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Note that cleric damage isn't accurate, because I have no good numbers for cleric melee damage with the new proc hammers. These graphs only show cleric nuke damage. Also note that shaman DoT's are used, and shaman DoT's are taunting. It takes a high quality crazy glue warrior to prevent the shaman from becoming the tank when using these DoT's, so this damage isn't particularly realistic. That said, it looks like (from analyzing spdat modifications) shaman DoT's in PoP will be significantly less taunting than current versions. In particular they do not have an initial hit, nor do they have very many poison/disease counters, both of which are major factors in DoT taunt. Shamans may very well be able to pump out high damage per second in PoP without gaining aggro, but we'll have to see. Rain spells are graphed, but since they can't be used in every situation, they're simulated seperately from non-rain damage. Not everyone has their ancient nuke/DoT, so that too is simulated seperately.
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CommentaryNothing surprising here. Or rather, it's surprising, but we already knew that shaman mana regeneration is significantly higher than that for any other priest, so it's expected that they dominate the graphs in long term damage. The quantity of damage is, however, quite surprising: shamans can exceed 100dps sustained for long periods of time, even with only (FT+MC)8 and no mana regen buffs of any kind.Note that 100% fighting is not possible in the real world (I enjoy using the phrase 'real world' to describe a game - I don't know why). In practice, there is time lost while mobs are being pulled, during buffing, etc. That time translates into higher real dps for casters relative to melees. At the same time, the above graphs assume zero resists, and in practice, resists happen. Thus it's hard to use any graphs showing caster dps in a meaningful way when comparing to melee damage. In situations where there is some downtime, the shaman advantage grows, because shaman mana regeneration is directly proportional to how much time a shaman has to cast cannibalize IV and torpor. It's the conflict between the cast time of mana regeneration spells and the cast time of damage/healing spells that led me to create simulations instead of attempting to calculate mana regen and multiply it by effeciency. The actual values in are necessarily different, because the more heals/DoT's casted, the less time there is to cannibalize.
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