Archive for the ‘Damage’ Category

Re: The Switch to ArPen Build

Also titled, “Why the Previous Post Has No Merit”.

After finally getting the chance to go over the two separate fights I was comparing, let me show you exactly why a gain of 500DPS is almost completely unrelated to the changes I made in spec and rotation.

First of all, I was using the only fight I’d done in the same gear – Saurfang.

Let me explain to you how our guild has been running Saurfang: Each hunter kites/kills a beast. This often requires instant high-yield shots, such as Arcane. So I still used Arcane during my post-changes Saurfang fight. Not to mention, there were times when I forgot not to use it in my normal rotation.

Secondly, the first fight was unsuccessful, and because of this, much shorter than the successful post-changes fight. Here are the details:

So you can see here the huge differences in the fights themselves, and also the similarities which actually shouldn’t be there. Just look at the pie chart.

The group makeup was only slightly different each night. Both nights, we only had 24 people (my Marksman self is not included in the following lists).

Group Makeup 1

Assasination/Mutilate Rogue

Survival Hunter x2

Ret Pally

Blood DK

Fury Warrior

Arcane Mage x2

Shadow Priest

Affliction Lock

Feral Druid

Boomkin

Elemental Shaman

Enhance Shaman

Unholy DK

Marksman Hunter

Prot Pally

Prot Warrior

Resto Shaman

Holy Priest

Holy Pally

Resto Druid

Disc Priest

Group Makeup 2

Assasination/Mutilate Rogue

Survival Hunter

MM Hunter x2

Blood DK x2

Fury Warrior

Arms Warrior

Arcane Mage x2

Shadow Priest

Elemental Shaman

Enhancement Shaman

Afflic Lock

Feral Druid

Holy Pally x2

Disc Priest

Holy Priest

Resto Shaman

Prot Warrior

Prot Pally

Resto Druid

So you can see that the two nights are slightly different in makeup. This can account for a number of possible DPS changes.

Thirdly, I know for a fact that my performance with the talent and rotation changes was worse than my performance without them. How do I know? You should always know how well or how poorly you’ve performed in a raid and be honest about it. Sometimes you have good nights, and sometimes you’re just not quite on top of things.

Fourthly, and as Wulf mentioned in a previous comment, I do believe my pet was at mid-range happiness while fighting in the post-changes battle, while in the previous fight, he was very happy. This affects pet damage, and so affects the outcome of the comparison. If I had noticed, and fed Ceallach before the post-changes Saurfang fight, the DPS would’ve been higher.

I also know for a fact that my GUILD’S performance was much better on the post-changes fight than the previous fight. Just the fact that one was a failure and the other a success can prove that. What does this change? This can change any number of things, like for instance, how much target-changing I had to do, or how much movement I had to make to compensate for mistakes. When the guild performs well, it’s easier for me to stand in one place and PewPew.When everything clicks, the fight goes much smoother.

And finally, notice the differences in damage outputs and critical strikes, as well as the number of shots fired.

Because of all of these things, my plan is to dual-spec both particular talents/glyphs, pay more attention to each rotation, and make comparisons which are much more related to one another before coming to any conclusions.

All in all, what’s my point?

ALWAYS DOUBLE-CHECK YOURSELF BEFORE YOU WRECK YOURSELF!

The Switch to ArPen Build

I finally breached 500 Arpen and decided it might be worth my time to respec and remove Arcane from my rotation. Here are the changes I’ve made:

GLYPHS: Swapped Glyph of Chimera Shot for Glyph of Steady Shot

TALENTS: Removed points from Improved Arcane and put one into Rapid Recup, one into Improved Steady Shot, and kept one point in Improved Arc, though that will probably get switched to Improved Hunter’s Mark very soon, since we have had so many hunters recently…

PET TALENTS: Swapped one point in Bloodthirsty for one point in Charge (unrelated to ArPen switch, but I figured I’d mention it)

No, I have not re-gemmed. I don’t feel that 540 ArPen is enough for me to warrant losing such a large amount of Agility, which stacks with buffs and provides two stats and not just one. Perhaps after a few more gear upgrades, I’ll consider it. Even then, I’m not sure it’s the right move, but I’ll do the research soon (and share it).

