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Seruvius AFK this week


Traveling for work..be back on Thursday

Raiding Guild Blues



Break Time


I am going to be taking a break from raiding the next week or so. I just finished my college finals and I am making finals for my high school students.

Bottom line I am burnt out and need to recharge.

Warsai

Healing from a Templar POV in today's game


I just wanted to post some thoughts on here as it seems there is a bit of confusion and possibly a lack of knowledge on how Templars work in today's game. It seems there has been some issues with Prime-Cornicen Munderrad and I'd like to explain some of the behind the scenes difficulties. As a Templar I have only ONE group cure, my reuse is about 55% (not sure exactly I'm not in game) and that gives me about a 12.5 second recast on my group cure. There are 2 noxious detrimentals this encounter gives, Toxic Tornado and Poison Rain. Keep in mind that Prime-Cornicen Munderrad is one of those mobs which has the double/triple AOE cast, sometimes he double/triple casts but with only one actual casting, there is an interesting thread up on the forums up about this.

Where the difficulty lies is in which one to cure. Last week I was told to concentrate on Toxic Tornado, I did that and it didn't end well as Poison Rain hit hard and stifled. This week I was asked to concentrate only on Poison Rain but then asked why Toxic Tornado was healed with a single target cure. First of all I asked a couple of times but was unanswered, it seems as if both of these detrimentals stifle? I didn't miss a single cure last night as I have a special mob casting bar addon from DarqUI that actually gives me an audible when the mob begins casting, I can then time my cure to land just as the detrimental lands. But the issue is that my group cure is NOT up for the next noxious, and it seems like they both stifle.

I have no issues healing anything thrown at me, I also have no issues curing and even with a single group cure I usually end up at the top of the parse list for curing (even though the heal parse is pretty useless as a measuring tool anyhow). I solo healed groups in our Drunder raids with no issues, even with the single group cure, but that wasn't with back to back detrimentals of which either could cause a raid wipe. The issue here is a HUGE shortcoming in the Templar class. The Templar's strength, adding defense to the group and specifically adding a ton of survivability to the tank, seems like it is completely unused in DOV. Curing, to a large degree, has become MUCH more important than actually healing and the lack of a 2nd group cure is a huge disability. I must say I am thoroughly discouraged and even disgusted with my own class as I strive VERY hard to be the best healer I can be and take it very personally when raid progression is affected. I've been so disgusted that I've considered just quitting the raid scene, but I am not a quitter.

I do have a level 90 inquisitor with 300AA and a mix of T1 gear, but he needs a little more gearing to become HM ready. I'll gladly shelve my Templar and play the inquisitor if the leadership would rather have me in that healing role, since it seems like the Templar just isn't needed and in some cases is even a detriment. I'd also be willing to work on BOTH Templar and Inquisitor and I wouldn't mind at all if I was asked to switch out depending on the situation or fight. I'd like to do whatever it takes for us to be successful as I absolutely love raiding, so please feel free to suggest or direct me on the best course of action. It's common knowledge that Templars have left this game in droves, I even see in your own guilds forums Templars leaving, I don't blame them as they are powerful healers but for specific encounters they are hopelessly broken.

Just my 2 cents, sorry I never introduced myself but I am loving the guild, very nice bunch of people and the raids are a ton of fun.

the Charts -love Fairin


Foreword: this post is going to have some "i knew that" but should also contain some "oh . i didnt know it did that too!"

DPS is a culmination of Auto Attack, Combat arts, and Spells, combined with correct positioning, Jousts, doing the Encounter correctly and doing YOUR Class Specific requirements (i.e. dirge resing, chanter mana giving, boss debuffing)

your Best Possible DPS would be a fight where all you had to do was stand there and DPS - take first boss of Halls of Legend for example

what this post is for is to improve this ^ which will - in turn improve DPS Raidwide as a whole

the Basics of DPS, Auto attack is Effected by Crit bonus, Multi Attack, DPS mod, Haste, and Flurry, Accuracy and Strikethrough work differently than what the public thinks

