Shadow Priest Spreadsheet - by Hrishi/Deathlace (Nost). Expanded by Niche (Bloodsail Buccaneers).
Only change values in GREEN cells.
Do not touch anything in the other cells or things will begin to break.
Stamina is just there to include all gear values for ease of selection. It does not actually impact any of the calculations being done.
Have a piece of gear not currently in the sheet? Simply insert a new row under the last one in the appropriate section and fill in the details. Drag the value column onto the cell in the new row and it should work. Or just request that I add it and I'll do so.
Find an error or have a suggestion? Feel free to send me a mail ingame (IGN: Deathlace) or a PM over the forum and I will try my best to fix/add it.
Incomplete and Broken List
Shadow Weaving is just assumed 100% uptime (which is never accurate since you would presumably be the one applying it).
Rotation is static, leaves little room for modifying standard behavior. Improved Mind Blast not taken into account.
|--There are no plans to update the core of this spreadsheet.|
Editorial by Niche
Based on my experience from launch of a server through clearing Naxxramas, I believe shadow is only effective until your guild enters Naxxramas.
Upon entering Naxxramas, you will quickly find that no matter what consumables you use, you will run out of mana. Mindblast (even downranked) will not really be possible, and cutting it still will not solve mana issues.
Also upon entering Naxx, your guild will likely start using more defensive debuffs, like Thunderclap and Demoralizing Shout, to deal with increased tank damage.
It grew frustrating trying to dps when there simply weren't enough debuff slots, and my mindflay would fizzle, taking the mana, but not casting the spell.
(On classic we have discovered that mind flay will continue to deal damage if the debuff gets pushed off. This is better for personal dps, but you are still in a situation where you are regularly knocking off other debuffs.)
As mentioned, tank damage increases in Naxx, but raid damage increases even more, normally leading Naxx ready guilds to emergency recruit healers.
Be ready to respec to healing (holy, pi, or holy weaving) to help fill that healing need, and get away from the frustration of attempting to dps in Naxx.
While progressing, try to acquire 8/8 T2 and quality healing gear in other slots. This gear is usually passed over by other priests but it is very powerful and can easily bring you up to par for Naxx healing, using GHeal rank 1.
You will find that this transition means your consumable use will drop to almost nothing, comparatively, and you can still bring utility to the raid via power infusion, or shadow weaving, with specialized specs for either.
Priest healers are also amazing in Naxx, with multiple fights showcasing prayer of healing and the efficiency of the 8/8 T2 bonus.
Things that have been fixed or added - Changelog
Consolidated bonus mana from consumables and procs.
Implemented Darkmoon Card: Blue Dragon as a curiosity. Proc strength is approximated. If this is incorrect I will change it accordingly.
Spirit was incorrectly implemented and had a much higher regen than I intended, fixed now.
Inner Focus partially implemented. The mana you save from Inner Focus works, but I am yet unsure how to implement the increased crit chance.
Shadow Word: Pain implemented. Once again, not going to be perfect but damage is approximated.
T2 3-piece bonus implemented. Still unsure how to incorporate the value of the set bonus onto individual equipment. For now, it's a seperate value under the Misc column.
All Discipline talents implemented. They will most likely not be worth it, because the deep talents require dropping Shadowform, but it's in for completionism.
Enchants have been implemented. I believe I have included all available enchants currently in game.
Added Flasks, Elixirs and such. If something is missing feel free to suggest it.
Added Main Hand/Off Hand values in the gear table, I had planned to add them many days ago but it completely slipped my mind, oops!
Added a calculation for spell penetration to compare it to other combat stats.
Fixed the spell co-efficient values, which were apparently incorrect.