GOTVV-SHIFT IN RETROSPECT
(VVARNING - HUGE VVALL OF TEXT UP AHEAD!)
I. Preface
Look, I hate false or misleading information. During my break from VVoVV, I realised that some of my posts here contained inaccuracies or just parts, which could have been explained better. I've edited the comments by correcting the false info, but there are a lot of posts concerning my beloved playstyle that needed to be done better. For that reason, I'm writing a cleaner review of my beloved playstyle with the knowledge I've acquired over the last two years ever since I created this thread. Before someone gets a heart attack, fearing that I'd dispute most of the things here, I should add that most (if not all) of my conclusions concerning the GotVV-shift remain the same:
- GotVV + weapon swing + idol swap > /stopattack > uninterrupted swing
- Having a few melee haste buffs doesn't discourage the player from casting GotVV with /stopattack
- Strength > Haste when it comes to gemming as a GotVV-shifter
Again, what I'm doing here is just making a slightly better structured analysis of this playstyle. Now that this is out of the way, I'll continue:
II. General overview
CAT
- 75.99772% crit
- 0.713 attack speed (340 Haste rating)
- AA (average) = 3496.03
- Mangle (average) = 10796.56
- Shred (average) = 15930.13
- FB = 28889.28
- CP value = 5,496.12
- white swing in neutral form (average) = 4,929.5 with 2.566 attack speed
Here's the CP-centered formula, which I will use for all my further calculations:
Quote:
0.923(shred damage) + 0.923*(average amount of CPs per ability)*(damage output of 1 CP) + 0.077*[0.9941(shred damage) + 0.9941*(average amount of CPs per ability)*(damage output of 1 CP) - (number of missed AAs with the second GotVV cast)*(AAaverage damage) - (missed AAs with the second cast prior to Shred)*(3.5/60)*(shred damage) - (missed AAs with the second cast prior to Shred)*(3.5/60)*(average amount of CPs per ability)*(damage output of 1 CP)] - 0.923*(number of missed AAs)*(AA damage) - 0.923(number of AAs prior to Shred)*(3.5/60)*(shred damage) - 0.923(number of AAs prior to Shred)*(3.5/60)*(average amount of CPs per ability)*(damage output of 1 CP)
I'll start with the GotVV-shift with an uninterrupted white swing.
In the past, I wrongly said that the timing of GotVV would determine the overall gain from this approach and even lead to a loss, should we cast the druid buff with a delay. No, that's not the case (at least, this is true with Oathbinder). If you look closely, you'd see that the downtime is the same in both clips. Let me illustrate that with two diagrams:
Due to the long weapon speed of Oathbinder, the GCD from the druid buff would end prior to the swing timer of the polearm. Even if we cast GotVV for a second time, we would still be able to enter cat form before the swing timer ends (assuming there are no attack speed buffs on us). The weapon from LoD has a 3.6-second unmodified weapon speed, whereas our cat paws - 1. This means that we'd miss out on 3.6 cat AAs regardless of melee haste and regardless how late we cast the druid buff. Before I fill the aforementioned formula with numbers, I want to mention that a swing with Oathbinder has 3.5/(60/3.6)= 21% chance to proc OoC, which means that the overall probability to get the proc from both the druid buff and the polearm would be 93.92%. Casting the druid spell for a second time in case of an initial whiff would result in 6.08% of the cases. In that last scenario, entering cat form would trigger a 1.5-sec GCD, which would expire after the slow swing timer ends. This means that the cat AAs we would inflict during the GCD from "cat form" might overwrite our proc. As always, I'll consider that as an additional loss of "shred*3.5/60" and "CP-value*3.5/60" for every additional AA. Now, in this particular scenario timing the druid buff would determine how late the GCD from cat form ends and thus how many AAs could overwrite our OoC proc, but for simplicity's sake I'll add only 1.5 additional cat AAs. The formula would look like so:
Quote:
0.9392(shred damage) + 0.9392*(average amount of CPs per ability)*(damage output of 1 CP) + 0.9392(Oathbinder swing) + 0.0608*[0.9953(shred damage) + 0.9953*(average amount of CPs per ability)*(damage output of 1 CP) + (Oathbinder swing) - (number of missed AAs with the second GotVV cast)*(AAaverage damage) - (missed AAs with the second cast prior to Shred)*(3.5/60)*(shred damage) - (missed AAs with the second cast prior to Shred)*(3.5/60)*(average amount of CPs per ability)*(damage output of 1 CP)] - 0.9392*(number of missed AAs)*(AA damage) - 0.9392(number of AAs prior to Shred)*(3.5/60)*(shred damage) - 0.9392(number of AAs prior to Shred)*(3.5/60)*(average amount of CPs per ability)*(damage output of 1 CP)
(0.9392*15930.13) + (0.9392*5,496.12) + (0.9392*4,929.5) + 0.0608*(15,855.88 + 5,470.5 + 4,929.5 - 12,585.71 - 4,739.2 - 1,635.1) - (0.9392*3.6*3496.03) - (0.9392*3.6*15930.13*3.5/60) - (0.9392*3.6*5,496.12*3.5/60) = 9,150.47
Now, I'm going to compare that number to a GotVV-shift with /stopattack. Before I go further into detail, I want to show a video:
The GCD caused by GotVV, as already explained in the past, can be shortened with spell haste (for reference, every 25.21 haste rating increases our melee haste by 1%, whereas every 32.79 - our spell haste also by that amount). This, coupled with the melee haste buffs from a BDK and boomie, leads to an attack speed of 0.713, while the duration of the GCD from the druid buff becomes around 1.26 with http://wotlk.cavernoftime.com/spell=3738 and http://wotlk.cavernoftime.com/spell=48396. "Cat form" lasts 1.5 seconds regardless of spell haste. This is important to know because this determines how many AAs you'd miss out and how many you'd inflict upon shapeshifting back in cat form, which could potentially overwrite your proc, should you cast GotVV within a /stopattack macro.
In the perfect scenario, we'd cast GotVV 0.2 seconds after AA-ing in cat form. 0.513 would remain from the AACD, which can be subtracted from the 1.26 GCD of the AoE buff. This leads to a downtime of 0.747 seconds with the initial cast of the dudu buff, which constitutes 1.05 missed AAs. Entering cat form would trigger a 1.5-sec GCD, which means that overall 3.15 AAs could have potentially granted us a CC proc, making the shift meaningless. Should the druid buff whiff, the player would be forced to cast it for a second time. This means that the downtime would be 2.007 seconds (2.81 missed AAs), and 4.92 AAs might have (had) the potential to proc OoC. Here are the numbers:
(0.923*15930.13) + (0.923*5,496.12) + 0.077*(15,836 + 5,463.69 - 9,823.8 - 4,571.95 - 1,577.39) - (0.923*1.05*3496.03) - (0.923*3.15*15930.13*3.5/60) - (0.923*3.15*5,496.12*3.5/60) = 13,164.48
Admittedly, this is just the desired outcome. It's worth noting that the player doesn't have a lot of reaction time, should the first cat AA proc OoC before he casts GotVV. For that reason, we need a bigger delay. Something like this:
Let's imagine that the cat player casts GotVV 0.4 seconds after the swing (0.313 remaining), which would lower the duration of the druid buff to 0.947 seconds. Let's add a small delay after the GCD ends (like 0.3 seconds), making the overall downtime 1.247 seconds, which constitute 1.75 missed AAs. Entering cat form would trigger a 1.5-sec GCD, which means that overall 3.85 AAs could have procced the OoC talent, making the shift meaningless. Should the druid buff whiff, the player would be forced to cast it for a second time. This means that the downtime would be 2.507 seconds (3.52 missed AAs), and 5.62 AAs might have (had) the potential to proc OoC. Here are the numbers:
(0.923*15930.13) + (0.923*5,496.12) + 0.077*(15,836 + 5,463.69 - 12,306.03 - 5,222.43 - 1,801.81) - (0.923*1.75*3496.03) - (0.923*3.85*15930.13*3.5/60) - (0.923*3.85*5,496.12*3.5/60) = 9,839.66
This shows a bigger dps gain in comparison to its "uninterrupted" version despite the delay being longer here. If I have to acknowledge the same 0.7-sec delay in the case with the first variation as well for the sake of accuracy, then not 3.6 but actually 3.85 AAs would be able to overwrite the CC proc or 5.62, if the initial druid buff whiffs and the player needs to recast it. VVith those conditions, the numbers for the "uninterrupted swing" would look like so:
(0.9392*15930.13) + (0.9392*5,496.12) + (0.9392*4,929.5) + 0.0608*(15,855.88 + 5,470.5 + 4,929.5 - 12,585.71 - 5,222.43 - 1,801.81) - (0.9392*3.6*3496.03) - (0.9392*3.85*15930.13*3.5/60) - (0.9392*3.85*5,496.12*3.5/60) = 8,817.48
Around 1k difference. Now let me show you why this can be improved even more:
This approach benefits from the previous two variations:
- you get a higher probability to score a CC proc, and you inflict extra damage with the polearm;
- the earlier you cast the druid buff, the bigger the damage gain.
I'm going to redo my calculations concerning the scenario with the delay. Let's imagine that the cat player casts GotVV 0.4 seconds after the swing (0.313 remaining), which would lower the duration of the druid buff to 0.947 seconds. Once the cat AA ends, the player strikes the boss with Oathbinder and starts the slow swing. Let's add a small delay after the GCD ends when the person enters cat form and resets his swing timer (like 0.3 seconds). Since the duration of the swing reset is equal to your current attack speed, the cat player would have to sit through 0.713 seconds, making the overall downtime 1.96 seconds, which constitute 2.75 missed AAs. Entering cat form would trigger a 1.5-sec GCD, which partially overlaps with the swing reset. This means that overall 3.85 AAs could potentially overwrite our proc. Should the druid buff whiff, the player would be forced to cast it for a second time. Here's the important part - the cat player should NOT reset the swing timer after entering cat form, else he would sit through a longer downtime (only true if there are no melee haste buffs). If Oathbinder has around 2.5 weapon speed with melee haste, and we subtract 0.947 (delay from the first GotVV) and 1.26 (delay from the second GotVV) seconds from its duration, we'd get ~0.3 remaining. This is why it would be pointless to reset the swing timer and sit through 0.4 additional seconds. This means that the missed AAs would be 3.6, and 5.62 AAs might have (had) the potential to proc OoC. Here are the numbers:
(0.9392*15930.13) + (0.9392*5,496.12) + (0.9392*4,929.5) + 0.0608*(15,855.88 + 5,470.5 + 4,929.5 - 12,585.71 - 5,222.43 - 1,801.81) - (0.9392*2.75*3496.03) - (0.9392*3.85*15930.13*3.5/60) - (0.9392*3.85*5,496.12*3.5/60) = 11,608.44
This is around 1.7k gain in comparison to the /stopattack macro with the same delay, and this doesn't even consider the additional damage we can get from swapping our idols. Now you can see why I suggested this a few posts above.
Before I end this subsection, I'd like to mention one more thing. On discord, I got asked if people would have still used FFF off GCD had it not been nerfed on warmane. My answer was mostly negative. This is because spamming GotVV is more reliable than a spell with ~6% proc chance. Quick maths:
3.5/(60/1) = 0.05833 (proc chance)
15930.13 (Shred damage) + 5,496.12 (CP-value from that Shred) = 21,426.25
21,426.25*0.05833 = 1,250 (average damage gain from FFF)
If I were to subtract that from 9,085 (i.e. damage gain from the weakest GotVV-shift variation, aka the "uninterrupted swing"), I'd get 7,835, which means that the player would still be encouraged to spam the druid buff. Does it mean that the loss of FFF is irrelevant? No, it's not. Even if GotVV is more reliable, I would have considered using FFF 1-2 seconds before refreshing a DoT. This is because in that scenario I would have just pooled energy and AA-ed the boss (= I would have been rather passive), so it would have been better to fill the gap with something safe. Same goes to NG (with the difference that its initial GCD is 1.5 seconds, which is affected by spell haste as well, and has a proc chance of 8.75% {could be ~6%}, resulting in 1875 damage gain on average). As for Barkskin - imho the best time to use it is right after a swing in cat form while waiting for a GCD from a cat ability like Shred, Mangle, Rake etc to end (assuming that we don't need the actual buff in a fight). Doing so would prevent the CC proc from being overwritten by an AA, and in case of a whiff we could immediately react to it by casting GotVV.
III. Attack speed modifiers
As explained, haste can reduce the duration of GotVV by a bit. Even if melee and spell haste have different ratings for 1%, the latter helps us minimise losing too many AAs when we're empowered with a certain buff. Funkymusic explains in this video that this stat doesn't have any diminishing returns, and he mentions that the GCD cannot go lower than one second. This is important because it concerns the GotVV-shift as well:
In this video, you can see me obtaining 700 haste rating from DBVV, 340 from the gloves enchant, and 500 from the haste pot. On my Icecrown kitty, I have 290 haste from gear. Under normal circumstances, I should have been able to lower the GCD to:
1.5/(1+((290+340+500+700)/3279)) = 0.9627 seconds
However, the game shows 1 second. So, even for us the duration of the GCD cannot go past that threshold regardless of buffs, but since melee haste can continue to increase our AAs with the same rate, any potential losses would snowball from there. This is more relevant for "/stopattack", but it's also something to keep in mind when doing the other variations. This is yet another proof why it's important to cast GotVV as early as possible, in order to minimise the delay. In the next paragraphs, I'll redo some of my calculations concerning various haste buffs by taking into consideration the final attack speed and the duration of the GCD from GotVV, and I'll compare "/stopattack" with the "uninterrupted swing" variation.
