If the damage from your Kill Shot fails to kill a target at or below 20% health, your Kill Shot's cooldown is instantly reset. This effect has a 6 second cooldown.When I first saw this glyph I was in love instantly. However I started to think of how I should use this new gift we have been given to its maximum ability.
Fire 2 kill shots in a row or time it to drop one every 6 seconds. After some napkin math I figured that timing it would be best. Here is my napkin math for your perusal.
We are going to use some blanket numbers just for the sake of argument and figure that once the mob gets to 20% where we can use kill shot it will only live for 20 seconds more. Figure Chimera at 7K, Steady at 6K, Arcane at 8K and Kill Shot at 12K. Going to ignore Aimed procs, rapid fire and readiness for simplicity sake.
Here is what it would look like if you weave KS every 6 seconds with the glyph.
Second 1: Fire Kill Shot. It resets with a 6 second timer.
Second 2: Chimera Shot. 5 seconds left.
Second 3: Steady Shot. 4 Seconds left.
Second 4: Steady Shot: 3 Seconds left.
Second 5: Arcane Shot. 2 Seconds left.
Second 6: Steady Shot. 1 Second left.
Second 7: Fire Kill Shot. It resets with a 6 second timer.
Second 8: Steady Shot. 5 Second left.
Second 9: Chimera Shot. 4 seconds left.
Second 10: Steady Shot. 3 Seconds left.
Second 11: Steady Shot: 2 Seconds left.
Second 12: Arcane Shot. 1 Seconds left.
Second 13: Fire Kill Shot. It resets with a 6 second timer.
Second 14: Steady Shot. 5 Seconds left.
Second 15: Steady Shot: 4 Seconds left.
Second 16: Chimera Shot. 3 seconds left.
Second 17: Steady Shot. 2 Seconds left.
Second 18: Steady Shot: 1 Seconds left.
Second 19: Fire Kill Shot. It resets with a 6 second timer.
Second 20: Fire Kill Shot. Because it is a killing blow now, no more reason to weave.
= 157K DPS (not counting sting damage)
Now with doubling up KS instantly.
Second 1: Fire Kill Shot. Instantly available.
Second 2: Fire Kill Shot. Now it is on a natural 10 second cooldown.
Second 3: Chimera Shot. 9 seconds left.
Second 4: Steady Shot: 8 Seconds left.
Second 5: Steady Shot. 7 Seconds left.
Second 6: Arcane Shot. 6 Second left.
Second 7: Steady Shot. 5 Seconds left.
Second 8: Steady Shot. 4 Second left.
Second 9: Chimera Shot. 3 seconds left.
Second 10: Steady Shot. 2 Seconds left.
Second 11: Steady Shot: 1 Seconds left.
Second 12: Fire Kill Shot. Instantly available.
Second 13: Fire Kill Shot. Now it is on a natural 10 second cooldown.
Second 14: Arcane Shot: 9 Seconds left.
Second 15: Steady Shot. 8 seconds left.
Second 16: Steady Shot. 7 Seconds left.
Second 17: Chimera Shot: 6 Seconds left.
Second 18: Steady Shot: 5 Seconds left.
Second 19: Steady Shot 4 Seconds left.
Second 20: Arcane Shot: 3 Seconds left.
= 153 DPS (not counting sting damage)
From this napkin math it seems that weaving kill shot for every 6 seconds and using that cooldown will result in a more kill shots for the time available and a small DPS increase not to mention a tighter rotation to keep steady rolling for procs.
I am going to have to find a place where I can test this out in a long term sense. I am thinking those guys in the blasted lands that you can not kill. I will have to bring an assistant to kill any adds that might respawn so they do no interrupt my rotation but it seems, on paper and even in logic, that weaving the kill shots at 6 seconds and then doubling up when you know it will be the kill shot is the way to go on this one.
Doing the double KS and waiting the 10 seconds will remain the easier way for people that to not want to monitor such things as an internal cooldown but weaving at 6 seconds will most likely be the maximum DPS for kill shot. Weaving will also result in double the kill shots when using readiness near the end if timed correctly.
This is going to be a fun one to run some numbers on but I will wait for the true theroycrafters to do some of the work. Now where do I go to tell them my idea?
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