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GC on cookie cutter buildsFollow

#52 Sep 23 2010 at 3:41 PM Rating: Good
Trilliandent wrote:
But you can add me to the group of people who won't/don't want to do math re: WoW. I aced every math class I ever took, then quickly scrubbed it from my brain because I don't like it. Other people post their work to help the community out and I am grateful to them and consider their work and advice to be very valuable, and treat it as such. :)


This is pretty much what I meant. Not everyone who is capable of doing so enjoys working out the maths for the game, and it leaves more fun times for those of us who like producing spreadsheets.

There are, of course, those who wouldn't be able to make them if they tried, but mostly I think people have a right to leave it to others as long as they stay well informed. One of the best Resto shamans I know is really bad at maths and goes by BiS lists and still more than pulls his weight. He does have the advantage of only missing one or two BiS pieces, though.
#53 Sep 23 2010 at 4:15 PM Rating: Good
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While math is good and all I understand what GC was trying to say, BiS gear and spreadsheets to be semi accurate need to have a basis for their calculations. 1% dps increase doesn't equal that in game normally. Spreadsheets are based around Amount of time on boss, and little to no movement etc. Which any raider will tell you, except in certain circumstances, that the exact right conditions cant always be met. Maybe your missing a key buff or one debuff isn't on the boss. Therefore your dps could and will fluctuate.

The problem I am running into now, the more i think about it, is you can *almost* not ***** up your spec, thats one less variable to hamper your raid, which I understand. Thee problem I run into is all that's left to judge a person is his gear and gemming now, Which will enforce more of the retarded GearScrore mentality.

As it in now, you could have 2 rogues one 5.3 k gs one 6.0 gs lets say they both focus on the correct stats in gear for their spec (EG AP and Haste for a Mutilate rogue) the only difference is one rogue read about his spec and one picked and chose what he felt was "neat or exciting". In all likely cases the lower GS will MATCH or BEAT the higher geared rogue.

Now other then that bothering me, All that Blizzard now has to design around is gear, not so much skill, because they have less variables to deal with while designing a boss or encounter. I'm not saying skill isn't there but thats the feeling I get these days.

Now I probably am wrong, or just thinking about it the wrong way, please feel free to correct me.

I loaded the PTR today to see how Mutilate rogue (PvE) felt and while building the spec I got stuck taking points in something that I really didn't want or care about. Instead of feeling liberated I felt forced and it bothered me. I think i had to choose between + Stam or the ability that refunds combo points if I use the Sunder armor ability or something like that, could be wrong. And really I wasn't overjoyed about either.

Just my take on the subject.
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#54 Sep 23 2010 at 4:54 PM Rating: Good
OT a bit, but you can take 2 players with the same gear and one can have literally no gems and no enchants, and the other gemmed/enchanted perfectly, and their GS will be the same. That's just part of what makes it stupid, but there ya go.
#55 Sep 23 2010 at 5:53 PM Rating: Good
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One point to mention: Are there any fights in the current tier that actually NEED pure optimized, min/maxxed DPS toons?

Honestly, I can't think of any fight since pre-nerf Brutalus that really needed an extremely fine edge as far as pure DPS goes. All of the harder fights in WotLK have to do with movement/mechanics and knowing when to use the right abilities rather than optimized damage throughput. If you're within a fair margin of best possible output, the fights seem to be tuned to be kill-able.

Note also that I said DPS toons. Min/Maxxing for tanks and healers is a completely different beast.

Edit: Forgot to ask you Trill... Beer or wine for Saturday? =P

Edited, Sep 23rd 2010 4:54pm by TherionSaysWhat
#56 Sep 23 2010 at 6:18 PM Rating: Decent
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More anecdote:

If you look at Warrior cookie cutter tanking specs you will find all of them include Improved Charge.

What that talent does is give you 10 (YES, TEN!) extra rage each time you charge.

When you think about it, each time a Tank does charge he immediately recieves a large amount of damage and generates a lot of rage from damage taken. Zerker Rage increases the rage input from damage taken and Bloodrage just generates 30 rage. If you just Zerker Rage before doing charge you get more rage than you can spend.

So, you still need 2 points to reach impale because it is a nice boost to threat when you have Incite and SwordnBoard? Right next to it you have Iron Will, which people think of as a PvP talent. Any tank remember having ever been afflicted by stun or charm effects while tanking? I do.

