It should be noted that this breakdown yields a total increase of 15.5% to immolate damage, so perhaps this is what Blizz intends. However, it seems like just another way to nerf Conflag.
Immolate gets 120% from Spell Power: 20% to its initial hit, 100% to its DOT.
Fire and Brimstone adds 15% to the 120%, making it 135%. The 135% is divided up as follows: 25% to its initial hit, 110% to its DOT.
Last edited by Hearteater : 03/25/09 at 4:55 PM.
Reason: Incorrect SnF statement
Immolate gets 120% from Spell Power: 20% to its initial hit, 100% to its DOT.
Fire and Brimstone adds 15% to the 120%, making it 135%. That's exactly how Shadow and Flame works with Shadow Bolt, Incinerate and Chaos Bolt. The 135% is divided up as follows: 25% to its initial hit, 110% to its DOT.
I don't know if that's actually how FnB works, but that's not how shadow and flame works anymore. Since LK launched, the coefficient for sbolt (for example) with shadow and flame is (3/3.5)(1.2), where formerly it had been (3/3.5) + (.2).
I stand corrected. SnF and FnB both function differently. Actually, they also use slightly different wording. The values for FnB I (and others) posted were correct however.
With Glyph of Incinerate instead of Glyph of Life Tap.
Just wondering if you could reproduce these results, because destro is really highly ranked here (like it's never been since patch 3 lol)
I've been reading this post and if this has already been covered please forgive me, but I don't see how Simcraft compensates for the lack of Decimation when the target is > 35% HP for the builds where Decimation is used.
With Glyph of Incinerate instead of Glyph of Life Tap.
Just wondering if you could reproduce these results, because destro is really highly ranked here (like it's never been since patch 3 lol)
I just ran the same simulation 1,000,000 iterations and got similar results to you(simcraft r1955):
Looking at the mana graph for the 13/58 spec w/ the Incinerate glyph and I couldn't see the familiar traces of Life Tap spikes.
So I looked at the gains and it showed 7.8 Life Tap gains and over 27k mana returned. Seeing that Life Tap was clearly being used but not seeing any indication of it in the graph made me wonder if my results were invalid or even bugged. Insight would be welcome.
I've been reading this post and if this has already been covered please forgive me, but I don't see how Simcraft compensates for the lack of Decimation when the target is > 35% HP for the builds where Decimation is used.
This probably isn't exactly how it is done, but here's the logic behind it. Before each spell is cast, it runs through a number of ifchecks to determine the course of action. One of these checks is to see if the target is < 35% HP or not. If it fails, then it does the next check, if it succeeds, then it sets itself to weave soulfires.
This probably isn't exactly how it is done, but here's the logic behind it. Before each spell is cast, it runs through a number of ifchecks to determine the course of action. One of these checks is to see if the target is < 35% HP or not. If it fails, then it does the next check, if it succeeds, then it sets itself to weave soulfires.
That's pretty much exactly how it works yes.
That action list is a priority list. Each entry is checked in order until it find something that is ready to cast and then it casts it and (with a few minor exceptions for some classes) then stops checking the action list until the next time it wants to cast something.
So I looked at the gains and it showed 7.8 Life Tap gains and over 27k mana returned. Seeing that Life Tap was clearly being used but not seeing any indication of it in the graph made me wonder if my results were invalid or even bugged. Insight would be welcome.
The charts are actually an overlay of all iterations...... Re-run with just one iteration and take a look.
The same thing appears on the sample out for the imp soul leech specs on the main website. All the other warlock profiles have very characterisitc lifetap spikes because their mana usage is essentially the same between different runs.
With the imp soul leech specs they gain mana at random times and so their lifetap usage changes slightly from fight to fight. When that is averaged over the 1000's of iterations it ends up looking like a smooth surface.
The same thing appears on the sample out for the imp soul leech specs on the main website. All the other warlock profiles have very characterisitc lifetap spikes because their mana usage is essentially the same between different runs.
With the imp soul leech specs they gain mana at random times and so their lifetap usage changes slightly from fight to fight. When that is averaged over the 1000's of iterations it ends up looking like a smooth surface.
The reason those profiles mana usage is spikey is because they are set to life tap to keep the glyph active, so they tap every 30 seconds regardless of mana.
The reason those profiles mana usage is spikey is because they are set to life tap to keep the glyph active, so they tap every 30 seconds regardless of mana.
