We entered into Ulduar last week with our ten man group ready to tear things up in preparation for our Thursday run. We quickly cleared Flame Leviathan with one tower up, XT-002, Kolo, and Auriaya within our two hour time limit and had a couple of attempts on Thorim. We were ready on Thursday to head back in when a freak electrical outage meant the loss of our main tank and a healer, so the run was called. Hopefully this week we'll get through those four and have time to work on Vezax and Yogg.
Friday, our twenty five man team formed up and made our way through Kologarn again and up to Auriaya who had given us issues the week before. This week, it took us just two tries to get her down. We had little time left, but moved on to Thorim, and he again gave us issues (though for most people it was their first time there). This week, I think we can do it.
The strange thing is, on this run, I picked up Constructor's Handwraps, quickly enchanted them on the go and used them for the rest of the run. They replaced my TIER 8 gloves...
The problem I'm facing right now as a Frostfire mage is too much hit rating. Maybe I need to give Fireball a chance since the extra hit will allow me to drop Precision and hopefully do more DPS. But as it stands, I'll be using the handwraps over the gauntlets as they add 6 spellpower, 58 crit, some stamina and spirit at the cost of 44 haste and a socket. Perhaps some more theorycrafting needs to be done on specs and gear...
Showing posts with label theorycraft. Show all posts
Showing posts with label theorycraft. Show all posts
Jun 15, 2009
Jan 30, 2009
Numbers, Numbers, Numbers
Last night, we cleared Naxxramas in record time and even pulled in a few new achievements. First up was the Arachnid Quarter, and even though the majority of us had already completed Arachnophobia, we did it again without an issue. We then moved on, completed Momma Said Knock You Out and then cleared the rest of the instance, including achieving The Hundred Club without an issue. Next up, we'll either start trying to have some fun 8-manning Naxx or going for some of the more difficult achievements.
We did have some interesting drops though. For the most part, leather, mail and plate dropped. Caster drops were few and far between. However, the Gown of Blaumeux, Cowl of Sheet Lightning, and Heroes' Frostfire Circlet dropped, leading me to have to run some numbers this morning. In the end, I won the Cowl of Sheet Lightning, the Tier 7 head piece went to our wonderful healy druid, Vetarra, and the Gown went to Matnocuido.
I knew the Gown was a slight upgrade, but it was a large upgrade for Matnocuido, so I passed my roll to him, especially after I had already gotten the Cowl of Sheet Lightning and I didn't know if I wanted to break my four piece Tier 7 bonus for the Gown. Which led me to wonder, if the Gown is better than the Tier 7 piece, and the Cowl is better than the Tier 7 piece, but I want to keep my Tier 7 four piece bonus, how do I do it? And that's where the numbers come in.
If you compare the Heroes' Frostfire Circlet and the Gown of Blaumeux to the Cowl of Sheet Lightning paired with the Heroes' Frostfire Robe, the Circlet and Gown come out ahead:
Circlet + Gown = +20 STA, +4 INT, +39 HIT, +11 HST, +11 DMG, -15 MP5, -2 Yellow Sockets.
Assigning values of 1.3 to Spellpower, 0.89 to Crit & Hit, and 0.95 to Haste via the Theorycraft-O-Matic (Hit actually receives a value of 0, but since I can swap Hit and Crit gems equally, I assign the same value to both), the Circlet + Gown give me 25 extra "points."
But in the mean time, the Cowl was a huge upgrade over the Hat of Wintry Doom, giving me 12 "points" though the Gown would have given me 30 "points" over my frostfire robe, but then I'd lose my 5% extra damage on crits via the 4 piece set bonus.
Given that I crit 48% of the time on bosses (from last night's full Naxxramas clear) and my average crit is 8,345, that means that my average four piece tier 7 bonus results in extra damage of 397. I crit 386 times last night, which equals 153,390 extra damage from frostfire bolts alone. Factoring in all my other offensive spells, my 5% extra crit gave me increased damage of 233,464. Considering I did 10,381,794 damage last night, overall, the 5% increased crit damage bonus increases my total damage output by 2.25%. The question now is, what additional combination of spellpower, crit, haste, and hit would allow me to up my damage by 2.25%?
