Original thread: http://elitistjerks.com/f31/t12855-work ... ing_2_1_a/The following are generally accepted principles of theorycrafting based upon research, testing, and lots of math that has been done by various members of the WoW community. None of the following are absolute laws however some combination of theorycrafting and testing has shown these to be true. If you disagree with any of these you'll probably need some very careful and thorough math as well as parses to convince people that you are correct.
Questions about the reasoning behind something in this post (i.e. why is Fire so much better for a mage) should be directed at a relevant class thread. This is intended to be a quick reference for common questions, not a thesis paper on theorycrafting.
General
- The global cooldown (hereafter referred to as the GCD) is 1.5 seconds for all classes except Rogues and Druids in cat form which have a 1.0 second GCD.
- The character pane rounds up. It may appear that you have sufficient percentage for something like crush immunity, but beware rounding errors.
- Official rating conversion->stat information can be found here: WoW BlueTracker: Combat Ratings: Level 70 Conversions
Bosses
- All bosses (??? listed for a level) are counted as 3 levels above you for purposes of resists and combat (including your AC), regardless of your level.
- Spell resist rate against bosses is 17%; only 16% of this can be overcome with spell hit [202 spell hit rating].
- Glancing Blow rate against level 73/boss mobs is estimated to be 25% as of 2.1. Yellow attacks (specials) do not glance.
Tanking
- Warriors and Paladins require 490 defense [336 defense rating] to be uncrittable. Druids require 415 defense [156 defense rating] with Survival of the Fittest.
- Crushing blows are pushed off the combat table against 73/Boss mobs when your dodge + parry + block + mob miss chance is greater than 102.7%. Most warriors easily attain crush immunity when using Shield Block, and Paladins require an active Holy Shield plus 72.5% dodge+parry+block+miss (5% of which may be supplied by the heroic badge Libram).
- Druid Bear Form's armor bonus does not include enchants or temporary buffs.
- Once you reach your defense cap, stamina is generally the best stat to stack.
Melee
- Miss rates against level 73/boss mobs (note that there is always a very small chance you will miss regardless of the amount of +hit gear you are wearing):
-- 1h/Shield, 2h: 8.64% [137 hit rating]
-- Dual wield: 25.5% [403 hit rating] (speculated, may be slightly higher)
-- Ranged: 8.6% [137 hit rating]
- You cannot apply the benefits of a weapon specialization to a weapon of the incorrect type in the offhand. (That is, a dagger in your offhand when you are sword spec will not get the benefit of sword spec.)
- The formula for determining hasted weapon speed is:
Hasted Speed = Weapon Speed / ( (1+(Haste 1 %/100)) * (1+Haste 2 %/100)) * (1+(((Haste Rating 1 + Haste Rating 2 + ... )/100)/10.52)))
Spellcasting
- Spell penetration does nothing in PVE. At all. Ever. It is a good PVP stat and nothing more.
- Spell haste rating does not lower the global cooldown. Bloodlust/Heroism is the only exception to this; these spells do shorten the global cooldown.
- Swapping weapons will reset your swing timer and incur the global cooldown.
- It is possible to switch weapons while casting a spell with a cast time and receive the benefit of the new weapon's +dmg/healing.
- Non-instant spells will reset your melee swing timer upon their completion. This includes spells that normally have a cast time that are made instant by other means (such as Nature's Swiftness).
- /stopcasting can be used to increase the rate at which you can cast spells. See other threads regarding this command for details.
- Boss level mobs have a 5% partial resistance to non-binary spells (i.e. those that can be partially resisted). This resistance can not be overcome with spell penetration or hit percentage. [note: This particular mechanic is still undergoing testing, some bosses appear to violate this rule].
Haste
- Auto-Attack appears to be the only attack with no inherent cooldown, and thus is the only attack that has no drop off point where haste effects will not provide additional benefit.
- Channeled spells (Arcane Missiles, etc) do channel faster under the effects of spell haste.
- Until haste drops your special attack speed below the global cooldown, it is generally the most effective stat to stack. (I.E. a pure scorch build gets little benefit from haste since any further haste doesn't allow the spell to be recast more often.) Classes that rely on damage over time will see reduced benefits from haste since the tick timer is not sped up.
