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Xaxas
04-22-2008, 10:43 PM
After some thought and a few questions about my decisions in both enchants and stat choices, I decided it time to write up a full comparison of all stats and enchants and what makes them good or bad to a typical raiding mage.

Now the first thing that needs to be set down is what stats to collect to increase DPS and what stats we want.

Here is the accepted hierarchy of stats:
Spell Hit > Spell Haste > Spell Damage > Spell Crit



Spell Hit: Chance to hit is calculated as the difference between the level of the caster and the target. Bosses are the average level of the the raid plus 3. For a target of 3 levels higher than the caster, that calculates to a 17% chance to be resisted. Only 16% of this is able to be overcome by spell hit. Now for some numbers on why this stat is important.

Assume an average boss fight with 60 fireballs cast and an overall 2000 damage average per fireball:

Case 1: No Spell Hit
60 * 2000 * .83 (or 83% chance to hit) = 99,600 Damage

Case 2: Full Spell Hit
60 * 2000 * .99 (or 99% chance to hit) = 118,800 Damage

So using the following equation:

99,600 * x = 118,800
x = 1.198

Thus, we can see that a capped out mage is putting out 119.8% of the non-hit capped mage with equal stats. This also works with the addition of crits as a crit is calculated before the spell hit is calculated, so a fireball may be a crit, but is resisted. Since most (if not all raiding mages) have the Elemental Precision, the hit cap for fire (and frost) is 13%. According to Blizzard's CM Eyonix, 1% of spell hit requires ~12.6 Spell Hit Rating. Thus, 164 Spell Hit Rating is required to reach 13%. So with a DPS increase of 19.8%, the DPS increase per point of spell hit can be calculated as:

.198/164 = 0.12% increase in DPS per point of spell hit. Seems small, but keep reading.



Spell Haste: Now the way spell haste works is that each percent of spell haste you gain, you would gain one extra spell cast within the same period of time for 100 casts. In numbers, that means:

100 fireballs = 300 seconds to cast with no spell haste
101 fireballs = 300 seconds to cast with 1% spell haste

So if 100 fireballs counts as 100% DPS and 101 fireballs count as 101% DPS, 1% Spell Haste counts as a 1% increase in DPS. That’s fairly simple to follow so far. Now, also according to Eyonix, it takes ~15.8 Spell Haste rating to gain 1% Spell Haste. So using the same equation as the spell hit:

.01/15.8 = 0.06% increase in DPS per point of spell haste. Half the DPS increase for the same point of hit on an item.



Spell Damage: Now this one gets a little complicated. Spell Damages are based on casting times which gives a calculated coefficient to the amount of spell damage a spell receives. The equation looks like this:

x/3.5 * Character's Spell Damage = Spell Damage Bonus the Spell Receives from Spell Damage, where x is the unmodified cast time of the spell.

So for fireball with an unmodified cast time of 3.5 seconds the coefficient looks like this:

3.5/3.5 = 1; thus fireball receives 100% Spell Damage Bonuses. Now, assuming a Deep Fire Build, fireball receives an additional 15% Spell Damage for a grand total of 115% Spell Damage received.

Fireball’s average base damage is calculated as (713 + 904)/2 = 808.5 (Also assuming 5/5 Fire Power, but that was picked up on the way to Empowered Fireball); So, let’s do some numbers.

Case 1: No Spell Damage
808.5/3sec = 269.5 DPS

Case 2: 500 Spell Damage
[808.5 + (500 * 1.15)]/3sec = 461.2 DPS

Case 3: 100 Spell Damage
[808.5 + (1000 * 1.15)]/3sec = 652.8 DPS

Using this trend, this can be graphed as the function of y = (1.15x + 808.5)/3 for all spell damages giving us a linear relationship. By taking the derivative of the function, we can find the increase in DPS per point of spell damage.

y = (1.15x + 808.5)/3
dy/dx = 1.15/3 = .38 DPS per point of spell damage (notice it isn’t a percent, just a number)

Take note that the above numbers are assuming 100% spell hit and no spell haste. Less spell hit reduces the effectiveness of spell damage and spell haste increases the effect.



Spell Crit: The fun part about being a mage is the ability to critically strike with our spells. Spells inflict a base 150% damage of the normal strike damage. Now there is two ways to increase critical strike chance outside of talents, intellect and spell crit rating. The conversions for these two stats are as follows:

Intellect: 80 points per 1% crit or 0.0125% crit per 1 point of intellect
Spell Crit Rating: ~22.1 spell crit rating per 1% crit or 0.045% crit per 1 point of spell crit.

We will be focusing on the effects of spell crit as intellect doesn’t provide enough crit to be considered. Blizzard’s default crit chance for a mage with the proper intellect is 5% so this will be our base.

Using the mage with the capped hit from Case 2 in the spell hit discussion during the same boss fight, we will look at the effects of crit on DPS.

