Az Math #3:
Using a Shot Rotation
note: post-normalization and some other realizations, I may have to revisit the claims in this article
You can completely ignore this one if all you care about is PvP. It's usefulness is somewhat limited unless you raid or run instances.
Some hunters often outdamage other hunters, and without necessarily having better gear. You could argue, "what skill is there in autoshooting, and periodically pushing my 1 and 2 keys?"
Possibly nothing, as long as you're aware of certain facts, but your shots will generally go in cycles because of the cooldowns. You can also run through your mana faster than you need to. So with that in mind, if you want to do well on the damage meters or whatever, here's usually the best way to go about it - at least on any target with a sizable amount of health:
Hunter damage revolves around five things, some of which don't apply in certain situations:
1. Autoshot (auto) damage. This is the bulk, and rarely reason not to use it.
2. Aimed shot (AS) or Arcane shot (Arc). Unless you don't have Aimed shot, there are only a few situations where Arcane is better.
3. Multishot (MS). It's effectively a free shot, but it also breaks nearby crowd control.
4. Serpent Sting (Serp). Can't be used on many targets, though, and sometimes you'll need to apply a different sting.
5. The pet. Some hunters choose not to use pets in many situations, and I'm not going to argue whether or not you should, but it *is* an extra 50+ DPS for you.
Pet damage is mostly fire and forget. You might have to watch health against an AE mob, or turn on/off growl, but we can essentially not worry about the pet.
The issue mostly revolves around Aimed/Arcane and Multi. Aimed has an effective cooldown of 9 seconds when you include the 3 seconds for the shot, and Multi refreshes every 10. Arc is naturally 6 and can be reduced to 5.
The key issues are:
-Aimed Shot postpones your next autoshot, but it will occur immediately after the AS.
-The 5 second rule affects hunters on their mana-using abilities, meaning for the 5 seconds following a shot, you will not regenerate any mana.
-The effective cooldowns for Aimed and Multi are almost identical. Arcane is about half of Multi.
There are a couple ways to approach your shot cycling.
METHOD 1, USING AIMED AND MULTI ON A 10 SECOND CYCLE:
Elapsed Time in seconds, and what you do --
Turn on Autoshot. As soon as it fires...
0.0 Start an Aimed Shot
3.0 Aimed Shot fires, autoshot starts again, fire a multishot
~10.0 Start your next Aimed Shot
~13.0 Start your next Multi Shot
And repeat, every 10 seconds. You can stick a serpent sting at the end of the multishot every other pass if you want.
Every 10 seconds you will get 1 Aimed, 1 Multi, and 3-5 autoshots. (More on this later, but since we've addressed that slow weapons are generally better, we'll assume only 3.)
So in 10 seconds, you effectively do 5 autoshots, plus the damage bonuses on aimed and multi, which is 600+150=750 assuming you are using max ranks at 60.
We'll come back to this method, but first let's mention the other style.
METHOD 2, USING ARCANE SHOT:
0.0, Autoshot starts and an Arcane fires
1.0, Multishot
2.0, Serpent Sting
6.0, Arcane Shot
11.0, Multishot
12.0, Arcane
<remember this point>
17.0, Serpent Sting
18.0, Arcane
21.0, Multishot
24, Arcane
30, Arcane
31, Multi
As you can hopefully see, this is just wail on your Arcane and Multi Shots every time they refresh. If you truly cycle them, it will go on a 30 second pattern. However, I recommend a slightly different path.
See the point you were supposed to remember? If you hold off on your autoshot briefly so multi can recycle, you end up with a straight 20 second rotation. While it may not be mathematically superior, it's easier to get into a rhythm this way. Also, if you have your Improved Arcane talent maxed out, you can get 4 Arcane Shots in this period instead of 3.
But normally speaking, in a 20 second period, you will get 20 seconds of uninterrupted autoshot DPS, (about 7 autoshots,) plus 2 multis and 3 arcanes. This is like having 9 autoshots and 300 bonus damage, plus 549 arcane damage.
Compare this to the first method where you get 10 autoshots + 1500 across 20 seconds. (Double the 10 second amounts we listed earlier.) It's not hard to see that unless the armor on the target is incredibly high, you're going to do less damage this way. Not to mention, the armor argument is offset by the fact that Aimed Shot will crit far more frequently than Arcane, since Aimed is physical and Arcane uses your spell crit. (Don't ask me what your spell crit rate is, but it's NOT high.)
An additional downfall is that it uses mana faster. While the difference in mana cost between the two is significant, the more important factor is that if you are shooting an arcane every 6 seconds, you will essentially never regenerate any mana.
