Originally Posted by
Sunfyre
Because most fights for MV have multiple add targets. Will has a billion, Spiritbinder has a billion if you're downstairs, and I'm a core DPSer going down on spirits for heroic attempts. Stone Guard has multiple adds, Elegon too. With dots rolling on 3+ targets, I'm going to have a ton more shooting stars procs.
So the idea is that the additional damage from upgrading Wrath/Starfire to Starsurge via Shooting Stars will outweigh the additional damage of everything hitting harder.
I imported your profile into Simulationcraft, setup a 4-target fight, and altered the actionlist to reflect this multidot approach:
Code:
actions=jade_serpent_potion,if=buff.bloodlust.react|target.time_to_die<=40|buff.celestial_alignment.up
actions+=/starfall,if=!buff.starfall.up
actions+=/treants,if=talent.force_of_nature.enabled
actions+=/use_item,name=jade_magistrate_figurine
actions+=/wild_mushroom_detonate,moving=0,if=buff.wild_mushroom.stack>0&buff.solar_eclipse.up
actions+=/natures_swiftness,if=talent.dream_of_cenarius.enabled&talent.natures_swiftness.enabled
actions+=/healing_touch,if=!buff.dream_of_cenarius_damage.up&talent.dream_of_cenarius.enabled
actions+=/incarnation,if=talent.incarnation.enabled&(buff.lunar_eclipse.up|buff.solar_eclipse.up)
actions+=/celestial_alignment,if=((eclipse_dir=-1&eclipse<=0)|(eclipse_dir=1&eclipse>=0))&(buff.chosen_of_elune.up|!talent.incarnation.enabled)
actions+=/natures_vigil,if=((talent.incarnation.enabled&buff.chosen_of_elune.up)|(!talent.incarnation.enabled&buff.celestial_alignment.up))&talent.natures_vigil.enabled
actions+=/moonfire,cycle_targets=1,if=buff.lunar_eclipse.up&(dot.moonfire.remains<(buff.natures_grace.remains-2+2*set_bonus.tier14_4pc_caster))
actions+=/sunfire,cycle_targets=1,if=buff.solar_eclipse.up&!buff.celestial_alignment.up&(dot.sunfire.remains<(buff.natures_grace.remains-2+2*set_bonus.tier14_4pc_caster))
actions+=/starsurge
actions+=/wrath,if=eclipse<=-70&eclipse_dir<=0
actions+=/starfire,if=eclipse>=60&eclipse_dir>=0
actions+=/moonfire,cycle_targets=1,if=!dot.moonfire.ticking&!buff.celestial_alignment.up&(buff.dream_of_cenarius_damage.up|!talent.dream_of_cenarius.enabled)
actions+=/sunfire,cycle_targets=1,if=!dot.sunfire.ticking&!buff.celestial_alignment.up&(buff.dream_of_cenarius_damage.up|!talent.dream_of_cenarius.enabled)
actions+=/starfire,if=buff.celestial_alignment.up&cast_time<buff.celestial_alignment.remains
actions+=/wrath,if=buff.celestial_alignment.up&cast_time<buff.celestial_alignment.remains
actions+=/starfire,if=eclipse_dir=1|(eclipse_dir=0&eclipse>0)
actions+=/wrath,if=eclipse_dir=-1|(eclipse_dir=0&eclipse<=0)
actions+=/moonfire,moving=1,if=!dot.sunfire.ticking
actions+=/sunfire,moving=1,if=!dot.moonfire.ticking
actions+=/wild_mushroom,moving=1,if=buff.wild_mushroom.stack<5
actions+=/starsurge,moving=1,if=buff.shooting_stars.react
actions+=/moonfire,moving=1,if=buff.lunar_eclipse.up
actions+=/sunfire,moving=1
basically adding cycle_targets=1 to the dot actions and raising Starsurge priority a bit. I got this result. I don't claim this is a perfect actionlist, but it seems reasonably representative: >75% of cast time spent on Sunfire, Moonfire and Starsurge. Scale factors are Haste > Crit > Mastery, all less than half of Intellect. Given that Shooting Stars has 37% uptime, it looks like you're getting into diminishing returns (i.e., if it's up 37% of the time then 37% of procs are lost).