Elitist Jerks
Register
Blogs
Urban Rivals
Forums
New Posts


Go Back   Elitist Jerks > Public Discussion > Class Mechanics > Warlocks
Elitist Jerks Login

gamerDNA Login

Welcome to Elitist Jerks
We're testing some new features on the site regarding OpenID registration and coordination with gamerDNA. If you experience any issues with registering an account, please take the time to fill out a report and send it to this e-mail address. We would appreciate any assistance you could provide in making sure everything is functioning as intended. Thanks!

If this is your first visit, please be sure to check out the FAQ and the forum rules. Users must register to post and new registrations are subject to a one day "mute" period to get acquainted with the community.

Reply
 
LinkBack (240) Thread Tools
Old 12/03/08, 6:27 AM   #26
Zephro
Piston Honda
 
Undead Warlock
 
<xW>
Neptulon (EU)
This may be a dumb question, but why use the Felhunter at all? I presume the only reason is that you can't rely on having a discipline priest? If you were just looking at it from a DPS point of view the Imp would seem a better choice. He's ranged and so easier to keep track of, he does more DPS than the Felhunter and his mana regen is so ludicrously high that if for some reason you do need to Dark Pact he can handle that just fine.
 
User is offline.
Reply With Quote
Old 12/03/08, 6:39 AM   #27
Espilfovi
Glass Joe
 
Human Warlock
 
Eonar (EU)
Imp vs Felhunter
Which makes it 334 dps vs 292 dps

edit: Got corrected below

That would mean an imp would probably do more dps, assuming he doesn't go oom. A fel hunter might be a better mana battery, but the usefulness of that deviates between fights. Also the imp doesn't have to be in melee range.

So in that case the imp will probably perform better.

Last edited by Espilfovi : 12/03/08 at 8:25 AM.
 
User is offline.
Reply With Quote
Old 12/03/08, 7:15 AM   #28
Zephro
Piston Honda
 
Undead Warlock
 
<xW>
Neptulon (EU)
Originally Posted by Espilfovi View Post
Because of the debuff he puts on the mobs Shadow Bite and dots are your main source of damage
I presume you're saying that Shadow Bite lets him outdps an imp?
 
User is offline.
Reply With Quote
Old 12/03/08, 8:17 AM   #29
BeerBelly
Von Kaiser
 
Human Warlock
 
Silvermoon (EU)
Originally Posted by Zephro View Post
I presume you're saying that Shadow Bite lets him outdps an imp?
I believe he understands the tooltip in a way that would mean the felhunter shadow biting increases dmg of your dots by 5%. Which isn't true. It means that for each dot, shadow bite does 5% more damage.
 
User is offline.
Reply With Quote
Old 12/03/08, 8:30 AM   #30
Affe
Glass Joe
 
Orc Warlock
 
Executus (EU)
I believe the 1% extra damage by periodic spells from a spellstone is not factored into the OP.
 
User is offline.
Reply With Quote
Old 12/03/08, 10:37 AM   #31
 fallenman
probably drunk
 
fallenman's Avatar
 
Gnome Warlock
 
Scilla
Originally Posted by Sidewalk View Post
A) #2 is definately one of the times where you don't want to "insta cast" before the tank has established aggro.

B) #3 is getting is not nearly as common as it used to be ... and hunters "running out in front" is even more rare.

#1 and #2 are actually quite common and #3 is becoming the rarity. At least in the 25 man content in LK. I might be spoiled by being in a good guild that tears through stuff :-).

Doing Naxx25 when I get home and I will try to count the number of times of each of the situations.
Let me know what you come up with for count. I do see Juised's point. This could also differ from guild to guild, since not everyone may pull a boss the same way or stand in the same place.

Originally Posted by PSGarak View Post
On the other hand, a casted shadowbolt has its threat front-loaded, while a DoT does no damage up front and a debuff Curse has very minimal threat. A shadowbolt can be casting while the tank is building threat, but a DoT can be cast safely literally as soon as the tank touches the mob. Which one gives a longer threat lead depends on how quickly your tank builds threat, but considering most tanks have long-range threat moves nowadays I think corruption is safer before shadowbolt is.
You can have a shadowbolt land as soon as the tank touches a mob. If not, then your tank isn't doing something correctly.

