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Seonid

Cataclysm Arcane Mage Compendium

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This is wrong, you are already dealing with percent by the "1.3145". (20+15+10+5)*1.3145/23 = 2.8576 or 186% increase. I don't even know why you're doing this calculation in the first place. You've already demonstrated the approximate damage gain from each tick as 1.3145%, multiply this by 4 ticks and you get 5.258% damage gain.

Here's a simpler calculation: You end with 20% more mana when you have Mage. 20% of your mastery of 32.22% is .2*.3222 = .06444 or 6.444% damage gain from having that extra 20% mana.

You end with 20% more mana, but you don't have 20% more mana for the entire phase. To start with you have 0% more mana (before any Mage Armor ticks), so you have to consider how long you have the mana from each tick.

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Apparently not.

There's been some (clumsy) debating in MMO-Champion and this message of Kavan probably deserves a place here (responding to someone noticing if one manually equips SoW in Rawr, there may be a benefit):

Just to comment on this, even with the latest simcraft builds (simc-CharDevFix-win32.zip); it still shows SoW well above the other alternate trinkets (roughly ~800 dps between SoW and Heroic Insignia for example).

My own testing shows roughly as much (~400-600) on live.

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Development on Rawr for MOP is coming along and I have some first results regarding optimal cycles for Arcane. The numbers here are targeted at level 85 and level 85 gear.

From what I could determine the bomb does not have an effect on underlying optimal cycles. The cycles however do have an effect on delay/early refresh of Nether Tempest. In most cases if there's more than 1 tick left on Nether Tempest it is better to delay the refresh (with just one left you refresh).

0: AB0,ABar0,AM--: 0=Arcane Blast 1=Arcane Barrage

1: AB0,ABar1.705652,AM--: 0=Arcane Blast

2: AB0,ABar1.705652,AM++: 0=Arcane Blast 2=Arcane Missiles

3: AB1,ABar0,AM++: 0=Arcane Blast 1=Arcane Barrage 2=Arcane Missiles

4: AB2,ABar0,AM--: 0=Arcane Blast 1=Arcane Barrage

5: AB3,ABar0,AM--: 0=Arcane Blast 1=Arcane Barrage

6: AB4,ABar0,AM--: 0=Arcane Blast 1=Arcane Barrage

7: AB4,ABar0,AM++: 0=Arcane Blast 1=Arcane Barrage 2=Arcane Missiles

8: AB2,ABar0,AM++: 0=Arcane Blast 1=Arcane Barrage 2=Arcane Missiles

9: AB3,ABar0,AM++: 0=Arcane Blast 1=Arcane Barrage 2=Arcane Missiles

10: AB1,ABar0,AM--: 0=Arcane Blast 1=Arcane Barrage

00000 00200 0: 35559.7847288459 dps, 3093.00839300811 mps = AB4AM

00000 01202 0: 27930.7836807831 dps, 370.327408378114 mps, 2.802018086389 dpm tradeoff = AB4ABar34AM

00000 11022 0: 26298.4963240044 dps, -34.0097276055953 mps, 4.03694642790488 dpm tradeoff = AB3ABar23AM

00021 10020 0: 24686.0650021915 dps, -367.197267070426 mps, 4.83941063463166 dpm tradeoff = AB2ABar12AM

00021 00000 1: 23534.9991518006 dps, -598.160057782473 mps, 4.98377183113434 dpm tradeoff = AB1ABar1AM

00200 00000 1: 22493.7933804904 dps, -692.244301329406 mps, 11.0667390421309 dpm tradeoff = AB1ABar0AM

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00000 00200 0: 35559.7847288459 dps, 3093.00839300811 mps = AB4AM

Kavan, this may have been addressed somewhere else, but AB4AM is more DPS than a straight AB burn?

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Kavan, this may have been addressed somewhere else, but AB4AM is more DPS than a straight AB burn?

Yes, the spells are designed in a way that it is always desirable to use AM proc (but you might want to delay it to use it on high stack instead of whenever it procs, the delay is worth it over wasted procs).

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From what we know of the MoP arcane model it sounds like flame orb may be used as a DPS cooldown that will be very useful to try to line up with Arcane power. The reasoning is due to AM having a a higher damage than any spell at 4 stacks so the extra procs from flame orb could allow for several consecutive AM's. Combine that with Arcane Power and you have a huge DPS boost. Additionally AM will not be affected by the downside of the increased mana cost during AP allowing it to take full advantage of mana adept mastery.

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From what we know of the MoP arcane model it sounds like flame orb may be used as a DPS cooldown that will be very useful to try to line up with Arcane power. The reasoning is due to AM having a a higher damage than any spell at 4 stacks so the extra procs from flame orb could allow for several consecutive AM's. Combine that with Arcane Power and you have a huge DPS boost. Additionally AM will not be affected by the downside of the increased mana cost during AP allowing it to take full advantage of mana adept mastery.

Flame Orb is gone woefully for all specs :( - only Frost's got a Frozen Orb.

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To be quite honest I'm not really sad to see flame orb go away for arcane. To me, it always looked out of line compared to how arcane plays and feels.

As far as current iteration of arcane goes in MoP beta, I love it. It feels more dynamic to me as opposed to the AB-AM spam it is on live, and AoE scenarios require some tough decisions, which is good.

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