New Protection HoPo mechanics in 4.1
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New Protection HoPo mechanics in 4.1
Grand Crusader will now generate a charge of Holy Power if the Avenger Shield it procs is used within 6 seconds.
Yay for Grand Crusader becoming more interesting? Where this will place Grand Crusader in a single target rotation is something I can't wait to see.
The probability of getting a Grand Crusader proc when AS is off cooldown in three crusader strikes with 2% hit and 10 expertise is 40.1%, or ~40%, that's a pretty significant change to our Holy Power generation.
Last edited by Jeremoot on Sun Mar 13, 2011 10:52 pm, edited 1 time in total.
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Jeremoot - Posts: 434
- Joined: Tue Feb 08, 2011 5:36 pm
Re: New Protection HoPo mechanics in 4.1
Given that J only edges out AS slightly this definitely should see it boosted above J. Has anyone tested whether the 6 second buff applies when AS is off cooldown?
CS vs AS(P) will have to wait for sims, the only time this would occur is if the CS is the 3rd holy power since both CS and AS(P) will be up after the sotr. New rotation should look like sotr>cs>as(P)>J>as given that the buff can apply when AS is off cooldown. Also unless there is something I've overlooked, there are 5 CS opportunities between AS since it's a 15 second cooldown (5th one AS comes up same time as CS) and thats not including if it procs of a cs leading to sotr.
CS vs AS(P) will have to wait for sims, the only time this would occur is if the CS is the 3rd holy power since both CS and AS(P) will be up after the sotr. New rotation should look like sotr>cs>as(P)>J>as given that the buff can apply when AS is off cooldown. Also unless there is something I've overlooked, there are 5 CS opportunities between AS since it's a 15 second cooldown (5th one AS comes up same time as CS) and thats not including if it procs of a cs leading to sotr.
- amityafflict
- Posts: 11
- Joined: Mon Nov 08, 2010 8:54 am
Re: New Protection HoPo mechanics in 4.1
GC procs a short duration buff whenever it happens, to trigger the aura effect I'd imagine, so if I'd bet on it I'd imagine they'll be modifying that.
We live in a society where people born on third base constantly try to steal second, yet we expect people born with two strikes against them to hit a homerun on the first pitch.
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Flex - Posts: 6863
- Joined: Tue Jul 10, 2007 7:29 am
Re: New Protection HoPo mechanics in 4.1
I'm definitely looking forward to GC being more useful/interesting; this might actually turn out to be an adequate enough "fix" to the issues brought up over the past week regarding the [HP hoarding vs. not having the necessary HP for any kind of useful WoG] thing to make it virtually a non-issue for prot (at least that's my initial gut feeling).
Would these GC procs, in addition to EG procs used for SotR/Inq, be enough to fill up our gcds adequately though? (IIRC AS>J throws a wrench into our "rotation" over time.) Could buffing the GC proc rate to ~30% ensure that we don't get saddled with potentially unforeseen downtime issues, or would that be just asking too much from Blizz at this point (my guess would be 'yes')? I mean, is this the dawn of a truly non-rotational, priority-based playstyle for prot pallies, or is this going to wind up just being a downtime-creating mana-sink?
Either way, I'm looking forward to seeing how it plays out on the ptr and on live (if it makes it that far...*crosses fingers*). "Useful" GC procs and a more "priority-based" playstyle are long overdue for our toolkit here now in Cata imo...not to mention that it also goes a long way to redress the 4.0.6 HP "bug fix" (/angryface...still...).
Would these GC procs, in addition to EG procs used for SotR/Inq, be enough to fill up our gcds adequately though? (IIRC AS>J throws a wrench into our "rotation" over time.) Could buffing the GC proc rate to ~30% ensure that we don't get saddled with potentially unforeseen downtime issues, or would that be just asking too much from Blizz at this point (my guess would be 'yes')? I mean, is this the dawn of a truly non-rotational, priority-based playstyle for prot pallies, or is this going to wind up just being a downtime-creating mana-sink?
Either way, I'm looking forward to seeing how it plays out on the ptr and on live (if it makes it that far...*crosses fingers*). "Useful" GC procs and a more "priority-based" playstyle are long overdue for our toolkit here now in Cata imo...not to mention that it also goes a long way to redress the 4.0.6 HP "bug fix" (/angryface...still...).
Last edited by Vuarnet on Fri Mar 04, 2011 2:07 am, edited 1 time in total.
fuzzygeek wrote:Admittedly you can't outgear the criminally stupid, but you can try to mitigate the effects.
