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Serpent Sting after 2.3Follow

#1 Nov 07 2007 at 1:33 PM Rating: Excellent
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I haven't seen any mention of this, other then speculations way back at the release of the 2.3 notes, but even then I don't recall anyone mentioning this. Since 2.3 is supposedly being released next week I figured I would ask.

Serpent Sting: The total damage dealt by this sting is now also increased by 10% of your ranged attack power.


As it is now pretty much all the stings are a manasink. They really aren't worth the cost of the mana. Will this 10% damage increase be worth the mana to apply a serpent sting, or will the stings remain on the sidelines of our ********
(all damage numbers are based on Alla's formula {RAP*XX}+YY= total damage, as shown in the ability tooltips)

I have somewhere around 1100 AP. The last rank of Serpent Sting does 660 over 15 seconds. Now with the added 10% bonus, that's 770 every 15 seconds for 225 mana.

Now using that same AP, an arcane shot, which I believe a lot of people will be putting into their shot rotations because of the debuff capabilities it will have does 438 damage for 230 mana.

Our best mana efficient ability, steady shot, does 370 damage at the cost of 110 mana.

Based on those numbers a damage per mana ratio looks like this:
  • Serpent Sting = 3.4 dpm
  • Arcane Shot = 1.9 dpm
  • Steady Shot = 3.4 dpm

  • So on regular hits Serpent sting is on par with steady shot as far as the damage per mana ratio goes. The only thing it really has against it is that it can't crit, which could widen the gap quit a bit. But what do you guys think, will Serpent Sting be worth it to use, or will it still be on the sidelines?

    Note: I didn't include Multi-shot, because that adds damage directly to your weapon damage and does not relate to AP, and since I used 1100 AP, and my armoury profile is unbuffed at around 1000 the numbers wouldn't be in sync, even though the damage per mana number still would have held true, I just decided to exclude it.
    #2 Nov 07 2007 at 1:39 PM Rating: Good
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    Serpent Sting needs to be at least 30% of your RAP to be even remotely worth using.
    #3 Nov 07 2007 at 1:56 PM Rating: Excellent
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    Elustriel wrote:
    Serpent Sting needs to be at least 30% of your RAP to be even remotely worth using.


    If you mean adds 30% of your AP to the base damage to be worthwhile. If that were the case SS would do 990 damage(using the original 1100 ap), which would be on par with a Steady Shot crit I would get. So that's basically giving you gauranteed crit damage every time you use it, wouldn't that be a little OP?

    Edited, Nov 7th 2007 4:56pm by SynnTastic
    #4 Nov 07 2007 at 2:53 PM Rating: Excellent
    A few things are a bit of in your calculations.

    1) 1100 ranged attack power is not a number at which one should look at those shots. Shot rotations and DPM becomes relevant when you are raiding. For solo play, instances and for farming mana consumption and shot rotations and stuff like that are not so important.
    Lets calculate those things at least with 2500 RAP raid buffed which should be very achievable for every hunter starting with 25 mans.
    (I have 2100 RAP unbuffed with my survival spec and I'm still on early SSC gear level).
    2) Both steady shot and arcane shot scale much better with RAP than serpent sting does (15% and 20% as opposed to 10%). Thus with adjusted numbers arcane shot and steady shot will have much better DPM values.
    3) Serpent sting cannot crit while both steady shot and arcane shot can crit which further improves the DPM value of the two shots.
    4) As a survival specced hunter I regain 40% of the mana cost whenever I crit. This again improves DPM of steady and arance shot while serpent sting remains unaffected.

    So lets do this again with an assumed 2500 RAP and 30% crit (with my gear I'm at 2650 RAP and 42% crit with full raid buffs and I know many hunter which have better equip):

    Before considering crit chance:
    Serpent Sting: (660+2500*0.10) / 225 = 910 / 225 = 4 dpm
    Arcane Shot: (273+2500*0.15) / 230 = 648 / 230 = 2.82 dpm
    Steady Shot: (150+2500*0.2) / 110 = 650 / 110 = 5.9 dpm

    When considering crit we have to acount for the extra damage. A raiding hunter will have specced into mortal shot adding 130% damage when the shot crits.
    So basically we have to adjust the damage by multiplying the whole thing with 1.3*(1+c); c = crit chance

    Including crit chance:
    Serpent sting: 910 / 225 = 4 dpm
    Arcane shot: 648 * (1.3*1.3) / 230 = 648 * 1.69 / 230 = 1095 / 230 = 4.76 dpm
    Steady shot: 650 * (1.3*1.3) / 110 = 650 * 1.69 / 110 = 1098.5 / 110 = 9.99 dpm

    Thus for every non-SV raiding hunter serpent sting will be the least mana efficient spell (although arcane shot comes close).

