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  1. #1
    Coercers are Bananas
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    Default FACQ, part 3: Improving DPS - Spell Priority and Casting Order

    Part III in the Frequently Asked Coercer Questions series.

    Your spell casting order, like your achievements discussed in the previous article, shouldn't be exactly the same from coercer to coercer. Your casting order should change based on gear - more specifically your spell reuse and even your spell haste may greatly change how you do things.

    Thus, since I can't give you your optimal spell casting order without making my brain explode for every variance of gear, I'll do the next best thing and offer data and tips that should guide you should you want to maximize your dps with your own spell order.
    And since I know most people don't want to deal with the math, so I'll offer a basic template as well.


    I. Basic Spell Priority

    The first step is to figure out a spell priority - what spells do the most potential damage? Do the most practical damage? How do debuffs fit in?
    I'll start off by listing the maximum damage each spell can do in order from highest to lowest for a single target fight on a normal spell rotation. (Assumes master versions of all spells).

    Theoretical DPS Chart

    1. Hostage V
    2. Peace of Mind
    3. Destructive Mind V
    4. Spell Curse IV
    5. Bewilderment
    6. Asylum VI
    7. Brainshock VII
    8. Master's Strike
    9. Silence V
    10. Shock Wave III
    11. Hemorrhage VIII
    12. Ego Shock V
    13. Puppetmaster
    14. Medusa Gaze VII
    15. Simple Minds VI

    For an encounter fight, Spell Curse is the highest damaging spell in any group encounter of 2 or more mobs, unless you have the Robe of Spectral Coercion or Coercive Robe of Twisted Thoughts, in which case it's the highest only when there are 3 or more mobs. Shock Wave beats Tyrannous Mind on any encounter with 4 or more mobs. Ego Melt and Dissecting Gaze do more damage than single target spells if there are 3 or more mobs.

    Other notes:
    Medusa Gaze hits 2.8 seconds after initially landing on epic mobs.
    Silence ticks in 5.3 seconds after initially landing on epic mobs, with approximately 1 tick per second.
    Asylum and Brainshock both require 24 seconds to reach their full damage. With the spell order recommend below, the first casting reaches several ticks, but the subsequent ones average only 1 tick per cast.

    Thus, even taking all of that into consideration, a practical DPS chart would look very similar or the same as this theoretical chart, aside from lowering Medusa Gaze if heroics mobs are involved and Puppetmaster when either fights are short or ae's are involved.

    -> Is it better dps to reapply dots after GU45?
    It's better to reapply dots because in most cases the dots still will do more damage than Ego Shock, Simple Minds or Medusa Gaze when taking into account the damage delay. Most fights you will cast these other spells, but reapply your dots first and it will net you slightly better results. This strategy is recommended because with their short reuse time and their instant damage, your spell cycle will have more spells available and also will make it much easier to manage your spell casting. The termination damage loss is minimal when looking at damage over longer periods of time.

    Debuff->DPS Chart

    1. Obliterated Psyche V
    2. Tashiana
    3. Chronosiphoning

    Obliterated Psyche will do anywhere from 14% to 1% increase in total raid spell-based dps, not including reducing outright resists, which boosts its usefulness. As an estimate, it probably falls closer to an average of 6%.
    Tashiana is approximately a 15% damage increase for the period that it's up, not including reducing outright resists.
    Chronosiphoning is approximately a 1.5% personal damage increase over 30 seconds, assuming you are not capped. If you wear more than 12% casting haste and have a monk and bard's buffs, then you will not see any benefit.

    Because debuffs are still in the realm of theoretical DPS, it's difficult to place them accurately a practical DPS chart, especially because the mechanics aren't completely uncovered/understood, at least in numerical terms. They also completely depend on people hitting the debuffed mob with spells. With that disclaimer noted, there's no use to ignoring that they do something, so I'll work with what deductive data I have, assuming an average raid situation.

