I may have missed it during while skimming the top post (thank you for your work!), but it seems to me that the mathematical result that, sans cooldowns, arcane mages should use their cycles in order of increasing MPS/DPS deserves a mention somewhere in the "other optimizations" section.
Indeed. It was less a case that I left it out and more a case that I was trying to find out exactly where and when I should place this information. I will be sure to add it (with proper links to the math) in my next iteration of the original post (which should be very soon).
Speaking of iterations. I completed my round of testing on both live and beta. It seems that the reduction of the damage bonus of the specializations bonuses are in fact not in addition to the base damage and coefficient reductions from a few nights ago. Currently on beta, the spell base and coefficients have been returned to their previous values and instead replaced with the overall specialization bonus reduction.
On live, however, the specialization bonus reduction is not present, hence, the base damage and coefficient reductions are still in place.
All of this, and more, is now fully supported in the latest version of MMS, which I have just pushed live.
A new version of Mana Made Simple is now online!
The new version brings some much needed improvements and updates.
Full support for level 80! Use the drop-down in the character setup to switch MMS between WoTLk and Cataclysm modes.Added Master of Elements talent. Now you can toggle mana returns from MoE on and off, to see what kind of impact it has and whether it is worthwhile for your strategy.Added better outputs from the Cycle builder. You can now accurately see which particular cycle is being used when showing sim casting outputs.Crit, Haste and Mastery inputs now changed to combat ratings instead of actual percentages. This will really help when trying to figure out which stat to reforge into what. A little ratings converter tool has been added to help you figure out how much rating you have.Tons of tweaks to the cycle builder and core engine. Hopefully everything will remain stable as the sim increases in complexity.All damage calculations are up to date with the proper coefficients as they exist on live (4.01) and the most current version of the beta (build 13195).A few helpful notes on using MMS.
I seem to be getting quite a few questions concerning the Cycle Builder tool. Most of them stem from people forgetting about the priority system in place. A quick reminder. The Cycle Builder tool allows MMS to use multiple cycles during a particular strategy. It will use these cycles according to the priority that they are inputted in. To ensure a particular cycle does not get overridden by another, increase its priority.
That being said, it would not be a complete update if MMS does not help us answer some of the outstanding questions about Arcane right now. This particular update attempts to answer two of our questions so far. These are:
Is Master of Elements even useful? If so, by how much?What are our combat ratings priorities? Which is better, haste, crit or mastery
The following is the first round of analysis into answering these questions, hopefully, the results will be useful to someone.How useful is Master of Elements to Arcane?
As you may know by now, MoE returns mana on ABr crits and on AB crits. However, on AB crits, it returns mana based off of the mana cost of an unstacked AB irresspective of which stack of AB critted. It is, as of yet, unconfirmed if this is a bug or by design. However, since this has been MoE's behavior for a while now, we are proceeding with the investigation assuming that it is not a bug.
Due to this, the following tests were setup in MMS.Test 1.0
: Testing MoE's usefulness during a "Conserve" phase.Setup
: To isolate MoE's contribution, a lot of the mana based RNG was disabled. AM procs, Clearcasting procs were supressed. The test was run for 2000 iterations over a 110 second casting window, casting AB2 ABrs, in order to formally simulate an adequate casting rotation. Gear was of the new entry level raid mages (default settings in MMS).Results
With MoE activated:Average DPS
With MoE disabledAverage DPS
Using default stats, we see that MoE contributed to approximately 51.7 extra DPS at the test gear level. Which is an increase of ~0.77% DPS increase. This is not very much at all. In order to see if this increase scales. I ran a second test using a much higher crit rate.Test 1.1
: Testing MoE's usefulness during a "Conserve" phase with much higher crit rate.Setup
: Exactly the same as test 1, but crit rate bumped up to ~30%.Results
With MoEAverage DPS
Without MoEAverage DPS
Bumping up the crit rate provided ~73.7 extra DPS, which is ~1% extra damage.
So what we can see is that as crit increases, the value of MoE obviously increases but it still remains around the 1% increase in DPS mark.
MoE is a 2 point talent. Is a 1% increase in DPS during a "Conserve" phase enough to warrant a 2 point talent investment? Lets first see how well MoE does during a burn phase.Test 2
: Testing MoE's contribution to a "Burn" phase.Setup
: Reset the character. The test is a 15 second burn of AB spam. All other settings are identical to test 1.1Results
With MoEAverage DPS
Without MoEAverage DPS
MoE contributed to an extra 8.4 DPS, which is almost negligible (less then even 0.1% DPS gain).
This result should not really come as a surprise, since we are not casting ABrs during a burn phase, hence, MoE returns are very poor.
We can conclude that MoE is not very useful at all during Burn phases.Final conclusion for this preliminary analysis of MoE
So, 2 talent points for an ~1% DPS increase during your "conserve" phase? Under other circumstances, I would totally ignore MoE, however, we realize that there really isn't anything else we could take instead that is a pure DPS boost. What I do know now is that I may end up taking Burning soul over MoE now. But either way, I think I am at least fairly certain that MoE is in no way a game-changer for Arcane and can easily be skipped if a fight calls for points elsewhere.
What is a bit worrying is that even for a tier 1 talent, MoE is very weak for arcane in general. Frost and Fire both get some pretty solid tier 1 choices in Arcane (3% haste and Clearcasting, both of which easily deliver more than 1% dps). If nothing else, perhaps we now have some evidence to try and get MoE buffed? Or at least fixed so that it returns mana for stacked ABs properly?
Let us see what we can do.
Up next. Using MMS for some preliminary investigations into stat equivalences. Stay tuned!