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Old 08/21/12, 5:12 PM   #136
baneberry.dalaran
Glass Joe
 
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Tauren Druid
 
Destromath
@Venyasure

Looking at your spreadhseet an the stat weights.. I assume thats weight per point... since gems have double the secondary stats than primary stats, it looks like secondary stat gemming will be more valuebale than primary stat gemming, with hit /exp capping be our first goal. with haste and crit still being worth more than agility.

I think someone asked previously.. but hve we simmed amor for stat weight, especially with tehe bonus armor from mixology, due to our very low armor ratings to start

Last edited by baneberry.dalaran : 08/21/12 at 6:51 PM.

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Old 08/22/12, 5:38 AM   #137
Taser
Von Kaiser
 
Pandaren Monk
 
Lordaeron (EU)
I forgot about the TP buff. But in this case you should not calculate a flat 15%. You should calc the number of TP of your optiupti to see if you have enough TP to always have 3 stacks of the buff.

Calculating TTL I get the following result:
Stam > haste > agility > armor > parry > dodge > crit > mastery

Manually including it into Venyasure's Excel sheet, if i did it correctly, gets it in a solid 5th place ahead of dodge/parry.

But it is important to note that these calcs are for a constant physical damage income. In many cases you will have bosses that are hybrids doing also some magical damage.

Gemming for secondary stats could be valid. After hitcap + expertisesoftcap gemming for haste might be the first priority. But I would advise not to follow such rankings blindly. You should always know what benefits each stat brings and how it will affect your gameplay.

Edit:
I need to check the cost for missed jabs / KS. The 10 that I stated was an info that I got from strawberry.

Last edited by Taser : 08/22/12 at 1:48 PM.

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Old 08/22/12, 4:11 PM   #138
Yörgle
Piston Honda
 
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Elune (EU)
If I'm not mistaken, Colossus ( Enchant Weapon - Colossus - Spell - World of Warcraft ) has been slightly nerfed from 8000 to 7500. As it was not crappy enough.

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Old 08/22/12, 5:43 PM   #139
baneberry.dalaran
Glass Joe
 
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Destromath
Originally Posted by Taser View Post
I forgot about the TP buff. But in this case you should not calculate a flat 15%. You should calc the number of TP of your optiupti to see if you have enough TP to always have 3 stacks of the buff.

Calculating TTL I get the following result:
Stam > haste > agility > armor > parry > dodge > crit > mastery

Manually including it into Venyasure's Excel sheet, if i did it correctly, gets it in a solid 5th place ahead of dodge/parry.

But it is important to note that these calcs are for a constant physical damage income. In many cases you will have bosses that are hybrids doing also some magical damage.

Gemming for secondary stats could be valid. After hitcap + expertisesoftcap gemming for haste might be the first priority. But I would advise not to follow such rankings blindly. You should always know what benefits each stat brings and how it will affect your gameplay.

Edit:
I need to check the cost for missed jabs / KS. The 10 that I stated was an info that I got from strawberry.
The only recourse vs magic damage is guard, self heals and diffuse magic... certainly making primary stats a little more appealing.. but our AP from agility is so miniscule compared to AP from Vengeance in raids, that unless the fight is absent of melee swings, I surmise focusing on reducing physical with stats. or having enough chi to spend on a tier 3 talent to increase self healing would be more valuable

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Old 08/22/12, 5:45 PM   #140
Tsuki Ko
Glass Joe
 
Human Monk
 
Alleria
Originally Posted by Venyasure View Post
- does anybody knows the proc chance of Gift of the Ox ? Since i don't know the proc rate, i didn't include it in my program, but i guess it's an important ability, and it cannot be neglected. Taser said "autoattacks with 5.2% and styles with 10%". Is it still true in the current beta build ?
They just posted about it:

"Gift of the Ox now has a higher proc rate on white attacks: [0.03*WeaponSpeed] for 1H weapons, and [0.06*WeaponSpeed] for 2H weapons."

Just to clarify: it wasn't changed again, they're talking about the changes made after BM lost TS.

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Old 08/22/12, 7:40 PM   #141
baneberry.dalaran
Glass Joe
 
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Destromath
Originally Posted by Tsuki Ko View Post
They just posted about it:

"Gift of the Ox now has a higher proc rate on white attacks: [0.03*WeaponSpeed] for 1H weapons, and [0.06*WeaponSpeed] for 2H weapons."

Just to clarify: it wasn't changed again, they're talking about the changes made after BM lost TS.
That would make it seem that DW=2H, but with the extra miss on DW.. doesn't this clearly favor 2H for Brewmasters? Granted GotO is not huge amounts of healing, but added to the stat bonuses, enchant procs (agility) and EB stacking its a little bit each time... now if tanking 2H were made a little faster than teh chance of EB stacks falling off would make it a no-brainer.