    If you tried to do a numerical version based on dps averages, the two magical mitigation spells would fall somewhere between Destructive Mind and Asylum (sometimes more than Spell Curse, sometimes less). An average calculation would be Obliterated Psyche is equal to a 250-500 point DoT with 1 second ticks that lasts as long as the encounter's duration, for example, or 5000-10,000 damage over 20 seconds. With it's long duration, Obliterated Psyche can add up to a very large amount of damage. Tashiana is double this amount but limited to a 13 second duration, or about 6500 damage. If you look at the appendix, you'll note that these damage amounts are at least as good as Spell Curse.
    Chronosiphoning's damage increase would be equivalent to Intrepid Focus in that it's delayed - because of its casting time, it only grants additional damage after 20 seconds (and actually has a negative dps impact before then), it increases damage by about 60 points per 1 second until its termination, or conceptually a 1200ish nuke delayed by 30 seconds.
    As a side note, using this same method of calculation for the t8 hex doll debuff, for a fight that is 2 minutes long, it's equivalent to a 8000 damage nuke. However, because of its long cast time, any encounter less than a minute is a significant loss of overall dps.


    II. Casting Order
    Alright, now that we know the best spells, it'll be a lot easier to build a casting order. I'll provide an example based around 15% Reuse and 30% Reuse for the first 30 seconds of a fight. You probably will notice there are not many differences in that first 30 seconds between the two.

    Casting speed adjustments assume a bard, monk, and agility line, and are applied at the time of casting next to the spell. Total spell times are included to help track reuse timers. In some cases you have multiple options; the recommended one is the first one listed.
    With GU45, we have to adjust the Hemorrhage-spam cycle mentality by adding the set of Tyrannous Mind/Hostage/Spell Curse spam cycle. It's more difficult to break these larger periods of time, and thus I have reverted to my old spell order listing method of just a straight line.
    At the start, for maximum dps, precast Tyrannous Mind on yourself. It takes an average of 6 seconds to proc all 3 charges, so you want to leave yourself at least that much time, if not about 10 seconds on the spell's duration just to be sure. You may also want to try to start with higher perpetuality by casting a group buff. The start assumes you don't carry on the Perpetuality boost (especially hard nowadays with those spell resists), and instead start at 56% Casting Speed.

    Starting on the left is the overall encounter time, then the spell name, followed by the amount of time taken to cast that spell. Finally, notes if there are any important things to remember.

    At 15% Reuse:
    Key spells to remember:
    Tyrannous Mind, 13.0 s recast
    Hostage/Spell Curse, 17.4 s recast


    At approximately 10-15 seconds pre-pull:
    -10.00 s Tyrannous Mind *next available: on pull
    -5.00 s Peace of Mind (if available)
    On inc:
    0.00 s Tashiana +0.94 (or skip if unavailable)
    0.94 s Obliterated Psyche V +0.94
    1.88 s Hostage V +1.20 *next available: at 20.48 s
    3.08 s Spell Curse IV +1.43 *next available: at 21.91 s
    4.51 s Bewilderment +0.67
    5.18 s Destructive Mind V +0.85 *next available: at 19.03 s
    6.03 s Hemorrhage VII +0.85
    6.88 s Asylum VI +0.85
    7.73 s Silence V +1.36
    9.09 s Hemorrhage VII +0.85
    9.94 s Brainshock VII +0.85
    10.79 s Master's Strike +1.36 (or Simple Minds VI +1.36)
    12.15 s Hemorrhage VII +0.85
    13.00 s Asylum VI +0.85
    13.85 s Shock Wave III +1.62
    15.47 s Hemorrhage VII +0.85
    16.32 s Simple Minds VI +1.36 (or Puppetmaster+1.36)
    17.68 s Ego Shock V +1.11
    18.79 s Brainshock VII +0.85
    19.64 s Destructive Mind V +0.85 *next available: at 33.39 s
    20.49 s Hostage V +1.11 *next available: at 39.00 s
    21.60 s Hemorrhage VII +0.85
    22.45 s Spell Curse IV +1.36 *next available: at 41.21 s
    23.81 s Asylum VII +0.85
    24.66 s Hemorrhage VII +0.85
    25.51 s Simple Minds VI +1.36
    26.87 s Hemorrhage VII +0.85
    27.72 s Brainshock VII +0.85
    28.57 s Puppetmaster +1.36 (or Medusa Gaze VII +1.36)
    29.93 s Hemorrhage VII +0.85
    30.78 s Asylum VI +0.85
    31.63 s Silence V +1.36
    32.99 s Hemorrhage VII +0.85
    33.84 s Destructive Mind V +0.85 *next available: at 47.69
    34.69 s Simple Minds VII +1.36
    36.03 s Brainshock VII +0.85
    36.88 s Hemorrhage VII +0.85
    37.73 s Asylum VI +0.85
    38.58 s Brock's Thermal Shocker +0.85 (or Chronosiphoning +0.62)
    39.43 s Hostage V +1.11 *next available: at 59.74
    40.54 s Hemorrhage VII +0.85
    41.39 s Spell Curse VI +1.36 *next available: at 60.15