- Vuarnet
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- Joined: Fri Mar 04, 2011 12:39 am
Re: New Protection HoPo mechanics in 4.1
Personally i see this as QoL talent and around a zero sum gain. We would only carry about maximum HP generation if we wanted max threat at the expense of survival. That said we currently only care about HP as a means to get HS up from a pure max survival/progression orientation. The cd resolution is going to be fairly complicated.
You want it ahead of CS (free HP generation) but CS is ahead of of judgment so this means less overall judgments. (so less mana which may be a problem ill wait on siming to see if it is). Overall i feel it's just a way for blizzard to toss a cookies (yay more HP) but at the cost of getting their original vision for paladin tanking (empty cds and rewarding trading survival stats for threat on qol for rotation).
Either way if we say that we can push back judgment without mana detriments then this certainly has a appeal to consider exp soft cap (480 ratings with sot which is 2.67% pre DR dodge/parry) which has our HP production 1.4% more then before the 4.0.6 change to cs/hp generation. Still i see it clashing with judgment to much and making it barely a gain for HP production. It's more likely a qol for having less hp problems then currently but its still tied to the base problem which is relying on hit and exp to get cs to hit to have a chance to get the proc.
That said i don't think it will really be a big change as we hope it could be
You want it ahead of CS (free HP generation) but CS is ahead of of judgment so this means less overall judgments. (so less mana which may be a problem ill wait on siming to see if it is). Overall i feel it's just a way for blizzard to toss a cookies (yay more HP) but at the cost of getting their original vision for paladin tanking (empty cds and rewarding trading survival stats for threat on qol for rotation).
Either way if we say that we can push back judgment without mana detriments then this certainly has a appeal to consider exp soft cap (480 ratings with sot which is 2.67% pre DR dodge/parry) which has our HP production 1.4% more then before the 4.0.6 change to cs/hp generation. Still i see it clashing with judgment to much and making it barely a gain for HP production. It's more likely a qol for having less hp problems then currently but its still tied to the base problem which is relying on hit and exp to get cs to hit to have a chance to get the proc.
That said i don't think it will really be a big change as we hope it could be
- Arincia
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Re: New Protection HoPo mechanics in 4.1
Arincia wrote:Personally I see this as QoL talent and around a zero sum gain
I'm totally cool with some "QoL"-lovin' lol
Arincia wrote:The cd resolution is going to be fairly complicated. You want it ahead of CS (free HP generation) but CS is ahead of of judgment so this means less overall judgments. (so less mana which may be a problem ill wait on siming to see if it is).
So I'm thinking something along the lines of: Sotr/Inq(whatev)>AS(P)>CS>J>AS...>long-cd-fillers. If it really got to be a mana issue (which, to mirror your concern, I think it will), JotW could simply have it's duration/mana refund increased to, I dunno, say 40%base/15sec, just for argument's sake.
Arincia wrote:Overall i feel it's just a way for blizzard to toss a cookies (yay more HP) but at the cost of getting their original vision for paladin tanking (empty cds and rewarding trading survival stats for threat on qol for rotation).
Agreed, although if "empty cds" (read: excess downtime) really was part of their vision and is the cost for us to have a more interesting/engaging playstyle, I'm all for it (provided it doesn't degenerate into the sort of ridiculousness that was the gcd-capped 3.2 ret dps *cough*faceroll*cough* rotation
Arincia wrote:That said i don't think it will really be a big change as we hope it could be.
Eh...yeah, probably...I'm gonna try and remain "cautiously optimistic" for now. Even if it only serves as a minor quality of life change, that's still more than we were looking at just a few days ago.
fuzzygeek wrote:Admittedly you can't outgear the criminally stupid, but you can try to mitigate the effects.
- Vuarnet
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- Joined: Fri Mar 04, 2011 12:39 am
Re: New Protection HoPo mechanics in 4.1
Arincia wrote:so this means less overall judgments. (so less mana which may be a problem ill wait on siming to see if it is).
More importantly, less Judgements means less chance to get Sacred Duty, which makes me wonder if it will really be significant change.
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culhag - Maintankadonor
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Re: New Protection HoPo mechanics in 4.1
I don't see there being much of a conflict between GC procs and CS, considering that CS is what procs GC. The only scenario where you'd have a GC proc up with CS off CD is if CS procs a GC when that CS generates the third HP, allowing a finisher followed by the GC proc.
The more salient question, I think, is if GC procs if AS is off CD, which might require prioritizing AS over judgement if that's not the case, in order to free up the chance to proc.
The more salient question, I think, is if GC procs if AS is off CD, which might require prioritizing AS over judgement if that's not the case, in order to free up the chance to proc.
