「Theorycraft 2.3」の編集履歴(バックアップ)一覧に戻る

Theorycraft 2.3 - (2008/02/06 (水) 13:09:34) の編集履歴(バックアップ)


Note that the EJ wiki will be released at some point in the near future which will be a better source of information than this, so I'm not terribly concerned with expanding it at this point. Any accuracy problems should be reported.

The following are generally accepted principles of theorycrafting based upon research, testing, and lots of math that has been done by various members of the WoW community. None of the following are absolute laws however some combination of theorycrafting and testing has shown these to be true. If you disagree with any of these you'll probably need some very careful and thorough math as well as parses to convince people that you are correct.

Questions about the reasoning behind something in this post (i.e. why is Fire so much better for a mage) should be directed at a relevant class thread. This is intended to be a quick reference for common questions, not a thesis paper on theorycrafting.

General


 ・全てのクラスは1.5秒のGlobal Cooldownを持つ。Rogueと猫Druだけは例外で、1秒のGCDを持つ。
 ・Bloodlust/Heroismを含むHasteはGCDを減少させない(2.4から減少)。
 ・patch2.3において、Weapon Skill Ratingの代わりにExpertise Ratingが導入された。
  3.9423ratingで1のExpertiseを獲得することができ、Dodge、Parry率を0.25%下げることができるようになる。
  このステータスは少数の値を切り下げて計算する(例:3.4Expertise → 3Expertise)

Bosses


 ・全てのボス(Lv??)は常にあなたのレベルに+3しただけのレベルを持ち、レジスト、物理攻撃判定(Armor判定も)にはそのレベルを適用する。
 ・ボスに対するスペルレジスト率は17%。Spell Hitで補えるのは16%までだ(202 Spell Hit Rating)。
 ・Lv73の敵に対するGlancing発動率は25%。Yellow Attack(スキル、タレントによるダメージ表示が黄色の攻撃)はGlanceしない。

Tanking


 ・敵からのクリティカルヒットを完全に防ぐ為に、WarriorとPaladinは490のDefense Skill(336 Defense Rating)を、
  Survival of the FittestをとったDruidは415のDefense Skill(156 Rating)をそれぞれ必要とする。
 ・Lv73の敵に対しCrushing Blowを受けないようにするには、あなたのDodge率+Parry率+Block率+MobのMiss率が102.4%を超えなければならない。
  殆どのWarriorはShield Blockを使うことでCrushingを無効化することができる。
  PaladinはDodge+Parry+Block+Missが72.5%以上ある状態でHoly Shieldを使えば無効化することができる。
  (Heroic BadgeのLibramを併用することで5%の上乗せが可能だ)
 ・Druidの熊Formのアーマーボーナスには、エンチャントや一時的なBuffは含まれない。
 ・Defense Skillが必須値(WarPal490/くま415)に達した後は、一般的にスタミナを上げていくのが最良といわれている。
 ・Lv73の敵の攻撃を75%軽減するには、35880のArmorが必要となる。
 ・Hit RatingはTauntにも効果があるが、Taunt自体が通常攻撃よりも大きなミス率を持つ。
  確実に成功させるには最低250のHit Ratingを必要とするだろう。
  (一部のTaunt必須ボスはTaunt回避率が低く設定されているという説が存在し、また、大いに信憑性がある。)

Melee


 ・Lv73の敵に対するMiss率
  1hand/Shield、2Hand、Feral : 9%(142 Hit Rating)
  二刀流 : 28%(442 hit rating)
 ・Off-handに違う武器を持ってしまうと、(Racialの?Talentの?)xxx Specializationの恩恵を受けられない。
  例えば、Off-handにDaggerを持っていた場合、Main HandにSwordを装備していてもSword Specializationの恩恵を受けることができない。
 ・敵にDodgeさせないようにするには23のExpertise(91 Expertise Rating)が必要。
  Parryは恐らくこれよりも高い値が必要で、なおかつボスによって可変する。
 ・Expertiseは整数値のみ効果を発揮する。半端な部分のRatingは何も及ぼさない。


Spellcasting

  • Spell penetration does nothing in PvE unless the mob has real (not level-based) resistances. This can be seen because a Warlock's -resist curse does not reduce the actual resist rate that a mob has. In raiding, the only bosses that have resistances are Supremus (fire-resist) and Rage Winterchill (frost resist). It is not worth taking over other stats.
  • Swapping weapons will reset your swing timer and incur the global cooldown.
  • It is possible to switch weapons while casting a spell with a cast time and receive the benefit of the new weapon's +dmg/healing.
  • Paladin and Shaman non-instant spells will reset your melee swing timer upon their completion. This includes spells that normally have a cast time that are made instant by other means (such as Nature's Swiftness).
  • /stopcasting is no longer useful for improving your casts per minute. You can still optimize by using a cast timer mod like Quartz. WoW Forums -> 2.3 "Quartzless" spellcasting mechanic has some useful information.
  • NPCs gain a 2% chance to partially resist non-binary spells (i.e. those that can be partially resisted such as fireball) for each level above the player. Thus Boss NPCs have a 6% partial resist chance. This resistance can not be overcome with spell penetration or hit percentage.

