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Enhancement Shaman DPS simulator
Runs a boss fight a thousand times and shows every outcome, not one number. Every ability, talent and item comes from the WoW Forever client, at the level 60 cap; Classic's combat rules fill the gaps and are labelled.
Level 60
A level 60 Enhancement Shaman with the recommended build, pre-raid gear and raid buffs does 317.6 DPS on a level 63 boss over a 180-second fight; 90% of fights land between 276.1 and 359.5 DPS. Half the fights land between 300.1 and 334.2 DPS; the lowest was 246.4 and the highest 401.0 (1,000 fights, seed 1, average ±1.57).
Talents: the recommended build, Enhancement dungeon (60).
Damage by ability
- Melee: 46.2% of the damage, 146.5 DPS
- Windfury Attack: 19.6% of the damage, 62.3 DPS
- Stormstrike: 17.2% of the damage, 54.7 DPS
- Flame Shock: 10.1% of the damage, 32.1 DPS
- Earth Shock: 5.5% of the damage, 17.3 DPS
- Searing Totem: 1.4% of the damage, 4.4 DPS
Stat weights (1 point of attack power = 1)
- attack power: 1.00 (0.133 DPS per point, ±0.000)
- Strength: 2.20 (0.293 DPS per point, ±0.002)
- Agility: 1.98 (0.263 DPS per point, ±0.078)
- spell power: 0.38 (0.050 DPS per point, ±0.000)
- Intellect: 2.54 (0.338 DPS per point, ±0.176)
- crit rating: 2.26 (0.300 DPS per point, ±0.045)
- hit rating: 1.13 (0.150 DPS per point, ±0.071)
- haste rating: 2.20 (0.292 DPS per point, ±0.100)
- weapon DPS: 14.00 (1.861 DPS per point, ±0.010)
What the sim does for this spec
- Windfury Weapon (20% chance of 2 extra attacks, the tooltip)
- Searing Totem
- Stormstrike on cooldown (20% more on the next shock)
- Flame Shock kept up, Earth Shock above 40% mana
- Flurry (30% attack speed for 3 swings after a crit)
Left out: Dual wielding (not in Forever); Lightning Shield (damages attackers only); Strength of Earth and other party totems.
Gear
- Head: Eye of Rend
- Neck: Onyxia Tooth Pendant
- Shoulder: Theramore Pauldrons
- Back: Howler's Furs
- Chest: Timbermaw Tunic
- Wrist: Forest Stalker's Bracers
- Hands: Primal Batskin Gloves
- Waist: Highlander's Chain Girdle
- Legs: Sentinel's Chain Leggings
- Feet: Bloodmail Boots
- Finger: Don Julio's Band
- Finger: Warden's Signet of Ferocity
- Trinket: Behemoth Bones
- Trinket: Smolderweb's Eye
- Main hand: Forest Defender's Axe
Other Shaman specs
Shaman builds · Gear planner · Downrank calculator
How this sim works
Speculation: gear rankings, rotations and simulated performance are provisional estimates, not confirmed launch loot or guaranteed results. Player observations will refine them.
From the Forever client
- Abilities. Every rank of every ability: damage and its range, growth per level up to the rank's max level, spell power share (coefficient), mana, rage or energy cost, cast time, global cooldown, cooldown and shared cooldowns, duration, tick period, combo point scaling, and the spells a rank triggers.
- Talents. Every talent rank's value from the talent window (the trait tree), and the passive talents' modifiers applied through the client's class masks: damage, crit chance and crit damage, hit, cast time, cost, cooldown and duration.
- Items. Item stats, weapon damage and speed, armour.
- Ratings and base mana. Hit, crit and haste ratings (10 hit, 14 crit, 10 haste rating per 1%, gametables/combatratings.txt) and base mana by class and level (gametables/basemp.txt).
- Crit and attack power per stat. Crit chance per point of Agility and spell crit per point of Intellect for your class and level (PlayerExpectedStat), and attack power per Strength and Agility and ranged attack power per Agility (ChrClasses): the same numbers as the Stats explained page.
- Party buffs and consumables. Their values at your level: the rank a player of that level has, and the best elixir, food or scroll you can use.
- Proc chances in talent text. Chances the talent window states (Arcane Concentration, Unbridled Wrath, Ruthlessness, Relentless Strikes, Nightfall, Elemental Focus, Flurry, Windfury Weapon's 20%) are used as written.
