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偶然從版上clat大大回帖中,超鏈結到這篇文章,驚為天人,困惑自己許久以及版上常出現的問題,有了解答。
這篇80萬人點閱的討論串,經過詳細的數據驗證,開串板主因此對一些無腦問題與臆測,語氣中帶有一些無奈。


原文網址:http://elitistjerks.com/f31/t13297-enhance_shaman_collected_works_theorycraft_vol_i/


憑著超破爛英文加上看不懂就自己簡化的原則,請英文好的前輩誤見怪。
礙於網頁功力,闕漏的表格與圖片,請有興趣的大大自行參閱原文。
逐段亂翻如下,希望所有增強薩的同好能有耐心看完...


版權沒有,歡迎轉載,更歡迎重新翻譯
獻上此篇文章,讓所有人更了解增強薩,讓增強薩更了解自己。


語風  牛小皮



Enhance Shaman: The Collected Works of Theorycraft, Vol I 增強薩滿學集錦 第一版
--------------------------------------------------------------------------------
Please stop sending me private messages asking me to compare gear for you. I really
 don't care to browse your armory profile or your WWS, you should be able to figure
out whats better with the info in this post.
請停止問我如何配裝,我不會去看各位的ARMORY,請自行從本文找尋答案。


If you are reading this for the first time, please read the entire first post before
posting questions. Almost every question that's been asked recently has been answered
in this post. Nobody here has any interest in perusing your armory and two dozen WWS
parses just to tell you the same information that is posted below.
請讀完全文再發問,文章內已有大部分的解答。


Contents
You may easily jump to a topic by searching for the Section Number next to each heading.
底下為各節標題,方便各位搜尋。


I. Frequently Asked Silly Questions 最常被問到的腦殘問題
II. FlameTongue Weapon in Patch 2.3 火舌武器in2.3版
III. Windfury Totem or Grace of Air in a group? 隊伍中要施放風怒圖騰還是風優圖騰?
IV. Windfury Mechanics 風怒技巧
V. Weapon Enchants 武器附魔
VI. Boot Enchants - Agility vs Run Speed 鞋子附魔-敏捷VS跑速
VII. Shocks/Elemental Damage 震擊/元素 傷害
VIII.1 Itemization - Stat Weights 裝備評分
VIII.2 Itemization - Using Stat Weights 使用裝備評分
VIII.3 Itemization - Haste Rating 加速等級
VIII.4 Itemization - Hit Rating 命中等級
VIII.5 Itemization - Intellect and Mana/5 智力與MP5
VIII.6 Itemization - Off-Hand Weapons 副手武器
VIII.7 Itemization - Main Hand Weapons 主手武器
VIII.7.1 Is 2H viable for PvE DPS? 雙手武器是否較適合PVE輸出?
VIII.8 Itemization - Relics 圖騰
VIII.9 Itemization - Gems 寶石
VIII.10 Itemization - Meta Gems 變換寶石
VIII.11. Itemization - Trinkets 飾品
VIII.12 Itemization - Weapon Expertise 武器熟練
X. Useful Links and Addons 常用連結與UI
XI. Simulators and Modeling 模擬計算
XII. Totem Twisting 圖騰轉換
XIII. Swing Timer 揮擊時間
XIV. Consumables 消耗品
XV. Dealing with Threat 威脅值計算


I. Frequently Asked Silly Questions 最常被問到的腦殘問題
Asking any of these questions is likely to get you flamed and laughed at because they've
been asked hundreds of times. All the info you need to figure this stuff out should be
in this post.
下列的問題已經被問過數百次,發問只會讓人火大和恥笑,請於文章中找答案。


1.What weapon should Enhance shaman use on the Kael'Thas fight? 增強薩打凱爾薩斯時要用什麼武器。
2.Is an Elemental Devastation build worth more DPS than a 0/42/19 build? 元素破壞貢獻的DPS會高於0/42/19天賦嗎?
3.Is weapon X better than weapon Y? 武器X比武器Y還好嗎?
4.Can you tell me how to increase my DPS? 可以告訴我如何增加DPS嗎?
5.How much hit rating do I need? 我需要多少的命中率?


Answers to the Silly Questions:腦殘問題解答
1.Think. The 2H Raid Viability section of this post clearly illustrates that a 2H is bad for PvE purposes.
The Windfury mechanics section makes it clear that fast weapons are bad. You do the math from there.
本文中清楚的解釋雙手武器不適合PVE環境,風怒技巧章節中亦明白計算快速武器較差。


2.No, no its not. See the elemental damage section of this post.
不,不會,不可能,請參閱元素傷害章節。


3.Use Yo's Simulator to compare the difference in your potential DPS using different weapon speeds/DPS values.
請自行計算


4.Read this post. Its not overly difficult, really.
請閱讀本文,並不會很困難的,真的。


5.Read the Hit Rating section of this post. There is no magical number. Really. Stop asking this.
請閱讀命中等級章節,並沒有任何神奇數字在其中,請不要在問了。


II. FlameTongue Weapon in 2.3 火舌武器in2.3版
Since everyone is asking, yes, FT will be a more viable OH weapon imbue in patch 2.3. Its not going to out D
PS Windfury. The AP-->Spell Dmg talent change will make it easier for Shaman to find a good OH without having
to carry around a low level green weapon. Before you debate this with us, please run a test for yourself on
Yo!'s simulator (linked below).
2.3版本裡火舌武器的確有所強化,但仍比不上風怒武器。由AP轉換法傷的天賦轉變,讓薩滿不必再從低階綠裝裡找尋好的副
手武器。在你質疑我們之前,請先看看底下的測試:


More Info:
Post 1058
post 1095
Post 1101
Post 1107(這四篇測試結論大約是慢慢雙風怒仍是輸出的王者)



III. Windfury vs GoA in a raid group? 隊伍中要施放風怒圖騰還是風優圖騰?
Always use Windfury if the following conditions are True:
下列情況下永遠是風怒圖騰優先
1.A DPS warrior is in your group
在你隊伍中有輸出戰士


2.A warrior who is tanking is in your group
在你的隊伍中有坦克戰士(不輸出也不坦的戰士是啥戰士?)


3.A warrior is in your group
在你的隊伍中有戰士(囧 果然...)


4.If no warrior, more than 1 sword rogue is in the group
雖然沒有戰士,但有1個以上的劍賊


Grace of Air should be considered for use only if the above are false, and under these conditions:
若上述三點不成立且底下三點成立時才考慮放風優圖騰。
1.A feral druid tank is in the group (ie, bear... not kitty)
隊伍中有野D坦克,例如熊D,但凱蒂貓不算


2.A prot warrior is in your group on a non threat limited fight with high damage components
不在乎仇恨只在乎輸出的戰鬥中,隊伍裡有個彆腳戰士。


3.Any combination of more than 2 hunter/druids is in the group
隊伍中有2個以上的獵或D


IV. Windfury Mechanics風怒技巧
Windfury Weapon was corrected in the 2.1 patch link Windfury on the main and off hands. At some point prior to
that, a hidden/internal 3 second cooldown had been added to Windfury Weapon. As a result, OH procs now (correctly)
 trigger the cooldown on the MH. Despite this set back to shaman DPS (net loss of about 10-15% DPS for enhancement
shaman), Windfury Weapon is still the best weapon imbue to use – even the developers admitted to as much in an IRC
 chat, when they said they have no intention to scale the other weapon imbues to match the power of Windfury.
[Need a link to this, please PM me if you can find it]
風怒武器在2.1版後已能正確作用在主手與副手武器上,同時也內建了3秒共用CD。因此,副手發動風怒後將造成主手3秒內無法再
次發動。即使這項改變減少了增強薩10-15%的輸出,風怒武器仍是最好的選擇,甚至開發小組也承認不會讓其他元素武器的效果
強過風怒。需要有心人提供連結。