Between Saurfang the previous night and Saurfang the night after, I gained approximately 550 DPS. This is, of course, situational, as I’m certain my performance was anything but perfect on either night. We also had a different group makeup, which could account for a DPS change as well. However, 550 is still significant enough to warrant keeping the change for now and trying it again with the previous group makeup.

I did find that having 2 points in Rapid Recuperation instead of 1 made a HUGE difference in my mana efficiency, as I was having issues maintaining Dragonhawk after long pulls, and halfway through Saurfang. That could also account for some of the DPS increase, since I did not have to switch to Viper at all on the second night.

So many variables, so little time. I wish I could dive into all of this, but with my new semester starting up, I simply can’t put the same effort into it that I used to. I don’t like taking advice from others when I haven’t done the math myself, and that’s exactly why you shouldn’t simply do what I’ve done in this post and call it a night…make comparisons! Take notes! Do math! Run tests!

The Scoop on Removing Arcane Shot

Having been out for a while, I fear this post may be too late. However, I still believe it’s important to have this information out in the open for all the misinformed MM hunters out there.

Removing Arcane Shot from your rotation isn’t something that should happen with the MAJORITY of standard raiders. In fact, very few raiders will  ever have the level of gear required to make this a worthwhile change. So don’t just jump on the “EJ Told Me To” bandwagon. Let me explain.

The whole purpose behind removing Arcane Shot from your rotation is to do more damage in your extra Steady Shot cast than you could do with that Arcane Shot. This requires the following:

Your Steady Shot must do MORE damage than your Arcane Shot, and not just more damage, but significantly more damage, because of the fact that Steady Shot has a longer cast time and requires a stand-still AND Arcane Shot could be doing more damage if you specced into Improved Arcane (which, if you are using Arcane Shot in your rotation, you SHOULD have Improved Arcane). Let me explain.

A rotation in the MM world is like this: Hunter’s Mark, Serpent Sting (both applied only once at the beginning of the fight), Chimera Shot, Aimed Shot, Arcane Shot, Steady Shot until Chimera has cooled down, repeat and fire as available. In between those shots, you should be weaving Silencing Shot and your per-use Trinkets (like Rocket Launchers or AP boosts) since they don’t use the GCD (Global Cooldown).

If you were to remove Arcane completely from your rotation, the point would be to insert another Steady Shot in its place (because your other shots would not be available do to previously triggered cooldowns). THIS IS ONLY VIABLE IF YOUR STEADY SHOT DOES MORE DAMAGE THAN YOUR IMPROVED ARCANE SHOT!

Make sense? Please, please only remove Arcane from your rotation if the above is true, and your Steady Shot consistently does more damage than Arcane. The only way this is possible is if your Armor Penetration rating is high enough. There is no other way you will ever see your Steady Shot doing significantly more damage than your Arcane – an Armor Penetration rating of at LEAST 600 is required. Even then, please double-check your damage on WWS or WoWmeters to make absolutely sure.

If you do not make certain that this is true, YOU WILL NERF YOUR OWN DAMAGE!

Okay?

Okay.

Glad we had this talk.

Using Silencing Shot in Rotation

There is all this talk of using Silencing Shot in your standard rotation to increase your DPS. Many people are saying you should simply macro it into all of your other shots so that it fires whenever it’s up. There are people asking if they should Spec into Silencing Shot for this purpose.

Let’s take a closer look at Silencing Shot.

Silencing Shot: A shot that deals 50% weapon damage and Silences the target for 3 seconds.

