Originally Posted by Manny
Has anyone done the math to see if [Dying Curse] yields a higher net dps over [Living Flame] because of the shorter internal cooldown, assuming one would be at or over hit cap using either?
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Dying Curse:
10(Duration)/45(Minimum CD) = .222222
.222222 * 765 = 170 effective SP increase
Living Flame:
20 / 120 = .166666
.166666 * 505 = 84 effective SP increase
This assumes Dying Curse procs every time it's CD is up, which it doesn't. It only has a 15% proc rate. So, lets use some VERY rough probability:
100% / 15 = 6.6667 <---- This is the number of casts that (roughly) need to be thrown to get a proc.
With my haste, Incinerate is 1.7 seconds.
6.6667 * 1.7 = 12 seconds of casting including a small amount of lag
Dying Curse:
10(Duration)/57(rough CD) = .175438
.175438 * 765 = 134 effective SP increase
Dying curse is better, assuming you're hit capped either way.
Here's the big wrench though. Living Flame is a use trinket. You know you can use it on the most effective part of your rotation, where as the Dying Curse can proc at the worst time, say, right before you have to move, or there's a phase change and 0 DPS is being done. For destro, lets say, you can get 2 immolates, and a curse of doom into every trinket cool down of the living flame. This provides a huge boost to conflag too. Or, you could save it for the burn down of XT's heart, etc, etc. In conclusion, I'd weigh the Dying Curse more on tank n spank fights, where I'd use the Living Flame on burn down, high movement, and presicion fights ... aka Ulduar.