A reduction to stun and charm effects may not be useful for any of the 12 fights of the current raid content -but- what improved charge does for a tank is absolutely nothing. Yet, it is included in -every- cookie cutter tanking build.
#57 Sep 23 2010 at 6:25 PM Rating: Decent
TherionSaysWhat wrote:

Edit: Forgot to ask you Trill... Beer or wine for Saturday? =P
Edited, Sep 23rd 2010 4:54pm by TherionSaysWhat



Whatever gets you there, sexy. Let's get hunnybunch to come with us this week, yeah? :)
#58 Sep 23 2010 at 6:36 PM Rating: Good
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what improved charge does for a tank is absolutely nothing. Yet, it is included in -every- cookie cutter tanking build.

Imp. Charge let's us TC immediately upon reaching (or just before reaching) the mob.

Quote:
Whatever gets you there, sexy. Let's get hunnybunch to come with us this week, yeah? :)

Saturday Night Drunken Pug Party ROOLS.

There, I said it. In bold.

Edited, Sep 23rd 2010 5:37pm by TherionSaysWhat
#59 Sep 23 2010 at 7:09 PM Rating: Decent
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TherionSaysWhat wrote:
Imp. Charge let's us TC immediately upon reaching (or just before reaching) the mob.
Edited, Sep 23rd 2010 5:37pm by TherionSaysWhat


Thunder Clap costs 20-4-3=13.
Normal Charge gives 15.

If not, normal Bloodrage gives 20 instant + 10 over time. If you normal bloodrage when you normal charge you get 35.

In the case of a trash group pull you only stun the one you charge so you immediately get the extra rage. In addition to the rage from your initial melee hit.

In the case of a single-target trash pull you don't care about thunderclap.

And in the case of bosses there is no stun so you immediately get the extra rage in massive amounts and you're going to initiate with full TPS instead of Thunderclap anyway.

Edited, Sep 23rd 2010 9:15pm by xorq
#60 Sep 23 2010 at 9:22 PM Rating: Good
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I don't want to derail this thread with a specific mechanic discussion. There's a reason it's popular and why it is useful to raiding tanks. Further discussion should be made in the warrior forum.


Anyway, from what I'm seeing in the most recent talent builds for Caty, there are a couple of points that float for most of the specs I've looked into. But only a couple. Seems that Blizzard really, really wants to offer variety but in the end made that difficult for themselves with the smaller talent trees. There's just not room for a lot of non-essential but useful/fun stuff where they are now.
#61 Sep 23 2010 at 9:34 PM Rating: Good
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Overlord Theophany wrote:
all it takes is a quick trip to wowhead and type in half of the dungeon name and boom, you have access to 5 minutes of reading about the dungeon and how not to fail.


Remember back in the days when we would play the game, fail and then try to figure out why?

Yeah, that's progression for us right there. Now we try to figure out how not to fail first, just so that when we do fail, we get to pull out our epeen and do the pissing contest thing about who "spent most time outside the game to play the game".

I love mankind.
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#62 Sep 23 2010 at 10:59 PM Rating: Decent
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Unless I'm needed to do something else in a fight though, I have two jobs. Pump out as much DPS and take the least amount of damage possible. Sure, 1% isn't very big, but where does it stop? Is 2% ok? How about 5%? There is no line cut into the sand where I can lose a certain amount of DPS and it doesn't matter. For that reason, people will always go with the spec they either know or have been told is the highest DPS. The only thing that will make them change is functionality.

In saying all that, I'm still rocking survival on my hunter because I love the spec. I'm probably losing out on quite a bit of DPS now because of it, but I know damn well how to play my hunter the way it is. I'm comfortable with it. I know where my buttons are, and it helps me take my blinders off to see what is actually happening like taking less damage. Being a casual player, I'll stick this way for the time being and to hell with what people tell me. If I find an equally geared hunter blowing me out of the water as MM? I'll definitely try it out and grumble my way through it.

Edit: In my mind, most people really don't care at all about the 1% damage, or else they would calculate how to get the best DPS for the gear they have by themselves. Instead, we read up what others tell us and do "as the experts say". It's akin to making reference to Wikipedia while writing a scholarly essay. However, if I asked anyone to write me an essay on the reason why Guy Fawkes tried to blow up parliament(in of course, the shortest time possible), it sure wouldn't be a bad place to at least find out his real name.

Edited, Sep 24th 2010 12:07am by baveux

Edited, Sep 24th 2010 12:10am by baveux
#63 Sep 23 2010 at 11:36 PM Rating: Decent
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Mazra wrote:
Overlord Theophany wrote:
all it takes is a quick trip to wowhead and type in half of the dungeon name and boom, you have access to 5 minutes of reading about the dungeon and how not to fail.


Remember back in the days when we would play the game, fail and then try to figure out why?

Yeah, that's progression for us right there. Now we try to figure out how not to fail first, just so that when we do fail, we get to pull out our epeen and do the pissing contest thing about who "spent most time outside the game to play the game".