Weapon Speeds play an important role in maximizing DPS from Windfury procs. The goal is to chain WF procs every 3
seconds, as soon as each cooldown ends. Both the OH and the MH need to be as slow as possible to achieve this(they
do not need to be matched in speed, just as slow as you can get it). The idea is to reduce the number of swings made
during the time that windfury is on cooldown. Since the cooldown is 3 seconds, weapons speeds are preferred to be
close to that speed, generally this means 2.6 - 2.8 under current itemization. The idea is that a faster weapon would
 proc a WF, and then strike again within the cooldown window, which means that windfury would exit cooldown and your
weapon would still be on some significant portion of its swing timer, unable to proc another WF.
武器攻速在極大化風怒輸出中扮演極重要的腳色。最終目的再讓3秒CD結束後能盡快連接下一次風怒。主手與副手的攻速都應該朝這
方面考慮。減少揮擊次數將發生風怒仍在CD的狀況。自從風怒3秒CD內建後,武器攻速的選擇也漸漸偏向3秒,較常見的是2.6~2.8之間。
快武常因為風怒CD中而無法引發下次風怒。


Many shaman will correctly use a slow MH weapon but use a fast OH such as a dagger, generally because its easier to
find fast OHs than slow ones. This combination however means that your OH is much more likely to be the first one to
hit outside of a WF cooldown and will "steal" the potential chance to proc, placing your main hand on lockdown. In
order to maximize the potential for MH procs the OH needs to be as slow as possible.
許多薩滿已經正確的選用慢速主手武器,但副手仍使用快武,例如匕首,因為快速的副手武器較容易取得。主慢副快得組合將造成副
手較快擊中敵人,副手引發風怒CD將佔用主手發出風怒的機率。為了極大化主手武器的輸出,副手武器越慢越好。


Windfury Proc Rate: When you are wielding a two handed weapon, or are using a sword and shield, your chance to proc
windfury on any landed attack outside the 3-second cooldown is 20%. When you dual wield weapons, the chance on each
landed attack outside the 3-second cooldown is approximatedly 36%, if and only if both weapons are imbued with Windfury.
風怒發生機率:當你使用雙手武器或1盾1武的組合,在無3秒CD狀況下,機率為20%。當你使用雙持武器時且兩支武器同時上風怒武器,
在無CD狀況下,機率接近36%


Original findings posted by Disquette 由Disquette發現
Analysis of the combat log shows that if you sum all hits, the proc rate while DWing is 20%, but that includes hits
you make while inside the 3 second cooldown, which cannot actually proc WF. When you remove the ineligible hits the
observed proc rate from the eligible hits becomes 36%.
分析戰鬥紀錄,加總所有攻擊後,雙持武器的風怒機率的確為20%,但這包括CD中無法引發風怒的攻擊。當你剔除這些無效的攻擊後,
有效攻擊引發風怒的機率其實是36%


The attack power bonus from Windfury is not reduced by the 50% OH damage penalty from Dual Wielding.
雙持時,風怒的攻強加成不受到副手傷害減少50%的懲罰。


StormStrike and Windfury are not normalized - their damage will increase with slower weapons.
風暴打擊與風怒和一般技能不同,越慢的武器傷害越大。


Do not use WF Totem instead of WF Weapon on your MH. While you may ~think~ it will help you avoid the WF cooldown
problem, the totem isn't providing anywhere near the benefit you'll get from the weapon imbue.
請不要為了避免3秒CD而用風怒圖騰取代主手的風怒武器,圖騰的增益效果遠不及元素武器。


WF Totem has the following issues: no elemental weapons bonus (40% multiple), only one extra attack (200% multiple),
lesser AP bonus (scalar). Each MH WF Totem hit would be 100% extra damage or so compared to a normal attack, and has
only one chance of proc'ing flurry, any weapon procs, and UR. Each MH WF imbue hit would be 280% extra damage or so
compare to a normal attack, and has 2 chances of proc'ing those things.
風怒圖騰有底下缺點:無法享受40%天賦【元素武器】的加成,只有少少的額外200%AP,也只有多一次機會觸發【亂舞】,但風怒武器
就有額外280%的傷害,而且有2次觸發亂舞的機會


In a very very simplified way of looking at it, you'd have to proc MH WF 2.8 as many times using the totem as you do
using the imbue, for it to be worth it.
做個簡單實驗,拿個2.8主手分別使用風怒圖騰和風怒武器,好壞立判。


Calculating Windfury Damage 風怒計算
Courtesy of Hedin - Enhance Shaman: The Collected Works of Theorycraft, Vol I
Assuming that you have Weapon Mastery and Elemental Weapons:
MainHand Damage
( + /14 * ) * 1.10
MainHand Windfury
( +( + WindfuryAP + )/14 * ) * 1.10 * 1.40
OffHand Damage
( + /14 * )/2 * 1.10
OffHand Windfury (2.1 patch mechanic)
(( +AP/14* )/2+(WindfuryAP + )/14 * )) * 1.10 * 1.40


V. Weapon Enchants 武器附魔
Mongoose > Crusader > Potency, generally. None of them are wrong, it comes down to personal choice and what your gear
favors. Mongoose provides 4.8% crit per proc (and stacks with double procs on MH/OH), Crusader provides 60 Strength
(120 AP) at lvl 70 per proc, and Potency is a constant +20 Strength (40 AP).
一般而言貓鼬>十字軍>潛能,但還是看個人的偏好。貓鼬提供4.8%致命率,十字軍在70級可機率性提供60力(120AP),潛能則可穩定提攻
20力(40AP)


Some information on Executioner can be found here. Executioner currently does not stack from multiple hands, each proc
when DWing will simply refresh the buff. It is unknown if this is intended. Obviously the value of Executioner will
increase as you gain more -Armor gear. At entry raid level a shaman will probably gain more from dual Mongoose enchants.
 At high T5 content and beyond Executioner will be valuable to have on either hand. (It does not matter which hand you
enchant)
處決者目前無法堆疊,不同手的觸發都將重置BUFF。這是故意的。很明顯處決者的價值在於高護甲的狀況。在副本中的雙持薩滿應可從
雙貓鼬中獲得較大的助益。在高端的T5裝備中,也許處決者會顯得更有價值(不論主副手)。


VI. Boot Enchants 鞋子附魔
For PvE, either Boars Speed or Cat's Swiftness are going to be big payoffs. Increased run speed is hands down the best
 enchant you can get for PvE. Derivation:
在PVE環境中野豬之速與貓之迅捷最值得投資,換句話說增加跑速是最好的PVE附魔


Let D be your dps without a boot enchant. For the run speed to provide more benefit, we need:
(D+12A)(T-t) < (D+6A)(T-t/1.08)
which simplifies to
T < [(1-k)D + (2-k)6A]t/(6A)
where k = 1/1.08. For example, gives A = .16286, and so we have
T < (.07581D + 1.074) t
Using some actual data, a shaman that does betwen 900 and 1000 dps will have T < 76.88t
For 5 minutes, we would need t > 3.90 seconds and for 6 minutes we would need t > 4.68 seconds. 