The only times you should use Arcane are if your build doesn't include Aimed Shot, or if Aimed isn't reasonable to use, like if you need to dodge an AE (Firemaw) or you are getting feared constantly. (Onyxia phase 3)
RETURNING TO METHOD 1:
There are no doubt a few key questions about the 10 second rotation.
Q: Why wait for the Multi Shot cooldown on Aimed Shot, rather than just shoot it right away?
A: Eventually Aimed Shot will just catch up with and "lap" Multishot, and in the meanwhile they are very staggered. Not only does it take more concentration, but you are also being hurt by the 5 second rule and not regenerating mana. When Aimed catches up with Multi, you're not doing anything differently unless you decide to stop your Multi to fire a second Aimed Shot. The actual damage advantage is minimal here. (After 63 seconds, you fire 7 Aimeds and 6 Multis, as opposed to 6 Aimeds and 6 Multis in about the same time, while being more flexible in autoshot interrupts.)
Q: Why should I shoot Aimed before Multi instead of after it?
A: Well, again, there's the issue of the 5 second rule. With Aimed first, the two shots occur at nearly the same time. With Multi first, they happen 3 seconds apart. However, I also think it's easier -- this is just a personal opinion, of course. Using Multishot first does make it so you don't have to watch your cooldowns any more closely than "Oh, multishot is up,time to fire it and start an Aimed." Doing it the other way really isn't any harder, though.
Q: How many autoshots should I fire before starting over again?
A: As a result of some long convoluted analysis, I'm just going to give you the answer without an explanation --
Weapon delay > 3.2 -- fire 3 autoshots
Weapon delay 2.4-3.2 -- fire 4 autoshots
Weapon delay < 2.4 -- fire 5 autoshots
-- and I suppose if your weapon is insanely fast, you might even take a 6th, but the importance of individual autoshots will also be fairly small. These numbers include the initial shot that follows Aimed, btw.
However, if you want this translated into English, loosely, it means watch your aimed shot cooldown. Once it recycles, wait for the next autoshot to fire, and then start your Aimed right after that. (At around 2.4 and 3.2, it's slightly better mathematically to just shoot at the 7 second mark if you can find it, but it won't make a big difference to wait for the next one.) Once you develop a rhythm for this, it becomes second-nature.
Q: If I have a ton of +spell damage gear, won't I do better using the Arcane method?
A: No, not really. In order to get enough Arcane damage to even come close to actually making this argument, you will hurt your other DPS so dramatically it's not worth it. Don't forget that Arcane shot only receives 3/7 of the number listed on a +spell damage item. (This is more of a caster thing than a hunter thing, and also applies to all instant spells, so you might not have known this, but now you do. In fact, I would argue it's not even worth obtaining the ZHC from killing Hakkar.)
Q: What should I do if this makes me go out of mana?
A: First of all, if you start going out of mana now, and you weren't before, I suspect you were being lazy and not firing when you could. However, you can always feign and drink during a long battle. (Just start drinking while laying down, don't jump up first.)
You might also consider using lower ranks of your shots -- the advantage of multishot is the free extra attack, not the +150 bonus damage, so rank 1 multi is nearly as effective and costs a third of the mana. Aimed *is* more about the bonus damage, so you don't want to dumb that down to rank 1, but I have heard of people using rank 3. I don't know if that's really better or not, though. It doesn't seem like it should be, but I haven't crunched the numbers on it yet.
And finally, if you're Alliance, yell at a paladin to put Judgement of Wisdom on your target. Using just Aimed and Multi (and no serpent,) you will gain back most of the mana you are using -- all of it if you're using a faster weapon. Obviously this makes mana conservation more important for a Horde player since Mana Tide totems don't really compare.
Q: So just how much does this increase my DPS by?
A: Well, I'm not going to draw up comparisons to all kinds of silly techniques and whatnot, but if you were to simply autoshoot for 10 seconds, not counting crits or armor or anything else, you would do your tooltip DPS * 10. Using the 10 second cycle, it becomes more akin to DPS * (somewhere between 10 and 15) + 75. If we make up numbers and say you have 150 tooltip DPS, a 25% crit rate, and a 3.3 delay crossbow, what would have been 1987 damage before armor increases to 3225, an actual DPS of 322 -- without ANY talents other than the 11 to get Aimed Shot. That's more than double the tooltip value.
Oh, and the old weapon speed argument? That's where that "somewhere between 10 and 15" comes in -- a Hurricane would be 11.2, and a Bloodseeker would be 16.5.
Edited, Fri May 12 02:06:41 2006 by Azuarc
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