Monday, June 27, 2011
[Cat] Stat weights and you part 2:it doesn't matter
Friday, June 17, 2011
[Cat] 4.2 stat weighings and you
- Bleeds got stealth-nerfed. While direct damage got improved across the board, bleeds got actually hurt a little by the strength nerf - and didn't get re-improved. End result is that when 4.2 hits your bleeds won't do quite as much damage as before.
- The T11 2piece bonus is going away in 4.2. Okay, it's not going away - if you have it, it'll still be there. But chances are you won't have it for super long, especially if you weren't raiding heroic raids. That knocks rake damage down too.
- The T12 2 piece bonus adds even more direct damage. Yay, shreds hit even more! (though there are issues with this bonus, as it probably won't be rolling damage and will overwrite itself).
- Seriously, everything got buffed like whoa. A 20% boost to melee damage, a 15-20% increase in scaling for shred, mangle and ravage. It's a huge deal, and one of the things that it (sadly) does is make Unheeded Warning pretty awesome well into heroic raid gearing. If you don't have it already, make an attempt to get it before 4.2 arrives - because when 4.2 arrives chances are you won't see many of 'em on the AH.
- Swipe doesn't get affected by mastery. Because missed swipes don't refund energy and get zero benefit from mastery, any time you're using swipe a lot all that mastery doesn't do jack for you. In fact, hit/expertise are far better for swipe if you can help it, and are the best stats for aoe-friendly fights. The next best stat? Shockingly, it's haste, as it allows for more OoC and more swipes in a given time.
Thursday, May 5, 2011
[Bear]Oh, the joys of savage defense continued
To be clear: I don't like the mechanic. I don't like that it is a static amount of damage in a world where almost all other mitigation mechanics are percentages. I don't like that it has weird interactions with multiple mobs (though at least that is better with 4.1). I don't like the interaction with vengeance.
But today: I really don't like how weak it is, and I really don't like the bugs in it.
I did some study on the mathematical importance of having Pulverize and having good pulverize uptime, and the results really shocked me. You can find the long topic at the wow forums, but the basic info is that I wrote a simulator that would simulate a boss attacking and dodging and then tested a few sets of values of avoidance, hit, crit, expertise to see what would happen - specifically what would happen when you assume pulverize isn't there and you lose the 9% crit.
I expected that it wouldn't be that big a deal in terms of uptime of savage defense. And boy was I wrong! Pulverize, depending on your gear level and avoidance/crit/cap levels, is equivalent to having about 5-6% block% for a paladin or warrior. In other words, you block 5-6% more of the attacks that land with pulverize active 100% of the time.
That's huge! That'd be a big, BIG bonus for a paladin or warrior. It sounds great! And for the first time I have a nice, simple way of testing various uptimes of Savage Defense in a way that is actually simulated and not entirely theoretical.
Then I dug into it some more. That 5-6% block? Well, on a boss that does 70k damage after armor (which would be one of the more harder-hitting bosses in the game currently, like Atramedes, but not as bad as Nefarian) this would be the equivalent of reducing the average attack damage (average after avoidance, blocks and not blocked) from 35.5k to 36.7k. And that's assuming a 20k shield - which as you'll see isn't a fair assumption.
Huh. That's...disappointing. And that's on something that hits every 2.0 seconds for 70k. For things that hit harder, it gets worse. For things that hit more often it gets MUCH worse; many many more missed attacks means that blocked attacks are even less frequent and less useful when they do happen.
Okay...so it's not as great as we thought. It's not as great as Tangedyn's spreadsheet would indicate or my prior calcs indicate or Rawr indicates. That's not the end of the world, and we never thought it was THAT good, right?