In the end, upgrading to the Cowl of Sheet Lightning and the Gown of Blaumeux delivers: +46 STA, +12 INT, -120 SPI, -94 CRIT, +45 HIT, +107 HST, +16 DMG, +15 MP5, and 2 fewer yellow gems. Using TCOM point values, it's a gain of 35 "points." But is it 2.25% damage? I'm not sure. Throw out stamina, intellect, spirit and mp5. And I lose 94 crit for 45 hit, 107 haste and 16 damage. Given that 107 haste equals 3.2% faster casting, I'm inclined to say that the tradeoff is worth it. If you can cast 3.2% faster, you can do 3.2% more damage - right? Losing the 94 crit though really hurts, but at 1:1 with hit, it's really a loss of 49 crit. With crit at 0.89 and damage at 1.3, the gain of 16 damage offsets 21 crit, so I lose 28 crit total. Now obviously, 107 haste is better than 28 crit. But if 28 crit equates to 26 haste, we have a net gain of 80 haste, or 2.45% faster casting. So running the numbers, it looks as if the Gown + Cowl is better than the pieces of Tier 7.
So now that I have that information in the back of my head, next week when we run Naxx, if the Gown drops, I'm needing it and I'll be set. I'll take the Tier 7 head piece just to have the full set, but I won't use it, so it'd be a purely cosmetic roll, coming after any need or greed rolls.
Next up, tonight we have Malygos. Last night I was lucky enough to win the Key to the Focusing Iris which will turn into the Chain of the Frost Wyrm after completing the quest tonight. I didn't initially think the Chain was that much better than the Necklace, but it's about 28 "points" better with the following stats:
-1 STA, +7 INT, -41 CRIT, +30 HIT, +37 HST, +7 DMG, Blue instead of Red Gem (Boo), +Spellpower instead of +Intellect socket bonus (yay!). However, I'll probably throw a +19 damage red gem in it since the +5 spellpower bonus is outweighed by the +10 you get over a blue gem which only has +9 damage. So in the end, it's just a 4 intellect loss on the socket from the bonus.
But I'm hoping that the new Chain tonight, paired with my Cowl from last night will up my DPS a bit. Also, I haven't been casting Mirror Image at all while raiding. I thought it was a spell in the Arcane tree that I never spec'ed into. But all the time, it's just been sitting there, extra damage for the low cost of a global cooldown. It has now been added to my uber-damage macro and will be cast every time it is up during a boss fight (every 3 minutes).
We did have some interesting drops though. For the most part, leather, mail and plate dropped. Caster drops were few and far between. However, the Gown of Blaumeux, Cowl of Sheet Lightning, and Heroes' Frostfire Circlet dropped, leading me to have to run some numbers this morning. In the end, I won the Cowl of Sheet Lightning, the Tier 7 head piece went to our wonderful healy druid, Vetarra, and the Gown went to Matnocuido.
I knew the Gown was a slight upgrade, but it was a large upgrade for Matnocuido, so I passed my roll to him, especially after I had already gotten the Cowl of Sheet Lightning and I didn't know if I wanted to break my four piece Tier 7 bonus for the Gown. Which led me to wonder, if the Gown is better than the Tier 7 piece, and the Cowl is better than the Tier 7 piece, but I want to keep my Tier 7 four piece bonus, how do I do it? And that's where the numbers come in.
If you compare the Heroes' Frostfire Circlet and the Gown of Blaumeux to the Cowl of Sheet Lightning paired with the Heroes' Frostfire Robe, the Circlet and Gown come out ahead:
Circlet + Gown = +20 STA, +4 INT, +39 HIT, +11 HST, +11 DMG, -15 MP5, -2 Yellow Sockets.
Assigning values of 1.3 to Spellpower, 0.89 to Crit & Hit, and 0.95 to Haste via the Theorycraft-O-Matic (Hit actually receives a value of 0, but since I can swap Hit and Crit gems equally, I assign the same value to both), the Circlet + Gown give me 25 extra "points."