50% Weapon damage in this instance means half of what your average Auto Shot might do. For me, that’s about 1,780 total damage for an Auto Shot, so approximately 890 damage per Silencing Shot.

The cooldown of Silencing Shot is 20 seconds, double the length of an unglyphed Chimera Shot. However, Silencing Shot does not share the Global Cooldown (GCD), so it can be fired while your other shots are taking that 1.5 second break.

Like Kill Shot pre 3.1, you can macro Silencing Shot so that it fires immediately before or after another normal GCD shot. Because of this, many people are of the belief that it would benefit your DPS to do so with all standard rotation shots.

There are several problems with this theory.

Firstly, if you play Marksmanship and did not already have Silencing Shot while raiding Ulduar, you are too focused on your personal DPS and not focused enough on the rest of your raid and the strategies at hand for the majority of bosses. Silencing Shot is our utility, and there are countless mobs and bosses in Ulduar that require constant silences and interrupts. You should be helping, end of story.

I have said this many times, and I’ll say it again: Topping the charts is worthless if you do not contribute in other ways as well.

Forgetting that fact, let’s look at exactly how much DPS Silencing Shot would add to a standard boss fight.

My last Kologarn fight was 4 minutes, 30 seconds long, which is a total of 270 seconds. We’ll use this fight as an example. If I had used Silencing Shot every 20 seconds as available, it would increase my DPS by about 42.

In a fight like Kologarn which requires no Silences, I could see how you may want to weave Silencing Shot in for a bit of extra damage. However, keep in mind that during Kologarn, you’re going to be interrupted from your standard rotation very often, whether it be Stone Grip or Eye Beams. Those are times during which you cannot fire your Silencing Shot or any other shot, and so that extra 42 DPS will go down.

Now let’s say you’re running Razorscale. My last Razorscale fight DPS uptime was 5 minutes, 43 seconds, for a total of 343 seconds. Before Razorscale comes down, you’re fighting the smaller mobs. If you have macroed Silencing Shot into all of your other shots, you may end up with an extra 44 DPS, including downtime. HOWEVER: If you’re fighting a Whirlwinding mob, then move to a caster, and that caster is casting Chain Lightning, how will you stop that spell if your Silencing Shot was just used on the Whirlwind mob? What if the other folks in your raid who can silence are paying attention to other things? Maybe your rogue has to move away from the blue flames and misses a kick. Then your entire group gets pelted with that Chain Lightning. In return, those people will need heals, or they may go down due to being hit with a fireball. Therefore, it sucks healer mana and healer focus away from their other duties, and could even cause a raider’s death if they’re unlucky.

Your actions directly affect EVERYONE IN YOUR RAID.

Do not think that adding ~40 DPS is important enough to sacrifice everyone else’s time, focus, and resources. You have the potential to help everyone. Make that potential a reality.

My suggestion to all of you is this:

Do not macro Silencing Shot into any other shot. Simply keybind it and use it with discretion. If you are fighting ANY NPCs which can be silenced, do not use Silencing Shot to increase your DPS. And not having it macroed will allow you to gain better reflexes, which is never a bad thing. It will also force you to focus more on what’s going on around you than just your personal rotation.

Spreadsheets and running numbers are all well and good in theory, but when it comes down to a real-as-corn Raid, do what’s right, not what makes you look good on charts. Please don’t be a huntard, be a knowledgeable, efficient, contributing raider. Anyone can stand around and DPS. Good players bring utility.

<3 Nass

I Got Gear

Woot!

Check out my sexy new shoulders!

Nice Armor

On another note, lots of people seem to disagree, but personally I think this hunter helmet is one of the coolest, most attractive helmets we’ve had. Sure, it looks like a gas mask with horns, but dammit, I think it looks really, really good. I just wish the T8 pieces were that nice green and brown scheme from the shoulders instead of the blue they are now.