Case 1: 5% crit, no spell crit rating
118,800 – (118,800 * .05) + (118,800 * .05 * 1.5) = 121,770 Damage

Case 2: 10% crit, 111 spell crit rating
118,800 - (118,800 * .1) + (118,800 * .1 * 1.5) = 124,740 Damage

121,770 * x = 124,740
x = 102.4

Now this shows a base increase of 2.4% DPS for 5% crit chance over an average boss fight. Ignite continues to add an extra 40% crit damage bonus. I may or may not add the numbers for this.



Bottom Line:
Spell Hit: 0.12% DPS increase per point
Spell Haste: 0.06% DPS increase per point
Spell Damage: .38 DPS increase per point
Spell Crit: Still working on this one.



Opinions
I wanted to put this in a different section to make sure the mathematical argument holds its own place while I still have a place to add my opinion of stats based on many months worth of raiding with my mage at level 70.

Spell hit is the BEST stat to stack until the cap. The existence of a cap also helps with a goal to shoot for while collecting gear and allowing to one work into other areas of the stat collection. It is also very cheap for itemization, so we are still able to get a lot of other things along with spell hit rating.

I am not so much a fan of spell haste though. With my experience with raiding as a mage, mana consumption is high and mana regeneration is low. A shadow priest is rare gift and blessing of wisdom or mana spring totem can only hold off mana usage for so long. Even with early usage of Mana Emeralds and Mana Potions and using them as the cooldown is over, mana still is a problem. Haste causes a mage to consume mana at an even faster rate than normal. Yes, haste is a DPS increase but hitting harder can be just as effective as hitting faster. Spell haste is also a very expensive stat on gear and it doesn’t show up in significant quantities until T6 level gear and beyond.

Spell damage is exactly what we all expect it to be. Makes you hit harder at no extra cost to the mage. Standard itemization cost.

Spell crit is a nice stat in my opinion for the obvious instantaneous DPS increase and the mana return from Master of Elements. Hit a lot harder for an actually cheaper spell. It’s moderate in itemization values but does require quite a bit for only a chance at more spell crits.


Combat Rating Conversions Page: http://forums.worldofwarcraft.com/thread.html?topicId=36573662&sid=1

Intellect to Crit Conversions Page: http://www.wowwiki.com/Attributes#Intellect

Xaxas
04-22-2008, 10:44 PM
Now for a list of proper raiding enchants. I’ll start with the top slots and work down.


Head:
Glyph of Power: +22 Spell Damage and +14 Spell Hit Rating
Requires: The Sha’tar – Revered

Simply the only caster head enchant geared towards DPS (Post-TBC).


Shoulders:
Greater Inscription of Discipline: +18 Spell Damage and +10 Spell Crit Rating
Requires: The Aldor – Exalted

Greater Inscription of the Orb: +15 Spell Crit Rating and +12 Spell Damage
Requires: The Scryers – Exalted

Pick up the appropriate shoulder inscription based on your faction. If you aren’t exalted, grab the honored versions and start to farm your rep up. You’re a mage and it’s time you started to act like one.


Back:
Enchant Cloak - Subtlety: 2% reduced threat
Requires: 4 Small Prismatic Shard, 2 Greater Planar Essence, 8 Primal Shadow

One of the hardest things a mage must learn to deal with is the generation of threat. This helps to allow more DPS while not pulling aggro from a boss and dying as a result.

The spell penetration to cloak is not a raid enchant as 99.9% of all bosses aren’t based around resistances, thus you won’t see any difference in performance from this enchant.


Chest:
Enchant Chest - Restore Mana Prime: +6 mana per 5 seconds
Requires: 2 Lesser Planar Essence, 2 Arcane Dust

Enchant Chest - Exceptional Stats: +6 Stats
Requires: 4 Large Prismatic Shard, 4 Greater Planar Essence, 4 Arcane Dust

I prefer the Restore Mana Prime with this reasoning:

6 int = 90 mana and .133% chance to crit with spells
6mp5 = 90 mana after 75 seconds and continues to show more effectiveness past that.

Now we know that intellect also equals spell crit. For the loss of crit, .133% spell crit rounds to about one extra crit every 1000 spells cast. With the average amount of Fireballs thrown in one fight between 50-70 and scorches 20-30, at best, one would receive one extra crit over a period of 10 full boss fights which obviously won't make or break a fight.

The 60 Health received is negligible as when I'm getting hit, it's typically for much more health than I even have in tanking gear, so I'm dead with or without the extra Health. Though the choice is truly up to the mage at that point as both enchants are raid viable.


Wrists:
Enchant Bracer - Spellpower: +15 Spell Damage
Requires: 6 Large Prismatic Shard, 6 Primal Fire, 6 Primal Water

Only wrist enchant with stats for DPS.