But in the mean time, the Cowl was a huge upgrade over the Hat of Wintry Doom, giving me 12 "points" though the Gown would have given me 30 "points" over my frostfire robe, but then I'd lose my 5% extra damage on crits via the 4 piece set bonus.
Given that I crit 48% of the time on bosses (from last night's full Naxxramas clear) and my average crit is 8,345, that means that my average four piece tier 7 bonus results in extra damage of 397. I crit 386 times last night, which equals 153,390 extra damage from frostfire bolts alone. Factoring in all my other offensive spells, my 5% extra crit gave me increased damage of 233,464. Considering I did 10,381,794 damage last night, overall, the 5% increased crit damage bonus increases my total damage output by 2.25%. The question now is, what additional combination of spellpower, crit, haste, and hit would allow me to up my damage by 2.25%?
In the end, upgrading to the Cowl of Sheet Lightning and the Gown of Blaumeux delivers: +46 STA, +12 INT, -120 SPI, -94 CRIT, +45 HIT, +107 HST, +16 DMG, +15 MP5, and 2 fewer yellow gems. Using TCOM point values, it's a gain of 35 "points." But is it 2.25% damage? I'm not sure. Throw out stamina, intellect, spirit and mp5. And I lose 94 crit for 45 hit, 107 haste and 16 damage. Given that 107 haste equals 3.2% faster casting, I'm inclined to say that the tradeoff is worth it. If you can cast 3.2% faster, you can do 3.2% more damage - right? Losing the 94 crit though really hurts, but at 1:1 with hit, it's really a loss of 49 crit. With crit at 0.89 and damage at 1.3, the gain of 16 damage offsets 21 crit, so I lose 28 crit total. Now obviously, 107 haste is better than 28 crit. But if 28 crit equates to 26 haste, we have a net gain of 80 haste, or 2.45% faster casting. So running the numbers, it looks as if the Gown + Cowl is better than the pieces of Tier 7.
So now that I have that information in the back of my head, next week when we run Naxx, if the Gown drops, I'm needing it and I'll be set. I'll take the Tier 7 head piece just to have the full set, but I won't use it, so it'd be a purely cosmetic roll, coming after any need or greed rolls.
Next up, tonight we have Malygos. Last night I was lucky enough to win the Key to the Focusing Iris which will turn into the Chain of the Frost Wyrm after completing the quest tonight. I didn't initially think the Chain was that much better than the Necklace, but it's about 28 "points" better with the following stats:
-1 STA, +7 INT, -41 CRIT, +30 HIT, +37 HST, +7 DMG, Blue instead of Red Gem (Boo), +Spellpower instead of +Intellect socket bonus (yay!). However, I'll probably throw a +19 damage red gem in it since the +5 spellpower bonus is outweighed by the +10 you get over a blue gem which only has +9 damage. So in the end, it's just a 4 intellect loss on the socket from the bonus.
But I'm hoping that the new Chain tonight, paired with my Cowl from last night will up my DPS a bit. Also, I haven't been casting Mirror Image at all while raiding. I thought it was a spell in the Arcane tree that I never spec'ed into. But all the time, it's just been sitting there, extra damage for the low cost of a global cooldown. It has now been added to my uber-damage macro and will be cast every time it is up during a boss fight (every 3 minutes).
Labels:
achievement,
gear,
gems,
mirror image,
naxxramas,
theorycraft,
tier 7,
vetarra
Apr 10, 2008
Badge Vendor, Come Out...
Sometime yesterday, the Badge Vendor was unlocked in Quel'danas. While I had enough badges saved up for my Scryer's Blade of Focus, I was 12 badges short of the Fused Nethergon Band. But luckily, when I awoke in the Scryer's Inn, I was invited to a Karazhan raid that had seen one of its members disappear without notice. It was a late start for the team as a whole, so we didn't get a full clear in, but I got exactly 12 badges as we breezed through 6 bosses. After disbanding, I ported to Stormwind to fish me up a baby crocolisk and then went back to Shattrath to turn in some quests I was just finishing up before I was summoned into Karazhan.
