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Old 07/13/12, 8:07 PM   #76
Tufft
Suspiciously Confusing
 
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Gnome Rogue
 
Galakrond
The reason for increasing base regen apart from the fact that we have a gcd of 1 second is that it simply isn't fun standing around waiting for you energy to pool before using an ability as Mashing buttons is always more fun than not.

Anyway from what I can tell prior to the 15851 build my 85 WW was doing about 30k on a dummy and now on the same dummy it does about 23k-25k which is a chunk of DPS simply due to having to wait for energy.

It seems very odd to me that with a 1 second GCD we restrained to 40 apm via energy regen. It seems more logical to me anyway that the WW be given 1 second GCD and energy for 60 APM. Which would work out to 10 Energy per second.

12 Energy per second was too much to as in it was hard to spend it all.
8 Energy per second is too little as you have what seems like an eternity to wait for it to pool.
10 Energy per second seems to right in the money zone.

Last edited by Tufft : 07/13/12 at 9:42 PM.

....Clicker since 2005....

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Old 07/15/12, 8:57 AM   #77
nextormento
Von Kaiser
 
Night Elf Rogue
 
Uldum (EU)
They could, like, increase the gcd to 1.5'' too.

I'm yet to find *any* reasonable argument that favors a higher energy regen, other than the (likely vocal minority) diatribe that can be found in the official forums wanting a hack'n'slash or 1-button-masher kind of game. Scaling is a core mechanic of the game and releasing a *resource based* class already at the gcd would butcher any sense of improvement in gameplay through the following patches.

With a resource restrained class you can:
Figure whhich ones are your highest damage per resource move and prioritize (decison making).
Feel your cycle getting stronger as you gear up.
'Waste' less damage when not in melee range (running or something else).
Prepare for burst phases.
Have room to cast cooldowns and/or buff up ressed allies (though I find the monk raid buffs a bit too expensive).
Have time to sip your favourite drink while playing.

With a gcd restrained class you can:
Figure what's your highest damage per move and spam it.
Gear up and use the exact same moves, in the same order and pace as the week/month/year before.
Get replaced for a resource pooling class in fights where you need to run often.
Be sad when you can't burst more often that your cooldowns let you.
Keep mashing BoK because your FoF/energy-brew are meaningless (I'm not a fan of FoF, but at least it adds variety.
Have carpal tunnel syndrome.

Not to mention that my .65 actions per second is not acounting for things like 1)gear, 2)the haste and mastery buffs and 3)bloodlust-like effects. And again, bashing on the 1'' gcd: if they wanted a gcd capped class they'd increase it to 1.5''; if they gave monks a lower gcd it was to actually have a bit of meaning and room for improvement and decision making. However, I'd be thrilled to have a graph of fun/smash ratio, really.

Last edited by nextormento : 07/15/12 at 9:16 AM.

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Old 07/15/12, 11:52 AM   #78
Twoboxer
Glass Joe
 
Troll Rogue
 
Uldaman
From my perspective, there's little point to having a resource-based character if you can fire a skill at every GCD. Just eliminate the resource and use cool-downs and the GCD to control output. (FWIW . . . personally, I prefer classes that are controlled by resource regen.)

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Old 07/24/12, 9:54 AM   #79
WarlockMan
Glass Joe
 
Blood Elf Paladin
 
Velen
Even though the resource regen is low at the beginning of the expansion and there are lulls in the "rotation", Nextormento's points are very valid (being resource-based affords us more control on our output by pooling Energy).

Another thing to consider is that over the course of the expansion, as we get more and more higher tier gear (and more stats on that gear) these lulls should visibly decrease.

More Haste = Faster regen
More Mastery = More procs to fills the lulls

Even if Mastery doesn't turn out to be our best stat and we always reforge out of it, we will end up with more of it by the time we have T16 than we have at the start of the expansion

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Old 07/24/12, 12:05 PM   #80
Tufft
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Gnome Rogue
 
Galakrond
Sounds like a good idea to leave the monk alone till the 3rd major patch then just bandwagon them like rogues in the dragon soul patch!

....Clicker since 2005....

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Old 07/24/12, 4:49 PM   #81
WarlockMan
Glass Joe
 
Blood Elf Paladin
 
Velen
I'm not advocating leaving them alone all together, keep them balanced compared to other melee classes, for (insert deity here)'s sake let's not have another Yo-Yo experience please.