Originally Posted by kaib View Post
Wait, are you saying you start casting your sbolt before the tank has actually engaged? First of all in most encounters that's just simply impossible. Usually you have to run in or the boss gets MDed to the tank but does not conveniently wait within your fairly small sbolt range so you can open perfectly.

Additionally casting a sbolt before the tank has actually hit the mob is just wrong and asking for trouble. Even if there's a MD up, if the tank gets a miss and the MD does not crit while your sbolt does crit, you will be screwed. Applying a dot however won't ever be any trouble. I don't see a reason at all to cast sbolt before at least corr, UA and haunt are applied. Starting off your rotation with your least effective dps spell just to proc a 5% dot increase while there are actually 0 dots up sounds fairly flawed to me.

I generally start of with UA as a cast time spell is preferrable in case the tank does get some freak accident miss series. So it usually goes like UA, Corr, Haunt, CoA, Sbolt, SL, Immol and then whatever the timers tell me to do.
As I mentioned, Juised does have a point, but the question is how often is each scenario applied. However, I do not agree with your assertion that shadowbolt is the least effective dps spell. If you can provide me with some data or evidence to suggest that casting shadowbolt first is somehow less dps, I'd definitely take a 2nd look.

Originally Posted by Zephro View Post
This may be a dumb question, but why use the Felhunter at all? I presume the only reason is that you can't rely on having a discipline priest? If you were just looking at it from a DPS point of view the Imp would seem a better choice. He's ranged and so easier to keep track of, he does more DPS than the Felhunter and his mana regen is so ludicrously high that if for some reason you do need to Dark Pact he can handle that just fine.
There's a big caveat with this. Technically, the felhunter is actually more dps. On beta we were seeing him do 100+ more dps than the imp for affliction builds. However, currently both pets are bugged. The imp's mana regen is 2-3 times higher than it should be while casting or in combat. So, the imp never goes OOM. But if I recall, on beta he'd go OOM for an afflock after about 3-3.5 minutes.

Also, the felhunter currently bugs out and stops attacking randomly during fights. So it makes it look like he's doing less dps than he really should be.


So, for now, yes use the imp. But both bugs have been reported, so I would assume that the felhunter will reclaim his throne once the bugs are fixed. I will edit my guide to indicate this.

Last edited by fallenman : 12/03/08 at 10:44 AM.
 
User is offline.
Reply With Quote
Old 12/03/08, 11:37 AM   #32
 Melbuframa
King of the Winglies
 
Melbuframa's Avatar
 
Orc Warlock
 
Ner'zhul
Originally Posted by Sidewalk View Post
A) #2 is definately one of the times where you don't want to "insta cast" before the tank has established aggro.

B) #3 is getting is not nearly as common as it used to be ... and hunters "running out in front" is even more rare.

#1 and #2 are actually quite common and #3 is becoming the rarity. At least in the 25 man content in LK. I might be spoiled by being in a good guild that tears through stuff :-).

Doing Naxx25 when I get home and I will try to count the number of times of each of the situations.
I did this for us last night ill break it down by wing


Spider:
Anub - #2 - Personally I toss instants as we run in and then do Sb-Hnt-US-Immo and go from there, dealing with adds/spiders here really borks any real rotation
Widdow - #1 - I precast SB
Mex - #1 Precast

Plague
Noth - Same as Anub #2
Heigen - #2
Loatheb - #2 or 3 i precast anyway

Abomb
Patch - #1+#3 Precast
Glob - #2, this could be#1 depending on how you do the pull however
Gluth - #2 - I put up instants as he is being pulled back to the door
Thaddius - this is#1 but you can’t cast before he becomes active so there is a delay to it

DK
Instructer - #1
Gothik - #2
4H - #2

Saph - #2
KT - #1

Funny thing is that with #2 I always toss instants are we run into position and I never have issues with agro as long as the tank hits it once. We do however MD out of habit on basically every boss, so as we run in and the tank gets it MDs are going off so #2 and #3 are kind of the same for us on many fights.
 