Then today there's a post on SD being 'nerfed'. And the usual folks say logs or GTFO, and that's fair, so they're actually produced. And you see things like this:
[00:55:48.039] Beradon gains Savage Defense from Beradon (Remaining: 18267)
[00:55:54.475] Beradon's Savage Defense is refreshed by Beradon (Remaining: 15009)
[00:55:56.929] Atramedes hits Beradon 54922 (A: 21286)
That's right; SD got refreshed by a later SD proc, but because vengeance was lower the SD shield it created was actually smaller. In other words, it'd be better to not have attacked during that time. That means that any streak of avoidance actually hurts mitigation down the road. Bleh.
There are countless other examples in that post about SD not working the right way with multiple mobs, but we don't know whether that's an actual bug or just issues with the combat log. It effectively makes it impossible to determine the actual usefulness of savage defense from log parses, however; either the log is telling us the truth and SD is bad, or the log is lying but we don't know how badly.
Man, do I hate this ability. So very, very much. I guess the good news is this: Savage Defense is going to be less and less relevant as we get better gear and as we face bigger mobs, so after a while it won't be worth worrying about.
Thursday, April 28, 2011
[Cat] In case you weren't pumped up for Fireland raiding
This time around they have, however, resulting in some sexy Ragnaros-styled armor, a new non-legendary version of his mace, Sulfuros, and a druid staff that drops off one of raid's other bosses that transforms the wielder into a molten cat.
The new dungeon even boasts three new mounts; one for competing all of the raid achievements, one random drop, and a special mount that drops every time Ragnaros fails. Just don't expect him to be a pushover this time around. Judging by Stockton's laughter at my suggestion, 25 frost mages isn't going to cut it.
I might want that. Just a little bit.
Friday, April 22, 2011
[Bear] The flood of bear gear in 4.1
- The PvP helm, with mastery, is a great bear helm and better than anything non-heroic. This is a hard spot for a lot of people to get anything, and that it beats anything you can get until really rare drops makes it pretty nice. At 2200 conquest points - the same, essentially as legs and chest - this is a good deal, especially considering that the best alternatives come from drops from heroic Nef and Cho'gall (and Al'akir, kinda) Note that if you have Tsanga's Helm the difference is probably not worth getting it.
- Similarly the PvP shoulders are a pretty nice deal and better than anything but heroic gear. If you get the head and the shoulders you also get 70 agility, which is a nice little bonus. It doesn't make it better than getting heroic pieces, but it should salve having two pieces of PvP gear. This isn't quite as great a deal as the helm given that you can get good shoulders off of Omnotron, but it's still pretty good - especially if you're not doing a lot of heroic raiding. The difference here is actually higher than the helm for the comparable nonheroic piece, so still reasonable to consider. They're also a huge upgrade from the troll drop.
- The pvp chest is interesting; it's a very big jump between it and the normal tier chest (which is pretty badly itemized for bears) - bigger than the jump between the normal pieces and the pvp pieces in the head and shoulder slots combined. At the same time, you already likely have the tier chestpiece. Still, consider it; it's a nice piece of gear that is priced to move.
- The PvP gloves are about as 'better' as the 359 best gloves as the helm is - so it's a decent upgrade. The big advantage is the energy/rage cost reduction of skull bash, which is great if you're the interrupter. Thus, these are a pretty good buy at some point even if you're just replacing Liar's Handwraps.
- The pvp bracers are actually worse than the normal drop, but they're also very easy to get. And they are significantly better (about 5%) than the troll drop.
- Fasc gets his own boots, but they're significantly worse than the BoE valor boots and much much MUCH worse than the PvP boots. Somehow, I think Fasc would have wanted it that way - to be beaten by pvp gear.
- The pvp weapon is about as good for a bear as the troll weapon due to the lower ilvl on it and the wasted resilience. Of course, the real win here is the BoE Mobius' Halberd, which drops from the rare worldspawn and is just slightly worse than Malevolence
- Finally, the relic slot is actually best in slot now for bears in pvp land. The haste on the other relic is essentially worthless, and the slight gain in agility and stamina make up for the lost stat otherwise.