    At 30% Reuse:
    Key spells to remember:
    Tyrannous Mind, 11.6 s
    Hostage/Spell Curse, 15.4 s

    At approximately 10-15 seconds pre-pull:
    -10.00 s Tyrannous Mind *next available: on pull
    -
    5.00 s Peace of Mind (if available)
    On inc:
    0.00 s Tashiana +0.94 (or skip if unavailable)
    0.94 s Obliterated Psyche V +0.94
    1.88 s Hostage V +1.20 *next available: at 18.48 s
    3.08 s Spell Curse IV +1.43 *next available: at 19.91 s
    4.51 s Bewilderment +0.67
    5.18 s Destructive Mind V +0.85 *next available: at 17.63 s
    6.03 s Asylum VI +0.85
    6.88 s Brainshock VII +0.85
    7.73 s Hemorrhage VII +0.85
    8.58 s Silence V +1.36
    9.94 s Master's Strike +1.36 (or Puppetmaster +1.36)
    11.30 s Hemorrhage VII +0.85
    12.15 s Shock Wave III +1.62
    13.77 s Asylum VI +0.85
    14.62 s Hemorrhage VII +0.85
    15.47 s Brainshock VII +0.85
    16.32 s Simple Minds VI +1.36
    17.68 s Destructive Mind V +0.85 *next available: at 30.39 s
    18.53 s Hostage V +1.11 *next available: at 35.30 s
    19.64 s Hemorrhage VII +0.85
    20.49 s Spell Curse IV +1.36 *next available: at 36.67 s
    21.85 s Ego Shock VI +1.11
    22.96 s Hemorrhage VII +0.85
    23.81 s Brainshock VII +0.85
    24.66 s Simple Minds VI +1.36 (or Puppetmaster +1.36)
    26.02 s Hemorrhage VII +0.85
    26.87 s Asylum VI +0.85
    26.36 s Puppetmaster +1.36 (or Medusa Gaze VII +1.36)
    28.32 s Hemorrhage V +0.85
    29.08 s Brock's Thermal Shocker +0.85 (or pause)
    29.93 s Silence V +1.36
    31.29 s Destructive Mind V +0.85 *next available: at 43.23 s
    32.14 s Hemorrhage VII +0.85
    32.99 s Brainshock VII +0.85
    33.84 s Medusa Gaze VII +1.36 (or Simple Minds VI +1.36)
    35.20 s Hemorrhage VII +0.85
    36.05 s Hostage V +1.11
    37.16 s Spell Curse IV +1.36

    -> No chronosiphoning?
    With top end gear and keeping perpetuality up, a coercer can easily reach the cap of casting speed, so for those coercers, obviously they have no need for Chronosiphoning. However, the same is mostly true for non-raiding coercers or beginning coercers. Given a normal raid setup with just a bard and average gear, a coercer should obtain around 85-90% casting haste.
    I do not recommend casting Chronosiphoning because to see a benefit from the additional Spell Casting haste, at least 20 seconds of fighting has to occur for the time lost casting the spell to be "made up" before gains can be seen. Thus, on shorter fights, there's little to no gain at all. Further, we now have many more damage spells to load in up, all of which would net more overall dps than from the dps boost. To translate the potential dps gain into terms one can compare with other spells, Chronosiphoning is like casting a heavily delayed 600-900 damage nuke; far weaker than our other options. Even in longer fights, it's only useful when as a perpetuality stopgap when you have run out of other direct damage spells to cast.