- TheRenaissanceMan
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Re: New Protection HoPo mechanics in 4.1
One other question is whether the HP procs if the Avenger's Shield misses. I would assuming from the phrasing that it does, but, well, we've been there before, and it's probably worth bearing in mind.
Guaranteed HP proc from Grand Crusader vs. High damage proc which gets wasted on miss from Sacred Duty is an interesting question, and also starts to raise some points about the potential for hit stats to give some small amount of survivability.
Guaranteed HP proc from Grand Crusader vs. High damage proc which gets wasted on miss from Sacred Duty is an interesting question, and also starts to raise some points about the potential for hit stats to give some small amount of survivability.
- mclem
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Re: New Protection HoPo mechanics in 4.1
There's already an established thread on 4.1: http://maintankadin.failsafedesign.com/ ... &start=285
That said, I'm going to leave this one open, because I think there's a decent bit of discussion to be had on the technical side of this change, which would be lost in the noise of the General thread. Just keep in mind that this is the forum for math and theorycrafting, so let's keep the discussion appropriate. For example, discussing how this change affects our priority system or how the proc mechanics actually work on PTR is fine; posts that just gush about how great (or bad) a change it is with no other substance are not.
It should be relatively easy to add this into my MATLAB model, so I can probably have preliminary results posted in a few hours.
That said, I'm going to leave this one open, because I think there's a decent bit of discussion to be had on the technical side of this change, which would be lost in the noise of the General thread. Just keep in mind that this is the forum for math and theorycrafting, so let's keep the discussion appropriate. For example, discussing how this change affects our priority system or how the proc mechanics actually work on PTR is fine; posts that just gush about how great (or bad) a change it is with no other substance are not.
It should be relatively easy to add this into my MATLAB model, so I can probably have preliminary results posted in a few hours.
"Theck, Bringer of Numbers and Pounding Headaches," courtesy of Grehn|Skipjack.
MATLAB 5.x, Call to Arms 5.x, Talent Spec & Glyph Guide 5.x, Blog: Sacred Duty
MATLAB 5.x, Call to Arms 5.x, Talent Spec & Glyph Guide 5.x, Blog: Sacred Duty
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theckhd - Moderator
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Re: New Protection HoPo mechanics in 4.1
TheRenaissanceMan wrote:might require prioritizing AS over judgement
I assume a GC proc'd AS will/should take priority over judgement. If that winds up being the case and we find (more?) gaps in our "rotation" that need to be filled with Cons/HW...with judgement even further down on the priority list we will almost certainly have mana issues (unless, of course, we're using SoI).
Culhag wrote:less chance to get Sacred Duty
Hmm, didn't even think of that - since 4.0.6 I haven't really been spending much mental bandwidth worrying about SD procs. I'm really interested to see what the MATLAB model shows regarding this change, both for potential priority changes as well as the effect on SD. At some point (this weekend hopefully) I'll try and jump into the ptr and see what I can see...probably going to just be the usual though, "too early to tell."
mclem wrote:question is whether the HP procs if the Avenger's Shield misses...starts to raise some points about the potential for hit stats to give some small amount of survivability.
For practical application, I would think not. As far as AS is concerned, IIRC, all we have to take into account is our hit rating (or lack thereof), which means we have a 92% chance (if we're at the 0% hit nirvana) to land a successful GC-proc'd "frisbee" and generate our free HP, as opposed to our only 70ish-80ish%(?) chance per CS/HotR to generate our HP the conventional way. And worst-case scenario, if I didn't remember correctly and AS is on the spell hit table, that's still no less than a 91% chance (at 0% hit) to land a successful GC-proc'd "frisbee" and generate our free HP thanks to TbtL.
fuzzygeek wrote:Admittedly you can't outgear the criminally stupid, but you can try to mitigate the effects.
- Vuarnet
- Posts: 6
- Joined: Fri Mar 04, 2011 12:39 am
Re: New Protection HoPo mechanics in 4.1
Preliminary results, "AS+" indicates AS iff Grand Crusader buff is active :
4.1 Grand Crusader:
4.0.6 Grand Crusader:
Note that these are short sims (~5k GCDs, far too short to be accurate to more than about +/- 150 DPS). Nonetheless, these seem more or less indicative of the results. The change is more or less DPS-neutral; if anything it's a very minor improvement. There's a little too much noise in these sims to be sure, but it seems like there's at least a slight DPS advantage to prioritizing AS>J, and maybe AS+>CS. It doesn't have a significant effect on the number of empty GCDs; it reduces them a small amount for CS>AS>J, probably due to the extra SotR's cast from additional Holy Power gains. For AS>CS>J or AS+>CS>J>AS, these gains seem to be offset by the extra gaps created by prioritizing AS>CS.
