From what I've seen on the ptr both lunar shower and hurricane should extend natures grace. With less starsurge price on multi dot we may run intonthe same problem that our ale gives us. Then again I'm cynical anything will happen. Just generally very displeased with the nerf.
I think you're missing a key detail.
Applying DOTs also consume extra GCDs. To keep it simple, we need to adjust the "total duration" for the varying number of instances. (basically, add a GCD per DOT.)
TotalDuration = (NumMoonfire + Duration) - 1
(The " -1" is there to offset the application of the first DOT coupled with the duration (our Duration is 14 sec, not 15 [1 dot active]). It costs 1 GCD, yes, but technically the first DOT starts at 0.00sec, not 1.00).
I honestly have no idea how to math this next part...it's just speculation on how it might be done, but I would only assume that if we don't get at least 1.5 SS procs per DOT cast, it's not worth it.
Crit: 50%
Ticks: 12
TickDur: 14sec
At 4 instances of Moonfire... 1.2 procs per DOT (4.8 procs overall). (0.533 pps)
All that I can say is that the effective proc rate is simply leveling out, but you're not getting much in return. At best you're making up for GCDs spent on DOTing at 4 targets (not gaining anything at 5 targets). The idea of SS-weaving was to gain GCDs over hardcasting nukes.
With 4 DOTs... on live...we're expecting 7.20 procs. We only spend 4 GCDs DOT'ing. We're gaining 3 GCDs back over 17sec. Since we spend 4 GCDs DOT'ing, our NG should only have 12sec remaining (the 0.00 concept, so our first DOT comes at 15.00sec, and the second DOT would be at 14.00sec). Considering we use NG as our baseline, we should have 3sec of non-NG uptime with 4 DOTs rolling, and without refreshes.
(([NG_Dur] - [GCDs spent]) / [TotalDuration] - [ (Number of Expected SS procs) - (GCDs spent)] = NG uptime))
(([15.00sec] - [4.00]) / [14+4-1=17] - [7.2-4 = 3.2] = 11.00/17 - 3.2 = 11/13.8 = 80%))
80% uptime of 15sec = 3sec downtime (18sec total)
^ this is done using 5.3 values -- not the SS changes for 5.4
v this is done using 5.4 values -- yes, this is going to suck...
(([NG_Dur] - [GCDs spent]) / [TotalDuration] - [ (Number of Expected SS procs) - (GCDs spent)] = NG uptime))
(([15.00sec] - [4.00]) / [14+4-1=17] - [3.6 - 4 = 0.4] = 11.00/17 - 0.4 = 11/16.6 = 66%))
66% uptime of 15sec = 5sec of downtime. (20sec total)
Remember, this assumes no DOT refreshing. Factoring that in...well just add GCDs for every refresh (1sec added to downtime per refresh).
Again, I really don't know. We need to simulate this kind of thing, 1 instance of math won't be enough. There is...well..nothing to compare it to. I cannot test it either due to bugs as well.
Last edited by Cyous; 2013-08-20 at 08:47 AM.
Thanks again for the further explanations, that was quite a... erm... mathful? (I can follow, don't feel like it is totally wasted).
If you consider demo locks, for instance, they work pretty much with a very strong dot with a long duration and a shorter one that can be extended. They also must be refreshed every so often with the right procs (it is the UVLS spec), but overall I feel they are less cumbersome to manage and more efficiently kept up.
Oh well, one week to the patch so hoping for a bandaid of some sort before it launches. Thanks again for all the modelling and ideas, I truly hope some of it falls on not completely deaf ears.
I'm looking forward to reviewing some of the logs (I won't be raiding progression unfortunately.) Dropping a bomb to our only niche was a mean thing to do...but the reasons are understandable. With that said, 1 week is still enough time to get an AOE buff (QoL buff, not a numbers buff), though I don't think it will happen at this rate.
I did a quick test on live to compare my numbers to the math posted above. 2-3sec downtime. So it looks correct (I removed my helm and thus the meta gem, as it skews the total ticks by second...thus increasing the frequency of procs).
I guess it's safe to say that the math is a decent indicator of what to expect.
- - - Updated - - -
Possible culprit for the low SS proc rates we discussed a couple pages ago...SS is nerfed by 50% (* 0.5).
When I set the number of DOTs to 2, the "effective Crit" to 40%, and the frequency of DOTs to 12 ticks over 14sec...