  2. #2
    Coercers are Bananas
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    Default Re: FACQ: Improving DPS - Spell Priority and Casting Order

    Warning! Math ahead.

    Appendix I: Spell Damage Cap Chart
    Spell Damage Caps at 1008 intelligence. Hemorrhage Master 2, the rest Master 1.

    Hemorrhage VIII 385-521
    Forceful Headache 362-604
    Spell Curse IV 491-600
    Simple Minds VI 542-662
    Ego Shock VI 561-686
    Hostage V 621-758
    Medusa Gaze VI 642-784
    Asylum VI 725-885
    Destructive Mind V 896-945
    Bewilderment 553-1027
    Brainshock VII 978-1195
    Silence V 1134-1386
    Shockwave III 1208-2012
    Master Strike 1449-1771

    * Shockwave, Ego Shock and Simple Minds apply only 1/3 of the spell damage total due to cap for AE spells
    ** Destructive Mind, Spell Curse, and Hostage apply only 1/3 of the total spell damage per trigger due to reactive. However, if more than 3 reactives are triggered, the gain is actually more than 100%.

    Appendix II: Average DPS
    How I calculated these:
    Average Damage / ( Base Casting Time + Recovery Time in seconds) = Average Damage per Second
    1. Damage calculated with Intelligence at 1200.
    2. Damage calculated at 25% worn Base Damage; 15% from achievements and 10% from Bloodthirsty Choker.
    3. Destructive Mind, Ego Shock, Shock Wave, Hemorrhage, Brainshock, Asylum, and Silence assume speed bonuses and base/crit damage bonus from Achievements, except for Medusa Gaze. Otherwise, 5 Spell Crit Bonus was used.
    5. Casting speed is averaged to 85%, although you can easily obtain 100% by keeping perpetuality up. Recovery speed is set at 48%. In raids, you should be at about 61% haste before perpetuality kicks in, depending on your gear and raid makeup.
    5. Peace of Mind is is calculated at either 10 triggers if cast immediately before the pull, or 12 triggers if cast during the fight over its 20 second duration. The actual trigger count can reach 16 or more depending on your casting order and casting speed.
    6. If you take the numbers below and divide them by their respective spells' reuse speed, you're going to get the average "EXT DPS" (equivalent to ACT) for that spell (at a no debuff, no resisted spells, controlled environment). If you add all those amounts, you'll get your total damage for a given fight.

    I have prepared only 2 versions below, with varying spell Crit. Spell Damage for coercers should remain steady, so I chose a relatively high amount.

    At 75% actual Spell Crit, 780 Spell Damage

    Hostage, 8 triggers 17068
    Peace of Mind, precast with 10 triggers, 12470
    1. Hostage V, 5 triggers 10670
    2. Peace of Mind, 12 triggers cast during fight, 10538
    3. Destructive Mind V, 9363
    Asylum VI, Pants bonus, 4 ticks, 7056
    4. Spell Curse IV, 6327
    5. Bewilderment, 5809
    Brainshock VII, 4 ticks, 4897
    6. Master Strike, 3759
    7. Shock Wave III, 3519
    8. Silence V, 3420
    9. Asylum VI, Pants bonus, 1 tick, 2225
    10. Brainshock VII, 1 tick, 2590
    11. Hemorrhage VIII, 2576
    12. Ego Shock VI, 1955
    13. Medusa Gaze VII, 1627
    14. Simple Minds VI, 1406