I love mankind.

If you're a progression player, that's fine. But it's been the case since vanilla that you go read about fights that other people have done that you don't know.

We were certainly doing that when we were progressing through AQ and Naxx the first time. We were talking to other progression guilds on our server and others that we knew on other servers about what they were doing.

We of course weren't going for world firsts, but we certainly didn't do it by ourselves, with no outside help.
#64 Sep 24 2010 at 12:29 AM Rating: Good
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By 'back in the days' I meant before Naxx and AQ. Back when we fumbled our way through Gnomeregan and Dire Maul was the shiz.
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#65 Sep 24 2010 at 2:43 AM Rating: Decent
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Dire Maul was the shiz


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#66 Sep 24 2010 at 3:49 AM Rating: Good
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Unless I'm needed to do something else in a fight though, I have two jobs. Pump out as much DPS and take the least amount of damage possible. Sure, 1% isn't very big, but where does it stop? Is 2% ok? How about 5%? There is no line cut into the sand where I can lose a certain amount of DPS and it doesn't matter. For that reason, people will always go with the spec they either know or have been told is the highest DPS. The only thing that will make them change is functionality.


Raid encounters are a binary thing, boss dies, or raid wipes.

You don't get any cookies for killing the boss with more DPS than the other guys, you kill it or you don't. And "almost a kill" is called a wipe.

If boss dies, there's nothing to fix.

If raid wipes, and the reason is lack of DPS, then DPS needs an upgrade. How much upgrade? Well, any upgrade within your reach. If gear upgrades aren't within your reach then you have to go with changes on the spec, or glyphs.

But as things are, raids wiping to lack of DPS is something I've only seen in encounters with enrage timers or "walls closing in" kind of effects. Tankspot calls those encounter "a dps race". If you have enough DPS for those encounters, you have enough DPS.

Edited, Sep 24th 2010 5:52am by xorq
#67 Sep 24 2010 at 3:52 AM Rating: Decent
I have to disagree with this:

Quote:

If boss dies, there's nothing to fix.


If the boss dies after 82938749 wipes, and there's like, 2 of you alive, there's still something to fix. :)
#68 Sep 24 2010 at 10:09 AM Rating: Decent
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If raid wipes, and the reason is lack of DPS, then DPS needs an upgrade. How much upgrade? Well, any upgrade within your reach. If gear upgrades aren't within your reach then you have to go with changes on the spec, or glyphs.


But who in their right mind is going to wait until after the wipe to play with their spec and glyphs? It makes much more sense to get it right before you even go in there. That's why people will try to do the maths and find how to get the most DPS, or as is mostly the case, use reliable resources that will show them the way. Being prepared goes a long way.

Quote:
But as things are, raids wiping to lack of DPS is something I've only seen in encounters with enrage timers or "walls closing in" kind of effects. Tankspot calls those encounter "a dps race". If you have enough DPS for those encounters, you have enough DPS.


Yet people still make mistakes and having a few extra percent DPS will help. Sometimes bad luck is on your side or the random generator hates you. DPS WILL die. If those small percentages help you kill a boss even when the cards are down, all the better.

I completely understand when GC says that 1% will likely not matter in most cases. However, at what point does it matter? Do you really want to clinch boss kills EVERY time you walk in the door?
#69 Sep 24 2010 at 10:29 AM Rating: Excellent
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BeanX, Eater of Souls wrote:
While math is good and all I understand what GC was trying to say, BiS gear and spreadsheets to be semi accurate need to have a basis for their calculations. 1% dps increase doesn't equal that in game normally. Spreadsheets are based around Amount of time on boss, and little to no movement etc. Which any raider will tell you, except in certain circumstances, that the exact right conditions cant always be met. Maybe your missing a key buff or one debuff isn't on the boss. Therefore your dps could and will fluctuate.

A good example of this is that, especially for melee DPS, the best boot enchant is often (not always, though) "run speed". More time on target in fights where movement is an important component can swamp the larger baseline number which comes from the alternative enchants. But the simulations have no good way of quantifying it, and in fact the benefit varies from person to person (and even more from fight to fight, of course).
#70 Sep 24 2010 at 10:44 AM Rating: Good
1) This hypothetical 1% is the difference between being perfectly min/maxed and being perfectly min/maxed and then changing one talent point (actually, there are lots of talents that'll cost you more, but w/e). I'm not entirely

2) The hardcore raiding community does not tunnel vision in the way many are implying; the boots enchant is one example. Another would be that most, or at least many, guilds' mages respecced frost for Archimonde progression. I mean, I won't say that this has never been a valid criticism, but raiders aren't obsessed with big numbers to the exclusion of all else.