So for a 5 minute fight if you spend roughly 4 seconds moving between adds, running to the boss, etc, Run Speed provides
 a superior DPS benefit.
在一場五分鐘的戰鬥中,若你花超過四秒在移動,加快跑速能讓你的輸出更上一層樓。


VII. Shocks/Elemental Damage 震擊/元素 傷害
The ideal shock rotation in a Raid is Flame Shock - 6 sec - Earth Shock - 6 Sec - Repeat. With CoE on a mob, Flame Shock
will generally outperform the damage of Earth Shock, even with the 20% nature dmg bonus, especially if you have rogues,
moonkin, or elemental shaman (or a Romulo's Poison Vial) that are consuming your StormStrike debuffs faster than you can
utilize the bonus for yourself.
推薦輸出循環是:烈焰震擊→CD六秒→大地震擊→CD六秒→循環。靠著詛咒的增幅,使得烈焰震擊的傷害優於大地震擊,即使有20%的自然傷
害加成,尤其是當你有盜賊,moonkin,元素薩(或羅慕歐的毒藥瓶)會比你更快消耗風暴打擊的debuff。


Basic DPS calc with standard raid debuffs (CoE/Malediction - 13%, Misery - 5%, Scorch - 15%)
EarthShock: 675/12 * 1.18 = 66.4 DPS
FlameShock: 797/12 * 1.36 = 90.3 DPS


After the talent changes in 2.3 patch, and assuming 700 spell dmg (2300 AP):
EarthShock: (((.42 * 700)+675)/12)*1.18 = 95.3 DPS
FlameShock: (((.67 * 700)+797)/12)*1.36 = 143.5 DPS


Searing Totem is an often overlooked DPS asset. Anytime that crowd control will not be a factor, Searing Totem will produce
 around 100-150 DPS (when fully raid buffed vs debuffed mobs).
灼熱圖騰常被忽視他的輸出,控場不一定總是優先,灼熱圖騰貢獻100-150的DPS(全BUFF狀態下)。 


What about using an Elemental/Enhancement build with Elemental Devastation?
主增強副元素點出【元素破壞】是否比較好?


One of the more prevalent suggestions is that Enhance Shaman should 'optimize' their DPS by speccing into Elemental for a 5
 second shock cooldown, 5% increased shock damage, and of course the Elemental Devastation Talent.
有一派主張薩滿應該利用元素天賦"最佳化"輸出,包括點出【震盪】(傷害+5%)、【回響】(CD-1秒)、【元素破壞】(法術致命後進戰致命+3%)


Bad idea. First off, by giving up the resto tree talents you lose 3% Melee/Spell Hit. That's pretty significant, and that
 3% along with Improved Dual Wielding in the Enhance tree lets you hit cap all melee special abilities through talents alone
 - no other class in WoW is able to do that. You are spending a lot of talent points to improve Shocks, which only amount
to 5-6% of our damage. Most importantly though, the logic of this build is fundamentally flawed. A properly geared
Enhancement Shaman will have at most a 6% spell crit rate from Intellect. Under perfect conditions this will amount to a
1% crit gain from Elemental Devastation. Under not so perfect conditions, this talent would be negligible and worthless to
an Enhancement shaman.
可惜的是,捨棄恢復天賦樹你將失去3%的物理與法術命中率。這3%的增幅搭配【雙武器專精】,能讓你僅靠天賦就達到物理命中上限,冠於
其他所有職業。而有另一個邏輯上的錯誤是,增強裝的智力只有提供最高6%的法爆。最佳狀況下【元素破壞】僅提供1%的物爆,若是運氣不佳
這個天賦對增強薩的效益更低。


The probability of getting 2 shocks in a row at 6% spell crit, in order to sustain the extra melee crit bonus of Elemental
Devastation, is 1-(1- 0.6)^2 = 0.118, so almost a 12% uptime of extra crit from the talent. Or you could spec for a
permanent 3% Hit to melee abilities. Check the stat weights in the next section and I'm sure you'll agree that this is not
worthwhile.
6%的法爆大約需要兩發震擊才會觸發,也就是只有12%的機率可以正常運作,或是你可以投資在"固定"增加3%的命中率。請參考下一章節
將會更加清楚。


VIII.1 Itemization - Stat Weights 裝備評分
Extensive modeling, simulation, and empirical testing by Disquette (post), Pater (post), and Tornhoof (post) have led to
the development of a system for determining the items which produce the highest DPS in a raid environment. The Enhancement
Points (EP) system assigns weights or scores to each stat point. These EP weights can then be used by hand or in automated
programs such as Enhancer, Pawn, Lootzor, and Thottbot to score items. Today, the best tool for determining these weights
is to use the Crazy Shaman's DPS & EP Calculator produced by forums member Yo! Do note that the EP values provided by this
simulator are valid for the current live version of the game (2.2) and will change slightly in patch 2.3. For those who
cannot run the simulator, are unwilling to do the legwork, or just want to check their own numbers, the following sets of
EP values are provided:
前輩們的測試已經發展出一套系統來評斷如何在RAID環境中創造最大的DPS。主要以【增強點數EP】來評量各項數據。這項數據可透過手算
或程式輔助來使用。最為傑出的工具為Crazy Shaman's DPS & EP Calculator,適用於2.2環境,並有微小變動在2.3環境。不想使用程式
或只是想單純衡量自己手頭裝備的,可提跟著下列算式:


Entry Raid (T4) EP Values 入門副本裝備EP值(T4)
If you have just hit level 70 or have been running some heroics for a while but have not started raiding KZ and 25 mans yet,
 your EP stat weights will be significantly different from shamans wearing high-end gear. Use these values until you have
progressed into SSC/TK beyond the first 1-2 bosses. These values were arrived at using simulation of a shaman wearing best
 of slot quest and instance blues, with some heroic loot. Buffs were limited to what a 10 man raid would normally have -
no Kings, no LotP, no flasks, and assumed lower quality gems and enchants.
如果你剛達到70級,或是剛闖蕩英雄副本,尚未開始卡拉贊與25人副本,你的EP值會與高級薩滿有很大差別。這樣的數字將跟著你到SSC/TK
的前一兩個王。包括一些任務裝與英雄副本掉落物,與低品質的寶石與附魔。


Attack Power = 1 EP
Strength = 2 EP
Agility = 1.74 EP
Crit Rating = 1.97 EP
Hit Rating = 1.34 EP (explanation below at VIII.4 Itemization - Hit Rating)
Haste Rating = 1.28 EP (explanation below at VIII.3 Itemization - Haste Rating)
Armor Penetration = 0.22 EP
Expertise Rating = see the Expertise section below for an explanation


Middle Raid (T5) EP Values 進階副本裝備EP值(T5)
These values are a generally agreed-upon set produced by the average of the most reliable closed-form model and iterative
 simulations across the breadth of shaman gearing possibilities. They rapidly become less accurate as you accumulate more
 pieces of T5-level gear. As such, using Yo's simulator to obtain individualized EP numbers is strongly advised. Note
that Blessing of Kings increases the contribution of Strength and Agility by 10% and thus their EPs when it is active.
這個數值經過廣泛薩滿驗證。當你湊到越多T5,這項數值會越不準。因此強烈建議分開處理各項EP值。請注意Blessing of Kings會增加
力量與敏捷10%而影響EP值。


Attack Power = 1 EP
Strength = 2 EP (2.2 EP with Blessing of Kings)
Agility = 1.8 EP (2 EP with Blessing of Kings)
Crit Rating = 2 EP
Hit Rating = 1.4 EP (explanation below at VIII.4 Itemization - Hit Rating)
Haste Rating = 1.48 EP (explanation below at VIII.3 Itemization - Haste Rating)
Armor Penetration = 0.28 EP
Expertise Rating = see the Expertise section below for an explanation


