/Time Left
0       /     /      /       0/0        -- Start
1.5     /     /      /       6.5/10.5   -- Cast Haunt
3       /     /      30      5/9        -- Cast SL
4.5     /     18     28.5    3.5/7.5    -- Cast UA
6       28    16.5   27      2/6        -- Cast CoA
9*      25    13.5   24      0/3        -- Cast Drain Soul (1 tick)
10.5    23.5  12     22.5    8/12       -- Cast Haunt
19.5*   14.5  3      13.5    0/3        -- Cast Drain Soul (3 ticks)
21      13    1.5    12      8/12       -- Cast Haunt
24      10    18     9       5/9        -- Cast Lifetap --> UA
33      1     9      0       0/0        -- Cast Drain Soul (3 ticks)
Repeat - (Nightfall if it's up)
I know that haste changes this rotation. But really, the only thing it changes are Drain Soul ticks. With adequate haste, you can fit in another tick at the two * points. I personally have about 17% haste, and I hit the two asterix points for the drain souls.

And yes, I have it memorized.
"openner --> short drain --> haunt --> long drain --> haunt --> quick up --> long drain"

Last edited by Blacksen : 12/02/08 at 12:58 PM.
 
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Old 12/02/08, 1:40 PM   #13
Aeetes
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As far as key talents are concerned, i think Soul Siphon and Death's embrace are definitely important aspects to an affliction spec, these allow DS at 25% to tick upwards of 8k (i'm closing on 9 with roughly 2k SP). Personally, I also still find imp drain soul to be necessary, with decent tanks I'm riding about 70-80% threat, with the talent, and the way I see it, the lower you're threat, the better. Also, 5/5 ruin is not really that important, SB does come out as the highest damage dealing ability, but the points can be better spent, seeing as the bulk of aff lock's dmg is still from dots.

here is my current spec:
Talent Calculator - World of Warcraft

I find it works very well for entrance level raiding (I was easily topping naxx 10 against similarly geared dps), although certain points may need to be tweaked as gear improves, for example hit talents, or perhaps moving into 5/5 ruin as crit increases. Or DP...the fact that it doesn't take health is nice, but easily remedied by simply lifetapping just before refreshing haunt in order to catch the returning heal.
 
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Old 12/02/08, 1:44 PM   #14
 fallenman
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Originally Posted by Blacksen View Post
I've tested this out several several times. The key is to make sure that your projectiles have actually hit the boss before your DoT's get applied, and that the server has time to get both the Shadow Embrace stack AND the Haunt effect. This rotation will start applying DoT's when shadow embrace is up twice and haunt is up, and it won't let Haunt fall off either. Trinket should hit every spell.
This isn't accurate. There is no need to add a 2nd SB after the first SB and haunt. Unlike self buffs such as a trinket, DoTs will receive the benefit of any debuff added to a mob even if the debuff is added after the DoT was initially cast.

For example, go to a target dummy, and cast corruption. Let it tick twice, then cast a shadowbolt. As soon as the shadowbolt hits and the shadow embrace debuff is applied, all remaining corruption ticks will increase in damage from the shadow embrace debuff, so long as the debuff remains up. So, effectively, DoTs increase and decrease their damage "on the fly" dynamically with debuffs as they go on and off the target.


So, while you may cast SB, Haunt, and then say Corruption or CoA, the debuff of haunt and 2x SE will be up by the time the first tick of Corruption occurs, even if you had corruption up before Haunt actually landed on the target.
 
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Old 12/02/08, 2:00 PM   #15
Sidewalk
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Beaten to the punch

Last edited by Sidewalk : 12/02/08 at 2:04 PM. Reason: Removed .. beaten to the punch line
 
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Old 12/02/08, 2:26 PM   #16
SRneo
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Human Warlock
 
Medivh
This may have been answered in another thread and I apologize in advance if it has for my laziness. This may also be a stupid question, but I just want to make sure what I'm thinking is correct.

When your target is below 25% health and you begin to cast Drain Soul over Shadowbolt, is it essential to not let Haunt run it's full duration? Haunt has a 12 second effect as does Shadow Embrace. With the cast time of Haunt, you'll lose any accumulated Shadow Embrace stacks, assuming you let Haunt run it's full duration, correct? So would it be correct to basically cast Haunt every time the CD is up during the last 25%?
 
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Old 12/02/08, 2:34 PM   #17
taybul
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Cho'gall
Originally Posted by SRneo View Post
This may have been answered in another thread and I apologize in advance if it has for my laziness. This may also be a stupid question, but I just want to make sure what I'm thinking is correct.

