New Initial Threat Rotation?
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  #21  
Old 11-20-2007, 09:04 AM
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Last edited by Wartorn; 11-20-2007 at 01:46 PM.
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  #22  
Old 11-20-2007, 11:04 AM
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With the new devastate change do you think it's worth it ? Personally I don't think so and I'd like input on this topic.
It increases the threat per rage efficiency of your devastates by 33% - how could you not think it's worth it?
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  #23  
Old 11-20-2007, 11:08 AM
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Did the threat rotation actually change?

Still SS, Rev (if up), Dev, Dev and repeat. Unless for some strange reason Rev didn't come up in that rotation use another Dev. The only thing it did was remove the need for Sunder for an initial five before switching to dev, but is relatively the same since Dev now serves the same purpose on target being attacked.
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  #24  
Old 11-20-2007, 11:18 AM
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Scenario
You have 5+ Devastate, 2x Shield Slam and 2x Revenge. Organize these to provide maximum Threat output, keeping in mind that:
  • Each of the first 5 Devastates will provide a Sunder Armor debuff and increase the damage of Shield Slam and Revenge;
  • Normal attacks will see a damage increase withthe Sunder Armor debuff if Devastates are applied sooner;
  • Devastate is assumed to be 9 rage, Shield Slam is assumed to be 17 rage, and Revenge is assumed to be 2 rage;
  • Devastate has significantly increased Threat for the first five applications.
Is initial threat increased by prioritizing Devastate over other abilities?

Ok I re-ran things given the information above. My own assumtions are below.
  • You always have enough rage to perform an ability.
  • All abilities are assumed to be hits. No misses, parries, dodges, or crits.
  • Damage for abilites is increased as the number of sunders increase.
  • A single white attack [i]follows[i] each ability. As most tanks have a 1.6 weapon this is close enough to the GCD to warrant 1 per. If the special ability applies a sunder the white attack will use the new sunder amount. The first devestate will have its white attack at one sunder.
  • Innate threat values are taken from Evil Empire's Guide here
  • No sunder and max sunder damage values have been done from my own observations while playing. These are highly subjective as I was unable to find any notes about the armor values of mobs to perform a more detailed calculation. The damage between 0 and 5 sunders is increased linearly.
  • There must be at least three moves between Shield Slam and 2 moves between Revenges to accommodate cool downs. I know that you would lose a half a second with only three cool downs between revenge. A half second allowed some other rotations to be checked.
The spread sheet detail can be found here.
The first sheet is my assumptions. Things in blue are to be changed.
The second sheet is my calculations.

I will summarize the results here:

The best full rotation is Dev, Dev, Dev, SS, Rev, Dev, Dev, SS, Rev. This generates 8582 threat before stance and talent modifiers at approx 715 TPS. This is 12443 threat and 1036 TPS after modifiers.

The worst stating rotation is SS, Rev, Dev, Dev, SS, Rev, Dev, Dev, Dev. This generates 7884 threat at 657 before mods. After mods it is 11432 threat at 952 TPS.

The best 5 ability rotation for a quick burst of threat is SS, Dev, Dev, Dev, SS. This produces 4453 threat in 6 seconds or about 742 TPS before mods. Or 6457 threat and 1075 TPS after mods.

The best 2 ability rotation for quick burst of threat is Dev, SS. This generates 1717 unadjusted threat compared to SS, Rev which produces 1607 unadjusted threat.

Conclusions:
It appears that if you are doing SS and Rev as a pair it does not matter which goes first. This is because their side effects have no effect on the threat generated by other abilities and white damage.

From looking at the data (and common sense) the sunders from devastate directly increase the threat generated by the other abilities to such an extent that it would be wise to use devastates first where snap aggro isn't needed.

A SS only generates 162 more base threat than a Devastate. This small difference may actually make it worthwhile to open with the devestate cycle instead of a SS. This is because in most cases when you are going to get something pulled off you at the opener it is due to a lucky crit and at that point even SS won't help much. However this difference will widen as your shield slam increases.

As I am only in Heroic and Kara gear I recommend that folks grab the spreadsheet and plug their own numbers into the blue area and see how the rotations compare with their gear in there. I suspect that, as the only major value that would change would be white damage and shield slam, that the rotations would maintain the same relative positions. In fact the values would be better as the difference between a SS with no sunders and more sunders would be greater. However the benefits of using SS for snap aggro would be too great to start with a devastate for a single hit.
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  #25  
Old 11-20-2007, 01:29 PM
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The best full rotation is Dev, Dev, Dev, SS, Rev, Dev, Dev, SS, Rev. This generates 8582 threat before stance and talent modifiers at approx 715 TPS. This is 12443 threat and 1036 TPS after modifiers.
Don't you lose some time waiting for SS to cooldown?

Edit : I'm dumb...stupid sleepless nights.
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  #26  
Old 11-21-2007, 04:55 AM
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Good stuff every1 just got one Question...


Q : what about Heroic strike? keep using it between attacks like normal or just ignore it 100%? :s

maybe i missd the answer somewhere, and im sorry for that.
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  #27  
Old 11-21-2007, 08:53 AM
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Heroic should always be used whenever you have excess rage. Since it is not on the global cooldown it will not affect the ability rotations being discussed here. However...the threat values being discussed here are only for the GCD abilities being used and not counting any potential heroic strikes that might be woven in.
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  #28  
Old 11-23-2007, 10:32 AM
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I want independent verification of Sangi's post if anyone would like to run the math.
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  #29  
Old 11-23-2007, 10:37 AM
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I'm probably missing it somewhere, but I was sustaining 950ish TPS using SS, Rev,Dev,Dev and Heroic Strike when rage allowed and did a few runs with Windfury and pushed it to around 1000+ sustained with extremely often streaks of 1200 TPS.

I tried opening with Dev, Dev, Dev, SS, Rev but fell to around 750ish TPS.

Is there an add-on I can track this in a format I can generate reports? will SWS do it?
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  #30  
Old 11-27-2007, 11:32 AM
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Actually just registered specifically to ask this question, although I've already greatly benefited from reading the guides and posts here, so thanks everyone.

As someone still very new to tanking concepts (haven't event gotten my warrior to 70 yet), I've been following threads like this very closely to understand more about how to best use the skills. One thing I've always wondered about rotations is how folks go about getting the necessary rage to start the cycles. For opening with SS, you'd need 17 rage fully talented, right? If you're opening with SS in a multi-mob pull, where I'm assuming you'd want TC as soon as possible as well, you're looking at an initial need of around 30 rage fully talented if I remember everything right.

Where does this rage come from? Seems it would have to be a combination of some of the following (as I'm not aware of any other ways to get rage, unless my brain is finally shutting down):

* Bloodrage
* White damage
* Incoming damage
* Charge
* Rage pot

Rage pots would seem to be too expensive to use all the time, but maybe useful on specific pulls. Charge would seem to too often put you in an awkward situation (aside from soloing, where I've found it very useful).

Thus, I'm left to consider the first three, which really boils down to the question of "To Bloodrage or not to Bloodrage?" How often do folks use Bloodrage and how often do you just wait for the rage to be generated due to hits from initial aggro and your own damage? So far I haven't used Bloodrage much, but I've also been soloing so holding aggro isn't a concern. Curious to know more before I start getting into more instances.

Edit: Realized after I posted that Charge wouldn't be a terribly good option anyway, as you'd only be able to carry over 10 rage for SS unless you've talented Tactical Mastery. Guess that just emphasizes my last question anyway.

Last edited by robkid; 11-27-2007 at 11:49 AM. Reason: Additional note
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