Sep 26, 2010

Creating an Effective User Interface

Some have asked about my UI. Specifically, what does it look like, and how to create a decent one. I aim to solve both issues in this post.

1. What does my UI look like?

Becaue I would have to reformat all of happyshredding to fit my 1920x1080 screenshot in the margins, here are two external links:

Out of Combat

In Combat

Using these addons:
A. Addon Control Panel
B. Bad Kitty (I disable all parts of this addon except the shred counter)
C. Bartender4
D. Deadly Boss Mods
E. DocsCorporeality (just picked this up, not in the screenshot but useful for Halion)
F. FeralbyNight (I've talked about this before on the blog. I disable everything except the melee stats frame and the time till boss kill.)
G. kgPanels (this is used for the forest background at the bottom of my screen. Here is a link on how to use it.)
H. Omen
I. PowerAuras
J. Prat 3.0
K. Quartz
L. Recount
M. SexyMap
N. TipTac
O. X-perl Unit Frames

A simple google search should produce places to download these mods.


2. How should I create my UI?

One's UI is a really personal thing, however there are several things to keep in mind:

I. Everyone one needs Recount, Omen, PowerAuras, DBM and Unit Frames (there are other addons with the same functionality and they will do just fine)

II. You should bind all abilities to a keyboard button. If you are clicking your abilities are you gimping your play. While many good players are clickers, you simply can't argue that it is optimal. If you have to turn quickly you must turn using your mouse, which means you have to give up dps because you can't click. If you don't use your mouse to turn, you'll probably die from a boss mechanic frequently. I use a Belkin n52te, this allows me to bind all my abilities and never lift my hands in combat. If you don't use a gaming pad, I suggest keybinds like this.

III. If you are a healer, a setup like this one is required (stolen from a guildie), and for everyone else, its useful to put everything you need to see in one place. I, however, have gained enough experiance with the feral rotation, that I rarely watch my timers, I can keep them in my head very effectively. Because of this, I put them off to the side, so I can better view the boss mechanics. I only recommend this for experienced players.




Happy Shredding!
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Sep 25, 2010

Feral Tanking BiS List

My offspec is feral tanking, and therefore, it may be useful to post the tanking BiS list. Since it's been requested, here we go:

Offspec Tanking List:
Weapon: [Oathbinder, Charge of the Ranger-General] (LK 25HM)
Head: [Sanctified Lasherweave Headguard]
Shoulders: [Sanctified Lasherweave Shoulderpads]
Chest: [Ikfirus's Sack of Wonder] (25HM Gunship)
Back: [Sentinel's Winter Cloak] (Frost Badges)
Neck: [Bile-Encrusted Medallion] (25HM Rotface)
Legs: [Sanctified Lasherweave Legguards]
Hands: [Sanctified Lasherweave Handgrips]
Bracers: [Toskk's Maximized Wristguards] (25HM Saurfang)
Belt: [Astrylain's Sutured Cinch] (25HM Putricide)
Boots: [Frostbitten Fur Boots] (25HM Marrowgar).
Ring 1: [Devium's Eternally Cold Ring] (25HM Dreamwalker)
Ring 2: [Abomination's Bloody Ring] (10HM Gunship)
Trinket 1: [Unidentifiable Organ] (10HM Putricide)
Trinket 2: [Sindragosa's Flawless Fang] (25HM Sindragosa)



Soon to come:
What my UI looks like, and how to set it up!


Happy Shredding!
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Aug 28, 2010

New Look!

You may have noticed the site has a new look!

The old layout was a little boring, so I made it look a little better. I'm a fan of simple, clean, webpages. I think the new look still fits that description, but isn't quite so boring.

Happy Shredding!
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Aug 4, 2010

Feral DPS BiS List


Here's a list of our Best in Slot gear now that the Ruby Sanctum info has been out for a few weeks:

BiS list
Head: [Sanctified Lasherweave Headguard]
Neck: [Sindragosa's Cruel Claw] (Sindy 25HM)
Shoulders: [Sanctified Lasherweave Shoulderpads]
Back: [Shadowvault Slayer's Cloak] (Gunship 25HM)
Chest: [Sanctified Lasherweave Raiment]
Wrist: [Toskk's Maximized Wristguards] (Saurfang 25 HM)
Hands: [Aldriana's Gloves of Secrecy] (Rotface 25HM)
Waist: [Astrylian's Sutured Cinch] (Putricide 25 HM)
Legs: [Sanctified Lasherweave Legguards]
Feet: [Frostbitten Fur Boots] (Marrowgar 25HM)
Ring 1: [Frostbrood Sapphire Ring] (Dreamwalker 25HM)
Ring 2: [Ashen Band of Endless Vengeance]
Trinket 1: [Deathbringer's Will] (Saurfang 25HM)
Trinket 2: [Sharpened Twilight Scale] (Halion 25HM)
Weapon: [Oathbinder, Charge of the Ranger-General] (LK 25HM)
Relic: [Idol of the Crying Moon] (Frost Emblems)

Happy Shredding!
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Aug 2, 2010

Nightcrowler is back!

