oh lordie, i've got some reforging to do then. I was under the impression that the DR on dodge was a lot heavier than it is on parry. ie a 320 parry gem at 5000 rating would provide more actual avoidance than 320 dodge gem at 5000 rating.
Last edited by aGit; 2013-09-23 at 10:45 PM. Reason: accidentally a word
Made some changes to secure spreadsheet.
Should now work again.
- - - Updated - - -
This is an easier normal rotation action list and should give a better result:
Can someone counter check it?
Ends for me in 303912 dps, 48147 dtps, 1866.3 TMI against T16Q.
Oem, it’s all about to look more like rocket science
September 23 hotfixes:
10% nerf to BwM
25% nerf to Eternal flame
75% reduction for DPS cloak to proc for tanks (I know some of you wont be happy about this but I have been wanting them to make it so we cant even use the DPS cloak)
It's like Christmas. We may have just taken over #1 with that 10% nerf to Monks.
Paladins used it for tanking, haste stamina and a crazy proc, what else do you need? :P
Another item change
Evil Eye of Galakras was only reducing the cooldown on 5 abilities for Warriors. The trinket should now also reduce the cooldown of Heroic Leap.
Eddy, sorry about that report taking long, I'll post a decent one whenever possible, and also: completely regemmed and I cannot "tank" (bad pun :P) you enough.
The difference on survivability, rage generation, damage and oh man, those shield barriers... is just astounding.
I'm glad I never gave up tanking on my warrior, now is not just fun, is mad fun!
Anyone have info on the t16 4set bonus? How much rage it gains, is it per attack or based on damage you take and so on? Been trying to find anything about it but completely unsuccesful.
Youtube Chan : http://www.youtube.com/user/eqbobyboucher
Armory : http://us.battle.net/wow/en/characte...Odina/advanced
Hmm...no wonder they nerfed it. Brewmonster was flying so high...they must have reached open space.
From the normal rotation I posted: 249.2k dps, 60.5k dtps, 39.7k tmi
From the normal rotation you posted: 248.8k dps, 58.5k dtps, 11.9k tmi
Alternate normal rotation below: 261.7k dps, 61.6 dtps, 12.2k tmi
The dps jump is from removing the conditional from Thunder Clap and using it on cooldown. Only effective if you are using the RP glyph (as you are).
It is important to note that the number of iterations you choose to run will have a great impact on your TMI. Many runs at low iterations (1,000) will see a TMI that jumps around a fair bit but is most likely lower. High iteration count (50,000) will generate much more similar TMI numbers across runs but will be higher.Code:actions.normal_rotation=/heroic_strike,if=buff.ultimatum.up actions.normal_rotation+=/shield_block actions.normal_rotation+=/shield_barrier,if=incoming_damage_1500ms>health.max*0.3|rage>rage.max-20 actions.normal_rotation+=/shield_slam actions.normal_rotation+=/revenge actions.normal_rotation+=/battle_shout,if=rage<=rage.max-20 actions.normal_rotation+=/thunder_clap actions.normal_rotation+=/demoralizing_shout actions.normal_rotation+=/impending_victory,if=talent.impending_victory.enabled actions.normal_rotation+=/victory_rush,if=!talent.impending_victory.enabled actions.normal_rotation+=/devastate
Quoting Theck from comments in his blog:
To put it another way: because TMI is exponential, it is heavily dominated by the top 5-10 events in an iteration. So what you’ll find is that if an event is large but rare, it will only show up in some iterations and not others. That’s why the TMI breakdown plot tends to have a fairly large range. There are a few iterations that permit really big spikes, and those significantly bring up the average TMI.
Last edited by Tehpounderer; 2013-09-24 at 03:33 PM.