Quote:
Originally Posted by kjs86z2
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thing with procs is whatever psychological term is for when you remember the bad rolls over the good rolls
all those near insta slow procs get deleted from your memory when it takes 50% of the mobs HP before one lands
mobs per hour is the only thing that matters....not what happens in a 10 minute interval on a (un)lucky streak
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Correct. Mobs per hour is the metric that matters. This is a balance of multiple variables, including DPS and recovery downtime.
Simplest example is Wizards. Wizards get about 14000 mana to play with per hour via Meditate and Harvest at level 60. This assumes no Clarity, Flowing Thought, Epic, etc. 14000 mana translates to roughly 38 Ice Comets per hour, but I'll round to 40.
40 Ice Comet Casts × 1120 Damage = 44,800 damage per hour / 3600 seconds = 12.5 DPS over an hour when you include recovery downtime.
This is why Rend Robe is great on Wizards. Spamming Rend Robe is 56 DPS over an hour due to having zero recovery downtime.
You are dealing 201,600 damage per hour via Rend Robe compared to 44,800 damage per hour via Ice Comet. That is almost 5x the damage, which will translate to more kills per hour.
Obviously Wizards are casting spells other than their damage spells, so you won't be getting the exact numbers above. Those numbers are just the best you can get in those circumstances.
I am not trying to downplay Wizard burst damage. Wizard burst damage is still quite useful, especially the Dragon/Giant Bane spells. But this is discussion is about kills per hour.
I also agree with the psychological aspect of procs, and 2h weapons for that matter. You remember a Crippling Blow that has high damage when using a two handed weapon, while forgetting the times where you have a string of misses and low damage hits.