Odjur
Grandfathered
Summary:
Given that players in the XPoff brackets (and PvPers as a whole) tend to have poorly optimized gear, and are thus at a disadvantage before even stepping into a BG, I wanted to do the world a favor and help prospective players gear their characters. For that reason, I developed Chardev (available on Curse).
However, while knowing how gear scales is necessary, to make use of that information one would have to know exactly how useful a given stat is to them. At level 100, this is particularly easy as a given character's primary stat scales linearly with their secondary stats, allowing them to gear based on stat "weights." The concept of stat weighting does not really exist at level 29 though, as players have the option of gearing in a way that causes their primary stats not to scale linearly with their secondary stats (i.e. gearing straight Intellect). For this reason I have begun experimenting with simulations on SimulationCraft in an attempt to understand fundamentally how gear impacts performance at any given level. This will eventually become a feature of Chardev at some point down the road, but for now I am simply doing initial testing with Balance Druids, as their rotation and role as a DPS in a BG is relatively simple: do as much damage as possible.
The following information will take different pieces of gear, of which every possible combination of those gear choices will be calculated, and build simulations holding a number of things constant to test which gear combination does the most damage in a BG scenario.
The Problem:
Why is the issue of choosing gear so difficult? Can we not just say that Intellect > Haste > Crit and call it a day? The answer to that is "sort of." While that priority holds for much of the time, there are a plethora of nuances that it fails to address, causing the ideal gear set to be difficult to identify.
If we were to abide by that stat priority exclusively, an item with 1 Intellect would be better than an item with 5,000 Crit. Obviously this is not the case, so the next step is to create stat weights; that is, to say exactly how much Intellect 1 Haste or 1 Crit is worth. This is not truly possible at level 29 as explained above, but lets break it down further than that what that explanation had to offer.
When we have 0 Intellect, 0 Haste, and 0 Crit, Intellect is the most valuable stat by a long shot, with a stat weight valuing it a bit above 3 times what Haste or Crit are valued at. This means that 1 Intellect > 3 Crit, but 1 Intellect < 4 Crit.
Now lets imagine that we have 1,000 Intellect, 0 Haste, and 0 Crit. For the sake of simplicity, lets say that 1 Intellect always causes our spells to do 1 more damage, and that 1 Crit always causes our critical strike chance to go up by 0.1%. In our first example, adding 1 more Crit when we had 0 Intellect and 0 Haste would have increased our overall damage per spell by (0 Intellect + base damage) * (0.001 * 1 Crit). If our base damage for a given spell was 5, then the damage increase of 1 Crit would be 0.005 per spell. However, in our second example the equation would be (1,000 Intellect + base damage) * (0.001 * 1 Crit). If our base damage was again 5, then the damage increase of 1 Crit would be 1.005, causing 1 Crit in our second example to be 201 times better than the Crit in our first example, and causing 1 Crit > 1 Intellect to hold true. While the majority of this example is hyperbole, it serves as a good explanation as to why stat weights are relative to your characters current stats, and cannot be treated as a foolproof guide for gearing non-level 100 characters.
To further the difficulty a bit, one must also take into consideration the future effects of adding stats to the stat total. 1 Intellect may have a certain value at a certain stat level, but it will also cause future Crit and Haste (in addition to any other stats) to be better with respect to overall damage.
The Specifics:
All non-specified settings are set to their default values.
Options > Globals
Buffs/Debuffs
Simulate
Action Priority List (Default Rotation):
To provide some explanation for the above setting choices:
Stat Choices:
This is the section that houses the "differences" between each simulation. As a reminder, the goal with this set of simulations is to find a sort of "glass cannon" build that focuses on doing as much damage as possible, but NOT to do things that would jeopardize the viability of your character.
The following items will not be considered:
Universal gear-enhancement choices:
Universal consumables:
Head:
Spellpower Goggles Xtreme
Preened Tribal War Feathers
Neck:
Eternal Horizon Choker
Grounding Choker / Grounding Choker
Temperature-Sensing Necklace
Shoulder:
Lasting Feralheart Spaulders
Darkcloth Shoulders of the Invoker
Back:
Ancient Bloodmoon Cloak
Cloak of Rot
Chest:
Vest of Flowing Water
Preened Ironfeather Breastplate
Robes of Koegler
Black Velvet Robes
Wrist:
Emissary Cuffs of Intellect
Hands:
Vigorous Handguards of the Vision
Waist:
Vigorous Belt of the Vision
Keller's Girdle
Legs:
Preened Wildfeather Leggings
Silk-Threaded Trousers
Feet:
Scarlet Sandals
Corpse Rompers
Acidic Walkers
Finger:
Charged Gear of Intellect
Lavishly Jeweled Ring
Trinket:
Inherited Insignia of the Alliance / Inherited Insignia of the Horde
Discerning Eye of the Beast
Rune of Perfection
Main Hand:
The Blessed Hammer of Grace
Off Hand:
Musty Tome of the Lost
Mystic Tome
Tranquility of Furien
Note: As a general guide to suggesting gear pieces, follow 1 Intellect > 1 Haste > 1 Crit, and most other stats fall beneath Haste. If there is a piece of gear that is strictly better already listed, do not suggest yours.
