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Old 02/06/13, 6:41 PM   #406
Dots
Don Flamenco
 
Pandaren Warrior
 
Dentarg (EU)
I don't like that Sudden Death only procs on OP. It seems to me like maximizing CS uptime would result in the highest DPS. So even during a CS window, you should be using OP a lot to try and reset the CS cooldown again, rather than using something else like Slam which does more damage. I'm not 100% sure though, maybe you could check with a simulation if OP is actually better than Slam during a CS window.
If that is the case, then I would like to see SD proc on more (or maybe all) special attacks with a lower proc rate. That way, Slam might be an option for when the CS debuff is up and you don't just always have the same MS > OP > OP > X.

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Old 02/07/13, 3:56 AM   #407
Berthold
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Pandaren Warrior
 
Madmortem (EU)
Even if we ignore that OP is proccing SD, the DPR of OP is way bigger than the DPR of Slam. Thus prioritizing OP over Slam gives 114k dps (with 1 sec OP) and prioritizing slam over OP during CS gives us 110k dps.
Maybe this would change a little if SD procced from white hits again.

You can take a look at a full scalefactor sim for the upcoming PTR build (assuming that only OP is changed to 1 sec gcd):
Arms 5.2

I think the 1sec OP makes Arms a lot more interesting, as we now have time to fit in some slams. From here it is just number changes to land where we should be..

Taking Fury as a (too well) scaling spec as comparison, we see Scalefactors of :
Fury (1h): Strength 3.4, Exp/Hit ~5, Crit 3.30, Haste 1.6, Mastery 2.
Arms: Strength 2.8, Exp/Hit ~5, Crit 1.7, Haste 1.1, Mastery 0.9.

I think that Furys Crit is scaling is (too) strong but Arms should aim to have at least one non-capped secondary at ~0.8 of Strength. Similarly, the worst secondary should be closer to 0.5 of Strength

If Blizzard wants Arms and Fury to share gear, we need to buff crit to ~2.5. This can be done by either critting harder (this implies PvP balance issues), having one of our abilities scale stronger with crit, or tying one of the procs to a crit (e.g. crit OPs do proc SD). This would also mean that the spec feels more RNG and depending on the design goal, they might not want to do this. But then they have to either bump haste or mastery A LOT to be the best second stat.

If they pick mastery, then this would mean bumping its scaling strongly, resulting in more dmg coming from this "dot" called Opportunity strikes. For now it's just 10%, but could easily be doubled. (base + scale factor)

If they pick haste, they need to bring back the old SD proc with increased chance or just buff its benefit by 150% (compared from 5.1 values).


TLDR, arms is better now, but needs scaling buffs. Simplest route is haste +100% (current PT$ has 50%), mastery + 100%, giving us similarly valuable secondaries.

Last edited by Berthold : 02/07/13 at 5:23 AM.

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Old 02/07/13, 2:06 PM   #408
Vulgrym
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Windrunner
Originally Posted by Berthold View Post
Even if we ignore that OP is proccing SD, the DPR of OP is way bigger than the DPR of Slam. Thus prioritizing OP over Slam gives 114k dps (with 1 sec OP) and prioritizing slam over OP during CS gives us 110k dps.
Originally Posted by Berthold View Post
I think the 1sec OP makes Arms a lot more interesting, as we now have time to fit in some slams. From here it is just number changes to land where we should be..
Having attacks become too similar to each other has long been one of the design traps of Arms and something Blizzard highlighted when they removed Slam's cast time. It looks like they've ventured into that territory if you can swap around two primary attacks like this and produce so similar a result.

That aside, 1s OP looks better on paper than it plays out practically simply due to encounter design. When you have mixed GCDs in a rotation, you derive the benefit of the low-GCD attacks when you can string them together. Sure, the majority of the time this isn't an issue, but there are so many temporary fears, stuns, MCs, target swaps, target immunes/disappearances, etc. now that you're bound to get interrupted during a window where you were trying to squeeze in an extra attack. This isn't so much of an issue for something minor and non-strategic as BS-fueled Wild Strikes, but when it's a primary feature of a rotation? I don't know...

