Showing posts with label Theorycrafting. Show all posts
Showing posts with label Theorycrafting. Show all posts

Monday, October 20, 2008

Vampiric Touch and 3.0: Good for soloing?

As I mentioned in my previous post, I finally took Vampiric Touch for Alierah and am a little disappointed with it. I'm going to try to analyze it here, to figure out whether or not it's actually worth the extra talent point and using in fights, and you're going to read through it because... Well, because you're here. Too bad, suck it up. =)

Oh, and I'm looking at the whole thing from a soloing/leveling perspective. While leveling, you'll usually heal in groups, making this spell irrelevant, and I have no experience with raiding...

What Does It Do?

Still with me? Good. So let's start at the basics, with what the new spell actually does. The tooltip is really confusing and unclear:
Causes 450 Shadow damage over 15 sec to your target and causes up to 10 party or raid members to gain 0.25% of their maximum mana per second when you deal damage from Mind Blast.
So we have a DoT - so far so good, we all know about those. But VT is really about replenishing mana, not about the damage, so let's see if we can figure out what the rest of the tooltip means. When you deal damage with Mind Blast up to 10 party/raid members get a buff that regenerates 0.25% of their mana per second. For how long? The tooltip doesn't specify, but it seems to be a 15 second buff.

In other words, simply using VT on your target and Mind Flaying it to death will work, but not replenish any mana. Once you Mind Blast, you get a buff that in total will regenerate 3.75% of your mana.

The DoT

So let's start by looking at the DoT itself, and compare it to the others available to us. Since spell costs aren't constant anymore, but rather a percentage of your base mana, we're going to measure damage per percent of mana (dppm from here on) instead of damage per mana. Also, since the bonus damage from Shadowform applies to all of our DoTs*, I can ignore it in my calculations.

So let's start with my basic DoT - Shadow Word: Pain (Alierah is currently using Rank 9). 25% base mana doing 906 damage, for a ratio of 36.2 dppm. With Improved Shadow Word: Pain (Haven't seen a Shadow priest without it) increasing damage by 6%, that's 38.4 dppm.

Next we have Devouring Plague (currently at Rank 6). 28% of base mana doing 904 damage, or 32.3 dppm. Not as efficient as SW:P, but the health regeneration makes up for it nicely.

And finally we have Vampiric Touch (currently at Rank 2). 18% of base mana doing 600 damage, or 33.3 dppm. So it's a little more efficient than DP, but does less damage overall and takes 1.5 seconds to cast.

For comparison, Mind Flay (Rank 6) gets 36.3 dppm and Mind Blast (Rank 10) an average of 30.1 dppm, but they can crit making these numbers lower than the actual ones.

Bottom line? Very mediocre DoT. It's not very mana efficient, and doesn't do enough damage to justify being part of the rotation if the mana regeneration buff isn't used. So let's move on to the mana regen...

Mana Battery? Not Really

As I mentioned above, causing damage with Mind Blast on a target afflicted with VT will give a 15 second buff regenerating 3.75% of your maximum mana. According to Alierah's armory page (which still shows her at 63) her total mana is 6254 while her base is 1749, roughly 3.5 times larger. So the buff would regenerate around 13% of my base mana over its duration. That's starting to sound better, but we have to remember that to get that buff we have to cast both VT and MB, for a total of at least 37% of our base mana (assuming it's neither is resisted) so you still end up paying 24% of your base mana rather than gaining mana.

OK, so this is definitely not a way to replenish mana, but maybe it's still worth using from a mana efficiency point-of-view. VT and MB cost 24% of base mana, and do 600+572=1172 damage (average damage used for MB), getting 48dppm. You know what? That's actually not that bad. It's better than SW:P, which was our most efficient spell, and does eoughly the same amount of damage. The only downside is the total casting time, but if you open with VT it shouldn't be much of a consideration.

Final Thoughts

So VT isn't all I'd hoped it to be, but also isn't as bad as I'd felt. It is a little annoying that it only procs off Mind Blast, though. Considering that I hardly used Mind Blast until now, I now have to add 2 spells to my rotation. Not only that, but it sort of messes up the synergy between talents - right next to Vampiric Touch we also have Pain and Suffering which procs off of Mind Flays.

But overall, now it actually looks decent. Doing a rotation along the lines of: SW:P -> DP -> VT -> MB -> MF or SW:P -> VT -> MB -> MF -> MF, and finishing up with my wand should, in theory, work very nicely.



* I'm not going to talk about Holy Fire. For shadow priests it's irrelevant. Other priests don't have Shadowform anyway, so they don't get a bonus either way. Heck, they don't even have Vampiric Touch.

Monday, October 6, 2008

Soloing shadow priest - Mana regen and spirit

Today we make a brief foray into theorycrafting land, take a look at how shadow priests regenerate mana after solo fights and try to figure out just how much downtime we have between fights. I know it's probably not the brightest idea to write up something like this less than 2 weeks before patch 3.0, but from all I've seen so far I don't see any changes that will effect this. If there are... Well, guess I'll have to make a new post then. Or not. Deal with it. /grin

UPDATE: As pointed out by The Gaming Diva, this can relate to non-shadow priests as well, as long as they get Spirit Tap. Good thing it's a 1st tier talent.

