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  1. #61
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    how much can you bring down the gcd will it be even noticable? because to me average person didnt even notice that tbh xD

  2. #62
    GCD is going down with haste to make instants affected by it the same way cast-time spells are. With PI, it goes down by 20%. You need 50% haste to cap GCD to 1s after which it doesn't go down anymore.
    It just uses the same logic - if you prioritize MS over mind flay in normal rotation, you'll still be prioritizing MS over mind flay with haste cooldowns and procs, unless you somehow get unimaginable haste (sinestra p3 and alysrazor flying circles say hello) for mind flay to become a better choice due to GCD not being affected past 50%.

  3. #63
    The reason haste is undervalued 'according' to simulations is most likely due to haste breakpoints. Simulations generally use BIS gear optimized for a certain stat (haste for shadow priests).

    Here is a summary of the newest simulationcraft parse:
    http://i50.tinypic.com/29x7q06.png

    And here is a summary of the same simulationcraft build with an emphasis on mastery over haste. The reforges were changed to pump mastery without changing hit/spirit.
    http://i49.tinypic.com/1iiyqe.png

    We can see that the amount of secondary stats (mastery + crit + haste) is the same. However, in the second simulation with significantly higher mastery, Haste is valued greatly over the other secondary stats.

    This becomes more apparent in the plot when we vary the secondary stats.

    http://i49.tinypic.com/5xqyvp.png

    We see that there is a haste breakpoint at approximately 8000 haste?

    So its not that haste isn't as important as other stats. Its just very important until you pass a breakpoint.

  4. #64
    Quote Originally Posted by yurano View Post
    The reason haste is undervalued 'according' to simulations is most likely due to haste breakpoints. Simulations generally use BIS gear optimized for a certain stat (haste for shadow priests).

    Here is a summary of the newest simulationcraft parse:
    http://i50.tinypic.com/29x7q06.png

    And here is a summary of the same simulationcraft build with an emphasis on mastery over haste. The reforges were changed to pump mastery without changing hit/spirit.
    http://i49.tinypic.com/1iiyqe.png

    We can see that the amount of secondary stats (mastery + crit + haste) is the same. However, in the second simulation with significantly higher mastery, Haste is valued greatly over the other secondary stats.

    This becomes more apparent in the plot when we vary the secondary stats.

    http://i49.tinypic.com/5xqyvp.png

    We see that there is a haste breakpoint at approximately 8000 haste?

    So its not that haste isn't as important as other stats. Its just very important until you pass a breakpoint.
    http://www.mmo-champion.com/threads/...n-Stat-Weights
    The thread's been posted half an hour ago.

  5. #65
    The Hive Mind Demetrion's Avatar
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    Here are my suggestions:

    1. Infusion: Shadow
    Infuses the target with shadow power, increasing your haste or critical strike rating by 20% (chooses highest). In addition shadow energy surges through priest increasing all shadow damage by 10%. Lasts 15 seconds

    This would be PI part for shadow specialization. Also mastery could be added in the combat ratings which would allow us to calculate our mastery cap easier.


    2. Blessing of forgotten shadow
    Dark energies engulf your body transforming you into entity of pure shadow increasing all shadow damage by 20% and your armor by XY. While in this form your Shadow Orbs can't be depleted, Mind Blast cooldown is reduced by 50%. In addition you emit aura which deals XY shadow damage to all surrounding targets within XY range. Closer targets receive more damage. Creatures of pure shadow can only cast spells which are in their own domain.

    This one might be a bit too strong. It's self explanatory. Numbers and components with increased damage would, of course, be tuned. It would also penalize priest disabling him to cast any spell which is not bound to shadow school (that includes Dispel, Mass Dispel, any hymn, any heal).
    Last edited by Demetrion; 2012-08-13 at 08:56 AM. Reason: Typo

  6. #66
    Why'd you want mind blast cooldown reduction when your shadow orbs can't be depleted?

  7. #67
    Quote Originally Posted by Celentes View Post
    http://www.mmo-champion.com/threads/...n-Stat-Weights
    The thread's been posted half an hour ago.
    Except my explanation shows things intuitively and graphically where as Twintop's version is numerical.

    As you can see through the difference in explanations, the two thoughts were developed independently. I just spent too much time trying to simulationcraft a 50k iteration plot.

    PS. My explanation was directed at your previous post where you said:
    Quote Originally Posted by Celentes View Post
    There are various other factors to include, and yet we get these numbers with simcraft. Secondary stats are currently within 5% margin away from each other, with mastery and crit being about equal. If you don't have faith in simcraft, run tests with your own methods.

  8. #68
    Quote Originally Posted by yurano View Post
    Except my explanation shows things intuitively and graphically where as Twintop's version is numerical.

    As you can see through the difference in explanations, the two thoughts were developed independently. I just spent too much time trying to simulationcraft a 50k iteration plot.

    PS. My explanation was directed at your previous post where you said:
    I see your point, and thanks for testing.

  9. #69
    The Hive Mind Demetrion's Avatar
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    Quote Originally Posted by Celentes View Post
    Why'd you want mind blast cooldown reduction when your shadow orbs can't be depleted?
    Last time I was on beta DP and Mind Blast were the hardest hitting abilities. It was long time ago though.

    Anyway, if I'm wrong we can put Shadow Word Death to treat the target as it was at 20%.
    Last edited by Demetrion; 2012-08-13 at 09:58 AM.

  10. #70
    Quote Originally Posted by Celentes View Post
    Why'd you want mind blast cooldown reduction when your shadow orbs can't be depleted?
    Exactly. In that scenario, one would just keep DoTs rolling and spam Devouring Plague...an instant.

  11. #71
    Quote Originally Posted by Demetrion View Post
    Last time I was on beta DP and Mind Blast were the hardest hitting abilities. It was long time ago though.

    Anyway, if I'm wrong we can put Shadow Word Death to treat the target as it was at 20%.
    I even posted it on EU forums at some point. Seeing how we're execution-phase heavy, we could have ToF redesigned to provide execution mechanics on demand.

  12. #72
    The Hive Mind Demetrion's Avatar
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    Guess I'll have to test it a bit more before I put in the spells. But general idea is there. An active cooldown which wouldn't be too strong with its limitation. Also you could ad some movement speed reduction to compensate on damage.

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