Friday, April 1, 2011
[Bear] The best case for Savage Defense
If you take anything from this article, take this bit: to maximize SD uptime make sure that mauls happen on your special attacks' cooldown, so the rotation for multitarget mobs looks like this:
swipe/thrash&maul/swipe/mangle&maul
Obviously you can do demo roar or lacerate or whatever on that mangle bit, but maul is the key thing here. That also means to maximize your SD procs now, you should be doing something like this:
swipe/mangle&maul/thrash/lacerate&maul
Though in practice this doesn't work as you need to have the swipe & thrash right away to get the best threat.
Anyway, onto the article.
Savage defense is getting a nice buff in the 4.1 patch, in case you hadn't heard. It will go from having one charge that is used up regardless of attack strength (more on that in a second) to an absorption shield that will absorb the same amount of damage maximum that it could before, but will not go away with partial hits.
So yay! It's now a fully fledged PW:S that only works on physical attacks! That's awesome, and it fixes bears and makes it just as good as shield block or DK heals or...
Okay, that's not true. Sadly.
As Ahti put it very well on the tanking forums recently:
The problem is that the upper bound on this is set extremely low compared to
blocking (and compared to Blood Shield, I guess, although I'd prefer to stick
with the blocking comparison for simplicity's sake). And many encounters already
have add situations that push past that upper bound.You don't need that many
adds hitting you (and they don't need to be hitting that hard) before you reach
the point where the probability is that every single Savage Defense proc is
consumed before you can possibly generate another one. Past that point, you'll
continue to take more damage, but Savage Defense won't get any better - whereas
for a warrior or paladin, block will scale upwards indefinitely.
Yep. But what is that upwards bound? Let's go with the best case scenario here.
Let's assume that you get an SD proc whenever you can. That means you get one every 2.4 seconds (minus haste) for each autoattack, and you get one every 1.5 seconds for every special attack, and you get one every 3 seconds for every maul. This averages out to a SD proc every 1.03 seconds. Note that this is insanely optimistic - it assumes a crit on each of those attacks AND a SD proc on each crit ,which is only 50% of the time. But again - this is the maximum upper bound you can possibly get.
For ease of computation we'll go with a 20k shield. That means every 1.03 seconds we can absorb 20,000 damage intake before taking any more physical damage. Again, sounds pretty awesome - and then it refreshes magically after that 1.03 seconds later. (note that it doesn't; SD doesn't happen every 1.03 seconds but happens on attack boundaries, so you can get times where you don't have much happening and then times when you have many procs - but 1.03 seconds is the average and will be easy to work with.
Now, let's go comparing to a blocker, who always blocks 30% of all damage. They're block capped, so they will always reduce damage by 30% no matter what.
Where do these things become equivalent? That's pretty easy to figure. It's simply when 20k/1.03 seconds = 30% of incoming DPS. And that turns out to be 64.7k DPS.
This means that whenever you're taking more than 64.7k DPS, no matter what, Savage defense will be worse than block. Of course that changes as you add more SD shielding.
The real trick is that the above is completely insane with respect to the number of expected procs, especially in a single target scenario. For a multitarget you can expect multiple crits per swipe/thrash, so you'll often see a shield every 1.5 seconds. But you'll also be without a swipe/thrash every 4.5 seconds - and you're not guaranteed to get a shield even when you swipe.
Realistically how many shields do bears get? It's tough to say. Another problem is that shields can get overwritten without being used at all, especially on attack boundaries where the normal attack lines up with the special attack. And since Maul always lines up with a special attack, any time you get a crit with the special attack and a shield with it (like with swipe) chances are that you're not going to get two shields worth anything.
Actually, that's a good point: to maximize SD uptime on multimob packs you should always - ALWAYS - time it so that a maul happens when both swipe and thrash are on CD. So it should look a lot like this:
swipe/thrash and maul/swipe/mangle and maul as the rotation for trash.