User is offline.
Reply With Quote
Old 12/03/08, 1:31 PM   #33
DiamondTear
Piston Honda
 
DiamondTear's Avatar
 
Blood Elf Paladin
 
Lightning's Blade (EU)
Originally Posted by Beilsibob View Post
Last thing. I was looking at the numbers for other possible fillers and it made me realize, if you 3 seconds of filler, when the mob is below 25% health, that drain soul has the potential to do more DPCT than shadowbolt, especially because it's listed as periodic damage I believe it to be effected by Haunt and Shadow Embrace. Let me explain.
I have actually tested this. Drain Soul only benefits from SE and Haunt via Soul Siphon.

Originally Posted by fallenman View Post
You can have a shadowbolt land as soon as the tank touches a mob. If not, then your tank isn't doing something correctly.
If that is true, wouldn't it be reasonable to assume that the tank would be able to grab the mob before it reaches you even if you pulled it with corruption?
 
User is offline.
Reply With Quote
Old 12/03/08, 3:35 PM   #34
 fallenman
probably drunk
 
fallenman's Avatar
 
Gnome Warlock
 
Scilla
Originally Posted by DiamondTear View Post
If that is true, wouldn't it be reasonable to assume that the tank would be able to grab the mob before it reaches you even if you pulled it with corruption?
If the tank is expecting that the boss is going to suddenly change directions and go to someone else before him, or if you are standing with the tank directly between you and the boss, then sure.
 
User is offline.
Reply With Quote
Old 12/03/08, 5:03 PM   #35
dagee
Glass Joe
 
Blood Elf Rogue
 
Laughing Skull
Question in regards to initial rotation: Ignoring the question of should sb be cast first I am curious as to why corruption is being so late in your intial cast sequence. Using the number provided corruption has the second hight DPCT behind Coa. So why not cast it earlier in your rotation before UA and Immolate. For my own rotation I tend to go sb > haunt > corruption > UA > Coa > SL. That way I keep up corruption as long as I can (obviously we are not talking a lot of extra damage here I am just curious as to why the standard rotation has corruption being cast so late).
 
User is offline.
Reply With Quote
Old 12/03/08, 6:14 PM   #36
Sidewalk
Von Kaiser
 
Undead Warlock
 
Tichondrius
Originally Posted by fallenman View Post
Let me know what you come up with for count. I do see Juised's point. This could also differ from guild to guild, since not everyone may pull a boss the same way or stand in the same place.
I didn't do my count last night :-(. We did do a full Naxx25 clear and I pulled a measly 4118dps on PW (3'28'' fight) ... but did get Plagueheart Head / Chest so that will help a ton!

I was paying more attention though and I think there were only 3ish fights where once I was in range of the boss, I had to keep running to get into position (casting instants while still moving) and about that many where the boss either came to us, or was pulled to us. The Majority were more moving till in range of the boss, then opening up (and the majority of those the warrior ran into position and MD's followed).

So how many of those I actually precast before the tank had 5k+ threat I am not sure and thinking further about it, I am not sure it matters much in the current content cause it's so easy.
 
User is offline.
Reply With Quote
Old 12/04/08, 9:32 AM   #37
Scarsoul
Glass Joe
 
Undead Warlock
 
Undermine
Originally Posted by Juised View Post
Sorry to take this slightly off topic, but back to my original question, what do you mean by starting your first shadowbolt at t = -2? I can't really think of too many situations where you would be able to shadowbolt before being able to cast corruption. On the vast majority of boss fights, you're not going to be able to start in range of the boss so you can begin a shadowbolt before the tank has hit the boss. Most fights you're either going to be running in, or the encounter will start with a Misdirect ect. So how exactly are you casting a shadowbolt before you'd be able to cast corruption? Confused.
On another note, hitting a boss with a Shadowbolt .5 seconds after the tank has picked it up is probably not a great idea.

