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Old 01/03/11, 1:51 PM   #251
galvin
Glass Joe
 
Night Elf Warrior
 
Stormrage
Originally Posted by gman View Post
Anyone else having Slam act buggy with /stopcasting?

I tried using a macro to wrap slam since occasionally I would be a split second too late on hitting it and then watch the channel bar of doom.

So I took someone's advice and tried
/cast Slam
/stopcasting

I wanted to see how well this worked, I start mashing Slam even when I didn't have the buff. Result: still get the Channeling bar of doom sometimes.

Something else I read said to add another /stopcasting to the macro. However, I still get channeled slams sometimes. Add a third one, still can get full slams.

Is anyone else using Slam like this getting this kind of behavior?
I use /stopcasting before and after /cast Slam. I find this works best and rarely ever get slam casting bar.

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Old 01/03/11, 2:43 PM   #252
Popoa
Glass Joe
 
Worgen Warrior
 
Kel'Thuzad
Originally Posted by gman View Post
Anyone else having Slam act buggy with /stopcasting?

I tried using a macro to wrap slam since occasionally I would be a split second too late on hitting it and then watch the channel bar of doom.

So I took someone's advice and tried
/cast Slam
/stopcasting

I wanted to see how well this worked, I start mashing Slam even when I didn't have the buff. Result: still get the Channeling bar of doom sometimes.

Something else I read said to add another /stopcasting to the macro. However, I still get channeled slams sometimes. Add a third one, still can get full slams.

Is anyone else using Slam like this getting this kind of behavior?
With the way the macro is written, it looks like you would either need to press the macro a second time to cancel casting, or you can try adding a very short delay between the /cast Slam and the /stopcasting.

The recommended macro on wowwiki is similar to what you wrote:
#showtooltip
/stopcasting
/cast Slam
/stopcasting
/startattack

But this macro will likely still take two key presses. When I get home from work, I'll play with some macro writing and edit this post with what I find if someone doesn't beat me to it.

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Old 01/03/11, 3:42 PM   #253
Fearnot
Glass Joe
 
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Human Warrior
 
Hellscream
Why not just put the /stopcasting /startattack lines into a BT macro? I'm sure your muscle memory makes you press slam once then go back to spamming BT anyway. Just seems more streamlined while accomplishing the same effect.

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Old 01/03/11, 11:24 PM   #254
Valys
Glass Joe
 
Undead Warrior
 
Maelstrom
I've not done any controlled tests with SMF in execute phase but I currently have both TG and SMF in my build. I do switch to 1-hand weapons sub 20% and I've noticed an increase in damage during that phase. Execute and HS are our main dps abilities sub 20% and both are affected greatly with the 15% increase to damage since neither is based off weapon damage. Even with the decrease to stats from the swap HS hits for about 500 more damage (with 10 stacks of Slayer only) and from what I can remember from raid testing execute was hitting for around 1-2k more (obviously raid buffed).

As far as talents go I'd think putting only 1 point in DW and filling Incite would be better dps than 2 points in each (assuming you're taking both TG and SMF).

I think the consensus is that spamming execute/HS (maybe a BT here and there for Battle Trance?) sub 20% is better dps than keeping our normal rotation regardless whether we have TG, SMF or both. So the real question is this: Is it better dps to take TG+SMF and swap to 1h for execute phase or take either TG/SMF and get 2/3 DW and 3/3 Incite?

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Old 01/04/11, 4:58 AM   #255
jpcesar
Glass Joe
 
Human Warrior
 
Burning Steppes (EU)
Originally Posted by Popoa View Post
But this macro will likely still take two key presses. When I get home from work, I'll play with some macro writing and edit this post with what I find if someone doesn't beat me to it.
Yesterday I was playing around with that macro and in fact it requires two key presses.

The problem is that after the first keypress the button is showing the GCD so I was not able to press it a second time right after, but just only after the GCD finishes. Is there anyway to bypass this?

The provided damage bonus of Inner Rage with the rage-free bloodsurge proc makes this a very attractive combo but we should be able to do it on a single click. Use power auras to track when both procs are up at same time.

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Old 01/04/11, 9:41 AM   #256
Deathwing
Bald Bull
 
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Orc Warrior
 
Black Dragonflight
Originally Posted by jpcesar View Post
Yesterday I was playing around with that macro and in fact it requires two key presses.

The problem is that after the first keypress the button is showing the GCD so I was not able to press it a second time right after, but just only after the GCD finishes. Is there anyway to bypass this?

