I really wish people would stop telling people asking about gear to just refer to the damn spreadsheets.
In nearly every damn spreadsheet, and spreadsheet forum thread, someone is always finding bug after bug after bug after bug, that someone is sometimes the author himself admitting he found and is too lazy to fix it atm! Their's no point in using something if its constantly giving the wrong information, then you got people taking it serious and looting and or wasting heroic badges/dkp on stuff they really didnt need or wasn't that big of an upgrade to them.
What we need is someone to just break down the ideal overall dps stats for each tier level of gear and then people can strive for that. Ie how much haste, hit, crit, ap etc is the ABSOLUTE best for t4ish gear, t5ish gear, t6ish gear etc. Their will be people in between tiers and those people can just reach for half and half of whatever the ideal amount is.
Anything but referring to the constantly bugged spreadsheets that feed false information or just flat out dont work very well would be better imo.
Buggy or not, they still usually show an increase in DPS when you input something that looks like it would be an upgrade. Most of the time you can simply eye what's going to be an upgrade because it has higher hit, crit, AP or whatever stat over whatever you are needing to replace. The majority of upgrades are common sense (at least to me) unless you really want to nitpick over 5-10 DPS and would rather wait for a future drop than take something in front of your face. These spreadsheets are meant to be used as a guide and a rough estimate of what you can expect. Are they perfect yet? No, they are still a work in progress, but they are still very useful as they are now. If you feel slighted because you spent DKP on something that gave you 2 less DPS than expected don't blame the authors of these sheets. They never forced you to use them in the first place.
And the reason people always reply with the same "look at the spreadsheet" answer is because the same question is constantly asked and each time the answer is going to be different depending on what someone is wearing.
What we need is someone to just break down the ideal overall dps stats for each tier level of gear and then people can strive for that. Ie how much haste, hit, crit, ap etc is the ABSOLUTE best for t4ish gear, t5ish gear, t6ish gear etc. Their will be people in between tiers and those people can just reach for half and half of whatever the ideal amount is.
Others have replied already just wanted to comment on this.
And just how do you think people are going to do this analysis that you ask for? By picking numbers at random from their brain based on what they "thought they might have seen" in the last raid they attended. "Someone" will just have to run through the spreadsheet, which are currently the best you can get in terms of estimating dps, guessing doesn't even come close (yes that was sarcasm). Why should someone else do the work when the spreadsheets are very easy to use (and will give you a more accurate answer since you can set it to use exactly the gear your wearing).
"ABSOLUTE best", that is just not how it works. Blizzard has not given us any exact formulae to work with, all spreadsheets and other guesstimates are theorycrafting, i.e. there are no guarantees that anything is correct. Granted, some theories are more secure than others but we just don't know enough to do better than what's in the spreadsheets.
In the previous discussion on the expertise cap I had suggested it was 6.5% as I had seen dodges with an expertise rating that gave me 6% dodge suppression. Well I present some proof of this claim: Daronsk - WWS
This is the WWS from my guilds last BT run (Gorefiend->Illidan). The entire night I was dual wielding my S3 axes as an orc, with shard of contempt, and 2/2 weapon mastery. If the cap was truly 5.6% then with this set up I should never see a dodge as I'm well above the cap at 6%. It turned out that their were dodges(albait a very low %).
The following test was conducted to figure out if mobs use the Coefficient for 50% armor reduction per level: Z = 467.5 * [TarLvL] - 22167.5
70: 10557.5
71: 11025
72: 11492.5
73: 11960
... that players do since people have questioned that they may not.
I went into the plateau with ogres just outside of shatt and collected some data hitting bloodthirst against some 71 / 72 ogres of the same type (the ones with the maces).
With 2853 static AP (rampage5 and Bshout) and 980 ArP, I hit each 71 and 72 ogres with a bloodthirst and recorded the data. I then went back and hit each 71 and 72 ogre with a bloodthirst after sundering them 5 times.
Here's the data:
71 nosunder = 854
71 sunder5 = 1012
72 nosunder = 839
72 sunder5 = 991
Now since we are working with 2 unknowns per level of mob (Coefficient and armor value) I had to come up with some math to solve for both, so we 100% know how level effects the coefficient.