Note also that at hit-cap/exp-soft-cap, there seems to be no advantage in prioritizing AS>J thanks to Sacred Duty.
I'm going to run some longer sims now to see if I can drop the variance a bit. I also want to add some more debugging tools, because some of the results seem fishy to me. Intuitively, I'd expect AS>J to outperform more reliably at low hit, where Sacred Duty gets lost fairly often. But maybe I'm overestimating that effect. Also, at low hit CS misses a lot more, which means fewer Grand Crusader procs.
4.1 Grand Crusader:
- Code: Select all
939/SoT build
DPS TPS SHPS E E SotR AS
Q# Priority V=100% V=30% V=100% V=30% V=100% V=30% # % miss cast
1 SotR>CS>J>AS 13971 9007 41912 27022 0 0 589 11.8 177 488
2 SotR>HotR>J>AS 12741 8120 38224 24360 0 0 569 11.4 174 506
3 SotR>CS>AS>J 14049 9072 42147 27215 0 0 539 10.8 194 602
4 SotR>AS>CS>J 14014 9049 42042 27147 0 0 633 12.7 160 644
5 SotR>CS>AS+>J>AS 14031 9055 42094 27165 0 0 552 11.0 201 555
6 SotR>AS+>CS>J>AS 14036 9057 42108 27170 0 0 565 11.3 196 560
7 SotR>CS>J>AS>HW 14145 9199 42435 27598 0 0 221 4.4 220 487
8 SotR>CS>J>AS>Cons>HW 14441 9374 43324 28124 0 0 121 2.4 202 493
9 SotR>CS>AS>J>Cons>HW 14407 9366 43220 28097 0 0 118 2.4 213 597
10 SotR>AS>CS>J>Cons>HW 14341 9329 43025 27989 0 0 189 3.8 183 653
11 AS>SotR>CS>J>Cons>HW 14246 9272 42738 27816 0 0 228 4.6 177 667
12 CS+>AS>SotR>J>Cons>HW 14268 9282 42804 27845 0 0 171 3.4 205 637
W39/SoI build
DPS TPS SHPS E E SotR AS
Q# Priority V=100% V=30% V=100% V=30% V=100% V=30% # % miss cast
1 SotR>CS>J>AS 10475 6823 35248 22778 2548 756 573 11.5 217 504
2 SotR>HotR>J>AS 9230 5930 30458 19462 1844 331 587 11.7 220 489
3 SotR>CS>AS>J 10448 6815 35101 22716 2504 730 591 11.8 237 580
4 SotR>AS>CS>J 10363 6761 34784 22517 2464 705 682 13.6 226 634
5 SotR>CS>AS+>J>AS 10387 6769 34945 22595 2523 741 577 11.5 266 520
6 SotR>AS+>CS>J>AS 10400 6779 34965 22611 2510 733 621 12.4 240 546
7 SotR>CS>J>AS>HW 10695 7046 35897 23443 2543 753 251 5.0 226 497
8 SotR>CS>J>AS>Cons>HW 10807 7099 36233 23601 2540 751 152 3.0 251 486
9 SotR>CS>AS>J>Cons>HW 10850 7142 36302 23693 2500 727 121 2.4 269 588
10 SotR>AS>CS>J>Cons>HW 10798 7114 36079 23568 2456 700 225 4.5 237 630
11 AS>SotR>CS>J>Cons>HW 10791 7110 36056 23554 2454 699 230 4.6 221 649
12 CS+>AS>SotR>J>Cons>HW 10712 7058 35831 23408 2462 704 206 4.1 245 613
939/SoT build, hit-capped
DPS TPS SHPS E E SotR AS
Q# Priority V=100% V=30% V=100% V=30% V=100% V=30% # % miss cast
1 SotR>CS>J>AS 16358 10561 49073 31684 0 0 433 8.7 67 535
2 SotR>HotR>J>AS 14822 9455 44466 28364 0 0 460 9.2 62 518
3 SotR>CS>AS>J 16186 10467 48558 31400 0 0 449 9.0 75 637
4 SotR>AS>CS>J 16088 10401 48264 31204 0 0 544 10.9 69 669
5 SotR>CS>AS+>J>AS 16270 10516 48810 31547 0 0 445 8.9 61 592
6 SotR>AS+>CS>J>AS 16181 10455 48543 31365 0 0 489 9.8 74 598
7 SotR>CS>J>AS>HW 16568 10778 49705 32333 0 0 142 2.8 68 514
8 SotR>CS>J>AS>Cons>HW 16735 10858 50205 32573 0 0 71 1.4 72 524
9 SotR>CS>AS>J>Cons>HW 16588 10785 49766 32357 0 0 62 1.2 77 624
10 SotR>AS>CS>J>Cons>HW 16556 10768 49668 32306 0 0 121 2.4 72 679
