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 Post subject: the patch and spell haste
PostPosted: Wed May 16, 2007 5:52 pm 
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haste is going to affect channelling, we all know this. with some of the newer items coming out with permenant spell haste, is that going to be the new uber stat along with damage and hit for us? thoughts?


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PostPosted: Wed May 16, 2007 8:23 pm 
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Yes and No - I think it'll be another avenue for us to persue, however without doing the maths on it's value - and ofcourse seeing all the item options with fixed spell haste, I would probably still stick with the main benefits, which would be something *similar* to this.

+dmg -> +hit -> +mp5 -> +haste -> +int -> +crit


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PostPosted: Wed May 16, 2007 8:25 pm 
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Permanent spellhaste? Iive missed somthing. But I seem to have a semi-erection.



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 Post subject:
PostPosted: Wed May 16, 2007 8:27 pm 
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Centrelink wrote:
Permanent spellhaste? Iive missed somthing. But I seem to have a semi-erection.


Yep, some of the newest lewts are introducing it...

... as an example the ring:
http://www.mmo-champion.com/images/news ... _trash.jpg


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PostPosted: Wed May 16, 2007 8:46 pm 
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holy shit now thats a ring *Adjusts his pants*



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 Post subject:
PostPosted: Wed May 16, 2007 8:54 pm 
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Its mine, my precious - give it to me !



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 Post subject:
PostPosted: Wed May 16, 2007 9:00 pm 
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Centrelink wrote:
holy shit now thats a ring *Adjusts his pants*


Look at it longer, and you'll have no chance to adjust.




...... not unique.


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PostPosted: Wed May 16, 2007 9:13 pm 
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Gwumm wrote:
Centrelink wrote:
holy shit now thats a ring *Adjusts his pants*


Look at it longer, and you'll have no chance to adjust.




...... not unique.


NOT WORK SAFE
http://blogs.warwick.ac.uk/images/nicol ... e_dick.jpg



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 Post subject:
PostPosted: Wed May 16, 2007 10:43 pm 
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I'm working on a post with regards to spell haste and shadow priests. Right now my numbers are pointing to haste being a bad thing.



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Last edited by Wyndryder on Thu May 17, 2007 3:40 am, edited 1 time in total.
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 Post subject:
PostPosted: Wed May 16, 2007 11:20 pm 
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Wyndryder wrote:
I'm working on a post with regards to spell haste and shadow priests. Right now my numbers are pointing to haste being a bad things.


Looking forward to this Wynd :)


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 Post subject:
PostPosted: Thu May 17, 2007 12:22 am 
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i know it will have a bit different impact of everyone. i know i play the endurance card pretty hard, but at the same time it has worked for me. ik play the mana battery nad view total damage done in a higher regard than actual dps, to the point of feeling stupid when we finished mag and i was at 66% mana. point being, for us mana batteries that put out hats on the "never stop casting or run oom" peg, haste is a way at getting more and more of our most effecient spells instead of the nuked that are, to say the least, horribely ineffecient. just a piece from my mind. if i could stop casting mb and sw:d because the 2.5 or 2 seconds that mind flay took did more dps, overall eveyrthign woul get a hell of a lot better and make thigns easier for me. i mean it woudl dwindle the sp down to basically three buttons but nonetheless thats more effeciency, equating to more endurace, more mana. the chain leads directly to all the people in my group never running out of mana and downing bosses, cake a pie! that is all on my end


the more i read over this the more apparent it is to me that i havent left my holy priest hat on the ground where it belongs. i have healed since release and only recently changed over, if there is a flaw in my logic please flame the hell out of me so i correct it. ty


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 Post subject:
PostPosted: Thu May 17, 2007 1:07 am 
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Wyndryder wrote:
I'm working on a post with regards to spell haste and shadow priests. Right now my numbers are pointing to haste being a bad things.


you, sir, are correct from what ive found. he amount of spell haste it woudl take to really aid basically one spell is astronomical. even if you maxed out the rating(525=50% spell speed, meaing mf is limited by GCD) it still takes just under 1400 spell damage to make MF meet MB(this number does not include normalized crit i might add).

