Me and googlebee have done tests together and 1.9.6 gave us much higher DPS then current. we are testing no flask no mark no pots no beserk and getting more numbers from 1.9.6
Me and googlebee have done tests together and 1.9.6 gave us much higher DPS then current. we are testing no flask no mark no pots no beserk and getting more numbers from 1.9.6
just wanted to see what the baseline dmg was bringing.
Version 1.9.6 still had the same facing as I do in the current profile version. The ONLY thing different is Thrash usage on CC Procs and maybe it was still using PQR_FireMagle. PQR_FireMangle is basically the same thing and uses PQR_UnitFacing(), just in a different way (more facing checks than just ("Target","Player"). Also had player facing compared to focus as well as a few others I believe).
Last edited by firepong; 12-14-2012 at 09:23 PM.
Any profile under 1.9.6 is not doing great damage at all. 1.9.6 was fine and it started decreasing after 1.9.8 and personally caused me lag.
I raid heal with this profile.
I heal through mine as well. I even use Natures Vigil when the extra DPS from DoC doesn't matter as well as using HotW. If the healing from my profile (remind you, Healing Touch is only used auto, while everything else is needed manually) makes that big of a difference, then something might need to be done with your healers. I know in H MV, auto Healing Touch usage only adds up to about 1.5mil damage over a boss fight. If I use Natures Vigil and pop it myself, then it might jump up to 2mil. The most I've done, in one boss fight, is ~3mil using HotW and tranquility.
P.S. I even had manual Healing Touch at one time linked to alt ( it pauses the rotation if you didn't know) to Heal on MouseOver Target if said target HP was below 75%. So yea, I had to heal at 1 time, but when the healers get better gear, it makes a hell of a difference. And yes, we 2 heal, most of the bosses.
Last edited by firepong; 12-14-2012 at 09:37 PM.
We got 2 gaurdian tanks and 8 feral druids. We dont need a healer
I figured I would throw my numbers into this with previous versions. I am doing 50 mil parses, and attaching my recount numbers with dmg shown. The bottom line of damaging spells will not show for some reason, but it seems to always be the initial Thrash hit, not the dot.
Also, this is nothing except MotW, no food buff or flask. Also no Berserk or Engineer glove usage, strictly rotation. Also all target dummy numbers. I know they aren't ideal, but its a baseline.
1.6:
1.8.5:
1.9.6: (Side note, this one sat at 100 energy ALOT, also did not realize I cut off the Melee total on recount until it was too late...)
Current 2.0.1:
Overall, this was very interesting. Even though I have had more luck in raids with previous versions, the current one actually pulled more dps on the target dummy. Now when you factor raid buffs, full rotation(berserk, engineer gloves, etc) who knows what would happen.
It is a baseline on dummies and a nice one at that. From the looks of the updates there, it makes a good point that the DPS has slowly gone up. I know that 2.0.1 will usually almost cap, but if you pay attention to the buffs and debuffs you have up, its usually doing it either waiting for Tigers Fury to come up to refresh Rip or to just flat ass refresh Rip instead of using Ferocious Bite.
I just couldn't find any other way to code in that part besides putting a stop in. No matter what I tried, if screwed the rotation up royally.
EDIT* Also, on 2.0.1 it just looks like you got lucky on rip procs since the damage is so high. So for any normal person, let's knock ~500k off rip for the crits and it comes out pretty even to Rake and the DPS should be somewhere around 76k. So a little higher DPS on 2.0.1 compared to 1.9.*
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Last edited by firepong; 12-15-2012 at 02:09 AM.
Ive been useing this profile for a while as im gearing up my feral offspec for raiding but im curious as to which talents you suggest for this ? im currently useing soul of the forest and DoC with natures swiftness
Most of the main DPS boost spells are coded in. Incarnation use is when Berserk is popped and Force of Nature is pretty much just useless in my book, but will be coded in when Xelper releases the public version of 2.2.0 with the new functions. DoC use is pretty decent, but can be done better if I ever get around to re-writing my whole profile around it. SotF I have found is a damn good talent over Incarnation when burst is not needed at the beginning of the fight. It does good on the Spirit Realm boss in MSV as well as the Spirit Kings because of the switching between bosses. Natures Vigil for the time being, is left out because I know my raid want's it used in certain situation's instead of me blowing with Berserk and Incarnation for the extra boost. For example, some extra melee healing on H Elegon (which this boss is a bitch anyways).
@ Pong -- have u fixed the unitfacing issue with shred on elagon yet? I know you were talking about doing that with the spec check option. Been using an earlier version for the time being.
Also, been slowly working on feral symbiosis abilities. Done with Feral Spirit - nearly done with Soul Swap and Redirect. need your assistance on what to do for Death COil, as you have your own custom unit distance code. and I have nfc what or how to alter it for being so many yards out of melee range for more than 3 seconds.
PHP Code:
//Var1 = Target
//Var2 = Player
//Var1 and Var2 can be switched safely.
function PQR_UnitDistance(var1, var2)
if HasTarget() then
local a,b,c,d,e,f,g,h,i,j = GetAreaMapInfo(GetCurrentMapAreaID())
local x1 , y1 = PQR_UnitInfo(var1)
local x2 , y2 = PQR_UnitInfo(var2)
local w = (d - e)
local h = (f - g)
local distance = sqrt(min(x1 - x2, w - (x1 - x2))^2 + min(y1 - y2, h - (y1-y2))^2)
return distance
end
end
function HasTarget()
if UnitExists("Target") then
return true
end
return false
end
Last edited by googlebee; 12-17-2012 at 02:15 AM.
Can you link that profile? I've just been dealing with that on Elegon and it's quite annoying. If not, where can I find it?