Friday, March 18, 2016

Posthaste

Haste is now assuredly more consequential

We were never a fan of Haste in build 21215.  You might have noticed already, but all the videos in the previous post were recorded with 0 haste.  As we'll discuss further down the page, haste was the stat to avoid, just as mastery is currently the stat to avoid in Warlords.  There wasn't much point in showing you our rotation at 30% or 50% haste if doing so would compromise our throughput.  (After all, who* wants to push more buttons and deal less damage?)
* ...okay, but besides me, who wants to do that?

It turns out the developers didn't think haste was all that great either, and they overhauled it for quite a few classes.

For Monks, Haste now decreases the cooldown of Fists of Fury, Whirling Dragon Punch?, Rising Sun Kick, and Rushing Jade Wind*.
* It already decreases the cooldown of Rushing Jade Wind.

To explain how much of a difference this makes, we compiled a table of every haste benefit we could think of, spanning from Warlords to Legion ... to Legion again.

We should mention that we are bad at designing tables, so we hid this one away inside this spoiler tag that may or may not work when you click on it.




Don't want to look at all that?  That's okay, we probably got the details wrong.  We'll summarize the important stuff:

In Warlords, we get more Blackout Kicks/Chi Explosions (moderate attack) and more Rushing Jade Winds (moderate talent).  That alone increases our damage by a fair amount, but we also generate Tigereye Brew more often (as a side effect from BoK/CHEX).  TEB stacks are consumed to temporarily boost all damage by 60% -- that includes the damage from our strongest attacks, which are otherwise unaffected by haste.

So, Haste didn't let us use our strongest attacks more frequently, but in return we got to amplify their damage more often, and so it stayed useful to us.  We reluctantly admit that doesn't sound much like "haste".  In fact that sounds like a more active version of our existing Mastery*. 
* which is kind of amusing because our original Mastery back in Mists was a more active version of our Haste

In Legion build 21215, we get many more Blackout Kicks (which is now a weak attack) and slightly more Rushing Jade Winds (moderate talent)... and that's it.  Tigereye Brew is no longer linked to how many BoKs we use, and haste doesn't affect any of our other abilities.

There was some talk recently about how Feral Druids (in Warlords) avoid haste because it doesn't affect their bleed damage at all, and their direct damage isn't strong enough in comparison to take haste over another stat which does affect bleed.  Replace Shred+Ferocious Bite with Blackout Kick and you have an idea of how this works out for monks.

In Legion build 21249, we get many more Blackout Kicks/Spinning Crane Kicks (weak attacks) and slightly more Fists of Fury (very strong attack), Rising Sun Kicks (moderate attack), Whirling Dragon Punch?es (strong talent), and Rushing Jade Winds (moderate talent).

So, Haste finally lets us use our strongest attacks more frequently.  And if that sounds familiar, there was going to be a stat in Warlords that did the same thing -- Readiness -- but they ultimately shelved it because it "doesn't compare well* against [other] secondary stats".  Combining it with haste sounds like a nice compromise.
* In its place, we got Versatility.  Do I sound bitter?  Tryin' to sound bitter here.


What's our maximum APM?

Pop quiz!  Let's say I mistype a number in the monk simulator and give myself 50% Haste.  Also, the cost of Tiger Palm mysteriously drops to 30 while nobody's looking.  What's our maximum APM?

It's not 60.  I've heard some of you say it's 60, but it's not 60.  Each individual tick of Fists of Fury does not count as its own action.  Off-GCD abilities do count as their own actions.

(Standard Disclaimer: everything written in Dagnerous Padna's bolg is based on napkin math and may contain glaring inaccuracies.)

(Special Disclaimer: the following message is based on napkiner math and may contain glaringer inaccuracies.)