    At 100% actual Spell Crit, 780 Spell Damage

    Hostage V, 8 triggers 18148
    Peace of Mind, precast with 10 triggers, 13500
    1. Peace of Mind, 12 triggers cast during fight, 11408
    2. Hostage V, 5 triggers 11342
    3. Destructive Mind IV, 9947
    Asylum VI, RoK Pants Bonus, 4 ticks, 7372
    4. Spell Curse IV, 6735
    5. Bewilderment, 6311
    Brainshock VII, 4 ticks, 5233
    6. Master Strike, 3989
    7. Shock Wave III, 3852
    8. Silence V, 3657
    9. Hemorrhage VIII, 2806
    10. Brainshock VII, 1 tick, 2758
    11. Asylum VI, RoK Pants bonus, 1 tick, 2685
    12. Ego Shock VI, 2080
    13. Medusa Gaze VII, 1730
    14. Simple Minds VI, 1490

    Appendix III: Casting
    Base Casting speed for basic Coercer Spells and Abilities. To get your actual casting speed, take the Base Casting Speed and divide it by 100% plus your current Spell Cast haste.
    Spells modified by achievements calculate based on the modified number. (Base cast time - achievement reduction) / (100% + Casting speed).

    Base casting Speed
    Bewilderment, 0.5 s
    Chronosiphoning 0.5 s
    Nullifying Staff 0.5 s

    Asylum 1.0 s
    Brainshock 1.0 s
    Brock's Thermal Shocker 1.0 s
    Destructive Mind 1.0 s
    Channeling 1.0 s
    Stupefy 1.0 s (1.5 s without aa)
    Hemorrhage 1.0 s
    Manastone 1.0 s
    Obliterated Psyche 1.0 s
    Tashiana 1.0 s

    Ego Shock 1.5 s (2.0 s without aa)
    Hostage 1.5 s
    Medusa Gaze 1.5 s (2.0 s without aa)

    Silence 2.0 s
    Cannibalize Thoughts 2.0 s
    Simple Minds 2.0 s
    Master's Strike 2.0 s
    Mana Flow 2.0 s
    Mana Shroud 2.0 s
    Puppetmaster 2.0 s
    Shift Mana 2.0 s
    Spell Curse 2.0 s

    Shockwave 2.5 s (3.0 s without aa)

    At 75% Casting Speed
    0.5 s base => 0.29 s
    1.0 s base => 0.57 s
    1.5 s base => 0.86 s
    2.0 s base => 1.14 s
    2.5 s base => 1.43 s

    At 85% Casting Speed

    0.5 s -> 0.27 s
    1.0 s -> 0.54 s
    1.5 s -> 0.81 s
    2.0 s -> 1.08 s
    2.5 s -> 1.35 s

    Appendix IV: Reuse
    Reuse speed for most Coercer Spells and Abilities. The same basic formula applies for Reuse speed as for Casting speed.
    Spells modified by achievements calculate based on the modified number. (Base reuse time - reuse reduction) / (100% + Reuse haste).
    Achievements are abilities, which are generally not modified by the reuse items available to coercers. Most items affect only spells.

    There are several ways to calculate the benefit of Reuse. Assuming you were able to recast your spells as soon as they were up, Reuse would increase the damage of one as listed on the table below. However, you have to take into account the normal damage lost by casting one spell instead of another, and thus you must subtract the amount of damage your average spell would have done if not for the reuse. In an average raid for the average coercer, this value is between 98 and 118 damage per second of cast time of the replacement spell. In addition, reuse only benefits spells which you cast the moment they are up, and thus does not benefit dots or other spells you don't attempt to recast instantly. Finally, reuse only shows benefit if you can cast a spell more than once that encounter. Thus, on short fights reuse has very little use. Thus, it is wise to adjust gear accordingly (if possible), but more will be discussed in the next article.

    Certain items do affect all "abilities," or skills/spells obtained from AA as well as any other profession spells. These items include the VP Set Pants, Cloak of Unrest proc, Earring of Unkempt Power proc, and Earring of Unkempt Energies. However, since most items do not affect these, they are left unmodified in the calculations in most cases.

