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Old 03-26-2008, 08:01 AM  
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Default FACQ: 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 greatly based on gear - more specifically your spell haste and your spell reuse may greatly change how you do things. Even your spell damage and your spell crit affects your spell order, although to a lesser extent.
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. (Assumes master versions of all spells).

Theoretical DPS Chart

1. Hostage
2. Tyrannous Mind
3. Spell Curse***
4. Asylum
5. Brainshock
6. Puppetmaster*
7. Master's Strike
8. Absolute Silence
9. Shock Wave
10. Intrepid Focus**
11. Hemorrhage
12. Ego Melt
13. Dissecting Gaze

*Puppetmaster assumes full duration (20 seconds). Obviously, this is not usually the case and in practice, the damage amount falls below Hemorrhage, because encounters rarely allow for the full 20 seconds to elapse, and even when they do, most mobs have area effect spells which kill the puppets prematurely.
** Intrepid Focus assumes 5 aa. If you have 0 aa, the damage per second falls below Ego Melt. Further, the delay on the damage may cause it to miss entirely on any fights with heroic groups/adds.
*** Spell Curse is the highest damaging spell in any group encounter of 2 or more mobs, unless you have the Robe of Spectral Coercion, in which case it's the highest only when there are 3 or more mobs.

Other notes:
Intrepid Focus hits after 2.8 seconds on epic mobs.
Absolute Silence ticks in 5.3 seconds on epic mobs, but most of its damage is front-loaded anyway.
Asylum and Brainshock both take 24 seconds to reach their full damage. But, even only 3 ticks (12 seconds) is enough to make either spell higher damage per second than Shock Wave and equal to Absolute Silence overall if cast often enough.

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 Intrepid Focus 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 Melt, Dissecting Gaze or Intrepid Focus when taking into account the damage delay. Most fights you will still have to cast these other spells, but reapply your dots first and it will net you slightly better results, because they offer the damage equivalent of a Hemorrhage, they will cycle very fast leaving you more spells to cast, and it will make it much easier on your brain to not worry about not casting a certain spell. The termination damage loss is very minimal, considering that it's usually only 2000 damage. A simple cast of any of our other spells can replace that lost damage, and the gain from recasting 2 Brainshocks over 1 Dissecting Gaze is already at least 1200 damage.

When possible, use Brainshock first, and override Asylum only when necessary. As you see from Appendix II, overriding Brainshock is better dps than overriding Asylum.

Debuff->DPS Chart

1. Obliterated Psyche
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 on full agility line with a bard and monk in raid. It is slightly more if you are missing either of these.

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 Tyrannous 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 36.8% 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:
Tyrannous Mind *next available: on pull
On inc:
Perpetuality Boost
0.00 s Tashiana +0.90 (or skip if unavailable)
0.90 s Hostage +1.37 *next available: at 19.7 s
2.27 s Obliterated Psyche +0.99
3.26 s Spell Curse +1.56 *next available: at 22.3 s
4.82 s Asylum +0.92 *applies full damage by 29.8 s
5.74 s Tyrannous Mind +0.90 (max perp: 79%) *next available: at 19.7 s
6.64 s Hemorrhage +0.90
7.54 s Brainshock +0.90 *applies full damage by 32.5 s
8.44 s Absolute Silence +1.46
9.90 s Hemorrhage +0.90
10.80 s Master's Strike +1.46 (or Puppetmaster +1.46)
12.26 s Intrepid Focus +1.18
13.44 s Hemorrhage +0.90
14.34 s Shock Wave +1.74
16.08 s Ego Melt +1.18
17.26 s Hemorrhage +0.90
18.16 s Dissecting Gaze +1.46
19.62 s Hostage +1.18 *next available: at 38.3 s
20.80 s Tyrannous Mind +0.90 *next available: at 34.8 s
21.70 s Hemorrhage +0.90
22.60 s Spell Curse +1.46 *next available: at 41.5 s
24.06 s Brainshock +0.90
24.96 s Hemorrhage +0.90
25.86 s Chronosiphoning +0.62 (93% Cast)
26.48 s Mana Flow +1.38
27.86 s Hemorrhage +0.86
28.72 s Nullifying Staff +0.60
29.32 s Aslyum +0.86


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:
Tyrannous Mind *next available: on pull
On inc:

Perpetuality Boost
0.00 s Tashiana +0.90 (or skip if unavailable)
0.90 s Hostage +1.37 *next available: at 17.7 s
2.27 s Obliterated Psyche +0.99
3.26 s Spell Curse +1.56 *next available: at 20.3 s
4.82 s Asylum +0.92 *applies full damage by 29.8 s
5.74 s Tyrannous Mind +0.90 (max perp: 79%) *next available: at 18.3 s
6.64 s Hemorrhage +0.90
7.54 s Brainshock +0.90 *applies full damage by 32.5 s
8.44 s Absolute Silence +1.46
9.90 s Hemorrhage +0.90
10.80 s Master's Strike +1.46 (or Puppetmaster +1.46)
12.26 s Intrepid Focus +1.18
13.44 s Hemorrhage +0.90
14.34 s Shock Wave +1.74
16.08 s Ego Melt +1.18
17.26 s Hemorrhage +0.90
18.16 s Hostage +1.18 *next available: at 34.8 s
19.34 s Tyrannous Mind +0.90 *next available: at 31.9 s
20.24 s Spell Curse +1.46 *next available: at 35.7 s
21.70 s Hemorrhage +0.90
22.60 s Dissecting Gaze +1.46
24.06 s Brainshock +0.90
24.96 s Hemorrhage +0.90
25.86 s Chronosiphoning +0.62 (93% Cast)
26.48 s Mana Flow +1.38 (or Brock's Thermal Shocker +0.86)
27.86 s Hemorrhage +0.86
28.72 s Nullifying Staff +0.60
29.32 s Aslyum +0.86


-> No chronosiphoning at the start?
Yes, Chronosiphoning is not in the normal rotation on short fights, for two reasons. One, to even see a benefit from Chronosiphoning, at least 20 seconds of casting has to be "made up" to just equal out from the time lost casting the spell. Thus, on shorter fights, there's little to no gain at all. Two, even despite the timing issue, we now have many more damage spells to load in up (at least 3 more than what my old rotation stated), all of which would net more overall dps than from the dps boost (which is about 1.5% overall, factoring in the lost dps but not any possible gained dps from casting a different spell). So, since the boost 1) takes too long to recoup and 2) can be made up and surpassed by casting other damage spells, I don't recommend Chronosiphoning in a regular rotation any longer for trash fights. Even in longer fights, it's only useful when you have run out of other direct damage spells to cast.
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Last edited by Revel; 09-08-2008 at 02:56 PM. Reason: GU45 v2.12 update
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Old 03-26-2008, 08:02 AM  
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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, and Hemorrhage M2, the rest M1.

Hemorrhage 385-521
Forceful Headache 362-604
Spell Curse 491-600
Dissecting Gaze 542-662
Ego Melt 561-686
Hostage 621-758
Intrepid Focus 642-784
Asylum 725-885
Tyrannous Mind 896-945
Brainshock 978-1195
Absolute Silence 1134-1386
Shockwave 1208-2012
Master Strike 1449-1771

* Shockwave, Ego Melt and Dissecting Gaze apply only 1/3 of the spell damage total due to AE
** Tyrannous Mind, Spell Curse, and Hostage apply only 1/3 of the total spell damage per trigger due to reactive. If more than 3 reactives are triggered, gain is actually more than 100%.

Appendix II: Average DPS
How I calculated these:
Average Damage / ( Base Casting Time + Recovery Time) = Average Damage per Second
1. The low end and high end were averaged with Intelligence at 1000.
2. If you take this number and divide it by the 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.
3. Tyrannous Mind assumes 25% damage bonus.

At 14.4% casting speed, 24% recovery:
700 Spell Damage

Hostage, 8 triggers (set robe) 7508
1. Hostage, 5 triggers 4720
2. Tyrannous Mind, 3 triggers 4650
Asylum, 5 ticks plus headache (set pants) 3192
3. Spell Curse, 5 triggers 2972
4. Asylum, 5 ticks plus headache 2720
5. Brainshock, 5 ticks 2267
6. Puppetmaster, full duration 2093
7. Master's Strike 1792
8. Absolute Silence, 7 ticks 1641
9. Shockwave 1436
10. Intrepid Focus 1125
11. Hemorrhage 1076
Brock's Thermal Shocker 1023*
12. Ego Melt 860
Intrepid Focus, 0 AA 774
13. Dissecting Gaze, 4 ticks 660

At 75% casting speed, 48% recovery:
700 Spell Damage

Hostage, 8 triggers (set robe) 11672
1. Hostage, 5 triggers 7295
2. Tyrannous Mind, 3 triggers 6490
Asylum, 5 ticks plus headache (set pants) 4456
3. Spell Curse, 5 triggers 4317
4. Asylum, 5 ticks plus headache 3797
5. Brainshock, 5 ticks 3164
6. Puppetmaster, full duration 3040
7. Master's Strike 2604
8. Absolute Silence, 6 ticks 2230
9. Shockwave 1971
Brainshock, 1 tick override 1560
10. Intrepid Focus 1514
11. Hemorrhage 1501
Asylum, 1 tick override 1444
Brock's Thermal Shocker 1429*
12. Ego Melt 1336
Intrepid Focus, 0 AA 974
13. Dissecting Gaze, 4 ticks 958
Puppetmaster, normal duration 608

*Brock's Thermal Shocker has a timing issue due to its inability to queue as an item, so it's practically a bit troublesome and less useful than the numbers would say.