[%DamageReduced] = armor / (armor + Z)
[%DamageApplied] = 1 - [%DamageReduced]
[%DamageApplied] = Z / (armor + Z)
[%DamageApplied] = BT / .45[AP]
Z / (armor + Z) = BT / .45[AP]
.45[AP]Z = BTarmor + BTZ Z(.45[AP] - BT) / BT = armor
First we need to solve for the armor value of the 71 and 72 respectively. Since we don't know Z, we had to come up with 2 sets of data, hence the 5 sunders, and then eliminate Z and solve for A.
Now we can re-plug these back in to find Z for both levels. And we can check it for all 4 levels of data.
Z = BT(armor-ArP-Sunder) / (.45[AP] - BT)
71:
Z = 854(6556-980) / (.45[2853] - 854) = 11078
Z = 1012(6556-3580) / (.45[2853] - 1012) = 11078
72:
Z = 839(6854-980) / (.45[2853] - 839) = 11078
Z = 991(6854-3580) / (.45[2853] - 991) = 11078
Hmm something definately strange going on here. I did re-double check everything and it worked out. There's no change in armor coefficient per level for this ogre but there's definately something weird about what it is initially. I will try out different types of mobs.
I did the same test only versus level 70 and 71 boars on Blades Edge Mountain. Same conditions apply and I made sure I didnt hit the shield.
Now we can re-plug these back in to find Z for both levels. And we can check it for all 4 levels of data.
Z = BT(armor-ArP-Sunder) / (.45[AP] - BT)
70:
Z = 828(6772-980) / (.45[2853] - 828) = 10520
Z = 985(6772-3580) / (.45[2853] - 985) = 10520
71:
Z = 814(7130-980) / (.45[2853] - 814) = 10655
Z = 963(7130-3580) / (.45[2853] - 963) = 10655
Well It seems here that the numbers here are closer to the 70 level for both 70 and 71, quite a co-incidence. Could it be that Either A) blizzard didnt update the armor co-efficient with same type mob level variance, of B) this was intended.
It is conclusive though that the Coefficient did change with mob level and mob type in sync with the suggested forumla: Z = 467.5 * [TarLvL] - 22167.5
In the previous discussion on the expertise cap I had suggested it was 6.5% as I had seen dodges with an expertise rating that gave me 6% dodge suppression. Well I present some proof of this claim: Daronsk - WWS
This is the WWS from my guilds last BT run (Gorefiend->Illidan). The entire night I was dual wielding my S3 axes as an orc, with shard of contempt, and 2/2 weapon mastery. If the cap was truly 5.6% then with this set up I should never see a dodge as I'm well above the cap at 6%. It turned out that their were dodges(albait a very low %).
If I'm calculating things correctly I think you should have 16 expertise skill (including 5 from orc racial) + 2% antidodge, so 6% dodge removal in total?
Total swings from white+BT+HS+WW+Exec: 5166 (including trash)
Dodges for the same: 7
Total swings on trash: 2523
Dodges: 0
I.e. 2643 swings with 7 dodges (and assuming 6% antidodge)=>
The dodge chance is 95% likely to be within [6.13,6.54], mean is 6.26%.
We need 10000+ swings running with 6.25% to pinpoint the dodge chance to within ~0.1%.
I had the same amount of expertise as last week on all bosses this time including Mother (Onslaught Belt, Shard of Contempt, 17 expertise plus -2% dodge from talents).
I was asked to tank on several packs in Black Temple where my expertise dropped to 5 plus -2% dodge from talents so best just to take the boss fight numbers.
As a point of interest, the character screen reports my expertise as a round figure of 17 (4.25% less dodge/parry). However, I have 70 expertise rating which would be 70 / 15.76 = 4.44% (6.44% less chance to dodge with talents).
I would expect my overall misses to dodge to be higher assuming the cap is 6.5% if the character screen expertise is used.
Any thoughts? Perhaps there just aren't enough hits to draw any conclusions.
Now if we had some 74 mobs floating around, we could nail this problem right on the head with data from that. Unfortunately we don't. Does anyone have any data on this from pre-BC like in BWL or Naxx, etc? Maybe we can match it with that.
Like hit, it might make a non-linear step at +3 levels.
Say for instance, it might jump up from .2 per level to .4 per level making it 6.2% or .5 per level to 6.5%. I am absolutely positive its a per level related calc and not just a set number, it has to be either one or the other.