    Spell Reuse Timers
    0% Reuse
    Hemorrhage 3.0 s
    Asylum 6.0 s
    Brainshock 8.0 s
    Simple Minds 9.0 s
    Obliterated Psyche 10.0 s
    Destructive Mind 15.0 s
    Hostage 20.0 s
    Spell Curse 20.0 s
    Shift Mana 20.0 s
    Silence 25.0 s [Epic Immunity 48 s]
    Chronosiphoning 30.0 s (ability)
    Medusa Gaze 30.0 s (25.0 s with max aa) [Epic Immunity 25.5 s]
    Nullifying Staff 30.0 s (ability)
    Cannibalize Thoughts 45.0 s
    Stupefy 45.0 s (37.5 s with max aa) [Epic Immunity 19.1 s]
    Ego Shock 45.0 s (37.5 s with max aa) [Epic Immunity 27.0 s]
    Puppetmaster 45.0 s
    Shockwave 45.0 s (37.5 s with max aa) [Epic Immunity 15.0 s]
    Bewilderment 60.0 s (ability)
    Mana Flow 60.0 s (50.0 s with max aa) (ability)
    Tashiana 60.0 s (ability)
    Master's Strike 120.0 s
    Peace of Mind 120.0 s
    Brock's Thermal Shocker 180.0 s

    15% Reuse
    Hemorrhage 2.6 s
    Asylum 5.2 s
    Brainshock 7.0 s
    Simple Minds 7.8 s
    Obliterated Psyche 8.7 s
    Destructive Mind 13.0 s
    Hostage 17.4 s
    Spell Curse 17.4
    Shift Mana 17.4 s
    Silence 21.7 s [Epic Immunity 48 s]
    Medusa Gaze 26.1 s (21.1 s with aa) [Epic Immunity 25.5 s]
    Nullifying Staff 30.0 s (ability)
    Chronosiphoning 30.0 s (ability)
    Cannibalize Thoughts 39.1 s
    Stupefy 39.1 s (31.6 s with aa) [Epic Immunity 19.1 s]
    Ego Shock 39.1 s (31.6 s with aa) [Epic Immunity 27.0 s]
    Puppetmaster 39.1 s
    Shockwave 39.1 s (31.6 s with aa) [Epic Immunity 15.0 s]
    Bewilderment 60.0 s (ability)
    Mana Flow 60.0 s (ability)
    Tashiana 60.0 s (ability)
    Master's Strike 104.5 s
    Peace of Mind 120.0 s (ability)
    Brock's Thermal Shocker 156.5 s

    30% Reuse
    Hemorrhage 2.3 s
    Asylum 4.6 s
    Brainshock 6.1 s
    Simple Minds 6.9 s
    Obliterated Psyche 7.7 s
    Destructive Mind 11.6 s
    Hostage 15.4 s
    Spell Curse 15.4 s
    Shift Mana 15.4 s
    Silence 19.2 s [Epic Immunity 48 s]
    Medusa Gaze 23.1 s (18.1 s with aa) [Epic Immunity 25.5 s]
    Chronosiphoning 30.0 s (ability)
    Nullifying Staff 30.0 s (ability)
    Cannibalize Thoughts 34.6 s
    Stupefy 34.6 s (27.1 s with aa) [Epic Immunity 19.1 s]
    Ego Shock 34.6 s (27.1 s with aa) [Epic Immunity 27.0 s]
    Puppetmaster 34.6 s
    Shockwave 34.6 s (27.1 s with aa) [Epic Immunity 15.0 s]
    Bewilderment 60.0 s (ability)
    Tashiana 60.0 s (ability)
    Master's Strike 92.3 s
    Peace of Mind 120.0 s (ability)
    Brock's Thermal Shocker 138.5 s

  3. #3
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    Default Re: FACQ: Improving DPS - Spell Priority and Casting Order

    Holy crap. That's what I call comprehensive.

  4. #4
    Coercers are Bananas
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    Default Re: FACQ: Improving DPS - Spell Priority and Casting Order

    Yeah, hopefully it helps. I tried to keep as little math in the "main" article as possible, to not make people gloss over it. I put back in the timing mechanisms in the spell order so people could get some idea of times down.

    In the appendices, I had charts of all the dots and reactives, but I took em out because they seemed redundant. For dots, I figured the 1 tick was by far the most common cast. As for reactives, if you can see that even 2 triggers of hostage or spell curse are better than most our other spells in terms of damage, so more triggers would obviously just be better.

