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Like Water - The Brewmaster Discussion Thread


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#581 Runeheal

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Posted 01 June 2014 - 09:19 AM

Checked back here for the first time in a while and it's not so dead anymore! Hurray!

 

 

 

 

Anyone care to discuss anything from what they've seen of the monk changes in WoD?

Obviously it's beta alpha and all but here's my initial thoughts:

 

I feel that haste is going to be a low priority stat for monks on most fights, with crit being roughly equal to mastery and haste much further behind.

 

Chi Explosion looks very dumb.

 

Soul Dance lackluster.

 

Serenity looks ridiculously amazing compared to the other two.

 

the guard change (guard has 2 charges) looks neat.

 

Hopefully we see some changes to Zen Sphere, Chi Torpedo and Healing Elixirs; the talents that brewmasters barely ever take.



#582 Carrot

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Posted 04 June 2014 - 01:54 AM

I get it. (and no they aren't equal) 2h's are better than 1h's for EB generation. End of story. I dont know why, I was just saying that it plays a factor cause it does, and whatever, were not thinking of things the same way. Let's move away from way of the monk, because I'm going to stop bringing it up, I get what you mean, you dont get what i'm saying, our numbers are still the same. Tell me, in my math, where i am wrong then.

 

Random Stats:

0 haste

10,000 crit

22,000 agi

Crit = 39.13

Hit 7.5%/Exp 15%/

 

POLE ARM

Speed

(3.6/(1.4+((haste/(425/1.4))/100))) = 2.57 speed ( hey you got this one right!)

Number of hits in a 7 minute period (420 seconds)

420/2.57= 163 hits

Number of crits in a 7 minute period (420 seconds)

163*(39.13/100) =63.9

EB Stacks Generated in a 7 minute period (420 seconds)

63.9*3 = 191.7

EB Per Second for a pole arm

191.7/420 = .4565 stacks per second

 

1h's

Speed

(0.5*(2.6/(1+((haste/425)/100)))) = 1.3 (half of 2.6 because no haste but there's 2 of them)

Number of hits in a 7 minute period (420 seconds)

(420/1.3)*.81= 261.69  (.81 because of the 19% miss)

Number of crits in a 7 minute period (420 seconds)

261.69*(39.13/100) =102.4

EB Stacks Generated in a 7 minute period (420 seconds)

102.4*1.5 = 153.61

EB Per Second for a 1h's

153.61/420 = .36574 stacks per second

 

24.8285322% different. And that difference, in ratio, never changes, no mater how much you change the crit or haste. It's also the same for a polearm or a staff. There are 2 big differences between 1h's and 2h's in this case, Way of the Monk for 40% increased speed for 2h's, and the 19% miss chance for 1h's. So, in conclusion, both of those things are playing a part in why 2h's generate more EB.


Edited by Carrot, 05 June 2014 - 02:30 AM.


#583 Pisshands

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Posted 04 June 2014 - 03:32 AM

Your math is wrong. Attacks are single-roll, and as has been painstakingly demonstrated, 1h and 2h are different by ~1%.


Edited by Pisshands, 04 June 2014 - 06:16 AM.


#584 Taser

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Posted 04 June 2014 - 09:44 AM

I get it. (and no they aren't equal) 2h's are better than 1h's for EB generation. End of story. I dont know why, I was just saying that it plays a factor cause it does, and whatever, were not thinking of things the same way. Let's move away from way of the monk, because I'm going to stop bringing it up, I get what you mean, you dont get what i'm saying, our numbers are still the same. Tell me, in my math, where i am wrong then.

 

Random Stats:

0 haste

10,000 crit

22,000 agi

Crit = 39.13

Hit 7.5%/Exp 15%/

 

POLE ARM

Speed

(3.6/(1.4+((haste/(425/1.4))/100))) = 2.57 speed ( hey you got this one right!)

Number of hits in a 7 minute period (420 seconds)

420/2.57= 163 hits

Number of crits in a 7 minute period (420 seconds)

163*(39.13/100) =63.9

EB Stacks Generated in a 7 minute period (420 seconds)

63.9*3 = 191.7

EB Per Second for a pole arm

191.7/420 = .4565 stacks per second

 

1h's

Speed

(0.5*(2.6/(1+((haste/425)/100)))) = 1.3 (half of 2.6 because no haste but there's 2 of them)

Number of hits in a 7 minute period (420 seconds)

(420/1.3)*.81= 261.69  (.81 because of the 19% miss)

Number of crits in a 7 minute period (420 seconds)

261.69*(39.13/100) =102.4

EB Stacks Generated in a 7 minute period (420 seconds)

102.4*1.5 = 153.61

EB Per Second for a 1h's

153.61/420 = .36574 stacks per second

 

24.8285322% different. And that difference, in ratio, never changes, no mater how much you change the crit or haste. It's also the same for a polearm or a staff. There are 2 big differences between 1h's and 2h's in this case, Way of the Monk for 40% increased speed for 2h's, and the 19% miss chance for 1h's. So, in conclusion, both of those things are playing a part in why 2h's generate more EB.

 

Pisshands already posted where you are doing it wrong. Nevertheless I underlined the wrong part in above quote.

 

Honestly...if you really want to do some calculations or even start serious theorycrafting, you should start with the basics. Search for combat tables and how whitehits, yellowhits and block (+critical blocks) are being handled. Additionally I would propose that you visit totemspot.com and have a look at some of Binkenstein's blogposts. It is a shaman community, but Bink really shares a lot of his theorycrafting knowledge which is applicable to all classes.

 

I am really glad for everyone who wants to start theorycrafting. But it is not just about some calculations. You really have to have a decent knowledge of game mechanics and how things need to be set up.

 

And you should keep one thing in your mind: When posting calculations and/or conclusions in a public forum, players reading those posts will blindly follow these posts when gearing/reforging their chars, because all that shiny math cannot be wrong.



#585 Nevernite

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Posted 04 June 2014 - 11:34 PM

New Stat: Versatility
The removal of Readiness left some space in our itemization plans and room for another stat to take its place. It’s important to offer players plenty of different secondary stats so that you have a wide variety of interesting and compelling gear to choose from. To that end, we’ve been working on a new secondary stat called Versatility. Versatility is pretty simple: 1% Versatility grants a 1% increase to your damage, healing, and absorbs, and reduces the damage you take by 0.5%. It’s a straightforward, obvious upgrade to your primary role’s performance, but also gives significant boosts to secondary role performance and survivability. The healing increase it provides does work on self-heals, such as Recuperate, for example. We won’t be tuning it to be anyone’s highest throughput secondary stat, but it’ll be close, and it’ll give you a nice boost to how versatile your character is in the process. It’ll be especially attractive to hybrids who want to feel more “hybridy.”

 


don't mind the massive amounts of typos and grammar mistakes followed by edits





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