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Old 05/20/09, 12:53 PM   #1531
Gerian
Banned
 
Human Warlock
 
Arthas
I would think the effect of 1/2 Improved Soul Leech would be dependent on how much replenishment your raid currently has. If you're in a 25 man that is rich with replenishment I could see 1/2 being sensible to pick up the remaining 5% threat reduction. Uptime with 1/2 ISL is down to like 68% +/- depending on RNG so if replenishment uptime is a big concern to you (namely in 10 mans if you're the only one bringing it) I could see it being more feasible to drop 1 point from backlash.

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Old 05/20/09, 2:40 PM   #1532
ithecho84
10bux
 
Tauren Druid
 
Maelstrom
Originally Posted by Gerian View Post
I would think the effect of 1/2 Improved Soul Leech would be dependent on how much replenishment your raid currently has. If you're in a 25 man that is rich with replenishment I could see 1/2 being sensible to pick up the remaining 5% threat reduction. Uptime with 1/2 ISL is down to like 68% +/- depending on RNG so if replenishment uptime is a big concern to you (namely in 10 mans if you're the only one bringing it) I could see it being more feasible to drop 1 point from backlash.
I think the extra 1% of maximum mana returned from the additional point into Improved Soul Leech is what makes it viable to drop Glyph of Life Tap. If the current thinking that because ISL makes life tap less valuable so it is better to glyph for Conflag, Immo, and Incinerate, having the second point in ISL is pretty pivotal. This is under the assumption that you are in close to BiS gear and that you are a 0/13/58 build.


Originally Posted by Expiration View Post
Sorry if this question seems totally noobish, but wanted to get your feedback now that the changes are live. With only a couple of pieces of Ulduar/T8 gear, would you recommend going 0/13/58 now or sticking with 3/13/55 until obtaining more? Or a simpler way to phrase it would be at what point in gear would you feel the switch would be best...if there's even a need to wait at all?
This is subject to more capable theorycrafting, but it's probably dependent on the quality of hit gear you have. If you don't take a big hit in offensive stats and are able to make up the 3% hit, then 0/13/58 would be better. However, seeing as you only have a couple pieces of Ulduar gear, you'd probably be better off with a 3/13/55. The two specs are simulated at being about 100 dps apart from each other in similar gear so I don't think there's a pressing need to switch as soon as possible.

Last edited by ithecho84 : 05/20/09 at 2:47 PM.

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Old 05/20/09, 8:47 PM   #1533
32103940
Banned
 
Dwarf Hunter
 
Alexstrasza
1. ISL is not merely for replenishment. There is a mana proc that makes it valuable.

2. Remember that regular spellstone/firestones provide only a token amount of rating. You dont have master conjuror anymore. The comparison now is between dot dmg boost or dd dmg boost.

3. Dummy dps is useless information. For one, people dont state the specifics of their situation when providing a dummy dps scenario. Secondly, specs behave differently when exposed to raid buffs. Because of scalability, a certain spec can be dominant in a 10 player scenario while being overtaken by another high scaling although slow starting spec. Thirdly stating your achieved dps in a certain ulduar fight for that matter is also useless information without providing critical variables like fight length, gear choice, buff availability, presence of adds etc.

4. 13/58 being top is only due to its superior scalability compared to 40/30+1 variants because the latter specs are saturated with stats from master conjuror and demonic knowledge. At this point in your gear, demo or deep destro are so close that it would be up to your preference and each spec's compliance with certain encounters which will determine whats best for you. for eg, XT fights are mostly stationary which would favor decimation 1:1 weaving, whereas the constant switch in and out of heart phase disrupts your ability to use CoD with 13/58. Hodir fights favor 13/58 because you will constantly be in performance-enhancing buffs that your pet will not get, thus for roughly equal dps specs, the one less reliant on pet dps will scale much better in accordance with these buffs.

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Old 05/20/09, 9:14 PM   #1534
Burberri
Piston Honda
 
Orc Warlock
 
<G2>
Silvermoon
XT you would favor Decimation? I don't think so. How much of the fight is below 35%? like none of it. You come out of the 2nd heart phase in the high 20s, and out of the 3rd heart phase in the mid singles. And you get maybe 5-8 seconds below 35% on the heart before you have to deal with adds.

