The "quick and dirty" benchmark I've heard thrown around is that an enhancement shaman should add about 200-300 DPS for each melee group member. Unfortunately the effectiveness is completely dependant on the player(s) receiving the buffs, so you can't properly quantify them without a specific WWS report. WF totem and UR also scale, meaning that the better gear the group has, the better the buffs become.
For example, SoE is just a constant +99 STR (talented) buff. For most melee DPS classes, that's +217 AP (w/ kings) or +15.5 DPS. For rogues it's half that. But that's only for white attacks; specials which take AP into account (i.e. sinister strike and TONS of other similar abilities) will raise that number considerably. Unfortunately you can't quantify the actual numbers unless you know how many specials are used over time--a constantly changing variable.
WF totem damage CAN be quantified, but only for specific toons based on their normal damage:
[Average main hand white damage + (41.2 * Non Normalized Weapon Speed)] * 0.2
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the usual windfury + str totems, but incorporates totem twisting (dropping grace of air).
This one's easier to quantify, although we still run into the problem of how to translate AP into actual DPS. The general consensus is that if the shaman can handle the added stress (GCD, mana, positioning) then totem twisting becomes useful at any level of raiding. GoA on its own will add:
http://elitistjerks.com/412023-post134.html wrote:
02.20% crit 88 ap for a rogue
03.52% crit 88 ap for a (cat) druid
02.20% crit 88 ap for a hunter
02.64% crit 00 ap for a warrior
03.52% crit 00 ap for a shaman