Is not valid to average Enrage uptime throughout all the fights. The damage you might do at Razorscale will do nothing to Ignis for example.
Part of the reason i did the testing was because people exaggerate their dps gains on certain bosses. They assume Enrage is proccing more often than it really does. So they assume a 100+ dps gain. So here's Ignis for you. But read my final comment as well as it's a bit more detailed.
Enrage uptime for Ignis was 11.6% for me. That makes the dps look as below. Again using the spreadsheet.
add 6 dps to each of the above if 5/5 unbridled wrath instead of 4/5 (see previous post)(it's a high rage fight so it's probably 1/2 this amount at a guess)
Subtract 25 dps if zero points in Unbridled Wrath (it's a high rage fight so it's probably 1/2 this amount at a guess)
normal spec=6366 dps
I'd like to point out one thing. If you do the encounter correctly the average enrage uptime should be approx. 10%. That's being generous and having Ignis Flame Jet every 30 seconds and not every 40 seconds. Never timed it and the strat says between 30-40. RNG or luck if you prefer can increase your uptime as it did for me. But yes for that fight enrage spec was superior. That was the only fight that it felt so. Also being Slag Potted may trigger Enrage as well. I wasn't slag potted so i can't confirm this. I would assume it does. However being in a bosses fist with a % damage buff that you can't use doesn't really help much. Although you will get out of the fist with part of the buff still remaining. If it does proc while being Slag Potted it means your chances of having Enrage go off during Flame jets are now reduced. So overall if you get Slag potted and Enrage goes off call it a loss vs it not going off.
With an estimated Enrage uptime of 10% i get the following. Just wanted to see what this looked like.
add 6 dps to each of the above if 5/5 unbridled wrath instead of 4/5 (see previous post)(it's a high rage fight so it's probably 1/2 this amount at a guess)
Subtract 25 dps if zero points in Unbridled Wrath (it's a high rage fight so it's probably 1/2 this amount at a guess)
normal spec=6366 dps
I'll also add that this is a high rage fight and the difference between both specs is actually further than indicated. The added rage talents for the normal spec aren't as helpful as normal. Hard to get a precise number on this one. Possibly increase the difference by up to 20 dps. Assuming 1/2 the extra rage from talents being wasted for the normal spec. So either add 20 dps to the enrage spec or subtract 20 dps from the normal spec to get this difference between them.
Now let's say for example that all rage talents are completely useless for this fight just to see what happens. Normal spec would be 6300 dps and the 5/5 enrage spec would be 6363 dps. A max gain of 63 dps or 1% to be precise. That is the absolute max it can do based on 10% uptime as that's 1%. Well actually it's 67 dps according to the spreadsheet. But you get the picture.
The main point of testing was to see if enrage would be a viable spec for all of Ulduar. Mainly i'd think people would dual spec fury/arms or fury/prot and not spec fury/fury. Although i did spec fury/fury and still am during this testing. Personally i think a fury/arms dual spec makes more sense. Arms for General Vezax and fury for the rest. The question then would be which fury spec. Therein lies the reason for the testing.
Last edited by catch22atplay : 07/13/09 at 6:37 AM.
Synched weapon speed can cause the following:
- bulky rage generation which results in wasted rage / not able to execute every GCD, if needed (weapons hit at the same time), unless you desynchronize them by engaging in battle only when you are already standing next to the enemy. No need to mention this isn't always possible or working.
- less deep wounds dps if the bug is still there: when both weapons crit at the same time, you'll apply only 1 deep wounds stack.
However, Rune Edge is superior to Aesir's Edge even without any of the above mentioned problems. The offhand is more a matter of stats, than DPS and speed.
Bodhvar, if you have 2 weapons of the same speed, the rage generation will be spiky, while if weapons are of different speeds you will have a more smooth rage generation. I have been raiding with different speed weapons and same speed weapons as fury warrior and the difference is hardly noticeable, i still have full rage bars during boss fights. I would say, go for the highest damage weapons even if they are of the same speed.
I'm here for a question about Armor Penetration for fury spec. I'm using the Spreadsheet and I've noticed something strange. A kind of "cap" at 41%-42% of ARP.
There is a soft cap for Armor Penetration if you use [Grim Toll] (~50.32%) or [Mjolnir Runestone] (~46%). This means that once you reach this soft cap, Armor Penetration is worth roughly 20% less and thus it is better to gem strength or strength/critical. If you use neither trinket, then you only have the hard cap to worry about, which is of course 100%.
I'm confused as to why, considering both Grim Toll and Mjolnir have the same proc, that the softcap would be any different depending on which trinket you use.
Also, why does the spreadsheet seem to show strength becoming more valuable than ArP at around 46-47% when specced fury and using grim toll, and around 50% in arms when using grim toll?
Edit: I just looked into it a bit more in regards to my first question, apparently the proc is 665 ArP and not 612 like on Grim Toll.