That being said I am actually curious as to which specs top out which fights. Simcraft is nice and all, but ulduar fights are so far off patchwerk that its value is not very useful. I think fight length and gear are important indicators but the assumption in 25-man should be that all buffs are covered.

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Old 05/21/09, 2:09 AM   #1535
 Zakalwe
The Chairmaker
 
Orc Warlock
 
Balnazzar
If we're really going to go this off-topic, I could point out that 0/13/58 is OP for XT hard-mode.

But no, please, let's keep it on topic. I'm having trouble finding a single post on the last few pages that belongs here and not in the general PvE thread.

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Old 05/21/09, 12:04 PM   #1536
Snidelyw
Von Kaiser
 
Gnome Warlock
 
Proudmoore
Originally Posted by Zakalwe View Post
Actually, Warlocomotif is right, life tapping for the glyph buff would not be worth it if you did not need the mana, at least not for all specs. This is easily verified with a couple of simcraft runs with infinite_mana=1. The only exception (as far as I can tell, without having tried all combinations) is for affliction locks with 4-piece T7, the explanation for which is probably a combination of their high spell power scaling and their relatively "cheap" GCDs.

The reason you see the various profiles not running out of mana in simcraft charts is precisely because they're life tapping more than needed. If we didn't make them life tap for the buff, they'd run out of mana - in other words, their GCDs spent life tapping are not all wasted.

I really don't know where the "life tap every 20 seconds no matter what" idea came from - sure, the simcraft profiles do so, but only because it was the best of several "easy" strategies to implement in the simcraft code. I think the theoretically optimal strategy is not to life tap every 20 seconds for the buff, but rather to spread your life taps equally out across the length of the fight, timing it so you're exactly OOM at time_to_die=0. Implementing this strategy in simcraft is a bit of a challenge, but I'll try it as soon as I have some time on my hands.
Are the profiles that are currently modelled to life tap every 20 seconds for the buff the ones that have "/life_tap,glyph=1/" on the far left after "actions+="? If you figure out a better way to model it like you mentioned, would that reduce the spirit scaling value considerably for those specs?

I was kind of surprised to see that deep affliction, 53_00_18, did not have "/life_tap,glyph=1/" in the profile. Does that mean it is modelled to nuke until oom, then just life tap as necessary?

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Old 05/21/09, 2:12 PM   #1537
nuibank
Von Kaiser
 
nuibank's Avatar
 
Blood Elf Warlock
 
Sen'jin
Originally Posted by Snidelyw View Post
Are the profiles that are currently modelled to life tap every 20 seconds for the buff the ones that have "/life_tap,glyph=1/" on the far left after "actions+="? If you figure out a better way to model it like you mentioned, would that reduce the spirit scaling value considerably for those specs?

I was kind of surprised to see that deep affliction, 53_00_18, did not have "/life_tap,glyph=1/" in the profile. Does that mean it is modelled to nuke until oom, then just life tap as necessary?
All specs should only be lifetapping when necessary, not for the buff.

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Old 05/21/09, 2:24 PM   #1538
Dragones
Glass Joe
 
Human Warlock
 
Winterhoof
Originally Posted by nuibank View Post
All specs should only be lifetapping when necessary, not for the buff.
A lot of the specs actually get a dps increase to lifetap just to keep the buff up even if you dont need the mana.

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Old 05/21/09, 2:44 PM   #1539
Razumikhin
Glass Joe
 
Human Warlock
 
Moonrunner
Originally Posted by Dragones View Post
A lot of the specs actually get a dps increase to lifetap just to keep the buff up even if you dont need the mana.
I'm pretty sure simulations showed this was only true for Affliction spec with Life Tap Glyph and 4pc T7.