Points of Contention:
Any of the above choices can be contested, but as a TL;DR, here are the things I am most interested in get feedback about:
Please add at least a short description of why you feel the way you do about changing any of these things.
Later Simulations:
For the sake of completion, future simulations will include different races, race-specific items, items that require a paid service to obtain, and time-of-year-exclusive items. They may also consider situations that are not part of the mid-"team fight." This is all in hopes that enough information is gathered to create a systematic method of gearing characters that can be added as functionality to an addon in the future.
Given that players in the XPoff brackets (and PvPers as a whole) tend to have poorly optimized gear, and are thus at a disadvantage before even stepping into a BG, I wanted to do the world a favor and help prospective players gear their characters. For that reason, I developed Chardev (available on Curse).
However, while knowing how gear scales is necessary, to make use of that information one would have to know exactly how useful a given stat is to them. At level 100, this is particularly easy as a given character's primary stat scales linearly with their secondary stats, allowing them to gear based on stat "weights." The concept of stat weighting does not really exist at level 29 though, as players have the option of gearing in a way that causes their primary stats not to scale linearly with their secondary stats (i.e. gearing straight Intellect). For this reason I have begun experimenting with simulations on SimulationCraft in an attempt to understand fundamentally how gear impacts performance at any given level. This will eventually become a feature of Chardev at some point down the road, but for now I am simply doing initial testing with Balance Druids, as their rotation and role as a DPS in a BG is relatively simple: do as much damage as possible.
The following information will take different pieces of gear, of which every possible combination of those gear choices will be calculated, and build simulations holding a number of things constant to test which gear combination does the most damage in a BG scenario.
The Problem:
Why is the issue of choosing gear so difficult? Can we not just say that Intellect > Haste > Crit and call it a day? The answer to that is "sort of." While that priority holds for much of the time, there are a plethora of nuances that it fails to address, causing the ideal gear set to be difficult to identify.
If we were to abide by that stat priority exclusively, an item with 1 Intellect would be better than an item with 5,000 Crit. Obviously this is not the case, so the next step is to create stat weights; that is, to say exactly how much Intellect 1 Haste or 1 Crit is worth. This is not truly possible at level 29 as explained above, but lets break it down further than that what that explanation had to offer.
When we have 0 Intellect, 0 Haste, and 0 Crit, Intellect is the most valuable stat by a long shot, with a stat weight valuing it a bit above 3 times what Haste or Crit are valued at. This means that 1 Intellect > 3 Crit, but 1 Intellect < 4 Crit.
Now lets imagine that we have 1,000 Intellect, 0 Haste, and 0 Crit. For the sake of simplicity, lets say that 1 Intellect always causes our spells to do 1 more damage, and that 1 Crit always causes our critical strike chance to go up by 0.1%. In our first example, adding 1 more Crit when we had 0 Intellect and 0 Haste would have increased our overall damage per spell by (0 Intellect + base damage) * (0.001 * 1 Crit). If our base damage for a given spell was 5, then the damage increase of 1 Crit would be 0.005 per spell. However, in our second example the equation would be (1,000 Intellect + base damage) * (0.001 * 1 Crit). If our base damage was again 5, then the damage increase of 1 Crit would be 1.005, causing 1 Crit in our second example to be 201 times better than the Crit in our first example, and causing 1 Crit > 1 Intellect to hold true. While the majority of this example is hyperbole, it serves as a good explanation as to why stat weights are relative to your characters current stats, and cannot be treated as a foolproof guide for gearing non-level 100 characters.
To further the difficulty a bit, one must also take into consideration the future effects of adding stats to the stat total. 1 Intellect may have a certain value at a certain stat level, but it will also cause future Crit and Haste (in addition to any other stats) to be better with respect to overall damage.
The Specifics:
All non-specified settings are set to their default values.
Options > Globals
- Length (sec) = 150
- Vary Length % = 10
- Fight Style = LightMovement
- Num Enemies = 8
- Target Level = Max Player Level
- PVP Crit Damage Reduction = Enable
- World Lag = Super Low - 25 ms
Buffs/Debuffs
- Attack Power Multiplier (disabled)
- Spell Power Multiplier (disabled)
- Critical Strike (disabled)
- Versatility (disabled)
Simulate
- druid=G_X
- specialization=balance
- race=pandaren
- level=29
- talents=2000000
- glyphs=shapemender/grace
- [this is where the action priority list goes; more on that below]
- main_hand=wX,stats=Aint_Bcrit_Chaste,enchant=elemental_force
Action Priority List (Default Rotation):
Code:
actions.precombat=moonkin_form
actions.precombat+=/snapshot_stats
actions.precombat+=/starfire
actions+=/call_action_list,name=aoe
actions.aoe=sunfire,cycle_targets=1,if=remains<8
actions.aoe+=/moonfire,cycle_targets=1,if=remains<12
actions.aoe+=/starsurge,if=(buff.lunar_empowerment.down&eclipse_energy>40&charges>1)|charges=3
actions.aoe+=/starsurge,if=(buff.solar_empowerment.down&eclipse_energy<-40&charges>1)|charges=3
actions.aoe+=/wrath,if=(eclipse_energy<=0&eclipse_change>action.starfire.cast_time)|(eclipse_energy>0&cast_time>eclipse_change)
actions.aoe+=/starfire
To provide some explanation for the above setting choices:
- The fight length is set to 150 seconds (2 minutes, 30 seconds). The assumption this is making is that it is a skill-intensive fight that is not over in 30 seconds after one team slaughters the other.