I agree with you that they need to aggressively look at scaling secondary stats. Arms has long-suffered from this issue and it seems to manifest in different ways tier after tier. But beyond this, I think they should also address how bland and uninteresting the rotation has become (this coming from somebody who used to look forward to every opportunity to switch to Arms outside of progression -- or during progression for the rare tier when it was the superior spec).


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Old 02/07/13, 2:14 PM   #409
Dots
Don Flamenco
 
Pandaren Warrior
 
Dentarg (EU)
Originally Posted by Berthold View Post
Even if we ignore that OP is proccing SD, the DPR of OP is way bigger than the DPR of Slam. Thus prioritizing OP over Slam gives 114k dps (with 1 sec OP) and prioritizing slam over OP during CS gives us 110k dps.
Sure, but how would it have been with the old 1.5 sec OP? Slam might be worse DPR than OP, but you would also cap rage because you rarely use Slam. In that case you have to use it on HS, which is vastly inferior DPR compared to Slam.

I don't really like the 1 sec OP change because it means you end up having some half second delays in the rotation. I'm pretty sure they got rid of those because they were awkward and I'm not looking forward to getting them back.

Regarding scaling, I agree that Fury crit scaling is just way too high and there are plenty ways to address that. At least they can easily adjust damage with the major patches, so that either spec won't fall too far behind.

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Old 02/07/13, 3:03 PM   #410
Berthold
Don Flamenco
 
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Madmortem (EU)
Originally Posted by Dots View Post

Regarding scaling, I agree that Fury crit scaling is just way too high and there are plenty ways to address that. At least they can easily adjust damage with the major patches, so that either spec won't fall too far behind.
But they could also just make it right in the beginning.
Even during MoP Beta we had proper sims that said Arms is going to be weak and would scale bad (also due to GCD capping) and would need severe fixing for T15 and beyond. Anyway, let's get away from those first world "problems" and see how things shape out on the PTR :-)

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Old 02/08/13, 9:27 AM   #411
Aedilhild
Glass Joe
 
Dwarf Warrior
 
Bronzebeard
One-second Overpower is problematic for at least two reasons.

First, procs that are both powerful and over-writeable encourage selective use, whereas the 1-second GCD implies repeated use similar to Wild Strike. Immediately after Sudden Death, will you risk pushing Overpower again because it feels great? If not, what is the point?

Second, as already noted here, dividing the GCD introduces delays. Is a quick succession of Overpower worth regularly waiting for Mortal Strike? (Incidentally, is that quick succession worth your trouble if you don't proc Sudden Death?)

Blizzard might retrieve another retro mechanic from cold storage and reduce Mortal Strike's cooldown to 5 seconds. This will allow MS-Op-Op-Sl/CS to interlock, but comes off a bit prescriptive, not to mention potentially wasteful of Overpower.

For the sake of discussion, one alternative is to make an attack with a 1-second GCD reduce Mortal Strike's cooldown by 0.5 seconds per use. At a glance, Slam might fit the bill in terms of availability and simplicity -- for the moment, all it provides is damage.

I can't be the first person to point this out, but it's worth considering that the result is perfect interlock regardless of combination:

Cycle 1		Cycle 2		Cycle 3		Cycle 4		
0.0 MS		0.0 MS 		0.0 MS 		0.0 MS 		
1.5 Op		1.5 Op		1.5 Sl	 	1.5 Sl   
3.0 Sl		3.0 Op 		2.5 Sl       	2.5 Sl
4.0 Sl		4.5 Sl        	3.5 Sl		3.5 Op
5.0 MS		5.5 MS    	4.5 MS		5.0 MS
One consequence, of course, is that more Mortal Strikes mean even higher levels of already overflowing Taste for Blood stacks. Still, that raises the question: now that Overpower re-activates Colossus Smash, does Mortal Strike need to enable two uses every time around, or is there a more mechanically appropriate solution?

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Old 02/10/13, 12:34 AM   #412
Kaljurei
Von Kaiser
 
Worgen Warrior
 
Thunderhorn (EU)
I do not think tying Sudden Death to Overpower(or for that matter, any special attack), is a good idea, simply because of the advantages of using CS more that it makes the triggering attack of the highest priority. If we tie it to Overpower, we simply spam that, and because of the 1s GCD it makes things really clunky. If we tie it to Slam, we would spam Slam but then end up in rage starvation.