11 AS>SotR>CS>J>Cons>HW 16409 10680 49229 32041 0 0 149 3.0 63 696
12 CS+>AS>SotR>J>Cons>HW 16517 10749 49553 32249 0 0 108 2.2 60 684
4.0.6 Grand Crusader:
- Code: Select all
939/SoT build
DPS TPS SHPS E E SotR AS
Q# Priority V=100% V=30% V=100% V=30% V=100% V=30% # % miss cast
1 SotR>CS>J>AS 14137 9118 42411 27353 0 0 514 10.3 164 516
2 SotR>HotR>J>AS 12714 8100 38141 24300 0 0 528 10.6 165 513
3 SotR>CS>AS>J 14110 9111 42330 27334 0 0 510 10.2 177 616
4 SotR>AS>CS>J 13902 8979 41707 26936 0 0 655 13.1 136 657
7 SotR>CS>J>AS>HW 14363 9339 43089 28017 0 0 215 4.3 147 524
8 SotR>CS>J>AS>Cons>HW 14534 9434 43604 28302 0 0 88 1.8 168 528
9 SotR>CS>AS>J>Cons>HW 14431 9382 43294 28147 0 0 97 1.9 188 622
10 SotR>AS>CS>J>Cons>HW 14246 9270 42740 27810 0 0 192 3.8 152 652
11 AS>SotR>CS>J>Cons>HW 14273 9289 42820 27867 0 0 188 3.8 157 668
12 CS+>AS>SotR>J>Cons>HW 14285 9296 42856 27889 0 0 172 3.4 161 652
W39/SoI build
DPS TPS SHPS E E SotR AS
Q# Priority V=100% V=30% V=100% V=30% V=100% V=30% # % miss cast
1 SotR>CS>J>AS 10457 6813 35197 22751 2550 757 548 11.0 208 514
2 SotR>HotR>J>AS 9318 5986 30700 19618 1830 322 550 11.0 202 507
3 SotR>CS>AS>J 10397 6782 34951 22618 2507 731 597 11.9 209 576
4 SotR>AS>CS>J 10350 6755 34751 22501 2467 707 667 13.3 196 646
7 SotR>CS>J>AS>HW 10678 7037 35868 23427 2556 761 252 5.0 165 502
8 SotR>CS>J>AS>Cons>HW 10794 7093 36203 23587 2547 755 125 2.5 221 504
9 SotR>CS>AS>J>Cons>HW 10948 7206 36610 23895 2511 734 124 2.5 201 605
10 SotR>AS>CS>J>Cons>HW 10801 7119 36103 23592 2467 707 210 4.2 181 643
11 AS>SotR>CS>J>Cons>HW 10790 7113 36058 23566 2458 701 211 4.2 194 657
12 CS+>AS>SotR>J>Cons>HW 10780 7104 36042 23549 2467 707 210 4.2 190 630
939/SoT build, hit-capped
DPS TPS SHPS E E SotR AS
Q# Priority V=100% V=30% V=100% V=30% V=100% V=30% # % miss cast
1 SotR>CS>J>AS 16320 10537 48961 31611 0 0 406 8.1 73 524
2 SotR>HotR>J>AS 14808 9442 44423 28326 0 0 405 8.1 61 519
3 SotR>CS>AS>J 16312 10547 48937 31640 0 0 395 7.9 67 651
4 SotR>AS>CS>J 15997 10343 47992 31030 0 0 532 10.6 70 676
7 SotR>CS>J>AS>HW 16502 10732 49507 32195 0 0 122 2.4 64 521
8 SotR>CS>J>AS>Cons>HW 16812 10900 50436 32701 0 0 50 1.0 73 537
9 SotR>CS>AS>J>Cons>HW 16782 10902 50348 32706 0 0 23 0.5 67 631
10 SotR>AS>CS>J>Cons>HW 16516 10746 49549 32240 0 0 110 2.2 57 695
11 AS>SotR>CS>J>Cons>HW 16505 10739 49515 32217 0 0 124 2.5 46 696
12 CS+>AS>SotR>J>Cons>HW 16489 10727 49469 32183 0 0 115 2.3 57 666
Note that these are short sims (~5k GCDs, far too short to be accurate to more than about +/- 150 DPS). Nonetheless, these seem more or less indicative of the results. The change is more or less DPS-neutral; if anything it's a very minor improvement. There's a little too much noise in these sims to be sure, but it seems like there's at least a slight DPS advantage to prioritizing AS>J, and maybe AS+>CS. It doesn't have a significant effect on the number of empty GCDs; it reduces them a small amount for CS>AS>J, probably due to the extra SotR's cast from additional Holy Power gains. For AS>CS>J or AS+>CS>J>AS, these gains seem to be offset by the extra gaps created by prioritizing AS>CS.