- Haste discussion
Healing
- Both 81 healing and Spellsurge are good and effective enchants. There is no wrong answer.
Hunters
- Spreadsheets
- Autoshot has a 0.5 second cast time, Multi-Shot, Arcane Shot, Steady Shot and Kill Command (amongst other abilities such as stings) will interrupt and reset this cast time.
- Scorpid Poison is currently the only pet ability which scales significantly with spell damage and therefore a Hunter's RAP.
- Haste effects work on Steady and Aimed Shot cast times.
Mage
- 10/48/3 is the best PVE raw damage spec until at least 2 piece Tier 5 (and maybe even then), but Frost maintains the best control and survivability in non-raid situations (grinding and instances).
- +hit will generally provide the best increase in damage per item budget until it is capped at 16%.
Priest
- Once you reach the hit cap, +damage is the best stat to stack for a shadow priest.
Shamans
- If you have a DPS warrior in your group, you should probably drop Windfury totem regardless of the remaining composition of the group (it really is that good). GoA will usually only be better DPS for the group when there is no warrior and less than three rogues involved. A good rule of thumb is that if DPS Warrior*2 plus Rogues plus DPS Paladins is greater than 2 (war*2+rog+pal>2), Windfury will be conclusively better regardless of the rest of the group's composition.
- The best reason to use GoA is to provide a tank with more dodge, not to improve the AP or crit rate of other classes. On low-rage or threat-sensitive fights Windfury may be preferable for a Warrior or Paladin.
- Twisting GoA and Windfury is wasteful of the Shaman's mana and GCDs.
- Windfury Weapon (the self enchant) has a 3 second cooldown incurred each time it procs, regardless of which hand procs it. For this reason slow weapons in both hands are preferable. The 'best' combination attainable pre-SSC is dual Gladiator 2.6 speed weapons.
- Windfury Totem (the totem) does not have any of the cooldown issues that Windfury Weapon does. Its procs do generate rage and threat for warriors and it will proc off of special attacks (yellow damage).
- When dual wielding with 9% to hit from talents, you need 261 hit rating [403-142.2] to reach the hit cap against boss mobs.
- Mongoose, Crusader and Potency are all effective weapon enchants (in that order, generally) and none is the wrong answer.
- It is highly probable that Stormstrike uses a two-roll system, much like Rogue special attacks do.
Rogues
- Builds: Combat is the best PVE DPS Spec. Daggers and Swords are both competitive with each other. Mutilate is well behind since the glancing blow changes, suffering additionally from reduced Windfury Totem benefits vs combat, and on bosses immune to poison (Void Reaver, Hydross).
- Hit Cap: 25.5% +hit required to not miss vs lvl 73 bosses, meaning you need 402.9 hit rating to cap. 5/5 Precision reduces this by 79. 1 point of weapon SKILL (not rating) reduces this by 1.58. If you have 2/2 Weapon Expertise (or 5/5 Mace Spec) and 5/5 Precision, you need 308.1 hit rating to cap.
- Shiv cannot be dodged. It may also be unable to be parried or blocked.
- Deadly poison has better DPS than instant poison, whether on main hand or off hand. If you can only poison one weapon (i.e. Windfury totem is being used), you should use DP.
- Dual DP is a waste for all except Mutilate builds.
- Envenom in PvE is a waste of combo points for all except Mutilate builds, except as as the last finishing move of the fight (i.e. the DP stack will not tick out).
- Rogue special attacks use a two-roll system instead of a one-roll system like all other attacks. See other threads for further explanation of what this means.
Warlocks
- There is no "cast rotation" for Warlocks due to variance in DoT duration.
- Shadowbolt will normally provide higher DPS than Incinerate unless you stack the crap out of fire damage gear with a sacrificed Imp.
- Immolate is worth casting, even if you have a lot of +shadow gear. The only time it's not worth casting is when you're out of debuff slots.
- Shadowbolt will always produce more dps than drain life, no matter what drain-life boosting talents you have and what Shadowbolt ones you neglect.