As long as those criteria are met, having some "play" and the ability to pool resources (as opposed to being GCD locked) adds a very interesting game play mechanic and can serve to set the good players apart from the compulsive, ADD, must-press-button-now crowd.

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Old 07/27/12, 4:28 AM   #82
Guterboyryan
Glass Joe
 
Human Paladin
 
Kel'Thuzad
"In an upcoming build we intend to increase the base Energy regeneration to 10/second, up from 8/second (and yes, this will also affect Brewmasters). We may have to follow this with some damage reductions, as monks are already performing at an optimal state in our damage tests."

If anyone missed it.

[WW MONK] Feedback - Forums - World of Warcraft


Edit: The base 10 energy regeneration was in the latest beta patch.

Last edited by Guterboyryan : 07/28/12 at 3:20 AM.

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Old 07/28/12, 1:12 PM   #83
Venyasure
Von Kaiser
 
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Orc Death Knight
 
Sinstralis (EU)
Hi Guys !

I’ve just completed some work about Monk theorycrafting. I’ve done a sort of spreadsheet, based on the optimal use of Chi points. This study is based on a lvl 90 Monk whith a 2H weapon, damaging a single-target boss (lvl 93) from the back ; the monk has the “Power Strikes” talent. I’m not going to explain what I’ve done in details unless you want me to (I hope you won’t, or I’m going to have to write quite a few pages…), but basically I consider the Monk is using Rising Sun Kick every 8 sec, Fists of Fury every 25 sec, Tiger Palm every 20 sec, and the remaining Chi is spent on Blackout Kick. Zen Sphere is not used, since its damage is lower than that of Blackout Kick in the current beta build.

We know the rate at which energy is regenerated (and it’s increased by Energy Brew) depending on haste, therefore we know the number of Jab per second (which we also use for Mastery procs) depending on haste, hit and exp (since a missed Jab costs a bit of energy), we deduce the generation of Chi per second.

Once we know the rate at which each ability is used and the damage it does depending on haste, attack power, exp, hit, crit, etc…, we just need to add autoattack damage (plus average dps increase due to Tigereye Brew, Mastery procs, other buffs, etc…). I calculate the effects of Tiger Strikes as follows :

An attack has a chance to proc Tiger Strikes and thus add 1, 2, 3 or 4 attacks depending on subsequent procs. Therefore, an attack causes an average of

(0.1²)*(10*4*0.9^3 + 3*0.9^2 + 2*0.9 + 1 = 0.3439

extra attacks. Earlier in this thread, Hamlet calculated it with a more simple method :

1-09^4 = 0.3439

I used this method to calculate the average attack speed : when we land an attack, there is a chance that the next one will land after a regular time of melee swing (if there has been no proc in the last 4 attacks), or half the time if there has been a proc. Therefore, the normal time between attacks is multiplied by :

(1-0.9^4)*(1/2) + 0.9^4 = 0.82805

We thus have the average DPS obtained with a “perfect” use of Chi. What I’ve done is a quite exhaustive study. I’ve included everything, boss armour, Tigereye Brew, all the Monk buffs, Tiger Power, etc… everything.

We get an expression depending on the following parameters (given in the order I use them in my program ; the name of some variables might not correspond to their description : they are in French ^^) :
- weapon dps
- weapon speed (actually the calculation proves that it doesn’t interfere at all with dps efficiency ; it simply doesn’t appear in the final fomula, because the damage of Monk abilities are not calculated in the same fashion as other melee classes, which means a Windwalker can chose any 2H weapon, regardless of speed)
- haste rating
- hit rating
- expertise rating
- agility
- crit rating
- mastery rating
- whether or not we have the crit buff (1 if we do, 0 if we don’t)
- whether or not we have the AP buff (1 if we do, 0 if we don’t)
- whether or not we have the Mastery buff (1 if we do, 0 if we don’t)



It’s quite difficult to read, therefore we perform partial derivatives (if that’s what it’s called in English) to calculate the impact of each rating independently from the others. For my Windwalker Monk which has currently an equipment with the following ratings (in the order given previously) :

3285 | 3.2 | 4259 | 1085 | 2081 | 10184 | 1940 | 1612 | 1 | 1 | 1

I get these results :



Agi > exp = hit > haste > crit > mastery

These results are calculated with a base energy regen of 10/sec, as it will be in the next beta build.