Edited, Sep 24th 2010 6:25pm by Kavekk
#71 Sep 24 2010 at 10:47 AM Rating: Decent
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Raid encounters are a binary thing, boss dies, or raid wipes.

You don't get any cookies for killing the boss with more DPS than the other guys, you kill it or you don't. And "almost a kill" is called a wipe.

If boss dies, there's nothing to fix.

If raid wipes, and the reason is lack of DPS, then DPS needs an upgrade. How much upgrade? Well, any upgrade within your reach. If gear upgrades aren't within your reach then you have to go with changes on the spec, or glyphs.

But as things are, raids wiping to lack of DPS is something I've only seen in encounters with enrage timers or "walls closing in" kind of effects. Tankspot calls those encounter "a dps race". If you have enough DPS for those encounters, you have enough DPS.

This is very much true, but you're completely ignoring the factors of a raid make-up that might differ and time constraints. Trilliandent pointed out the latter, as for the first...

If one of your DPS is pulling 20K, and all the others pull 5K - yes, the boss goes down, there is 'nothing to fix'. However, that DPS pulling 20K might not be there next time and if instead of him you haul in another DPS that only deals 5K damage, you need to cover 15K DPS of ground before the boss goes down, and will probably spend the whole night wiping.

What people need to realize when talking about cookie cutters is that there's more to it than "how can I deal the most DPS?".

  • "What boss am I fighting?" / "This spec might fair well against boss X, but will it do well against boss A, B, C and D?"
  • "What are the time constraints we are limited to?" and
  • "What is the make up of my group?"

  • are all questions that very much apply. The last two of those questions are often encompassed in the form of "Are you a casual or hardcore raider?". The two before that are ocassionaly brought up in the form of "Blood is the best DK DPS spec for newbies, but you should switch to Frost once your gear gets good enough".

    The very first is the one that people are always ranting about. The problem with this question being 'the main question' is that it's used as a wrong benchmark. The reason this question is 'the main question' is because it's brought up by the most hardcore guilds out there, who have a clear answer to all the other answers. It then gets downgraded to other folks who never even stop and wonder about the other questions, because neither do the pro guilds.

    What I'm trying to say, is that it's basically similar to what happens to newbies in Starcraft. They lose to somebody because they aren't good enough at producing enough units (macroing). They then go on the forums and post "I lost to X and Y, what should I do?", and people who do know how to macro reply "just go for Z". Then the newbie runs another game and goes for Z, and loses again. It's not that the tactics aren't right, the problem is that he's got a different benchmark than the pros, but that this is never really talked about.

    Edited, Sep 24th 2010 6:48pm by Mozared
    #72 Sep 24 2010 at 11:40 AM Rating: Decent
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    baveux wrote:
    Quote:
    If raid wipes, and the reason is lack of DPS, then DPS needs an upgrade. How much upgrade? Well, any upgrade within your reach. If gear upgrades aren't within your reach then you have to go with changes on the spec, or glyphs.


    But who in their right mind is going to wait until after the wipe to play with their spec and glyphs? It makes much more sense to get it right before you even go in there. That's why people will try to do the maths and find how to get the most DPS, or as is mostly the case, use reliable resources that will show them the way. Being prepared goes a long way.

    Quote:
    But as things are, raids wiping to lack of DPS is something I've only seen in encounters with enrage timers or "walls closing in" kind of effects. Tankspot calls those encounter "a dps race". If you have enough DPS for those encounters, you have enough DPS.


    Yet people still make mistakes and having a few extra percent DPS will help. Sometimes bad luck is on your side or the random generator hates you. DPS WILL die. If those small percentages help you kill a boss even when the cards are down, all the better.

    I completely understand when GC says that 1% will likely not matter in most cases. However, at what point does it matter? Do you really want to clinch boss kills EVERY time you walk in the door?


    You are correcting me about very specific details when I was being very generic.

    If you have a raid and you regularily do fine at DPS race encounters, you have met the DPS mark and you don't need to sacrifice more fun talents or anything specific to extra DPS.

    That's the point where you can know you don't need to sacrifice a fun talent for a 1% dps increase, or even that you can gem or enchant a little stamina instead of haste to have a little extra slack at AoE damage.

    This is obviously very generic in terms that, you don't want to be the guy doing 3K dps in a DPS race fight even if the boss does die and all those details, but I'm being generic.

    It's also not a terrible thing to do a second try on a boss you regularily one-shot or an extra try on a boss that regularily takes you 2 tries, so long as you're usually doing that encounter in 1-2 attempts.


    Edited, Sep 24th 2010 1:45pm by xorq
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