Exedore wrote:
Stacking SoT with TV1
For the SoT stacking, if you don't use TV or judgement early, you miss 6.6% weapon damage for 3 attacks, a total of 19.8% weapon damage during the stacking period, plus about 1/5 of an extra DoT tick. Add into that the TV damage itself, which is 55% weapon damage (note that a full is 225%, so you're always better off doing a 3 holy power one. kinda dumb, but oh well), so you've done an extra 74.8% weapon damage.
Now, in the extra 4 seconds that Inquisition is up, Censure (SoT DoT) will tick at least once, you'll auto-attack at least once, and you'll get in at least one special. The DoT tick will be a bonus of 30%, compared to 20% (1/5) that was gained in the ramp-up. The attacks are an extra 9.9% each, or 19.8% total. The same as what was missed earlier from SoV. And depending on how auto-attacks, GCDs, and DoT ticks land, you may get double that. So the only thinking keeping the TV ahead is the damage from TV itself. Well, if you consider that you'll do your first TV3 4 seconds sooner, which is 75% weapon damage per point of holy power, you've gained 20% weapon damage over the TV1 ramp-up method in the same time frame.
If you factor in judgement being used to ramp-up, you've only lost +20% bonus damage from it, and if you use it after the first CS in place of TV1, you can use it right after Inquisition, which gets you +30% and your judgement cooldown ahead by about 3 seconds.
So the best the TV1 ramp-up could do, without getting lucky from Divine Purpose, is maybe a break even. But it will most likely be a damage loss. Also, I'd like to point out that this is another reason why Divine Purpose is a poor implementation.
If and when we get a final set of mechanics I will go through this in more detail since I still think it is an interesting question. However since I am unwilling to spend the time grinding through the maths (I have enough of it to do for my actual job), for now I'll accept your conclusion until I'm willing to actually put the time into calculating it accurately.
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Crit Scaling
The point is that even though crit-based procs will eventually cap out in their benefit from crit due to other limitations, mostly GCD availability, it's not until long after they've surpassed the scaling from AP (or spellpower for casters). If the proc is implemented to try and move the intersection between crit and AP toward higher crit values, it makes the skill worse at lower crit values.
Not to mention, crit-based procs that dramatically affect what a player can do are generally bad. Look no further than Art of War in WotLK. The ability to spam FoL in BGs due to higher crit rate (opponents usually have less resilience), combine with the Sheath of Light crit heal bonus was a major contributor to ret paladins being "BG Heroes".
Your second example is a bit spurious given that what made Ret paladins "BG Heroes" in Wrath had nothing to do with FoL and everything to do with being able to chain abilities back to back and then do so ten seconds later to vastly undergeared people. Also the fact they trod on rogues. The real balance problems with Ret paladins in this expansion have mainly come from our Seals and Judgements. You don't often see Rets healing outside of bubble these days, which is disappointing because our healing can be easily as strong as an elemental shaman or a shadow priest's.
I'm not sure I agree with you in regards to the critical strike scaling ever being a completely dominant term unless the effect is completely unavailible in the first place - this is not at all true with Holy Power. In the case of Art of War it takes no more than an average amount of crit to reach the point where P(Exorcism) exceeds 1 in a given 15 seconds. Even if it was, would it particularly matter? Afterall, it's not as if you get critical strike rating for free from your gear. You get it at a reduced cost on properly balanced gear but itemization diminishing returns reduce it unless it is specifically itemized not to be as was the case with Armour Penatration.
Furthermore, primary statistical scaling is still in place on all of the other abilities. Ultimately crit has a hard cap denoted by probability. To double the damage of a basic melee swing you only need your base attack power plus the attack power equivilent of your weapon damage (AP/14*wpd speed). For a Shadowmourne that's 6.2kAP so plus base around 6.8k? This is before AP hits diminishing returns, really. I can hit 6.8kAP in my PvP gear and I do around 4.3k DPS flat out, maybe 5k+ in AE.
So really the question is, what is wrong with critical strike rating being a dominant scaling term on one or two abilities when we are already approaching the limit of standard critical strike scaling, a near impossibility in most gear, using standard PvP gear?
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Spreadsheets and Rotations
Player preference in attacks for efficient damage? That's just silly. In a mostly predictable environment, there will ALWAYS be a best way to do things. If you're doing whatever you feel like doing (player preference), then you're a bad player (or roleplaying a dumb character)
In a good system, there is no all-around best. The player then has to learn what is best in each situation. The selection of the best way to do things in a given situation is what separates good and bad players. When you talk about people dying in the fire, that's not a spreadsheet's fault. That's the players' inability to react to a changing environment. They didn't select to step out of the fire instead of DPS.
And what leads to spreadsheets and tunnel vision DPS is complex rotations. The simpler you make a rotation, the less you need a spreadsheet to min/max. And the easier it becomes to learn attack sequences so that you don't have to watch them and various cooldowns, procs, or buffs/debuffs and can instead watch what your allies or enemies are doing.
It sounds like we're sort of in agreement but attacking the problem from different angles. I'm not saying there shouldn't be a best way. I'm saying that the best way shouldn't be immediately obvious, and that stating a specific rotation down to GCD spacing should be made as difficult as possible. You're stated that players naturally look to spreadsheets to figure out what to do next. I'm saying throw in enough random effects attached to powerful abilities that the spreadsheets require multiple modeling situations. Therefore a spreadsheet can spit out a supposed "ideal" model but under certain situations that model will be inaccurate, leaving some choice to the player.
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If you think about it, what made Ret paladins fun in classic and TBC was the simple attack sequences with free GCDs that allowed the player to look around and see if allies needed healed or cleansed while not adversely affecting the ret paladin's DPS. What hurt that was the secondary abilities (like healing) being ineffectual for Ret, which led to not having anything to do in that downtime, and subsequent complaints that ret paladins were boring. That in turn led to cramming our rotations full of abilities, which brings us to our current state where we have to watch our cooldowns and mash abilities to get them on GCD as soon as possible.
It made ret paladins fun in PvP at least. In classic they were dull as dishwater in PvE. In TBC I did some tossing heals around and saving arses but my main problem was making sure I didn't overthreat the tank for half the expansion, and then for the rest of it, making sure I didn't overthreat the tank despite my threat reduction. That was kind of what I miss in WoTLK - the challenge of staying alive.
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Even with what's presented so far in Cataclsym, it's still a problem. Blizzard wants to add choice in abilities, but the only choice is single target or AoE. There's no choice at all within the single-target category, other than trying to squeeze Judgement and Exorcism into GCDs. They would be better off just getting rid of Exorcism from Ret paladins completely and adding a new finisher (maybe repurposing Divine Storm) that is good against single and multiple targets, but with a secondary effect so that you may actually want to use it in place of TV against a single target occasionally.
I'm pleased we agree about Exorcism and I'm thinking along the same lines as you with regards to finishers. Arguably their intention is that they see Inquisition and Vow of Glory as replacement effects but like you I'm not really convinced they are sufficient. Exorcism could do with being repurposed as a Holy nuke, maybe call it Condemnation or something.
However I don't really know what to suggest. Under normal circumstances I WOULD have suggested a long term DoT effect, but Seal of Truth has that covered. A Holy damage attack might have worked, but it's stepping on the toes of Judgement and frankly I think seeing as we don't really have variable boss armour anymore it would end up going the way of Scourge Strike vs Obliterate. How many more abilities can Retribution stand anyway? Just for single targets we have:
Seals
Judgement
Crusader Strike
Templar's Verdict
Exorcism
Hammer of Wrath
Holy Wrath
Divine Storm might seem the obvious candidate but what exactly is to be done with it?