Evaluating benefit of Drums of Battle
There are two thingies about drums:
- Personal effect: [+spellhaste][-gcd]
- Group effect: [+spellhaste][-dps lost due to loss of VT mp5]
As it is shown
here loss of GCD of personal DPS is compensated by gained spellhaste, tho estimating personal effect isn't of our interest. However (thanks to pocketpriest for noting this) we DO need to account the lost manaregen to the group. It'll be: gcd/120*dps*0.05*5s = say, 1.5/120*1500*0.05*5 = 4.68 mp5. Assuming lower gcd will bring us to a fair compromise point of 4.5 mp5.
According to pocketpriest (
need confirmation, cuz this sounds unbelievably high for me!), an end-game shadowpriest provides 400 extra dps for a lock and 300 extra dps for a mage. Assuming, 1500 dps shadowpriest, it's 375 mp5. Thus, 1 mp5 translates to 1.1 dps for a lock and 0.8 dps for a mage (
to reiterate, unconfirmed info). Thus, 1 personal dps translates to 0.3 dps for a lock and 0.2 dps for a mage.
Regarding group effect. Starting from +1100 spelldmg, 1 spellhaste is very close to 1 spelldmg for locks and mages of raiding specs, and this triple or quadruple gain in dps from spellhaste might be very valuable.
Further calculations heavily depend on group composition and gear level of the raid. Let's study two cases:
#1 Casual gear, not so good grp composition 1x spiest (+1100 spdmg, hit capped), 2x shadow destro locks (+1100 spdmg, hit capped, 0 crit), 1x fire mage (same as lock)
#2 Awesome gear, good grp composition 1x spriest(1500 dps), 2x shadow destro warlocks (1400 buffed spd, hit capped, 400 spellcrit), 2x fire mages (same as locks).
#3 An occasional hunter or two in your grp In this case, I will dare to suppose that hunters will benefit as much as mages and locks from added spellhaste, tho I have no TC to ground this.
#1 Casual gear, not so good grp composition
locks gain 2x20x0.784 dps = 23 dps
mage gains 20x0.512 dps = 10.24 dps
---
total = 33.24 gained dps
at the cost of 4.5 mp5 to all the group, which is equivalent to 2x4.5x1.1 + 4.5x0.8 dps loss = 13.5 dps lost due to lacking mp5
---
total = 19.74 raid dps
amount of pseudodmg to provide the same effect on raid dps = (19.74 / 0.5) / (1 + 2x0.3 + 0.2) = 22 pseudodmg
#2 Awesome gear, good grp composition
locks gain 2x20x0.784 dps = 31.36 dps
mages gain 2x20x0.732 dps = 29.28 dps
---
total = 60.64 gained dps
at the cost of 4.5 mp5 to all the group, which is equivalent to 2x4.5x1.1 + 2x4.5x0.8 dps loss = 17.1 dps lost due to lacking mp5
---
total = 43.54 raid dps
amount of pseudodmg to provide the same effect on raid dps = (43.54 / 0.5) / (1 + 2x0.3 + 2x0.2) = 44 pseudodmg
References:
http://wiki.shadowpriest.com/index.php? ... aling/Mage
http://wiki.shadowpriest.com/index.php? ... ng/Warlock
http://wiki.shadowpriest.com/index.php? ... ing/Priest
pocketpriest's info about mage/lock dps gains due to VT mp5
Evaluating benefits of Drums of Restoration
Drums of Restoration replenish 600 hp/mana over 15 sec each 2 mins. This equates to additional 25 mp5/hp5 at the cost of GCD for activation, which bring us to 20 mp5 for all group.
And in case of 2x locks, 2x mages in the group this will equate to 2x 20x 1.1 dps+ 2x 20x 0.8 dps = 76 dps. That is much more than drums of battle provide us!
Definately, pocketpriest's info needs to be thoroughly investigated
Evaluating tailoring for casual raider
If you cannot afford getting cutting-edge gear this does not seriously affect following professions: since LWing effects remain mostly the same, enchanting bonus is static, JC benefit minorly degrades, alchemist trinket can still be easily replaced, engineering can't afford t2 gogs, but t1 still gets beaten by
Hood of Hexing. There's only one profession which value changes drastically:
Tailoring. Let's have a closer look - find easily attainable counterparts for tailored items (badges, common crafts, ZA drops).