We need someone with -6.0% to dodge, with -6.25% to dodge, and -6.5% to dodge to send reports.
I think it's safe to say now that 5.6% is not the dodge rate of a raid boss, in which case I'm going to have to change the info on the first post. However, I'm just going to leave it as it is until we get some definitive and undeniable answer as to what the doge rate really is.
Ap is almost always better until you reach a certain top-end point of AP with low crit. Crit is not always better than haste if you have top-end crit/AP levels. Penetration is better than everything except expertise when you have a decent amount, especially on lower armor bosses. You are right on though that expertise and hit are best until they are capped.
Comments on 17/44 rotation:
When starting, its always best to get battle shout and rampage up first (let the tank build threat) and then do BT / WW
After that, always BT then WW then rampage. If you cant refresh rampage in time, make sure to hit BT and WW first and use rampage on GCD. Do not hit rampage over BT or WW. When you need to refresh rampage soon, bank 75 rage while HS'ing so you do not miss the opportunity. While Rampage is not needed to be refreshed, bank 55.
Comments on ratings:
Where are you getting 22.1 rating per crit% from?
15.76 rating per % for both haste and hit.
Surviving:
There's no fight that I can think of that using commanding shout will save your life. If you use it while you are at half health, you are only gaining 50% of the buff. And there's no ability in the game that can one shot that you would have lived if you would have had CS up, except for maybe pulling aggro on a very hard hitting boss.
Also, you take 22.22% more base damage in zerker stance than you do defensive.
Surviving:
There's no fight that I can think of that using commanding shout will save your life. If you use it while you are at half health, you are only gaining 50% of the buff. And there's no ability in the game that can one shot that you would have lived if you would have had CS up, except for maybe pulling aggro on a very hard hitting boss.
I believe the point Voxx was trying to make was that it is not an absolute life saver with regards to being one shotted, but it can be used effectively at times. While running out of a flame patch/void zone/death and decay, during ground slam/shatter and moving out of a rain of fire come to mind. If you know you will be hit by expected and/or burst damage, surely it is wise to help negate this incase of further unexpected damage?
Ap is almost always better until you reach a certain top-end point of AP with low crit. Crit is not always better than haste if you have top-end crit/AP levels. Penetration is better than everything except expertise when you have a decent amount, especially on lower armor bosses. You are right on though that expertise and hit are best until they are capped.
This is an often-debated topic. The actual values of each stat almost ENTIRELY depends upon your current gear. I'm currently debating removing that section from the guide because of how many times someone comments on how they think the priority is wrong. Rather just state that each stat has it's place and it's time and that you should refer to the spreadsheets in order to make your own comparisons.
Originally Posted by landsoul
Comments on 17/44 rotation:
When starting, its always best to get battle shout and rampage up first (let the tank build threat) and then do BT / WW
After that, always BT then WW then rampage. If you cant refresh rampage in time, make sure to hit BT and WW first and use rampage on GCD. Do not hit rampage over BT or WW. When you need to refresh rampage soon, bank 75 rage while HS'ing so you do not miss the opportunity. While Rampage is not needed to be refreshed, bank 55.
If you really feel the "rotation" I detailed is inadequate, I can fix that. I personally feel that just following the general guidelines in the "rotation" is enough. As to what abilities to use in the first few seconds of the fight, I would have thought no one in their right mind would start "nuking" immediately without already having Battle Shout and Rampage up? Perhaps I have too much faith in the dps warrior community?
Originally Posted by landsoul
Comments on ratings:
Where are you getting 22.1 rating per crit% from?
15.76 rating per % for both haste and hit.
I could use 22.08 rating per % if you want... but I figured 22.1 was close enough. If you have a source that states otherwise post it here and I'll take a look?
Originally Posted by landsoul
Surviving:
There's no fight that I can think of that using commanding shout will save your life. If you use it while you are at half health, you are only gaining 50% of the buff. And there's no ability in the game that can one shot that you would have lived if you would have had CS up, except for maybe pulling aggro on a very hard hitting boss.
Also, you take 22.22% more base damage in zerker stance than you do defensive.
