This is for all u caster - wanna pew pew harder read this....

Chinatown

New Member
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Essentially this a dps class guide to make you pew pew harder and longer.
but most importantly the math behind it and why item a is > than item b.

Anyways to begin the breakdown we must first define several important game mechanics that influence dps, Mainly the "two roll system", "spell damage?", "Spell haste and YOU!" and "How crit affects dps".

and now to begin:

-------------The Two Roll System---------
Basically the underlying concept behind the two roll system is thus: WoW calculates your chance to hit and determines whether or not your attack will
be resisted first. Thus this brings up the fundamental concept for Caster dps: +hit rating is THE most important stat up until you reach the hit-cap then it becomes an utterly useless stat. Now as far as hit goes the calculations are as follows: All bosses are considered to be level 73 elite mobs and consequently you have an 83%(with no hit rating) to successfully land a spell.
Since it is impossible to surpass a 99% chance to hit, you need 202 hit rating (assuming no talents) to achieve the hit cap. Talents subtract linearly from the hit percent (i.e elemental mastery reduces my necessary hit to 13%). Thus in itemizing your gear +hit rating will and should take precedence in your choice. As far as the math goes 1hit rating = 1.6spell damage.

--------------Spell damage and you!------
Now as far as spell damage is concerned we must discuss this in relevance to how it ultimately affects dps. We will assume no +bonus damage from stats talents for the moment or other spec related coefficients. Now spell have certain coefficients for +dmg effects: that is to say that shorter casting times reduce proportionally less amounts of bonus damage effects. A short table lists the relative values (note that all spell coefficients are calculated from BASE casting times):

(3.5 second casting time): 1.00
(3 second casting time): 0.857
(2.5 second casting time): 0.714
(2.0 second casting time: 0.571
(1.5 second casting time): 0.429
(instant casting time): 0.429

Further modifiers:

AOE spell receive and additional .333 coefficient (multiplied with the original)
on their damage

Spells that have a snare/slowing component (ie: frost bolt) have an additional .95 component

Note that: Talents with +% Damage (ie: Arcane Power) is multiplied after +Damage, so the effect will naturally scale with gear.

From this data we can infer useful insight on dps increases. First of all, longer cast times are preferred over shorter ones, that is to say that 1fireball is better than 2 scorches, further more this reveals the flaw with a fire destruction warlock: incinerates base cast time of 2.5 seconds gives it only 71.4% of bonus damage while shadow bolts base cast time of 3 seconds gives it 85.7% of bonus damage effects. Couple this with the fact that talents make shadow bolt a 2.5 second cast and you soon see that incinerate scales poorly with spell damage gear in comparison to shadow bolt.

Overall it can be said that spell damage dps increase can be modeled as: (spell coefficient * +damage effects) / (spell cast length)

for examples my fireball is a 3 second cast after talents (3.5 second base) and thus receives a bonus damage coefficient of 1. Thus for one point of dps increases i need:

(1*X)/3=1 so 3 spell damage yields 1 dps. (baring my other talents).

--------------------Spell Haste--------------
Now for the new golden stat that is being brought ot more of a forefront with patch 2.3: spell haste. Spell haste is the second best way to increase your dps, second only to hit rating. It further more scales perfectly with gear that is to say that 1% spell haste will yield a 1% dps increase at all times no matter what other gear you use. From the we can see that this indeed is a very powerful stat that becomes more powerful as you stack more of it. Remember that since +dmg effects are calculated using base cast times spell haste does not nerf your +dmg bonus keeping this stat far more competitive that it would be other wise. As for the numbers there is little to say:

15.6 rating = 1% spell haste = 1% dps increases
and 1 spell haste rating = 1.1 spell damage

note that while spell haste effects cast times and channeled spell it does NOT affect DOT lengths or the GCD(global cool down) thus spell haste is a poor stat choice for affliction locks or anyone who relies heavily on 15./instant cast spells. Baring those classes it is amazing for everyone else, healers included.

---------------Crit----------------

Not much to be said about crit other than it is the worst point-pre-point way to increase your dps regardless of class. This may come shocking to some but it takes nearly 3.8 crit rating to be worth 1 spell damage and even more for spell haste and hit. Thus this stat should be taken on a convenience basis. as for the numbers go

22.1 crit rating = 1% crit
80int = 1%crit

Note that standard crits (no talents) deal 150% damage of a normal spell.

For warlocks with ruin and frost mages with ice shards they deal 200% base

For fire mages with ignite factored in they deal 240% base damage

-----------Itemization-------------
Now that we have investigated individual aspects of stats we can compose a list of some of the best items in game and a general guide to stat prioritization

assuming you are NOT hit capped:

Spell Hit> Spell haste = Spell Damage > Spell Crit

At the hit cap however:

Spell haste = Spell Damage > Spell Crit > Spell Hit

As for itemization in trinkets go:

<<<<too>>>>
 
So...interesting reading, but completely ignores the cost of itemization and that you can't just throw one element out without considering the system as a whole.

Fiddling with my own gear, to reach the hit cap costs about 5% crit. Over the life of 500 fireball casts (about a 30 min fight of uninterrupted casts, ignoring things like heroism and such) that's a total difference of 6972 / .4% or around 4 DPS - not a heck of a lot, particularly given the length of the TLDR source.

Your best bet would be if you could get around a 10% guaranteed casting decrease and keep around a 28ish (assuming it costs 5% crit to obtain 150 haste rating - completely pulling that out of thin air) or so crit % - that's a 150ish (minimal) haste rating and has the most impact over those 500 spells (2.6% increase in damage output).

Things like Quag's Eye and Blade of Wizardry are good but they're not constant and as such have to be amortized over the cost of all spells. Those items are also good examples of dropping other stats, e.g. crit in order to gain haste.

Long story short: there's no quick or simple answer to getting massive DPS increases once you reach a certain point gear wise or are constrained by spec. You have to know your talent tree, your play style and some basic fundamentals (e.g. why hit is important!) and itemize for that rather than just taking something carte blanche from the interwebs.
 
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