Yea, I gotta go with a dot opener; CoA, haunt, SB, corrupt, UA......( whatever flavor you perfer)
Thou our tank generates some real nice threat a SB may not pull the mob but a crit SB surely may.
 
User is offline.
Reply With Quote
Old 12/04/08, 10:40 AM   #38
 fallenman
probably drunk
 
fallenman's Avatar
 
Gnome Warlock
 
Scilla
Originally Posted by Melbuframa View Post
I did this for us last night ill break it down by wing


Spider:
Anub - #2 - Personally I toss instants as we run in and then do Sb-Hnt-US-Immo and go from there, dealing with adds/spiders here really borks any real rotation
Widdow - #1 - I precast SB
Mex - #1 Precast

Plague
Noth - Same as Anub #2
Heigen - #2
Loatheb - #2 or 3 i precast anyway

Abomb
Patch - #1+#3 Precast
Glob - #2, this could be#1 depending on how you do the pull however
Gluth - #2 - I put up instants as he is being pulled back to the door
Thaddius - this is#1 but you can’t cast before he becomes active so there is a delay to it

DK
Instructer - #1
Gothik - #2
4H - #2

Saph - #2
KT - #1

Funny thing is that with #2 I always toss instants are we run into position and I never have issues with agro as long as the tank hits it once. We do however MD out of habit on basically every boss, so as we run in and the tank gets it MDs are going off so #2 and #3 are kind of the same for us on many fights.
Thanks for compiling this. I think I might make some changes to the guide accordinly, as I think it's apparent a "one size fits all" approach doesn't work.
 
User is offline.
Reply With Quote
Old 12/04/08, 1:00 PM   #39
oldlockwam
Glass Joe
 
Gnome Warlock
 
Kargath
This is probably somewhat redundant to Melbuframa's post, but in the generic case, if a tank pulls with a ranged attack you should wait to cast SB, and once a tank has hit the mob with a melee ability, you're golden.

Ranged: SB will out-threat a shooting (warrior) without question. A SB crit will probably out-threat non-crit Throw Weapon (warrior), Avenger's Shield (paladin), Icy Touch (Death Knight), Faerie Fire (Druid) and could out-threat crits of those (FF can't crit obviously FF~=1500 threat). Similarly, a SB crit could outthreat your hunter's misdirect or rogue's Tricks of the Trade.

Melee: SB will never out-threat a Druid's opening maul/mangle, warrior's shield slam & devastate, paladin's shield of righteousness, and a DK's autoswing/plague string following Icy Touch.

I asked some tanks in my guild forums about this. Here are some responses

Originally Posted by Death Knight
In a single target situation:
My initial ranged pull (Icy Touch) on Starseed pulls ~1500 threat. As soon as the mob hits melee range though you can assume I will autoswing and plague strike for an additional 2k threat. If I have already dodged or parried (which happens all the time) my autoswing gets replaced by a rune strike for a total of 4k *additional* threat.

The most frequent cause of me losing aggro in these situations thus far has been either a hunter pet or warrior charge stunning the mob which means I have to run in. During that interval, bad stuff (TM) can happen. I suppose you could land a SB in that same situation. Your best choice seems to be timing your SB to land immediately after the mob gets to melee range.
Originally Posted by Druid
Ah, some actual numbers now that WWS is up. I looked at Anub (first boss) as he's pretty basic and I was switching to Cat for some other fights. I figure he'll give a reasonably representative result for raid buffed values for a Bear.

Mind you I have crap gear at the moment, but at least this gives you a baseline:
-Mangle on average hit for 1,505
-Maul on average hit for 1,830

Note that Maul gets a 30% buff if the target has the Mangle debuff, and a 20% buff if the target is bleeding. So on an initial pull the Maul could hit for a lot less.

I'd guess you can count on about 5K threat in the initial burst. (2,000 threat from Mangle, 2,000 threat from Maul, 1,000 threat from FF). It could easily be a lot more if I get some crits and the debuffs all get up quickly. But I'd say 5K is more reliable. It'd take a lot of missing to be less than that.