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Old 08/23/12, 2:29 AM   #142
Taser
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Pandaren Monk
 
Lordaeron (EU)
According to Crithto‘s post the GotO mechanics were changed to:

0.03*Weaponspeed for 1h
0.06*Weaponspeed for 2h

This will result in a disparity. Let’s just calculate the numbers:

2 x 2.6 for 1h / 3.6 for 2h / 4000 haste / hitcap / exp-softcap

1h = 2.16 raidbuffed = 27.78 swings per minute = 22.22 whitehits per minute
0.03 * 2.6 = 0.078
22.22 * 0.078 = 1.733
1.733 * 2 = 3.466 orbs per minute for 2 x 1h

2h = 2.14 raidbuffed = 28.08 swings per minute = 25.98 whitehits per minute
0.06 * 3.6 = 0.216
25.98 * 0.216 = 5.611 orbs per minute for 2h

In the first place it looks quite balanced as with the 40% haste 2h generates an almost equal amount of swings as one 1h. But 1h suffers from the DW-penalty. Even without the DW-penalty 2 x 1h is being penalized through the multiplication with weaponspeed.

May I ask someone of you to address this in the new balance thread as I cannot post in the US-forums. As long as I don’t have any major flaw in my calcs.

Thanks
Taser

Last edited by Taser : 08/23/12 at 2:30 AM. Reason: Typo

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Old 08/23/12, 5:34 AM   #143
Venyasure
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Orc Death Knight
 
Sinstralis (EU)
I assume thats weight per point
They are per point, except agi for which it's per 1.05 points (5% stats buff) and per 1.2*1.05*1.05 for stamina (but since the change in Vengeance, stam=0 anyway...).
I forgot about the TP buff. But in this case you should not calculate a flat 15%. You should calc the number of TP of your optiupti to see if you have enough TP to always have 3 stacks of the buff
I can assure you you always have enough gcd left to always have the 3 stacks, even with very unusual values for haste, hit, exp, uptime,...
But it is important to note that these calcs are for a constant physical damage income. In many cases you will have bosses that are hybrids doing also some magical damage.
True. These calculations are for a "normal" boss doing "normal" melee swings. And for a Monk doing a "normal" number of dodge/parry according to his gear and buffs.
According to Crithto‘s post the GotO mechanics were changed to:

0.03*Weaponspeed for 1h
0.06*Weaponspeed for 2h
Thanks. Here is a general calculation i've made depending on haste, hit, exp, weapon speed, and yellow hits per second :



The auto attacks of 2h are striclty beween 40% and 85.5% better concerning Gift of the Ox.
If I'm not mistaken, Colossus ( Enchant Weapon - Colossus - Spell - World of Warcraft ) has been slightly nerfed from 8000 to 7500. As it was not crappy enough.
And here comes Excel that proves the contrary (unless i've made mistakes, but i've checked everything quite a few times) :

http://www.filedropper.com/brewmastergearcopy_1

Bug fixes :

- block chances on Keg Smash were not implemented properly (it only has an influence on dps - statue)
- Expel Harm suffered from the 4.8% crit supression of melee attacks againts bosses
- the boss now negates 4.5% parry and dodge, up from 0.6%, and the boss cannot miss
- the "OK + Graph" button should update the graph a bit faster

New features :

- armor efficiency is now displayed alongside the other stats
- Gift of the Ox is now implemented
- Windsong is now implemented
- the bonus healing from Guard is now taken into account : i calculate the average uptime of Guard depending on boss damage and tank avoidance (it's a bit less than 10% on the tests i've done), and i multiply healing accordingly
- there is now an option on the second page to include the Glyph of Guard, and the magical damage taken. The uptime of Guard and its absorb are modified accordingly. Guard can do overhealing (well, overabsorb) if the incoming magical damage is not sufficient ; the overhealing is not counted in the final result. Incoming magical damage does not increase Vengeance for now in my program. Should i modify that ?

Remarks :

- 2h is so good for Gift of the Ox that it's now clearly superior to DW in most (many ?) cases, even when DW favors the statue
- it seems it's not optimal to use the Glyphed Guard and a 100% healing bonus uptime if there is no magical damage. But obviously it becomes good when there is enough magical damage for Guard absorb to be useful.