Let's assume that we have activated the Engineering gloves enchant, and have +340 haste rating. This is how our attack speed and the duration of the GCD from GotVV would look like:
cat AA: 1/1.2/1.03/(1+(680/2521)) = 0.64
dudu buff: 1.5/1.03/1.05/(1+(680/3279)) = 1.15
Quote:
Let's imagine that the cat player casts GotVV 0.4 seconds after the swing, which would lower the duration of the druid buff to 0.91 seconds. Let's add a small delay after the GCD ends (like 0.3 seconds), making the overall downtime 1.21 seconds, which constitute 1.89 missed AAs. Entering cat form would trigger a 1.5-sec GCD, which means that overall 4.23 AAs could have procced the OoC talent, making the shift meaningless. Should the druid buff whiff, the player would be forced to cast it for a second time. This means that the downtime would be 2.36 seconds (3.69 missed AAs), and 6.03 AAs might have (had) the potential to proc OoC. Here are the numbers:
(0.923*15930.13) + (0.923*5,496.12) + 0.077*(15,836 + 5,463.69 - 12,900.35 - 5,603.42 - 1,933.26) - (0.923*1.89*3496.03) - (0.923*4.23*15930.13*3.5/60) - (0.923*4.23*5,496.12*3.5/60) = 8,864.3
vs
(0.9392*15930.13) + (0.9392*5,496.12) + (0.9392*4,929.5) + 0.0608*(15,855.88 + 5,470.5 + 4,929.5 - 12,585.71 - 5,603.42 - 1,933.26) - (0.9392*3.6*3496.03) - (0.9392*4.23*15930.13*3.5/60) - (0.9392*4.23*5,496.12*3.5/60) = 8,340.26
Gonna bump it by 0.1 seconds and see where that leads me. N.B.: The "uninterrupted swing" would attack for a second time with Oathbinder. This is because the attack swing lasts 2.3 seconds, but it will be renewed before the entire downtime takes place:
2.3 (weapon swing) + 0.64 (attack in cat form) - 0.4 (initial delay) - 2*1.15 (both druid buffs) - 0.4 (the delay before going in cat form) = -0.16
So from here onwards, I'll always acknowledge two swings with Oathbinder when the druid buff is cast twice!!!
(0.923*15930.13) + (0.923*5,496.12) + 0.077*(15,836 + 5,463.69 - 13,437.87 - 5,749.78 - 1,983.76) - (0.923*2.05*3496.03) - (0.923*4.39*15930.13*3.5/60) - (0.923*4.39*5,496.12*3.5/60) = 8,106.88
vs
(0.9392*15930.13) + (0.9392*5,496.12) + (0.9392*4,929.5) + 0.0608*(15,855.88 + 5,470.5 + 9,859 - 25,171.42 - 5,749.78 - 1,983.76) - (0.9392*3.6*3496.03) - (0.9392*4.39*15930.13*3.5/60) - (0.9392*4.39*5,496.12*3.5/60) = 7,674.97
another 0.1-sec delay:
(0.923*15930.13) + (0.923*5,496.12) + 0.077*(15,836 + 5,463.69 - 13,984.12 - 5,894.97 - 2,033.85) - (0.923*2.2*3496.03) - (0.923*4.55*15930.13*3.5/60) - (0.923*4.55*5,496.12*3.5/60) = 7,381.18
vs
(0.9392*15930.13) + (0.9392*5,496.12) + (0.9392*4,929.5) + 0.0608*(15,855.88 + 5,470.5 + 9,859 - 25,171.42 - 5,894.97 - 2,033.85) - (0.9392*3.6*3496.03) - (0.9392*4.55*15930.13*3.5/60) - (0.9392*4.55*5,496.12*3.5/60) = 7,475.28
=> 0.8 seconds - max delay
Haste buff from DBVV:
cat AA: 1/1.2/1.03/(1+(1040/2521)) = 0.573
dudu buff: 1.5/1.03/1.05/(1+(1040/3279)) = 1.05
Quote:
Let's imagine that the cat player casts GotVV 0.4 seconds after the swing, which would lower the duration of the druid buff to 0.877 seconds. Let's add a small delay after the GCD ends (like 0.3 seconds), making the overall downtime 1.177 seconds, which constitute 2.05 missed AAs. Entering cat form would trigger a 1.5-sec GCD, which means that overall 4.67 AAs could have procced the OoC talent, making the shift meaningless. Should the druid buff whiff, the player would be forced to cast it for a second time. This means that the downtime would be 2.227 seconds (3.89 missed AAs), and 6.5 AAs might have (had) the potential to proc OoC. Here are the numbers:
(0.923*15930.13) + (0.923*5,496.12) + 0.077*(15,836 + 5,463.69 - 13,599.56 - 6,040.17 - 2,083.95) - (0.923*2.05*3496.03) - (0.923*4.67*15930.13*3.5/60) - (0.923*4.67*5,496.12*3.5/60) = 7,741.34
vs
(0.9392*15930.13) + (0.9392*5,496.12) + (0.9392*4,929.5) + 0.0608*(15,855.88 + 5,470.5 + 9,859 - 25,171.42 - 6,040.17 - 2,083.95) - (0.9392*3.6*3496.03) - (0.9392*4.67*15930.13*3.5/60) - (0.9392*4.67*5,496.12*3.5/60) = 7,322.54
=> 0.7 seconds - max delay
Haste buff from the pot:
cat AA: 1/1.2/1.03/(1+(840/2521)) = 0.61
dudu buff: 1.5/1.03/1.05/(1+(840/3279)) = 1.104
Quote:
Let's imagine that the cat player casts GotVV 0.4 seconds after the swing, which would lower the duration of the druid buff to 0.894 seconds. Let's add a small delay after the GCD ends (like 0.3 seconds), making the overall downtime 1.194 seconds, which constitute 1.96 missed AAs. Entering cat form would trigger a 1.5-sec GCD, which means that overall 4.42 AAs could have procced the OoC talent, making the shift meaningless. Should the druid buff whiff, the player would be forced to cast it for a second time. This means that the downtime would be 2.298 seconds (3.77 missed AAs), and 6.23 AAs might have (had) the potential to proc OoC. Here are the numbers:
(0.923*15930.13) + (0.923*5,496.12) + 0.077*(15,836 + 5,463.69 - 13,180.03 - 5,789.27 - 1,997.38) - (0.923*1.96*3496.03) - (0.923*4.42*15930.13*3.5/60) - (0.923*4.42*5,496.12*3.5/60) = 8,378.45
vs
(0.9392*15930.13) + (0.9392*5,496.12) + (0.9392*4,929.5) + 0.0608*(15,855.88 + 5,470.5 + 9,859 - 25,171.42 - 5,789.27 - 1,997.38) - (0.9392*3.6*3496.03) - (0.9392*4.42*15930.13*3.5/60) - (0.9392*4.42*5,496.12*3.5/60) = 7,636.53
gonna bump the delay by 0.1 seconds
(0.923*15930.13) + (0.923*5,496.12) + 0.077*(15,836 + 5,463.69 - 13,743.41 - 5,938.1 - 2,048.73) - (0.923*2.12*3496.03) - (0.923*4.58*15930.13*3.5/60) - (0.923*4.58*5,496.12*3.5/60) = 7,618.78
vs
(0.9392*15930.13) + (0.9392*5,496.12) + (0.9392*4,929.5) + 0.0608*(15,855.88 + 5,470.5 + 9,859 - 25,171.42 - 5,938.1 - 2,048.73) - (0.9392*3.6*3496.03) - (0.9392*4.58*15930.13*3.5/60) - (0.9392*4.58*5,496.12*3.5/60) = 7,436.54
=> 0.8 seconds - max delay
Haste buff from gloves & pot:
cat AA: 1/1.2/1.03/(1+(1180/2521)) = 0.55
dudu buff: 1.5/1.03/1.05/(1+(1180/3279)) = 1.02
Quote:
Let's imagine that the cat player casts GotVV 0.4 seconds after the swing, which would lower the duration of the druid buff to 0.87 seconds. Let's add a small delay after the GCD ends (like 0.3 seconds), making the overall downtime 1.17 seconds, which constitute 2.13 missed AAs. Entering cat form would trigger a 1.5-sec GCD, which means that overall 4.85 AAs could have procced the OoC talent, making the shift meaningless. Should the druid buff whiff, the player would be forced to cast it for a second time. This means that the downtime would be 2.19 seconds (3.98 missed AAs), and 6.71 AAs might have (had) the potential to proc OoC. Here are the numbers:
(0.923*15930.13) + (0.923*5,496.12) + 0.077*(15,836 + 5,463.69 - 13,920.56 - 6,235.3 - 2,151.27) - (0.923*2.13*3496.03) - (0.923*4.85*15930.13*3.5/60) - (0.923*4.85*5,496.12*3.5/60) = 7,230.61
vs
(0.9392*15930.13) + (0.9392*5,496.12) + (0.9392*4,929.5) + 0.0608*(15,855.88 + 5,470.5 + 9,859 - 25,171.42 - 6,235.3 - 2,151.27) - (0.9392*3.6*3496.03) - (0.9392*4.85*15930.13*3.5/60) - (0.9392*4.85*5,496.12*3.5/60) = 7,095.29
=> 0.7 seconds - max delay
Haste buff from DBVV & pot:
cat AA: 1/1.2/1.03/(1+(1540/2521)) = 0.5
dudu buff: 1.5/1.03/1.05/(1+(1540/3279)) = 1 (cap)
Quote:
Let's imagine that the cat player casts GotVV 0.4 seconds after the swing, which would lower the duration of the druid buff to 0.9 seconds. Let's add a small delay after the GCD ends (like 0.3 seconds), making the overall downtime 1.2 seconds, which constitute 2.4 missed AAs. Entering cat form would trigger a 1.5-sec GCD, which means that overall 5.4 AAs could have procced the OoC talent, making the shift meaningless. Should the druid buff whiff, the player would be forced to cast it for a second time. This means that the downtime would be 2.2 seconds (4.4 missed AAs), and 7.4 AAs might have (had) the potential to proc OoC. Here are the numbers:
(0.923*15930.13) + (0.923*5,496.12) + 0.077*(15,836 + 5,463.69 - 15,382.5 - 6,876.51 - 2,372.49) - (0.923*2.4*3496.03) - (0.923*5.4*15930.13*3.5/60) - (0.923*5.4*5,496.12*3.5/60) = 5,545.9
vs
(0.9392*15930.13) + (0.9392*5,496.12) + (0.9392*4,929.5) + 0.0608*(15,855.88 + 5,470.5 + 9,859 - 25,171.42 - 6,876.51 - 2,372.49) - (0.9392*3.6*3496.03) - (0.9392*5.4*15930.13*3.5/60) - (0.9392*5.4*5,496.12*3.5/60) = 6,397.21
gonna lower it by 0.1-sec
(0.923*15930.13) + (0.923*5,496.12) + 0.077*(15,836 + 5,463.69 - 14,683.33 - 6,690.65 - 2,308.37) - (0.923*2.2*3496.03) - (0.923*5.2*15930.13*3.5/60) - (0.923*5.2*5,496.12*3.5/60) = 6,495.07
vs
(0.9392*15930.13) + (0.9392*5,496.12) + (0.9392*4,929.5) + 0.0608*(15,855.88 + 5,470.5 + 9,859 - 25,171.42 - 6,690.65 - 2,308.37) - (0.9392*3.6*3496.03) - (0.9392*5.2*15930.13*3.5/60) - (0.9392*5.2*5,496.12*3.5/60) = 6,647.19
=> 0.5 seconds - max delay
Haste buff from DBVV & gloves:
cat AA: 1/1.2/1.03/(1+(1380/2521)) = 0.52
dudu buff: 1.5/1.03/1.05/(1+(1380/3279)) = 1 (cap)
Quote:
Let's imagine that the cat player casts GotVV 0.4 seconds after the swing, which would lower the duration of the druid buff to 0.88 seconds. Let's add a small delay after the GCD ends (like 0.3 seconds), making the overall downtime 1.18 seconds, which constitute 2.27 missed AAs. Entering cat form would trigger a 1.5-sec GCD, which means that overall 5.15 AAs could have procced the OoC talent, making the shift meaningless. Should the druid buff whiff, the player would be forced to cast it for a second time. This means that the downtime would be 2.18 seconds (4.19 missed AAs), and 7.08 AAs might have (had) the potential to proc OoC. Here are the numbers:
(0.923*15930.13) + (0.923*5,496.12) + 0.077*(15,836 + 5,463.69 - 14,648.37 - 6,579.14 - 2,269.9) - (0.923*2.27*3496.03) - (0.923*5.15*15930.13*3.5/60) - (0.923*5.15*5,496.12*3.5/60) = 6,341.1
vs
(0.9392*15930.13) + (0.9392*5,496.12) + (0.9392*4,929.5) + 0.0608*(15,855.88 + 5,470.5 + 9,859 - 25,171.42 - 6,579.14 - 2,269.9) - (0.9392*3.6*3496.03) - (0.9392*5.15*15930.13*3.5/60) - (0.9392*5.15*5,496.12*3.5/60) = 6,715
gonna lower it by 0.1-sec
(0.923*15930.13) + (0.923*5,496.12) + 0.077*(15,836 + 5,463.69 - 13,984.12 - 6,397.58 - 2,207.26) - (0.923*2.08*3496.03) - (0.923*4.96*15930.13*3.5/60) - (0.923*4.96*5,496.12*3.5/60) = 7,243.36
vs
(0.9392*15930.13) + (0.9392*5,496.12) + (0.9392*4,929.5) + 0.0608*(15,855.88 + 5,470.5 + 9,859 - 25,171.42 - 6,397.58 - 2,207.26) - (0.9392*3.6*3496.03) - (0.9392*4.96*15930.13*3.5/60) - (0.9392*4.96*5,496.12*3.5/60) = 6,952.89