    I also took out an average crit chart, since all the spells are affected the same except Shockwave. Basically 100% crit would be 30-32% increase for all the spells cept for Shockwave at 37% increase.

    Oh, on a final note, Puppetmaster is based off 190 mitigated damage multiplied by 21 (7 hits from 3 mobs over the duration). They aren't affected by spell damage/spell crit/base damage, though.

  5. #5
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    Default Re: FACQ: Improving DPS - Spell Priority and Casting Order

    Revel - i dont know if you want to add this to your list some where - but the following method i have used when applicable and has helped me greatly - have showed quite a few chanters on kithicor and everfrost but it seems like most people still dont talk about it openly.

    I would say that that would be the perfect outline for maximizing dps - however - for pulls which require no rushing i prefer to cast a group buff (pre-pull) before starting off with hostage/ debuffs to be at max perpetuality. For whatever reason since you are casting a buff that effects all other members in group it triggers perpetuality 6 times and puts you right at max perp. Again this is assuming that whatever pull you are doing you dont have to rush in the room/area then start dpsing. T7 i used consuming thoughts quite a bit but as we all know if debuffs are not on the mob quickly chances of that debuff landing are slim to none.

    I find that it works well with group buffs as you are not relying for anything to 'land' on the mob to keep the perpetuality maxed but then again this is not to say that your next 1-2 spells will land automatically and you will continue with max perp.

    Something to think about if you haven't already. I wouldn't be suprised if chanters have tried something similar to this but dont use it often.

  6. #6
    Polite Suggester
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    Default Re: FACQ: Improving DPS - Spell Priority and Casting Order

    Quote Originally Posted by Jibo View Post
    snip
    Yeah this one takes some practice to time perfectly, but it's easy to start with max perp on a fight. I also do this while buffing, Third Eye is first on my buff bar.

    Also thanks Revel, good info for everyone

  7. #7
    Coercers are Bananas
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    Default Re: FACQ: Improving DPS - Spell Priority and Casting Order

    While I do recast group buffs in the time period before a pull to try to get Perpetuality up, I never consistently work in my next spell before it expires. In fact I would use more than one spell - I'd use Third Eye, Signet, and/or Manaward (when I had it) all to try to get Perpetuality up. With a static mob it worked most of the time (generally timing it as the mob "turned", but with a roaming mob I felt that I lost time (that the cast time for the spell was too long to predict from a body pull). So, I prefer to position myself in the time between the pull and my first spell instead most of the time, and often we have less than 10 seconds between pulls so I'm just trying to keep up.

    If you do time it right, you get 7 seconds of max Perp, which would roughly equal 3-4% free dps for that fight (versus building up Perp from 0).

  8. #8
    Coercers are Bananas
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    Default Re: FACQ: Improving DPS - Spell Priority and Casting Order

    Was doing the next article, and decided to add an appendix on outside sources of dps to this one. The 100% procs fluctuated greatly (probably due to reuse timers for the casters of those buffs), so I tried my best to average it out. Thus, the margin of error is much bigger on those.

  9. #9
    Coercers are Bananas
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    Default Re: FACQ: Improving DPS - Spell Priority and Casting Order

    This one's fully updated in the basic sense, but I didn't check for typos or other grammatical errors after finishing all the math off.

    So, the first 3 articles from the FACQ are basically updated. The 4th article requires time aside from just number crunching, though, because a large portion of the calculation requires lots of parses, and right now I don't have any viable ones. So don't expect that to update for a while, but in the meantime I'll keep adjusting the normal gear thread based on my preliminary estimates.

    It's still a good idea to keep spell damage around 600-750, which is down from the 800ish I recommended earlier, but not as drastic as I thought. I'm still not sure if I calculated Tyrannous Mind correctly with the aa, but it should be close. If my respec price goes down I'll double check it later.

  10. #10
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    Default Re: FACQ: Improving DPS - Spell Priority and Casting Order

    How do you set up your hotbar for this?

    Do you try and set up all useable spells in the order listed here and then just try and press them in the right order when they come up again?

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