There is debate about whether the Shoulders of Misfortune or the Iron-studded Mantle is better for a Marksman hunter. Honestly, I’m thinking the difference between the two will turn out to be minimal. Here’s the comparison – http://www.wowhead.com/?compare=45227;45543.

If you think of it in terms of loss/gain, you lose 3 Agility, but because there’s a red gem slot, you lose no Attack Power if you gem a Delicate Living Ruby. You will lose +Hit rating, but if you’re already capped, that is unnecessary, so the gain of 36 Crit Rating may be more beneficial there. Haste is not as important for MM as for SV, but I wouldn’t write it off, either. The only thing here that is debateable is the Armor Penetration, which is why many consider the Iron-studded Mantle to be better for MM. The question is, if using an Epic gem to cover the loss of 3 attack power from the agility and using the remaining losses, is the Crit Rating and Haste addition going to show you more damage than the Armor Pen? That’s what it really comes down to.

I’ve made a lot of changes to my BiS lists below, so check them out when you get a chance. Comments, concerns, etc. are much appreciated, since this is an area of contention. Thanks to those who brought things to light on my last lists.

I actually get to raid tonight, the first Tuesday I’ll see all of the raid for the majority of the summer. Hopefully, I’ll get to pick up some new gear as we clear our way back to Vezax. Cross your fingers for Siren’s Cry! =)

<3 Nass

Best in Slot for Hard-mode Heroic (true BIS)

I’m ignoring the current BiS list from Elitist Jerks, as I do not entirely agree with what they have listed, and I also refuse to roll on Leather pieces, as they do not have Intellect. Below is a list I’m currently working on. If anyone knows why the hell they have two leather pieces and two Brann rings listed for top DPS, let me know, but for now, I’m boycotting it. This selection is intended for Marksmanship only.

Best in Slot, Hard Mode, Heroic (some pieces from Normal mode)

Helm:
Conqueror’s Scourgestalker Headpiece (Thorim, 58 Emblems of Conquest)

Neck:
Pendulum of Infinity (General Vezax, Hard Mode)

Shoulders:
Mantle of Fiery Vengeance (Flame Leviathan, 10-man Hard Mode)

Back:
Drape of the Faceless General (General Vezax: 10-man Hard Mode)

Chest:
Conqueror’s Scourgestalker Tunic (Hodir, 58 Emblems of Conquest)

Wrist:
Frost-bound Chain Bracers (Hodir)

Hands:
Gloves of the Steady Hand (XT-002 Deconstructor Hard Mode)

Waist:
Belt of the Betrayed (Thorim)

Legs:
Conqueror’s Scourgestalker Legguards (Freya, Emalon the Storm Watcher)

Feet:
Greaves of Swift Vengeance (Assembly of Iron Hard Mode)

Ring:
Band of Lights (Algalon, 10-man)

Ring:
Brann’s Signet Ring (Quest Reward)

Trinket:
Dark Matter (Algalon the Observer, 10-man)

Trinket:
Mjolnir Runestone (Thorim, 10-man Hard Mode)

Main Hand:
Lotrafen, Spear of the Damned (General Vezax)

Ranged Weapon:
Skyforge Crossbow (Thorim, Hard Mode)

All About Chimera Shot

Lately, I’ve noticed quite a few people asking all sorts of questions about Chimera Shot. In this post, I intend to answer all of those questions, as well as give the basic facts. Let’s take a closer look at Chimera Shot.

Chimera Shot is a shot only available through talents in the Marksmanship tree. It is available with 51 points at level 60. Here is the tooltip for Chimera Shot -

You deal 125% weapon damage, refreshing the current Sting on your target and triggering an effect:

Serpent Sting – Instantly deals 40% of the damage done by your Serpent Sting.

Viper Sting – Instantly restores mana to you equal to 60% of the total amount drained by your Viper Sting.

Scorpid Sting – Attempts to Disarm the target for 10 sec. This effect cannot occur more than once per 1 minute.