- The fight length varies by 10% (plus or minus 15 seconds). This is very important for creating a wide berth of different fight types with a solid median result.
- The fight style is set to LightMovement. This is defined as 7 seconds of movement with an 85 second cooldown.
- There are 8 enemies in the fight. This should represent the average number of enemies attackable in a given Warsong Gulch team fight.
- The target level is set to the maximum player level. This is overridden to level 29.
- Damaging critical strikes in PvP are reduced by 50%.
- The fights are happening with 25 ms of world latency. What is the point of simulating laggy fights?
- The buffs and debuffs section is assuming that your team can provide all of the available buffs and debuffs, and that a hunter on your team has chosen to bring The Kurken for Ancient Hysteria.
- The simulation profile specifies a level 29 Pandaren Balance Druid taking Displacer Beast, Glyph of the Shapemender, and Glyph of Grace. This allows for a very generalized profile that is not faction-specific (Pandaren), and should apply for most people. The implications of this are that the numbers may be a bit different for other races, given that Pandarens have no passive racial traits that modify stats, and that NO race-specific gear will be considered in the simulations.
- X is a positive integer (ranging from 0 to some other positive integer). It is an arbitrary number denoting what simulation the program is on. A, B, and C are positive integers representing the total aggregate stats of Intellect, Crit, and Haste respectively from external sources.
Stat Choices:
This is the section that houses the "differences" between each simulation. As a reminder, the goal with this set of simulations is to find a sort of "glass cannon" build that focuses on doing as much damage as possible, but NOT to do things that would jeopardize the viability of your character.
The following items will not be considered:
- race-specific items
- items that require a paid service to obtain
- unavailable items
- time-of-year-exclusive items
Universal gear-enhancement choices:
- Enchant Neck - Gift of Haste
- Greater Crane Wing Inscription
- Enchant Cloak - Gift of Haste
- Enchant Chest - Glorious Stats
- Enchant Bracer - Superior Spellpower
- Enchant Gloves - Major Spellpower
- Greater Cerulean Spellthread
- Enchant Boots - Minor Speed
- 2x - Enchant Ring - Gift of Haste
- Enchant Weapon - Elemental Force
- Enchant Off-Hand - Major Intellect
Universal consumables:
Head:
Spellpower Goggles Xtreme
Preened Tribal War Feathers
Neck:
Eternal Horizon Choker
Grounding Choker / Grounding Choker
Temperature-Sensing Necklace
Shoulder:
Lasting Feralheart Spaulders
Darkcloth Shoulders of the Invoker
Back:
Ancient Bloodmoon Cloak
Cloak of Rot
Chest:
Vest of Flowing Water
Preened Ironfeather Breastplate
Robes of Koegler
Black Velvet Robes
Wrist:
Emissary Cuffs of Intellect
Hands:
Vigorous Handguards of the Vision
Waist:
Vigorous Belt of the Vision
Keller's Girdle
Legs:
Preened Wildfeather Leggings
Silk-Threaded Trousers
Feet:
Scarlet Sandals
Corpse Rompers
Acidic Walkers
Finger:
Charged Gear of Intellect
Lavishly Jeweled Ring
Trinket:
Inherited Insignia of the Alliance / Inherited Insignia of the Horde
Discerning Eye of the Beast
Rune of Perfection
Main Hand:
The Blessed Hammer of Grace
Off Hand:
Musty Tome of the Lost
Mystic Tome
Tranquility of Furien
Note: As a general guide to suggesting gear pieces, follow 1 Intellect > 1 Haste > 1 Crit, and most other stats fall beneath Haste. If there is a piece of gear that is strictly better already listed, do not suggest yours.
Points of Contention:
Any of the above choices can be contested, but as a TL;DR, here are the things I am most interested in get feedback about:
- fight length
- amount of movement in a fight (this can include crowd control time)
- the number of enemies in a fight
- whether or not Ancient Hysteria should be used (and if not, whether or not another buff be used in its place)
- whether or not Berserking should be used by the Druid
- whether or not Enchant Weapon - Elemental Force should be considered a universal gear-enhancement
- additional universal consumables
- additional gear choices
Please add at least a short description of why you feel the way you do about changing any of these things.
Later Simulations:
For the sake of completion, future simulations will include different races, race-specific items, items that require a paid service to obtain, and time-of-year-exclusive items. They may also consider situations that are not part of the mid-"team fight." This is all in hopes that enough information is gathered to create a systematic method of gearing characters that can be added as functionality to an addon in the future.
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