When your target is below 25% health and you begin to cast Drain Soul over Shadowbolt, is it essential to not let Haunt run it's full duration? Haunt has a 12 second effect as does Shadow Embrace. With the cast time of Haunt, you'll lose any accumulated Shadow Embrace stacks, assuming you let Haunt run it's full duration, correct? So would it be correct to basically cast Haunt every time the CD is up during the last 25%?
Not only is it important to try to keep haunt up <25%, but also refresh your other dots as well because of Soul Siphon. For as much damage as DS does, it's worth adding a shadow bolt to maintain Embrace. Basically, continue keeping your rotation going (possibly with the exception of Immolate since it doesn't count towards Soul Siphon), but after the first bolt, switch to drain soul and repeat.

Last edited by taybul : 12/02/08 at 2:40 PM.
 
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Old 12/02/08, 2:46 PM   #18
 Maels
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Dethecus
My starting rotation is UA > Haunt > Corr > CoA > SL > bolt
UA then Haunt makes sure no second of Haunt is wasted, UA will benefit from it, corr applied soon as possible.No bolt for SE before dots. I'd rather have Corr up asap, -5% less for that tick, but it ticks earlier!
 
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Old 12/02/08, 3:58 PM   #19
PSGarak
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Hyjal
I suspect the DS thing is a common question so it should probably be added to the guide.

You do not need to let DS run its full 15-second duration. Do not treat it as a 15-second channel. Treat it as 5 3-second channels. I know we've drilled into your head previously never to interrupt a spellcast before, but that's because we were dealing with casted spells, not channeled spells. Shadowpriests already know, and we're finding out, that the reason you don't interrupt a casted spell is that you lose the *entire* cast, and there is no spell whose DPCT is worth it when you add a 0.5s deadtime to the beginning of it, which is basically what you're doing when you cancel (or wait for a duration/cooldown, which is the same thing). This logic does not apply to channeled spells, because if you cancel it early you still get some of the spell. Your mana efficiency goes down, but don't actually lose DPS or DPCT. With Drain Soul it's imperative to cut it as close as you can to the ticks, since three seconds between ticks is a long time (longer than shadowbolt). But remember, DS is only better than shadowbolt, not any other affliction spells in your rotation, so if you can interrupt it with no* damage loss you should.


*Ok fine, lifetap time. If you're a smart warlock you'll have tapped to full and be ready for 25%.

 
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Old 12/02/08, 4:15 PM   #20
ostoles
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Gnome Warlock
 
Cho'gall
Originally Posted by Namnalia View Post
Fel Armor: 150 Spelldamage
I am pretty sure this is actually 180 base +damage at level 80.
 
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Old 12/02/08, 4:58 PM   #21
Lothiron
Glass Joe
 
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Cairne
Originally Posted by ostoles View Post
I am pretty sure this is actually 180 base +damage at level 80.
It is. Fel Armor Rank 4 provides spell power equal to 180 base +30% of your spirit.

Fel Armor - Spell - World of Warcraft

If you're going to take the time to put up an 'informative' post, PLEASE at least make sure your information is correct!
 
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Old 12/03/08, 4:19 AM   #22
Namnalia
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Human Warlock
 
Destromath (EU)
Originally Posted by Lothiron View Post
It is. Fel Armor Rank 4 provides spell power equal to 180 base +30% of your spirit.

Fel Armor - Spell - World of Warcraft

If you're going to take the time to put up an 'informative' post, PLEASE at least make sure your information is correct!
Jup, my fault, changed it (and some other small things).

My next plan is to do the calculation of dps/dpct of all the spells used with the stats used above (and naxx10-stats and naxx-25-stats as well) and give a good estimation of "normal" dps. I can then easily derive the values of hit, spelldamage, crit and haste and start to rate equip and gems based on that (a little bit like the "Gearing your warlock" system from canadiangimp).
I'll also add some of the specs from the spec-discussion-thread.
 
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Old 12/03/08, 6:21 AM   #23
Kabale
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Shadowsong (EU)
MaxDPS.com - Affliction Warlock DPS Gear Rankings

Can be used as a rough guide on the pieces of interest to Affliction and Locks in general.
 
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Old 12/03/08, 7:48 AM   #24
dragon12
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Kilrogg (EU)
Originally Posted by Kabale View Post
MaxDPS.com - Affliction Warlock DPS Gear Rankings

Can be used as a rough guide on the pieces of interest to Affliction and Locks in general.
MaxDPS is generally a horribly inaccurate reflection of what gear/stats are good and bad. People would be much better off using the sim (and the spreadsheet when it's updated) to figure out their stat EPs. You can then use LootRank (I think?) to plug in the EPs and get recommended gear.

Stop thinking with your nuts and start thinking with the black and bitter ball of hatred buried in your chest
 
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Old 12/03/08, 8:25 AM   #25
Kabale
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Hence the "rough" part. I can imagine many people lack the interest/time/devotion to maintain a spreadsheet, so just to get a basic picture of what loot they should be aiming on acquiring, the MaxDPS list is sufficient. I'm just trying to prevent any future "whats best gear setup" spam followed by "use the spreadsheet".
 
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