At 50% Haste, cooldowns and channel times are reduced to (1/1.5) = of their normal amount.
Fists of Fury lasts for 2⅔ seconds at 50% Haste
Each Fists of Fury is 1⅔ APM "lost" (because we're not taking any actions while it channels)

How many Fists of Fury do we use per minute?
Fists of Fury has a 16 second cooldown at 50% Haste

If we don't take Serenity, we simply use Fists of Fury 3.75 times per minute
for a total of 6.25 APM lost
If we're hitting a button every second we're not channeling FoF, that brings us down from 60 APM to 53.75 APM (on GCD)

But if we do take Serenity (and if our goal is maximum APM, we really should), we use 7 Fists of Fury every 96 seconds (delaying each Serenity 6 seconds so we can fit two FoFs inside the 10-second buff)
7 FoFs per 96 seconds is the same as 4.375 FoFs per minute.
4.375 times per minute, we lose 1⅔ APM
which is a total of 7.2917 APM lost
If we're hitting a button every second we're not channeling FoF, that brings us down from 60 APM to 52.7083 APM (on GCD)

Now we add in our off-GCD abilities:
If we take Serenity, we'll use it every 96 seconds: +0.625 APM
If we don't take Serenity, we'll use Tigereye Brew instead: +⅔ APM
If we take Xuen: +⅓ APM
If we take Energizing Elixir: up to 1 APM
Touch of Karma: up to ½ APM

There are plenty of other ways to gain additional actions: Diffuse Magic, canceling SE&F or Flying Serpent Kick, Rolling in between GCDs, etc.  (Then there's interrupts, potions, extra action buttons, and so on -- but those actions aren't exclusive to Monks, so you might not consider them part of your rotation.)

So, depending on our talent choices and encounter details, we can expect our top speed to be somewhere in the neighborhood of 53-55 APM.

Of course, we can also lose APM, either through mistakes in rotation, or in situations where the enemy is unattackable.  Diffuse Magic's nerf and Nimble Brew's removal may finally get us to back off when the boss does something nasty.

Finally, this model assumes we have unlimited resources.  In practice, we won't have enough resources to fill every single GCD, even at 50% haste.



Next time...

That was a lot of words just now.  We were going to talk about "interesting" vs "boring" artifact traits this week, but we'll save that for later.

Sunday, March 6, 2016

Tier 19

Today we're going to examine how the upcoming Tier 19 set bonuses might appear in your rotation.

* Specifically, we're going to examine how they might appear in your rotation if Strike of the Windlord's cooldown were 45 seconds instead of 40 seconds, because we're just that bad at reading numbers off Wowhead.

This first video shows off the fastest singletarget build we could come up with.  It's anyone's guess whether this talent setup is actually worth using; we just wanted to maximize singletarget APM.
We managed 36 APM with Serenity.  In Warlords, we had about 46 APM.



Our second video shows off a typical AOE build.
Even without Serenity, we managed 38 APM here.
Windwalker AOE is considerably faster than ST.



The third video shows off the slowest possible playstyle we could come up with.  Pay special attention to how many times we use Strike of the Windlord and (non-Combo Breaker) Blackout Kick.
28 APM.  Quick reminder that some classes get 40 APM baseline.


Set bonus details

(2) Set: RSK cooldown reduced by 2 seconds.

We can now easily fit three RSKs in between every FoF.  That's about all the nice things we can say about it.

Against a single target, this effect chews up an additional 5 chi per minute, when we're already starved for chi.  As we saw in the above video, some talent combinations can't even afford the extra RSKs without dropping some other spell (SotW) from the rotation entirely.  (It is possible to afford RSK+SotW if we take Energizing Elixir, though we don't believe this distinction will survive the first balancing pass.)

Against multiple targets, this effect is almost worse than nothing.  Consider that in AOE fights,
·          we prefer RJW over RSK as our primary chi consumer;
·          we want to take SDS; and
·          reducing the cooldown of RSK only makes SDS harder to use.

(4) Set: Using three sequentially different abilities increases Mastery (damage multiplier) by X%.

This appears to be an enhanced version of Combo Strikes, and it presumably wears off as soon as the player uses the same attack twice in a set of three.  This is an intimidating set effect, and we don't yet know whether the damage bonus kicks in for the third attack, or after the third attack.  

