Green-Fire Sub 500 http://www.youtube.com/watch?v=prdcXP6Zvp8
I have put this in the general chat for locks but I think this thread would be a better place.
I have been working a spread sheet to automate the gear bis and upgrade path for warlocks:
https://docs.google.com/spreadsheets...it?usp=sharing
I just need to confirm my scale factors, get an idea of how the secondary stats on crafting gear will roll (so I can just put in examples that are nice for each spec), and any gear that I might of missed would be helpful to add.
I would also like to know what is the max level we can get the legendary ring to in this first tier. I have found:
http://wod.wowhead.com/item=118291&bonus=0
http://wod.wowhead.com/item=118291&bonus=15
http://wod.wowhead.com/item=118296&bonus=0
http://wod.wowhead.com/item=118296&bonus=15
http://wod.wowhead.com/item=118301
http://wod.wowhead.com/item=118306
I know the 1st and 3rd come from the quest, how do you upgrade those? And is it possible to get the 5th and 6th?
Last edited by Mecorb; 2014-10-09 at 03:03 AM.
I'm going to guess that there is an upgrade mechanic that will allow you to give a 20 ilevel upgrade to the ring, and that that is somehow NOT related to the upgrade we can do to get the proc on the ring. By my logic ring 4 in your list will upgrade to ring 6 and ring 5 in your list will upgrade to ring 7. No idea how you get the more ideal proc ring in the first place though, and why that 20 level upgrade can be done on either version of the ring.
The jaded cynic in me says that the proc will only be available to those that raid Mythic difficulty in some way and the rest of the users get stuck with the normal version, and that either version has the possible upgrade of 20 ilevels.
You sir are a scholar and a god among men... joking aside, the crafted gear is quite annoying, where you can craft pieces with the same secondaries but all different amount of them. For example mastery and haste, one will have 59 mastery, and 75 haste, another 56 mastery, 79 haste / 52 mastery, 82 haste.. etc..
It's rolling the stats in ranges.
I didn't have a couple thousand jc crystal things to craft epic quality ones, but I assure you they do the same. In previous versions of beta, when epic crafting was a lot cheaper and work orders were instant. So I just crafted a bunch of str rings as an example.
PS: hellscreams warstaff is 620 at mythic, 144 int, 93 crit and 101 mastery. As of this most recent build, just saw that looking at preraid gear, unsure where/how to submit feedback on your doc.
Last edited by ComaCanadian; 2014-10-09 at 08:43 AM.
You are making the same mistake as Ask. Mr Robots (must) have done. (Not that they would openly talk about the subject).
(Although this dps is not monotonic or smooth, but in WoD is much closer to monotonic than in MoP), Maximum dps from balancing finite amount of stat points forms a peak that is like a multidimensional ∩ where the tails of this dps would dim out at places where one stat approaches max value at the cost of others.
Having smaller amount of stat points to start with could negate this effect, or place the peak much closer to one of your solutions. It would happen slowly though, so that as you decrease the pool of stat points, weakest stats will become obsolete one at a time and can be eliminated from drawing the peak because high dps is always a contour with minimal amount of the weakest stat. (If this was done precisely like this by reducing pool of stats slowly, you could also find out what is the 4th best stat, 3rd best stat etc., and what are the remaining best "dynamic" stats, while in what I say next your other methods of prooving what theese stats could be might not be correct. Note that out of four there could also be two best dynamic stats, and two 2nd-best dynamic stats.)
If you simc two of your "best stats" and see a simple ∩ however, it means that the pool of stats is too big at the current gear level, where you therfore can not eliminate all but one stats as being obsolete in the previous sense. And in case like that selecting the bis gear with rules made out of one selection of scale factors is not working. Not to mention theese "gear paths" that would dynamicly reset the problem by altering the pool.
im actually intrested what will be top dps in the wod 6.0 pre patch in SoO gear
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Single target Aff should still be top, but I would probably run Demo / Destro.
Only few fights are pure single target, like Butcher, said that, Demo and Destro tends to be a better role combination.
Reposting from the Demo Guide Thread
Ok so I attempted to adjust the Sim to delay Doom until the duration ended.
I changed this
actions+=/doom,if=buff.metamorphosis.up&target.time_to_die>=30%(1%spell_haste)&remains<=(duration*0. 3)&(remains<cooldown.cataclysm.remains|!talent.cataclysm.enabled)&buff.dark_soul.down&(bu f f.demonbolt.remains|!talent.demonbolt.enabled)
to this
actions+=/doom,if=buff.metamorphosis.up&target.time_to_die>=30%(1%spell_haste)&remains<=(duration*0) &(remains<cooldown.cataclysm.remains|!talent.cataclysm.enabled)&buff.dark_soul.down&(bu ff. demonbolt.remains|!talent.demonbolt.enabled)
It's saying it's a loss of DPS by like 50 but in none of the sims does it ever show more summons of imps or anything to reflect the chance that you can spawn Imps on that doom tick. Every single sim shows the same number of ticks and basically everything is identical. So this leads me to believe either A I screwed up changing the APL or B that something is wrong with Sim and doesn't actually properly sim the way dots work in game (meaning if you let them expire it's not showing that small tick).
In addition to the Sim not showing the extra 6-7 ticks it should the average damage for each Doom tick should be significantly smaller in the Sim with the changed APL but it's 100% identical. Note that it's smaller because the end ticks are simply smaller and should bring down the average but the total damage should really be the same.
Showing the Doom crit% at roughly 35% across all sims. If we actually got the additional 7 doom ticks and 35% of them crit to follow the default then we should see 2-3 more imps spawn on the updated APL. Imps average damage per execute (3797x7+2085X3=32834) X 3 Imps 98502 and at 450s fight length thats ~219DPS with of course the potential to go up to around ~500+ DPS.
Then again I just realized these numbers for DPS increase didn't take into account for Multistrike so they would actually be a little bit higher.
you can turn logging on (in the options) to generate a simc_log.txt. Here you have a detailed look at what's happening and when it is casting doom and how it ticks, etc.
From first look I, think there is an option C: metamorphosis is not activated in order to cast doom, the apl will just cast it whenever the warlock happens to be in metamorphosis to dump fury. This means, the standard APL already lets run most of the dooms till the end. This can also be seen as the casting interval is 63 seconds (for 17m) with only 96% uptime.
Feel free to ask more questions
Green-Fire Sub 500 http://www.youtube.com/watch?v=prdcXP6Zvp8
There is no point in letting doom run out since refreshing it between 16-18 seconds left will give you Pandemic on the dot so the next doom will be at 6 tick while refreshing between 0-15 seconds will just carry the last tick over like it always has. Any time where you let doom fall off is a dps loss and you won't loss that last tick anyways.
And what I'm saying is that refreshing at the right times gives you the ticks anyways.
No it doesn't. If you let doom fall off you get 5 ticks if you extend you get less ticks because it merges the half ticks together. So if you cast 6 Dooms you will get 30 ticks if you let them expire. If you refresh them via 30% Pandemic you get 25 ticks. The damage will be the same but the number of ticks is not.
It looks like the sim by default is already letting them expire under most situations after looking at the log. So in reality the sim really needs changed to 100% refresh via Pandemic to see the difference. This would explain why what I changed really had no affect on how the sims looked side by side.