=> 0.6 seconds - max delay
Haste buff from DBVV & pot & gloves:
cat AA: 1/1.2/1.03/(1+(1,880/2521)) = 0.46
dudu buff: 1.5/1.03/1.05/(1+(1540/3279)) = 1 (cap)
Quote:
Let's imagine that the cat player casts GotVV 0.4 seconds after the swing, which would lower the duration of the druid buff to 0.94 seconds. Let's add a small delay after the GCD ends (like 0.1 seconds), making the overall downtime 1.04 seconds, which constitute 2.26 missed AAs. Entering cat form would trigger a 1.5-sec GCD, which means that overall 5.52 AAs could have procced the OoC talent, making the shift meaningless. Should the druid buff whiff, the player would be forced to cast it for a second time. This means that the downtime would be 2.04 seconds (4.43 missed AAs), and 7.7 AAs might have (had) the potential to proc OoC. Here are the numbers:
(0.923*15930.13) + (0.923*5,496.12) + 0.077*(15,836 + 5,463.69 - 15,487.41 - 7,155.28 - 2,468.67) - (0.923*2.26*3496.03) - (0.923*5.52*15930.13*3.5/60) - (0.923*5.52*5,496.12*3.5/60) = 5,822.27
vs
(0.9392*15930.13) + (0.9392*5,496.12) + (0.9392*4,929.5) + 0.0608*(15,855.88 + 5,470.5 + 9,859 - 25,171.42 - 7,155.28 - 2,468.67) - (0.9392*3.6*3496.03) - (0.9392*5.52*15930.13*3.5/60) - (0.9392*5.52*5,496.12*3.5/60) = 6,233.56
gonna lower it by 0.1-sec
(0.923*15930.13) + (0.923*5,496.12) + 0.077*(15,836 + 5,463.69 - 14,744.12 - 6,949.23 - 2,397.58) - (0.923*2.04*3496.03) - (0.923*5.3*15930.13*3.5/60) - (0.923*5.3*5,496.12*3.5/60) = 6,864.55
vs
(0.9392*15930.13) + (0.9392*5,496.12) + (0.9392*4,929.5) + 0.0608*(15,855.88 + 5,470.5 + 9,859 - 25,171.42 - 6,949.23 - 2,397.58) - (0.9392*3.6*3496.03) - (0.9392*5.3*15930.13*3.5/60) - (0.9392*5.3*5,496.12*3.5/60) = 6,508.66
=> 0.4 seconds - max delay
Let's see the cases with Bloodlust:
cat AA: 1/1.2/1.03/1.3/(1+(340/2521)) = 0.55
dudu buff: 1.5/1.03/1.05/1.3/(1+(340/3279)) = 1 (cap)
Quote:
Let's imagine that the cat player casts GotVV 0.4 seconds after the swing, which would lower the duration of the druid buff to 0.85 seconds. Let's add a small delay after the GCD ends (like 0.3 seconds), making the overall downtime 1.15 seconds, which constitute 2.09 missed AAs. Entering cat form would trigger a 1.5-sec GCD, which means that overall 4.82 AAs could have procced the OoC talent, making the shift meaningless. Should the druid buff whiff, the player would be forced to cast it for a second time. This means that the downtime would be 2.15 seconds (3.91 missed AAs), and 6.64 AAs might have (had) the potential to proc OoC. Here are the numbers:
(0.923*15930.13) + (0.923*5,496.12) + 0.077*(15,836 + 5,463.69 - 13,669.48 - 6,170.27 - 2,128.83) - (0.923*2.09*3496.03) - (0.923*4.82*15930.13*3.5/60) - (0.923*4.82*5,496.12*3.5/60) = 7,420.36
vs
(0.9392*15930.13) + (0.9392*5,496.12) + (0.9392*4,929.5) + 0.0608*(15,855.88 + 5,470.5 + 4,929.5 - 12,585.71 - 6,170.27 - 2,128.83) - (0.9392*3.6*3496.03) - (0.9392*4.82*15930.13*3.5/60) - (0.9392*4.82*5,496.12*3.5/60) = 7,601.31
=> 0.6 seconds - max delay
Let's see the cases with Bloodlust & Gloves:
cat AA: 1/1.2/1.03/1.3/(1+(680/2521)) = 0.49
dudu buff: 1.5/1.03/1.05/1.3/(1+(680/3279)) = 1 (cap)
Quote:
Let's imagine that the cat player casts GotVV 0.4 seconds after the swing, which would lower the duration of the druid buff to 0.91 seconds. Let's add a small delay after the GCD ends (like 0.3 seconds), making the overall downtime 1.21 seconds, which constitute 2.47 missed AAs. Entering cat form would trigger a 1.5-sec GCD, which means that overall 5.53 AAs could have procced the OoC talent, making the shift meaningless. Should the druid buff whiff, the player would be forced to cast it for a second time. This means that the downtime would be 2.21 seconds (4.51 missed AAs), and 7.57 AAs might have (had) the potential to proc OoC. Here are the numbers:
(0.923*15930.13) + (0.923*5,496.12) + 0.077*(15,836 + 5,463.69 - 15,767.1 - 7,034.48 - 2,426.99) - (0.923*2.47*3496.03) - (0.923*5.53*15930.13*3.5/60) - (0.923*5.53*5,496.12*3.5/60) = 5,124.07
vs
(0.9392*15930.13) + (0.9392*5,496.12) + (0.9392*4,929.5) + 0.0608*(15,855.88 + 5,470.5 + 9,859 - 25,171.42 - 7,034.48 - 2,426.99) - (0.9392*3.6*3496.03) - (0.9392*5.53*15930.13*3.5/60) - (0.9392*5.53*5,496.12*3.5/60) = 6,231.7
gonna lower it by 0.1 seconds
(0.923*15930.13) + (0.923*5,496.12) + 0.077*(15,836 + 5,463.69 - 15,054.33 - 6,846.16 - 2,362.02) - (0.923*2.27*3496.03) - (0.923*5.33*15930.13*3.5/60) - (0.923*5.33*5,496.12*3.5/60) = 6,074.55
vs
(0.9392*15930.13) + (0.9392*5,496.12) + (0.9392*4,929.5) + 0.0608*(15,855.88 + 5,470.5 + 9,859 - 25,171.42 - 6,846.16 - 2,362.02) - (0.9392*3.6*3496.03) - (0.9392*5.33*15930.13*3.5/60) - (0.9392*5.33*5,496.12*3.5/60) = 6,481.87
=> 0.5 seconds - max delay
Finally, I will consider Bloodlust + DBVV (most likely going to be present at start after Berserk):
cat AA: 1/1.2/1.03/1.3/(1+(1040/2521)) = 0.44
dudu buff: 1.5/1.03/1.05/1.3/(1+(680/3279)) = 1 (cap)
Quote:
Let's imagine that the cat player casts GotVV 0.4 seconds after the swing, which would lower the duration of the druid buff to 0.96 seconds. Let's add a small delay after the GCD ends (like 0.1 seconds), making the overall downtime 1.06 seconds, which constitute 2.41 missed AAs. Entering cat form would trigger a 1.5-sec GCD, which means that overall 5.82 AAs could have procced the OoC talent, making the shift meaningless. Should the druid buff whiff, the player would be forced to cast it for a second time. This means that the downtime would be 2.06 seconds (4.68 missed AAs), and 8.09 AAs might have (had) the potential to proc OoC. Here are the numbers:
(0.923*15930.13) + (0.923*5,496.12) + 0.077*(15,836 + 5,463.69 - 16,361.42 - 7,517.69 - 2,593.71) - (0.923*2.41*3496.03) - (0.923*5.82*15930.13*3.5/60) - (0.923*5.82*5,496.12*3.5/60) = 4,887.32
vs
(0.9392*15930.13) + (0.9392*5,496.12) + (0.9392*4,929.5) + 0.0608*(15,855.88 + 5,470.5 + 9,859 - 25,171.42 - 7,517.69 - 2,593.71) - (0.9392*3.6*3496.03) - (0.9392*5.82*15930.13*3.5/60) - (0.9392*5.82*5,496.12*3.5/60) = 5,851.76
gonna lower it by 0.1 seconds
(0.923*15930.13) + (0.923*5,496.12) + 0.077*(15,836 + 5,463.69 - 15,573.22 - 7,307.34 - 2,521.14) - (0.923*2.18*3496.03) - (0.923*5.59*15930.13*3.5/60) - (0.923*5.59*5,496.12*3.5/60) = 5,977.31
vs
(0.9392*15930.13) + (0.9392*5,496.12) + (0.9392*4,929.5) + 0.0608*(15,855.88 + 5,470.5 + 9,859 - 25,171.42 - 7,307.34 - 2,521.14) - (0.9392*3.6*3496.03) - (0.9392*5.59*15930.13*3.5/60) - (0.9392*5.59*5,496.12*3.5/60) = 6,138.95
=> 0.3 seconds - max delay
The scenarios above show that having a lot of haste rating wouldn't lead to a tremendous loss of AAs because the duration of the druid buff is also lowered, which is yet another thing I didn't calculate properly in the past (though, in the post concerning Attack Speed Modifiers I stated that I have used predetermined delays for the sake of simplicity).
Kova, how does that translate in the context of gemming haste?
VVell, it's evident that the more haste we have, the more AAs we'd sacrifice (even if the number isn't that big). Just so I make a proper comparison, below you'll find the damage for the most important cat abilities depending on the build.
Agility & Strength (undercapped)
Agility & Haste w/ Berserk enchant (undercapped)
Agility & Haste w/ BM enchant (undercapped)
In "Agility vs Strength vs Haste" post, you can find the conditions, based on which I determined how many Rips, Rakes, Shreds etc would be used in a fight, so I won't repeat them. That said, I want to explain my logic concerning the CC procs from AAs a bit better. Knowing that white attacks have 3.5 ppm to proc OoC, I can use the attack speed of the "Agility & Strength" BiS list (0.6964) and calculate how many procs I would get on average per minute:
3.5/60*60/0.6964 = 5.0258 (let's round it down to 5)
This means that I would get a proc every 12 seconds or, rather, after every 17th AA on average. The pic below shows evenly distributed CC procs within a 3-minute fight (I am aware that it's not perfect, but use your imagination).
Stacking Haste would shorten the gap a bit, but one shouldn't expect to get a gajillion amount of procs per minute. VVe'd still get 5 most of the time:
3.5/60*60/0.6824 = 5.1289
In truth, it's not impossible to get more CCs from the additional AAs, but it's super unlikely. If I manage to get 2 additional AAs, then the probability to get CCs from both would be:
(3.5/60)*(3.5/60) = 0.0034 or 0.34%
Yeah... As you can see, ignoring the fact that the player would get a CC from each extra AA was intentional on my part.
This is because the tendency that we would get a CC proc after every 17th AA or so on average still remains true. This means that both the "Agility & Strength" and "Agility & Haste" builds would get the same amount of CC procs from the first X AAs. Now, my logic is that the Haste-cats might get an additional proc at the end due to the increased amount of AAs:
For example, if a cat can inflict 4 extra AAs by the end of the fight, then that's an additional gain of "4*3.5/60*Shred" on average. This is why I'll once again give the same amount of Shreds, Mangles, Rakes etc to the three different builds and calculate the difference in AAs separately for the Haste-variations. Just like before, I'll observe the case with /stopattack. GotVV will be cast with a 0.4-sec delay after the cat AA, meaning that the Strength-cat would sit through 0.9366 seconds of GCD per cast, the Haste-cat w/ Berserking would have to endure a 0.9316-sec delay (Alliance) or 0.9346 (Horde), whereas its BM-equivalent - 0.9256 seconds (Alliance)/0.928 seconds (Horde).
2-min nonstop dummy-boss fight (Alliance)
AAs w/o the shifts:
- Agility & Strength: 172.31
- Agility & Haste w/ Berserking: 175.85
- Agility & Haste w/ BM: 179.27
Energy consumtpion:
Total energy = 1530
13 Rakes
5 Rips
4 SRs
2 Mangles (1 free and unbuffed + 1 buffed)
Remaining energy for Shreds and FBs = 835
9 Finishers, in need of 27 CP-generators (or 12 Shreds/ 504 energy if we exclude the Mangles and Rakes)
Remaining energy = 331
10 AA-CCs and 4 GotVVs-CCs {2 shifts on average per minute} (588 potential energy):
919 energy for FBs and Shreds - 5x [(3x42) + (1x35) = 161]
Remaining energy - 114, which is enough for two Shreds.