Reading the above tooltip, there are a few things we need to clarify.

1.)What is considered Weapon Damage in this equation?

This refers to your actual white damage plus 25%. For example, if your regular Auto Shot is hitting your target for 2000, your Chimera Shot will hit the target for 2,500.

2.)What is “refreshing your current Sting”?

If you have a stinging shot on your target (Serpent, Viper, or Scorpid are all considered Stings) and you fire Chimera Shot, that sting’s timer will reset back to zero as though you had shot your target with that same sting again. Therefore, you never need to hit Serpent Sting on your target again unless you allowed it to run out before firing Chimera.

3.)Do I have to wait for Serpent Sting to deal more damage, or tic, before I fire another Chimera in order to get the full effect?

No. Many people are mistaken in this thought. What the tooltip means by Damage Done is the full amount of damage your Serpent is capable of, I.E. – My Serpent Sting has a duration of 21 seconds and tics for 885 damage every 3 seconds. This is a total of 6,195 damage. Therefore, when you fire Chimera Shot as your Serpent Sting is active on the target, you will instantly do 40% of that total 6,195 damage, which is 2,478. This is close to or above the damage of a regular Auto Shot.

4.)Why is the wording for Viper Sting effect different from Serpent? Isn’t it the same thing?

Yes. It behaves the same way as Serpent Sting. The only difference is the verb which is used, i.e. Drained vs. Damaged. You will find that Viper/Chimera will return a full 60% of the mana able to be drained by a Viper Sting that tics for 8 seconds.

5.)When is a good time to use Scorpid Sting with Chimera?

I rarely use Scorpid Sting myself, but it could be effective during PvP matches in which you’re facing a non-mana-using Melee opponent such as Rogues or Warriors. Using Scorpid Sting in PvE is, in most instances, ineffective.

6.)If my Chimera is only supposed to do 125% weapon damage, why does it do so much more than that??

If you look through your other Marksmanship talents, you’ll see that there are 3 which affect the full damage of your Chimera Shot. Below is a list.

Rapid Killing

Improved Steady Shot

Marked For Death

7.)But the damage still doesn’t add up! I do much more with Chimera even factoring those things in.

This is probably because Chimera Shot is considered Nature damage, and as such, it is a school of Magic. Because of this, Chimera Shot will be affected by buffs which increase your Spell damage, such as Earth and Moon, Improved Shadow Bolt, and other such abilities or talents. However, due to this reason, Chimera Shot will not be enhanced by Armor Penetration, as it is not considered Physical damage.

8.)Shouldn’t I be doing more damage with Chimera if I have Serpent Sting active?

No. Technically, the bonus damage from Serpent/Chimera is factored seperately, as though it is its own shot. If you look in your WWS or Recount logs, you’ll see a part called “Chimera Shot – Serpent” which will show only the damage done by the Chimera Shot bonus. Therefore, when you fire Chimera while Serpent is active, you’ll see 2 seperate numbers pop up instead of one large number.

9.)Is it okay to use Viper Sting instead of Serpent Sting during my rotation in a raid?

Yes, but in most cases, it is entirely unnecessary, and in even more cases, not even possible given the type of mob you are fighting. You can only gain Mana from a mana-using target, while many of our targets do not have a mana pool at all. Use discretion when choosing Viper Sting in a raid or you could lose valuable damage.

10.)How much does my Chimera Shot contribute to my total raid damage?

Generally, Chimera Shot will account for 13-15% of your total raid damage, making it the next-highest percentage chunk below Auto Shot. However, focusing only on Chimera is unwise, since your Aimed and Arcane shots don’t come far behind that percentage.

11.)How can I make my Chimera Shot do even more damage?

There is a Glyph specifically for Chimera Shot called, appropriately, Glyph of Chimera Shot. This Glyph reduces the cooldown of Chimera Shot by one second, making the cooldown 9 seconds instead of 10. While this doesn’t seem like a huge change, in a longer fight it will make a big difference. Just make sure you’re firing Chimera Shot as soon as it becomes available, and you are prioritizing Chimera over your other instant shots (aside from Kill Shot).