High Raid (T6) EP Values 高級副本裝備EP值(T6)
Values to be determined.等待測試


Weapon DPS EP Values 武器DPS的EP值
Pitbuller and Rob have shown that it is possible to convert weapon DPS into EP values. This is useful to compute the total
 EP of a weapon in order to compare two weapons, as seen in this post (link to where you or someone compared Netherbane to
 MG Cleaver). The following values are only valid for a 2.6 speed weapon. EP would need to be recalculated for any other
speeds. These are presented here because 2.6 is the most common speed for weapons.
其他前輩已證實武器DPS也可轉化為EP值。方便兩樣武器來比較。底下算式僅適用於攻速2.6的武器。其他攻速需要另外計算。
因為最普及所以選用2.6作為範例。


1 MH DPS = 9.03 EP
1 OH DPS = 3.70 EP


Careful! Only use these numbers for comparing weapons; do not use them for drawing other conclusions. For example, these
numbers do not mean that 9 AP = 1 DPS for enhancement shamans. Why? Note the distinction between EP and AP. 9 AP will in
fact increase your DPS by more than 1; just as 1 weapon DPS will increase your overall DPS by more than 1. To understand
why, imagine that 1 weapon DPS increases your DPS by exactly 1 after glances, misses, dodges, and crits are accounted for.
 Now throw in Flurry, WF procs, and Stormstrike and realize that the weapon is hitting more often than the tooltip says it
 is, so you gain more DPS from the nominal weapon DPS.
請注意!此項數值僅用在比較武器,勿用於其他運算。例如,上述算式並不表示增強薩9AP=1DPS。因為EP=\=AP。實際上9AP的貢獻遠大於1個
DPS,就像一把武器的DPS換算成總DPS時並不是1比1。假想考慮擦過、閃避、致命後,武器的DPS讓你的總DPS剛好增加1。再加上亂舞、風怒
風暴打擊之後,可以想見武器的貢獻不僅限於字面上的DPS顯示。


VIII.2 Itemization – Using Stat Weights
First, you must make a decision whether or not to assume that you will have Blessing of Kings. As a general rule, Salvation
 and Might are superior buffs, so you can only expect Kings in a 25-man scenario. In this example, we’re comparing 25-man
 gear, so we’ll assume Blessing of Kings is active. Then, it’s a simple matter of looking at the stats available on each
 item, multiplying them by their attack power equivalence, and adding them all up:
首先你需要決定是否擁有王者祝福。一般來說,拯救祝福與力量祝福的效率會比王者祝福好,所以在25人副本中才有可能被上到王者
(2個以上聖騎)。因為我們比較的是25人裝,所以也假定擁有王者祝福。底下是各裝備簡單的算法


[Valestalker Girdle]
+27 Agility (x 2 = 54)
+25 Stamina
+18 Intellect
Equip: Improves haste rating by 36 (x 1.4 = 50.4)
Equip: Increases attack power by 76 (x 1 = 76)
Total: 180.4 EP


[Girdle of the Tidal Call]
+35 Strength (x 2.2 = 77)
+30 Stamina
+20 Intellect
Equip: Improves critical strike rating by 33 (x 2 = 66)
Total: 143 EP


So, Valestalker Girdle (180.4 EP) is a larger increase to melee DPS than Girdle of Tidal Call (143 EP); for our purposes,
 we’ll say that makes it a better item. Note that values are not assigned here to Stamina or Intellect; these stats do
carry some value for raiding enhancement shamans, but any assignment of value to them would be arbitrary and is for each
 individual shaman to decide on her own.
由上述算式可知Valestalker Girdle (180.4 EP)的進戰貢獻強過Girdle of Tidal Call (143 EP),也就是較優。EP不單是考慮耐或智,
而是副本取向增強薩的綜合性指標,當然每個人也可以有自己的偏好。


Now lets compare two weapons using the weapon EP values.
[Merciless Gladiator's Cleaver]
97.5 DPS (MH: x9.03 = 880.4) (OH: x3.70 = 360.75)
+27 Stamina
Equip: Improves hit rating by 10. (x1.4 = 14)
Equip: Improves critical strike rating by 19. (x2 = 38)
Equip: Improves your resilience rating by 12.
Equip: Increases attack power by 30. (x1 = 30)
Total MH EP = 962.4
Total OH EP = 442.75


[Netherbane]
96.5 DPS (MH: x9.03 = 871.4) (OH: x3.7 = 357)
+25 Agility (x2 = 50)
+21 Stamina
Equip: Increases attack power by 40. (x1 = 40)
Total MH EP = 961.4
Total OH EP = 447.05


Comparing the two weapons we can see that the difference in the MH for each weapon is relatively minor with a 1 EP
difference, but in the OH the Netherbane performs better with a 5 EP difference.
比較武器可以發現,裝備在主手有1EP的差距,但是裝備在副手卻有5EP的差距


VIII.3 Itemization – Haste 加速等級
Haste Rating will directly increase the contribution of white swings to your DPS - 1% Haste will generate 1% more auto
attack DPS. Prior to patch 2.2 Haste Rating became the superior stat, but the 2.3 patch reduced its EP value closer to
that of Hit Rating.
加速等級會直接增加你的白字輸出:1%加速=1%DPS上升。2.2時加速等級成為一個較優的屬性,但是2.3之後加速等級的EP值削弱為接近
命中率。


Modeling indicated weapons hasted between 1.51 and 1.41 speed will actually experience a sharp decrease in potential
Windfury DPS. The range of 1.51- 1.41 speed was believed to cause the main hand to always finish a swing just before the
 end of a WF cooldown, making you wait longer for the next eligible swing that can proc WF. If hasted in this period for
 a long duration, you could expect WF DPS contribution to decrease. However, you'll also experience many more white
swings during that time, and so the loss of potential WF procs should be offset by the increased white DPS. It is no
longer believed that the 1.5 to 1.4 hasted speed will actually cause any decrease in DPS - you should notice an overall
 increase.
一般認為1.51~1.41攻速的武器將大幅減少風怒的輸出。因為此類武器被認為會造成主手武器剛好在風怒CD前揮舞完畢,使得無法以
主手發動風怒。加速在這樣的前提之下,你當然也會推論出風怒效果會削弱。但是你的實戰可能會發現,更多的白字輸出反而彌補了風
怒的損失。因此1.5~1.4的攻速不再被認為會降低DPS,而是應該由整體表現來評量。


There is no need to worry about the 1.51 - 1.41 hasted weapon range. The original claims about the supposed DPS loss
had done no empirical or simulated testing to back up their modeling. More recent testing has indicated that whatever
potential WF DPS is lost because of swing timer issues is more than made up for by the gigantic leap in autoattack DPS.
不再需要擔心攻速在1.51~1.41的武器,原始的推論並未經過實際驗證。近來更多的測試指出,快攻速帶來的白字輸出更亮眼。


VIII.3 Itemization - Hit Rating
Enhance Shaman do not require large amounts of Hit Rating on gear. Effectively, because we can get a large quantity of
+Hit from talents (9%), our special attacks (windfury and stormstrike) are already hit capped. All the extra +Hit rating
 on your gear is going toward improving white damage only, which typically comprises between 45%-50% of your total
damage. When you consider the itemization costs of hit rating compared to crit rating and AP, which directly impact 90%
 of a shaman's total damage, you can see why hit rating is given lower precedence. Take the talents to hit cap your
specials, any hit rating on gear after that is icing on the cake.
增強薩不需要從裝備中追求命中率。實際上我們的天賦已提供大量的命中(9%),已經達到薩滿特攻(風怒&風暴打擊)的命中上限。
所有的裝備命中加成僅會影響白字輸出,僅佔總輸出的45%~50%。當你評估命中率與影響90%輸出的爆擊和AP後,就可知道命中率較不被考慮。
天賦的威能,讓裝備的命中加成僅僅是錦上添花。