But realistically you get one every time you swipe or thrash and then one kinda randomly after that. The random part is the most frustrating part; some times shields will be completely wasted as they get refreshed every .6 seconds or so, like this:
[19:23:22.825] Maeltne Mangle Halfus Wyrmbreaker *30730*
[19:23:22.878] Maeltne casts Maul on Halfus Wyrmbreaker
[19:23:23.148] Maeltne's Savage Defense is refreshed by Maeltne
[19:23:23.228] Maeltne Maul Halfus Wyrmbreaker *18089*
[19:23:23.666] Maeltne's Savage Defense is refreshed by Maeltne
[19:23:50.678] Maeltne crits Halfus Wyrmbreaker *12134*
[19:23:51.194] Maeltne casts Thrash
[19:23:51.448] Maeltne Thrash Storm Rider *8881*
[19:23:51.448] Maeltne Thrash Nether Scion 4456
[19:23:51.448] Maeltne Thrash Halfus Wyrmbreaker *9167*
[19:23:51.285] Maeltne's Savage Defense is refreshed by Maeltne
[19:23:51.590] Maeltne's Savage Defense is refreshed by Maeltne
[19:23:51.590] Maeltne's Savage Defense is refreshed by Maeltne
(this one's more frustrating, as that second SD proc just goes to waste)
All those refreshes are basically wasted here.
Ugh, this is making me mad about SD all over again. This is also why it's much more important to look at SD uptime and not number of SD procs when doing SD analysis. Or if you like, just look at the amount of damage SD absorbed.
Tuesday, March 29, 2011
[Druidl] Antitanks in Cataclysm part 2: enchants, gems, gear and reforging
- Fluid Death has high agility and a reforgeable hit to mastery. Good stuff.
- Essence of the Cyclone has the raw agility but the proc is almost completely useless for bears.
- Unheeded Warning has lower agi than many of the choices here and has a proc that is completely useless for bear survival (it doesn't even affect SD). Still, it's one of the highest DPS trinkets that exist.
- Tia's Grace is almost as good as Fluid Death for cats and actually a bit stronger for bears on most non-Heroic Nef fights due to the extra mastery. (But don't use it for Nef tanking!)
- Quicksilver Talisman has tons of agi and reforgeable crit. The potion part isn't particularly useful but it's a good alternative for a second trinket.
- Prestor's Talisman also has high agility but has a meh proc for bears.
- DM: Hurricane is similar but even more useless to bears.
- Fluid Death has high agility and a reforgeable hit to mastery. It's likely the best hybrid trinket.
- Tia's Grace is almost as good as Fluid Death for cats and actually a bit stronger for bears on most non-Heroic Nef fights due to the extra mastery. While Fluid Death has more overall agility the mastery can overtake it, especially when taking smaller hits. (thanks, Nica!)
- Mirror of Broken Images only has a survival proc, but that it is mastery as the main stat helps both specs and the actual on use ability is amazing for this tier's raiding content.
- Vial of Stolen Memories is horrible for DPS, but between the high stamina and the huge dodge use (which will be very high in an agi-centric gearout), it can be very good - especially on magic-heavy fights.
- Symbiotic Worm is a good but not great stamina trinket; use it if you don't have the vial or need a ton of stam for some reason.
- Quicksilver Talisman has tons of agi and reforgeable crit. The potion part isn't particularly useful but it's a good alternative for a second trinket.
- Prestor's Talisman also has high agility but has a meh proc for bears.
- Bedrock Talisman is good for survival but completely useless for DPS.
- Essence of the Cyclone has the raw agility but the proc is almost completely useless for bears.
- Unheeded Warning has lower agi than many of the choices here and has a proc that is completely useless for bear survival (it doesn't even affect SD). Still, it's one of the highest DPS trinkets that exist.
- DM: Hurricane is similar but even more useless to bears.