The Basics

First off, why am I writing this? Well, I tried to find some analysis about mana regeneration for priests soloing their way through Azeroth, but didn't find anything. It seems to me like other than leveling specs (which are also hard to find sometimes), there is usually a lack of information on how to actually play the different classes while leveling - much less in depth anlyses and theorycrafting. So I couldn't find the information I needed and had to go through the math myself (joy of joys), and figured I might as well post it here, right? This way at least I can read it on my PC at home when the laptop I'm writing this with is off. =)

So, let's start from the basics, and lay down some assumptions for our leveling priest:
  • Being the fragile creatures that we are, we wouldn't want to risk breaking a nail hitting a mob - that means most* of the damage we will be dealing will be through spells and our wands.
  • One of the first talents** we will be getting, if not the first is Spirit Tap. Since our main down time will be caused due to having to regenerate lost mana, this is arguably the most important talent in the shadow tree for a leveling solo priest.
  • The general fight sequence will involve starting with Power Word: Shield, followed by some face melting and finally wanding the last 5 seconds or so to make the best of Spirit Tap.
Now, Wowwiki teaches us that mana regeneration outside the Five-second Rule is linear to our spirit - double your spirit and you double the mana regenerated. That means that Spirit Tap, coupled with lots and lots of +spirit on our gear, lets us regenerate a lot of mana after the fight if we're "not casting". It also means that 50% the regular mana regeneration at double spirit lets us keep casting at the usual "non-casting" regen rate - so while we try to end with wanding to get the double regen, with enough spirit that may not be such a big issue.

The Numbers

By now you must be thinking "how can this be a theorycrafting post if there's no number crunching?", and I agree. So for now, let's take a look at Alierah as an example. Here's a screenshot of her Armory profile:



According to this, Alierah gets 189 mana every 5 seconds when not casting. With Spirit Tap active that rate would double to 378 mana, and over the 15 seconds of Spirit Tap she can regenerate 1134 mana. That means that assuming I end the fight with 1134 mana less than my total, I'll get back to full in 15 seconds. But is that enough?

Well, let's see - my usual fights consist of shield, Shadow Word: Pain, 3 Mind Flays, and wanding the rest of the way. With the current ranks I have and with 3 points in Focused Mind that means I use 355 + 385 + 3 * 115 = 1085 mana. That's kind of nice - it means that Spirit Tap by itself is enough to recover my mana, limiting my downtime to 15 seconds between fights. Cool.

Is That All?

No, it isn't. If that was all, I could have just said "Spirit Tap is cool" and have been done with it. But now that we've covered that, we can go ahead and start playing around with it. For a start, let's try to see what happens if we have take downtime between fights.

So I just killed a mob, and gained ST for 15 seconds. However, instead of the usual 1134 mana, I will only get half of that back - 567 mana beacuse I'm already casting again. That's a little harsh, as it means I'll run out of mana after 5-6 mobs. But that's not entirely true, you see. How long do you actually spend wanding that mob down? Exactly 5 seconds? I doubt it. In my case, it usually takes around 10 shots to finally kill the mobs. With my current wand speed being 1.90, and not having any haste, that means 19 seconds wanding (sure doesn't feel that long, but hey, who am I to argue with numbers?). Round it up to 20, and it means you get another 15 seconds of good-old mana regeneration during the fight, giving us another 567 mana and making the total regenerated mana per fight 1134 again.

Now that's cool. At this rate, it means that using this rotation I can keep on going indefinitely. And if you add it all up, you find that killing the mob takes around 40 seconds. A mob every 40 seconds? Yup, definitely cool.

Does it actually work in practice? Well, for the most part, yes. Since it implicitly assumes fighting only 1 mob at a time (maybe 2, if your shield can take it), there is some downtime for looting and getting to the next mob. And of course, some mobs are tougher than others ("tanks") while some are more fragile (casters, usually) - so you have to adjust the rotation to fit the mob. Sometimes you'll need 4 Mind Flays, and sometimes only 2. And you know what? Waiting 15 seconds for your mana to fill up completely once in a while won't kill you.

Of course, this is very gear-dependent, but I don't think my gear is "uber" in any way - I don't buy things off the AH, and only make do with what I can make or find on my journeys. Then again, I just got out of Sunken Temple with some nice upgrades. Still, I think it's pretty "average" gear all in all.

Wrap It Up Already

This is starting to get a little long now, so let's start wrapping up. First, just to "cover my ass" - my current gear also gives me 4 mp5, which is not affected by Spirit Tap, but does show up in the mana regeneration info on the character sheet. Still, the difference isn't that big, and I didn't feel the need to make the calculations even more complicated than they already are. Well, OK, that's a lie. I just thought of it halfway through the post, and didn't feel like going back and fixing it since that would have ended up with even more mistakes.

Now, there's still a lot to of "unexplored" territory here - what's the "cap" for having no downtime? How much spell damage equates to 1 spirit (since doing more damage means having to cast less)? Who's still reading after this wall of text?

For the Spirit "cap", I don't think there's a good answer that would work for everyone since we all have our personal rotations and fight sequences. For spell damage, I might just write a post about that as well, once I get into Outlands and start seeing a lot more spell damage gear. As for who's still reading... Well, you tell me.




* I say most, because just 2 days ago I ran into water elementals who were immune to my wand's frost damage. Good thing I keep my staff skill relatively high (why do you think Blizzard put critters in the game?)

** The first 5 talent points often go to Wand Specialization, delaying Spirit Tap for a couple of levels. That's fine. Also, Wand Specialization seems to have been dropped in the beta, so I expect this to become a moo*** point anyway.

*** "It's like a cow's opinion - it's "moo"". Yes, I liked "Friends" and I'm not afraid to admit it.