A common misconception is that you "have to hit before you can crit." This is a fallacy and illustrates a misunderstanding
 of the attack table. (Note that this is in reference to white damage which uses a single roll system.)
一般誤解你必須擊中才能引發爆擊。這個謬論起源於對ATTACK TABBLE的不了解。(白字輸出擁有獨立的骰子系統)


There is no magic value of +Hit that an Enhance Shaman needs We need as much of every stat as we can get, but hit rating
is just less important than the others. That's all it amounts to. Many top tier shaman raid with less than 100 hit rating
 on their gear and boast some of the highest DPS values recorded for our spec. (That does not mean that the goal is to
have low hit rating either though.) Rogues and Warriors require large amounts of +Hit to be effective because of their
energy/rage feedback system and because they do not have talents that can hit cap their specials before considering hit
 on gear. Enhance shaman have no such feedback system and are able to hit cap specials through talents - therefore, hit
rating above and beyond your talents is nice to have, but is not a necessity.
以上論點顯示命中率並沒有任何特殊之處,甚至對增強薩而言其重要性還比不上其他屬性。許多頂尖的副本薩滿,僅有少許的100命中加成
卻有耀眼的DPS輸出(但不代表可以完全不顧)。盜賊與戰士需要大量的命中加成事因為她們的能量/怒氣回覆系統,同時也是因為沒有天賦
的輔助來達到特攻的命中上限,因此命中等級在天賦的威能下,有的話最好,但不是必需。


VIII.4 Itemization - Intellect and Mana/5 智力與MP5
Intellect on gear is not a significant source of DPS contribution. Pater has a short writeup exploring this here.
Mp5 is almost universally agreed to be a hunter stat that is wasted on enhance shaman gear. Note that the more you decide
 to contribute in a "hybrid" manner (healing to top off yourself and others) the mana pool will become slightly more
important, but not such that you should sacrifice significant DPS upgrades to hold on to 15 Int on another item. The
combination of Judgment of Wisdom (you are using JoW right?) and Shamanistic Rage (use it early, use it often) should
prevent you from running out of mana even in full rogue leather gear - unless you're having to spot heal.
裝備的智力加成並不為DPS的主要來源,版友已經指出這一點。MP5更是全宇宙一至認為,較適用在獵人,增強薩滿追求此屬性則為浪費。
當你越追求複合表現(又捕又要打)對MP的依賴越大,也因智力而犧牲了其他數值。智慧審判(必用)與薩滿之怒(早用常用),
即使你全身盜賊皮甲也應該能避免你耗盡MP,除非你是主補。


VIII.5 Itemization - OH Weapons 副手武器
If you are unsure if weapon X is an upgrade over weapon Z, use Yo's simulator (linked in this post) to compare how your
simulated DPS would differ using each weapon.
如果你不確定武器X是否為Z的進階,使用底下算式。


Patch 2.3 Update - Decapitator and Fool's Bane from KZ have been made one-hand and non unique, which will significantly
improve early OH choices. Zul'Aman will also feature at least one 2.6 speed fist OH.
2.3改版後卡拉贊的斬首者與蠢人毒藥已改為單手非唯一,將大幅度改善初期副手武的選擇。祖阿曼更是有2.6攻速的副手拳套。


OH itemization is fairly poor early on, but recent changes in patch 2.3 have added several new options in KZ and ZA that
will help fill the gaps. If you are not yet raiding, the best choices for OH in a WF/WF setup is a 2.6 speed Gladiator
weapon from Arenas, a crafted Runic Hammer (2.4 speed) or a blue one-hand weapon available in several heroic instances
(Auchenai Crypts last boss drops a 2.6 speed one-hand axe). Failing that, get yourself a green 2.6 speed off the Auction
 House.
副手選擇初期的確少的可憐,但2.3改版後新增了卡拉與祖阿曼之後,將能填補這個空缺。假如你還沒參與RAID,雙風怒的最好副手選擇
是競技場的2.6武器,以及英雄副本少許的藍色單手武。再不然從拍賣場敗一隻2.6副手吧。


If you are having poor drop luck or no desire to PvP, an epic dagger such as [Malchazeen] or [Guile of Khoraazi]
(Consortium Rep) with FT should outperform a green 2.6 speed and possibly even the Runic Hammer with a WF/FT setup.
You should still convert to a WF/WF setup as soon as you get a slow drop though.
若是你骰運很差,或是不喜歡PVP,史詩[Malchazeen]或聯合團的快攻速匕首搭配主風怒副火舌,會比2.6綠武,更讓你有亮眼表現。
當然你還是要盡快轉換為慢慢雙風怒的型態。  


In short:
OH = [Merciless Gladiator's Cleaver] > [Fury] > [Fool's Bane] > [The Decapitator] > [Runic Hammer] > epic dagger
or anything else faster than 2.4


Non arena OH drops from heroics are:
[Bloodskull Destroyer]
[Boggspine Knuckles]
[The Harvester of Souls]


VIII.7.1 Itemization - MH Weapons 主手武器
The current top choices of end-game main hand weapons for Enhancement are:
現行最頂尖的主手增強武器是:
[Rising Tide]
[Dragonstrike] or [Wicked Edge of the Planes]
[Syphon of the Nathrezim]
[Merciless Gladiator's Cleaver] or [Merciless Gladiator's Pummeler]


These weapons are all extremely close in DPS and additional stats. Orcs will always want to wield axes if available
for the 1% crit benefit. Beyond that, of these five choices, Rising Tide, Syphon of the Nathrezim, and Dragonstrike
 (due to its proc) are the highest-DPS options, in roughly that order. Wielding any combination of these three items
is roughly equivalent. For those looking for a more concrete mathematical approach to this question, you may compute
EP values for these weapons with the itemization formulas above, or you may plug the weapons into Yo's sim and compare
 DPS output. (The Dragonstrike proc is equivalent to 66 passsive haste; the Syphon proc's value is unknown.)
以上武器的DPS其實能力很接近。只是獸人種族技能的關係而較喜歡斧頭。前三項武器為首選,能力也接近。你也可以利用上面的公式
自行計算EP值。


Nov 7 Update Latest Patch 2.3 information has reversed the Orc racial changes and will now grant 5 Expertise, which
is 1.25% reduction of parry/dodge. Orcs should therefore continue to value Axes above mace/fist.
11月7日的2.3更新通知,將獸人種族技能改為5點熟練,將減少1.25%格擋與閃避,因此對獸人而言,比起槌子拳套仍較適合斧頭。


2.x/2.y Weapon Speed Combinations
A frequently asked question is how to wield weapons with differing speeds but similar DPS values, such as using a Rising
 Tide and a Syphon - is it better to put one weapon in the main/off hand over the other? Simulation results indicate
that it makes no difference which hand the slower weapon is wielded in. It appears that in general, a 2.x/2.y = 2.y/2.x.
另一個常見問題,在相同DPS下兩個2點多攻速的武器,如何取決放在主手或副手?經過計算答案是沒有差別。