In total:
2 Mangles (1 free and unbuffed)
13 Rakes
5 Rips
4 SRs
29 Shreds
5 FBs
Number of AAs:
Agility & Strength: 5.35 sacrificed AAs for 4x Shreds.
166.96 AAs in total
Agility & Haste w/ Berserking: 5.46 sacrificed AAs for 4x Shreds.
170.39 AAs in total
Agility & Haste w/ BM: 5.53 sacrificed AAs for 4x Shreds.
173.74 AAs in total
Agility & Strength:
(166.96*3498.71) + ((10792.66/1.33) + 10792.66) + (13*20152.45) + (5*56158.76) + (29*15924.08) + (5*28906.53) = 1,752,158.68
Agility & Haste w/Berserking:
(170.39*3462.43) + ((10702.32/1.33) + 10702.32) + (13*19996.1) + (5*55781.6) + (29*15791.95) + (5*28661.33) = 1,748,843.12
Agility & Haste w/BM:
(173.74*3426.57) + ((10613.02/1.33) + 10613.02) + (13*19841.57) + (5*55408.84) + (29*15661.35) + (5*28418.97) = 1,745,183.62
Extra Shred damage for the "Agility & Haste w/ Berserking" build vs "Strength":
170.39 - 166.96 = 3.43 (difference in AAs)
15791.95*3.43*3.5/60 = 3,159.7 (potential OoC-Shred damage from those AAs)
Extra Shred damage for the "Agility & Haste w/ BM" build vs "Strength":
173.74 - 166.96 = 6.78 (difference in AAs)
15661.35*6.78*3.5/60 = 6,194.06 (potential OoC-Shred damage from those AAs)
VVith these added bonuses, the damage output of all three builds would look like so:
1) Agility & Strength = 1,752,158.68
2) Agility & Haste w/ Berserking = 1,752,002.8
3) Agility & Haste w/ BM = 1,751,377.7
10 AA-CCs and 6 GotVVs-CCs {3 shifts on average per minute} (672 potential energy):
1003 energy for FBs and Shreds - 6x [(3x42) + (1x35) = 161]
Remaining energy - 37, which is not enough for anything.
In total:
2 Mangles (1 free and unbuffed)
13 Rakes
5 Rips
4 SRs
30 Shreds
6 FBs
Number of AAs:
Agility & Strength: 8.07 sacrificed AAs for 6x Shreds.
164.24 AAs in total
Agility & Haste w/ Berserking: 8.19 sacrificed AAs for 6x Shreds.
167.66 AAs in total
Agility & Haste w/ BM: 8.3 sacrificed AAs for 6x Shreds.
170.97 AAs in total
Agility & Strength:
(164.24*3498.71) + ((10792.66/1.33) + 10792.66) + (13*20152.45) + (5*56158.76) + (30*15924.08) + (6*28906.53) = 1,787,472.8
Agility & Haste w/Berserking:
(167.66*3462.43) + ((10702.32/1.33) + 10702.32) + (13*19996.1) + (5*55781.6) + (30*15791.95) + (6*28661.33) = 1,783,843.97
Agility & Haste w/BM:
(170.97 *3426.57) + ((10613.02/1.33) + 10613.02) + (13*19841.57) + (5*55408.84) + (30*15661.35) + (6*28418.97) = 1,779,772.34
Extra Shred damage for the "Agility & Haste w/ Berserking" build vs "Strength":
167.66 - 164.24 = 3.42 (difference in AAs)
15791.95*3.42*3.5/60 = 3,150.49 (potential OoC-Shred damage from those AAs)
Extra Shred damage for the "Agility & Haste w/ BM" build vs "Strength":
170.97 - 164.24 = 6.73 (difference in AAs)
15661.35*6.73*3.5/60 = 6,148.38 (potential OoC-Shred damage from those AAs)
VVith these added bonuses, the damage output of all three builds would look like so:
1) Agility & Strength = 1,787,472.8
2) Agility & Haste w/ Berserking = 1,786,994.5
3) Agility & Haste w/ BM = 1,785,920.7
3-min nonstop dummy-boss fight (Alliance)
AAs w/o the shifts:
- Agility & Strength: 258.47
- Agility & Haste w/ Berserking: 263.77
- Agility & Haste w/ BM: 268.9
Energy consumtpion:
Total energy = 2250
3 Mangles (1 free and unbuffed)
19 Rakes
7.82 Rips (energy for 8)
6 SRs
Remaining energy for Shreds and FBs = 1195
14 Finishers, in need of 42 CP-generators (or 20 Shreds or 840 energy if we exclude the Mangles and Rakes)
Remaining energy = 355
15 AA-CCs and 6 GotVVs-CCs {2 shifts on average per minute} (882 potential energy):
1,237 energy for FBs and Shreds - 7x [(3x42) + (1x35) = 161]
Remaining energy - 110 which is enough for two Shreds.
In total:
3 Mangles (1 free and unbuffed)
19 Rakes
7.82 Rips
6 SRs
43 Shreds
7 FBs
Number of AAs:
Agility & Strength: 8.07 sacrificed AAs for 6x Shreds.
250.4 AAs in total
Agility & Haste w/ Berserking: 8.19 sacrificed AAs for 6x Shreds.
255.58 AAs in total
Agility & Haste w/ BM: 8.3 sacrificed AAs for 6x Shreds.
260.6 AAs in total
Agility & Strength:
(250.4*3498.71) + ((10792.66/1.33) + 2*10792.66) + (19*20152.45) + (7.82*56158.76) + (43*15924.08) + (7*28906.53) = 2,614,916.3
Agility & Haste w/Berserking:
(255.58*3462.43) + ((10702.32/1.33) + 2*10702.32) + (19*19996.1) + (7.82*55781.6) + (43*15791.95) + (7*28661.33) = 2,610,200.5
Agility & Haste w/BM:
(260.6*3426.57) + ((10613.02/1.33) + 2*10613.02) + (19*19841.57) + (7.82*55408.84) + (43*15661.35) + (7*28418.97) = 2,604,827.7
Extra Shred damage for the "Agility & Haste w/ Berserking" build vs "Strength":
255.58 - 250.4 = 5.18 (difference in AAs)
15791.95*5.18*3.5/60 = 4,771.8 (potential OoC-Shred damage from those AAs)
Extra Shred damage for the "Agility & Haste w/ BM" build vs "Strength":
260.6 - 250.4 = 10.2 (difference in AAs)
15661.35*10.2*3.5/60 = 9,318.5 (potential OoC-Shred damage from those AAs)
VVith these added bonuses, the damage output of all three builds would look like so:
1) Agility & Haste w/ Berserking = 2,614,972.3
2) Agility & Strength = 2,614,916.3
3) Agility & Haste w/ BM = 2,614,146.2
15 AA-CCs and 9 GotVVs-CCs {3 shifts on average per minute} (1,008 potential energy):
1,363 energy for FBs and Shreds - 8x [(3x42) + (1x35) = 161]
Remaining energy - 75 which is enough for only one Shred.
In total:
3 Mangles (1 free and unbuffed)
19 Rakes
7.82 Rips
4 SRs
45 Shreds
8 FBs
Number of AAs:
Agility & Strength: 12.1 sacrificed AAs for 9x Shreds.
246.37 AAs in total
Agility & Haste w/ Berserking: 12.29 sacrificed AAs for 9x Shreds.
251.48 AAs in total
Agility & Haste w/ BM: 12.44 sacrificed AAs for 9x Shreds.
256.46 AAs in total
Agility & Strength:
(246.37*3498.71) + ((10792.66/1.33) + 2*10792.66) + (19*20152.45) + (7.82*56158.76) + (45*15924.08) + (8*28906.53) = 2,661,571.2
Agility & Haste w/Berserking:
(251.48*3462.43) + ((10702.32/1.33) + 2*10702.32) + (19*19996.1) + (7.82*55781.6) + (45*15791.95) + (8*28661.33) = 2,656,249.8
Agility & Haste w/BM:
(256.46*3426.57) + ((10613.02/1.33) + 2*10613.02) + (19*19841.57) + (7.82*55408.84) + (45*15661.35) + (8*28418.97) = 2,650,383.4
Extra Shred damage for the "Agility & Haste w/ Berserking" build vs "Strength":
251.48 - 246.37 = 5.11 (difference in AAs)
15791.95*5.11*3.5/60 = 4,707.32 (potential OoC-Shred damage from those AAs)
Extra Shred damage for the "Agility & Haste w/ BM" build vs "Strength":
256.46 - 246.37 = 10.09 (difference in AAs)
15661.35*10.09*3.5/60 = 9,218 (potential OoC-Shred damage from those AAs)
VVith these added bonuses, the damage output of all three builds would look like so:
1) Agility & Strength = 2,661,571.2
2) Agility & Haste w/ Berserking = 2,660,957.1
3) Agility & Haste w/ BM = 2,659,601.4
4-min nonstop dummy-boss fight (Alliance)
AAs w/o the shifts:
- Agility & Strength: 344.63
- Agility & Haste w/ Berserking: 351.7
- Agility & Haste w/ BM: 358.53
Energy consumtpion:
Total energy = 2970
4 Mangles (1 free and unbuffed + 3 buffed)
26 Rakes
10.55 Rips (energy for 11)
8 SRs
Remaining energy for Shreds and FBs = 1520
19 Finishers, in need of 57 CP-generators (or 27 Shreds or 1134 energy if we exclude the Mangles and Rakes)
Remaining energy = 386
20 AA-CCs and 8 GotVVs-CCs {2 shifts on average per minute} (1,176 potential energy):
1,562 energy for FBs and Shreds - 9x [(3x42) + (1x35) = 161]
Remaining energy - 113 which is enough for two Shreds.
In total:
4 Mangles (1 free and unbuffed)
26 Rakes
10.55 Rips
8 SRs
56 Shreds
9 FBs
Number of AAs:
Agility & Strength: 10.76 sacrificed AAs for 8x Shreds.
333.87 AAs in total
Agility & Haste w/ Berserking: 10.92 sacrificed AAs for 8x Shreds.
340.78 AAs in total
Agility & Haste w/ BM: 11.06 sacrificed AAs for 8x Shreds.
347.47 AAs in total
Agility & Strength:
(333.87*3498.71) + ((10792.66/1.33) + 3*10792.66) + (26*20152.45) + (10.55*56158.76) + (56*15924.08) + (9*28906.53) = 3,476,952.9
Agility & Haste w/Berserking:
(340.78*3462.43) + ((10702.32/1.33) + 3*10702.32) + (26*19996.1) + (10.55*55781.6) + (56*15791.95) + (9*28661.33) = 3,470,776.4
Agility & Haste w/BM:
(347.47*3426.57) + ((10613.02/1.33) + 3*10613.02) + (26*19841.57) + (10.55*55408.84) + (56*15661.35) + (9*28418.97) = 3,463,699.5
Extra Shred damage for the "Agility & Haste w/ Berserking" build vs "Strength":
340.78 - 333.87 = 6.91 (difference in AAs)
15791.95*6.91*3.5/60 = 6,365.47 (potential OoC-Shred damage from those AAs)
Extra Shred damage for the "Agility & Haste w/ BM" build vs "Strength":
347.47 - 333.87 = 13.6 (difference in AAs)
15661.35*13.6*3.5/60 = 12,424.67 (potential OoC-Shred damage from those AAs)
VVith these added bonuses, the damage output of all three builds would look like so:
1) Agility & Haste w/ Berserking = 3,477,141.9
2) Agility & Strength = 3,476,952.9
3) Agility & Haste w/ BM = 3,476,124.2
20 AA-CCs and 12 GotVVs-CCs {3 shifts on average per minute} (1,344 potential energy):
1,730 energy for FBs and Shreds - 10x [(3x42) + (1x35) = 161]
Remaining energy - 120 which is enough for two Shreds.
In total:
4 Mangles (1 free and unbuffed)
26 Rakes
10.55 Rips
8 SRs
59 Shreds
10 FBs
Number of AAs:
Agility & Strength: 16.14 sacrificed AAs for 12x Shreds.
328.49 AAs in total
Agility & Haste w/ Berserking: 16.38 sacrificed AAs for 12x Shreds.
335.32 AAs in total
Agility & Haste w/ BM: 16.59 sacrificed AAs for 12x Shreds.
