=== Scaling with spellpower ===* Only raw numbers here. To learn more about scaling and why spell coefficients are what they are, please, check the
Scaling F.A.Q. (section 2, "Why different specs have different scaling patterns?").
* If you're interested in scaling numbers for other classes, check them in SimCraft sources that are hosted here:
http://simulationcraft.googlecode.com/svn/trunk/. SimCraft is under quite high focus at EJ, so there's a very high probability that you'll find correct numbers.
* Numbers below are checked by Althor, stored at SimCraft's code repository:
http://simulationcraft.googlecode.com/s ... priest.cpp.
Shadow Word: Pain => 18s duration, coeff suffers a 0.92x penalty that dates back to patch 2.0.6, which totals to 110% (18% per tick)
Vampiric Touch => 15s duration, coeff is doubled in comparison to standard formula since patch 3.0.3, totaling for 200% (40% per tick)
Devouring Plague => 24s duration, coeff suffers a 0.92x penalty caused by self-healing (up from 0.5x penalty since patch 3.0.3), totaling for 147% (18% per tick)
Mind Blast => 1.5s cast, coeff uses standard formula 1.5/3.5 or 42.9%
Shadow Word: Death => 1.5s cast, coeff uses standard formula 1.5/3.5 or 42.9%
Mind Flay => 3s cast, coeff suffers a 0.9x OP penalty, which brings scaling to 77% (26% per tick)
Fully talented, and with common raid buffs, our spells reach the following scaling levels:
Shadow Word: Pain => 110% (18% per tick) base * 1.21 (TD, Imp. SWP, Darkness) * 1.1 (SW) * 1.13 (EP/CoEl/EnM) => 165% (28% per tick)
Vampiric Touch => 200% (40% per tick) base * 1.1 (Darkness) * 1.1 (SW) * 1.13 (EP/CoEl/EnM) => 274% (55% per tick)
Devouring Plague => 147% (18% per tick) base * 1.15 (TD, Darkness) * 1.1 (SW) * 1.13 (EP/CoEl/EnM) => 210% (26% per tick)
Mind Blast => 42.9% base * 1.15 (Misery) * 1.1 (Darkness) * 1.1 (SW) * 1.1 (TF) * 1.13 (EP/CoEl/EnM) => 71.1%
Shadow Word: Death => 42.9% base * 1.15 (TD, Darkness) * 1.1 (SW) * 1.13 (EP/CoEl/EnM) => 61.3%
Mind Flay => 77% (26% per tick) base * 1.15 (Misery) * 1.15 (TD, Darkness) * 1.1 (SW) * 1.2 (TF+Glyph) * 1.13 (EP/CoEl/EnM) => 152% (51% per tick)
=== Scaling with combat ratings ===* Since patch 3.0.3 all our spells scale equally with spellcrit (i.e. extra 1% of crit adds extra 1% of base damage to the total damage of the spell).
* Unlike crit, haste remains a weak spot for our scaling, since only MF natively leverages its full benefit. For other spells haste merely allows to fit more Mind Flays into the casting sequence. More details in
Scaling F.A.Q. (section 2.3, "Scaling pattern: nuke on cooldown + nuke filler.").
=== Combat ratings ===Numbers taken from Whitetooth's post at EJ (he's an author of RatingBuster, btw I highly recommend to use that addon to get an in-game reference of combat ratings - addon integrates into item tooltips and can render info about percentages directly there):
http://elitistjerks.com/f31/t29453-comb ... evel_80_a/Rating................. Level 60.......... Level 70................... Level 80
Hit..................... 10.................. 15.76923275............. 32.78998947
Spell Hit............... 8................... 12.61538506............. 26.23199272
Critical Strike......... 14................. 22.07692337............. 45.90598679
Spell Critical Strike... 14................. 22.07692337............. 45.90598679
Haste.................. 10................. 15.76923275.............. 32.78998947
Spell Haste............ 10 ................ 15.76923275.............. 32.78998947
Level...... Spell Crit Per Int....... Int required for 1% Spell Crit
70......... 0.0125................... 80
80......... 0.006.................... 166.6666709
=== Spellhit caps ===As of patch 3.0, an unmitigable 1% resistance is removed, so for a raid boss (skull instead of level, which means +3 levels higher than player) you need 17% hit chance to guarantee 0% of misses. Note, that Mind Flay missing at the hit cap is a bug, and isn't related to hit rating (it's caused by the slowing debuff being pushed away from the mob due to debuffs limit).
Numbers below assume no draenei character in the group. If he/she is present, this alleviates hit cap by 1% (12 rating for level 70, or 26 rating for level 80). All numbers are rounded to the next integral value.
Level 70 (thanks, Mefadin):
* 139 hit is the cap with 6 points between Shadow Focus and Misery
* 152 hit before you can go to 5 points between Shadow Focus and Misery
* 164 hit before you can go to 4 points between Shadow Focus and Misery
* 177 hit before you can go to 3 points between Shadow Focus and Misery
* 189 hit before you can go to 2 points between Shadow Focus and Misery
* 202 hit before you can go to 1 point between Shadow Focus and Misery
* 215 hit before you can go to 0 points between Shadow Focus and Misery
Level 80 (thanks, Izolight):
* 289.55 hit is the cap with 6 points between Shadow Focus and Misery
* 314.78 hit before you can go to 5 points between Shadow Focus and Misery
* 341.02 hit before you can go to 4 points between Shadow Focus and Misery
* 367.25 hit before you can go to 3 points between Shadow Focus and Misery
* 393.48 hit before you can go to 2 points between Shadow Focus and Misery
* 419.71 hit before you can go to 1 point between Shadow Focus and Misery
* 445.94 hit before you can go to 0 points between Shadow Focus and Misery
=== Mana regeneration ===ManaRegen(SPI, INT, LEVEL) = (0.001+SPI*BASE_REGEN[LEVEL]*(INT^0.5))*5
As of beta build 8962, mana regen from Spirit nerfed at level 71 to 80, at level 80 the amount of regen is nerfed to about 78% of the original value.
................... Level 70..... Level 80
BASE_REGEN.... 0.009327.... 0.007125
=== Base mana ===Level 70: 2620
Level 80: 3863