VIII.7.2 Is a 2H weapon viable for Enhancement DPS? 雙手武器是否較適合增強薩輸出?
2H weapons are strictly inferior for PvE DPS situations. Talents and mechanics of shaman DPS at lvl 70 are built around
 DW. 9% +Hit while DWing through a 0/42/19 build allows all special attacks to be hit capped through talents alone,
while a 2H will only receive 3% of the hit benefit. DW also scales better with AP. 2h effectively gains (1.0 * 0.95
hit rate) = 0.95 from AP and DW gains (1.5 * 0.74 hit rate) = 1.11 from AP. The more +hit you have (until we reach cap)
 the greater the difference between the two is. At a certain point (easily reached when raid buffed), this difference
in gain from AP will outweigh the bonus base DPS of a 2H weapon over similar ilevel 1H weapons.
雙手武器較不適合PVE的輸出環境。0/42/19天賦下LV70的雙持薩滿擁有9%的特攻命中率,也是上限,但雙手武只享受3%的加成。雙持受到
AP的增幅較大。雙手武器只有0.95,雙持則有1.11的AP增幅。命中率越高(直到上限),兩者的差異越大。RAID中靠著BUFF,命中率更是
容易到頂,相同物品等級ilv之下的單手武會比雙手武表現的好。


The second largest benefit you bring to your group is Unleashed Rage, and your Flurry and UR uptime will take a large
hit from using a 2H, as strings of dodge/miss/non crits become compounded by a single, slower swing time. Threat concerns
 are even more problematic with a 2H because of large WF procs, requiring that you heavily pad your threat against a tank.
第二個原因是薩滿的怒不可抑對團隊的幫助。亂舞與怒不可抑若要靠著雙手武器發動,要擺脫格擋/未擊中/未爆擊的機會只剩下一次且
揮擊時間很長。雙手武爆發大量的風怒傷害也是個頭痛的仇恨問題,需要坦克夠猛才行


And finally, as mentioned in the Windfury Proc section, DW with WF on both weapons results in an increased chance to
proc WF off either hand (36%). 2H weapons will not benefit from that increased proc rate.
最後在討論風怒的章節中提到的,雙持觸發風怒的機率是36%,雙手武則僅有20%。


To illustrate:


Note the differences here. 2H has a higher flurry uptime because DWing will consume the 3 charges faster, but the Uptime
for UR is much higher for DW than 2H, leading to greater group synergy.


Derivation of the Unleashed Rage uptime:
UR Uptime =


HitsPer10sec =


Flurry Uptime =


VIII.8 Itemization - Relic Slot 圖騰
The two best choices are [Totem of the Astral Winds] and [Stonebreaker's Totem]
最好的選擇是星風圖騰和碎地圖騰


A: Astral Winds EP = Percent_of_WF_Swings * Astral_Winds * Elemental_Weapons
B: Stonebreaker EP = Uptime * (B1 + B2 + B3)
B1: Stonebreaker EP to WF = Percent_of_WF_Swings * Stonebreaker * Elemental_Weapons
B2: Stonebreaker EP to SS = Percent_of_SS_Swings * Stonebreaker
B3: Stonebreaker EP to white damage = Percent_of_white_Swings * Stonebreaker * (1 - MissRate)


Physical Damage breakdown:
Assuming two 2.6 speed weapons, flurried to 2.0 speed, means you get around 10 white swings per SS cooldown.
40% of those swings will be WF, meaning 10 white swings, 2 SS swings, 4.8 WF swings. 10+2+4.8 = 16.8
Percent_of_WF_Swings = 4.8/16.8 = 0.286
Percent_of_SS_Swings = 2/16.8 = 0.119
Percent_of_white_Swings = 10/16.8 = 0.595
(This breakdown is conservatively in favor of the Astral Winds Totem. Many WWS parses from raids show the balance
slightly shifted away from WF towards white swings)


A: 32
B1: 44
B2: 13
B3: 65 * (1 - Missrate)


A = Stonebreaker_Uptime * (B1 + B2 + B3).
32 = Uptime * (44 + 13 + [ 65 * (1 - Missrate) ]
Let Missrate = 19%
Then Uptime = 29%


As miss rate decreases, so does the required uptime to break even. An enhancement shaman with +9% hit from talents
and no hit rating on gear would see a 19% miss rate against boss mobs, resulting in a required uptime of 29%.
Changing some values for more hit gear, we find that even if your miss rate is better than 2% the required uptime
is 26.4%. This gives us a fairly good window of possible required uptimes for the Stonebreaker buff over a wide variety
 of gear, with a good conservative estimate being 30%.


Now what does it take to achieve a 30% uptime? Here’s a simplified formula for determining this.


(Seconds per Shock) = (Stonebreaker proc chance) * (1-Spell miss rate) * (Stonebreaker duration) * (1/Stonebreaker Uptime)


(Seconds per Shock) = (0.50)*(1-0.14)*(1/0.30) = 14.3


This means that on average, a shock every 14.3 seconds is the minimum needed to maintain 30% uptime on the totem buff and
 thus make it come out ahead of the Astral Winds totem.


Conclusion: The Stonebreaker totem should be superior to the Totem of Astral Winds on average if the shaman can shock at
 least once every 14 seconds. Note that Stonebreaker has a 10 second hidden cooldown.
結論是碎地圖騰較優,前提是薩滿必須每14秒至少發出一次震擊,另外碎地圖騰有內建10秒CD。


VIII.9 Itemization - Gems 寶石
Best bets are to use最佳選擇
Red socket: [Bold Living Ruby].紅色插槽[清晰的生命紅寶石](+8力)
Yellow socket:[Inscribed Noble Topaz].黃色插槽[邪惡的皇家黃寶石(+4致命+4AP)
Blue socket: [Sovereign Nightseye].藍色插槽[尊貴的夜眼石](+4力+6耐)


The [Rigid Dawnstone] is always the wrong answer for enhance shaman.
堅硬的黎明石(+8命中)不是增強薩的好選擇


The [Bold Living Ruby] will always be better then [Bright Living Ruby] in a raid environment due to Blessing of Kings.
團隊中因為有王者祝福,清晰的生命紅寶石(+8力)永遠比光亮的生命紅寶石(+16AP)好


VIII.10 Itemization - Meta Gems 變換寶石
[Relentless Earthstorm Diamond], Best choice. This gem will scale with your crit rating. Without accounting for the
agility on the gem, it will raise your DPS by 0.03 * Crit Rate. At 30% crit rate this amounts to nearly a 1% gain in
damage dealt.
不懈的大地風暴鑽石(+12敏+3%致命)是最好的選擇。這顆寶石直接增幅致命率。不計算敏捷,輸出將可增加0.03*致命率。30%的致命將貢獻
1%的輸出。


[Thundering Skyfire Diamond] gives 240 haste rating for 6 seconds. This is your second choice for meta gems as it appears
 to have a 1 minute cooldown. Shaman with lower crit rates (20% or lower, geared in heroic/blue gear, just starting
25mans and KZ) will benefit slightly more from this gem over the RED.
驚人的天火鑽石(有機率提高近程/遠程攻速)提供6秒內240的加速等級,這是次要選擇,並且有1分鐘的CD。致命率低於20%或是5人英雄裝、
25人初期和卡拉贊等級的薩滿,選擇驚人天火會比不懈大地風暴更有利。


[Swift Skyfire Diamond] will yield a very minor DPS increase - same for [Potent Unstable Diamond]
迅捷的天火鑽石(+24攻強與略為跑速)和高效的不穩定鑽石(+24攻強與+5%抗暈)對DPS的貢獻很微薄。