Synched weapon speed can cause the following:
- bulky rage generation which results in wasted rage / not able to execute every GCD, if needed (weapons hit at the same time), unless you desynchronize them by engaging in battle only when you are already standing next to the enemy. No need to mention this isn't always possible or working.
- less deep wounds dps if the bug is still there: when both weapons crit at the same time, you'll apply only 1 deep wounds stack.
I really haven't had much trouble keeping my weapons desynched. Since you are able to manually make sure that they are perfectly desynched, the other side of same-speed weapons is that they can provide optimal rage generation as well, hitting exactly opposite of one another.
Just macro your bloodthirst to /startattack, macro heroic and shattering throw to /stopattack. When you run out of range hit the HT button, when you run back in BT. No problem.
Obviously I'm not disagreeing that Aesir's is better as a MH but I don't see same-speed weapons being a 200 DPS loss as some people are suggesting.
Just macro your bloodthirst to /startattack, macro heroic and shattering throw to /stopattack. When you run out of range hit the HT button, when you run back in BT. No problem.
Salzul, can you please elaborate a bit over those macros ?
Replace your normal BT and HT bindings with these macros, or else append the start and stp attack commands to your current macros.
/startattack
/cast Bloodthirst
/stopattack
/cast Heroic Throw
You just dont actually start your attacks until you are within melee range of your target, and when you drop out of melee range, you toggle off your attacks again.
It really isn't hard to manage if you get in the habit of trying to toss a heroic throw whenever you are out of range anyway, and just mash BT when you are back in the hitbox.
Many raiding 2hers feature a 3.4s swing time. This can be annoying when dual weilding since if those swings are synched, you will frequently rage cap, and generation will be spiky. A MH and OH crit at the same time can easily give 70+ rage. Synched weapons suck, and make it harder to plan ahead.Luckily, you have control. Try this. Stand out of range of your target, then right click to attack. You will go into attack mode, but you are not in range so you dont do anything. Now walk forward until you are in range. Both of your weapons will hit simultaneously and for the rest of your time on that target will be synched. Boo! Now try this. Select a target but do not go into "attack mode". Walk up until you are in melee range, and THEN right click. Your weapons will now be perfectly offset. This gives you very steady rage generation and makes your rotation a bit easier to control. If you have weapons of different speed, this doesnt matter.
Those macros just take the "right clicking" out of the equation. /startattack is equivalent to rightclicking a target and entering attack mode, and /stopattack is equivalent to hitting escape and exiting attack mode.
Honestly 4k is actually pretty much on target for your gear in a non-gimmick situation, you should think about how you use deathwish and such - if you only use it once a fight you can definitely pick up a lot of damage by using it more.
Without putting your stuff up on the spreadsheet I don't think you need to worry about arp. The spreadsheet will always be the end all answer as to how you gem/enchant.
Удачи
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Thanks Levk - will try that out tonight! Fortunately also picked up a DMC Greatness so can swap out DMS Death finally - assume better to keep Mirror of Truth with DMC Great rather than using both DMC cards.
Thanks Levk - will try that out tonight! Fortunately also picked up a DMC Greatness so can swap out DMS Death finally - assume better to keep Mirror of Truth with DMC Great rather than using both DMC cards.
Tremasja
Question
Jawbone is equipped as Offhand while Demise is mainhand. Is this accidental? If not there's a dps killer right there
And get rid of mongoose,dual berserking is the way it is
I really haven't had much trouble keeping my weapons desynched. Since you are able to manually make sure that they are perfectly desynched, the other side of same-speed weapons is that they can provide optimal rage generation as well, hitting exactly opposite of one another.
Just macro your bloodthirst to /startattack, macro heroic and shattering throw to /stopattack. When you run out of range hit the HT button, when you run back in BT. No problem.
Obviously I'm not disagreeing that Aesir's is better as a MH but I don't see same-speed weapons being a 200 DPS loss as some people are suggesting.
Yeap, i wouldn't mind a little more meat on those macros either ^^
btw i'm only popping in to check before re-swapping MS for fury dps, and its been a while
Anyway, i had another question on this; basically to my experience it doesn't matter what weapons you use for DW as long as they are with as high dps as possible, but the way i used to deal with same-speed weapons was simply starting with just 1 2h'er equipped MH, 1swing and then equip the other, which also bought the tanks some time to get threat before the pounding started for real - would this still also be viable as an alternative to macroing heroic and shattering throw?
It really isn't hard to manage if you get in the habit of trying to toss a heroic throw whenever you are out of range anyway, and just mash BT when you are back in the hitbox.
You can only startattack when directly at the mob, otherwise it would not be desynchronized, so you'll lose some damage every time, cause human reaction will limit you. Without doing this you never toggle attack off and can spam BT/etc. before going into melee range. So your attack will directly go off - otherwise it would every time be delayed a bit. So it's a illusion you will always have desynchronized weapons without losing some DPS trying to desynchronize it every time. For example Mimiron, Yogg-Saron: It's pointless to try this there every time you have to run or run away from a enemy - you will lose more DPS than playing normal all along. Its mostly good to desynchronize your weapons for Patchwerk-like fights however.