Hands:
Enchant Gloves - Major Spellpower: +20 Spell Damage
Requires: 6 Large Prismatic Shard, 6 Greater Planar Essence, 6 Primal Mana

Enchant Gloves - Spell Strike: +15 Spell Hit Rating
Requires: 2 Large Prismatic Shard, 8 Greater Planar Essence, 2 Arcane Dust

Go for the spell hit rating first, if already spell hit capped, get the spell damage.


Leggings:
Runic Spellthread: +35 Spell Damage and +20 Stamina
Requires: 10 Primal Mana, 1 Primal Nether, 1 Rune Thread

If the pants are epic, the thread should be too.


Boots:
Enchant Boots - Vitality: 4 mana per 5 seconds and 4 health per 5 seconds
Requires: 6 Arcane Dust, 4 Major Healing Potion, 4 Major Mana Potion

Compared to the other available boot enchants, this is the best enchant for raiding purposes due to the extra availability of mana.


Finger:
Enchant Ring - Spellpower: +12 Spell Damage
Requires: 2 Large Prismatic Shard, 2 Greater Planar Essence; Requires 360 Enchanting

If you’re an enchanter, this is definitely worth putting on your rings. It’s cheap and it provides a nice spell damage advantage over non-enchanters.


Weapon:
Enchant Weapon - Major Spellpower: +40 Spell Damage
Requires: 8 Large Prismatic Shard, 8 Greater Planar Essence

Enchant Weapon - Sunfire: +50 Spell Damage to Arcane and Fire Spells
Requires: 12 Void Crystal, 10 Large Prismatic Shard, 8 Greater Planar Essence, 6 Primal Fire, 1 Primal Might

Sunfire is the obvious increase but for the cost of the enchant and the gimp to other spell schools, many mages are now opting to forgo Sunfire for the Major Spellpower.

Xaxas
04-22-2008, 10:49 PM
Fire 2/47/11
http://www.worldofwarcraft.com/info/classes/mage/talents.html?tal=200000000000000000000005052020123 0333105312510532000010000000000000

This is the highest DPS spec available to a mage currently.

The frost talents can mostly be spent however the mage feels needed. The only points you must have are 3/3 Elemental Precision and 1/1 Icy Veins.

The spell rotation varies slightly depending on the type of boss. The optimal rotation after the 5 stacks of the Scorch debuff are in place is Fireball x6, Scorch, repeat. This allows for the most Fireball spamming while still maintaining the Scorch debuff. Modify Scorches to refresh before a period in which a refresh may not be possible or the best idea.

Use all cooldowns as they become available. A suggested macro is one that activates a trinket, Icy Veins and Combustion all at once.

Frost: 12/0/44
http://www.worldofwarcraft.com/info/classes/mage/talents.html?tal=250005000000000000000000000000000 0000000000000535020310230010251551

This spec, if played properly, is approximately 3% DPS short of the fire spec listed above.

The spell rotation consists of a constant Frostbolt spam. The Winter’s Chill debuff is maintained by the Frostbolts.

Use all cooldowns as they become available. A suggested macro is one that activates a trinket, Icy Veins and Summon Water Elemental all at once. Adding pet attack to a second macro is suggested as well since the elemental will not respond to pet attack commands until a second or two after being summoned. Cold Snap as early as possible. The sooner Cold Snap is used, the higher the chance of getting a second Cold Snap in the same fight if the fight allows.

Arcane: 46/11/0
http://www.worldofwarcraft.com/info/classes/mage/talents.html?tal=255005030003015033312500550000100 0000000000000000000000000000000000

The spell rotation is Arcane Blast x3, Arcane Missiles x1, Scorch x1. The trick with this spec is to keep enough mana to continue casting. Salvation from a Paladin is not required as Arcane, so Wisdom is suggested.

Use all cooldowns as they become available, a macro is the best way to do this.

Binde
04-23-2008, 09:37 AM
Great stuff Xaxas. Elitist jerks got nothing on you!

Xaxas
04-23-2008, 01:23 PM
Lol, I worship some of their math skills. I don't have much practice with statistics which allows for a broader range of considerations and to see if their is even a real DPS difference between different stat combinations.

Xaxas
04-27-2008, 10:04 PM
Finally added the talent spec and spell rotation. Little late for me here, might add more later.

Blazeinferno
07-17-2008, 04:09 PM
Ignite continues to add an extra 40% crit damage bonus. I may or may not add the numbers for this.One thing that fire mages need 2 keep in mind when considering the effectiveness of crit is the Ignite talent, that makes a crit worth 1.9x rather than 1.5. im still trying to figure out if 2 crits in a row would cause for a 2nd tick of ignite to be left unconsidered. If so, it might be more like firecrit%*1.7+(100-firecrit%)*1.9) as a multiplier for crits, but idk.

Blazeinferno
07-17-2008, 04:13 PM
also, I've seen a lot of pve mages at higher gear lvl running around with 40/0/21 specs. i assume this just uses fb instead of scorch and enables u to have 2 icy veins (1 w/ cold snap), but any reason to pick 46/11/0 over this? jw