341.94 AAs in total
Agility & Strength:
(328.49*3498.71) + ((10792.66/1.33) + 3*10792.66) + (26*20152.45) + (10.55*56158.76) + (59*15924.08) + (10*28906.53) = 3,534,808.6
Agility & Haste w/Berserking:
(335.32*3462.43) + ((10702.32/1.33) + 3*10702.32) + (26*19996.1) + (10.55*55781.6) + (59*15791.95) + (10*28661.33) = 3,527,908.7
Agility & Haste w/BM:
(341.94*3426.57) + ((10613.02/1.33) + 3*10613.02) + (26*19841.57) + (10.55*55408.84) + (59*15661.35) + (10*28418.97) = 3,520,153.6
Extra Shred damage for the "Agility & Haste w/ Berserking" build vs "Strength":
335.32 - 328.49 = 6.83 (difference in AAs)
15791.95*6.83*3.5/60 = 6,291.77 (potential OoC-Shred damage from those AAs)
Extra Shred damage for the "Agility & Haste w/ BM" build vs "Strength":
341.94 - 328.49 = 13.45 (difference in AAs)
15661.35*13.45*3.5/60 = 12,287.6 (potential OoC-Shred damage from those AAs)
VVith these added bonuses, the damage output of all three builds would look like so:
1) Agility & Strength = 3,534,808.6
2) Agility & Haste w/ Berserking = 3,534,200.5
3) Agility & Haste w/ BM = 3,532,441.2
5-min nonstop dummy-boss fight (Alliance)
AAs w/o the shifts:
- Agility & Strength: 430.79
- Agility & Haste w/ Berserking: 439.62
- Agility & Haste w/ BM: 448.16
Energy consumtpion:
Total energy = 3,690
5 Mangles (1 free and unbuffed + 3 buffed)
33 Rakes
13 Rips
10 SRs
Remaining energy for Shreds and FBs = 1,865
24 Finishers, in need of 72 CP-generators (or 34 Shreds or 1,428 energy if we exclude the Mangles and Rakes)
Remaining energy = 437
25 AA-CCs and 10 GotVVs-CCs {2 shifts on average per minute} (1,470 potential energy):
1,907 energy for FBs and Shreds - 11x [(3x42) + (1x35) = 161]
Remaining energy - 136 which is enough for three Shreds.
In total:
5 Mangles (1 free and unbuffed)
33 Rakes
13 Rips
10 SRs
70 Shreds
11 FBs
Number of AAs:
Agility & Strength: 13.45 sacrificed AAs for 10x Shreds.
417.34 AAs in total
Agility & Haste w/ Berserking: 13.65 sacrificed AAs for 10x Shreds.
425.97 AAs in total
Agility & Haste w/ BM: 13.83 sacrificed AAs for 10x Shreds.
434.33 AAs in total
Agility & Strength:
(417.34*3498.71) + ((10792.66/1.33) + 4*10792.66) + (33*20152.45) + (13*56158.76) + (70*15924.08) + (11*28906.53) = 4,339,189.2
Agility & Haste w/Berserking:
(425.97*3462.43) + ((10702.32/1.33) + 4*10702.32) + (33*19996.1) + (13*55781.6) + (70*15791.95) + (11*28661.33) = 4,331,490.7
Agility & Haste w/BM:
(434.33*3426.57) + ((10613.02/1.33) + 4*10613.02) + (33*19841.57) + (13*55408.84) + (70*15661.35) + (11*28418.97) = 4,322,683.8
Extra Shred damage for the "Agility & Haste w/ Berserking" build vs "Strength":
425.97 - 417.34 = 8.63 (difference in AAs)
15791.95*8.63*3.5/60 = 7,949.93 (potential OoC-Shred damage from those AAs)
Extra Shred damage for the "Agility & Haste w/ BM" build vs "Strength":
434.33 - 417.34 = 16.99 (difference in AAs)
15661.35*16.99*3.5/60 = 15,521.7 (potential OoC-Shred damage from those AAs)
VVith these added bonuses, the damage output of all three builds would look like so:
1) Agility & Haste w/ Berserking = 4,339,440.6
2) Agility & Strength = 4,339,189.2
3) Agility & Haste w/ BM = 4,338,205.5
25 AA-CCs and 15 GotVVs-CCs {3 shifts on average per minute} (1,680 potential energy):
2,117 energy for FBs and Shreds - 13x [(3x42) + (1x35) = 161]
Remaining energy - 24 which is not enough for anything.
In total:
5 Mangles (1 free and unbuffed)
33 Rakes
13 Rips
10 SRs
73 Shreds
13 FBs
Number of AAs:
Agility & Strength: 20.17 sacrificed AAs for 15x Shreds.
410.62 AAs in total
Agility & Haste w/ Berserking: 20.48 sacrificed AAs for 15x Shreds.
419.14 AAs in total
Agility & Haste w/ BM: 20.74 sacrificed AAs for 15x Shreds.
427.42 AAs in total
Agility & Strength:
(410.62*3498.71) + ((10792.66/1.33) + 4*10792.66) + (33*20152.45) + (13*56158.76) + (73*15924.08) + (13*28906.53) = 4,421,263.2
Agility & Haste w/Berserking:
(419.14*3462.43) + ((10702.32/1.33) + 4*10702.32) + (33*19996.1) + (13*55781.6) + (73*15791.95) + (13*28661.33) = 4,412,540.8
Agility & Haste w/BM:
(427.42*3426.57) + ((10613.02/1.33) + 4*10613.02) + (33*19841.57) + (13*55408.84) + (73*15661.35) + (13*28418.97) = 4,402,828.2
Extra Shred damage for the "Agility & Haste w/ Berserking" build vs "Strength":
419.14 - 410.62 = 8.52(difference in AAs)
15791.95*8.52*3.5/60 = 7,848.6 (potential OoC-Shred damage from those AAs)
Extra Shred damage for the "Agility & Haste w/ BM" build vs "Strength":
427.42 - 410.62 = 16.8 (difference in AAs)
15661.35*16.8*3.5/60 = 15,348.1 (potential OoC-Shred damage from those AAs)
VVith these added bonuses, the damage output of all three builds would look like so:
1) Agility & Strength = 4,421,263.2
2) Agility & Haste w/ Berserking = 4,420,389.4
3) Agility & Haste w/ BM = 4,418,176.3
2-min nonstop dummy-boss fight (Horde)
AAs w/o the shifts:
- Agility & Strength: 172.31
- Agility & Haste w/ Berserking: 174.06
- Agility & Haste w/ BM: 177.51
Energy consumtpion:
Total energy = 1530
13 Rakes
5 Rips
4 SRs
2 Mangles (1 free and unbuffed + 1 buffed)
Remaining energy for Shreds and FBs = 835
9 Finishers, in need of 27 CP-generators (or 12 Shreds/ 504 energy if we exclude the Mangles and Rakes)
Remaining energy = 331
10 AA-CCs and 4 GotVVs-CCs {2 shifts on average per minute} (588 potential energy):
919 energy for FBs and Shreds - 5x [(3x42) + (1x35) = 161]
Remaining energy - 114, which is enough for two Shreds.
In total:
2 Mangles (1 free and unbuffed)
13 Rakes
5 Rips
4 SRs
29 Shreds
5 FBs
Number of AAs:
Agility & Strength: 5.35 sacrificed AAs for 4x Shreds.
166.96 AAs in total
Agility & Haste w/ Berserking: 5.42 sacrificed AAs for 4x Shreds.
168.64 AAs in total
Agility & Haste w/ BM: 5.49 sacrificed AAs for 4x Shreds.
172.02 AAs in total
Agility & Strength:
(166.96*3478.87) + ((10734.94/1.33) + 10734.94) + (13*20050.05) + (5*55898.88) + (29*15839.43) + (5*28755.06) = 1,742,902.3
Agility & Haste w/Berserking:
(168.64*3460.96) + ((10690.37/1.33) + 10690.37) + (13*19972.91) + (5*55712.82) + (29*15774.24) + (5*28653.99) = 1,741,319.4
Agility & Haste w/BM:
(172.02*3425.35) + ((10601.75/1.33) + 10601.75) + (13*19819.55) + (5*55342.87) + (29*15644.63) + (5*28413.27) = 1,737,930.8
Extra Shred damage for the "Agility & Haste w/ Berserking" build vs "Strength":
168.64 - 166.96 = 1.68 (difference in AAs)
15774.24*1.68*3.5/60 = 1,545.88 (potential OoC-Shred damage from those AAs)
Extra Shred damage for the "Agility & Haste w/ BM" build vs "Strength":
172.02 - 166.96 = 5.06 (difference in AAs)
15644.63*5.06*3.5/60 = 4,617.77 (potential OoC-Shred damage from those AAs)
VVith these added bonuses, the damage output of all three builds would look like so:
1) Agility & Strength = 1,742,902.3
2) Agility & Haste w/ Berserking = 1,742,865.3
3) Agility & Haste w/ BM = 1,742,548.6
10 AA-CCs and 6 GotVVs-CCs {3 shifts on average per minute} (672 potential energy):
1003 energy for FBs and Shreds - 6x [(3x42) + (1x35) = 161]
Remaining energy - 37, which is not enough for anything.
In total:
2 Mangles (1 free and unbuffed)
13 Rakes
5 Rips
4 SRs
30 Shreds
6 FBs
Number of AAs:
Agility & Strength: 8.07 sacrificed AAs for 6x Shreds.
164.24 AAs in total
Agility & Haste w/ Berserking: 8.13 sacrificed AAs for 6x Shreds.
165.92 AAs in total
Agility & Haste w/ BM: 8.24 sacrificed AAs for 6x Shreds.
169.27 AAs in total
Agility & Strength:
(164.24*3478.87) + ((10734.94/1.33) + 10734.94) + (13*20050.05) + (5*55898.88) + (30*15839.43) + (6*28755.06) = 1,778,034.2
Agility & Haste w/Berserking:
(165.93*3460.96) + ((10690.37/1.33) + 10690.37) + (13*19972.91) + (5*55712.82) + (30*15774.24) + (6*28653.99) = 1,776,368.4
Agility & Haste w/BM:
(169.27*3425.35) + ((10601.75/1.33) + 10601.75) + (13*19819.55) + (5*55342.87) + (30*15644.63) + (6*28413.27) = 1,772,569
Extra Shred damage for the "Agility & Haste w/ Berserking" build vs "Strength":
165.92 - 164.24 = 1.68 (difference in AAs)
15774.24*1.68*3.5/60 = 1,545.88 (potential OoC-Shred damage from those AAs)
Extra Shred damage for the "Agility & Haste w/ BM" build vs "Strength":
169.27 - 164.24 = 5.06 (difference in AAs)
15644.63*5.06*3.5/60 = 4,617.77 (potential OoC-Shred damage from those AAs)
VVith these added bonuses, the damage output of all three builds would look like so:
1) Agility & Strength = 1,778,034.2
2) Agility & Haste w/ Berserking = 1,777,914.3
3) Agility & Haste w/ BM = 1,777,186.8
3-min nonstop dummy-boss fight (Horde)
AAs w/o the shifts:
- Agility & Strength: 258.47
- Agility & Haste w/ Berserking: 261.1
- Agility & Haste w/ BM: 266.27
Energy consumtpion:
Total energy = 2250
3 Mangles (1 free and unbuffed)
19 Rakes
7.82 Rips (energy for 8)
6 SRs
Remaining energy for Shreds and FBs = 1195
14 Finishers, in need of 42 CP-generators (or 20 Shreds or 840 energy if we exclude the Mangles and Rakes)
Remaining energy = 355
15 AA-CCs and 6 GotVVs-CCs {2 shifts on average per minute} (882 potential energy):
1,237 energy for FBs and Shreds - 7x [(3x42) + (1x35) = 161]
Remaining energy - 110 which is enough for two Shreds.
In total:
3 Mangles (1 free and unbuffed)
19 Rakes
7.82 Rips
6 SRs
43 Shreds
7 FBs
Number of AAs:
Agility & Strength: 8.07 sacrificed AAs for 6x Shreds.
250.4 AAs in total
Agility & Haste w/ Berserking: 8.13 sacrificed AAs for 6x Shreds.
252.97 AAs in total
Agility & Haste w/ BM: 8.24 sacrificed AAs for 6x Shreds.
258.03 AAs in total
Agility & Strength:
(250.4*3478.87) + ((10734.94/1.33) + 2*10734.94) + (19*20050.05) + (7.82*55898.88) + (43*15839.43) + (7*28755.06) = 2,601,111.4
Agility & Haste w/Berserking:
(252.97*3460.96) + ((10690.37/1.33) + 2*10690.37) + (19*19972.91) + (7.82*55712.82) + (43*15774.24) + (7*28653.99) = 2,598,967.5
Agility & Haste w/BM:
(258.03*3425.35) + ((10601.75/1.33) + 2*10601.75) + (19*19819.55) + (7.82*55342.87) + (43*15644.63) + (7*28413.27) = 2,593,982.5
Extra Shred damage for the "Agility & Haste w/ Berserking" build vs "Strength":
252.97 - 250.4 = 2.57 (difference in AAs)
15774.24*2.57*3.5/60 = 2,364.8 (potential OoC-Shred damage from those AAs)
Extra Shred damage for the "Agility & Haste w/ BM" build vs "Strength":
258.03 - 250.4 = 7.63(difference in AAs)
15644.63*7.63*3.5/60 = 6,963.16(potential OoC-Shred damage from those AAs)
VVith these added bonuses, the damage output of all three builds would look like so:
1) Agility & Haste w/ Berserking = 2,601,332.3
2) Agility & Strength = 2,601,111.4
3) Agility & Haste w/ BM = 2,600,945.7
15 AA-CCs and 9 GotVVs-CCs {3 shifts on average per minute} (1,008 potential energy):
1,363 energy for FBs and Shreds - 8x [(3x42) + (1x35) = 161]
Remaining energy - 75 which is enough for only one Shred.