You can only startattack when directly at the mob, otherwise it would not be desynchronized, so you'll lose some damage every time, cause human reaction will limit you. Without doing this you never toggle attack off and can spam BT/etc. before going into melee range. So your attack will directly go off - otherwise it would every time be delayed a bit. So it's a illusion you will always have desynchronized weapons without losing some DPS trying to desynchronize it every time. For example Mimiron, Yogg-Saron: It's pointless to try this there every time you have to run or run away from a enemy - you will lose more DPS than playing normal all along. Its mostly good to desynchronize your weapons for Patchwerk-like fights however.
I feel like the point has been made that same-speed weapons are not the end of the world and you have a decent way to control whether or not they sync, so I'm not going to keep batting advantages and disadvantages back and forth.
I'm just going to say that you are exaggerating the problem. The way the game works is from the moment you /startattack, it immediately tries to swing your MH. It then waits 50% of your swing time before trying to swing your OH. This means from the moment you /startattack you have 1.5-1.8 seconds to get in range before your melee swings are actually synched. All you have to do is hold your BT until you are about in melee range and you wont have synched weapons. At worst you are losing 1-2 OH whites in the course of a fight, which is a lot better than the 200 DPS loss that was being cited earlier from synching.
I am not suggesting this is what I focus all of my energy on while raiding. It's just a small change in habits and is very natural, not something I think about or spend a lot of time on. I don't hit BT until I'm more or less in range, I heroic throw when I go out of range. It applies all of the time, to any fight. On most fights I am able to maintain it effortlessly, and if I do synch, I don't worry about it. On fights like Mimmiron it's even easier, intercepting back into range is already starting my swings back up and I can BT while I'm in mid charge.
Anyway, the ability to control synching is there, take it or leave it. But it's silly to factor in same speed when choosing weapons.
Having both weapons synched can be annoying when you get miss strings, but it grants a small bonus on flurry uptime, since both your weapons will use the last charge. When you miss you don't lose a charge, so this effect is not enormous, but in the long therm it still provides a better haste and rage generated.
During fights where there is a lot of raid damage I don't find myself starved in either case, so I try to have both weapons synched because of higher flurry uptime (and with a swingtimer I can better dump high rage executes without delaying other abilities). During fights where I am a bit more starved I prefer to have desynched weapons for a smoother rage generation.
For what I could notice misses strings tend to starve you in both cases and smoother rage is not always a solution, but more a playstyle, and personally I prefer the synched style since I find it more similar to Arms' way of generating rage (in therms of pace) and I am more used to it. Probably who used to be Fury in TBC prefers the smoother rage gen and prefer to desynch regardless if it was a dps increase.
There are points in favor of both: smooter rage gen vs more flurry uptime and more total swings. In therms of raw damage I think synched weapons are slightly higher, but the execute phase can change quite a lot between the 2 "styles".
Saizul I wasn't intending to insult you. I know all of your points are valid, however, mines are too. I don't think I'm exaggerating the problem, cause I don't see it as a "problem", but only as a thin disadvantage and this it still is.
But it's silly to factor in same speed when choosing weapons.
I'm not at all intending to say so - not at this point at least. However, didn't want to say, but this topic is anyway irrelevant at this point of WoW. The 3 best weapons are: Voldrethar, Aesir's Edge and Rune Edge. 2x Voldrethar is king, after that, Voldrethar / Rune Edge, Voldrethar / Aesir's, Aesir's / Rune Edge, Aesir's / Aesir's and the worst of all: Rune Edge / Rune Edge. Aesir's Edge in offhand is not worse because of synched speed but because of inferior stats and more or less useless slow speed in offhand (which is not in mainhand and thereby sets off Rune Edge). So it isn't important at all what we discuss here, you take what you get and that it is. Could change with 3.2 however, if we have weapons with the same stats but with different speeds.
About "4th flurry charge" with synched weapons: I heard some time ago this "bug" isn't working always, or at all. Anyone knows perhaps more about that? I'm remembering it had to do with the server / client arrangement.
About "4th flurry charge" with synched weapons: I heard some time ago this "bug" isn't working always, or at all. Anyone knows perhaps more about that? I'm remembering it had to do with the server / client arrangement.
I just tested it on a dummy before posting, so I'm sure it is working with a reasonable range of latency (90 minimum to 240 on some spikes) resulting in a 0.2s delay between weapons at max.
I'll try to collect a longer sample to check if there is a treshold, but the combat log showed flurry to fade off AFTER the OH swing few hundreds of ms after the offhand log row.
I have a quick question on gemming. Once you get to 46/50% ArP with either GT or Runestone, gemming strength is better than gemming ArP anymore? Is there a point when ArP becomes better than str even after you're at 100% with proc?
What's the best piece of T8 to leave out? Shoulders for [Shoulderplates of the Eternal] or legs for [Plated Leggings of Ruination]? And I'm also having trouble getting expertise without a Worldcarver and am forced to socket almost everything expertise. Bad idea?