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Originally Posted by Deathwing
I was under the impression that non-passive trinkets were bad on long fights because then you had to eat the cooldown as well. I thought they were better for short fights because you can pop them and then put your DFT back in for the next fight.
STR has no effect on execute btw.
I'm not going to go into standard deviation calcs. That's way too much work, and excel really isn't built for that.
As for threat, I think Kenco's mod does that already.
Yes, flurry chance represents the chance that your swing will be flurried. Could you present some math that proves you can't have 100% flurry? If you have enough instant swings(spamming WW, BT, and Hamstring), should fill in the gaps that white doesn't. This doesn't account for overlap on the yello crits though. Having trouble with that.
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Cooldown trinkets are at there best in short fights or fights with length = A(X-1) +B where A=cooldown time and B = effect length and X = number of times it can be used.
STR does not directly effect execute of course, but it does increase your rage gen so you can do more executes more consistantly with more rage. 2* 1.2 * (150AP/8.6/30) = 1.395 rage per second with recklessness + deathwish (bit less with ac of course). Someone needs to write an addon to show how fast you really spam execute. It certainly isn't every 1.5s due to miss/glancing blow/dodge streaks that prevent consistantly generating 10 rage in 1.5s. Execute is especially sensitive to std dev on rage gen due to it getting 60 damage per rage for the first 10 rage and 15 after that, but the same effect can be seen with very slow weapons dual wield.
Also there is 1%haste on helm and legs which (I believe) at high gear levels is the best dps option.
As I mentioned, you can get around quite a bit of messy math if you use an in game addon that ties into a damage parser.
Just saw you added a new version, will take a look...
Looking at your execute dps it seems off.
DPR for execute should be
IF rageper1.5s < execute rage cost, then 600 * yellow mod/execute rage cost, else (600 + 15*(rageper1.5s-execute rage cost) * yellow mod / rageper1.5s
aka.
[top]IF(B48 * 1.5 < 15-2.5*R32, 600*B43/(15-2.5*R32), (600+15*(B48*1.5-15+2.5*R32))*B43/(B48 * 1.5)
DPS for execute should be
DPR * RagePS
or
B56 * B48
RPS should be RagePS
or
[top]B48
This brings DPR for my character to 54.44, DPS to 546 and makes execute obviously the best for DPS, and 2nd to overpower for DPR (as expected)
Edit: minor issue with one part of the if statement
Edit2: for the uber default gear, execute DPR is 46.6 and DPS is 707 which makes sense. More RPS
less DPR for execute but more DPS.