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Old November 01, 2009, 06:37 PM   #41 (permalink)

Character Info
lilsteele
80 Human Warlock
Terenas Euro PvE

3.2 Re: Stop Punishing Crit!!!

Quote:
Originally Posted by Evictoray View Post
No, not in a simulation where "X" incinerates in a 300 second fight can be expected, and it takes "Y" more haste to get "X+1" incinerates. Anything less than "Y" has little to no effect.

However, in a real fight with all the movement and target switching, every last point of haste is worthy IMO.
It still doesn't scale linearly e.g. for destro locks, where certain haste values might play better in terms of squeezing the maximal amount of incinerates between CB/Conflag cooldowns and hitting it right when it comes of cooldown. Though I do believe that most haste fluctuations in simcraft come from the fixed fight lenght... although it isn't as fixed as you may think, since the fight length is determined via a virtual boss health.

Anyways, I was just explaining why haste values can vary in simcraft! Probably one should check whether the minima and maxima change position if you vary the fight length.
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Old November 01, 2009, 06:45 PM   #42 (permalink)

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Mizzory
80 Undead Warlock
Blackrock US PvP

Re: Stop Punishing Crit!!!

Respec Affliction.
Problem solved = )
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Old November 01, 2009, 08:37 PM   #43 (permalink)

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Evictoray
80 Undead Warlock
maiev US PvP
Profile: Blizzard Armory

3.2 Re: Stop Punishing Crit!!!

Quote:
Originally Posted by lilsteele View Post
It still doesn't scale linearly e.g. for destro locks, where certain haste values might play better in terms of squeezing the maximal amount of incinerates between CB/Conflag cooldowns and hitting it right when it comes of cooldown.
This is true even on your smaller scale of one immolate cycle compared to an entire fight.

I guess the point that I was trying to make is, when simcraft says you need say 75 haste to get you up over the next hump, don't wait on a drop with 75 haste. It may take 2 or even 3 items to get you there. So in that sense, I would kinda overlook a sim result showing an excessively low haste value.
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Old November 01, 2009, 08:42 PM   #44 (permalink)

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lilsteele
80 Human Warlock
Terenas Euro PvE

3.2 Re: Stop Punishing Crit!!!

Quote:
Originally Posted by Evictoray View Post
I guess the point that I was trying to make is, when simcraft says you need say 75 haste to get you up over the next hump, don't wait on a drop with 75 haste. It may take 2 or even 3 items to get you there. So in that sense, I would kinda overlook a sim result showing an excessively low haste value.
Oh yeah, I totally agree with that
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Old November 02, 2009, 09:44 AM   #45 (permalink)

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Cursalock
80 Undead Warlock
Azshara US PvP
Guild: Delirium

3.2 Re: Stop Punishing Crit!!!

Quote:
Originally Posted by Mizzory View Post
Respec Affliction.
Problem solved = )
No, because while the weights of the stats will be different they'll still rank in the same priority. Haste > Crit.

Last edited by Cursalock; November 02, 2009 at 09:46 AM..
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Old November 04, 2009, 09:13 AM   #46 (permalink)

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Devicus
80 Gnome Warlock
thunderhorn Euro PvE
Guild: Rise
Profile: Blizzard Armory

Re: Stop Punishing Crit!!!

In theory, haste will provide real boosts in surges. Point x or point y of haste providing a massive boost and the others doing little to nothing. HOWEVER this is bunk. In reality we don't squeeze out perfectly regimented rotations in a vacuum. Each try, let alone each boss will have unique circumstances, you'll make mistakes at different points and more. As such, the amount of moving, tapping, using panic buttons, being stunned, feared, silenced etc will vary and happen at different times, disrupting your rotation in different ways. As such the magic numbers for haste that provide big gains will move all over the place all the way through the fight. Sometimes that extra 0.02 seconds is enough to finish a cast without standing the fire, when it wouldn't make any difference on a static spamathon.

As such, what I'm trying to say, is that haste will really even out over a long fight, even if you're a believer than you need discrete chunks to add extra spells into your rotation (I'm not really one of those but...) in reality, the exact gains at a certain value will fluctuate so rapidly that I'd hazard that it works out that pretty much each point gives the same gain over a few nights raiding. That you don't need to and shouldn't think in discrete chunks of haste.
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