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Old 07/28/12, 5:47 PM   #76
Disargeria
Piston Honda
 
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Human Death Knight
 
Boulderfist
Well, Purifying Brew has a diminishing effect the more you use it. Shuffle required low uptimes because we simply didn't have enough chi to use it on top of PB.

With the latest energy change, optimal Shuffle uptime is going to be pushed up to around 90-95% because PB can be used so often.

Monk stuff: www.disargeria.net

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Old 07/29/12, 9:08 AM   #77
Xanro
Glass Joe
 
Blood Elf Paladin
 
Blutkessel (EU)
I´m pretty sure having a 100% stagger uptime is optimal. Considering that Brewmaster is the only Tank with NO extra armor Raidbosses will hit quite hard and 20% extra stagger on each hit will be necessary to survive (just assumptions as I could not test any Raid encounters yet).


http://mop.wowhead.com/item=84725
Base attack speed of 2.0 on a staff.
I could only test 2H weapons up to 3.0 speed (2Stacks elusive brew on crit)
and 1H weapons up to 2.6 (always 1 elusive brew stack).

Could anyone test whether 2H weapons always proc 2 stacks or if it really depends on weapon speed (as mentioned in the tooltip)?

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Old 08/01/12, 10:48 AM   #78
Maikro
Von Kaiser
 
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Pandaren Monk
 
Shattered Hand
I tanked Tsulong and Garalon last night on the Beta.

Here is the log for our "kill" of Garalon: World of Logs - Real Time Raid Analysis

I say "kill" because we called for a wipe at 10% so we could practice another attempt, but then Blizzard ended the testing and killed us.

My shuffle uptime was just under 80% and I wasn't using guard enough (I hadn't played Brewmaster in a couple weeks so I was a bit rusty.) Damage between myself and the other tank (Arij, warrior) was comparable (I took ~14% more than him), and may have dropped lower than his had I had better Uptimes on Shuffle and Guard.


Here is the log for our Tsulong kill: World of Logs - Real Time Raid Analysis

Uptimes for Shuffle are low as there is a quite a bit of downtime what with tank swaps and nothing to strike for a while. I took ~23% more damage than the other tank in this encounter. This boss hits like a truck; my stagger was getting to moderate and heavy in just a few hits and I felt very squishy. Seems on these heavy physical encounters that our lower armor will really start to take its toll with our relatively low avoidance and mastery at this stage.

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Old 08/02/12, 4:50 AM   #79
qwas
Glass Joe
 
arakel
Night Elf Hunter
 
Non-US/EU Server (EU)
You should consider, while looking at world of logs, that damage taken is calculated without absorbs. When you stagger damage you absorb hits and then you take that absorbed damage as a dot, that means that if you wouldn't use purifying brew your stagger damage would double dip into damage taken.
If anyone can post on US beta forums can they mention to add combat log event for staggered damage, so world of logs could for example count absorbed damage as healing done by the brewmaster (similar way that blood shield accounts for death knight's healing), or maybe this can be accomplished by worldoflogs itself by tricky calculations of refreshing stagger dot


/edit:

Also Venyasure i don't understand why do you use Summon Black Ox Statue in your calculations since the tooltip specifies that
This effect cannot be cast onto the Monk

Last edited by qwas : 08/02/12 at 5:30 AM.

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Old 08/02/12, 5:43 AM   #80
Venyasure
Von Kaiser
 
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Orc Death Knight
 
Sinstralis (EU)
Originally Posted by Xanro View Post
Could anyone test whether 2H weapons always proc 2 stacks or if it really depends on weapon speed (as mentioned in the tooltip)?
I do get 1 stack sometimes with a 2H ; it's working as described.

Originally Posted by Xanro View Post
I´m pretty sure having a 100% stagger uptime is optimal
I think it depends on what we call "optimal". If your aim is to never take a full melee swing from the boss (that's the kind of thing you might want to do on Blackhorn for example), obviously you need a 100% Shuffle for the +20% stagger bonus.