The provided damage bonus of Inner Rage with the rage-free bloodsurge proc makes this a very attractive combo but we should be able to do it on a single click. Use power auras to track when both procs are up at same time.
But saving up 75 rage for a bloodsurge proc does not make that an attractive combo. Especially if you're going to cancel the inner rage right after.

I'm wondering if they could make inner rage more attractive by lowering the rage activation cost so you could micro it into your rotation more freely.

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Old 01/04/11, 10:20 AM   #257
jpcesar
Glass Joe
 
Human Warrior
 
Burning Steppes (EU)
Originally Posted by Deathwing View Post
But saving up 75 rage for a bloodsurge proc does not make that an attractive combo.
But I was not talking about saving the rage waiting for it to happen but eventually it will come a situation when you have those >75 rage and bloodsurge proc is up and there's when the combo come into play. That's why a power aura preset would be important to warn you about that oportunity.

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Old 01/04/11, 6:51 PM   #258
Morsexy
Banned
 
Human Warrior
 
Ysera
Originally Posted by Deathwing View Post
But saving up 75 rage for a bloodsurge proc does not make that an attractive combo. Especially if you're going to cancel the inner rage right after.

I'm wondering if they could make inner rage more attractive by lowering the rage activation cost so you could micro it into your rotation more freely.
Wouldn't this be the exact reason they will not do that? I'd argue that if optimal DPS involves cancel aura macros then our damage is just designed poorly at this point in WoW.

And let me clarify what I mean by optimal in that, yes, Rend in a perfect world with perfect latency and Starcraft World Champion actions per minute reflexes it is a dps increase of ~1%, but is that Marginal Benefit worth the Marginal Cost. If however the cancel aura Inner Rage = 10-15% dps increase than I believe we're due for a balance or adjustment.

Personally after fuddling with it for awhile, except in times of extreme rage generation like heroic conclave of winds during the North boss power up, I find there is little place really for Inner Rage in my rotation.

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Old 01/04/11, 7:45 PM   #259
juv3nile
Glass Joe
 
Orc Warrior
 
Illidan
Originally Posted by Fearnot View Post
Why not just put the /stopcasting /startattack lines into a BT macro? I'm sure your muscle memory makes you press slam once then go back to spamming BT anyway. Just seems more streamlined while accomplishing the same effect.
This macro actually sounds really good, are there any drawbacks to it?

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Old 01/04/11, 8:08 PM   #260
Endeav
Glass Joe
 
Orc Warrior
 
Sargeras
This macro works perfectly for me, just hit your slam key twice whenever you have bloodsurge to make sure inner rage is cancelled, or you could macro your bloodthirst to also include cancelaura before casting bloodthirst.

#showtooltip
/cast Inner Rage
/cast Slam
/stopcasting
/cancelaura Inner Rage
/cancelaura Inner Rage

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Old 01/04/11, 8:24 PM   #261
Darkmgl
Piston Honda
 
Human Warrior
 
Arygos
I began weaving Inner Rage into my Slam macros but I ended up removing it because even with the /cancelaura I noticed that many times when I would use a Heroic Strike at the same time it would suck up the extra rage which was just no good for me.

I've had alot of good experiences with keeping Inner Rage up during the execute phases as mentioned though, it definitely provides a significant DPS increase as long as you make sure you only execute with 30 rage (which you probably should be doing anyways as it feels more efficient as long as your stacks stay up).

Anyways I was wondering if anyone has made some solid comparisons of a high hit (16%+) build compared to a low hit/high crit (11% or 12% hit) build within the same gear via reforging. I was under the impression that the high hit build would yield better results but after doing some testing on a dummy the low hit build came out on top due to improved flurry uptime which led to similar rage gain over time. The downside was that the rage gain was much more random during short intervals so I ended up being much more conservative on specials. I'm also not the most experienced DPSer as I typically tank, but I have been filling a fury role for a few months now. I'm hoping someone with alot more experience may be able to enlighten me a bit.

The change also made a shift of my melee attacks being my highest DPS in the high hit build to Heroic Strike and Bloodthirst being my highest DPS in the high crit build. That yields another question of is it worth dropping raging blow for Heroic Strike, especially with 3/3 incite...

So much testing to do and so little time.

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Old 01/04/11, 10:07 PM   #262
gman
Von Kaiser
 
Human Warrior
 
Argent Dawn
Originally Posted by Endeav View Post
This macro works perfectly for me, just hit your slam key twice whenever you have bloodsurge to make sure inner rage is cancelled, or you could macro your bloodthirst to also include cancelaura before casting bloodthirst.

