Let's see if we can resolve a few issues at once here and hopefully come to some sort of realistic and applicable solution.
Issue #1: Does it really matter if you clip your DoTs?
Issue #2: Is Fracture worth it?
Issue #3: Which of our available rotations produces more damage?
Issue #4: How does the inevitable increase in spell speed factor in?
Let's go back to our 3 competing rotations, we'll call them A, B and C
(A)
HFP IDC TTT
HFP TTT IDC
HFP TTT TTT
(B)
IDC H TTT P TTT H
IDC P TTT H TTT P
(C)
HP IDC TTT
HP TTT TTT
We had already calculated the p/s for our rotations on the previous page (7594 vs. 7525), however we ignored the issue of DoT clipping, but it seems now the discussion has moved to a point where we should factor this in. In rotation A the only DoT that clips is the initial Chaos Thrust (never Phlebotomize or Fracture), so instead of a 200 potency DoT we get a 180 potency, or 198 with buffs, so I've lost 22 potency from DoT clipping. However, going back through rotation A I realized the Disembowel buff is applied to the second Disembowel, so that should've been 266 and not 242, so with that slight fix rotation A comes out at 7596 total. With your rotation both the Phlebotomize and Chaos Thrust DoTs clip, so from your original potency number you've lost 20+22+22+22+22+22 (Phlebotomize DoT is now 110 and not 132) for the three clipped Chaos Thrusts (remember we had to come back around for a few extra moves) and 3 clipped Phlebotomizes, so your total potency is now 7395. Again using our 2.4 GCD that leaves mine essentially unchanged at 109.1 p/s and yours at 110 p/s, so the gap has shrunk from 3p/s to 1p/s.
Here is rotation C in potency:
HP IDC TTT
170-187/110-198-242-193/220-181-242-363
HP TTT TTT
205-205/110-181-242-363-181-242-363
+187 for the first HT when coming back to the start. The DoT clipping numbers have been included, the Phlebotomize clips but the Chaos Thrust doesn't. In total potency that's 4385 over 17 moves (40.8s) or 107.5 p/s.
So we have our final potency numbers when including the rise and fall of our HT and Disembowel buffs, and now DoT clipping of Phlebotomize, Fracture, and Chaos Thrust.
A: 109.1
B: 110
C: 107.5
Now we've answered Issue #1 and Issue #3. Your rotation came down by 2p/s due to DoT clipping and mine (assuming I hadn't screwed up the math on the second Disembowel) came down by 0.3p/s. This also helps us answer Issue #4. With Rotation B and C, since by default most of the DoTs clip, as spell speed increases the lost potency will get worse and worse. Including DoT clipping in your rotation robbed it of 2p/s, and if you end up clipping a second tick that'll come down again to 4p/s. Since rotation A only clips a single Chaos Thrust, it suffers dramatically less from increased spell speed.
Now Issue #2 seems to be a continued sticking point, and perhaps we'll just end up disagreeing on this. When actually playing the game, you never have 100% uptime due to movement. If including a rotation with Fracture only drops your 100% uptime dps very slightly (e.g. Rotation A compared to Rotation B, and this difference will close with added spell speed) then in fights with less than 100% uptime, the rotation with more DoTs will always pull ahead.
This has been great, albiet time consuming, to figure out. I'm glad we're getting some good numbers behind these rotations.


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