But as far as overall damage taken is concerned, i've made a few calculations after Astrylian and Disargeria told me a 100% uptime wasn't optimal. Well, what i did was rewrite my program with a varying Shuffle uptime (and debugging it ; i've checked many times the validity of my calculations, and I'm beginning to be pretty confident in the absence of errors). And I found they were quite right. I even get uptimes inferiour to Disargeria's 90%.

The uptime depends on gear of course. It also depends slightly on boss dps ; that's because, even if Purifying Brew, Shuffle, Stagger and avoidance reduce a percentage of the boss damage (which means damage reduction should be proportional to boss damage, making uptime independent of damage taken), there's still a part in damage reduction that is not proportional to the boss damage : the healing from Expel Harm, Guard and the statue. Note that a higher uptime increases dps, it therefore increases the rate at which the shields of the statue are activated. I observe that the harder a boss hits, the lower uptime should be (but it doesn't fall very low, even in extreme conditions ; it has been nearly impossible in my calculations to get an optimal uptime lower than 55%).

The results are quite different from what i had earlier with a 100% uptime. Haste has gone down a lot ; probably because haste increases the number of Purifying Brew, and having a lower Shuffe uptime gives us a "base" number of Purifying Brew that is already high, making it difficult for haste to increase it significantly.

Here are the results for :

- a boss hitting once every two seconds
- a boss doing 100000k dps (meaning it hits for 200k every two seconds)
- 16k armour
- 1k dodge
- 1k parry
- a weapon with 3285 dps (ilvl 463, ie MoP heroic dungeon)
- weapon speed 3.2 (as i said earlier, it has no impact)
- 2k haste
- 1k5 expertise
- 1k5 hit
- 8k agi
- 2k crit
- 2k mastery
- 18k stamina




The curve shows the damage reduction depending on Shuffle uptime. Note that the 78% uptime depends on gear, and a bit on boss damage. The optimal uptime tends to increase when I increase parry, dodge, haste, hit, expertise and haste, but it decreases when I increase mastery. Which is quite logical. The general idea is that the better your gear is, the higher your uptime should be.

Originally Posted by Disargeria View Post
Purifying Brew has a diminishing effect the more you use it
I did take that into account, don't worry ^^

Edit :
Also Venyasure i don't understand why do you use Summon Black Ox Statue in your calculations
The statue is not a direct increase of the Monk survival. But it increases the survival of the raid group. Therefore i considered that it had to be taken into account. A bit like if a DK's Glyph of Rune Tap scaled on AP. It's a minor increase of survival, but i prefer to be thorough.

Last edited by Venyasure : 08/07/12 at 5:57 PM.

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Old 08/04/12, 10:29 AM   #81
Yörgle
Piston Honda
 
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Pandaren Monk
 
Elune (EU)
The thing is it's quite unrealistic to maintain on purpose, say a 85% Shuffle uptime. I guess that aiming the best uptime possible (ie 100% ^^) but still priorizing PB when having a heavy (or even moderate) stagger should do the trick.

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Old 08/06/12, 8:25 PM   #82
lhavelund
Glass Joe
 
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Blood Elf Paladin
 
Darkmoon Faire (EU)
Originally Posted by Yörgle View Post
The thing is it's quite unrealistic to maintain on purpose, say a 85% Shuffle uptime. I guess that aiming the best uptime possible (ie 100% ^^) but still priorizing PB when having a heavy (or even moderate) stagger should do the trick.
I think that's how we're going to be approaching the issue in practice, but it's nice to know where we stand from a completely theoretical point of view.

Thanks for the analysis so far, Venyasure. I'm curious about the seemingly very low crit priority. Is Elusive Brew simply not worth it enough to reforge away from Haste and into Crit?

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Old 08/07/12, 9:15 AM   #83
lhavelund
Glass Joe
 
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Blood Elf Paladin
 
Darkmoon Faire (EU)

Q: Any there any plans to change the way Shuffle refresh is managed for Brewmasters?