VIII.11 Itemization - Trinkets 飾品
Trinket gains are converted using the EP formulas above in the itemization stat weights from above, and listed as greatest
 EP at the top.由高而低排序
[Dragonspine Trophy] 160.25 EP = ( 40 + ( 325 * HasteRating * 10 * 1.5 / 60 ))
Assuming a 1.5 PPM
[Berserker's Call] New drop from Zul'Aman. 150 EP = 90 + ( 360 * 20 / 120)
[Madness of the Betrayer] 142 EP = ( 84 + ( 20 * HitRating ) + ( 2.4 * 10 / 60 * 300 * ArmorPenetration ))
Using 2.4 PPM (see here) the uptime is 40% giving a passive -120 Armor
[Tsunami Talisman] 141 EP = (( 10 * HitRating ) + ( 38 * CritRating ) + ( 340 * 10 * 0.9 / 60 ))
Assuming a 0.9 PPM
[Ashtongue Talisman of Vision] 137.5 EP = ( 275 * 10 * 0.5 / 10 )
Corrected in patch 2.3 to have the listed 50% proc rate, and observed at this rate on the PTR.
[Darkmoon Card: Crusade] 120 EP
At a full stack, since this will take 10-15 sec to achieve, the EP might be considered less valuable.
[Bloodlust Brooch] 118.3 EP = ( 72 + ( 278 * 20 / 120 ))
[Hourglass of the Unraveller] 109 EP = (( 32 * CritRating ) + ( 300 * 10 * 0.9 / 60 ))
Assuming a 0.9 PPM
[Abacus of Violent Odds] 96 EP = ( 64 + ( 260 * HasteRating * 10 / 120 ))
[Drake Fang Talisman] 84 EP = ( 56 + ( 20 * HitRating ))
[Kiss of the Spider] 79 EP = (( 14 * CritRating ) + ( 10 * HitRating ) + ( 200 * HasteRating * 15 / 120 ))
[Romulo's Poison Vial] 49 EP = ( 35 * HitRating )
And some unknown value from the nature damage proc, which is usually 1-2% of your damage. Unless you're totally starved
for +Hit this probably isn't a trinket for shaman. Especially as you become better geared the proc will become less and
less of your total damage done since it cannot scale with your gear. This trinket was most certainly designed with
 warriors and rogues in mind, not shaman.
[Darkmoon Card: Wrath]
According to Thottbot comments the value of this card is low once your buffed crit rate is 30% or higher.


VIII.12 Itemization - Weapon Expertise 武器熟練(目前好像還沒改,跳過)
Patch 2.3 will change all weapon skill rating into weapon expertise rating, which converts into Expertise skill at a rate
 of 3.95 expertise rating:1 Expertise, and reduces the chance for your target to dodge and parry by 0.25% per point of
Expertise. [Shoulderpads of the Stranger], which used to provide 10 dagger skill rating, will now provide 10 expertise
rating (all weapons).


The parry reduction element of Expertise will have only marginal use in raid settings: mobs cannot parry attacks made
from behind. Many bosses randomly turn to cast attacks and can parry while turning, but this possibility is too random
to value significantly. Unlike parry, mobs can dodge attacks from behind and Expertise is currently the only way to reduce
 the number of dodges. The dodge reduction element of Expertise will vary from encounter to encounter: it will be useless
 against bosses that are constantly casting (e.g. Shade of Aran, High Astromancer Solarian, Reliquary of Souls) because
mobs cannot dodge while casting, but useful against mobs that do not cast or only cast instant spells. Expertise has been
 shown to affect yellow damage as well as white damage, so under the second circumstance it is actually more useful than
hit rating for enhancement shamans.


We still don't know how Expertise's dodge and parry reduction affect the one-roll white attack table. For now, the
community is assuming that it converts dodges and parries into hits that do not have a chance to crit. On the other hand,
 we are now confident that Expertise will allow yellow attacks to crit, since they are resolved through a two-roll system.
 Thus, we will estimate expertise rating to be similar to the weight of hit rating, with some exceptions.


First, expertise rating is only useful in chunks, because there is no concept of having 2.5 Expertise - the Skill values
are all rounded down to whole integers. To get around this, you first need to sum up the expertise rating across all your
items, divide by 3.95, take the floor, and multiply by 3.95 again. This gives you a "white hit rating" equivalency. Note
that this makes expertise rating EP discontinuous. One expertise rating may be worth 0 EP because it is not enough to give
you an extra skill point -- e.g. you go from 14 expertise rating to 15 expertise rating -- while a jump of two expertise
rating at the same point may have a surprisingly high EP -- e.g. you go from 14 expertise rating to 16 and thus 0.75%
dodge reduction to 1.00% dodge reduction.


Next, we must account for the fact that Expertise, unlike hit rating, also effects the yellow damage from special attacks
in addition to the white damage from auto-attacks. To correct for this, you need to multiply by the ratio of melee damage
to white damage, or (Yellow % of damage + White % of damage)/(White % of damage). Also, because white crit rate as a
percentage of landed swings decreases as hit rate goes up, but with the two-roll system, yellow crit rate stays constant,
 we must adjust for that. Finally, we must multiply by the EP of 1 hit rating, to convert our "hit rating" equivalency
into EP.


Our final expertise calculation is:



Example Calculation:
Assume that we are examining a new piece of gear that will bring our total Expertise Rating to 17, Hit EP is 1.4, Crit%
is 30%, White% of DPS is 50%, Yellow% of DPS is 40% and the remaining 10% is shocks and searing totem.


Expertise EP =
Expertise EP = 45.12
Note that this value is not the EP stat weight of Expertise Rating, it is the total sum worth of the Expertise Rating on
all your gear.


X. Useful Links
DisqoDice - written by Disquette this addon will display nicely sync'd bars illustrating shock, stormstrike, and windfury
 cooldowns, and a new watershield timer to take advantage of the new watershield in 2.3.
Enhancer, available at WowAce. This in-game mod will display EP tooltips, can import personal EP values from Yo!'s
simulator, and can show a wide variety of shaman data in-game such as WF cooldown, totem twisting timer, etc.
Lootzor is useful for comparing items but does not yet support calculating haste rating, item procs, or modeling weapon
speeds; as such, it is best used to compare armor and jewelry from Karazhan to Hyjal – trinkets, weapons, and armor and
jewelry from Black Temple with passive haste are often misranked by Lootzor. Here is a Lootzor comparison using the stat
weights in this thread and assuming 100% Blessing of Kings uptime.
Pawn Addon Latest version now supports Haste and -Armor effects.
This will add a "rating" to your item tooltips.
Sample Pawn string to use (uses Pater and Tornhoof's EP values):
( Pawn: v1: "EP (Mid-Raid)": RedSocket=17.6, CritRating=2, Strength=2.2, MetaSocket=24, Agility=2, HitRating=1.4,
HasteRating=1.48, BlueSocket=17.6, YellowSocket=17.6, Ap=1, ArmorPenetration=0.25 )


XI. Simulators and Modeling
The java applet by Yo! is at this time the most current and accurate sim available to the community.
Removed Disquette and Pater's sims as they are no longer being developed.
Yo!'s java applet : Crazy Shaman's DPS & EP calculator Currently under development, may have bugs. This sim will also help
 create custom EP values for you based on *your* gear.
Tornhoofs EquipOptimizer
joelpt's .NET simulator: The author is currently working on a new version of this sim.