Crit Bonus - normally Crits are for 30% more than the normal hit, i.e. a hit for 1000 would crit for 1300 with 0 critbonus
DPS mod - Increases your Auto attack Base Damage by a %, the soft cap is around 180 and drops dramatically from there
Haste - Decreases your Weapons Swingtime, the cap is 125% haste @200 rating, every 15% over 200 = 1% flurry
Flurry - the % chance your primary Weapon will Swing Two more times on any normal or Multi attack, main hand or off hand
Multi Attack- the % chance your weapon will Swing Multiple times, the Soft cap begins at 500, with anything over 600 requireing 10 times as much to get another attack
Accuracy and Strikethrough work like this, first you get a % of your accuracy or strikethrough, when your attack Misses, it rerolls one time to see if you can hit, - meaning 25% accuracy = a 25% chance to ignore a miss that would have happened normally. Strikethrough is the SAME, except it works on Dodges and Parrys
Weapon Skills your Skill cap at 90 is 450, the more you have the better your chance to hit, once you hit the actual Cap(637), more weaponskills will increases your Weapons Minimum Damage per hit up to the max

***What do you want to aim for to increase Auto attack dps?

DPS mod to 150 = 115% increased auto atk dmg (you wont always be grouped with a dirge / inquisitor / coercer)
Crit Bonus - comes on gear naturally and as for adorns theres not much choice here - pants + gloves, with focuses on bracers shoulders and chest from rygorr)
Haste- at least 100 haste, the soft cap begins at 80 but really clamps down on haste after 130 (for near 100% haste, you'll not always be grouped with an illy troub or inquisitor)
Multi Attack: this is obvious, increaseing the number of swings increases Multiplicativly you want 600 to cap it more is always better
Flurry: with Enough flurry and Multi attack, you can literately swing so many times in one combat round its obscene think 7 with main hand 7 with off. and each one of those attacks can flurry by your flurry %
Accuracy and Strikethrough are extremely weak stats in their current form, but feel free to test on your own. i used to run with 25% of each. theres wasn't a noticeable difference
Weapon Skills you Need this, tons of it, Adorn for it in everyslot you can you will notice a tremendous difference in your auto atk dmg due to the lack of level based miss dodge and parrys, Dirges Buff this as well

Spell / Combat Art DPS an Overview

the Basics

Crit Bonus normally Crits are for 30% more than the normal hit, i.e. a hit for 1000 would crit for 1300 with 0 critbonus (copypaste ftw)
Potency increases your abilities Base damage by a % - normally your spells do 100% normal damage. so 10% potency is 110% damage
Ability casting speed how quickly your spells are cast. it takes a % off of your spells casting time. the Math is this, you may only take off a total of 50% off an ability/spells casting time, consider every 2% of abilitycasting as 1% so 100%=50%. or max (real formula isn't nessary as 100% is easy to aquire)
Reuse this works as the same as abilitycasting just effects how OFTEN you can cast a spell, again the most you can reduce a spells Reuse is 50% of its max, i.e. 5 mins becomes 2 mins 30 seconds @ 100% reuse. Every 2% of reuse knocks 1% off the spells total Recast time
Ability Mod: Increases the BASE damage of your spell/combat art by the Number represented up to 50% of the maximum i.e. a spell/combat art that does 1000 dmg base w/potency. the most effect you can gain from your Ability mod is 500
Recovery: Ability recovery is the same as casting / reuse. every 2% = 1% taken off. everyone in the game has a global cooldown of 0.5 seconds certian abilities -ignore- this cooldown. you can only ever cast 2 abilities per second if you did not have any recovery . no matter how fast your spells / combat arts cast, with enough recovery. and fast button pressing. you can cast mutiple Combat arts per second (or any spell that starts at 0.5 casting)
Spell Double Cast Increases the chance your spells will cast twice, ever seen a 350k ice comet smack twice for 700k? that is what you want for that to happen more often, good luck finding it / getting lots and lots of it. - if only there was one for combat arts too...
SpellCasting Skills your Skill cap at 90 is 450, the more you have the lower your chance your spells will be Resisted, once you hit the actual Cap(637) it will begin to increase your spells minium damage up to their Maximum