If it's the former, then our rotation is hardly affected at all and we can simply enjoy the damage bonus for our strongest attacks; the only thing we want to avoid is TPing twice in a row before a strong attack (and if we took Hit Combo, we're already looking out for that).

TP > BoK > TP > (bonus activates) FoF > (bonus ends) TP > (bonus activates) RSK >

On the other hand, if the damage bonus doesn't apply until after the third attack, this makes our rotation considerably more difficult.  Our 3-chi abilities become very tricky to use, as we need to plan about 4 moves ahead in order to gain the damage bonus.

TP > BoK > CW (bonus activates) > TP > FoF > (bonus ends) TP > RSK (bonus activates) >

Hopefully this isn't the case.

Either way, mind you, this is probably the nail in the coffin for Serenity. 

If somebody asked us for suggestions, we'd say...

Windwalker Monks can't afford either set bonus.  We desperately need an additional source of energy and/or chi (super-rare legendary gear drops don't count) before we even take set bonuses into account.  We would remind you that we are a single-minded blog concerned only with Fasts Per Minute.  So, how would we adjust the effects while keeping them in the spirit of the original?

2pc set bonus: increase the cooldown of RSK by X%, and also increase the damage of RSK by Y%.  This still increases the effectiveness of RSK overall, while leaving us more chi with which to furiously press buttons, and it doesn't impair our AOE rotation.

4pc set bonus: Using three sequentially different abilities increases Haste (instead of Mastery) by Z%.  The 4pc set bonus is going to be a pain no matter what; any time we have to stop and think about what buttons to press is ... well, it's more time thinking and less time pressing buttons.  So if we have to do that, at least give us a fun reward.  Haste is more fun than Mastery, and it would be nice to get haste from a set bonus as we'll be avoiding it on gear.




Next time, we'll talk about what makes a stat, talent, or artifact trait "interesting" vs "boring", and we'll talk about why Haste is the new Mastery.

Saturday, March 5, 2016

Intermission

It's been a few months.  Here's what's changed, in order of severity:

Inner Peace now increases maximum energy by 30 at rank 3.
We now have 130 max energy after upgrades, not counting relics.

Hit Combo doesn't actually proc from what we think of as "combos"; we have a full ten seconds of leeway between attacks.
This is concerning because without rewarding us for making back-to-back chained attacks, there is little imperative for the devs to give us a fast rotation.

Tornado Kick has been redesigned and is now a boring damage increase to RSK.  It no longer counts as a separate ability from Blackout Kick.
This makes Serenity considerably less useful, and it makes the Hit Combo+Serenity combination nigh useless.

Strike of the SkyWindlord now deals damage equivalent to Rising Sun Kick in a cone-shaped area of effect.
This ability is finally worth using ... which means we lose another 3 Chi every 45 seconds ... and we're already starved for Chi.

Artifact traits no longer reduce the cost of Fists of Fury.
The reduced cost of Fists of Fury was interesting because it made the ability more comfortable to use, and it softened the penalty for mistakes in our rotation.  I am sad to see this go.

Serenity replaces Tigereye Brew and reduces cooldowns.
There are two major consequences which stem from Serenity halving the cooldown of Fists of Fury:
1) we occasionally have to hold off on FoF for up to ten seconds while Serenity recharges or risk missing out on a free FoF.  Since FoF is a major energy refund, not only do we hold off on FoF but we often hold off on all other attacks as we have no energy to use them.  The irony is that we take Serenity to use faster attacks but we end up waiting around anyway.
2) we have to FoF during Serenity.  This means we press 7 buttons instead of 10, which is a big loss in the button-mashing department.  Don't try to hold FoF until the end of Serenity either, as then we'll lose the TEB damage bonus.

Tigereye Brew (but not Serenity) has multiple charges, and Strength of Xuen now increases the duration of Tigereye Brew (but not Serenity).
This makes Serenity even less appealing.


Next time, we'll post some videos.