This speculation is based upon the Mage mechanism for Ignite as well as some semi-obscure shaman set bonus and Blizzard's affinity for reusing mechanics. So the basis for this comes from Xiera's research and the WoW Mage Guide where Xiera found the mechanic.
It works the same way as Ignite. From what I understand, it works like this:Here's the start of a rotation:
You crit. 5% of that damage add to a "bank". After 2 seconds, half the damage in the "bank" is removed and applied to the victim of the debuff. After another 2 seconds, the second half of the damage in the "bank" is removed and applied to the victim of the debuff.
TIME | SPELL & DMG | LANGUISH BANK |
0 | IFF | |
1.5 | MF (crits for 400) | 20 |
3 | IS | 20 |
3.5 | Languish ticks for 10 damage | 10 |
4.5 | Wrath Cast | 10 |
5.5 | Languish ticks for 10 damage | 0 |
6 | Critical Wrath Cast; Eclipse procs | 0 |
7.5 | Wrath crits for 7k; Languish Applied; Starfire Cast | 350 |
9.5 | Languish ticks for 175; Starfire crits for 15k;Starfire cast | 925 |
11.5 | Languish ticks for 462; Starfire crits for 15k; Starfire Cast | 925 - 462 + 750 = 1213 |
13.5 | Languish ticks for 606; Starfire crits for 15k; Starfire Cast | 1213 - 606 + 750 = 1357 |
15.5 | Languish ticks for 678; Starfire crits for 15k; Starfire Cast | 1357 - 678 + 750 = 1429 |
17.5 | Languish ticks for 714; Starfire crits for 15k; Starfire Cast | 1429 - 714 + 750 = 1465 |
19.5 | Languish ticks for 732; Starfire crits for 15k; you have to move 20m to avoid fire | 1465 - 732 + 750 = 1483 |
21.5 | Languish ticks for 741 | 742 |
23.5 | Languish ticks for 742, Languish fades | 0 |
Your total damage from crits without Languish = 97400
Your expected damage after Languish = 102270
Your damage from Languish = 4870
Your actual damage = 102270
Basically, it adds 5% additional damage to your crits. That means your crits do roughly 5% more damage. Of course, the full damage is only realised if the target is alive for Languish to naturally expire.
Interestingly enough, this mechanic has a cap. In a perfect world of chain casting 2 second 15k Starfire crits, Languish would never tick for more than 750. There is a cap on what Languish can tick for regardless of cast time. This cap is a function of haste and spell power, and if I find the time, I will try to get a "plug in your haste and spell power and see your cap and number of chain crit casts to reach the tick cap" formula. Obviously your crit rate has a large effect on your Languish uptime.
Frankly, this seems like a decent bonus that will amount to less than 5% * (your crit rate) increased damage.
5 comments:
I don't see how your Languish bank going empty would decrease the damage from it. Every time you crit 5% of that damage is added to the bank, you don't lose damage from the bank unless it's applied to the boss.
Obviously this doesn't count for the very end of the fight, but I don't see how Languish falling off would hurt the damage increase.
Ah, it appears I worded that poorly. In fact I'm not quite sure what I was going for, upon re-reading. I think I was going for something along the lines of "If the Languish bank goes empty, it's because you didn't crit within 4 seconds." I also think I was mistakenly looking at the set bonus as a 5% damage increase, not a 5% damage increase to crits. I think I might go clean up the verbiage a bit later today. Thanks for the heads up.
I still think this post is premature. While it's likely that the mechanic will work like Ignite, there's no guarantee of that. It is very possible that Languish can only be applied once over its' 4 sec life span. i.e. you crit for 10k, then the target receives a debuff for 700 dmg over 4 seconds, ticking every 1 or 2 seconds. Any crit after Languish is applied receives no benefit while the 700 is ticking; once it is completed the next crit will apply another Languish for 7% of the dmg. Just another possibility so I thought I would just caution people not to get their hopes up, as if this were the case it would obviously be a lot worse. And we as Moonkin should be used to bad 4 set bonuses by now :{
Given the relative strength of the previous tier bonuses, excluding 2T8, a mechanic such as what you suggest would lead to an infinitesimal DPS increase, making the set bonus ridiculously undesirable. The proposed mechanism is more in line with the power of set bonuses that Blizzard has created thus far.
There's no reason to believe this bonus isn't going to work exactly like Ignite. It completely fits Blizzard's pattern of reusing mechanics -- why create something entirely new if the idea already exists, and it's been tested and balanced over years of use? And remember, they also introduced something similar for elemental shamans' T8, I believe.
Post a Comment