After the changes to Lava Burst in 5.3 I've been looking at haste & mastery scaling, attempting to get some simple guidelines to how much of each you should have. Now, it's important to note that these are rough guidelines, and may differ from stat weights that you get with a particular gear set. The guidelines are also broken down into those with the Legendary Meta Gem (LMG) and those without. This excludes Mastery from raid buffs like Grace of Air
Hello there graph fans, it's time for another edition of Bink Makes Graphs Out Of SimulationCraft Data Outputs (It's a good thing I don't use that as a title).
Today I'm going back to one of my favourite subjects: haste breakpoints (obviously, as you've already read the blog topic). After the last round of looking at this I came to the opinion that the whole haste breakpoint subject has been grossly over-stated, and that there aren't many breakpoints that are important, if at all.
I'm (slightly) organised this time around, so I'm able to get some guide updates and blog posts out right around patch day, rather than being Weeks Behind. In any case, I've been doing some work on talent & stat weight analysis over the last week. With no further ado, here are the graphs.
Talent DPS Breakdown
This graph is the standard "How
If you’re reading Shaman forums lately, be it the official ones or fan sites (like this one), you’ll have noticed a number of threads that boil down to stating that Elemental is performing poorly (yet again) in Throne of Thunder. Technically speaking they’re correct, but not in the way that everyone is talking about.
So what’s the big issue? Most will refer to RaidBots and argue that this proves that the spec is not up to scratch. There are cries of “Ele is low on every fight”, which
One frequent topic of discussion on forums is the one where someone has weights X > Y, so they regem/reforge for it, regenerate their weights and get X < Y. Usually this involves haste as one of the two stats.
The reason for this is that the addition of more of one stat changes how the other stats are valued. This is partially because stat weights are usually generated by adding 1000 of a particular stat, working out the DPS, then dividing the DPS gain by 1000. This approach works