I hope this will be useful, and that I haven’t made too many mistakes in the text (I haven’t written anything in English for a while).

Last edited by Venyasure : 07/29/12 at 5:45 AM.

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Old 07/28/12, 6:47 PM   #84
Eeinx
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Pandaren Monk
 
<HC>
Burning Legion
Crit=0.6891(0.0865) Haste=0.8317(0.0866) Mastery=0.4647(0.0866)

Getting somewhat similar results in simulationcraft. good to hear.
(these are weights for dual wield btw)

Last edited by Eeinx : 07/31/12 at 12:21 AM.

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Old 08/01/12, 9:42 AM   #85
Maikro
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Pandaren Monk
 
Shattered Hand
Originally Posted by Eeinx View Post
Crit=0.6891(0.0865) Haste=0.8317(0.0866) Mastery=0.4647(0.0866)

Getting somewhat similar results in simulationcraft. good to hear.
(these are weights for dual wield btw)
Aside from Eeinx here, it seems people are testing WW DPS with 2handers, has that been determined to be the preferred weapon of choice? I thought WW were to use 1handers and Brewmasters were the 2hander users?

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Old 08/01/12, 10:19 AM   #86
Mihir
Piston Honda
 
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Pandaren Monk
 
The Maelstrom (EU)
Quite interestingly, since gems give 2x as much secondary stats now, this would mean that it would be preferable to gem for expertise instead of agility.

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Old 08/01/12, 7:28 PM   #87
gahddo
Von Kaiser
 
Blood Elf Warlock
 
<HC>
Burning Legion
Originally Posted by Maikro View Post
Aside from Eeinx here, it seems people are testing WW DPS with 2handers, has that been determined to be the preferred weapon of choice? I thought WW were to use 1handers and Brewmasters were the 2hander users?
They both can technically do either. However, 2hs are behind dw for WW from what I can tell of the raids/dummy testing I've done.

Also, eeinx would you mind posting the current simc profile you're using for windwalker? I'm interested in testing it myself.

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Old 08/01/12, 8:00 PM   #88
gahddo
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Blood Elf Warlock
 
<HC>
Burning Legion
Originally Posted by Mihir View Post
Quite interestingly, since gems give 2x as much secondary stats now, this would mean that it would be preferable to gem for expertise instead of agility.
You have to keep in mind, however, that you can't get agility on gear outside of gems, but you can reforge for exp/hit.

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Old 08/02/12, 11:29 AM   #89
Maikro
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Pandaren Monk
 
Shattered Hand
Originally Posted by gahddo View Post
They both can technically do either. However, 2hs are behind dw for WW from what I can tell of the raids/dummy testing I've done.

Also, eeinx would you mind posting the current simc profile you're using for windwalker? I'm interested in testing it myself.
Ok good, I thought I had missed something huge. I guess it will be similar to Frost DK, where DW is ahead but 2H is still viable. Thanks.

I'm also curious if there are any recent numbers on whether or not FoF should be used for ST, and if not, at how many targets does it become worthwhile, if any, considering that the damage is split between all targets. Whenever I use it (always at very low energy so I don't cap), I feel like the amount of damage it is doing is kind of low for 3 Chi.

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Old 08/02/12, 2:03 PM   #90
Eeinx
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Pandaren Monk
 
<HC>
Burning Legion
Originally Posted by gahddo View Post
They both can technically do either. However, 2hs are behind dw for WW from what I can tell of the raids/dummy testing I've done.

Also, eeinx would you mind posting the current simc profile you're using for windwalker? I'm interested in testing it myself.
monk_pvp - Pastebin.com

I'm not sure that the windwalker profile is enabled in the generic sim yet, so you'd have to compile the latest SVN files to get the most updated version. I've fixed quite a few bugs over the last week.

Just keep in mind that Chi Torpedo and Rushing Jade Wind aren't implemented yet, and i'm still trying to work out the specifics for xuen so excuse any weird numbers. (should be +/- 500dps)

The profile posted above is PVP gear without trinkets. I am doing that so I can see static numbers without major agility procs bending the logs.

I'll spend this weekend hopefully finishing the module so I can let the interested community members loose on it. I may need help building and testing pre-raid and profiles if anyone is really bored as my schedule is getting a bit busier. Feel free to PM for my realID address so we can talk.

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