One of the great feral theory crafters has come back from absence from the game and he has redone his addon Feral by Night (FBN).

There are two important functions that this addons serves.

1. For beginners it is a great rotation helper. HOWEVER: I only recommend using this functionality if you're playing feral as an alt or for some reason it isn't going to be a serious endevor for you. Using any rotation addon is a bad crutch. What happens if the addon gets broken in a patch and it's not updated in time for raid? Are you just gonna sit out for the night? Secondly, while the FBN rotation helper is probably the best I've seen in terms of correct move prediction, it's not perfect. After testing out this part of the addon I can safely say that it does not give rake high enough priority. While it will suggest using rake when there is energy, its not already up, and other timers aren't about to end, it is our highest DPE ability especially with the 4pt10 bonus.

2. For more advanced players, both bear and cat alike, this addon has a new tool. Its the "stat monitor." This is a moveable box which instantly calculates all stats such as hit, savage defense shield value, and crit when a target is selected. These stats are specific to the target and change on the fly as new targets are selected. For me, this is a godsend. I'm very close to the crit cap with the hit and expertise caps (about 1% off with procs that have 100% uptime). This means that when something with enough crit procs I'm over the cap, but its very difficult to know how much uptime I have over the crit cap, even using WoL parses. With FBN, the boss crit % is easily displayed on my screen so I can see for myself.

In other words, if you need a rotation helper and don't want to be a serious/good cat, get FBN. For the rest of us, its a great way to track important stats on the fly.

Happy Shredding!
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Jul 19, 2010

The Melee Hit Table

So you get a new piece of gear right? Its awesome. Some agility, some Armor Penetration, a little crit rating, and maybe some haste. These are all nice stats for feral dps, but can you explain exactly what each stat does to increase your dps? Most people know they are good, but knowing why they are good, will help better itemize your gearing.

From The Fluid Druid with my notes in Red:

What is the combat table?
Every time you attack an enemy, WoW creates a hit table for that attack that determines the result. There are two different systems, one for standard melee (or white) attacks, and one for special (or yellow) attacks. We’ll look at the standard table, and then see how yellow attacks differ. Also note that these numbers are only for level 83/boss mobs.

White Attack Table:

Miss: Your character has a base 8% chance to miss. This is mitigated by Hit Rating. 32.8 points of +Hit will reduce this chance by 1%, so you need 263 +Hit to be hit-capped, or reduce your miss chance to 0%. A Draenei in your party adds a 1% hit aura, reduces the hit cap to 230. Any hit above cap is wasted in terms of melee attacks (though it does help for spells and taunts.)

Dodge: Your character has a base 6.5% chance to have its attack dodged. This is mitigated by Expertise Rating. (Expertise Rating is the number displayed on gear and on the tooltip when you mouseover; expertise skill is the displayed value.) 32.8 points of Expertise Rating (which equals 4 expertise skill) will reduce this chance by 1%, so you need 214 Expertise Rating (26 expertise skill) to be expertise-capped, or reduce your dodge chance to 0%. If you are talented into Primal Precision (and you should be as a feral DPS’er), that gives you 83 points of Expertise Rating (10 expertise skill), which reduces the expertise cap to 131.

Parry: Your character has a 14% chance to have its attack parried. This can be reduced by expertise, or eliminated completely by attacking the mob from the rear (so always attack from the rear). This is also why expertise is so good for a tank’s threat generation, as they are forced to attack from the front.

Glancing Blow: Your character has a 24% chance to have its attack be a “glancing blow.” This does less damage than a normal attack, but more importantly, there is no way to mitigate glancing blow chance.

Block: Your character has a 5% chance to have its attack blocked. This can be eliminated by attacking from the rear. (I’m not sure if this falls on the combat table, or if you simply have a 5% chance to have a crit/hit blocked if attacking from the front. Either way, it’s not really relevant to a DPS discussion, as we’re attacking from the rear regardless.)

Crit: Your critical strike chance. Against a level 83/boss mob, 4.8% of your crits are reduced to hits. (This was previously thought to be a crit reduction; however, it has since been shown that it is a conversion, and therefore cannot be mitigated. EDIT: It’s now a crit reduction again.)

Hit: If an attack doesn’t fall into one of the previous categories, it’s a standard hit.

So how does this work?
For every white attack, the WoW engine builds a hit table using the above stats, and rolls a 1-100 to see where that attack lands on the hit table. Let’s use an example to show how this works.

I have 0 hit, 0 expertise, no Primal Precision talent, and 50% crit, attacking a boss from the rear. The hit table would look like this:

1-8: miss
9-15.5: dodge
15.5-15.5: parry (eliminated due to attacking from the rear)
15.5-39.5: glancing blow
39.5-85.7: crit
85.7-90.5: hit (crit reduction)
90.5-100: hit

Yellow attacks are slightly different, as they follow a two-roll system. For each attack, the game rolls once to determine if the attack hits (100% – miss/dodge/parry chance). If the attack hits, the game rolls again to determine if the attack is a crit. The jury is still out on this, but it appears that the crit conversion is simply a crit reduction for yellow attacks, so 104.8% crit should give you 100% crit on yellow attacks.