What I mean in regard to this is how Shuffle is unable to refresh to the full 12 sec duration unless it is 6.0 seconds or below. At the beginning of a Shuffle application you can get it to 12 seconds. However at any point above 6.1 seconds Shuffle will never refresh to 12 seconds. This makes it very frustrating because you have to watch the time on Shuffle to be below the 6.0 mark to reapply it. I understand a Brewmaster wouldn't want to waste Chi by reapplying Shuffle too early or often but even at 6.1 seconds it will just waste 2 Chi without increasing duration to 12 seconds.

I wouldn't even mind if you say had Shuffle at 7 seconds and did a BoK that it went only to 12 seconds (the cap right now of time) than simply eating our 2 Chi and that's that. However, I think it'd be best if any reapplication of Shuffle above 6 seconds should automatically refresh it to 12 seconds.



A: In the build after next, you’ll find that Shield Block, Savage Defense, Shuffle, and Shield of the Righteous will always add their duration to the existing buff if there is one, instead of just adding an imaginary tick. If you hit Blackout Kick with 7 seconds left on Shuffle, it’ll go up to 13 seconds remaining.
Source: MMO-Champion - Faction Capital Changes, Lorewalker Story, World Boss Preview, Blue Posts, MMO Report

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Old 08/07/12, 2:56 PM   #84
Venyasure
Von Kaiser
 
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Orc Death Knight
 
Sinstralis (EU)
Originally Posted by Yörgle View Post
The thing is it's quite unrealistic to maintain on purpose, say a 85% Shuffle uptime. I guess that aiming the best uptime possible (ie 100% ^^) but still priorizing PB when having a heavy (or even moderate) stagger should do the trick.
Yes, as i told you earlier, I think that this is indeed the idea. You can (and should, I think) also priorize Keg Smash over Blackout Kick when KS's cooldown finishes. In other words, fit something at the end of some Shuffles, from time to time ; a Purifying Brew would certainly be a good fit if you have a high Stagger. And obviously, you can keep in mind the moments when you're going to need parry+stagger, and the moments when it's ok to forget about the buff for a couple of seconds.
Is Elusive Brew simply not worth it enough to reforge away from Haste and into Crit
Elusive Brew is quite huge. But apparently, not huge enough for crit to compete with the many advantages of haste (remember that haste influences Elusive Brew too ; but not as much as crit though).


Also, I've read a couple of websites quoting the results I've posted here. For instance, they wrote that 78% was the optimal uptime for Shuffle, and one of them copied the stat priorities my program had given. But they forgot that these numbers depend on gear and boss damage. They do vary if we modify these parameters. The results I've given were for a rather low item level. By increasing some stats, especially expertise, hit, agility, and haste, we get these results :




Obviously, hit and expertise are less valuable in this case, since they have already been increased significantly. Note that the value for hit should be 0, since the Monk is hit capped in this calculation. After these modifications, the 78% uptime is not valid any more.

I am currently working on an Excel version of the program, so that other people than me can use it.

Edit : for the sake of curiosity, here is what you get for the same Monk, but for a boss hitting twice harder (200k dps ; 400k hits every two seconds, that guy is tough !) :

Last edited by Venyasure : 08/07/12 at 3:33 PM.

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Old 08/07/12, 4:33 PM   #85
Maikro
Von Kaiser
 
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Pandaren Monk
 
Shattered Hand
Good info Venyasure. I am curious, are your weighting values there for maintaining Shuffle uptime or for overall avoidance of damage? It seems strange to me that haste/hit/expertise would be so valuable for overall damage avoidance over parry/dodge/mastery.

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Old 08/07/12, 5:09 PM   #86
Disargeria
Piston Honda
 
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Human Death Knight
 
Boulderfist
Oh, I'm at fault for spreading the 78% uptime. I didn't know the extent of how much gear influenced it.

I do wonder about the optimal use of Elusive Brew. It doesn't have a cooldown, so instead its frequency of use is tied to its charges. That means that we can use it as we get it.