As with Starseed's answer, this does rely that the mob gets into melee range and it's based on me working on a single target.
In the end I don't think it matters too much though. We're talking about 2-3 seconds of damage of a 6-10 minute fight. It's safer and more convenient to start with a corr/CoA (cast instants while running into position after your tank has pulled with range) but higher DPS to start with a SB/Haunt when you're standing still. The potential for disaster is pretty high if your SB hits in between the ranged attack and the melee attack, but corr/CoA pose no risk. If you pull threat and die this way (or worse, wipe the raid by mispositioning the boss), your cries of "but EJ said this was maximized DPS!" won't stand up to "dude, you couldn't wait 2 seconds?"
 
User is offline.
Reply With Quote
Old 12/04/08, 2:35 PM   #40
Darkstarrz
Von Kaiser
 
Undead Warlock
 
Ner'zhul
Has anyone noticed that Immolate gets resisted a vast amount of the time? I just started raiding as affliction yesterday and out of all my spells Immolate is the only one that happens to get resisted. Is there a reasoning for this? I am just below hit cap even have a point in cataclysm for an extra percent. Our raids also consist of an Imp FF Boomkin and a SP for the 3% additional hit for spells.
I have found my dps to exceed immensly, the only issue is the cluttered dot rotations that I need to keep track of durring the course of each encounter. It will be nice when Blizzard decides to cut locks some slack, buff us, and ease down on our affliction rotations. Even one dot less to worry about would increase some clarity on the congested rotations that affliction seems to offer us at the moment.
 
User is offline.
Reply With Quote
Old 12/04/08, 2:42 PM   #41
 Melbuframa
King of the Winglies
 
Melbuframa's Avatar
 
Orc Warlock
 
Ner'zhul
Originally Posted by Darkstarrz View Post
Has anyone noticed that Immolate gets resisted a vast amount of the time? I just started raiding as affliction yesterday and out of all my spells Immolate is the only one that happens to get resisted. Is there a reasoning for this? I am just below hit cap even have a point in cataclysm for an extra percent. Our raids also consist of an Imp FF Boomkin and a SP for the 3% additional hit for spells.
I have found my dps to exceed immensly, the only issue is the cluttered dot rotations that I need to keep track of durring the course of each encounter. It will be nice when Blizzard decides to cut locks some slack, buff us, and ease down on our affliction rotations. Even one dot less to worry about would increase some clarity on the congested rotations that affliction seems to offer us at the moment.
Its not actually resisting, it just fails. I’ve tested this being at 400+ hit in a raid with +hit talents, it still happens. There have been other posts on this as well, basically it’s concluded that you can’t clip immolate at all or it will just fail.

Happens as all specs not just aff.
 
User is offline.
Reply With Quote
Old 12/04/08, 4:07 PM   #42
Blacksen
Banned
 
Human Warlock
 
Onyxia
Originally Posted by Espilfovi View Post
Imp vs Felhunter
Which makes it 334 dps vs 292 dps

One little oversight here is in your Felhunter's Aura. The aura does give spirit, and while many guilds have an improved divine spirit priest, many do not. If you don't have the luxury of an imp d.s. priest, the felhunter will bring significantly more utility to the raid in terms of DPS, and it should make up that 42 dps that it's lagging behind in the 20 spell power that it gives to you.
 
User is offline.
Reply With Quote
Old 12/04/08, 4:55 PM   #43
Nicarras
Piston Honda
 
Undead Warlock
 
Scilla
I've also found on most fights that if we do not have an IDS priest, and my felhunter has a chance to die...then I end up leaving him on passive and just ensuring everyone keeps FI.

Managing a pet with 8k health is stupid.
 