    Survival hunters will get even better numbers since thrill of the hunt will repay 40% of the spells mana cost when the spell crits. For this we can calculate the SV hunters dpm values
    Serpent sting: 910 / 225 = 4 dpm
    Arcane shot: 1095 / (0.7*230+0.3*230*0.6) = 1095 / (161 + 41.4) = 1095 / 202.4 = 5.4 dpm
    Steady shot: 1098.5 / (0.7*110+0.3*110*0.6) = 1098.5 / (77+19.8) = 1098.5 / 96.8 = 11.35 dpm

    Obviously the trend only get stronger. Thus the more crit and AP someone has, the less mana effiecient serpent sting will be. For survival hunters this is even more the case as they have thrill of the hunt and naturally huge amounts of crit.

    If serpent sting would have a lower mana cost and would scale with 15% or 20% it would be a worthwhile shot. At its current state it is not worth it with 2.3 as long as you have to restrict your mana consumption. If you can go all out, you might fire a serpent sting after a steady shot in your rotation now and then, but the damage per mana point spent is rather low when compared with the other shots.

    edit: made the results and asumptions in bold text to keep it more readable

    Edited, Nov 7th 2007 11:55pm by Mulgrin
    #5 Nov 07 2007 at 4:08 PM Rating: Excellent
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    Yeah I figured the crits would do it. I used 1100 since that was my AP, but I didn't quit think it through completely. I didn't consider that it scales up as a percentage not an absolute number, thus increasing the DPM.

    You make a very good point Mulgrin, and a very convincing argument on why not to use SS in your rotation.

    Using your numbers Mulgrin I came up with this. 30% crit chance, and a perfect world. Steady Shots average DPM is 7.13. Arcane worked out to 3.4 DPM and of course Serpent Sting stayed constant at 4 DPM since it can't crit.

    What I did was took a specified number of shots(80, 100, 120), figured out the total damage based on 30% of those shots were crits(24 of the 80 shots are crits, 30 and 36 respectively, that's where the perfect world part comes in lol) Then take the total damage, divided it by the number of shots to get the average damage, and then divide that by the mana cost to get the average DPM.

    It would be interesting to see how Multi-shot works in this.

    But it brings up a question, would Arcane be worth it to put into a constant spot on the shot rotation for the debuff, or would it be better to fit it in there once every 30 seconds or so?

    Edit: I ignored the SV talent that returns mana for crits, since I'm BM :-P, but that is definitely something to consider when thinking about shot rotations for the different specs.

    Edited, Nov 7th 2007 7:09pm by SynnTastic
    #6 Nov 08 2007 at 9:53 AM Rating: Decent
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    *** No critisism, great job and very valid topic and info. However, to complement. ***

    SynnTastic wrote:
    Note: I didn't include Multi-shot, because that adds damage directly to your weapon damage and does not relate to AP

    Actually it does relate to AP, but you'd have to take the weapon into consideration too. I can see why you left if out, but I'm curious myself, so just for clarity:

    1.1k AP, is kinda mediocre (especially if it includes selfbuff), so we're going to assume [Hemet's Elekk Gun] (mind you, not the ideal weapon either).

    Damage: 103 - 193.
    Average: 148.
    Speed: 2.5
    AP: 1 100.
    Damage from AP (using weapon speed): 196.
    Damage from AP (using normalization speed): 220.
    Formula for Multi-Shot (the way you've calculated so far): 148 + 205 + 220 = 573.
    DPM for Multi-Shot: ~2.1.



    However, you leave out a crucial part of the calculation, namely crit. This of course favours Serpent Sting over all the others. Now, no offence, to be a bit more exact:

    I'll use my stats for this. I've got 1.6k AP selfbuffed and I've got [Emberhawk Crossbow]. I'm also BM/MM (41/20/0), so I've got Mortal Shots. I've also got around 18% crit.

    Skipping all the maths I do and just hit you with the answers:

    Serpent Sting: 3.64.
    Arcane Shot: 2.69.
    Steady Shot: 4.61.
    Multi-Shot: 3.18.

    I now realized that I forgot that I have efficiency too, but since that's percentage based on your mana, we'd get the exact same outcome, only with all variables smaller.

    My conclution of this is indeed that I'll use SS post-2.3. Might even be worth speccing Imp. Stings if you're MM (or SV/MM) (assuming you've got near 2k AP selfbuffed, and with the extra 10% from talents), your Serpent Sting will do 860 damage. By specing stings you'll increase that to 1118. That's nothing to frown at.

    Edit: I wrote this last night... somehow it seems to have been delayed.