The sample outputs on the simulationcraft main page here don't have the lifetap glyph because it is for 3.09. However the imp soul leech spec has a smooth curve while the others have definite lifetap points.
Looking at the sample outputs for the 3.1 specs shows very spikey graphs for all specs because none of them have imp soul leech and they are using the lifetap glyph. Looking at Grimrage's results demonstrates that without the lifetap glyph the soul leech procs smooth out the lifetap use on the resource graph.
Couldn't it be argued that the very marginal dps decrease (0.3%) is worth it overall for the raid as the healers have less work to do with the warlock taking 4% less damage?
I'd guess your damage taken is so insignificant that 4% of it is a single heal, or less. Plus, both of those specs are lower than the top dps warlock specs for 3.1. Why would you choose either? (edit: unless you just like felguard specs)
Couldn't it be argued that the very marginal dps decrease (0.3%) is worth it overall for the raid as the healers have less work to do with the warlock taking 4% less damage?
I have ~22k hp raid buffed. 4% of that is 880dmg. Not a huge benefit IMO. Not even a whole tick of renewal.
To help decide which warlock should put up CoE in case there are no Moonkins/Unholy DKs present, I have run a Sim with each spec not using their damage curse in addition to the default ones.
These are the results:
0/40/31
-237 DPS
0/41/30
-232 DPS
53/0/18
-341 DPS
0/56/15
-184 DPS
3/13/55
-155 DPS
0/28/43
-149 DPS
Obviously, for the two fire Decimation/MC specs, keeping up Corruption the entire fight provides better DPS under a no-CoA scenario, so I have taken that into account.
It basically is deep destro > meta > demo/destro > affliction. Apart from affli getting that much more out of CoA than the MC fire specs, not really surprising.
I'm tested this spec 0/13/58 with a few customizations with some new data we've received. I used the glyphs of Incinerate, Conflagrate, and Immolate and changed the profile to Life Tap when needed instead of every 20 seconds. I also used this gear file that has optimized loot based on what's been found on PTR and is currently available in live.
Hmm. Reviewing the OP, I see that lifetap glyph has taken precedence over the incinerate glyph on fire builds. Is it that big of a dps increase over the incinerate glyph then?
Using 3/13/55 as an example:
Using 1.49 spell power scaling and 500 spirit, 500 x .2 x 1.49 = Glyph of Life Tap (every 20) is 149 dps for 20 seconds
Incinerate's DPET (Damage Per Execution Time) is 4984 which makes up 48% of your dps, 4984 x .05 x .48 = Glyph of Incinerate119.6 dps.
Using Lifetap "As needed" (estimate puts it at around 30 seconds, dependant on Replenishment, mana pool, etc) makes Glyph of Lifetap (as needed) 100 dps (20/30 = 2/3rds as much).
However, you can lifetap while moving such that it doesn't mess with your rotation when you have time to dps. You can't incinerate while moving.
Using 1.49 spell power scaling and 500 spirit, 500 x .2 x 1.49 = Glyph of Life Tap (every 20) is 149 dps for 20 seconds
Incinerate's DPET (Damage Per Execution Time) is 4984 which makes up 48% of your dps, 4984 x .05 x .48 = Glyph of Incinerate119.6 dps.
Using Lifetap "As needed" (estimate puts it at around 30 seconds, dependant on Replenishment, mana pool, etc) makes Glyph of Lifetap (as needed) 100 dps (20/30 = 2/3rds as much).
However, you can lifetap while moving such that it doesn't mess with your rotation when you have time to dps. You can't incinerate while moving.
Also, keep in mind that certain gear sets will offer differing values of spirit. My current set, which doesn't have best in slot, but does have 4pc t7, has ~650 spirit normally and then 950 with the proc making the glyph worth substantially more than these calculations.
The glyphs are obviously close to each other, and in certain situations each one will potentially out dps the other, it all comes down to the circumstances of the given fight / gear.
For example, In 4ptc t7 going into ulduar LT is a much better glyph not only do you get spirit value *.2*.149 you get (300*.2)+(300*.39 /2)*1.49 (assuming Demonic Aegis) in other words you end up with 89.4+87.165 or 176.565 dps + dps from LT glyph.
And damn I went to move my car before posting this and It all ready got posted. But I supose it's good to see the dps numbers behind it.
The character linked in your profile appears to be below level 10. This may account for your poor Patchwerk DPS.
I'm pretty sure this is just a reporting of the increase in Chaos Bolt damage people noticed a few days ago and as such, has already been put into the Simcraft results.