#showtooltip
/cast Inner Rage
/cast Slam
/stopcasting
/cancelaura Inner Rage
/cancelaura Inner Rage

Hitting it twice? Ugh.

If slam falls off insta as you are in the process of tapping that, you still wind up using 15 rage on Inner rage.

I'm having good luck with putting all my abilties into a combination of in-game and logitech macros. Even with a seperate macro for /stopcasting that fires off on a delay after starting a slam, there isn't 100 percent slam interruption.

I guess I'll report the "slam is sometimes mandatory" bug on the blizz forums.

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Old 01/05/11, 12:04 AM   #263
Fearnot
Glass Joe
 
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Human Warrior
 
Hellscream
Originally Posted by juv3nile View Post
This macro actually sounds really good, are there any drawbacks to it?
Nope.

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Old 01/05/11, 2:45 AM   #264
Endeav
Glass Joe
 
Orc Warrior
 
Sargeras
Originally Posted by gman View Post
Hitting it twice? Ugh.

If slam falls off insta as you are in the process of tapping that, you still wind up using 15 rage on Inner rage.

I'm having good luck with putting all my abilties into a combination of in-game and logitech macros. Even with a seperate macro for /stopcasting that fires off on a delay after starting a slam, there isn't 100 percent slam interruption.

I guess I'll report the "slam is sometimes mandatory" bug on the blizz forums.
Inner rage costs no rage to cast, and slam consumes no rage until it actually finishes casting, I don't see the downside.

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Old 01/05/11, 9:28 AM   #265
vpchelko
Banned
 
Gnome Warlock
 
Ясеневый лес (EU)
Originally Posted by Endeav View Post
#showtooltip Slam
/cast Inner Rage
/cast Slam
/stopcasting
/cancelaura Inner Rage
/cancelaura Inner Rage
I have tried such macro, its often cast full Slam when I push macro button without bloodsurge proc. In additional button with Slam macro won't fire alert about bloodsurge proc.
I am not sure but /stopcasting sometimes stops autoattack.

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Old 01/05/11, 10:57 AM   #266
• malthrin
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Osseric
Blood Elf Paladin
 
No WoW Account
Sacrificing DPS for ease-of-play is a personal decision, not a theorycrafting one. Leave it out of this thread.

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Old 01/05/11, 8:48 PM   #267
Hizzo
Glass Joe
 
Tauren Warrior
 
Spirestone
Originally Posted by vpchelko View Post
I have tried such macro, its often cast full Slam when I push macro button without bloodsurge proc. In additional button with Slam macro won't fire alert about bloodsurge proc.
I am not sure but /stopcasting sometimes stops autoattack.
Easy fix for this is to have something like Power Auras that will alert of you of when to Slam.

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Old 01/06/11, 12:15 PM   #268
Deathwing
Bald Bull
 
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Orc Warrior
 
Black Dragonflight
Slight nerfage to fury dps, which is a bit confusing. I'm guessing this is more pvp related than anything else.

Raging Blow now deals 80% weapon damage, down from 110%.

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Old 01/06/11, 2:00 PM   #269
Civrock
Glass Joe
 
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Worgen Warrior
 
Magtheridon
4.0.6 PTR Patch Notes
  • Cleave damage has been reduced by 20%.
  • Heroic Strike damage has been reduced by 20%.
  • War Academy no longer buffs Heroic Strike or Cleave. It now buffs Mortal Strike, Raging Blow, Devastate, Victory Rush and Slam.
  • Unshackled Fury (Mastery) now grants 5.6% benefit per mastery point, up from 4.7%.

Last edited by Civrock : 01/06/11 at 2:50 PM.

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Old 01/06/11, 2:30 PM   #270
CraziiSword
Glass Joe
 
Orc Warrior
 
Nathrezim
To follow up on what Civrock said, I have quoted a blue in regards to the Raging Blow "Nerf";

Originally Posted by 18209092883
You'll notice many of the patch notes are actually tooltip fixes and the corresponding hotfix is likely to be live already (as you can correlate in the hotfix notes.)

Also, it's important to note that we didn't nerf Raging Blow (Fury warrior talent). The attack continues to do 110% at level 80. We fixed a tooltip bug and it’s possible that you're seeing the base damage at level 39, which is 80%, and not the final damage at max level, which remains 110% as it has been for some time.