    Edited, Nov 8th 2007 6:54pm by Utarius
    #7 Nov 08 2007 at 11:54 AM Rating: Decent
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    This question is for raiding hunters.

    With the changes, will Serpent Sting be more beneficial to the raid than Scorpid Sting?

    I have been incorporating Scorpid into my routine, trying to keep it up at all times. It causes no damage, but it reduces mob hit chance 5%. Since hunters can only have one sting up at a time, my own feeling is that Scorpid is of more value to the raid (and the current Serpent Sting is a waste of mana). With the new change, it might be worth it to include, given the figures others have posted. Assign one hunter Scorpid and then others use Serpent in their rotations.

    Interesting change to Serpent, and thanks to those who posted the math.
    #8 Nov 08 2007 at 3:33 PM Rating: Good
    azwing wrote:
    This question is for raiding hunters.

    With the changes, will Serpent Sting be more beneficial to the raid than Scorpid Sting?


    Scorpid sting is a hell of a lot better than any other sting.
    A good warrior tank has a very decent amount of parry, miss and dodge. So a tank will only get hit by perhaps 30% (perhaps less) of all attacks the boss does.
    Reducing those 30% to 25% reduces the total damage your tank receives by 1/6th. Those 5% are really big since this saves a lot of mana on your healers and it greatly increases your tanks survivability.

    Whether one should use serpent sting in his rotation I'm not so sure. Serpent sting has still a rather low damage per mana. Yes, this sting is better than before, but it'll drain your mana pool for still to low damage. Additionally one has to remember that a mob can only have 40 debuffs. If he has more than those, others will be pushed off. As this dot is one of the weaker ones I'm not sure that it should be used by every hunter.
    I would only use this sting if I was grouped with a shadow priest for mana regeneration which is highly unlikely for a survival hunter. In all other group compositions I won't spend my precious mana on serpent sting.
    #9 Nov 08 2007 at 5:32 PM Rating: Good
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    I would still think scorpid sting would be much more useful in raid situations like above poster says. 5% miss would help the MT, by assassiation the MHeal... and so on.

    I think the only time I'd use it more is in multiple target soloing.
    #10 Nov 08 2007 at 6:15 PM Rating: Decent
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    Quote:
    I would still think scorpid sting would be much more useful in raid situations like above poster says. 5% miss would help the MT, by assassiation the MHeal... and so on.

    I think the only time I'd use it more is in multiple target soloing.


    It is actually a bane in Raids/Dungeons, think if you had to emergency trap a mob that your scorp was on?

    No thanks, too much of a risk for me, you would have to turn off the poison, and then, what is the use of having a pet with a special ability if you can't even use it 95% of your play time?
    #11 Nov 08 2007 at 7:39 PM Rating: Decent
    Caldone the Shady wrote:
    Quote:
    I would still think scorpid sting would be much more useful in raid situations like above poster says. 5% miss would help the MT, by assassiation the MHeal... and so on.

    I think the only time I'd use it more is in multiple target soloing.


    It is actually a bane in Raids/Dungeons, think if you had to emergency trap a mob that your scorp was on?

    No thanks, too much of a risk for me, you would have to turn off the poison, and then, what is the use of having a pet with a special ability if you can't even use it 95% of your play time?


    I think he's referring to Scorpid Sting...the shot Hunters get that reduces target accuracy by 5%...not a scorpid pet envenomating its target.
    #12 Nov 08 2007 at 7:49 PM Rating: Good
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    Yeah, I was talking about the shot, not the pet. Those things are fugly. ;)
    #13 Nov 08 2007 at 9:29 PM Rating: Decent
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    Quote:
    Yeah, I was talking about the shot, not the pet. Those things are fugly. ;)


    Lol, and there lies the true reason I cannot deal with having a scorpid...
    #14 Nov 09 2007 at 9:19 AM Rating: Decent
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    Something you haven't considered yet is, what does that debuff slot give you? As you've already said, Scorpid Sting is much better, and with only one hunter is should be kept up instead of Serpent.
    However, what about multiple hunters on a boss?
    I'm going to use over-the-top numbers to prove my point. 3000AP, Improved Stings, Misery. That debuff slot gives 1310 damage at 87.4dps. Now compare that to Immolate, an affliction warlock's worst-scaling DoT (besides SL, which has a function beyond damage), Imp Scorch, untalented CoE, Misery, and a conservative pre-raid 800 buffed fire damage. That Immolate is 1507 damage over 15 seconds at 100.5dps purely on the DoT portion.