- Warlocks need 16% hit from gear because Suppression doesn't affect Shadowbolt or Soulshatter.
- As long as it can run full duration, CoD > CoA for sustained single target dps, even if you are deep affliction primarily because of the opportunity cost of re-casting CoA.
- Conflagrate will lower your DPS if you use it in a DPS rotation.
- Imp Life Tap is still a necessary talent even if you have Dark Pact (hint, your imp doesn't have infinite mana). BoW and Spirit buffs will greatly increase your Imp's mana regeneration rate, improving Dark Pact's longevity.
- Yes, Shadow Embrace is worth it. It's 5% less to everyone that the target hits, not just the warlock. It doesn't matter if it's pre or post-AC mitigation, it's still 5% and it's easy to get with a raiding-focused affliction build.
Spreadsheet threads
Rogue : [Rogue] DPS Spreadsheet
DPS Warrior : DPS Warrior Spreadsheet
Hunter : Hunter Spreadsheets -- In development
Moonkin : [Druid] Moonkin DPS Spreadsheet
Mage : Vontre's Mage DPS Spreadsheet
Elemental Shaman : [Shaman] Elemental Shaman DPS Spreadsheet?
Rogue Gear : Rogue Gear Spreadsheet
Shadow Priest : Shadow Priest DPS Spreadsheet
Warlock : (another) Warlock DPS Spreadsheet
DPS / Healing cloth : DPS and Healing Cloth Spreadsheets
Paladin Threat: [Paladin] Tank TPS spreadsheet
There are likely some obvious things that have not been added thus far since this was compiled with the help of a subset of the forum. If you feel that something is in error or that something should be added or clarified, please post as such.
[EJ] Working Theories of Theorycrafting as of 2.1
[EJ] Working Theories of Theorycrafting as of 2.1
Read and learn something new perhaps
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- Toenibbler
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casting time is correct according to the tootip, but on your character (c) you see the time 1 autoshot will take it all depends on talents and speed of the range weapon, furthermore...strings and shots will not reset the timer, only aim shot does thatKibs wrote:Lol, what ?- Autoshot has a 0.5 second cast time, Multi-Shot, Arcane Shot, Steady Shot and Kill Command (amongst other abilities such as stings) will interrupt and reset this cast time.
I think that isn't true since you aren't the only lock in a raid. You will benifit from their crits as do they (and Shadow priests who will also buff your damage) from yours.Meek wrote:for shadowbolt to be better dps wise u need to have a certain +damage, if ur below that certain number incinerate is better if ur deep destro specced, same goes for conflagrate because of the talents.
I ain't leaving without your soul and I am sober this time.
Shadowpriest(s) + locks > the buffs the mages gives you imo but I believe the theorycrafter nerds anywayMeek wrote:but then u have the firemages
Last edited by Fenz on 05 Aug 2007, 11:48, edited 1 time in total.
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In other words: nothing in that line is correct :cToenibbler wrote:casting time is correct according to the tootip, but on your character (c) you see the time 1 autoshot will take it all depends on talents and speed of the range weapon, furthermore...strings and shots will not reset the timer, only aim shot does thatKibs wrote:Lol, what ?- Autoshot has a 0.5 second cast time, Multi-Shot, Arcane Shot, Steady Shot and Kill Command (amongst other abilities such as stings) will interrupt and reset this cast time.
Didn't even mention the hidden casting time on multishot!
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Afaik Autoshot has, like wanding, a 0.5sec cast time, or?Kibs wrote:In other words: nothing in that line is correct :cToenibbler wrote:casting time is correct according to the tootip, but on your character (c) you see the time 1 autoshot will take it all depends on talents and speed of the range weapon, furthermore...strings and shots will not reset the timer, only aim shot does thatKibs wrote:Lol, what ?- Autoshot has a 0.5 second cast time, Multi-Shot, Arcane Shot, Steady Shot and Kill Command (amongst other abilities such as stings) will interrupt and reset this cast time.
Didn't even mention the hidden casting time on multishot!
Furthermore AS, SS etc. interrupt the Autoshot I thought - hence all the discussion with "perfect rotation". Think ur dramatizing a bit there