Haste
  • Auto-Attack appears to be the only attack with no inherent cooldown, and thus is the only attack that has no drop off point where haste effects will not provide additional benefit.
  • Channeled spells (Arcane Missiles, etc) do channel faster under the effects of spell haste.
  • Until haste drops your special attack speed below the global cooldown, it is generally the most effective stat to stack. (I.E. a pure scorch build gets little benefit from haste since any further haste doesn't allow the spell to be recast more often.) Classes that rely on damage over time will see reduced benefits from haste since the tick timer is not sped up.
  • Haste discussion

Weapon Enchants
  • For a healer, both 81 healing and Spellsurge are good and effective enchants. There is no wrong answer.
  • Mongoose will usually be the best enchant for both hands for a dual-wielding melee DPS class (Rogue, Warrior, or Shaman).
  • Testing regarding Executioner is not conclusive yet, but its proc rate appears similar to that of Mongoose and although you cannot have 2 Executioner enchants up (the debuff will be refreshed by either hand proccing) it may be a superior enchant in raid situations where large amounts of -Armor debuffs are applied to the NPC. Items with -Armor further enhance the power of Executioner.

Class Information
Hunters
  • 9% miss chance [142 rating]
  • Spreadsheets
  • Autoshot has a 0.5 second cast time, Multi-Shot, Arcane Shot, Steady Shot and Kill Command (amongst other abilities such as stings) will interrupt and reset this cast time.
  • Haste effects work on Steady and Aimed Shot cast times.

Mage
  • 2/47/11 (with 1 point to spend) is the best DPS spec. There are variations on this build in the Frost tree (Improved Frostbolt vs Ice Shards vs Frostbite), but Fireball is the primary source of damage. The major modification from the previous build is the inclusion of Icy Veins over Arcane Focus. 10/47/3 is the best PVE raw damage spec (one point to spend as you like) but Frost maintains the best control and survivability in non-raid situations (pvp, grinding and instances). The meta gem changes in 2.3 mean that Arcane is no longer competitive for PVE damage.
  • +Hit will generally provide the best increase in damage per item budget until it is capped at 16%.

Priest
  • Once you reach the hit cap, +damage is the best stat to stack for a shadow priest.

Shamans
  • Windfury Weapon (the self enchant) has a 3 second cooldown incurred each time it procs, regardless of which hand procs it. For this reason slow weapons in both hands are preferable - 2.6 speed or slower has shown to be the most effective speed range.
  • Windfury Totem (the totem) does not have any of the cooldown issues that Windfury Weapon does. Its procs do generate rage and threat for warriors and it will no longer proc off of special attacks (yellow damage), except for Heroic Strike and Cleave. It is still usually the best totem to use in a group that is ideal for an Enhancement shaman.
  • Regarding Grace of Air vs Windfury Totem: A good rule of thumb is that if DPS Warrior*2 plus Rogues plus DPS Paladins is 3 or more (war*2+rog+pal>2), Windfury will be better group DPS regardless of the rest of the group's composition.
  • The best reason to use GoA is to provide a tank with more dodge, not to improve the AP or crit rate of other classes. On low-rage or threat-sensitive fights Windfury may be preferable for a Warrior or Paladin.
  • Twisting GoA and Windfury is possible, but it is extremely mana intensive and requires a lot of GCD usage. See the Enhancement Shaman thread for more details.
  • It is highly probable that Stormstrike uses a two-roll system, much like Rogue special attacks do.

Rogues
  • Builds: Combat Swords is the best PVE DPS Spec. Combat Maces/Fists/Hybrid weapon and tri-spec Hemo are competitive. Combat daggers is now the worst of the combat builds. Mutilate is well behind everything else since the glancing blow changes, suffering additionally from reduced Windfury Totem benefits vs combat, and on bosses immune to poison (Void Reaver, Hydross).
  • Hit Cap: 28% +hit required to not miss vs lvl 73 bosses, meaning you need 442 hit rating to cap. 5/5 Precision reduces this by 79
  • Shiv cannot be dodged. It may also be unable to be parried or blocked.
  • Deadly poison has better DPS than instant poison, whether on main hand or off hand. If you can only poison one weapon (i.e. Windfury totem is being used), you should use DP.
  • Dual DP is a waste for all except Mutilate builds.
  • Envenom in PvE is a waste of combo points for all except Mutilate builds, except as as the last finishing move of the fight (i.e. the DP stack will not tick out).
  • Rogue special attacks use a two-roll system instead of a one-roll system like all other attacks. See other threads for further explanation of what this means.

Warlocks
  • There is no "cast rotation" for Warlocks due to variance in DoT duration.
  • Shadowbolt will normally provide higher DPS than Incinerate unless you stack the crap out of fire damage gear with a sacrificed Imp.
  • Immolate is worth casting even if you have a lot of +shadow gear until very late in itemization (tier 6). The only other time it is not worth casting is when you're out of debuff slots.
  • Shadowbolt will always produce more dps than drain life, no matter what drain-life boosting talents you have and what Shadowbolt ones you neglect.
  • Warlocks need 16% hit from gear because Suppression doesn't affect Shadowbolt or Soulshatter.
  • As long as it can run full duration, Curse of Doom is preferable to Curse of Agony for sustained single target dps, even if you are deep affliction, primarily because of the opportunity cost of re-casting CoA.
  • Conflagrate will lower your DPS if you use it in a DPS rotation.
  • Imp Life Tap is still a useful talent even if you have Dark Pact since your Imp's mana pool is not infinite. BoW and Spirit buffs will greatly increase your Imp's mana regeneration rate, improving Dark Pact's longevity.
  • Shadow Embrace is worth it if you are responsible for keeping a curse up in raids. It's 5% less damage, and that is not trivial.

Other
Elementals
Elemental-based melee attacks (such as Hydross or most Fire Elementals) follow slightly different rules than normal melee attacks versus a player.
  • Elementals can crit the player but will never crush
  • Elemental melee damage is not mitigated by AC in any fashion
  • Cannot be blocked
  • Can be parried or dodged
  • Can be partially resisted through the appropriate resist stat
  • Attack power modification debuffs such as Demoralizing Shout will affect damage done
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