XII. Totem "Twisting"圖騰轉換(OH!!我終於找到這個東西的說明了)


18 Oct Update Eyonix posted that at some point in the near future the ability to twist totems will be removed.
10月18日曾有文章提到將來此項功能將被改掉


You may be aware that Windfury Totem places a 9 second duration buff on party member's weapons to imbue them with the
extra attack mechanic. This can be manipulated to allow Grace of Air or Tranquil Air totems to be placed "simultaneously"
with Windfury Totem. Note that this is very likely NOT an intended behavior by the developers since it gives the benefit
of two totems from a single element, and will likely be changed in the future if this sees widespread use.
你可能也注意到,風怒圖騰是置放一個9秒的BUFF在隊員武器上,進而發動特效。透過一點手腳,可以讓寧靜之風或風之優雅與風怒圖騰
共存。請注意,讓一個元素施放兩個圖騰,這並不是製作團隊的初衷,如果被廣泛使用的話,將來極有可能被改掉。


You'll most likely want a macro to do this if you so choose. A common one looks like this:
你可以透過一個巨集來達到上面的效果


/castsequence reset=8 [combat] Windfury Totem, Grace of Air Totem 


Totem Twisting has both its advocates and its detractors, it is not an agreed upon mechanic or strategy.
圖騰轉換有擁護者與反對者。


Pros:好處
Party gains 88 Agility or extra threat reduction 團隊擁有額外的88敏加成或是仇恨消除
Overall DPS of the party is increased  團隊的DPS將增加


Cons:壞處
The shaman is placed on constant global cooldown, impairing his ability to decurse, purge mobs, spot heal
薩滿將一直處於GCD之中,減少他解毒去病治療的機會


The mana cost of refreshing 2 totems every 9 seconds while Stormstriking is roughly 14,000 mana every 2 minutes. This will
limit the ability to use shocks, and requires very careful timing of Shamanistic Rage, may require JoW from a paladin, and
 definitely requires 5 points in Totemic Mastery.
每九秒轉換一次圖騰,再加上風暴打擊,每兩分鐘即要削耗掉14000點MP。這將侷限施放震擊的時機,必且需要巧妙的施放薩滿之怒,甚至
還要加上聖騎的智慧審判,以及5點圖騰集中天賦。


Until you are very practiced with the technique you will find your attention devoted to watching the timers which means you
 will be less attentive to changes in the game environment
當你全力專注在圖騰CD時,就無法分心應變其他環境的變化


Latency or simply being late to refresh the Windfury totem will cause the Windfury buff to run off your party's weapons,
which means they are losing opportunities for a Windfury proc. The potential DPS gain from a GoA totem might be offset by
the potential for a loss in Windfury procs.
若是稍微延遲施放風怒,將使隊友損失風怒的機會。圖騰轉換所帶來風優助益也許無法彌補發不出風怒的損失。


XIII. Swing Timer 揮擊時間
Shaman instant cast spells such as shocks and poison/disease cleanse do not reset the swing timer.
薩滿施放震擊、解毒、去病不會重置揮擊時間


Certain things do however - obviously stopping to cast a LHW or HW will reset the swing timer, and so will War Stomp for
Tauren. Less obvious is the T5 2pc set bonus - an instant cast LHW proc. It has been confirmed that using the Invigorated
proc to cast a heal will reset your swing timers. Natures Swiftness will also reset your swing timer when you use up the
buff for a cast.
然而停止施放次級治療波和治療波顯然會重置揮擊時間,也包括牛頭人的戰爭踐踏。T5兩件特效也被證實但影響較小。使用自然迅捷施放
法術同樣也會重置暉擊時間


XIV. Consumables
Translating the benefit of consumables using the Pawn values above we can assess DPS consumables in order of greatest
benefit:
Enhance Shaman: The Collected Works of Theorycraft, Vol I
[Flask of Relentless Assault] 120 EP
[Elixir of Major Agility] 110 EP
[Fel Strength Elixir] 90 EP
[Haste Potion] [(1.48 * 400) * 15]/120 = 74 EP
[Elixir of Major Strength] 70 EP
[Insane Strength Potion] (120*2*15)/120 = 30 EP
The flask is clearly more expensive however so the Agility pot may make more sense for farm content, keeping the flasks
for progression raids.


XV. Dealing with Threat
Enhance Shaman are severely threat capped - not as badly as a Ret Paladin, but worse than a DPS warrior. With no active
threat reduction we rely on buffs, items, and strategy to reduce our threat. Methods to reduce your threat are listed below
 in order of Most to Least effective. Remember that threat reduction is multiplicative, not additive.
增強薩有幾項威脅限制,不如懲戒騎那樣慘,但是劣於輸出戰,因為我們沒有減威脅buff或道具或技能。底下列出勉強堪用的幾項。
減低威脅是相乘計算不是相加計算。


Spirit Weapons - Enhancement talent that reduces melee threat by 30%. This is a staple talent for our spec. If you don't
have this, you're walking the crazy line. Most effective since its always on and isn't reliant on a paladin.
魂化武器-增強天賦提供30%的物理攻擊威脅減免。少了這項,可說是非常危險,而且可以靠自己而不必尋求聖騎的協助


Blessing of Salvation - 30% threat reduction. If you only have one paladin in your raid, this is the buff you need. If you
don't have a paladin in your horde raid, you need to pressure your leadership to recruit one.
拯救祝福-30%威脅減免,如果你的隊伍中只有一個聖騎,這會是你需要的BUFF,若你是還沒有聖騎的部落方,請RL培養一個吧


[Prism of Inner Calm] - until Blizzard changes this the item is worth around 10% threat reduction as long as your raid
buffed crit rate is over 30% (and by the time you're killing Vashj it damn well better be). Keep an eye on this as Blizzard
 may buff it at some point.
靜心稜鏡-當你團隊BUFF後致命超過30%時,暴雪可能會調整此項物品為-10%威脅減免(當你打倒瓦許這只是剛好而已)。請注意暴雪的改動。


Strategy - A lot of this depends on your tank and his TPS generation. If your tank can generate around 800 TPS you can give
 him a 10k threat lead and then unload without much worry of catching up. I generally remain at around 80% of the MT threat
 as long as he's able to stay at that level of TPS. If you find yourself approaching the threat cap you should stop
shocking first since they aren't affected by Spirit Weapons. A suggestion was made in this thread of "downranking" your
weapons for a few seconds, allowing you to continue to provide Unleashed Rage to the group with lowbie weapons so that your
threat isn't increasing.
戰術-主要還是要看坦克建立的仇恨。若你的坦克製造800TPS,你可預留1萬威脅的空間。我也會保持80%的仇恨量,讓坦克穩定維持TPS
若你發現快要OT了,第一步可以停止施放震擊,因為不受魂化武器減免。也可改拿次一級的武器,持續製造怒不可抑,但因為傷害量降低而不
OT。


Battle Ankh - the improved ankh talent can certainly come in handy when clearing raid zones. You need to be extremely
careful about pulling aggro however - if you pull and die the mob will pick the next highest threat target to attack, which
 may not be the tank. A much safer method is to allow yourself to die to AoE, and have buffers primed to give you DPS buffs
 when you ankh. At that point you'll be free to take Blessing of Might if you didn't have it before, in order to make up
for any buffs you lost.
復生-天賦加成後仍需要小心不要引到怪,尤其怪物會轉向仇恨次高者(不見得是坦克)。當被跳起來後,在重上BUFF前可以搭配力量祝福來
增加輸出。
__________________



Originally Posted by Praetorian 
I once pointed out that the proper Roman numeral for 500 was D, so they should really rename themselves .


That didn't go over too well.



--------------------------------------------------------------------------------
Last edited by Malan : Yesterday at 10:00 AM.

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