I think I would be a lot happier if SD simply went back to autoattacks, or maybe some extra Opportunity Strikes as well. It would increase both Haste's and Mastery's scaling.

Reducing Overpower's GCD to 1s, is not a bad idea, however what this should do rather is to actively promote using Overpower as much as possible because of DPGCD. Removing Overpower from Sudden Death would avoid overwriting procs.

Originally Posted by Aedilhild View Post
Blizzard might retrieve another retro mechanic from cold storage and reduce Mortal Strike's cooldown to 5 seconds. This will allow MS-Op-Op-Sl/CS to interlock, but comes off a bit prescriptive, not to mention potentially wasteful of Overpower.

For the sake of discussion, one alternative is to make an attack with a 1-second GCD reduce Mortal Strike's cooldown by 0.5 seconds per use. At a glance, Slam might fit the bill in terms of availability and simplicity -- for the moment, all it provides is damage.

I can't be the first person to point this out, but it's worth considering that the result is perfect interlock regardless of combination:

Cycle 1		Cycle 2		Cycle 3		Cycle 4		
0.0 MS		0.0 MS 		0.0 MS 		0.0 MS 		
1.5 Op		1.5 Op		1.5 Sl	 	1.5 Sl   
3.0 Sl		3.0 Op 		2.5 Sl       	2.5 Sl
4.0 Sl		4.5 Sl        	3.5 Sl		3.5 Op
5.0 MS		5.5 MS    	4.5 MS		5.0 MS
One consequence, of course, is that more Mortal Strikes mean even higher levels of already overflowing Taste for Blood stacks. Still, that raises the question: now that Overpower re-activates Colossus Smash, does Mortal Strike need to enable two uses every time around, or is there a more mechanically appropriate solution?
While I agree that this could be a wonderful solution, I think that using Overpower at any point would feel like a waste because you'd rather be pressing Slam instead to get a CD reduction on Mortal Strike. Slam already does more DPGCD, and MS as well, compared to Overpower.

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Old 02/10/13, 3:09 AM   #413
Aedilhild
Glass Joe
 
Dwarf Warrior
 
Bronzebeard
Originally Posted by Kaljurei View Post
While I agree that this could be a wonderful solution, I think that using Overpower at any point would feel like a waste because you'd rather be pressing Slam instead to get a CD reduction on Mortal Strike. Slam already does more DPGCD, and MS as well, compared to Overpower.
Like you're saying, though, even if omitting a Sudden Death-proccing Overpower from the rotation weren't a DPS loss, the rage needed to maintain a 4.5-second cooldown for Mortal Strike with Slams would be unsustainable. The anxiety you're describing might serve as a beneficial tension — not unlike the desire to use Heroic Strike as often as possible versus the reality of limited resources and inefficiency of the attack.

Anyway, not to go too far out on my Slam limb — your point is similar to mine (and others') in that a 1-sec. GCD for Overpower is anachronistic for Arms' current state. It had charm in the kit of a dark horse PvE prospect coming out of Wrath; that was a long time ago, and the cooldown mismatches are kind of irritating now. Even if that issue were resolved, the change would still conflict with changes made in previous iterations from the beta until now. On the bright side, though, most of the conflicts are obvious and reversible.

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Old 02/10/13, 9:45 AM   #414
Seerow
Von Kaiser
 
Human Warrior
 
Shadowsong
So I wrote up this big post last night, and the forums logged me out and ate the post. That was annoying.

Originally Posted by Berthold View Post
1. reduce the OP GCD to 1 sec, this would give us ~120k dps, i.e., a solid spot in the middle and additionally make us use some more of our buttons.
2. Another option would be the fury route: Let MS (aka BT) only proc 1 OP (aka RB) and make it hit double as hard.
3. They could remove the boring mastery and change it to a slghtly less boring mastery that empowers the deep wounds dot which also (for ARMS only) scales double with haste and crit.
4. SD procs could increase the duration of the next CS debuff instead of resetting it reducing the number of times we need to press CS.
1 seems to have been implemented.

2 I don't really like, I'm afraid it makes Arms feel too similar to fury, which really isn't needed.

I am sympathetic to 3, but GC seems to have put his foot down on fixing Arms scaling, not seeing any problem with it. Also, that exact fix I don't agree with, making Deep Wounds into a super DoT doesn't feel like the right way to go. I'd rather see something like the old Deep Wounds come back in the form of our mastery.