Sunfire Robe gets removed due to being unavailable outside SWP guilds for good 2-3 months). Same for
Mantle of Nimble Thought since the pattern is not that common. Let's compare Frozen Shadoweave with 100% drop counterparts. For simplicity sake, let's assume that we socket everything with
+12 spd gems available for 10 (or 15) badges at 100% drop rate. For the same reason intellect contribution to pdmg is ignored.
Shoulders
FSW shoulders = 50 shadow dmg, 2x sockets = 74 pdmg (pseudodamage)
Quest item = 40 spell dmg, 18 spellcrit, 0x sockets = 43 pdmg
Chest
FSW chest = 72 shadow dmg, 2x sockets = 96 pdmg
2.4 badges chest = 62 spell dmg, 50 spellcrit, 1x socket = 84 pdmg
Boots
FSW boots = 57 shadow dmg, 2x sockets = 81 pdmg
2.4 badges boots = 47 spell dmg, 1x socket, 23 spirit = 61 pdmg
Spellstrike set bonus
Spellstrike set 2pc bonus, a tailor-only proc worth of 17 pdmg according to
SimCraft.
However, replacing
Spellstrike Pants = 46 spell dmg, 26 spell crit, 3x sockets = 86 pdmg with
2.4 badges pants = 62 spelldmg, 43 spell crit, 2x sockets = 93 pdmg will net into +10 pdmg bonus.
Total benefit +73 pdmg. Please, note this is really a very worst case of drops, and the more you raid, the more u attend ZA/heroics, the less will be the gap between tailored and badges/quest stuff.
Evaluating Pendant of Sunfire benefit
pocketpriest wrote:
But assuming you never need to enchant something again... the JC neck gains you 5.6 damage, and costs you 15 hit. If you use the
Skull instead of
HSH and put on
the JC neck and the
second RoAK, you now hit 71 spell hit, just shy of the cap. Counting up the extra damage from the neck and the ring, and subtracting the loss from the skull, you net 7.53 damage. Hit is value at 1.364 so being 5 points below cap loses you 6.82. So you're looking at a net gain of 0.71 damage for changing to JC. Well, plus 2 for the single +14 gem you'd get. So 2.71.
Evaluating professions combos rankingThe absolute best combo is excellently described by SumFortis:
SumFortis wrote:
This has been stated so many times before.
If you want to max out your character, go Tailoring and enchanting, enchant two roaks with +dam, drop enchanting, level up lw to 350 and use drums.
All things considered, this is the optimal set up. "What if better rings drop?" Then drop LW, get enchanting back up, enchant your rings, drop enchanting and get 350 lw again. "But (Whatever belly aching you can think of)?" No, if you want to max out your charater, this is the way to do it. If you don't care about maxing, that's fine, keep your enchanting.
Actually, rerolling enchanting for ring upgrades might be not hard as it seems. Look
here
But what if you don't have gold/time/desire to relevel enchanting+leatherworking each time you get your ring upgraded? Then you need to resort to suboptimal but less painful options, which are:
Tailoring + Enchanting
Traditional approach (I bet like 90% of raiding shadowpriests had, if not currently having, this setup) that complies common understanding of cloth caster's professions.
Leatherworking + Enchanting
Approach that became popular not so long ago, after a major spellhaste buff, tho its benefits were significant at least after first spellhaste buff (patch 2.2). However, the major hype about LW started shortly after 2.4 hit live.
Here's an
objective comparison of previous two combos strictly for raiding:
T/E benefits: Player gains access to a best-in-slot robe and several best available casual gear pieces (+13 pseudodamage bonus for SWP raiders and +10-+40 bonus for casual raiders).
LW/E benefits: As it can be easily calculated, if you're residing in caster group, benefit of +20 static spellhaste by far overweights even the best estimate of tailoring benefit.
However, there might exist
subjective reasons that players have when refusing to reroll leatherworking. They are not "lol? excuses, nab!", they are just subjective reason ppl might have. After all, most of us play WoW, not a minmaxing "WoW: Raiding Sunwell Plateau" game. Possible motivations:
- Leatherworking will be useless in WotLK.
- I have lots of rare recipes for tailoring/alchemy/blacksmithing and I totally cannot drop it.
- I'll get 2x RoAKs and drop enchanting. Well, maybe, not a second RoAK, but LoFP. Well, maybe a new, currently unknown, caster ring from Sunwell. In short, maybe in indefinite future.
- Cba.