Thread: AeroWow
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10-16-09, 04:27 AM   #19
Dridzt
A Pyroguard Emberseer
 
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Join Date: Nov 2005
Posts: 1,360
There is ONE meaningful stat for dps classes.

That is Total Damage done over the course of an encounter.

If a runspeed enchant allows you to stay on the target longer,
you do more damage.

Arbitrary numbers following:
Enter combat - Exit combat
= 300 seconds.

Time running away from target (without runspeed)
to avoid "special move of doom" or switching between targets
= 50 seconds.
Actual damage time
= 250 seconds at an average of 4100 dps.

Time running away from target (with runspeed)
or switching between targets
= 40 seconds.
Actual damage time
= 260 seconds at an average of 4000 dps.
(because you're missing "uber" dps enchant)

Now guess what:
250 * 4100 = 1.025.000
260 * 4000 = 1.040.000

Like I said these are totally arbitrary numbers (pulled out of my a***)
However we have hundreds of thousands of combatlog parses
that permit people so inclined to do statistical analysis and actually
determine how much time is spent "running" in different encounters,
and what the gain from moving faster actually is.

I cannot say if a runspeed enchant beats a different one for every role
but I can definitely judge its relevance among roles.
Melee dps get the most use out of it compared to other roles.
Tanks get "some" use out of it.
(it can be classed as both a threat and situational survivability stat)
Healers/Casters get less use out of it compared to other roles.
Considering PvE only.

Bottomline we all remember those people that only care for seeing "big numbers"
on DPS meter and don't give a **** how much damage they actually did right?
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