4 would be nice to free up some room in the rotation, but again leads to feeling more like Fury (more uses of CS is one of the major differences), and takes away the only proc that Arms has to react to rotationally, which is kind of sad.



Originally Posted by Berthold View Post
You can take a look at a full scalefactor sim for the upcoming PTR build (assuming that only OP is changed to 1 sec gcd):
Arms 5.2
Are you sure your sim build is taking advantage of the reduced Overpower GCD? Just looking at it, it doesn't seem like Slam is used enough relative to the other abilities.

Oh wait, I see. You have impending victory specced in there, that's why slam usage is lower than I was expecting. It also looks like Heroic Throw is getting used several times, and HS is getting used more than I would expect. (Seriously I've gone an hour attacking with only hitting HS once or twice). Something in your action priority is funky, try speccing out of impending victory, and putting Slam higher on the priority, and see how that affects the DPS.



Originally Posted by Berthold View Post
Taking Fury as a (too well) scaling spec as comparison, we see Scalefactors of :
Fury (1h): Strength 3.4, Exp/Hit ~5, Crit 3.30, Haste 1.6, Mastery 2.
Arms: Strength 2.8, Exp/Hit ~5, Crit 1.7, Haste 1.1, Mastery 0.9.

I think that Furys Crit is scaling is (too) strong but Arms should aim to have at least one non-capped secondary at ~0.8 of Strength. Similarly, the worst secondary should be closer to 0.5 of Strength
Looking at SEP is a trap. There are only a handful of specs out there that have a stat as high as .8 of its primary. The main thing to look at is the scale factors. The majority of strength based DPS specs have strength values weighted around 3.5.

The agi specs are generally around 4.5 with lower weapon scaling and secondary scaling mostly equal with strength specs.

The int specs are generally around 4.5 with no weapon scaling, but higher secondary scaling than the other specs.

The average secondary scaling values for Agi/Str specs is around 1.4-1.7, that is the normal range that most stats should fall into for us as a strength spec. Honestly, even just having two stats within that range would be okay. But having a single stat within that normal range means we don't have a second semi-useful stat we can reforge to when crit isn't available, which is sad.

Basically ideally you have one of the following for scaling:
1) Strength and Weapon DPS scaling combined are absurdly high, enough that it compensates for all secondaries being pretty lame.
2) Strength/Weapon scaling are within the normal average, and you get one very high secondary with two very weak secondaries.
3) Strength/Weapon scaling are within the normal average, and you get two above average secondaries, with one weak/below average secondary.
4) Strength/Weapon and all secondaries are within the average.

Judging by GCs post a while back, #1 seems to be the goal for Arms, it's just not there. Its strength and weapon damage average out to be about average. Doing something to boost its strength scaling could bring it up. (I think this is the intent with the deep wounds buff).

Personally I think #3 is ideal, because with the way reforging works, you generally have to reforge some pieces to one stat besides your best secondary or hit/expertise, especially as you gear up. Having two good stats lets you focus on those, and if they're above average, you can take the hit from not getting much from the third below average stat.

The problem with Arms of course is we have one average stat, and two below average stats. And it's set right next to a spec that has one top notch stat and one above average stat, with better strength scaling to boot. The two specs simply having different types of scaling would be one thing, but when one straight up trounces the other in every way, of course that one will pull ahead, which is the main problem.


If they pick mastery, then this would mean bumping its scaling strongly, resulting in more dmg coming from this "dot" called Opportunity strikes. For now it's just 10%, but could easily be doubled. (base + scale factor)
No need to increase the base, just double the scale factor so we get the benefit of increased scaling without making it a ridiculous (20%+) portion of our damage.

If they pick haste, they need to bring back the old SD proc with increased chance or just buff its benefit by 150% (compared from 5.1 values).
I could also see something like making it a RPPM proc with 4-5 ppm. There are at least two other routes they could take that would be more effective (MS cd+gcd scaled by haste, or all gcds to 1s, and as Aelihild suggested Slam reduces MS cooldown by .5s, basically giving our rotation room to grow with haste)



Originally Posted by Vulgrym View Post
I agree with you that they need to aggressively look at scaling secondary stats. Arms has long-suffered from this issue and it seems to manifest in different ways tier after tier. But beyond this, I think they should also address how bland and uninteresting the rotation has become (this coming from somebody who used to look forward to every opportunity to switch to Arms outside of progression -- or during progression for the rare tier when it was the superior spec).
I agree that the rotation has become very bland. I'm not as sold as you and Aedilhild that the 1s OP gcd is a bad idea, I think just unlinking CS from OP would make it okay.


