Elemental Disharmony – When a Rotation is Broken

Leaving utility spells/mechanics aside, the biggest problem for Elemental in terms of competitiveness is how single target damage output is (usually) lower than other specs. The core issue there is that there are four subsets of spells based on their secondary interactions:

  • Overload spells: Affected by Crit/Haste/Mastery in the same way (ie: Lighting Bolt)
  • Non-Overload spells: Affected by Crit/Haste in the same way, no Mastery interaction (ie: Earth Shock)
  • Lava Burst: Affected by Haste/Mastery, no Crit interaction
  • Double Haste Interaction: The DPET (damage per execute time) increases as the GCD decreases and the number of hits per cast increases as an additional haste interaction. Not modified by Mastery. Eg: Flame Shock, Fire Elemental
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Smart Simulations: Talent & Trait interactions

Last year I wrote a post on looking at talent interactions to look at how talents interact with each other. With the launch of Battle for Azeroth and my focus change towards more experimental theorycrafting ideas I’ve decided to revisit this subject. One issue I found mid-way through this is that just showing the interaction values, with 5 output related talent rows plus 3 different sources for Azerite Traits, doesn’t actually make it easy to answer the question of which combination is better. To answer that I’ve built a second process to combine the results.

This post is more of a reference document for people who want to replicate this process within their own systems or analysis tools. If others want to replicate this for their own specs I can help with some of the initial setup process. Read more of this post

Gearing Paths

My WoW project of late has been looking at secondary stats and better ways of eyeballing gear upgrades than using stat weights (read this post for more information on how stat weights are misused). The general idea is to produce a table where players can look up their total secondary ratings to find out how they should be distributed, but in a way that doesn’t result in drastically re-arranging gear & enchants every time they get an upgrade.

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Stat Distribution Analysis: Part 2

One week later and I think I’ve cracked this. Firstly, go back and read last weeks post if you haven’t already, and this old one on stat weights if you don’t understand why replacing stat weights is a good thing.

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Stat Distribution Analysis

One of the things I’ve wanted to do for a while is work out a decent way of estimating the ideal “stat ratio” based on some previously generated data vs a players current gear. My initial ideas were based around either building a grand “formula of everything” for a spec or using the stat scaling graphs to somehow build a model, but these were fairly complicated and required a lot of data.

I may have, by complete accident, worked out how to do this in a much easier way.

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Min/Maxing: Are these extra 1000 DPS increases worth it?

One of my recent theorycrafting thoughts was on looking at APL’s and reducing the complexity to see how this alters DPS output. The idea is that a less complex rotation will be easier to use in-game, and maybe even counter-intuitively increase damage.

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Elemental Mechanics


This document aims to highlight continuing mechanic issues for Elemental Shaman. It is a work in progress so it may change as new information is available. There may be some incorrect information as my Shaman is essentially “retired” which means I’m not storing the same amount of information in my memory as I used to. Read more of this post