Heroism timing
Moderators: Fridmarr, Worldie, Aergis, theckhd
Majiben wrote:The additional 20 seconds is for the second AW to run it's full course.
Ideally we should add about 5s for positioning, too, but... meh.
Not to mention it doesn't matter if you use wings before or after 25% for the same reason as Bloodlust. Basically, any CD Based DPS Increase functions indepedently from time based increases. A CD before the time-based increase just means you have less time in "Lower DPS" phase, reach "Higher DPS" phase sooner but stay in it longer. So:
Option 1: Use CDs before n%
Effect: Less time before n% at DPS = X, more time before n% at DPS=X+A.
Result: Net boss kill time is the same since you reach n% sooner, thus doing X+A damage sooner.
Last edited by Elsie on Tue Mar 17, 2009 8:30 am, edited 1 time in total.
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Elsie - Posts: 3819
- Joined: Sat Jan 12, 2008 11:12 pm
duh, sorry, I am zonked
And yea, what most people don't see as intuitive is that - it's 12 seconds, where-ever it is, 12 seconds of 'increased damage by % hp modifier talents', or 12 seconds of normal damage - it works out the same when time is what you factor, therefore, indeed the best time to use it is when everyone has their cooldowns, which tends to be the start of the fight, that also avoids the likelihood that someone is going to be dead to not take advantage of the heroism.
To try that again in more simple terms;
12 seconds of increased damage that you'd be doing anyway.
12 seconds of normal damage that you'd be doing anyway.
It's probably easier if you look at it as two different fights, and you can make fight one 12 seconds shorter, or you can make fight two 12 seconds shorter, but neither is more of a gain than 12 seconds.
And yea, what most people don't see as intuitive is that - it's 12 seconds, where-ever it is, 12 seconds of 'increased damage by % hp modifier talents', or 12 seconds of normal damage - it works out the same when time is what you factor, therefore, indeed the best time to use it is when everyone has their cooldowns, which tends to be the start of the fight, that also avoids the likelihood that someone is going to be dead to not take advantage of the heroism.
To try that again in more simple terms;
12 seconds of increased damage that you'd be doing anyway.
12 seconds of normal damage that you'd be doing anyway.
It's probably easier if you look at it as two different fights, and you can make fight one 12 seconds shorter, or you can make fight two 12 seconds shorter, but neither is more of a gain than 12 seconds.
nani shini umareta no? nani shini koko ni iru?
ikinokoritai, umaranai kizum, hikari osoreteta

ikinokoritai, umaranai kizum, hikari osoreteta

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QuantumDelta - Posts: 1191
- Joined: Mon Apr 09, 2007 2:31 am
Alright here's a real noob post but here it goes.
What's the difference between bloodlust and heroism both of which are being refered to throughout this thread. Is one just the spell name and the other the effect name?
What's the difference between bloodlust and heroism both of which are being refered to throughout this thread. Is one just the spell name and the other the effect name?
- BubbaBill
- Posts: 121
- Joined: Thu Jun 26, 2008 12:27 pm
BubbaBill wrote:Alright here's a real noob post but here it goes.
What's the difference between bloodlust and heroism both of which are being refered to throughout this thread. Is one just the spell name and the other the effect name?
Bloodlust is the real name of the spell. Heroism is the crappy version given to smelly alliance.
Really though, exact same thing, different names. Its like how horde pallies have Seals of Corruption/Blood while allys have Seals of Vengeance/Martyr.
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firstamendme - Posts: 500
- Joined: Thu Sep 04, 2008 10:05 am
QuantumDelta wrote:duh, sorry, I am zonked
And yea, what most people don't see as intuitive is that - it's 12 seconds, where-ever it is, 12 seconds of 'increased damage by % hp modifier talents', or 12 seconds of normal damage - it works out the same when time is what you factor, therefore, indeed the best time to use it is when everyone has their cooldowns, which tends to be the start of the fight, that also avoids the likelihood that someone is going to be dead to not take advantage of the heroism.
Just make sure it's the real start of the fight, with a couple secs for everyone to settle into their rotations. As mentioned, there are a couple fights where there's a practice / filler / survival phase, and the actual fight only starts later.
And no, this is not perfectly obvious. Yesterday I had an owl explain to me that she hates Kel'thuzad because she's always oom by the time the adds appear.
Ythalaine - Die Aldor EU


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Veilan - Posts: 525
- Joined: Wed Nov 19, 2008 7:45 am
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