User is offline.
Reply With Quote
Old 12/05/08, 12:37 AM   #44
Aeetes
Glass Joe
 
Orc Warlock
 
Executus
So I did a little work with the boss target dummy, and after a long while of straight rotation with minimal mistakes, I've come to the conclusion that if lifetap is thrown into your rotation just before haunt is refreshed, you can maintain dsp indefinitely, without ever running oom. In fact, I never went below 90% mana. The drawback is slightly reduced dps, meaning it's impractical to lifetap EVERY time...but I think it's safe to conclude that with a lifetap thrown in every 3, maybe 4 rotations, its almost as if afflocks dont even have mana anymore. As a longtime affliction lock (I raided fairly successfully with it before 3.0), I am very pleased with the changes blizz made, allowing aff not only to top charts and secure a place as conceivably the strongest range dps to be had, but also to all out dps for as long as a boss fight cares to go.
 
User is offline.
Reply With Quote
Old 12/05/08, 4:14 AM   #45
 dragon12
Likes gnomes
 
dragon12's Avatar
 
Gnome Warlock
 
Turalyon (EU)
Originally Posted by Aeetes View Post
So I did a little work with the boss target dummy, and after a long while of straight rotation with minimal mistakes, I've come to the conclusion that if lifetap is thrown into your rotation just before haunt is refreshed, you can maintain dsp indefinitely, without ever running oom. In fact, I never went below 90% mana. The drawback is slightly reduced dps, meaning it's impractical to lifetap EVERY time...but I think it's safe to conclude that with a lifetap thrown in every 3, maybe 4 rotations, its almost as if afflocks dont even have mana anymore. As a longtime affliction lock (I raided fairly successfully with it before 3.0), I am very pleased with the changes blizz made, allowing aff not only to top charts and secure a place as conceivably the strongest range dps to be had, but also to all out dps for as long as a boss fight cares to go.
This isn't anything new - affliction locks could go forever in TBC as well. And in a raid, so can any other warlock spec.

Stop thinking with your nuts and start thinking with the black and bitter ball of hatred buried in your chest
 
User is offline.
Reply With Quote
Old 12/05/08, 5:11 AM   #46
leino
Glass Joe
 
Human Warlock
 
Vek'nilash (EU)
I found it easier to macro a few dots to keep up my rotation since 2 of them have the same duration anyways (glyphed CoA).

cDoT:
/castsequence reset=5 Unstable Affliction, Immolate

iDoT
/castsequence reset=5 Curse of Agony, Siphon Life

It's logical that you need to be hitcapped for this to work otherwise you'll be missing dots and clipping others.
 
User is offline.
Reply With Quote
Old 12/05/08, 5:20 AM   #47
 dragon12
Likes gnomes
 
dragon12's Avatar
 
Gnome Warlock
 
Turalyon (EU)
Originally Posted by leino View Post
I found it easier to macro a few dots to keep up my rotation since 2 of them have the same duration anyways (glyphed CoA).

cDoT:
/castsequence reset=5 Unstable Affliction, Immolate

iDoT
/castsequence reset=5 Curse of Agony, Siphon Life

It's logical that you need to be hitcapped for this to work otherwise you'll be missing dots and clipping others.
Siphon Life lasts two seconds longer than glyphed CoA so you'll always clip the last tick.

Stop thinking with your nuts and start thinking with the black and bitter ball of hatred buried in your chest
 
User is offline.
Reply With Quote
Old 12/05/08, 5:51 AM   #48
caje
Glass Joe
 
caje's Avatar
 
Orc Warlock
 
Ravencrest (EU)
Everlasting Affliction

Originally Posted by fallenman View Post
Corruption:
1080 base damage + ((120% coefficient + 36% empowered corruption + 30% everlasting affliction) * 2000) =
1080 + (1.86 * 2000) = 4800 base damage.
Modifiers:
4800 * (10% improved corruption + 15% shadow mastery + 5% contagion) * 3% malediction * 13% earth and moon * 3% sanctified retribution (ret pally) * 20% haunt * 10% shadow embrace =
4800 * 1.30 * 1.03 * 1.13 * 1.03 * 1.20 * 1.10 = 9874 modified damage.
Pandemic: 9874 * 1.22 = 12046
12046 / 1.5 second GCD = 8031DPCT

Siphon Life:

810 base damage + ((100% coefficient + 50% everlasting affliction) * 2000) =
810 + (1.50 * 2000) = 3810 base damage.
Modifiers:
3810 * 15% shadow mastery * 3% malediction * 13% earth and moon * 3% sanctified retribution (ret pally) * 20% haunt * 10% shadow embrace =
3810 * 1.15 * 1.03 * 1.13 * 1.03 * 1.20 * 1.10 = 6933 modified damage.
6933 / 1.5 second GCD = 4622DPCT

Unstable Affliction:
1150 base damage + ((100% coefficient + 25% everlasting affliction) * 2000) =
1150 + (1.25 * 2000) = 3650 base damage.
Modifiers:
3650 * 15% shadow mastery * 3% malediction * 13% earth and moon * 3% sanctified retribution (ret pally) * 20% haunt * 10% shadow embrace =
3650 * 1.15 * 1.03 * 1.13 * 1.03 * 1.20 * 1.10 = 6642 modified damage.
Pandemic = 6642 * 1.22 = 8103
8103 / 1.5 second GCD = 5402DPCT
I bolded everlasting afflictions from calculations.

Can you tell me how did you get these numbers? I have hard time to figure where did you get these numbers but I might be missing something basic stuff or missed some information about Everlasting Afflictions. Shouldn't that be pure +5% coefficient boost from 5/5 talent to each spell?

I checked Wowwiki
Everlasting Affliction adds an additional 1% of your spell damage bonus per point to each tick (overall 6% bonus per point). Maxing out these two talents will increase the overall spell power coefficient to 120% base + 36% Empowered Corruption + 30% Everlasting Affliction = 186% total.
Is this information really accurate? Atleast Namnalia used pure +5% increase (bolded) from the talent in hes thread.

Originally Posted by Namnalia View Post
Spell power coefficients:
1.2 Base Coefficient
+0.36 (Empowered Corruption)
+0.05 (Everlasting Affliction)
+0.05 (Contagion)
Can someone clarify how this really works and if there is some kind of error in Namnalia's or Fallenman's posts, please fix it. Atleast in my eyes, different numbers are used here and it is a bit missleading.

Edit:
I checked Wowhead, Blizzards us and eu talent calculators and my own armory. There really are different numbers in EA's description and I can't log from work so I can't check what it is in game. But still... where those 30%, 50% and 25% comes from?

Edit2:

Cheked description ingame and it says 5%.

Last edited by caje : 12/05/08 at 8:17 AM. Reason: 5% or 20%?
 
User is offline.
Reply With Quote
Old 12/05/08, 6:02 AM   #49
tusaki
Glass Joe
 
Gnome Warlock
 
Outland (EU)
Another thing I didn't see mentioned in this is the 4 piece setbonus of the T7/T7.5 Set [Valorous Plagueheart Gloves].

Would it be beneficial to lifetap every 10 seconds to keep the +90 spelldamage? or to even open with a lifetap? I tend to forget it during a fight because i have to watch all the dots anyway, but if timed perfectly (maybe always before recasting haunt or something) its a pretty significant buf. ofcourse, its more GCDs which could be used for more shadowbolts, so what is the tradeoff?
 
User is offline.
Reply With Quote
Old 12/05/08, 11:02 AM   #50
 fallenman
probably drunk
 
fallenman's Avatar
 
Gnome Warlock
 
Scilla
Originally Posted by caje View Post
I bolded everlasting afflictions from calculations.

Can you tell me how did you get these numbers? I have hard time to figure where did you get these numbers but I might be missing something basic stuff or missed some information about Everlasting Afflictions. Shouldn't that be pure +5% coefficient boost from 5/5 talent to each spell?

I checked Wowwiki Is this information really accurate? Atleast Namnalia used pure +5% increase (bolded) from the talent in hes thread.



Can someone clarify how this really works and if there is some kind of error in Namnalia's or Fallenman's posts, please fix it. Atleast in my eyes, different numbers are used here and it is a bit missleading.

Edit:
I checked Wowhead, Blizzards us and eu talent calculators and my own armory. There really are different numbers in EA's description and I can't log from work so I can't check what it is in game. But still... where those 30%, 50% and 25% comes from?