So, instead of saving these charges for a long cooldown like Evasion, wouldn't it be more beneficial to use these charges right before individual melee attacks, sort of like Druid's Savage Defense?

Monk stuff: www.disargeria.net

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Old 08/07/12, 5:36 PM   #87
Yörgle
Piston Honda
 
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Pandaren Monk
 
Elune (EU)
Regarding EB, my guess so far was to use it at 10 charges or before the charges vanish (if it happens) but that was very empiric, not based on any calculation. It seems to stack quickly enough to justify a use on CD if there's no reason (due to the encounter) to save it. Again, it's very empiric ! (i prefer ton stress that :p)

Also, it's worth nothing that it might be very powerful on fight where tanks swap often. (Imagine that on Blackhorn HM : free 15 sec CD each time you taunt the boss :o )

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Old 08/07/12, 5:42 PM   #88
Venyasure
Von Kaiser
 
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Orc Death Knight
 
Sinstralis (EU)
Originally Posted by Maikro View Post
I am curious, are your weighting values there for maintaining Shuffle uptime or for overall avoidance of damage?.
For overall damage reduction.
Originally Posted by Maikro View Post
It seems strange to me that haste/hit/expertise would be so valuable
Haste has many benefits : it increases Chi generation, therefore increasing the possibilities to use Shuffle or Purifying Brew, it increases the number of white hits proccing Elusive Brew, and it increases dps and therefore the efficiency of the statue (but this is a really minor gain). Hit and expertise are great because they increase Chi generation too : a missed Jab costs 8 energy, and a missed Keg Smash is horrible.

About that, i'd like to comment on why the uptime moved from 78% to 88ish%. I have significantly increased Chi generation by raising haste, hit and expertise. This gives us much more uses of either Purifying Brew or Shuffle. The Shuffle efficiency seems to have increased more that the PB efficiency resulting in a higher uptime, the probable explanation being :
Originally Posted by Disargeria View Post
Well, Purifying Brew has a diminishing effect the more you use it.
Which means that an abuse of PB is not what is more profitable after the gain in Chi generation.

Originally Posted by Maikro View Post
over parry/dodge/mastery
Mastery is a poor damage reduction stat because one point of mastery does not increase Stagger very much. This has been explained in the blue posts in a paragraph comparing Brewmaster mastery and Druid mastery : mastery does not only decreases damage taken over a fight, it has a double utility. It also diminishes the power of each individual hits, delaying the damage. This virtually increases the damage you can take before you die, like stamina. As it has an effect on both overall damage reduction and risks of sudden deaths, it had to be pretty low for damage reduction, otherwise it would be too good.

Originally Posted by Disargeria View Post
I do wonder about the optimal use of Elusive Brew
That's something I didn't really think about. I simply calculated the average number of stacks gained per second to calculate the average uptime of the buff.
Originally Posted by Disargeria View Post
wouldn't it be more beneficial to use these charges right before individual melee attacks
As far as overall damage reduction is concerned, I guess the optimal use is one which includes as many boss melee swings as possible while the dodge buff is active. For a boss hitting more slowly than once every second, it would indeed be interesting to consider using one stack just before a hit, so that each stack is useful on one attack. Unfortunately, it's not possible to choose how many stacks you use.

Last edited by Venyasure : 08/07/12 at 5:48 PM.

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Old 08/07/12, 5:59 PM   #89
Disargeria
Piston Honda
 
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Human Death Knight
 
Boulderfist
Yeah, you'd lose your planned effectiveness for doubled stacks, but it doesn't negate the value from the first one. I would think that DWing (smaller stacks on average per crit) would be favorable for this sort of thing.

Monk stuff: www.disargeria.net

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Old 08/08/12, 8:30 AM   #90
qwas
Glass Joe
 
arakel
Night Elf Hunter
 
Non-US/EU Server (EU)
Did anyone test if Keg Smash is only affected by hit chance? I think that it cannot be parried or dodged, but I will definitely check this after I get back home today.

That would value hit much higher than expertise in your calculations.

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