Then, off to Quel'danas. With 10 Large Prismatic Shards and 10 Greater Planar Essences in hand for Enchant Weapon: Spellpower (I have not saved up for Sunfire yet) and Enchant Ring: Spellpower, I was ready to find the vendor. Of course, there were many other people around me trying to do the same thing, but I managed to get his attention and purchase my items. I then went out on the island to do my daily quests with Mercreus. We breezed through everything except the Darkspine Myrmidion quest as they were refusing to drop keys for us, but when I returned to the questgivers, I hit exalted!
I immediately went and picked up a Shattered Sun Pendant of Acumen which replaces my Vindicator's Pendant of Conquest. But I think the Pendant of Acumen will be replaced with the Vindicator's Pendant of Subjugation once I have saved up enough honor points. With a Runed Crimson Spinel, damage is identical on the two, so it comes down to whether 21 haste is better than the proc on the neckpiece which theorycrafts into 25 damage or so (maybe less due to a hidden cooldown).
While out doing the dailies though, I definitely could see the boost in damage from the new dagger and ring. The nice thing about the ring is that it allows me to use the Icon of the Silver Cresent at all times and stay at the hit rating cap (with the Pendant of Conquest or Subjugation - I'm 8 under the cap with the Pendant of Acumen). However, if I find I like the Pendant of Acumen, two Great Lionseyes will get me to the hit cap rating exactly which I might do if I can find someone to purchase them from (I will certainly be watching the auction house for them this weekend).
Note: It has now been 2 weeks and 1 day since the patch - I have done the fishing daily quest every day and still nothing. No hat, no fishing line, and most importantly, no pets. And now that Nefernetcher has the Phoenix Hatchling, he's bringing it out whenever he can to rub it in my face...
Then, off to Quel'danas. With 10 Large Prismatic Shards and 10 Greater Planar Essences in hand for Enchant Weapon: Spellpower (I have not saved up for Sunfire yet) and Enchant Ring: Spellpower, I was ready to find the vendor. Of course, there were many other people around me trying to do the same thing, but I managed to get his attention and purchase my items. I then went out on the island to do my daily quests with Mercreus. We breezed through everything except the Darkspine Myrmidion quest as they were refusing to drop keys for us, but when I returned to the questgivers, I hit exalted!
I immediately went and picked up a Shattered Sun Pendant of Acumen which replaces my Vindicator's Pendant of Conquest. But I think the Pendant of Acumen will be replaced with the Vindicator's Pendant of Subjugation once I have saved up enough honor points. With a Runed Crimson Spinel, damage is identical on the two, so it comes down to whether 21 haste is better than the proc on the neckpiece which theorycrafts into 25 damage or so (maybe less due to a hidden cooldown).
Scryer: [((333dmg + 367dmg) / 2) * (1 + 0.5 * 0.12)] / 50s = +7.42dps = 25.97 dmg
While out doing the dailies though, I definitely could see the boost in damage from the new dagger and ring. The nice thing about the ring is that it allows me to use the Icon of the Silver Cresent at all times and stay at the hit rating cap (with the Pendant of Conquest or Subjugation - I'm 8 under the cap with the Pendant of Acumen). However, if I find I like the Pendant of Acumen, two Great Lionseyes will get me to the hit cap rating exactly which I might do if I can find someone to purchase them from (I will certainly be watching the auction house for them this weekend).
Note: It has now been 2 weeks and 1 day since the patch - I have done the fishing daily quest every day and still nothing. No hat, no fishing line, and most importantly, no pets. And now that Nefernetcher has the Phoenix Hatchling, he's bringing it out whenever he can to rub it in my face...
Apr 9, 2008
A Closer Look
I'd love to take a look at older WowWebStats outputs from previous Gruul encounters to compare to the damage I did last night, but there are just a couple remaining as most have expired (I'd love to pay, but it's a tad bit too expensive just for parsing Warcraft stats).