It's not so much being one-shotted in a single attack that Commanding can save you from, but for instance when you take a burst, or know you are going to take a burst in a short time and are otherwise at a high % of health, Commanding can increase your chances of surviving subsequent bursts. Ground Slam + Cave In comes to mind immediately, Commanding right before kiting phase of Supremus can help you survive geysers. There's a lot of cases where it won't directly increase your chances of surviving a one-hit kill but it WILL increase your chances of survival on the same basis that tanks stack stamina. It's not the one hit that will kill you but it gives your healers more time to react to multiple hits.
As to what abilities to use in the first few seconds of the fight, I would have thought no one in their right mind would start "nuking" immediately without already having Battle Shout and Rampage up? Perhaps I have too much faith in the dps warrior community?
Now you say that, but is it really that clear cut?
It's something I've been wondering about for a while - what should I spent my first 30 rage on? BT or Rampage? Battle shout seems fairly obvious as it's a higher amount of AP for a cheaper cost, but should I rampage and put BT back a global cooldown (or more, if it takes me longer to get rage. If I'm wielding 2 2.6 speed weapons, it's entirely possible to get a miss/dodge and maybe have to wait even longer for a bloodthirst), or should I just BT as soon as possible?
Threat is rarely an issue, on a large proportion of fights the tank goes in first anyway and/or gets a misdirect, so it's very rare that I have to say 'better not bloodthirst yet, I might pull aggro!'
I've always been of the general opinion that delaying a BT off cooldown is a bad idea, and most of the time I play like that for pulls too - putting BT on cooldown is my 2nd highest priority after battle shout (which is normally bloodraged up before the pull anyway).
I've not done the maths for this, so maybe I'm wrong. Is it really worth putting up rampage before BT?
Well you delay the Bloodthirst for 1.5 seconds, possible more I suppose. However you gain 50 attack power off the bat, and more per swing. We'll say that delaying Bloodthirst cuts the value of the first Bloodthirst in half (3 seconds delay in getting it on cooldown is half the cooldown of Bloodthirst). Let's assume Bloodthirst hits for 1000 base without Rampage and that in 3 seconds you can get Rampage up to 3 stacks. (The initial stack, and 2 subsequent hits) This makes using Bloodthirst first worth 1000 damage. While using Rampage first makes your Bloodthirst worth 556.25 damage. This doesn't include the minor AP bonus from auto attacks with Rampage up for 3 seconds.
So it seems that Bloodthirst first is the best option via napkin maths. Certainly if your first few swings are non-crit and you don't have the option to use Rampage before Bloodthirst, then Bloodthirst away. Even without the crit-starvation initially it seems Bloodthirst is generally the best way to go.
Yes, you et more DPS out of putting BT and WW on CD right away at the start of the fight, but sometimes that can lead to chance of aggro gain and subsequent tank-pissoffery. The first few seconds of letting the tank build his ceiling is an optimal time to build a rage bank and get rampage up before you start your BT/WW cycle.
I'm not complaining about the whole commanding shout thing, just saying that its really not useful lets say versus proper movement and understanding fight mechanics. Only thing I could think of would be Fatal attraction and maybe taking the poison on council. You know when its coming, and are at full health, if you get the poison on you, immediately command shout and D-stance will give you an extra 10% or so health. Even then, you are still no where near dying unless you stand in a blizzard, flamestrike, consecrate, or get holy wrathed by the priest without a healthstone. In fact the chance is so small of that happenning if you are paying attention correctly, that wasting rage and 2GCD to switch shouts would end up being just a drop in DPS.
Yes could you please use 22.08%, 2 decimals is consistent with everything else. My bad on the 15.76, it is 15.77 after all, I was thinking about something else, apologies.
