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Trouble with simcraft is that it spams barrier too much and doesn't use heroic strike optimally, with a bit of tweaking with the priority you can easily increase DPS by around 30% on Simcraft
If there are things that should be changed to increase dps by 30% please share so we can improve it.
Since Blackfuse is the popular encounter now on the thread... have you guys really been using Stormbolt on him? Yes, stack burst, and all that. But look at logs of people using it (almost everyone and his mother, taking one of the first on wordoflogs):
23:07:08.663] Automated Shredder gains Death From Above from Automated Shredder
[23:07:09.635] Vakaria Storm Bolt Automated Shredder 515490
[23:07:11.599] Vakaria Dragon Roar Automated Shredder Immune
[23:07:11.599] Vakaria casts Dragon Roar
[23:07:11.850] Vakaria Dragon Roar Automated Shredder *4706040*
Bloodbath seems to outshine it brutally, only the 6 secs tick for Dragon Roar already outdoes the damage of Storm Bolt (and done at the first gcd, it will tick fully before a new overload). That's without adding the previous ticks you got from Bloodbath, the GCD you use instead of Storm Bolt, and the rest of ticks of skills you fit into the burst. We do scale horridly with weapon damage. Don't know why everyone went with that talent.
And even so... will it outweight Bloodbath? I was disregarding the GCD you replaced Storm Bolt with and the additional ticks from other hits, and it was breaken even "if" Storm Bolt would have critted.
Last edited by Espada; 2013-10-29 at 08:28 PM.
Has anyone brought paragons bugs to blizzards attention ?
not giving vengeance this long after release is just insane.
only noticed horrible uptime on riposte, still had ~96% vengeance, cant remember what i tanked.
Tehpounderer, not sure if your the right person to ask, but could you check if the TMI profiles (specially T16H10) is correct ? Not often I have ~440k veng and the custom only gives 120k. I vaguely remember reading somewhere that Theck had messed up a decimal or something and it would be corrected in an upcoming build, but not 100% sure.
Eddy, would be awesome if you could share your beast APL, 30% is no little increase
Last edited by santa666; 2013-10-29 at 10:28 PM.
@SiegeCrafter I *did* try stormbolt for a bit but found using Bloodbath + Dragonroar to be vastly superior using a high stack strategy. It eventually gets to the point where you kill your shredder before Dragon Roar is up again and before it does death from above and you can then just dump that massive damage into the mines instead. Dragon Roar also lines up perfectly, 60 seconds, between each death from above so its the clear winner for me
Simcraft APL that I use which has a more realistic use of HS but does remove the usage of barrier so you can simply drop HS's for Barriers on Live;
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If you want to be extremely scummy you could probably remove shattering throw from it as well :P Also this is without the undending rage glyph and if you had that, you could probably change;
avatar is bad, get rid of it.
i prefer having the thunder clap damage increase glyph to the 20+ rage, as i find you can use block as a dps cd to maximize the chance of getting 2 slams in one 6 second window, lessening the rage you need, and clap enters your single target rotation above devastate,
also depending on how good your healers are you can heroic strike whenever 90-100 rage, its a nice increase,
also if your only on the first 3 hc then wear a dps cloak, the proc is far better than the tank one that is wasted more often than not, or doesn't work the rest of the time.
also execute, alot.
these are of course dps centric, so if your having an issue with survival you probably shouldnt do a couple of these things
Damosapien - DPS(whatever spec is better in that teir)/prot Warrior http://eu.battle.net/wow/en/characte...apien/advanced
Damocletian - Resto/Balance Druid http://eu.battle.net/wow/en/characte...cletian/simple
You can see the original typo that I circled that was active in 540-3 where the spell DOT from the T1625H boss was hitting for 600,000 instead of 60,000.
The order of the values above correlates with this boss list: TMI_NONE, TMI_T15LFR, TMI_T15N, TMI_T15H, TMI_T16_10N, TMI_T16_25N, TMI_T16_10H, TMI_T16_25H so the T1610H values are the second from the end, i.e. melee of 1.9m on 1.5s swing timer and spell DOT of 85,000 I believe applied every 2 seconds. Also, be aware that the melee values are +/-10% so the actual values could be anywhere from 1.71m to 2.09m.
The TMI bosses are set up this way to allow for more accurate calculation of TMI and may not reflect what you will commonly see because most bosses don't simply melee and spell DOT. They stop meleeing at times to do other things, etc. The values do, however, reflect observed values from logs (according to Theck).
Finally, you can see this information in the Simcraft report. At the bottom, is a section for the boss. There is a subsection there called Abilities and you can see lots of information about each ability the boss used (see image below).
Hope this helps.
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Ran T1625H sims using Eddy's APL on 540-4. DPS increased from 591k to 616k. Heroic strikes went from 38 to 106. DTPS went from 75k to 141k due to the loss of barrier. Eddy, I assume you are NOT recommending I incorporate those changes into the current APL?
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Also, to be clear, I am not one of the Simcraft project members. I just keep an eye on what they are doing and harass them a lot, and I'm more than happy to bring them feedback from this group. I know some of the project members haunt this thread at times too.
Well it depends on the fight in all honesty
The DTPS delta is so high just because of how simcraft is having that static dot at all times, in practice you will not see a change as drastic as that imho
Its a more offensive playstyle but still pretty damn strong on mitigation as it does enforce maximum shield block uptime and only dumps unnecessary rage into HS's
I think it would be nice to see the option for both, one for calculating an accurate TMI and one for actual DPS simulations
Hello, a few questions from someone who never really bothered to delve deeper into tank stats mechanics.
1) How do diminishing returns from avoidance work? According to stochastics, amassing one stat at the expense of another would be a more feasible approach:
If I had 50% parry and 0% dodge, I would avoid all damage 50% of the time (50% hit chance * 100% hit chance = 50% hit chance), but if I had 25% each, I would only avoid all incoming damage 43,75% of the time (75% hit chance * 75% hit chance = 56,25% hit chance). Obviously I missed something, but what?
2) Would stacking mastery at the expense of dodge, while still retaining parry rating, work? That way, I'd benefit from
- the 2 t16 bonus due to mastery
- revenge glyph due to parry
- and still partially riposte
I would aim for at least 50% mastery (raid buffed) and 30-35% parry (before reduction due to higher boss levels) while neglecting dodge.
Since I assume people who put a lot more thought into tanking mechanics than me already thought of this and discarded it - what's the reason why this would be notably worse than going full avoidance?
You can get pretty close the 50% mastery raid-buffed without really stacking it. Otherwise yes it's fine to ignore dodge if you want to maximize HtR while keeping good riposte numbers. I'm around 40% mastery unbuffed just going for straight avoidance. If you want max gain from T16 then going full mastery would be your friend, I guess.