On a related note, if you glyph into Glyph of Serpent Sting, increasing your Serpent Sting duration by 6 seconds (effectively two extra tics), it will factor those extra two tics into the total damage and give you more damage output per Serpent/Chimera.

12.)Should I EVER wait to use Chimera Shot?

There are only two times when you should wait before using Chimera Shot – if a Sting is not on your target, or if Kill Shot is available. Otherwise, make sure you fire your Chimera Shot as soon as it cools down.

I hope this helps to clarify the Marksmanship Hunter’s most important talent. Any questions, comments or concerns, you know where to leave them. =)

<3 Nass

Revisiting Improved Hunter’s Mark

A while back, I did some math to see what kind of effect increasing AP actually has on your total damage. I’d like to bring some of that math back and see exactly when it’s beneficial to have Improved Hunter’s Mark (IHM), now that it’s been raised from 300 to 500 RAP.

Firstly, IHM does this -

Increases the bonus attack power granted by your Hunter’s Mark ability by 30%, and reduces the mana cost of your Hunter’s Mark ability by 100%.

Knowing that, we can see that 30% of 500 is 150. This means that each Hunter in the group will gain 150 extra ranged attack power on their target, so long as Hunter’s Mark is activated by the Hunter who has the IHM talent.

Let’s find our Constant.

We’ll use my last Archavon kill, which you can see in detail here, Archavon Kill

and I’m using the Envoy of Morality. I’ll also be using Mammoth Cutter bullets for this. For simplicity, let’s pretend that I have exactly 6,000 RAP fully raid-buffed.

Here is our familiar equation to find our average Auto Shot damage:

AWDAS = [((AD + (RAP/RAPF)) * WS) + ((WMIN + WMAX)/2)] * (1 + ([MODS]))

Applied, the equation will look like this:

Average Auto-Shot = [((67.5 + (6000/14)) * 2.24) + ((314 + 584)/2)] * (1 + (0.02 + 0.05 + 0.05 + 0.05))

To make things short, here’s the final result for you:

Average Auto-Shot = 1825.42

Now let’s see what adding 150 RAP will do to the result:

Average Auto-Shot = [((67.5 + (6150/14)) * 2.24) + ((314 + 584)/2)] * (1 + (0.02 + 0.05 + 0.05 + 0.05))

Final Result:

Average Auto-Shot = 1853.49

Using the Archavon fight, let’s apply the first, non-affected total to all Auto Shots and see what our average damage is:

71 * 1825.42 = 129,604.82 total damage

Now let’s apply the affected Auto Shot:

71 * 1853.49 = 131,597.79

The difference between these two numbers is:

1992.97

The Archavon fight was precisely 2:16, which is 136 seconds total. To find the DPS, we divide 1992.97 by 136 seconds to get:

14.65 DPS

If Auto Shot alone increases your total DPS by 14.65, I can see this talent being very useful. However, keep in mind that currently a non-IHM specced hunter’s Mark can overwrite IHM. If you have one hunter assigned to IHM, make sure the other hunters understand that they should not cast Hunter’s Mark on their target for fear of losing the buff.

Think of this, now:

Between three hunters, the increase of DPS from Auto Shot alone would be 43.95. Then there are Chimeras, Aimed, Arcanes, and Explosives to factor into the mix. I’m estimating another 15-16 DPS for the rest of our abilities, each hunter (judging from my previous numbers). Few other talents offer that much DPS for three points. Of course, it will be spread between you and the other hunters, so in order for this talent to be effective, the other hunters must be on par with each other’s damage, and again, must not cancel out your IHM.

Hopefully this helps you come to a decision as to whether or not your group could benefit from Improved Hunter’s Mark.

<3 Nass