Windsong :

In fact, Windsong is not that good. The reason behind this is that when you have a proc, you only gain one buff, you don't have a chance to gain three, so it's not at all like having three enchants on the same weapon. The only advantage of Windsong is the reduced risk of a buff refreshing an existing one, and its duration. But it has a flaw : it only procs haste, crit, and mastery, whereas DS procs agi. Here is a graph showing the average uptime of these two enchants depending on pph (the uptime of Windsong becomes superior to 1 because i'm adding the uptime of its three buffs) :


For a 3.6 weapon, pph = 6%. At this point, WS uptime is not even twice superior to DS uptime. If we use rough numbers :
- agi = 1.4
- haste = 0.8, crit = 0.7, mas = 0.4 => average of 0.63
- less than twice 0.63 < 2*0.63 = 1.26 < agi

Colossus :

I've searched for mistakes, quite thoroughly. But i haven't found any, and Colossus seems have become better than Dancing Steel even for 2H (whereas it used to be better only for 1H), except for really hard hitting bosses.

Actually, i rather proved Colossus was better for the default values of gear and boss damage of my Excel :

- Dancing Steel provides an averge of about 650 agi for 2H and for the values of hit/exp/haste given. Agi provides about 1.4 points of damage reduction per point of agi. Dancing Steel value is therefore 650*1.4 = 910 damage avoided per second
- Colossus is slightly more than 1k absorb per second. Colossus > Dancing Steel

Remember, this might change depending on boss damage and gear (and statue or not statue, other options, etc...). And there's one thing i don't take into account for Colossus : overabsorb. I consider the proc is always fully effective, and never refreshed by another proc. I'll investigate on ways to change that, but i'm quite sure it will have little impact.

Questions :

- is the absorb of Colossus increased by Guard's bonus healing ? For now, it is in my program (after all, it's only something like a 3% increase). Removing the bonus healing won't make DS better than Colossus, i think.
- does the glyph of Guard influence the Guard cast by the statue ?
- can Swift Reflexes proc enchants ? Usually, procs cannot proc procs, but are Swift Reflexes considered as procs ? In my Excel, they don't proc enchants.
- can Expel Harm proc melee enchants ? In my Excel, it can.

Last edited by Venyasure : 08/23/12 at 12:27 PM.

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Old 08/23/12, 12:33 PM   #144
baneberry.dalaran
Glass Joe
 
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Tauren Druid
 
Destromath
Re: Colossus - Colossus will absorb magic damage as well.. which obviously is more impactful in magic heavy fights where there is constant damage.

So , ot get ~1000 absorbed/sec, is there no ICD on the proc? that its proccing about every 8 seconds.

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Old 08/23/12, 1:37 PM   #145
Yörgle
Piston Honda
 
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Pandaren Monk
 
Elune (EU)
Originally Posted by Venyasure View Post
Questions :

- is the absorb of Colossus increased by Guard's bonus healing ? For now, it is in my program (after all, it's only something like a 3% increase). Removing the bonus healing won't make DS better than Colossus, i think.
- does the glyph of Guard influence the Guard cast by the statue ?
- can Swift Reflexes proc enchants ? Usually, procs cannot proc procs, but are Swift Reflexes considered as procs ? In my Excel, they don't proc enchants.
- can Expel Harm proc melee enchants ? In my Excel, it can.
I did the tests with Colossus and Windsong as I don't have mats for the others.

- Not according to the tooltip and as this one is updated dynamically (and therefore seems to reflect the size of the shield), I think that Guard doesn't have an effect on it. (Which makes sense)
- I don't know, but thanks to your question I seem to have spotted a bug : while the guard is glyphed, the statue doesn't apply guard anymore ! (The spell visual triggers, but no buff on the party membrer)
- Swift reflexes does proc Windsong and Colossus.
- EH doesn't proc colossus (which is a "on melee" proc so that makes sense) but I'm pretty sure I've seen it proc on Windsong but due to the CD I couldn't reproduce it, maybe just bad luck. :-/

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Old 08/23/12, 3:06 PM   #146
Venyasure
Von Kaiser
 
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Orc Death Knight
 
Sinstralis (EU)
Originally Posted by Yörgle View Post
I did the tests with Colossus and Windsong as I don't have mats for the others.

- Not according to the tooltip and as this one is updated dynamically (and therefore seems to reflect the size of the shield), I think that Guard doesn't have an effect on it. (Which makes sense)
- Swift reflexes does proc Windsong and Colossus.
- EH doesn't proc colossus (which is a "on melee" proc so that makes sense) but I'm pretty sure I've seen it proc on Windsong but due to the CD I couldn't reproduce it, maybe just bad luck. :-/
Great. Here is the file modified accordingly (there are no big changes obviously, even if it nerfs Colossus and enhances Dancing Steel as both proc on Swift Reflexes but Colossus doesn't proc on Expel Harm and doesn't benefit from Guard, Colossus is still ahead for a 250k dps boss, but not much) :

http://www.filedropper.com/brewmastergearcopy_2

- I don't know, but thanks to your question I seem to have spotted a bug : while the guard is glyphed, the statue doesn't apply guard anymore ! (The spell visual triggers, but no buff on the party membrer)
Well, that's a huge bug. I didn't take that into account in the file linked above. I hope it will be fixed (unfortunately i can't post on US forums to warn the devs about that ; i guess you can't either).

