Hi fellas, i'm just wondering how strong the 4 set bonus realy is.
Like would it be worth using a LFR piece for head or shoulders when you already got the 496 ones?
For example, whould it be worth it for me?
as far as i know pre-haste cap the stat weights for int and haste are 1pp and 0,7pp in the same order. and the amount of haste you get from gems are at least double the amount of int you get
i'm not a theorycrafter in any way but here's some basic math from me. (enlighten me if i have errors)
so basically a 160 int gem is 160pp
80 int + 160 haste gem is 80+(160x0,7)=192pp
320 haste gem is 320x0,7=224pp
isn't this right?
Well it's a haste breakpoint not a cap, haste is still good past that point (in general comment not directed at you personally). Also, haste only has that high of a value when you are within ~400 haste away from the break point. If you are more than that haste will usually sim closer to .5.
+3s on 2 dots = 6s = 4+ (depending on your haste) GCD's before you have to recast them. So in the worst scenario, it's ~5 mind flays per minute strong.
That's completely wrong.
Ye, was gonna say ~5 mind flays per fight. \o/ Something like this:
Assuming a 6m single target fight, which is what we are worst at, with perfect execution, by default:
• Vamp Touch 15s duration. 360/15 = 24 recasts for 100% uptime;
• SW:P 18s duration. 360/18 = 20 recasts for 100% uptime.
• Vamp Touch 18s duration. 360/15 = 20 recasts for 100% uptime;
• SW:P 21s duration. 360/21 ~ 17 recasts for 100% uptime.
(24 + 20) - (20 + 17) = 7 free GCD's.
This of course changes depending on your haste level, as it changes both the duration of the dots, and the GCD.
It's value also increases with both the duration of the fight, and the amount of targets you can dot (if the targets are assumed to stay alive for the full duration of the dots).
The only thing that makes it not so good is the fact that our movement DPS, in case where you don't have or just cant save FDCL procs, comes down to SW:P spam, which would cause the dot to refresh before expiry. Which is pretty much the same reason why SW:I, in it's current condition, will never become a viable talent for us.