This was my first Gruul run since putting together my haste set and it's tough to tell if it worked. The problem is I was hit by a lot of cave-ins last night and had to move quite a bit and bandage more than usual.
On March 11th, during the Gruul kill, I averaged 884 DPS with 91% DPS time. March 18th, averaged 1,127 DPS, 94% DPS time. Last night, 971 DPS, 94% DPS time. On the 18th, I was racing Nefernetcher for DPS and I had very few cave-ins and didn't take too much shatter damage, so it was almost the perfect DPS run. Also, I had a shadow priest in my group that attempt so I didn't need to evocate which costs me 8 seconds during the fight, or 3 fireballs with my haste set.
Looking at the raw Fireball stats, where the bulk of my damage comes from, I get the following:
March 19th I had the shadow priest in my group and due to that fact I could run Molten Armor rather than Mage Armor. The increased crit rate really paid off, along with the fire damage buff. I'm not sure why my miss% was so high last night, I was running at 2 points over the hit cap, but the average damage is up along with the hits - so the haste set seems to be paying off as I can get off more fireballs in the same amount of time.
I think I might have to go pay Dr. Boom a visit. I've never gone out there and tested gear DPS, so maybe later tonight if I'm not in the Karazhan run I'll go have some fun out there.
Also tonight, I will be exalted with the Shattered Sun Offensive. I already updated my exalted factions count over to the right (22 and counting) and note the new progress made for the Gold Team. Mag down. SSC coming late April maybe. New pet count also. 63. #32 in the Top 50.
This was my first Gruul run since putting together my haste set and it's tough to tell if it worked. The problem is I was hit by a lot of cave-ins last night and had to move quite a bit and bandage more than usual.
On March 11th, during the Gruul kill, I averaged 884 DPS with 91% DPS time. March 18th, averaged 1,127 DPS, 94% DPS time. Last night, 971 DPS, 94% DPS time. On the 18th, I was racing Nefernetcher for DPS and I had very few cave-ins and didn't take too much shatter damage, so it was almost the perfect DPS run. Also, I had a shadow priest in my group that attempt so I didn't need to evocate which costs me 8 seconds during the fight, or 3 fireballs with my haste set.
Looking at the raw Fireball stats, where the bulk of my damage comes from, I get the following:
Date Hits Avg. Dmg. Crit% Missed% Mitigated%
March 11 46 2,667 31% N/A 6.5%
March 19 40 3,202 38% 1.4% 2.4%
April 9 53 3,107 31% 3.6% 4.6%
March 19th I had the shadow priest in my group and due to that fact I could run Molten Armor rather than Mage Armor. The increased crit rate really paid off, along with the fire damage buff. I'm not sure why my miss% was so high last night, I was running at 2 points over the hit cap, but the average damage is up along with the hits - so the haste set seems to be paying off as I can get off more fireballs in the same amount of time.
I think I might have to go pay Dr. Boom a visit. I've never gone out there and tested gear DPS, so maybe later tonight if I'm not in the Karazhan run I'll go have some fun out there.
Also tonight, I will be exalted with the Shattered Sun Offensive. I already updated my exalted factions count over to the right (22 and counting) and note the new progress made for the Gold Team. Mag down. SSC coming late April maybe. New pet count also. 63. #32 in the Top 50.
Labels:
gruul,
pets,
spell haste,
theorycraft,
wws
Mar 26, 2008
A Few Planned Upgrades
With 2.4 hitting, and a new Badge of Justice vendor opening soon, I plan on purchasing two new items. Along side those items, I'm hoping the daily quests can quickly fund the purchase of a couple Hearts of Darkness for a craftable item. Once I receive those upgrade, I also plan on switching out my cloak for additional haste rating. When all is said and done, I should be able to hold off Nefernetcher who almost beat me in damage last night on Gruul.
Upgrade #1: Nathrezim Mindblade (with +40 damage enchant) --> Scryer's Blade of Focus (with Sunfire enchant)
Gain of: 24 stamina, 10 intellect, 54 damage. Loss of: 23 crit.