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Old 05/21/09, 2:47 PM   #1540
nuibank
Von Kaiser
 
nuibank's Avatar
 
Blood Elf Warlock
 
Sen'jin
Originally Posted by Dragones View Post
A lot of the specs actually get a dps increase to lifetap just to keep the buff up even if you dont need the mana.
That is not true. See:
http://elitistjerks.com/f80/t48311-s...0/#post1225336
http://elitistjerks.com/f80/t48311-s...1/#post1227074

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Old 05/22/09, 6:48 AM   #1541
Warlocomotif
Don Flamenco
 
Warlocomotif's Avatar
 
Human Warlock
 
Emerald Dream (EU)
Would it be possible for anyone to try and find the DPS value of [Spark of Hope], I'm mostly interested due to the absurd value demo has tied in with spirit (though I'm not entirely convinced that it's accurate) and due to the nature of Vezax.

[edit] On a completely unrelated note, here's some random gear things ive been looking into using the Wowhead weight scale. You need to give hit roughly a weight of 1 DPS to gain a total of roughly 13% hit. I'm trying to come up with a gear set that gets me roughly the right amount of hit while maximizing the other stats:

Items - World of Warcraft
(These are the 0/13/58 scale factors)

[top] TRINKETS


* Assuming 1 PPM on 10s trinkets
* Assuming stacking trinkets are stacked pre-fight
* Assuming use trinkets are used on cooldown
* Value of hit at 1 DPS per Hit rating

ItemSPHasteHitCritDPS
Flare of the Heavens14200120338.9
Illustration of the Dragon Soul200000310.0
Scale of Fates1257200288.8
Eye of the Broodmother1250087279.9
Dying Curse1280710269,4
Embrace of the Spider988400262.8
Elemental Focus Stone8701080242.9
Living Flame8401070237.2

[top] TIER PIECES


* Assuming Shoulders and Chest are defaults
* Assuming a hit scale factor of 1

Gloves BiS239 373.49=(72*0.63=44.64) + (64*0.83=53.12) + (117*1.55=181.35) + (74*0.99=73.26) + (16*1.32=21.12)
Gloves BiS226 315.40=(62.0.63=39.06) + (56*0.83=48.97) + (99*1.55=153.45) + (56*1.32=73.92)
Gloves Tier 8 309.37=(62*0.63=39.06) + (27*0.83=22.41) + (118*1.55=182.9) + (65*1=65)
Loss = 64.12 / 6.03

Head BiS226 426.57=(87*0.63=54.81) + (132*1.55=204.6) + (88*1.32=116.16) + (51*1=51)
Head Tier 8 371.65=(76*0.63=47.88) + (41*0.83=34.03) + (132*1.55=204.6) + (86*0.99=85.14)
Loss = 54.92

Legs BiS239 468.37=(98*0.63=61.74) + (168*1.55=260.4) + (77*0.99=76.23) + (70*1=70)
Legs Tier 8 445.47=(86*0.63=54.18) + (49*0.83=40.67) + (170*1.55=263.5) + (66*1.32=87.12)
Loss = 22.9

Ideal Combination: (-77.82 DPS)
Shoulders, Chest, Legs, Head.

If you do not have access to ilvl 239 gloves (Vezax hard mode): (-28.93 DPS)
Shoulders, Chest, Gloves, Legs.

[top] BiS and Hit value


Target hit: 262 / 289 / 341 / 367
The ideal boot enchant (stat wise) is icewalker, so we'll take those down by 12 for:
Target hit: 250 / 277 / 329 / 355

Slot1hit=0.95DPS1hit=1.00DPS
Back4141
Chest073
Feet00
Finger00
Finger4242
Hands00
Head5151
MH+OH / 2H00
Legs7070
Neck4646
Ranged2929
Shoulder00
Waist4343
Wrist00
Trinket00
Trinket00
Total322395

This is roughly how much hit we want, it is best reduced by replacing the wand from freya hard mode with the wand from Vezax.

---

Assuming 4xT8 with shoulders, chest, gloves, legs:

Slot1h=0.951h=1.00DPS
Back4141
Chest7373
Feet00
Finger00
Finger4242
Hands6464
Head5151
MH+OH / 2H00
Legs00
Neck4646
Ranged2929
Shoulder00
Waist4343
Wrist00
Trinket00
Trinket00
Total390390

This is slightly too much hit, we can get rid of it using the wand from Vezax instead othe wand from Hard mode freya.

