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warstory

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Posts posted by warstory

  1. these numbers tell you absolutely nothing about viability in pvp. completely aside from the fact that you can't just stand there freecasting, these are sustained damage over time. if you want a better usage for pvp then you would need him to rerun the calculations using a 10 or 15 second total time.

     

    Why 10 -15 seconds ? 45 seconds is about avg for a duel

  2. goblin lackey is a guildie of mine and i have a lot of respect for his work, but you have to accept it for what it is. trying to twist it to make a point for your fav class is probably not going to work.

     

    first, those aren't parses, they are theorycrafted numbers. this is what a class will do with a perfect rotation and no interrupts or pauses. it DOES NOT take into account how difficult a rotation is or how well it tolerates interruption. for instance, the sniper virulence rotation includes a third cull on one set of dots before refresh because that yields the best results on paper. it does not take into account that that only works against real bosses about half the time. the rest of the time i have to move or switch target, etc. for pvp...forget about it. i will never get a third cull off from one dot. so real game number are going to be significantly lower than theory. but there is nothing anywhere in that calculation that tells how much lower, because it is too random.

     

    second, there is much more to an op or pvp match than the dps number. i cannot count the number of matches i have had when everybody on my team did less damage than the enemy, but won the match. similarly it doesn't even surprise me to see dps die to the aoe that spawns under them because they were staring at their ability bar instead of the fight. the dps who does only 4K, but pays attention, is 1 million times more valuable to the group than the idiot who does 6k for the first minute, but then dies to the circle he didn't see spawn under him.

     

    third, this is sustained damage over time. it tells you NOTHING about the burst potential of a spec. again i will use virulence as an example. for all of 3.X, virulence was the best spec for pve because of it's sustained damage, but burst was somewhere between bad and nonexistent. so people would switch to marksman for the fights where burst was an important factor. and it was better for that fight, even though virulence did "more" damage.

     

    tl,dr: somebody has to be last. why not fury?

     

    So does that mean that lightning being the hardest spec to get off a full rotation in pvp. Now makes it by far the worst spec in the game?

  3. Hi everyone,

     

    I am playing a Sage at the moment and I mainly like to do PVP warzones. Everyone keeps telling me that the way to go is Balance because of the overall damage and survivability but there is just something about Telekinetics that draws me. Also in ranked apparently no Sage with respect for him/herself goes Telekinetics?

     

    I have tried both specs and I agree that my damage output in Balance is often x2 compared to what I can do of output in Telekinetics. Also I seem to get just as many killing blows. But none of those killing blows are any that I really recall after the match. I am thinking that all the ticking dots are lucky enough to get the actual killing blow every now and then. In Telekinetics spec I really see the damage and the health bars drop when I do a perfect rotation with the right crits. It is really noticeable that people die when they are relatively low and my whole combo goes off. Also I know that the healing from the Balance tree is good but I like the mobility of the Telekinetics tree since I rarely have to stand still and cast because of procs. In the Balance spec you have to stand still at least every time you do telekinetic throw which is a bread and butter skill here.

     

    So what do you reckon is better? I am telling my mates that Telekinetics is competitive because it helps drop that healer, but they see numbers in damage dealt and killing blows as well where Balance is the obvious winner.

     

    We are running normal PVP warzones with 1 healer, 1 tank and 2 DPS. Eventually we want to try ranked as well.

     

    I am like you I prefer lightning basically u have to turn on God mode/beast mode to play it no mistakes and find a team of good players that want the challenge to work with the spec most pvpers. Pick best in slot class when making their groups.

  4. Dots ticks faster, quicker Gcds, less wait on any cooldown, faster casts. But right now madness is going to do great in either 14-15% alacrity, or full crit+power (lol), relies mostly on your game play and if you can keep dots up.

     

    What I recommend is balancing, alacrity 7%. How? 3 enhancement pieces of alacrity, both implants alacrity. 4 enhancements of critical, earpiece critical. Full set of power.

     

    Dacri is lightning viable ?

  5. Hi, a lot of people have been trying to figure out exactly how the bonus dmg works exactly. I specifically play lightning, me and fellow sorcs have been confused by the difference between classes. For example snipers are hitting around 30k but our hardest hitting ability is around 10k that doesn't seem to make sense. Cause our casts can be interrupted very easy. Also the sorc community believes there is a bug between recklessness and it not applying to our bonus dmg. Can we get some feedback we know u guys are busy with the launch of 4.0 thx for any time you can spare

     

    Well I thought I posted in this thread, but apparently not.

     

    The dev blog made it look like crit is converted to bonus damage at a 1-for-1 ratio, so that would imply Recklessness gives +60% critical damage.

     

    HOWEVER, I've come to realise (due to a number of factors such as Battle Focus on a VG/Explosive Fuel on a PT) that the way it actually works is it increases the surge based off the surge bonus, not the initial hit.

     

    So, say you have 40% crit chance baseline, and 70% surge

     

    Thundering Blast would have a base 80% surge, thanks to Reverbeating Force.

    Now without recklessness up, it has a 40% base crit chance, which means if you use it on a target affected by Affliction then Thundering Blast will get (80 x 1.4) critical bonus damage, or 112% for those who can't maths.

     

    And if you have Recklessness up, it boosts Thundering Blast's surge boost to (80 x 2), or 160% bonus damage for those who can't math.

     

    This does end up behind the 1.4x/1.8x bonus damage that was implied by the blog, but it is how it is working.

     

    Copy and pasted

  6. Well I thought I posted in this thread, but apparently not.

     

    The dev blog made it look like crit is converted to bonus damage at a 1-for-1 ratio, so that would imply Recklessness gives +60% critical damage.

     

    HOWEVER, I've come to realise (due to a number of factors such as Battle Focus on a VG/Explosive Fuel on a PT) that the way it actually works is it increases the surge based off the surge bonus, not the initial hit.

     

    So, say you have 40% crit chance baseline, and 70% surge

     

    Thundering Blast would have a base 80% surge, thanks to Reverbeating Force.

    Now without recklessness up, it has a 40% base crit chance, which means if you use it on a target affected by Affliction then Thundering Blast will get (80 x 1.4) critical bonus damage, or 112% for those who can't maths.

     

    And if you have Recklessness up, it boosts Thundering Blast's surge boost to (80 x 2), or 160% bonus damage for those who can't math.

     

    This does end up behind the 1.4x/1.8x bonus damage that was implied by the blog, but it is how it is working

     

    recklessness is not applying at all

  7. because nobody plays lightning, when madness can face roll almost all with 0 efforts. Besides lightn ing even pre 4.0 were a joke compared to othet burst classes, since my arsenal out dps my sorc on single target vs aoe :)

     

    Well I come back every time to see if there is an improvement to my favourite spec then leave again back to sin or maybe sniper. I ain't got 6 to 1 year to wait on them to fix this ****

  8. Every percent of crit above 100% gets converted into critical damage.

    With 4.0 we lost 20% crit damage from talents and around 10-15% surge due to the stat conversion.

     

    Taking all this into account, it means that Thundering Blast hits basically for the same as pre 4.0 (assuming you're running around 30% crit).

    We went from ~90% crit damage to ~90% crit damage on TB.

     

    Why in gods name did we get nerfed this bad?

     

    Can someone justify to me how we r hitting 2-4 times less than the other burst classes? How does this make it out of testing?

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