ForeverDB's pick
- Defaults. The default build is the class page's recommended dungeon build for the level (Feral: the cat and bear levelling build), and the default gear is the gear planner's best item per slot at the level. At the level cap the fight is the one other WoW Forever simulators rank with: 3 minutes against a boss 3 levels above you with raid buffs (Arcane Intellect, Mark of the Wild, the three Blessings and Battle Shout) and the raid armour debuffs: a raid boss with 3,731 armour less Sunder Armor x5, Curse of Recklessness and Faerie Fire (their values from the client). All gear is pre-raid (item level 65 or lower, no raid or PvP rewards, only items with a known source), the same for every spec.
Speculation
- Base stats. Strength, Agility, Stamina, Intellect and Spirit before gear are Classic's (CMaNGOS player_levelstats) for your class and one race; racial abilities aren't simulated. Why: The client has no table for them.
- Attack power, crit and mana from stats. The level part of Classic's attack power formulas (a Warrior's level x 3 - 20, for example); 15 mana per Intellect; Classic's base spell crit. Why: Server-side in Classic, not in the client.
- Attack table. Melee and ranged: 5% miss against a target your level plus 0.1% per defence point (0.2% when 11+ higher), 19% more for dual wielding, 5% dodge (+0.5% per level), no parry (you attack from behind), 10% glancing blows per level of difference plus 10% (white hits only), 1% crit lost per level the target is above you. Special attacks roll twice (hit, then crit). Crits deal 200% (melee and ranged) or 150% (spells). Why: Classic's rules; Blizzard hasn't said Forever changed them.
- Spell hit and resistance. Spells miss 4%, 5%, 6% or 17% of the time against a target 0 to 3 levels higher (at least 1%), and a higher-level target resists 8 per level, taking Classic's average partial resist off non-binary spells. Why: Classic's rules.
- Armour. Damage reduction = armour / (armour + 400 + 85 x your level). The target's armour is a Classic warrior-type mob's at its level (CMaNGOS) unless you set it. Why: Creatures' armour is server-side, and the client's armour table (armormitigationbylvl) isn't Classic's formula; we don't know which the servers use.
- Resources. Mana regenerates every 2 sec: Classic's Spirit formula outside the five-second rule, plus mp5. Energy: 20 every 2 sec. Rage: 7.5 x damage / the level's rage conversion (Classic), none from Heroic Strike swings. Why: Classic's rules.
- Global cooldown and haste. The global cooldown is each ability's own from the client and isn't shortened by haste; haste rating speeds up swings and casts. Why: The client gives the cooldown, not whether haste changes it.
- Damage over time. Damage over time is fixed when it lands (snapshot), reapplying restarts it, and it can't crit. Debuffs on the target (Curse of the Elements, Shadow Weaving, Judgement of the Crusader) count on every tick. Why: Classic's behaviour.
- Normalised weapon speeds. The client marks Sinister Strike, Aimed Shot and others as "Weapon damage (normalised)"; the speeds used are 1.7 sec (daggers), 2.4 (one-handers), 3.3 (two-handers), 2.8 (ranged). Why: The client names the effect but not the speeds (these are The Burning Crusade's).
- Procs without a client rate. Seal of Command: 7 a minute (Classic). Omen of Clarity, Vindication and item "chance on hit" effects are left out. Why: The client leaves their rate to the server (Classic Era's client shows the same placeholders).
- Server-side damage. Eviscerate adds 3% of attack power per combo point and Rip 6%, Execute adds 3 damage per extra Rage, Deep Wounds uses the talent's text, Judgement of Command and Searing Totem use their tooltips. Why: These are server scripts in the client.
- Pets. A Hunter's beast: Classic's level-based damage (level ± a quarter) every 2.0 sec plus Strength x 2 - 20 attack power (CMaNGOS), 5 Focus a second for the client's Claw. The Imp casts Firebolt back to back with its own mana (not limited) and 5% crit. Cat Form claws: Classic's 0.85-1.25 x level damage per 1.0 sec swing, 2 attack power per Strength and 1 per Agility. Why: Pets' stats are server-side.
- The fight. One target that doesn't move or hit back, for the fight length ±10% (Patchwerk). The target's health falls evenly, so "below 20%" abilities (Execute) are used in the last fifth. Add waves: 2 adds for 15 sec every 45 sec from 20 sec; only abilities that hit several targets gain from them. Why: A model, not the game.
- No travel time, latency or movement. Spells land when the cast ends, the player reacts instantly, and nobody moves. Why: A model, not the game.