Note also that at hit-cap/exp-soft-cap, there seems to be no advantage in prioritizing AS>J thanks to Sacred Duty.
I'm going to run some longer sims now to see if I can drop the variance a bit. I also want to add some more debugging tools, because some of the results seem fishy to me. Intuitively, I'd expect AS>J to outperform more reliably at low hit, where Sacred Duty gets lost fairly often. But maybe I'm overestimating that effect. Also, at low hit CS misses a lot more, which means fewer Grand Crusader procs.
"Theck, Bringer of Numbers and Pounding Headaches," courtesy of Grehn|Skipjack.
MATLAB 5.x, Call to Arms 5.x, Talent Spec & Glyph Guide 5.x, Blog: Sacred Duty
MATLAB 5.x, Call to Arms 5.x, Talent Spec & Glyph Guide 5.x, Blog: Sacred Duty
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theckhd - Moderator
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Re: New Protection HoPo mechanics in 4.1
A couple of longer data sets, 30k GCD each:
- Code: Select all
939/SoT build
DPS TPS SHPS E E SotR AS
Q# Priority V=100% V=30% V=100% V=30% V=100% V=30% # % miss cast
1 SotR>CS>J>AS 14080 9078 42239 27234 0 0 3349 11.2 1056 2994
2 SotR>HotR>J>AS 12766 8136 38299 24408 0 0 3292 11.0 1145 3026
3 SotR>CS>AS>J 13994 9036 41983 27108 0 0 3315 11.1 1163 3587
4 SotR>AS>CS>J 13844 8938 41532 26814 0 0 3899 13.0 1135 3796
5 SotR>CS>AS+>J>AS 14018 9045 42054 27136 0 0 3263 10.9 1122 3267
6 SotR>AS+>CS>J>AS 13981 9021 41943 27064 0 0 3464 11.5 1188 3390
7 SotR>CS>J>AS>HW 14286 9291 42857 27872 0 0 1353 4.5 1101 3024
8 SotR>CS>J>AS>Cons>HW 14454 9382 43362 28146 0 0 774 2.6 1189 2988
9 SotR>CS>AS>J>Cons>HW 14431 9383 43293 28149 0 0 738 2.5 1135 3533
10 SotR>AS>CS>J>Cons>HW 14361 9341 43084 28025 0 0 1130 3.8 1062 3869
11 AS>SotR>CS>J>Cons>HW 14234 9262 42704 27786 0 0 1285 4.3 1127 3965
12 CS+>AS>SotR>J>Cons>HW 14274 9285 42823 27856 0 0 1152 3.8 1124 3864
DPS TPS SHPS E E SotR AS
Q# Priority V=100% V=30% V=100% V=30% V=100% V=30% # % miss cast
1 SotR>CS>J>AS 14041 9053 42123 27160 0 0 3312 11.0 1133 2992
2 SotR>HotR>J>AS 12784 8147 38353 24440 0 0 3306 11.0 1129 2964
3 SotR>CS>AS>J 13989 9033 41966 27098 0 0 3357 11.2 1124 3571
4 SotR>AS>CS>J 13862 8950 41586 26851 0 0 3877 12.9 1135 3822
5 SotR>CS>AS+>J>AS 14038 9059 42115 27177 0 0 3269 10.9 1146 3282
6 SotR>AS+>CS>J>AS 14007 9038 42021 27115 0 0 3437 11.5 1167 3394
7 SotR>CS>J>AS>HW 14295 9296 42885 27888 0 0 1390 4.6 1093 2996
8 SotR>CS>J>AS>Cons>HW 14489 9404 43468 28214 0 0 768 2.6 1058 2997
9 SotR>CS>AS>J>Cons>HW 14427 9378 43283 28136 0 0 703 2.3 1228 3584
