简单说
OH = 残忍角斗士 > 怒火 >愚者 > 斩首 > 符印 > 紫色匕首或其他任何速度快过2.4的速度
VIII.7.1 Itemization 主手武器
终极主手武器
● 涨潮
● 巨龙之击和邪恶位面战斧
● 纳斯雷兹姆吸血者
● 残忍角斗士武器(斧头和锤)
这些武器在DPS以及属性上非常接近,三者任取其2效果几乎一样。需要数据的可以自己用模拟器计算一下。(巨龙的特效大概相当于常驻的66急速等级,吸血效果还不清楚)
兽人优先选择斧头
相近DPS不同速的武器怎么搭配呢?模拟器计算结果是:无差别。。。
VIII.7.2 双手武器更适合输出么?
双手永远不是最好的选择。SM的DPS天赋和机制是建立在双持基础上的,9%命中可以所有特殊攻击的基本需要,而双手只享受到了3%,同时双持从AP中获益更大,双手有效AP为 (1.0 * 0.95 hit rate) = 0.95 from AP 而双持为 (1.5 * 0.74 hit rate) = 1.11 from AP。而且命中越大(益出前)差距越大。
第二,怒火释放,乱舞和怒火释放需要大量命中的攻击来维持。而双手由于速度慢,受躲闪未命中未爆等问题影响比较大。
双手有更高的乱舞是粗时间,因为双持会有3下非常快速的攻击消耗乱舞,但双持的怒火释放持续时间远大于双手,对小队更有利。
怒火释放持续时间=
乱舞持续时间 =
VIII.8 Itemization 图腾
最好的两个选择是星风图腾和碎石图腾
A: Astral Winds EP = Percent_of_WF_Swings * Astral_Winds * Elemental_Weapons
B: Stonebreaker EP = Uptime * (B1 + B2 + B3)
B1: Stonebreaker EP to WF = Percent_of_WF_Swings * Stonebreaker * Elemental_Weapons
B2: Stonebreaker EP to SS = Percent_of_SS_Swings * Stonebreaker
B3: Stonebreaker EP to white damage = Percent_of_white_Swings * Stonebreaker * (1 - MissRate)
Physical Damage breakdown:
Assuming two 2.6 speed weapons, flurried to 2.0 speed, means you get around 10 white swings per SS cooldown. 40% of those swings will be WF, meaning 10 white swings, 2 SS swings, 4.8 WF swings. 10+2+4.8 = 16.8
Percent_of_WF_Swings = 4.8/16.8 = 0.286
Percent_of_SS_Swings = 2/16.8 = 0.119
Percent_of_white_Swings = 10/16.8 = 0.595
(This breakdown is conservatively in favor of the Astral Winds Totem. Many WWS parses from raids show the balance slightly shifted away from WF towards white swings)
A: 32
B1: 44
B2: 13
B3: 65 * (1 - Missrate)
A = Stonebreaker_Uptime * (B1 + B2 + B3).
32 = Uptime * (44 + 13 + [ 65 * (1 - Missrate) ]
Let Missrate = 19%
Then Uptime = 29%
As miss rate decreases, so does the required uptime to break even. An enhancement shaman with +9% hit from talents and no hit rating on gear would see a 19% miss rate against boss mobs, resulting in a required uptime of 29%.
Changing some values for more hit gear, we find that even if your miss rate is better than 2% the required uptime is 26.4%. This gives us a fairly good window of possible required uptimes for the Stonebreaker buff over a wide variety of gear, with a good conservative estimate being 30%.
Now what does it take to achieve a 30% uptime? Here’s a simplified formula for determining this.
(Seconds per Shock) = (Stonebreaker proc chance) * (1-Spell miss rate) * (Stonebreaker duration) * (1/Stonebreaker Uptime)
(Seconds per Shock) = (0.50)*(1-0.14)*(1/0.30) = 14.3
This means that on average, a shock every 14.3 seconds is the minimum needed to maintain 30% uptime on the totem buff and thus make it come out ahead of the Astral Winds totem.