Originally Posted by Kaljurei
I think I would be a lot happier if SD simply went back to autoattacks, or maybe some extra Opportunity Strikes as well. It would increase both Haste's and Mastery's scaling.
Tying SD procs to Opportunity Strikes instead of a strike we actively choose to use would be one way to bump mastery value up without giving it a total redesign.

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Old 02/10/13, 11:44 AM   #415
Berthold
Don Flamenco
 
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Pandaren Warrior
 
Madmortem (EU)
Regarding the posted sim results.. You can see the action profile in the bottom part... I played around with it for ~ 1 hour with different rankings of slam, OP, MS, OP with already 5 stacks tfb, etc. etc. with varying HS usages. There should be a simcraft release around the corner so you can try it out yourself, but I would be surprised if slam would be used way more often than it is now (~75 out of 450 secs):



Usage of MS,OP,CS, Execute is fixed by their high DPR/strong procs and then the rest of the pie isn't that big :-)

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Old 02/10/13, 1:40 PM   #416
Seerow
Von Kaiser
 
Human Warrior
 
Shadowsong
Regarding the posted sim results.. You can see the action profile in the bottom part... I played around with it for ~ 1 hour with different rankings of slam, OP, MS, OP with already 5 stacks tfb, etc. etc. with varying HS usages. There should be a simcraft release around the corner so you can try it out yourself, but I would be surprised if slam would be used way more often than it is now (~75 out of 450 secs):
I was looking at the table at the bottom that tells you how many times each ability got used. ie:

Heroic Throw - 9.3
Heroic Strike - 14.7
Impending Victory - 5.4

Those are the ones that strike me as odd. Heroic Throw + Impending Victory are taking up 14 globals that could conceivably have been used by Slam, and the Heroic Strike usage says there was some extra rage at some point. It could just be the rage gen not lining up well with the rotation, but it could also be an issue with the priorities.

As you point out, most of the space is taken up by CS/OP/MS, but that doesn't mean that the rest is irrelevant.

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Old 02/10/13, 2:21 PM   #417
Berthold
Don Flamenco
 
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Pandaren Warrior
 
Madmortem (EU)
Deleting Heroic Throw and being way more conservative with HS (only during CS and rage >100) gives a couple hundred dps. However the biggest gain can be found by having *more* Impending Victory as it has better DPR than Slam. This means

MS>EX>OP>IV>Slam gives us ~116kdps. Even putting Slam over IV during CS is worse. without IV we are at ~114k

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Old 02/10/13, 2:34 PM   #418
Seerow
Von Kaiser
 
Human Warrior
 
Shadowsong
Originally Posted by Berthold View Post
Deleting Heroic Throw and being way more conservative with HS (only during CS and rage >100) gives a couple hundred dps. However the biggest gain can be found by having *more* Impending Victory as it has better DPR than Slam. This means

MS>EX>OP>IV>Slam gives us ~116kdps. Even putting Slam over IV during CS is worse. without IV we are at ~114k
Interesting, I wouldn't have guessed IV's DPR was that good.

Out of curiousity, what does bumping up IV's priority like that do to our strength scaling? Also does your sim account for the doubled Deep Wounds? I would expect those to make strength scaling a bit better overall.

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Old 02/10/13, 2:56 PM   #419
Berthold
Don Flamenco
 
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Pandaren Warrior
 
Madmortem (EU)
Apparently, the deep wounds fix is not yet in the PTR client data, but I can hardcode that:

Here is the new simulation
Arms 10.02.2013

The dot buff nets a nice 122k dps for T14H. But still poor scaling, i.e., with T15H we might look bad.

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Old 02/11/13, 2:52 AM   #420
Berthold
Don Flamenco
 
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Pandaren Warrior
 
Madmortem (EU)
Another idea would be to have Opportunity strikes generate small amounts of rage.. This would give a better mastery scaling and would make us use HS (at all).

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