Edit2:

Cheked description ingame and it says 5%.
The tooltip was changed to current form because it caused confusion. We have tested this talent thoroughly, and Vux made a post on the WoW warlock forums with all of the information laid out in a great informational guide. It provides a 5% increase for each tick the DoT has. So, in the case of corruption, it's 5% * 6 ticks, so 30%. It absolutely works this way.

I'll repost some of Vux's information here:

World of Warcraft - English (NA) Forums -> [LK] Guide to Affliction [LONG]




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


* Corruption

o Base Damage:
900 total damage

o 1377 Spellpower
772, 772, 772, 772, 773, 773 = 4634 total damage

o Theoretical Formula to Match Results
Derivation:
(900 + 1377*1.56) * 1.30 * 1.03 + (1377*.05*6) * 1.30 * 1.03 = 4634.57358 (Add EA damage)
(900 + 1377*1.56 + 1377*.05*6) * 1.30 * 1.03 = 4634.57358 (Bring inside parentheses)
(900 + 1377*1.56 + 1377*.3) * 1.30 * 1.03 = 4634.57358 (Multiply .05*6)
(900 + 1377*1.86) * 1.30 * 1.03 = 4634.57358 (Final Sum of Total Spellpower Coefficient)

Final:
(900 + 1377*1.86) * 1.30 * 1.03 = 4634.57358

o Conclusion(s):
Everlasting Affliction gives 5% Spellpower to each tick, for a total of 30% extra damage from Spellpower (6 ticks).
Everlasting Affliction occurs before Improved Corruption, Shadow Mastery, Contagion and Malediction.
Everlasting Affliction yields a total Spellpower coefficient of 186% for Corruption.

* Unstable Affliction

o Base Damage:
875 total damage

o 1377 Spellpower
615, 615, 615, 615, 616 = 3076 total damage

o Theoretical Formula to Match Results
Derivation:
(875 + 1377) * 1.15 * 1.03 + (1377*.05*5) * 1.15 * 1.03 = 3075.258125 (Add EA damage)
(875 + 1377 + 1377*.05*5) * 1.15 * 1.03 = 3075.258125 (Bring inside parentheses)
(875 + 1377 + 1377*.25) * 1.15 * 1.03 = 3075.258125 (Multiply .05*5)
(875 + 1377*1.25) * 1.15 * 1.03 = 3075.258125 (Final Sum of Total Spellpower Coefficient)

Final:
(875 + 1377*1.25) * 1.15 * 1.03 = 3075.258125

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

* Siphon Life

o Base Damage:
630 total damage

o 1377 Spellpower
319, 319, 319, 319, 319, 320, 320, 320, 320, 320 = 3195 total damage

o Theoretical Formula to Match Results
Derivation:
(630 + 1377) * 1.15 * 1.03 + (1377*.05*10) * 1.15 * 1.03 = 3192.81975 (Add EA damage)
(630 + 1377 + 1377*.05*10) * 1.15 * 1.03 = 3192.81975 (Bring inside parentheses)
(630 + 1377 + 1377*.50) * 1.15 * 1.03= 3192.81975 (Multiply .05*10)
(630 + 1377*1.50) * 1.15 * 1.03 = 3192.81975 (Final Sum of Total Spellpower Coefficient)

Final:
(630 + 1377*1.50) * 1.15 * 1.03 = 3192.81975

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

Go Back   Elitist Jerks > Public Discussion > Class Mechanics > Warlocks

Thread Tools


Similar Threads
Thread Thread Starter Forum Replies Last Post
[Elemental] Rotations Binkenstein Shamans 482 06/29/09 2:20 PM
better rotations for drums/bloodlusts Malan User Interface and AddOns 35 09/03/08 11:16 PM
Best gear attainable by a non-raiding affliction warlock ? Nitz Class Mechanics 5 04/30/07 6:08 PM
on-use trinket rotations Jo Public Discussion 14 03/20/07 12:35 AM
Raid spot rotations Cindarr Public Discussion 54 11/11/06 8:06 AM