what haste seems to do more than anything else (and this is obvious) is move the amount of +damage needed to overtake MB in dps back around 500 damage points, im working on an equation to explain this in full detail but while i love math, i just cant seem to make it make sense to myself sometimes. the problem i see is this. say in a perfect world where we HAVE 525 spell haste rating and we have 1400 damage and spells didnt crit, oom would be a quick journey away because of the sheer amount youd cast. while MF is our most efficeny non dot, it still ivent 100% effecient until between 3800 and 3900 spell damage and i dont think thats going to happen anytime soon. the question of efficiency and total damage done versus dps.

all of that boiled down, haste means more dps at lower damage number with much more efficient spells, HOWEVER it takes such a large amount of it to improve our short cast times that it may not be worth it at all in lieu of crit for mb and sw:d. tough road, ill look to your research for more awnsers considering im probably not in possession of all the facts neededto make a calculation of this complexity.



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 Post subject:
PostPosted: Thu May 17, 2007 3:35 am 
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Don't think it will add anything substancial.

Wouldn't suprise me if it turnout to be bad for DPS (screwing up our 1.5 sec window) for some, and an improvement for others, dependent on your lag.

I admire your goal Wyndryder, but it will be theorycraft, with such small numbers on haste, combined with our 1.5sec window, it will be very hard to calculate.

Timed (buffs) and useable haste on the other hand....

But if you have a steady lag factor (from connection and human factors), you could come up with an ideal haste rating for yourself. to max DPS (doesn't have to be the higest haste rating).



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PostPosted: Thu May 17, 2007 3:55 am 
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the results you might get to entirely may depend on the way you model spell haste. sure, it will need a lot of rating to make a substantially faster MF, but seeing as its a bit cheaper stat than the rest*, we might come on a lot of it without sacrificing much of anything. morever, except for making your MF higher dps, it also (at lets say 525 rating) opens a 1.5 sec window in which you can cast an additional MF or any other thing thats due...and considering you cast like 10-11 MF's per minute, this means that this will take now 15-16.5 seconds to do instead of 30-33 and you have 15-13.5 seconds free to make additional DPS...so don't just look at how much haste increases the dps of mindflay, as it has some additional "hidden" benefits:)


* ilevel modifier for spell haste - 0.835, for spell dmg 0.855, for primary stats 1. Moreover the ilevel formula "penalises" high values of one stat, as compared to lower values of two stats, so 30 damage and 30 spell haste will be waaay cheaper in the budget than 60 damage.



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 Post subject:
PostPosted: Thu May 17, 2007 8:43 am 
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Wyndryder wrote:
I'm working on a post with regards to spell haste and shadow priests. Right now my numbers are pointing to haste being a bad thing.


Wynd: If you are familiar with SourceForge/CVS (or willing to -get- familiar) I can give you developers rights at:

http://sourceforge.net/projects/wow-raid-sim

I would certainly welcome a second set of eyes. It is event simulator that can manage multiple players attacking the same target. At the moment I only have the Priest class done, and part of the Warlock. (Just enough of the Warlock that I can add a few to the raid to cast CoS and SB for ISB procs.)

I'm actually seeing spell haste produce numbers far better than I anticipated. This is NOT really due to improved MF dps, but rather I seem to be getting in more MB/SWD.

I believe my problem is that a human would be willing to wait 0.5sec for MB to come off cooldown whereas my brain-dead priority scheme says "Sorry! MB is not ready! Lets jump into a 3sec long low-dps MF."

The result is that even a little bit of spell haste (such as Quagmirran's Eye) has a relatively large impact on my dps. I have this nice ordered list of trinkets that I'm embarrased to post because QE sits at the top.

I DO NOT allow spell haste to reduce the GCD and when I examine the generated combat log with time-stamps I am assured this is working correctly. I've instrumented a great deal of self-checking to make sure the engine is behaving in a sensible manner.

At this point I'm convinced the issue is with the "AI", a simple priority-list-on-steroids.......



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