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
Chronosiphoning 0.5 s
Nullyfing Staff 0.5 s

Asylum 1.0 s
Brainshock 1.0 s
Brock's Thermal Shocker 1.0 s
Cataclysmic Mind 1.0 s
Channeling 1.0 s
Dysphoria 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 Melt 1.5 s (2.0 s without aa)
Hostage 1.5 s
Intrepid Focus 1.5 s (2.0 s without aa)

Absolute Silence 2.0 s
Cannibalize Thoughts 2.0 s
Dissecting Gaze 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


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.

Adjusted, 1% reuse is about 0.63% dps boost for fights 25 seconds or longer. For fights shorter than that, 1% reuse is only about 0.17% dps boost.


Recommended Reuse items (not a full list):
15% Earring of Unkempt Power
10% Eye of the Siren, Mythical
10% Pantaloons of Spectral Coercion
10% Cloak of Unrest
5% Earring of Unkempt Energies
5% Ring of the Four Winds
5% Eye of the Siren, Fabled
4% Drape of the Emerald Council (hostile only)

Spell Reuse Timers
0% Reuse
Hemorrhage 3.0 s
Asylum 6.0 s
Brainshock 8.0 s
Dissecting Gaze 9.0 s
Obliterated Psyche 10.0 s
Tyrannous Mind 15.0 s
Hostage 20.0 s
Spell Curse 20.0 s
Shift Mana 20.0 s
Absolute Silence 25.0 s [Epic Immunity 48 s]
Chronosiphoning 30.0 s (ability)
Intrepid Focus 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
Dysphoria 45.0 s (37.5 s with max aa) [Epic Immunity 19.1 s]
Ego Melt 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]
Mana Flow 60.0 s (50.0 s with max aa) (ability)
Tashiana 60.0 s (ability)
Master's Strike 120.0 s

15% Reuse
Hemorrhage 2.6 s
Asylum 5.2 s
Brainshock 7.0 s
Dissecting Gaze 7.8 s
Obliterated Psyche 8.7 s
Tyrannous Mind 13.0 s
Hostage 17.4 s
Spell Curse 17.4
Shift Mana 17.4 s
Absolute Silence 21.7 s [Epic Immunity 48 s]
Intrepid Focus 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
Dysphoria 39.1 s (31.6 s with aa) [Epic Immunity 19.1 s]
Ego Melt 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]
Mana Flow 60.0 s (ability)
Tashiana 60.0 s (ability)
Master's Strike 104.5 s

30% Reuse

Hemorrhage 2.3 s
Asylum 4.6 s
Brainshock 6.1 s
Dissecting Gaze 6.9 s
Obliterated Psyche 7.7 s
Tyrannous Mind 11.6 s
Hostage 15.4 s
Spell Curse 15.4 s
Shift Mana 15.4 s
Absolute Silence 19.2 s [Epic Immunity 48 s]
Intrepid Focus 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
Dysphoria 34.6 s (27.1 s with aa) [Epic Immunity 19.1 s]
Ego Melt 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]
Tashiana 60.0 s (ability)
Master's Strike 92.3 s


Appendix V: The Buff-Proc Table

Coercers generally don't get many proc buffs, so I though I'd share what zonewide dps you could get with these buffs on average.
Numbers are based on a coercer with full Agi spec, 1000 intelligence and 80% crit. Also assumes maximum aa for those buffs where available. Your personal ranges will vary from 66% to 150% of the listed amount, the biggest factors being the mob con and magical mitigation debuffs.

Aria of Magic, Dissonant Note [52%, 386-643] = 235 dps
Tandem, Dynamism [33%, 521-636] = 210 dps
Perfection of the Maestro, Precise Note [100% for 30 s, 530-648] = 200 dps per
Velium Gift, Ice Lash [100% for 22 s, 405-495] = 150 dps per
Act of War, Strike of Faith [1.0*, 617] = 51 dps

*Damage procs on all hostile spells, except for Act of War, which procs on any successful attack.

Last edited by Revel; 06-21-2008 at 08:59 AM. Reason: GU45 including TM m1
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Old 03-26-2008, 02:39 PM  
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Default Re: FACQ: Improving DPS - Spell Priority and Casting Order

Holy crap. That's what I call comprehensive.
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Old 03-26-2008, 06:44 PM  
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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.

Last edited by Revel; 03-26-2008 at 06:58 PM.
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Old 03-27-2008, 10:11 AM  
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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.
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Old 03-27-2008, 12:09 PM  
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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
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Old 03-27-2008, 05:47 PM  
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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).
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Old 04-03-2008, 08:53 AM  
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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.
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Old 05-14-2008, 09:09 AM  
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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.

Last edited by Revel; 05-14-2008 at 09:11 AM.
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Old 05-14-2008, 09:51 AM  
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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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