Upgrade #2: Signet of Ancient Magics (+15 Stam Gem, +12 damage enchant) --> Fused Nethergon Band (+12 damage enchant)
Gain of: 2 intellect, 28 hit rating, 4 damage. Loss of: 10 MP/5.
Upgrade #3: Pauldrons of the Aldor --> Mantle of Nimble Thought
Gain of: 12 stamina, 38 haste. Loss of: 16 spirit, 15 crit, 4 hit, 1 damage.
Swap #1: Collar of the Aldor --> Spellstrike Hood
Gain of: 16 hit, 22 damage. Loss of: 14 stamina, 23 intellect, 17 spirit, 15 crit. Trade of: +3% increased crit damage for +92 damage for 10 seconds with Spellstrike Set
Swaw #2: Brute Cloak of the Ogre-Magi --> Shadowcaster's Drape
Gain of: 4 stamina, 25 haste. Loss of: 23 crit, 1 damage.
Total gains/losses over all five changes:
Gain of: 26 stamina, 40 hit, 63 haste, 78 damage.
Loss of: 11 intellect, 33 spirit, 76 crit, 10 MP/5.
In all, it's a great trade off. Hit and crit are traded at a 1:1 ratio through sockets so I lose 36 hit/crit. But with 1 Haste > 1 Damage, and both Haste and Damage > Hit and Crit, it's some huge damage gains (141 haste+damage is much better for damage than 76 crit (though I'm really only losing 36 in the tradeoff)). The intellect I lose isn't nice as a larger mana pool is always nice, but only 11 lost isn't too bad. I never liked the MP/5 in the ring, so I'm glad to get rid of that. And though spirit now factors into mana regen, it hurts a little to lose that, but it's not a big deal as I was able to make it through Gruul last night without potions and with a mana emerald still in my bags.
With these changes, I should be able to hold off Nefernetcher for just a little while longer. I just haven't seen any Hearts of Darkness on the auction house for a while, but hopefully spamming trade channel with requests will get me the two I need for my shoulders.
Of course, this also factors in the Sunfire enchant which I have a bit of farming to do, but I think with some concerted effort this weekend I can either farm up the mats or earn enough through 50 daily quests to purchase the mats.
The spell haste rating I will be achieving with 63 points grants me a 4.01% faster cast time which translates essentially to 4.01% more damage. With these haste items now also affecting the global cooldown, it'll be pretty nice if I can stack some more haste. Perhaps with the additional hit rating gained through gear changes I can put some epic haste gems in some slots previously reserved for +hit and if I amass enough badges, I can think about swapping out Fury of the Ursine for Runed Spell-Cuffs giving my total haste rating a boost of 1.59% for a total of 5.6% faster casts.
Upgrade #1: Nathrezim Mindblade (with +40 damage enchant) --> Scryer's Blade of Focus (with Sunfire enchant)
Gain of: 24 stamina, 10 intellect, 54 damage. Loss of: 23 crit.
Upgrade #2: Signet of Ancient Magics (+15 Stam Gem, +12 damage enchant) --> Fused Nethergon Band (+12 damage enchant)
Gain of: 2 intellect, 28 hit rating, 4 damage. Loss of: 10 MP/5.
Upgrade #3: Pauldrons of the Aldor --> Mantle of Nimble Thought
Gain of: 12 stamina, 38 haste. Loss of: 16 spirit, 15 crit, 4 hit, 1 damage.
Swap #1: Collar of the Aldor --> Spellstrike Hood
Gain of: 16 hit, 22 damage. Loss of: 14 stamina, 23 intellect, 17 spirit, 15 crit. Trade of: +3% increased crit damage for +92 damage for 10 seconds with Spellstrike Set
Swaw #2: Brute Cloak of the Ogre-Magi --> Shadowcaster's Drape
Gain of: 4 stamina, 25 haste. Loss of: 23 crit, 1 damage.
Total gains/losses over all five changes:
Gain of: 26 stamina, 40 hit, 63 haste, 78 damage.
Loss of: 11 intellect, 33 spirit, 76 crit, 10 MP/5.