In total:
3 Mangles (1 free and unbuffed)
19 Rakes
7.82 Rips
4 SRs
45 Shreds
8 FBs
Number of AAs:
Agility & Strength: 12.1 sacrificed AAs for 9x Shreds.
246.37 AAs in total
Agility & Haste w/ Berserking: 12.2 sacrificed AAs for 9x Shreds.
248.9 AAs in total
Agility & Haste w/ BM: 12.36 sacrificed AAs for 9x Shreds.
253.91 AAs in total
Agility & Strength:
(246.37*3478.87) + ((10734.94/1.33) + 2*10734.94) + (19*20050.05) + (7.82*55898.88) + (45*15839.43) + (8*28755.06) = 2,647,525.5
Agility & Haste w/Berserking:
(248.9*3460.96) + ((10690.37/1.33) + 2*10690.37) + (19*19972.91) + (7.82*55712.82) + (45*15774.24) + (8*28653.99) = 2,645,083.8
Agility & Haste w/BM:
(253.91*3425.35) + ((10601.75/1.33) + 2*10601.75) + (19*19819.55) + (7.82*55342.87) + (45*15644.63) + (8*28413.27) = 2,639,572.6
Extra Shred damage for the "Agility & Haste w/ Berserking" build vs "Strength":
248.9 - 246.37 = 2.53 (difference in AAs)
15774.24*2.53*3.5/60 = 2,328 (potential OoC-Shred damage from those AAs)
Extra Shred damage for the "Agility & Haste w/ BM" build vs "Strength":
253.91 - 246.37 = 7.54(difference in AAs)
15644.63*7.54*3.5/60 = 6,881(potential OoC-Shred damage from those AAs)
VVith these added bonuses, the damage output of all three builds would look like so:
1) Agility & Strength = 2,647,525.5
2) Agility & Haste w/ Berserking = 2,647,379.2
3) Agility & Haste w/ BM = 2,646,453.6
4-min nonstop dummy-boss fight (Horde)
AAs w/o the shifts:
- Agility & Strength: 344.63
- Agility & Haste w/ Berserking: 348.13
- Agility & Haste w/ BM: 355.03
Energy consumtpion:
Total energy = 2970
4 Mangles (1 free and unbuffed + 3 buffed)
26 Rakes
10.55 Rips (energy for 11)
8 SRs
Remaining energy for Shreds and FBs = 1520
19 Finishers, in need of 57 CP-generators (or 27 Shreds or 1134 energy if we exclude the Mangles and Rakes)
Remaining energy = 386
20 AA-CCs and 8 GotVVs-CCs {2 shifts on average per minute} (1,176 potential energy):
1,562 energy for FBs and Shreds - 9x [(3x42) + (1x35) = 161]
Remaining energy - 113 which is enough for two Shreds.
In total:
4 Mangles (1 free and unbuffed)
26 Rakes
10.55 Rips
8 SRs
56 Shreds
9 FBs
Number of AAs:
Agility & Strength: 10.76 sacrificed AAs for 8x Shreds.
333.87 AAs in total
Agility & Haste w/ Berserking: 10.85 sacrificed AAs for 8x Shreds.
337.28 AAs in total
Agility & Haste w/ BM: 10.98 sacrificed AAs for 8x Shreds.
344.05 AAs in total
Agility & Strength:
(333.87 *3478.87) + ((10734.94/1.33) + 3*10734.94) + (26*20050.05) + (10.55*55898.88) + (56*15839.43) + (9*28755.06) = 3,458,604.6
Agility & Haste w/Berserking:
(337.28*3460.96) + ((10690.37/1.33) + 3*10690.37) + (26*19972.91) + (10.55*55712.82) + (56*15774.24) + (9*28653.99) = 3,455,730.8
Agility & Haste w/BM:
(344.05*3425.35) + ((10601.75/1.33) + 3*10601.75) + (26*19819.55) + (10.55*55342.87) + (56*15644.63) + (9*28413.27) = 3,449,262.4
Extra Shred damage for the "Agility & Haste w/ Berserking" build vs "Strength":
337.28 - 333.87 = 3.41 (difference in AAs)
15774.24*3.41*3.5/60 = 3,137.8 (potential OoC-Shred damage from those AAs)
Extra Shred damage for the "Agility & Haste w/ BM" build vs "Strength":
344.05 - 333.87 = 10.18 (difference in AAs)
15644.63*10.18*3.5/60 = 9,290.3 (potential OoC-Shred damage from those AAs)
VVith these added bonuses, the damage output of all three builds would look like so:
1) Agility & Haste w/ Berserking = 3,458,868.6
2) Agility & Strength = 3,458,604.6
3) Agility & Haste w/ BM = 3,458,552.7
20 AA-CCs and 12 GotVVs-CCs {3 shifts on average per minute} (1,344 potential energy):
1,730 energy for FBs and Shreds - 10x [(3x42) + (1x35) = 161]
Remaining energy - 120 which is enough for two Shreds.
In total:
4 Mangles (1 free and unbuffed)
26 Rakes
10.55 Rips
8 SRs
59 Shreds
10 FBs
Number of AAs:
Agility & Strength: 16.14 sacrificed AAs for 12x Shreds.
328.49 AAs in total
Agility & Haste w/ Berserking: 16.27 sacrificed AAs for 12x Shreds.
331.86 AAs in total
Agility & Haste w/ BM: 16.47 sacrificed AAs for 12x Shreds.
338.56 AAs in total
Agility & Strength:
(328.49*3478.87) + ((10734.94/1.33) + 3*10734.94) + (26*20050.05) + (10.55*55898.88) + (59*15839.43) + (10*28755.06) = 3,516,161.7
Agility & Haste w/Berserking:
(331.86*3460.96) + ((10690.37/1.33) + 3*10690.37) + (26*19972.91) + (10.55*55712.82) + (59*15774.24) + (10*28653.99) = 3,512,949.1
Agility & Haste w/BM:
(338.56*3425.35) + ((10601.75/1.33) + 3*10601.75) + (26*19819.55) + (10.55*55342.87) + (59*15644.63) + (10*28413.27) = 3,505,804.4
Extra Shred damage for the "Agility & Haste w/ Berserking" build vs "Strength":
331.86 - 328.49 = 3.37 (difference in AAs)
15774.24*3.37*3.5/60 = 3,101 (potential OoC-Shred damage from those AAs)
Extra Shred damage for the "Agility & Haste w/ BM" build vs "Strength":
338.56 - 328.49 = 10.07 (difference in AAs)
15644.63*10.07*3.5/60 = 9,189.9 (potential OoC-Shred damage from those AAs)
VVith these added bonuses, the damage output of all three builds would look like so:
1) Agility & Strength = 3,516,161.7
2) Agility & Haste w/ Berserking = 3,516,050.1
3) Agility & Haste w/ BM = 3,514,994.3
5-min nonstop dummy-boss fight (Horde)
AAs w/o the shifts:
- Agility & Strength: 430.79
- Agility & Haste w/ Berserking: 435.16
- Agility & Haste w/ BM: 443.79
Energy consumtpion:
Total energy = 3,690
5 Mangles (1 free and unbuffed + 3 buffed)
33 Rakes
13 Rips
10 SRs
Remaining energy for Shreds and FBs = 1,865
24 Finishers, in need of 72 CP-generators (or 34 Shreds or 1,428 energy if we exclude the Mangles and Rakes)
Remaining energy = 437
25 AA-CCs and 10 GotVVs-CCs {2 shifts on average per minute} (1,470 potential energy):
1,907 energy for FBs and Shreds - 11x [(3x42) + (1x35) = 161]
Remaining energy - 136 which is enough for three Shreds.
In total:
5 Mangles (1 free and unbuffed)
33 Rakes
13 Rips
10 SRs
70 Shreds
11 FBs
Number of AAs:
Agility & Strength: 13.45 sacrificed AAs for 10x Shreds.
417.34 AAs in total
Agility & Haste w/ Berserking: 13.56 sacrificed AAs for 10x Shreds.
421.6 AAs in total
Agility & Haste w/ BM: 13.73 sacrificed AAs for 10x Shreds.
430.06 AAs in total
Agility & Strength:
(417.34*3478.87) + ((10734.94/1.33) + 4*10734.94) + (33*20050.05) + (13*55898.88) + (70*15839.43) + (11*28755.06) = 4,316,285.6
Agility & Haste w/Berserking:
(421.6*3460.96) + ((10690.37/1.33) + 4*10690.37) + (33*19972.91) + (13*55712.82) + (70*15774.24) + (11*28653.99) = 4,312,703.5
Agility & Haste w/BM:
(430.06*3425.35) + ((10601.75/1.33) + 4*10601.75) + (33*19819.55) + (13*55342.87) + (70*15644.63) + (11*28413.27) = 4,304,656.8
Extra Shred damage for the "Agility & Haste w/ Berserking" build vs "Strength":
421.6 - 417.34 = 4.26 (difference in AAs)
15774.24*4.26*3.5/60 = 3,919.9 (potential OoC-Shred damage from those AAs)
Extra Shred damage for the "Agility & Haste w/ BM" build vs "Strength":
430.06 - 417.34 = 12.72 (difference in AAs)
15644.63*12.72*3.5/60 = 11,608.3 (potential OoC-Shred damage from those AAs)
VVith these added bonuses, the damage output of all three builds would look like so:
1) Agility & Haste w/ Berserking = 4,316,623.4
2) Agility & Strength = 4,316,285.6
3) Agility & Haste w/ BM = 4,316,265.1
25 AA-CCs and 15 GotVVs-CCs {3 shifts on average per minute} (1,680 potential energy):
2,117 energy for FBs and Shreds - 13x [(3x42) + (1x35) = 161]
Remaining energy - 24 which is not enough for anything.
In total:
5 Mangles (1 free and unbuffed)
33 Rakes
13 Rips
10 SRs
73 Shreds
13 FBs
Number of AAs:
Agility & Strength: 20.17 sacrificed AAs for 15x Shreds.
410.62 AAs in total
Agility & Haste w/ Berserking: 20.34 sacrificed AAs for 15x Shreds.
414.82 AAs in total
Agility & Haste w/ BM: 20.59 sacrificed AAs for 15x Shreds.
423.2 AAs in total
Agility & Strength:
(410.62*3478.87) + ((10734.94/1.33) + 4*10734.94) + (33*20050.05) + (13*55898.88) + (73*15839.43) + (13*28755.06) = 4,397,936
Agility & Haste w/Berserking:
(414.82*3460.96) + ((10690.37/1.33) + 4*10690.37) + (33*19972.91) + (13*55712.82) + (73*15774.24) + (13*28653.99) = 4,393,868.9
Agility & Haste w/BM:
(423.2*3425.35) + ((10601.75/1.33) + 4*10601.75) + (33*19819.55) + (13*55342.87) + (73*15644.63) + (13*28413.27) = 4,384,919.3
Extra Shred damage for the "Agility & Haste w/ Berserking" build vs "Strength":
414.82 - 410.62 = 4.2 (difference in AAs)
15774.24*4.2*3.5/60 = 3,864.7 (potential OoC-Shred damage from those AAs)
Extra Shred damage for the "Agility & Haste w/ BM" build vs "Strength":
423.2 - 410.62 = 12.58 (difference in AAs)
15644.63*12.58*3.5/60 = 11,480.6 (potential OoC-Shred damage from those AAs)
VVith these added bonuses, the damage output of all three builds would look like so:
1) Agility & Strength = 4,397,936
2) Agility & Haste w/ Berserking = 4,397,733.6
3) Agility & Haste w/ BM = 4,396,399.9
Even when the gemming options are refined, the numbers show a clear tendency that Haste gradually loses to Strength the more shifts we do. This is due to its anti-synergies with the GotVV-shift. Having a shorter swing timer means that more AAs would be sacrificed during the idle period when we cast GotVV. However, that's just the small penalty. The thing that actually increases the gap between Haste and Strength in favour of the latter stat is that the new abilities (Shred, FB) hit harder.