结论:只要你至少每14秒放一个震击法术,碎石就比星风更好。(碎石有10秒隐藏CD)
VIII.9 Itemization 宝石
最好的选择是
红色:朴素红曜石
黄色:铭文黄晶玉
蓝色:统御夜目石
刚硬黎明石是个相当错误的选择。
朴素红曜石比明亮红曜石稍好点,因为有王者的存在。
VIII.10 Itemization 多彩宝石
残酷大地风暴,最好的选择,在不计算12敏的情况下,将提升你总DPS的1%,如果你有30%的话
然后是雷鸣之天火,240急速等级持续6秒,有1分钟的CD时间。
VIII.11 Itemization 饰物
龙脊奖章 160.25EP= ( 40 + ( 325 * HasteRating * 10 * 1.5 / 60 ))
Assuming a 1.5 PPM
狂暴者的召唤 New drop from Zul'Aman. 150 EP = 90 + ( 360 * 20 / 120)
背叛者的疯狂 142 EP = ( 84 + ( 20 * HitRating ) + ( 2.4 * 10 / 60 * 300 * ArmorPenetration ))
Using 2.4 PPM (see here) the uptime is 40% giving a passive -120 Armor
海啸护符 141 EP = (( 10 * HitRating ) + ( 38 * CritRating ) + ( 340 * 10 * 0.9 / 60 ))
Assuming a 0.9 PPM
灰舌崇拜饰物 137.5 EP = ( 275 * 10 * 0.5 / 10 )
Corrected in patch 2.3 to have the listed 50% proc rate, and observed at this rate on the PTR.
暗月卡片,十字军120 EP
At a full stack, since this will take 10-15 sec to achieve, the EP might be considered less valuable.
嗜血胸针 118.3 EP = ( 72 + ( 278 * 20 / 120 ))
分解者的沙漏 109 EP = (( 32 * CritRating ) + ( 300 * 10 * 0.9 / 60 ))
Assuming a 0.9 PPM
强烈优势算盘 96 EP = ( 64 + ( 260 * HasteRating * 10 / 120 ))
龙牙饰物 84 EP = ( 56 + ( 20 * HitRating ))
蜘蛛之吻 79 EP = (( 14 * CritRating ) + ( 10 * HitRating ) + ( 200 * HasteRating * 15 / 120 ))
罗密欧的毒药 49 EP = ( 35 * HitRating )
目前还不清楚它的触发机制如何,毒药的伤害通常只有总伤害的1-2%。除非你真的很需要命中否则绝对不要使用它。尤其后期你装备好了以后那点伤害根本不够看的,而且它不是成长型的饰物,不会受任何加成。
暗月卡片:怒火
根据 Thottbot comments 在你30%以上爆时,这个卡片的作用。。。忽略它吧。
VIII.12 Itemization 精准
关于精准:后方攻击不可被招架,而躲闪是全防卫的,目前只有精准属性可以降低躲闪,施法时无法躲闪,精准同样适用于白字和黄字伤害。
3.95精准等级=1精准
只有整数的精准等级才有用,比如4,8,12,如果13点精准等级,将被看做是13/3.95=4.X,X自动省略。
精准属性的EP计算举例:
假设我们全身装备总共有17点精准等级,命中EP是1.4,爆是30%,白字伤害是50%,幌子伤害是40%,还有10%是震击和灼热图腾。
精准 EP =
精准 EP = 45.12
注意,这里的EP不是精准等级的EP,而是你身上总共精准等级共有的EP。
IX.
X. 有用的连接
这里提供的是一些插件和模拟器的连接
需要的可以从原文中寻找。
XI. 模拟器和数据模型
继续查看原文
XII. 图腾的交替使用
也许你注意到了图腾图腾的作用机制是施放一个9秒的BUFF在队友的武器上。这使我们可以让幽雅和宁静与风怒共存。
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