10 SotR>AS>CS>J>Cons>HW 14335 9325 43007 27976 0 0 1117 3.7 1141 3870
11 AS>SotR>CS>J>Cons>HW 14187 9232 42562 27697 0 0 1338 4.5 1107 3925
12 CS+>AS>SotR>J>Cons>HW 14237 9262 42712 27788 0 0 1152 3.8 1119 3791
DPS TPS SHPS E E SotR AS
Q# Priority V=100% V=30% V=100% V=30% V=100% V=30% # % miss cast
1 SotR>CS>J>AS 14024 9043 42073 27128 0 0 3323 11.1 1157 2999
2 SotR>HotR>J>AS 12797 8155 38391 24466 0 0 3312 11.0 1104 3006
3 SotR>CS>AS>J 13975 9024 41926 27072 0 0 3358 11.2 1157 3570
4 SotR>AS>CS>J 13901 8976 41704 26928 0 0 3871 12.9 1063 3847
5 SotR>CS>AS+>J>AS 14024 9049 42071 27147 0 0 3276 10.9 1132 3280
6 SotR>AS+>CS>J>AS 13994 9030 41981 27089 0 0 3461 11.5 1158 3399
7 SotR>CS>J>AS>HW 14260 9274 42779 27823 0 0 1347 4.5 1171 3002
8 SotR>CS>J>AS>Cons>HW 14518 9423 43554 28269 0 0 773 2.6 1095 3026
9 SotR>CS>AS>J>Cons>HW 14440 9387 43321 28162 0 0 729 2.4 1164 3559
10 SotR>AS>CS>J>Cons>HW 14351 9336 43055 28009 0 0 1149 3.8 1040 3835
11 AS>SotR>CS>J>Cons>HW 14228 9257 42684 27773 0 0 1327 4.4 1043 3939
12 CS+>AS>SotR>J>Cons>HW 14272 9286 42818 27858 0 0 1124 3.7 1069 3811
DPS TPS SHPS E E SotR AS
Q# Priority V=100% V=30% V=100% V=30% V=100% V=30% # % miss cast
1 SotR>CS>J>AS 14004 9029 42011 27087 0 0 3335 11.1 1132 2981
2 SotR>HotR>J>AS 12745 8122 38234 24366 0 0 3306 11.0 1131 3013
3 SotR>CS>AS>J 13997 9038 41991 27114 0 0 3279 10.9 1223 3592
4 SotR>AS>CS>J 13846 8940 41539 26820 0 0 3902 13.0 1145 3816
5 SotR>CS>AS+>J>AS 14061 9073 42182 27219 0 0 3275 10.9 1117 3277
6 SotR>AS+>CS>J>AS 13989 9026 41966 27078 0 0 3471 11.6 1162 3360
7 SotR>CS>J>AS>HW 14301 9301 42903 27903 0 0 1364 4.5 1127 3009
8 SotR>CS>J>AS>Cons>HW 14456 9382 43368 28147 0 0 767 2.6 1149 3012
9 SotR>CS>AS>J>Cons>HW 14439 9387 43316 28160 0 0 735 2.5 1189 3611
10 SotR>AS>CS>J>Cons>HW 14320 9315 42959 27946 0 0 1125 3.8 1088 3836
11 AS>SotR>CS>J>Cons>HW 14239 9266 42718 27798 0 0 1333 4.4 1058 3928
12 CS+>AS>SotR>J>Cons>HW 14210 9245 42632 27737 0 0 1102 3.7 1212 3822
"Theck, Bringer of Numbers and Pounding Headaches," courtesy of Grehn|Skipjack.
MATLAB 5.x, Call to Arms 5.x, Talent Spec & Glyph Guide 5.x, Blog: Sacred Duty
MATLAB 5.x, Call to Arms 5.x, Talent Spec & Glyph Guide 5.x, Blog: Sacred Duty
-

theckhd - Moderator
- Posts: 7452
- Joined: Thu Jul 31, 2008 3:06 pm
- Location: Harrisburg, PA
Re: New Protection HoPo mechanics in 4.1
60k GCDs:
So it seems there's still no compelling DPS-related reason to prioritize AS>J, though the DPS cost of doing so is very small.