---

Assuming 4xT8 with Shoulders, chest, legs, head:

Slot1h=0.951h=1.00DPS
Back4141
Chest7373
Feet00
Finger00
Finger4242
Hands00
Head00
MH+OH / 2H00
Legs00
Neck4646
Ranged2929
Shoulder00
Waist4343
Wrist00
Trinket00
Trinket00
Total274274

This isn't enough hit on this set. You can get some back using the ring from hodir and the offhand from leviathan. If you don't have access to hard mode XT002 Deconstructor, you can also gain 36 hit by taking the bracers from Kologarn.

Last edited by Warlocomotif : 05/22/09 at 9:06 AM.

The mind is like a parachute. It works best when it's open.

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Old 05/22/09, 10:21 AM   #1542
Naforce
Piston Honda
 
Human Warlock
 
Frostmane (EU)
I just noticed a minor error in your post
Originally Posted by Warlockomotif
Target hit: 262 / 289 / 341 / 367
The ideal boot enchant (stat wise) is icewalker, so we'll take those down by 12 for:
Target hit: 250 / 277 / 329 / 355
You would more likely want that to be
Target hit: 262 / 289 / 342 / 367
The ideal boot enchant (stat wise) is icewalker, so we'll take those down by 12 for:
Target hit: 250 / 277 / 330 / 355

Since the 13% cap actually is at 341.02 points (see Spell hit - WoWWiki - Your guide to the World of Warcraft).

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Old 05/22/09, 10:24 AM   #1543
Warlocomotif
Don Flamenco
 
Warlocomotif's Avatar
 
Human Warlock
 
Emerald Dream (EU)
Originally Posted by Naforce View Post
I just noticed a minor error in your post


You would more likely want that to be
Target hit: 262 / 289 / 342 / 367
The ideal boot enchant (stat wise) is icewalker, so we'll take those down by 12 for:
Target hit: 250 / 277 / 330 / 355

Since the cap actually is at 341,02 points (see Spell hit - WoWWiki - Your guide to the World of Warcraft)
You're right, well, mostly anyway. But I had 341 hit for a good while and didnt miss a single spell throughout a couple of raids. RNG, I know, and the WWS's have now expired. But I'd say that either way getting +1 hit rating would not be a larger DPS increase than +1 other stat at that point.

The mind is like a parachute. It works best when it's open.

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Old 05/22/09, 1:05 PM   #1544
Gerian
Banned
 
Human Warlock
 
Arthas
Originally Posted by Warlocomotif View Post
But I'd say that either way getting +1 hit rating would not be a larger DPS increase than +1 other stat at that point.
Saying hit is worth 1 dps is incorrect. If you're below the hit cap 1% hit is 1% more dps (generally speaking, other factors come into play) making 1 point of hit is worth 0.0381% of your dps. If your gear can support 6500 dps (assuming zero chance of missing) 1 point of hit would be worth 2.478 dps. This is obviously a theoretical situation where you're dpsing for an infinite amount of time allowing RNG to converge on that value, but undervaluing hit at 1pt=1dps is just silly.

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Old 05/22/09, 1:15 PM   #1545
32103940
Banned
 
Dwarf Hunter
 
Alexstrasza
Yes, we cant really assign a value to a point of hit rating because we are so far past the threshold of the importance of hit that we must now get it at all costs. (FYI that threshold was crossed somewhere around karazhan gear). More appropriately we should value hit as infinity until we reach a desired cap, after which it is worthless.

The best strategy to obtaining a bis set is to create a highest value set with 0 hit and work hit into the entire set slot by slot, with the highest priority being the items that lose the least amount of non-hit stats for the trade in of hit-rating. For eg, conq deathbringer helm-->collar wyrmhunter, where both items are surprisingly close in dps value when we assign a hit value of 0, thus such a switch would offer minimal dps loss while putting us 50+ hit rating closer to our cap.

It gets more complicated when you try to quantify the value of having 4pc, in such case there is no reasonable replacement for conq deathbringer helm.

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