By the way, i have another similar question : does the T14 4p bonus increase the Guard of the statue ? It doesn't in my current file.

Oh, and, something i haven't answered :
After hitcap + expertisesoftcap gemming for haste might be the first priority
Actually, now that i've included Gift of the Ox and enchants procing on hits, it becomes extremely difficult for haste to become better than hit/exp ; there are few gear/boss dps combos for which haste becomes better, and if you take the statue into account, it's honestly impossible for haste to rival with exp/hit. And since exp softcap is not a really a cap any more given that the way expertise and its interaction with dodge and parry changed (i mean 2550 is not a cap for melee attacks since after this cap you reduce parry chance in the same way as you were reducing dodge chance ; 2550 is only a cap for Expel Harm), exp is still as good after 2550. You'll notice that beyond this "cap", exp is still better than haste ; it simply increases the chances to land a succesful melee attack at the same rate whether you are under or above 2550. What it means is that exp hardcap is better than haste. We should have expertise in all our gem slots... Yes, a parried Keg Smash is horrible for our survival, and GotOx/enchants/statue are good for us.

But that's against a lvl93 boss. If you're assigned to tank reinforcements of an inferior level, exp hardcap is a pure waste of stats.

Last edited by Venyasure : 08/23/12 at 6:09 PM.

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Old 08/23/12, 4:45 PM   #147
Yörgle
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Well I'm going to post it on the French forum (yeah, i know "lol") just to clear my conscious. :p
To answer your question generally : I would think that, in General, the Guard from the statue work on its own, and have no interaction with Glyph / 4pT14 / etc... The bug makes me doubt, though. :-/

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Old 08/23/12, 5:29 PM   #148
baneberry.dalaran
Glass Joe
 
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Destromath
I posted your quetsion about ox guard and glyphs, tier, and tiger palm bonuses

HERE

So you can follow any response.

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Old 08/24/12, 1:43 AM   #149
Taser
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Pandaren Monk
 
Lordaeron (EU)
Thanks for posting these issues Bhambham and Tsuki. It is kind depressing that posting in the EU forums is a total waste of time. US Beta Forum has 12 subforums and a thread with more than 200 blueposts. German Beta Forum has 5 subforums and in all of these less than 200 blueposts in total.

@venyasure
I didn't notice it before, but you are calculating the guards of the statue as being a damage reduction for the brewmaster. But these guards are only being cast on raidmembers excluding the brewmaster. If the raidmembers do not take damage while the guard is actice ist will be a total waste.

Last edited by Taser : 08/24/12 at 2:09 AM.

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Old 08/24/12, 6:55 AM   #150
Venyasure
Von Kaiser
 
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Orc Death Knight
 
Sinstralis (EU)
I didn't notice it before, but you are calculating the guards of the statue as being a damage reduction for the brewmaster.
Well, i'm adding the statue to the overall damage reduction, even if the statue does not reduce the damage taken by the Monk. Thus the program calculates the stat efficiency taking into account this increase in raid survival. But you might want to calculate values only for the tank. That's why i've included an option on page 2 to not take the statue into account. You just have to enter 0 in the corresponding cell, and the statue will be ignored.
If the raidmembers do not take damage while the guard is actice ist will be a total waste
You can also enter something like 0.4 in the cell i've mentionned if you want to take the statue into account, but if you estimate it will do on average 1-0.4 = 60% overhealing (overabsorbing).

Here is a little update of my Excel :

http://www.filedropper.com/brewmastergearcopy_4

- there is now an option for target level on page 2. Unfortunately it slows down the program a little, i'll try and make a more efficient and fast programming (but the time needed for calculation is still fairly reasonable). I don't know the armor value of lvl 90, 91 and 92 mobs, so the value for 93 bosses is used.
- the average time between two Purifying Brew is now displayed
- there are cells under the graph in which you can enter the ilvl of your weapons, and the "Fill" button will automatically fill in the "weapon dps" and "weapon speed" cells accordig to the ilvl you entered. Only MoP 463+ ilvl are working. The "Fill" button will work differently depending on whether you chose 1H or 2H by entering 0 or 1 in the appropriate cell. I found that particularly annoying to have to change these cells each time you wanted to switch 1H / 2H...

Last edited by Venyasure : 08/24/12 at 12:29 PM.

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