- Code: Select all
DPS TPS SHPS E E SotR AS GC
Q# Priority V=100% V=30% V=100% V=30% V=100% V=30% # % miss cast procs
1 SotR>CS>J>AS 14082 9080 42245 27240 0 0 6586 11.0 2209 6050 4485
2 SotR>HotR>J>AS 12769 8137 38308 24412 0 0 6660 11.1 2215 5993 4427
3 SotR>CS>AS>J 13961 9014 41884 27043 0 0 6659 11.1 2386 7112 4333
4 SotR>AS>CS>J 13887 8967 41661 26900 0 0 7780 13.0 2163 7672 4165
5 SotR>CS>AS+>J>AS 14018 9045 42055 27136 0 0 6543 10.9 2327 6511 4398
6 SotR>AS+>CS>J>AS 13990 9027 41971 27082 0 0 6885 11.5 2346 6806 4299
7 SotR>CS>J>AS>HW 14276 9284 42828 27853 0 0 2754 4.6 2199 6003 4473
8 SotR>CS>J>AS>Cons>HW 14483 9401 43450 28203 0 0 1547 2.6 2248 5996 4486
9 SotR>CS>AS>J>Cons>HW 14418 9373 43255 28121 0 0 1417 2.4 2420 7144 4396
10 SotR>AS>CS>J>Cons>HW 14306 9306 42920 27918 0 0 2309 3.8 2202 7622 4082
11 AS>SotR>CS>J>Cons>HW 14208 9246 42626 27740 0 0 2594 4.3 2200 7917 4214
12 CS+>AS>SotR>J>Cons>HW 14293 9299 42880 27898 0 0 2259 3.8 2198 7617 4259
So it seems there's still no compelling DPS-related reason to prioritize AS>J, though the DPS cost of doing so is very small.
"Theck, Bringer of Numbers and Pounding Headaches," courtesy of Grehn|Skipjack.
MATLAB 5.x, Call to Arms 5.x, Talent Spec & Glyph Guide 5.x, Blog: Sacred Duty
MATLAB 5.x, Call to Arms 5.x, Talent Spec & Glyph Guide 5.x, Blog: Sacred Duty
-

theckhd - Moderator
- Posts: 7452
- Joined: Thu Jul 31, 2008 3:06 pm
- Location: Harrisburg, PA
Re: New Protection HoPo mechanics in 4.1
I'm having troubles figuring out how useful this will actually be...
We don't know if GC procs until after already queing the next ability
-CS/HotR Completes, procs GC
-(Next qued ability)
-CS/Hotr
-AS w/free HoP
-Finisher
^^ That's ideal situation, otherwise it's
-CS/HotR Completes, procs buff
-(next qued ability)
-CS/HotR Again
-Finisher (otherwise the free AS HoP is wasted)
-Cs/HotR
-AS, but buff probably gone (you'd be casting at 6 seconds, perhaps if an ability used above could get GCD Reduction through haste you can get the AS in before 6 seconds?)
Alternatively, you could push back CS/HotR to take the free Holy Power... but I don't think there's a benefit in that ? Unless its the ideal situation stated above you're not pushing back CS/HotR back 3 seconds as you'd need to do AS (instead of CS/hotR)->Finisher->CS
My concerns here are... Whats the point?
1) Can't use WOG as frequently anymore
2) Can use HoPo on Inq, so increased threat...
3) Can use HoPo on SotR, so increased threat...
4) Allows for easier Threat through Inq->SotR (perhaps allowing the inq/sotr/inq/sotr rotation to make a comeback)... so increased threat...
It also doesn't solve the issue of no HoPo on missed cs/HotR..... They still have to connect to generate HoPo, so we can still get HoPo starved by that magical ~10%+ miss chance most of us have
We don't know if GC procs until after already queing the next ability
-CS/HotR Completes, procs GC
-(Next qued ability)
-CS/Hotr
-AS w/free HoP
-Finisher
^^ That's ideal situation, otherwise it's
-CS/HotR Completes, procs buff
-(next qued ability)
-CS/HotR Again
-Finisher (otherwise the free AS HoP is wasted)
-Cs/HotR
-AS, but buff probably gone (you'd be casting at 6 seconds, perhaps if an ability used above could get GCD Reduction through haste you can get the AS in before 6 seconds?)
Alternatively, you could push back CS/HotR to take the free Holy Power... but I don't think there's a benefit in that ? Unless its the ideal situation stated above you're not pushing back CS/HotR back 3 seconds as you'd need to do AS (instead of CS/hotR)->Finisher->CS
My concerns here are... Whats the point?
1) Can't use WOG as frequently anymore
2) Can use HoPo on Inq, so increased threat...
3) Can use HoPo on SotR, so increased threat...
4) Allows for easier Threat through Inq->SotR (perhaps allowing the inq/sotr/inq/sotr rotation to make a comeback)... so increased threat...
It also doesn't solve the issue of no HoPo on missed cs/HotR..... They still have to connect to generate HoPo, so we can still get HoPo starved by that magical ~10%+ miss chance most of us have
Last edited by Sur-Pseudo on Fri Mar 04, 2011 10:44 am, edited 1 time in total.
- Sur-Pseudo
- Posts: 117
- Joined: Sat Apr 05, 2008 9:44 pm
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