In all, it's a great trade off. Hit and crit are traded at a 1:1 ratio through sockets so I lose 36 hit/crit. But with 1 Haste > 1 Damage, and both Haste and Damage > Hit and Crit, it's some huge damage gains (141 haste+damage is much better for damage than 76 crit (though I'm really only losing 36 in the tradeoff)). The intellect I lose isn't nice as a larger mana pool is always nice, but only 11 lost isn't too bad. I never liked the MP/5 in the ring, so I'm glad to get rid of that. And though spirit now factors into mana regen, it hurts a little to lose that, but it's not a big deal as I was able to make it through Gruul last night without potions and with a mana emerald still in my bags.
With these changes, I should be able to hold off Nefernetcher for just a little while longer. I just haven't seen any Hearts of Darkness on the auction house for a while, but hopefully spamming trade channel with requests will get me the two I need for my shoulders.
Of course, this also factors in the Sunfire enchant which I have a bit of farming to do, but I think with some concerted effort this weekend I can either farm up the mats or earn enough through 50 daily quests to purchase the mats.
The spell haste rating I will be achieving with 63 points grants me a 4.01% faster cast time which translates essentially to 4.01% more damage. With these haste items now also affecting the global cooldown, it'll be pretty nice if I can stack some more haste. Perhaps with the additional hit rating gained through gear changes I can put some epic haste gems in some slots previously reserved for +hit and if I amass enough badges, I can think about swapping out Fury of the Ursine for Runed Spell-Cuffs giving my total haste rating a boost of 1.59% for a total of 5.6% faster casts.
Labels:
2.4,
badge of justice,
gear,
gruul,
nefernetcher,
theorycraft
Feb 19, 2008
2.4 Badges
Today some of the pricing was announced on the new Badge of Justice loots in the next patch and while the number of badges needed seems a bit high, I think it makes sense for the quality of the items you will be getting.
The other main change is that mana regeneration is being changed to be dependent on both intellect and spirit. From Elitist Jerks Forums:
So with my spirit really low right now, the added spirit from the new 2.4 badge items will drastically increase my mana regen which will be quite helpful.
The one thing I'm looking at here is replacing my Spellfire set with the new Sunwell Badge items. The Shroud of the Lore'nial is 100 badges, Voodoo Woven Belt is 60 badges (2.3 haste loot) and the Enslaved Doomguard Soulgrips are purchaseable for an unknown number of badges (I'm thinking a mage pair of Gloves will appear shortly as these appear more suited for locks).
The difference between those three badge items and my Spellfire set is:
+119 Armor
+86 Stamina
+39 Intellect
+33 Spirit
+62 Hit Rating
-22 Crit Rating
-86 Damage
It's tough to justify losing 86 damage like that. But gaining 62 hit rating translates at almost 1:1 to damage or crit. So the total loss in Hit/Crit/Damage (all 1:1 relationships via different socketing) is -46.
So do you take the 46 point loss in Hit/Crit/Damage for 86 Stamina, 39 Intellect, and 33 Spirit? 39 Intellect = 585 more mana which is one to two extra fireballs per fight. It also is 0.5% extra crit rating (or 11 spell crit points). So the gain of Intellect offsets 11 points of that loss, so I'm losing 35 points (ignoring the 585 extra mana).
So to lose 35 Hit/Crit/Damage, I gain 86 stamina and 33 spirit. 860 hit points is nothing to just toss aside as meaningless, but it comes at a cost of damage. So the question is which is more important? Right now, with ice block and other damage avoidance options, it is rare when I die in a fight. However, how many times have I died by less than 860 hit points? I couldn't tell you. Add to that the 33 spirit. Doing some quick calculations, added 33 spirit and 39 intellect affords me an additional 45 mp/5 out of combat. With Mage Armor, that's an additional 13.5 mp/5 in battle. With an 8 minute fight, that's an additional 2,160 mana or an extra five firebals. With my fireballs averaging 2,400 damage or more, that's an extra 12,000 damage which would outweigh the 35 damage I lose. However, that assumes that I run out of mana after using all my gems, evocation, and potions, which I do not do (yet). And with more MP/5, I shouldn't in the future.