Why is this important?
Well, looking at the example above, extra crit will only convert that bottom 9.5% of white hits to crits. Anything over that is wasted for white attacks. Put another way, with full hit and expertise, the crit cap is 76% (100% – glancing blows.) With no hit or expertise, the crit cap drops to 60.5%. This isn’t that hard to reach; my average crit self-buffed is about 55% before procs. Depending on your gear and situation (raidbuffs), this can devalue agility and crit for gemming/enchanting/trinkets. (Death’s Verdict is the worst for this.) Yellow attacks don’t have to deal with glancing blows, so the crit cap for those is 95.2%, or 79.7% with no hit/expertise. (EDIT: These are ACTUAL numbers…apologies for not being more clear. Your character pane numbers will be 4.8% higher than actual, since they assume attacking a same-lvl mob. For example, your character pane critcap would be 80.8%.)

A good way to judge how each type of hit is played out in your own boss fights is to look at World of Logs. If your guild doesn't log runs, then you should start, it's a great tool. In order to evaluate your hits using WoL, go to a nongimic fight, like saurfang for melee, choose damage done, and choose yourself from the list of raiders. Look first at your uptimes in the buffs cast section (here's one of mine), and then look at your Damage by Spell. If you hover your mouse over my melee swings you will get a breakdown of all the melee hit table. Notice here that I have misses, hits, crits, etc. The parries are likely from when saurfang turns around to cast. Looking at this I can see that I am not crit capped because I still have hits. Once all of those hits go away then I know I'm crit capped. If I still have misses at that point, then getting more hit will start bringing back those hits and with enough crit, make them crits. The object is to get it down till your hit table consists of ~24% glancing blows and ~76% crits.

So what do I do?
First of all, nothing drastic. Agility is still a good stat, since it will continue to increase your yellow crit rate, and it only devalues slightly if you’re over the crit softcap (from procs). However, if you are in an environment where you can count on being over the white crit hardcap, then it’s probably time to regem, probably to ArPen for reds (if not capped) and agi/haste, agi/expertise, or agi/hit for yellows. I’ll explore this more in a later post. Secondly, if you’re not hit/expertise capped, those stats become MUCH more valuable past the crit cap, as each miss/dodge is almost always a missed crit. We were swimming in hit in previous tiers; now, it’ll be much harder to come by.

Happy Shredding!
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Jun 5, 2010

The Question of Armor Penetration


How To Get Your Pussy The Right Amount of Penetration

Since 3.1 Armor Penetration as a stat has been very attractive to feral druids. It is, after hit and expertise the number one tanking threat stat, and for cats, it greatly increases shred, mangle, FB, and melee damage. If it's so good, why don't all cats just go for pure ArP?!

The answer lies in the way armor scales and the way ArP caps. Armor it's self is a great defensive stat for tanks, but bosses also have a specific value for armor. Armor, the stat, suffers from diminishing returns. This means that the more armor a tank stacks, the less damage reduction each new point of armor will grant. Therefore, armor begins to be less valuable the more you have.

Armor Penetration does exactly the opposite of armor. Each point of ArP will reduce the armor value of the target by a percentage. We know that armor gets less valuable the more you have, so armor penetration benefits from exponential returns. This means that for each point of ArP, a larger and larger amount of non-bleed physical damage is able to penetrate the target's armor. In other words Armor Penetration gets better and better the more you have.

The cap for ArP is about 1400 rating. At this point all of the target's armor that can be ignored, will be ignored. The target will still have armor, but adding more ArP will not change that (ArP used to be able to work past 100% but it was hot fixed because classes like feral druids were seeing dps much higher than anyone expected).

So, when should cats begin using ArP? Well, because ArP gets better the more you have, when you only have a little, its not all its cracked up to be. Since the general non-raiding casual players have access to triumph badge gear and the new ICC 5 mans, its easier than ever to get to the point where ArP is useful. This is, for most, the soft cap.

Like other stats, ArP has a soft cap, and a hard cap. The hard cap, as stated above is 1400, which can only be achieved by those running 25 man ICC or 10 man ICC hard modes. The soft cap however, is dependent on a proc from a trinket. There are 3 trinkets currently in the game that can be used to soft cap ArP. They are the [Grim Toll] (Nax 25), the [Mjolnir Runestone] (10m Ulduar Hard Mode), and the [Needle-Encrusted Scorpion] (Heroic Forge of Souls). When the trinket is proc'd and the ArP on your gear/gems reaches 1400, you are soft capped. This happens at 735 for the Grim Toll, 788 for the Mjolnir Runestone, or 722 for the Needle-Encrusted Scorpion.

Does all of this seem a little too... "mathy?" Well, I enjoy it, but if you said yes, blizzard agrees with you. In Cataclysm ArP will be gone.

The guide talks about gemming around ArP so check that out if you're still unsure. In the end the question of armor penetration comes down to a cat-by-cat basis. While the guide goes over some simple rules for itemizing properly, Toskk's and Rawr are more specific tools that can be helpful.

Happy Shredding!
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