1. Battleshout
2. Demo shout a progression boss (we don't demo most farm bosses)
3. Sunder
4. Rampage
5. DPS cycle
This delays my first BT by probably 6 seconds (a full BT) on most bosses. What's important, though, is on bosses like Kalecgos and Brutallus, I'm often hitting the boss before the tank has shield slammed. On Brutallus, I'm attacking as he runs over me to the tank. I probably get a full cycle on the boss before the tank is even in melee range. So, did I delay my first BT 6 seconds? Or did I find 3 more seconds of DPS time? My DPS goes down, but my damage goes up. Also, each sunder on a boss is 3-4% more physical damage. A tank running SS/Rev/Devax2 will have:
Sunder 1: 3.0 seconds
Sunder 2: 4.5 seconds
Sunder 3: 9.0 seconds
Sunder 4: 10.5 Seconds
Sunder 5: 15.0 Seconds
By sundering yourself, you can have a 5 stack of sunder up by the 6 second mark. That's a gain of 16.5 sunder*seconds or however you want to quantify it. I am most prone to pulling aggro in the first 15 seconds when all the threat a tank might have is a MD, a PoM, and a bunch of misses/parries. I like to see a nice 10k aggro cushion before I start plowing into a boss. I'm sure this approach might hurt my pretty numbers some on certain bosses, but it's been a highly effective approach for me.
I'm just curious here about temporary consumables. I searched, but couldn't find the math on it. A friend of mine challenged why I use haste potions over insane strength potions. I've always accepted that haste potions are the best damage potions to use, but he made a good point, that when I have flurry, dragonspine, dragonstrike and for that matter mongoose up, a haste potion will be greatly de-valued due to the multiplicative adding on haste effects.
Now my understanding of haste has the strongest buff taking precedence, and the lesser ones being multiplicatively added to that. Now according to that train of thought, that puts haste potion at #1 priority giving 25.381% speed increase, followed by flurry at 25%, then dragonspine at 20.622%, then dragonstrike at 13.452%.
In my imagination this is how it goes;
25.381% x 1.25% x 1.20622% x 1.13452% = 42.417% total haste.
Therefor you would only be getting 6.345% haste out of a haste potion. Now for me, between 35% and 45% of my damage is white (I'm 17/44), so besides the increased speed of HS coming up, does this offset the 264 effective AP of an insane strength potion?
It may turn out that haste is better, but it was a question / point that I didn't have an answer for and it piqued my curiousity.
I have 6% dodge reduction (SoC + Orc Racial + 2% from talent) and have noticed dodges as well. However in the first raid (SSC) only my white swings and whirlwind had dodges. I'm dual wield fury btw, not sure if the others posting were not dual wielding.
Which made me think maybe the Weapon Mastery doesn't apply to the offhand? (Bug maybe?) Since the dodged white swings could've been my offhand, and the dodged whirlwinds could've been for the offhand as well. Never dodged a BT, HS, or Execute. Whirlwind was dodged twice on Hydross. 1 Swing dodge on Lurker, and 2 swing dodges on Morogrim.
No dodges the following night on Leo and VR.
However tonight when we cleared kara I had 1 BT and 1 Execute dodged (With 3 white swings). The blood thirst was dodged on Maiden of Virtue. The execute was dodged by Curator.
Thinking things over a bit:
There *must be* a point of inflection with regards to stacking crit vs. stacking haste. Consider 60% of a [fury] warrior's dps is based on autoattacking. That leaves 40% that is affected by crit only (more like 38% considering deep wounds).
Let's take things to the extreme.
Consider having maxed crit, and 'maxed' haste.
Crit: 60% of my damage will be hastened 100% of the time by 25% via Flurry. 40% of my damage will be double.
Haste: Quite simply, I will do an infinite amount of damage in 0 seconds. It's inconsequential what each swing hits for.
So yes, there is a point that haste wins over crit for sure. Unknown if it's an attainable value, or if it's the case all the time. This was merely to explore [the somewhat obvious] haste not having a cap will win. Crit does have a cap.
I'm not complaining about the whole commanding shout thing, just saying that its really not useful lets say versus proper movement and understanding fight mechanics. Only thing I could think of would be Fatal attraction and maybe taking the poison on council. You know when its coming, and are at full health, if you get the poison on you, immediately command shout and D-stance will give you an extra 10% or so health. Even then, you are still no where near dying unless you stand in a blizzard, flamestrike, consecrate, or get holy wrathed by the priest without a healthstone. In fact the chance is so small of that happenning if you are paying attention correctly, that wasting rage and 2GCD to switch shouts would end up being just a drop in DPS.
It's useful for guilds just entering BT on a fight like Najentus. Using CS a few seconds before you break his shell can save a few melee. It's also going to be used by me on Kalecgos when we know our group is due for a portal. The other night I was hit with a portal explosion and arcane explosion at the exact same time and instantly died.