It's a tough call. I might wait for some more theorycraft numbers to come out and then rue the day I made my Boots of Blasting as the new Boots of Incantations look pretty nice...+12 stamina, +1 intellect, +23 spirit, -1 hit, -21 crit, +15 damage.
The other main change is that mana regeneration is being changed to be dependent on both intellect and spirit. From Elitist Jerks Forums:
Granted, but again, I'm more concerned with what happens with mages. Unfortunately, I checked my math again so that I can use an inequality. (I'd like to apologize if my math skills are not too honed for the company I'm in.)
s*√i*k
(s+1)*√i*k>s*√(i+1)*k
(s+1)*√i>s*√(i+1)
〖(s+1)〗^2*i>s^2*(i+1)
(s^2+2s+1)*i>s^2 i+s^2
(2s+1)*i>s^2
i>s^2/(2s+1)
This means that if your Int is greater than the given number (related to your spirit), adding Spirit will increase your mana regen better than Int. So, let's pick a number. Say, 400. That's your Spirit. This means that if you have greater than 199.75 Int, it is better to put one point of Spirit on than one point of Intellect, for purposes of mana regen.
Thus, this change does not really benefit Mages at all, but it might have implications for very high-Spirit casters. It seems the rule of thumb would be that if your Intellect is less than half your Spirit, increasing your Intellect to the point that it is half of your Spirit would yield better regeneration than simply stacking Spirit.
So with my spirit really low right now, the added spirit from the new 2.4 badge items will drastically increase my mana regen which will be quite helpful.
The one thing I'm looking at here is replacing my Spellfire set with the new Sunwell Badge items. The Shroud of the Lore'nial is 100 badges, Voodoo Woven Belt is 60 badges (2.3 haste loot) and the Enslaved Doomguard Soulgrips are purchaseable for an unknown number of badges (I'm thinking a mage pair of Gloves will appear shortly as these appear more suited for locks).
The difference between those three badge items and my Spellfire set is:
+119 Armor
+86 Stamina
+39 Intellect
+33 Spirit
+62 Hit Rating
-22 Crit Rating
-86 Damage
It's tough to justify losing 86 damage like that. But gaining 62 hit rating translates at almost 1:1 to damage or crit. So the total loss in Hit/Crit/Damage (all 1:1 relationships via different socketing) is -46.
So do you take the 46 point loss in Hit/Crit/Damage for 86 Stamina, 39 Intellect, and 33 Spirit? 39 Intellect = 585 more mana which is one to two extra fireballs per fight. It also is 0.5% extra crit rating (or 11 spell crit points). So the gain of Intellect offsets 11 points of that loss, so I'm losing 35 points (ignoring the 585 extra mana).
So to lose 35 Hit/Crit/Damage, I gain 86 stamina and 33 spirit. 860 hit points is nothing to just toss aside as meaningless, but it comes at a cost of damage. So the question is which is more important? Right now, with ice block and other damage avoidance options, it is rare when I die in a fight. However, how many times have I died by less than 860 hit points? I couldn't tell you. Add to that the 33 spirit. Doing some quick calculations, added 33 spirit and 39 intellect affords me an additional 45 mp/5 out of combat. With Mage Armor, that's an additional 13.5 mp/5 in battle. With an 8 minute fight, that's an additional 2,160 mana or an extra five firebals. With my fireballs averaging 2,400 damage or more, that's an extra 12,000 damage which would outweigh the 35 damage I lose. However, that assumes that I run out of mana after using all my gems, evocation, and potions, which I do not do (yet). And with more MP/5, I shouldn't in the future.
It's a tough call. I might wait for some more theorycraft numbers to come out and then rue the day I made my Boots of Blasting as the new Boots of Incantations look pretty nice...+12 stamina, +1 intellect, +23 spirit, -1 hit, -21 crit, +15 damage.
Labels:
2.4,
badge of justice,
theorycraft
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