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Vaellian

Fervor of Battle

5 posts in this topic

On the "builds and talents" page. It's recommended that fervor of battle be taken because it increases Whirlwinds damage to primary targets by 50%, however on Live at the moment it is only 30%, that 20% difference makes slam, even without the WoD 4pc, more rage efficient than Whirlwind, with the 4pc Slam is exceedingly far ahead in terms of damage per rage spent, even with the 50%.
I don't know who to bring this up to but... yeah

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You are correct, Vaellian. The tooltip in game reflects 30% increased damage.

In the next month I think we're going to see tuning across all specs, obviously including Arms and Fury, and - as such - talent choices and preferences will probably change with them.

Keep on top of things as you are and use your best judgement. As far as our guides go, we'll make sure they're updated as new information comes in and is verified. Thanks again, for your post.

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I'll just poke my head in here to clarify a few things on it :)

The sims in question & testing on Fervor was done post-30% reduction, this happened a good while ago in the beta but tooltips weren't updated to reflect it, so it's somewhat misleading in that sense, but the in-game files have been pulling a 30% value for a good while longer, when this was done, so that change shouldn't have any impact on the results.

When it comes to Slam vs. Whirlwind, whilst Slam is more rage efficient, Whirlwind condenses 2 GCDs worth of damage when using Fervor into one and burns up more Rage for Tactician in the process, and hits 3 times (which, whilst minor, has an impact on the speed you can stack up Empty Drinking Horn).

The typo has been ammended though on the Talents section, that shouldn't have slipped through :p

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On 7/29/2016 at 5:42 PM, wordup said:

The sims in question & testing on Fervor was done post-30% reduction, this happened a good while ago in the beta but tooltips weren't updated to reflect it, so it's somewhat misleading in that sense, but the in-game files have been pulling a 30% value for a good while longer, when this was done, so that change shouldn't have any impact on the results.

Just a question, Wordup; what simulator are you using? I've been trying to use the AMR Beta one but I keep getting errors with it.

==========

Edit: Sticking with the ARM simulator, I used generic class settings and was able to get successful sims.

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23 hours ago, Sajakain said:

Just a question, Wordup; what simulator are you using? I've been trying to use the AMR Beta one but I keep getting errors with it.

==========

Edit: Sticking with the ARM simulator, I used generic class settings and was able to get successful sims.

I lean more toward SimC mostly out of habit. AMR is still a good tool but you need to do a lot more work to the base APLs than the stock imported SimC profiles to get them to the same optimisation.

SimC also has the fringe advantage of importing direct from the game files which has a particular bonus in this case as it pulled the 30% value the day the hotfix happened and didn't rely on tooltip values to be input. I'm not 100% sure if AMR does so since early on it was self editted wiki pages for the abilities to pull them from, but this point could very easily be moot depending on how that developed.

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