    Unfortunately, high mana cost and poor scaling means it's still going to be one of the first debuffs called off when you approach the 40-debuff cap, right up with Rend and Rake.
    #15 Nov 09 2007 at 3:46 PM Rating: Good
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    Mulgrin wrote:
    A good warrior tank has a very decent amount of parry, miss and dodge. So a tank will only get hit by perhaps 30% (perhaps less) of all attacks the boss does.
    Reducing those 30% to 25% reduces the total damage your tank receives by 1/6th. Those 5% are really big since this saves a lot of mana on your healers and it greatly increases your tanks survivability.

    Seeing as most warriors go drood-style when it come to gear now a days, there's no way you're at 70% avoidance. If you're going all out on the parry/dodge gems it's very possible. That and stacking defense in a great extent, problem is you'll be rage starved if you don't get hit, so it's not advisable to do this in such an extent.

    I consider myself having mediocre gear for a kara tank. I'm at 20.6% dodge, 17.76% parry, and 11.2% (5% base and 6.2% from defense) miss. This is not even 50% avoidance, and I might add that I'm actually packing alot more +defense and +avoidance gems than any other tank I know. No way, even for a tank that's cleared kara, to have 20% more. Still, Scorpid Sting will be reducing the damage taken by approximetly 1/10th, still nothing to frown at. This isn't necessary in all boss fights however, in fact it my cause rage starvation for the tank in worst case scenario (but if this is the case the tank greatly outgears the raid, and should take off his pants).

    This patch will make Serpent Sting worth its cost in DPM when comparing to any other shot than Steady Shot. While it may not be as worthwhile as a lock's DoT (seriously... if it was it'd be overpowered) it's still worth applying (for instance, instead of Multi-Shot or Arcane Shot) unless the tank is in grave need of avoidance, or if there are more than one hunter in the raid.
    #16 Nov 09 2007 at 4:42 PM Rating: Decent
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    Utarius does becoming "Un-Crushable" also affect what you were saying?
    #17 Nov 10 2007 at 3:30 AM Rating: Decent
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    Darigraz wrote:
    Utarius does becoming "Un-Crushable" also affect what you were saying?

    Well if you wanna calculate un-crushability, you'll have to factor in block too. Now, I've got 22.16% block. This gives me around 30% chance to be crushed if I'm not doing anything. However, if I keep Sheild Block up all the time (which is very possible unless you're tanking two opponents or one that's DW:ing) I've got 20.6% dodge, 17.76% parry, 11.2% miss and 97% block. Needless to say, I'm not gonna get crushed while SB's up.

    Now, if you take someone with slightly better gear than me... let's pick Kungen. Here's one of the (if not THE) best geared tank in the world. Now, as you can see he's going drood style in most cases (almost always +stam gems, unless there's a +stam socket bonus worth matching).
    Ok, this guys has 29.47% dodge, 22.11% parry, 12.88% miss and 33.1% block. Woops, 2.44% chance to get crushed without shield block up. A few more +agi gems or +dodge/parry or even +def gems, and he'll be pushing uncrushability. Also notice, as one of the best geared tanks in the world, he's only got 64.46% avoidance.

    Don't know if this answers you question Dari. If it doesn't you'll have to specify, so I know what to make out.
    #18 Nov 10 2007 at 3:46 AM Rating: Decent
    Like Utarius is hinting at, Warriors aren't created to be uncrushable off the bat. They have to keep Shield Block up to attain uncrushable, and that means anything with a high attack speed will still gain the odd Crushing possibility. However, due to Shield Block, a Warrior can attain nigh-uncrushable status with far less gear than a Druid would.

    Pre raids though, a Warrior can still go for high avoidance. With the number of mobs normally beating on a tank, rage isn't really a problem. Healing can be, thus Avoidance. In raids though, as Utarius is saying, Warriors head far more towards the Druid type tanking these days. Alot of Stamina and so on, and still Uncrushable on most bosses when you calculate Shield Block into things.
    #19 Nov 10 2007 at 2:07 PM Rating: Decent
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    I was just wondering, a warrior in my guild just hit uncrushable and I was wondering how that affects his tanking,
    #20 Nov 11 2007 at 12:04 AM Rating: Decent
    It means he won't go down quite so fast on bosses. That's pretty much it. Healers won't have to spend quite so much mana on him.
    #21 Nov 11 2007 at 5:35 AM Rating: Decent
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    Darigraz wrote:
    I was just wondering, a warrior in my guild just hit uncrushable and I was wondering how that affects his tanking,

    Means he'll never take a crushing blow (150% of normal damage, can crit, but not on tanks whom know what they're doing). He'll be less of a mana sponge and he'll be able to exclude shield block from his tanking rotation, thus working more on weaving in HS for more TPS.

    While uncrushability is a very good thing, it isn't nearly as required as uncrittability.

    As North says: There's not much to it.
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