To highlight this tendency better, I'm going to observe the "swing reset" GotVV-shift variation. There, the feral cat player trades a cat AA for a swing with Oathbinder. Depending on the build, the damage of that polearm would look like so:
- Agility & Strength: 4,998.59 (Berserking gives 120 AP; 60 Strength from gems and food)
- Agility & Haste w/ Berserking: 4,920.85 (Berserking gives 120 AP)
- Agility & Haste w/ BM: 4,856.38
These are the numbers for an Alliance cat. So, for every GotVV-shift I can remove the damage of the cat AA and add the one from above. Let's take the damage output of all builds in a 4-min fight with 12 shifts (3 shifts per minute):
Quote:
1) Agility & Strength = 3,534,808.6
2) Agility & Haste w/ Berserking = 3,534,200.5
3) Agility & Haste w/ BM = 3,532,441.2
Replacing 12 cat AAs with their Oathbinder equivalents would look like so:
Quote:
- Agility & Strength = 3,534,808.6 - (12*3498.71) + (12*4,998.59) = 3,552,807.2
- Agility & Haste w/ Berserking = 3,534,200.5 - (12*3462.43) + (12*4,920.85) = 3,551,701.5
- Agility & Haste w/ BM = 3,532,441.2 - (12*3426.57) + (12*4,856.38) = 3,549,598.9
Before someone gets too excited, I should mention that my method of comparing different builds disregards the possibility that the potential CC from the additional AAs would provide the Haste-cats with usable CPs. This is because it's not clear when that last proc would register. If it's in the last X seconds, when we're trying to spend our energy efficiently and prioritise it on Shred, while aiming to use FB as the last GCD before the boss ides, then obtaining a CC proc would translate as plain Shred damage. At the same time, I can picture a scenario, when someone is encouraged to bite the boss because that lucky CC granted him the necessary CPs just in the right moment. In the case with the 4-minute fight, the "Haste w/ Berserking" build has 6.83 more AAs than its Strength competitor. If those builds generate 1.758 CPs on average, which are equivalent to 5400 (simplified), then those 6.83 AAs would generate an additional damage of 2151.45 on average, and Haste would prevail once again. However, we cannot expect that those CCs would always come with usable CPs. Let's say that 50% of the time they do. This would mean that Haste w/ Berserking would increase its damage by 1,075.7. In order to beat this, the Strength player would need 4 shifts on average per minute with "stopattack" or 3 shifts with "swing reset".
As you can see, my analysis is not perfect. However, for all of its flaws, it does a good job in showing:
- a gradual tendency that Strength is able to beat Haste after X amount of shifts on average per minute;
- the "swing reset" variation greatly benefiting from Strength.
IV. Maul-Mangle-Maul vs CC for Mangle
Same gear and Agility gems as above, but bear:
- Maul (w/ Enrage) = 12,279.7
- Mangle (w/ Enrage) = 7,979.85
In the post concerning bearweaving, I said that GotVV-shifters should go for "Maul-Mangle-Maul" when they want to refresh Mangle. It took me a while I realise that I wasn't entirely correct. I had the wrong impression that this was guaranteed with icc gear, but even with 72% crit in bear form it's not guaranteed to get the last needed 5 rage from http://wotlk.cavernoftime.com/spell=37117. You need to get a critical either from the first Maul or from Mangle, which with 72% crit would mean 92.16% chance for success. This is very close to 100%, but still a bit short. In the remaining 7.84% of the cases, the bear cycle would look like this: bear form + Enrage + Maul -> Mangle -> bear AA -> Lacerate -> Maul -> cat form. This is bad because it forces the player to remain 1.5 seconds longer in bear form, which could prevent the opportunity to cast a druid buff later on. This means that you'd potentially miss out on a future Shred with CPs, and you get 1-stack Lacerate and a bear AA in return. Let's observe Maul-Mangle-Maul vs GotVV-shift for a CC proc -> Mangle.
- bear form (1.5-sec GCD) + Enrage + Maul -> Mangle (1.5-sec GCD) -> Maul -> cat form (1.5-sec GCD) /4.5 seconds/
- GotVV (1.26-sec GCD) -> cat form (1.5-sec GCD) -> Mangle (1-sec GCD) /3.76 seconds/
If I ignore idol swapping and OoC procs from AAs, going for "Maul-Mangle-Maul" would lead to 29,988.17 damage (average damage with 92.16% chance for success). The GotVV-shift approach would earn the cat player 9,965.22 (Mangle in 92.3% of the cases), 5,072.92 (CP-value in 92.3% of the cases) and somewhere between 12,236.11 (assuming he sacrifices 1.5 AAs from casting GotVV) and 13,984.12 (one AA is sacrificed from GotVV), resulting in 27,274.25-29,022.26 damage. Admittedly, the numbers are in favour of going in bear form as a GotVV-shifter, however this could probably happen once, mby twice per fight, and I'd like to explain why. The first Mangle will obviosuly be a freebie in cat form (with a pre-cast GotVV). The second Mangle could be gained from "Maul-Mangle-Maul", and the player should make sure that he doesn't sacrifice any cat bleeds, otherwise this whole approach would become meaningless. If we assume that Rake is cast 2 seconds into the fight, while Rip - 8, both bleeds would expire at the 30th second mark. For that reason, once Berserk ends, we should flowershift and fish for CPs so that we refresh those bleeds on time (and potentially profit from a snapshot with DBVV and/or Hysteria). Afterwards, the cat player could go for a premature Maul-Mangle-Maul or maybe delay it by a bit. However, the third Mangle will most likely be another cat one as well. This is because Enrage has a 1-min CD just like Mangle, and it will expire right before the bleed debuff does. This means that finding the best timing for a second "Maul-Mangle-Maul" would prove to be very difficult, especially if our bleeds are synced with the bear cycle. My point is that the aforementioned bear cycle would rarely be used, and a GotVV-shifter wouldn't benefit much from it.
In other words, if you need Mangle, either use your energy or buff the raid with GotVV. Tbh, it's for the better that way. In warmane, we have spell batching which would have prolonged the bear cycle anyway. The proposed talent build still remains this.
V. GotVV-shift with a 2.4-speed weapon
Before I start analysing the different bis lists, I want to point out that the weapons of choice from Naxx all the way to ToC have 2.4 seconds as weapon speed (http://wotlk.cavernoftime.com/item=40388, http://wotlk.cavernoftime.com/item=45613, and http://wotlk.cavernoftime.com/item=47463). This means that an attack with those weapons has 14% chance to proc OoC, which coupled with GotVV gives the player 93.38% per shift. The formula would look like so:
Quote:
0.9338(shred damage) + 0.9338*(average amount of CPs per ability)*(damage output of 1 CP) + 0.9338(weapon swing) + 0.0662*[0.9949(shred damage) + 0.9949*(average amount of CPs per ability)*(damage output of 1 CP) + (weapon swing) - (number of missed AAs with the second GotVV cast)*(AAaverage damage) - (missed AAs with the second cast prior to Shred)*(3.5/60)*(shred damage) - (missed AAs with the second cast prior to Shred)*(3.5/60)*(average amount of CPs per ability)*(damage output of 1 CP)] - 0.9338*(number of missed AAs)*(AA damage) - 0.9338(number of AAs prior to Shred)*(3.5/60)*(shred damage) - 0.9338(number of AAs prior to Shred)*(3.5/60)*(average amount of CPs per ability)*(damage output of 1 CP)
Naxx
CAT
- 54.65% crit
- 0.7185 attack speed (318 Haste rating)
- AA (average) = 1529.47
- Shred (average) = 7608.9
- FB = 14083.91
- CP value = 2,394.96
- white swing in neutral form (average) = 1,619.07 with 1.724 attack speed
- duration of GotVV = 1.264
Due to the somewhat long weapon speed of Journey's End, the GCD from the druid buff would end prior to the swing timer of the staff. The same cannot be said for "cat form", and thus I need to estimate a delay. For consistency's sake, let's go with the one from above. Let's say that I cast GotVV 0.4 seconds after the first cat AA and go in cat form 0.3 seconds after the GCD ends. This makes the downtime 1.2455 (2.4 AAs are sacrificed due to the uninterrupted swing) and 3.82 AAs can potentially overwrite the CC proc. If the druid spell gets cast for a second time, we would inevitably attack for a second time with the weapon in neutral form. This results in 4.8 missed AAs, and 5.58 can potentially overwrite the proc. Here are the numbers:
(0.9338*7608.9) + (0.9338*2,394.96) + (0.9338*1,619.07) + 0.0662*(7,570.09 + 2,382.75 + 3,238.14 - 7,341.46 - 2,476.7 - 779.56) - (0.9338*2.4*1529.47) - (0.9338*3.82*7608.9*3.5/60) - (0.9338*3.82*2,394.96*3.5/60) =
5,515.82
Now it's time to observe the case with /stopattack. Let's imagine that the cat player casts GotVV 0.4 seconds after the swing (0.3185 remaining), which would lower the duration of the druid buff to 0.9455 seconds. Let's add a small delay after the GCD ends (like 0.3 seconds), making the overall downtime 1.2455 seconds, which constitute 1.73 missed AAs. Entering cat form would trigger a 1.5-sec GCD, which means that 3.82 AAs could potentially overwrite our proc. Should the druid buff whiff, the player would be forced to cast it for a second time. This means that the downtime would be 2.5095 seconds (3.49 missed AAs), and 5.58 AAs might overwrite the buff. Here are the numbers:
(0.923*7608.9) + (0.923*2,394.96) + 0.077*(7,564 + 2,380.83 - 5,337.85 - 2,476.7 - 779.56) - (0.923*1.73*1529.47) - (0.923*3.82*7608.9*3.5/60) - (0.923*3.82*2,394.96*3.5/60) =
4,837.78
Yikes. The druid player would gain less damage with this approach. I see why no one mentioned the presence of /stopattack in some Classic-related videos. Before I observe the situation with resetting the swing timer, I want to redo my calculations by shortening the delay. I'm just going to ignore the 0.3 seconds. The numbers for the uninterrupted swing timer would look like so:
(0.9338*7608.9) + (0.9338*2,394.96) + (0.9338*1,619.07) + 0.0662*(7,570.09 + 2,382.75 + 3,238.14 - 7,341.46 - 2,291.54 - 721.28) - (0.9338*2.4*1529.47) - (0.9338*3.4*7608.9*3.5/60) - (0.9338*3.4*2,394.96*3.5/60) =
5,760.8
vs
(0.923*7608.9) + (0.923*2,394.96) + 0.077*(7,564 + 2,380.83 - 4,703.36 - 2,291.54 - 721.28) - (0.923*1.32*1529.47) - (0.923*3.4*7608.9*3.5/60) - (0.923*3.4*2,394.96*3.5/60) =
5,710.4
Still a loss, but the damage is close. I'm going to observe the situation with a 0.3 delay instead of 0.4:
(0.9338*7608.9) + (0.9338*2,394.96) + (0.9338*1,619.07) + 0.0662*(7,570.09 + 2,382.75 + 3,238.14 - 7,341.46 - 2,229.76 - 701.84) - (0.9338*2.4*1529.47) - (0.9338*3.26*7608.9*3.5/60) - (0.9338*3.26*2,394.96*3.5/60) =
5,842.47
vs
(0.923*7608.9) + (0.923*2,394.96) + 0.077*(7,564 + 2,380.83 - 4,490.49 - 2,229.76 - 701.84) - (0.923*1.18*1529.47) - (0.923*3.26*7608.9*3.5/60) - (0.923*3.26*2,394.96*3.5/60) =
6,006.09
Hmmmmmmmmmmmmmmmmmmm. This definitely shows something interesting. VVell, first of all, the conclusion that /stopattack > uninterrupted swing still remains true, but it really depends on the overall skill of the player. Unlike Oathbinder, Journey's End's swing timer lasts significantly shorter, which is the reason why the same principle cannot be applied so easily here. The longer the delay, the worse /stopattack becomes, which means that the GotVV-shift with the uninterrupted swing is generally fool-proof and noob friendly.