***how to Increase Spell / Combat art DPS

Crit Bonus: Comnes Naturally on gear, and is adornable on weapons / legs gloves /boots and 3 adorns for chest/shoulder/bracer +focus)
Potency comes naturally on Gear, and is restricted off most armor, i'd wear it on my weapons / ranged
ability casting speed get 100%. don't bother going over till it gives more value than 1% over = 0.001% doublecast
reuse get this to 100%, there's NOTHING that would increase your DPS More than this, period *note, in raids some buffs are rw and bring this up 20%*
Ability Mod i Adorn for this, and get it on set bonuses. also there's an AA everyone gets for 350ish or so. very nice- the more the merrier
Recovery you need at least 50% to get your recovery from 0.5 to 0.33, or 3 abilities per second, 32% is provided by a bard
Spell Double Cast, theres 1 adorn for everyone fits on shoulders and the rygorr version has a focus grab that too. Inquisitors + illys buff this as well (inquisitors its an adorn, that also gives flurry), you can probably get a wizard (who has 10% from myth) up too.. 17 through that?, thats respectably beefy
Spellcasting Skills again you want as much of this as possible, your spell will hit for more, and be resisted less Adorn for this
Spell Reuse is slightly different than normal reuse. as it only effects spells (captian obvious) but it does stack


***now getting into Detail on how Certian things Effect Raidwide DPS

ALL group wide and Raidwide Buffs that do Damage (Exception: Victorious Concerto) have the same formula. this includes Elemental Toxicity, Stampede PoM, PoTM, Aria of Magic, Dead Calm, -soon to be Troubs Choral rebuff and Jesters ruse. and all other like abilities (wizards got one.. beastlords got one ect)

first, it calculates what rank the spell is, then is effected by the buffers Potency.
once its cast the Buffee's attacks are augmented with it, Ability mod is added then it calculates the Buffee's Critbonus because the Buffee CRIT with it not the buffer

so Base damage + Total Potency = Buffed Damage , then
Buffed damage + Ability mod+ Critbonus = DPS

***the Charts, as promised hope you loooove math, i don't, but i love dps...

Soft Cap is 1% does not equal 1%
Hard Cap, meaning anything over this is -not- usefull or doesn't provide a benefit for stacking it due to diminishing returns. even if it has no cap
Sweet spot: Obtainable with current Gear w/out many outside buffs < What you wanna be self buffed

Multi Attack: SC: 500, HC: 600, SS: 500
DPS Mod: SC 100, HC:300, SS: 200
Haste: SC: 80, HC 200: SS: 115
AbilityMod: SC: N/A, HC in the area of 3000, SS: 1500
Reuse: SC: N/A, HC 100, SS: 50~100, as much as possible, gem adorn reforge for this
AbilityCast: SC:N/A, HC: 100, SS:50~100 (50 for non spell casters, 100 for casters/healers)
Ability Reuse: SC:N/A, HC:100, SS:18% (bards will provide 32% for 50%) (editnote: if your not at 100% reuse i wouldn't reforge for this)
SpellDoubleCast:SC:N/A, HC:100, SS: as much as possible
Flurry: ^ see this
Accuracy/Strikethrough SC:N/A,HC:200, SS: - Negligible rare on gear, buffs might provide a minimal difference (for reference i run with 25 w/raid buffs)

Formula's (more later) < edit note

Multiattack is Calculated by the X/100 *Where X = your MA* you need 4 times as much MA to get another swing past 600, so you'd need 400 MORE MA to get 1 more attack after 600 - i.e. 1000
DPS mod is 1% for 1% up to 68, then drops off mathmatically after droping around 0.0025 per point per % meaning 68=68, 75=73, 114~6=100 and so on..........^ and v are identical in formula 200dps = 125% increase, 200 haste =125%
Haste: gives its full bonus up to 68 then begins to taper off then dramtically falls off after 125, going up to 200 is only usefull if you want the flurry, which is every 15% over 200 to bring a 4.0 weaponspeed down to its cap of
Weapon/Spell skills, the cap is 450 naturally, the Cap for level 90 monsters is 585, the Cap for lv 98 monsters is 637 (level x 6.5) Drastically effects hit rate
Abilityreuse/casting/recovery ect, is (X - Y) x (1 - Y/ 2) X=spell/ability Base stat , y= Variable (your stat) don't think too much into it, my formula is every 2% = 1% off.. much easier to understand..
Last edited by Fairin on Fri Apr 06, 2012 5:02 am, edited 1 time in total.

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Class Tank Dps Heal