... 382.5 ticks / 35.23 procs / 60sec = 0.181 procs per second.
... Using the same numbers as above...but using 15% proc rate... we have 0.182 procs per second.
Could we get a test without the 4pc? And another with it? Trying to isolate the issue here...
Last edited by Cyous; 2013-08-20 at 09:00 AM.
Hopefully if it is bugged they quickly pick it up and fix it otherwise if it sneaks through it might be crippling for progression term but if its been nerfed by 50% does it also affect the single target?
--Update--
Although just played around on ptr with dotting 2 targets and doing a standard rotation, seemed to be fixed or well I had way to many procs, rarely even had to hard cast in general, woulda logged but then i realised that i hadn't set it to ptr combat log zz.
Last edited by Fleuria; 2013-08-20 at 01:12 PM.
I would love LOVE LOVE if Dream of Cenarius caused Wrath to refresh Harmony (for Resto) and caused Healing Touch to generate Lunar/Solar Energy (for Balance)
i might actually take DoC if that were true.
What do you guys think about the idea that astral comunion should be able to be cast while moving making it easyer to be in eclipse when you have some downtime while moving.
Baseline instead of a pvp set bonus.
Thinking about fights like lei shen heroic or iron juggernaut
As for AoE fixing, I'm thinking something simple.
Hurricane: "Creates a violent storm in the target area causing 339 [+ 31% of Spell power] Nature damage to enemies every 1 sec and increasing the duration of Nature's Grace by 1 second. Each time Hurricane ticks while not in an eclipse state, it generates 10 Lunar or Solar energy, whichever is more beneficial to you.. Lasts 10 sec. Druid must channel to maintain the spell.
This would allow us to keep NG up while AoEing, without hurting us when we transistion back into single target, and would not make Hurricane completely crap outside of eclipse. Of course the NG duration bonus is reduced by haste, like the ticks of the spell.
It's still an extremely weak spell because we have to be stationary while channeling, and the damage is pretty bad, but at least it's something.
Another cool, minor thing could be allowing us to pop mushrooms while channeling Hurricane.
Last edited by mmoc504447cb77; 2013-08-21 at 02:32 PM.
WM: Detonate is off GCD so you can pop Mushrooms a the beginning or end of any channel and not triger a GCD, so that's not the big issue per se,
rather it would be nice if we could place AND pop mushrooms while channeling hurricane (or if mushrooms spouted up automatically under the field of our hurricane's AoE 1 every 3 seconds over 9 seconds)
Paraphrasing another's idea I have seen about this, which is the most elegant solution I have seen:
They could fix it by allowing SS procs to be able to be cast during the hurricane channel. They have the technology it seems...MW monks can instant cast some heals when channeling soothing mist without breaking the channel. Not a programmer, so not sure if offensive vs defensive casts would be problematic.
It doesn't need to grant eclipse energy, you never want to be casting it outside of solar, let alone outside of any eclipse state.
Its damage is actually not terribly far off other classes, provided you have NG and are in Solar.
Whenever I pad on heroic Lei-shen, I'm pretty middle of the pack as far as AOE damage on balls goes.
Reviewing logs from earlier today (Garrosh testing)...
With 6 active DOTs (CA = 12), and 55% Crit (effectively), the 4pc bonus proc rate of these DOTs is 15.5%.
Using a very small window, I had 145 DOT ticks and 12 SS procs. (0-17sec window)
Astonishingly enough, that is an expected amount of SS procs...I'm really, REALLY shocked at this... SS proc'ing 12 times with an expected 12.3 procs. (My SS proc rate was exactly 12.3 as well). I honestly expected to have...well...more procs with CA active. It just seems...so...weak. Its niche is dead. It's just raw damage output....
When I shift the logs to 24sec ...(0-24sec window)
17.8 expected SS procs (15.5% * 55% * 208)
18 SS procs in logs.
Seriously? That's just so disappointing. :C
Last edited by Cyous; 2013-08-22 at 08:37 AM.
Last edited by Mirri; 2013-08-22 at 08:56 AM.
Mew!
Isn't that the intended effect of the changes anyway? To prevent us from ONLY dotting and SS on multi target fights or at least reduce the effectiveness. At least we still have CA to pop during multi target encounters to quickly double dot and chain cast SS (as proven by your Maths above!).
Mew!