Alright, it's time for the case with the swing reset. I'll use the first delay again (incl. the 0.3-sec one). Let's imagine that the cat player casts GotVV 0.4 seconds after the swing (0.3185 remaining), which would lower the duration of the druid buff to 0.9455 seconds. Once the cat AA ends, the player strikes the boss with JE and starts the slow swing. Let's add a small delay after the GCD ends when the person enters cat form and resets his swing timer (like 0.3 seconds). Since the duration of the swing reset is equal to your current attack speed, the cat player would have to sit through 0.7185 seconds, making the overall downtime 1.964 seconds, which constitute 2.73 missed AAs. Entering cat form would trigger a 1.5-sec GCD, which means that overall 3.82 AAs could potentially overwrite our proc. Should the druid buff whiff, the player would be forced to cast it for a second time. Here's the important part - unlike the case with Oathbinder, the wielder of JE should reset the swing timer after the second GotVV. This means that the missed AAs would be 4.49, and 5.58 AAs might overwrite the buff. Here are the numbers:
(0.9338*7608.9) + (0.9338*2,394.96) + (0.9338*1,619.07) + 0.0662*(7,570.09 + 2,382.75 + 3,238.14 - 6,867.32 - 2,476.7 - 779.56) - (0.9338*2.73*1529.47) - (0.9338*3.82*7608.9*3.5/60) - (0.9338*3.82*2,394.96*3.5/60) =
5,075.89
I'll once again observe the situation w/o the 0.3-sec delay:
(0.9338*7608.9) + (0.9338*2,394.96) + (0.9338*1,619.07) + 0.0662*(7,570.09 + 2,382.75 + 3,238.14 - 6,232.83 - 2,291.54 - 721.28) - (0.9338*2.32*1529.47) - (0.9338*3.4*7608.9*3.5/60) - (0.9338*3.4*2,394.96*3.5/60) =
5,948.45
Same conclusions, though this beats the uninterrupted swing even with a 0.4 delay. The delay needs to be relatively small in order for this to prevail over the uninterrupted swing. Let's compare them with a 0.5 delay:
(0.9338*7608.9) + (0.9338*2,394.96) + (0.9338*1,619.07) + 0.0662*(7,570.09 + 2,382.75 + 3,238.14 - 7,341.46 - 2,353.31 - 740.72) - (0.9338*2.4*1529.47) - (0.9338*3.54*7608.9*3.5/60) - (0.9338*3.54*2,394.96*3.5/60) =
5,679.14
vs
(0.9338*7608.9) + (0.9338*2,394.96) + (0.9338*1,619.07) + 0.0662*(7,570.09 + 2,382.75 + 3,238.14 - 6,445.7 - 2,353.31 - 740.72) - (0.9338*2.455*1529.47) - (0.9338*3.54*7608.9*3.5/60) - (0.9338*3.54*2,394.96*3.5/60) =
5,659.89
=> the delay for the swing reset variation needs to be 0.4 or lower
Ulduar
CAT
- 60.06% crit
- 0.6978 attack speed (~402 Haste rating incl. the Algalon trinket)
- AA (average) = 1779.73
- Shred (average) = 8708.69
- FB = 16040.03
- CP value = 2,811.55
- white swing in neutral form (average) = 1,831.42 with 1.675 attack speed
- duration of GotVV = 1.235
Due to the somewhat long weapon speed of Dreambinder, the GCD from the druid buff would end prior to the swing timer of the staff. The same cannot be said for "cat form", and thus I need to estimate a delay. For consistency's sake, let's go with the one from above. Let's say that I cast GotVV 0.4 seconds after the first cat AA and go in cat form 0.3 seconds after the GCD ends. This makes the downtime 1.2372 (2.4 AAs are sacrificed due to the uninterrupted swing) and 3.92 AAs can potentially overwrite the CC proc. If the druid spell gets cast for a second time, we would inevitably attack for a second time with the weapon in neutral form. This results in 4.8 missed AAs, and 5.69 can potentially overwrite the proc. Here are the numbers:
(0.9338*8708.69) + (0.9338*2,811.55) + (0.9338*1,831.42) + 0.0662*(8,664.28 + 2,797.21 + 3,662.84 - 8,542.7 - 2,890.56 - 933.2) - (0.9338*2.4*1779.73) - (0.9338*3.92*8708.69*3.5/60) - (0.9338*3.92*2,811.55*3.5/60) =
6,201.86
Now it's time to observe the case with /stopattack. Let's imagine that the cat player casts GotVV 0.4 seconds after the swing (0.2978 remaining), which would lower the duration of the druid buff to 0.9372 seconds. Let's add a small delay after the GCD ends (like 0.3 seconds), making the overall downtime 1.2372 seconds, which constitute 1.77 missed AAs. Entering cat form would trigger a 1.5-sec GCD, which means that 3.92 AAs could potentially overwrite our proc. Should the druid buff whiff, the player would be forced to cast it for a second time. This means that the downtime would be 2.4722 seconds (3.54 missed AAs), and 5.69 AAs might overwrite the buff. Here are the numbers:
(0.923*8708.69) + (0.923*2,811.55) + 0.077*(8,657.31 + 2,794.96 - 6,300.24 - 2,890.56 - 933.2) - (0.923*1.77*1779.73) - (0.923*3.92*8708.69*3.5/60) - (0.923*3.92*2,811.55*3.5/60) =
5,396.44
Yikes. The druid player would gain less damage with this approach. Before I observe the situation with resetting the swing timer, I want to redo my calculations by shortening the delay. I'm just going to ignore the 0.3 seconds. The numbers for the uninterrupted swing timer would look like so:
(0.9338*8708.69) + (0.9338*2,811.55) + (0.9338*1,831.42) + 0.0662*(8,664.28 + 2,797.21 + 3,662.84 - 8,542.7 - 2,673.41 - 863.09) - (0.9338*2.4*1779.73) - (0.9338*3.49*8708.69*3.5/60) - (0.9338*3.49*2,811.55*3.5/60) =
6,490.71
vs
(0.923*8708.69) + (0.923*2,811.55) + 0.077*(8,657.31 + 2,794.96 - 5,540.17 - 2,673.41 - 863.09) - (0.923*1.34*1779.73) - (0.923*3.49*8708.69*3.5/60) - (0.923*3.49*2,811.55*3.5/60) =
6,450.16
=> 0.3 seconds is the threshold once again
Alright, it's time for me to observe the case with the swing reset. I'll use the first delay again (incl. the 0.3-sec one). Let's imagine that the cat player casts GotVV 0.4 seconds after the swing (0.2978 remaining), which would lower the duration of the druid buff to 0.9372 seconds. Once the cat AA ends, the player strikes the boss with Dreambinder and starts the slow swing. Let's add a small delay after the GCD ends when the person enters cat form and resets his swing timer (like 0.3 seconds). Since the duration of the swing reset is equal to your current attack speed, the cat player would have to sit through 0.6978 seconds, making the overall downtime 1.965 seconds, which constitute 2.77 missed AAs. Entering cat form would trigger a 1.5-sec GCD, which means that overall 3.92 AAs could potentially overwrite our proc. Should the druid buff whiff, the player would be forced to cast it for a second time. Here's the important part - unlike the case with Oathbinder, the wielder of Dreambinder should reset the swing timer after the second GotVV. This means that the missed AAs would be 4.59, and 5.69 AAs might overwrite the buff. Here are the numbers:
(0.9338*8708.69) + (0.9338*2,811.55) + (0.9338*1,831.42) + 0.0662*(8,664.28 + 2,797.21 + 3,662.84 - 8,168.96 - 2,890.56 - 933.2) - (0.9338*2.77*1779.73) - (0.9338*3.92*8708.69*3.5/60) - (0.9338*3.92*2,811.55*3.5/60) =
5,611.69
I'll once again observe the situation w/o the 0.3-sec delay:
(0.9338*8708.69) + (0.9338*2,811.55) + (0.9338*1,831.42) + 0.0662*(8,664.28 + 2,797.21 + 3,662.84 - 7,319.9 - 2,673.41 - 863.09) - (0.9338*2.34*1779.73) - (0.9338*3.49*8708.69*3.5/60) - (0.9338*3.49*2,811.55*3.5/60) =
6,671.38
Same conclusions (i.e. swing reset tolerates a 0.4-sec delay). The delay needs to be relatively small for this to prevail over the uninterrupted swing.
ToC
CAT
- 67.565% crit
- 0.663 attack speed (556 Haste)
- AA (average) = 2397.6
- Shred (average) = 11324.34
- FB = 21260.84
- CP value = 3,962.54
- white swing in neutral form (average; rough estimation) = 2,450 with 1.59 attack speed
- duration of GotVV = 1.186
Due to the somewhat long weapon speed of Twin's Pact, the GCD from the druid buff would end prior to the swing timer of the staff. The same cannot be said for "cat form", and thus I need to estimate a delay. For consistency's sake, let's go with the one from above. Let's say that I cast GotVV 0.4 seconds after the first cat AA and go in cat form 0.3 seconds after the GCD ends. This makes the downtime 1.223 (2.4 AAs are sacrificed due to the uninterrupted swing) and 4.11 AAs can potentially overwrite the CC proc. If the druid spell gets cast for a second time, we would inevitably attack for a second time with the weapon in neutral form. This results in 4.8 missed AAs, and 5.9 can potentially overwrite the proc. Here are the numbers:
(0.9338*11324.34) + (0.9338*3,962.54) + (0.9338*2,450) + 0.0662*(11,266.59 + 3,942.33 + 4,900 - 11,508.48 - 3,897.46 - 1,363.77) - (0.9338*2.4*2397.6) - (0.9338*4.11*11324.34*3.5/60) - (0.9338*4.11*3,962.54*3.5/60) =
7,988.04
Now it's time to observe the case with /stopattack. Let's imagine that the cat player casts GotVV 0.4 seconds after the swing (0.263 remaining), which would lower the duration of the druid buff to 0.923 seconds. Let's add a small delay after the GCD ends (like 0.3 seconds), making the overall downtime 1.223 seconds, which constitute 1.84 missed AAs. Entering cat form would trigger a 1.5-sec GCD, which means that 4.11 AAs could potentially overwrite our proc. Should the druid buff whiff, the player would be forced to cast it for a second time. This means that the downtime would be 2.409 seconds (3.63 missed AAs), and 5.9 AAs might overwrite the buff. Here are the numbers:
(0.923*11324.34) + (0.923*3,962.54) + 0.077*(11,257.53 + 3,939.16 - 8,703.3 - 3,897.46 - 1,363.77) - (0.923*1.84*2397.6) - (0.923*4.11*11324.34*3.5/60) - (0.923*4.11*3,962.54*3.5/60) =
6,749.95
Yikes. The druid player would gain less damage with this approach. Before I observe the situation with resetting the swing timer, I want to redo my calculations by shortening the delay. I'm just going to ignore the 0.3 seconds. The numbers for the uninterrupted swing timer would look like so:
(0.9338*11324.34) + (0.9338*3,962.54) + (0.9338*2,450) + 0.0662*(11,266.59 + 3,942.33 + 4,900 - 11,508.48 - 3,595.86 - 1,258.24) - (0.9338*2.4*2397.6) - (0.9338*3.65*11324.34*3.5/60) - (0.9338*3.65*3,962.54*3.5/60) =
8,398.03
vs
(0.923*11324.34) + (0.923*3,962.54) + 0.077*(11,257.53 + 3,939.16 - 7,626.75 - 3,595.86 - 1,258.24) - (0.923*1.39*2397.6) - (0.923*3.65*11324.34*3.5/60) - (0.923*3.65*3,962.54*3.5/60) =
8,238.65
=> 0.3 seconds is the threshold once again
Time for the "swing reset" variation again. I'll use the first delay again (incl. the 0.3-sec one). Let's imagine that the cat player casts GotVV 0.4 seconds after the swing (0.263 remaining), which would lower the duration of the druid buff to 0.923 seconds. Once the cat AA ends, the player strikes the boss with Dreambinder and starts the slow swing. Let's add a small delay after the GCD ends when the person enters cat form and resets his swing timer (like 0.3 seconds). Since the duration of the swing reset is equal to your current attack speed, the cat player would have to sit through 0.663 seconds, making the overall downtime 1.886 seconds, which constitute 2.84 missed AAs. Entering cat form would trigger a 1.5-sec GCD, which means that overall 4.11 AAs could potentially overwrite our proc. Should the druid buff whiff, the player would be forced to cast it for a second time. Here's the important part - unlike the case with Oathbinder, the wielder of Twin's Pact should reset the swing timer after the second GotVV. This means that the missed AAs would be 4.63, and 5.9 AAs might overwrite the buff. Here are the numbers:
(0.9338*11324.34) + (0.9338*3,962.54) + (0.9338*2,450) + 0.0662*(11,266.59 + 3,942.33 + 4,900 - 11,100.89 - 3,897.46 - 1,363.77) - (0.9338*2.84*2397.6) - (0.9338*4.11*11324.34*3.5/60) - (0.9338*4.11*3,962.54*3.5/60) =
7,029.92
I'll once again observe the situation w/o the 0.3-sec delay:
(0.9338*11324.34) + (0.9338*3,962.54) + (0.9338*2,450) + 0.0662*(11,266.59 + 3,942.33 + 4,900 - 10,024.35 - 3,595.86 - 1,258.24) - (0.9338*2.39*2397.6) - (0.9338*3.65*11324.34*3.5/60) - (0.9338*3.65*3,962.54*3.5/60) =
8,518.67
Same conclusions. The delay needs to be relatively small for this to prevail over the uninterrupted swing.
Due to the 2.4 weapon speed of the staves, the player can afford to have a downtime no greater than 0.3 seconds, in order for the hierarchical order to remain "swing reset" > "/stopattack" > "uninterrupted swing". If the downtime is 0.4, then "/stopattack" falls out of favour. Anything greater than that, and the "uninterrupted swing" variation beats them all.
As promised, here's my take on http://wotlk.cavernoftime.com/item=38295. VVith Naxx gear, Ravenous Beasts increases the damage of our Shreds by 610.6. Idol of the VVastes (175.567 AP with all talents and buffs):
- 23.93 damage gain per AA
- 87.1 damage gain per Shred
- 393.35 damage gain per Rip (full duration)
I'm not going to bother calculating everything because I think it's pretty much obvious that the aforementioned idol wouldn't be integrated in the GotVV-shift featuring idol swapping in Naxx and Ulduar. Like, we gain 150-200 damage per shift in comparison to the "uninterrupted swing" variation. Unlike the case in icc, resetting the swing timer alone doesn't grant more damage than simply sticking to the Shred idol (obviously, Idol of VVorship will be used for snapshotting Rip before it expires). Tbh, I don't think that GotVV-shift with idol swapping is worth the effort prior to obtaining Oathbinder. Like, if you're a minmaxer, and you want to juggle idols for maximum damage, then, yes, this variation of flowershifting is indeed your best choice as long as you sync the druid buff with the cat swing as early as possible. However, if someone doesn't care about the extra damage from idol swapping and just wants to perform the GotVV-shift for free CCs, then the "uninterrupted swing" variation would be ten times easier to pull off and would grant the player almost the same amount of damage. Let's not forget that swapping idols requires another keybind, and it cannot be done during the GCD from the druid buff. It needs to be done afterwards, which could cause an additional delay, leading to less damage (again, this is the case if I ignore the extra damage from utilising different idols).
You want to read more what I've got to say? Alright, here's some food for thought. You expected this thread to cover a new playstyle for feral cat,
writing a whole dissertation on why people should never ask me to refresh their druid buff after a wipe.