It was just a tooltip clarification. With the following changes;

-War Academy no longer buffs Heroic Strike or Cleave. It now buffs Mortal Strike, Raging Blow, Devastate, Victory Rush and Slam.

-Unshackled Fury (Mastery) now grants 5.6% benefit per mastery point, up from 4.7%.
Raging blow will actually be doing more damage post-patch than it is now. I guess that is to make up for the heroic strike damage nerf.

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Old 01/06/11, 2:48 PM   #271
Deathwing
Bald Bull
 
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Orc Warrior
 
Black Dragonflight
I doubt that change the mastery will make up the 35% nerf to heroic strike damage. Heroic strike is almost always ~20% of my dps, raging blow is under 5%. I'm SMF, so maybe add 50% more for TG. Since mastery is currently a garbage stat, that buff isn't going to make it appealing enough to get gear with it, so very little will change(in regards to the mastery).

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Old 01/06/11, 3:19 PM   #272
Montegomery
Presses Space to Speak
 
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Sutiru
Undead Warrior
 
No WoW Account
There's not only a change to Mastery, but also the War Academy change as well. Taken together they are roughly a 21% increase in Raging Blow damage. Using the numbers for TG from this post the changes buff Raging Blow's contribution by 2.7% while lowering Heroic Strike's by 5.2%. The 2.5% difference is only partially up by the mastery change also buffing (slightly) Death Wish and Enrage.

There's essentially a 1.5% or so gap that isn't filled, unless Blizzard is counting on most raiders having some mastery on their gear because it's practically unavoidable.

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Old 01/07/11, 6:49 AM   #273
MildCorma
Von Kaiser
 
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Troll Priest
 
Stormrage (EU)
"Unshackled Fury (Mastery) now grants 5.6% benefit per mastery point, up from 4.7%."

Along with the 20% nerf to Heroic Strike this has made me think. Is this change enough to actually make a difference, or is it, as I suspect, just enough of a change to negate the DPS lost from heroic strike? I would say it's going to take alot more than that to make mastery our best stat or anything even close.

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Old 01/07/11, 7:16 AM   #274
ComMcNeil
Von Kaiser
 
Tauren Warrior
 
Azshara (EU)
I tried to get some kind of calculation of this, but mastery is a little tricky, napkin math inc.
I assumed enrage had an uptime of about 67% (I calculated with 2x 3.0 attack speed on average and 0.66 specials per second, so a special on every GCD, which is not possible), than a point of mastery is about a 0.38% damage bonus concerning the Enrage buff alone. We also get a damage boost on Raging blow and Death Wish, so it may be that mastery surpasses haste as a damage stat, although they both work together pretty well concerning Enrage uptime.
But given that HS now is nerfed, haste will devalue even further after we can keep our basic rotation up and running (and that is possible with pretty basic levels of crit and haste).

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Old 01/07/11, 9:25 AM   #275
pedread
Glass Joe
 
Orc Warrior
 
Grim Batol (EU)
I will use logs from Omnitron @ Blackwing Descent as an example: World of Logs - Real Time Raid Analysis

Looks like Raging Blow got nerfed by 30% weapon damage = -5286 damage on my average of 17623 damage(including crits) per hit. It will now be 12337 when Raging Blow nerf is applied.

I am using my character as an example and my mastery value is 13.40.
Fury warriors' mastery will be buffed by 0.9%(4.7 to 5.6) per point of mastery on Raging Blow and Death Wish.


Before Unshackled Fury (Mastery) now grants 5.6% benefit per mastery point, up from 4.7%.
13.40x4.7 = 62%

After Unshackled Fury (Mastery) now grants 5.6% benefit per mastery point, up from 4.7%.
13.40x5.6 = 75%

110% Weapon damage from Raging Blow + 63% = 179% weapon damage
80% Weapon damage from Raging Blow + 75% = 130% weapon damage


With Raging Blow nerf and mastery buff my Raging Blow's weapon damage will be reduced by 49%.

Now let's believe Death Wish will make us gain the DPS we lost on Raging Blow..

Death Wish increases physical damage by 20% without any mastery, 32% with old mastery(4.7%) and 35% with new mastery(5.6%). - again, with my character as example

.. no way we will gain the DPS we lost on Raging Blow.

Resuming:

-49% Weapon Damage on Raging Blow
+3% Physical damage increase on Death Wish
-20% Heroic Strike damage

= SHIT

Correct me if I am wrong, didn't have time for more calcs.. spent 5 minutes with it.

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