Originally Posted by LiteSabre
Played around with it a bit, showed some very different results when compared to the spreadsheet, namely: as your haste ratings go up, the value of +hit skyrockets. Particularly noticeable when changing from, say, DST+Abacus and Thundering Skyfire to something like Hourglass+Romeo's and Swift Skyfire. Is the Thundering Skyfire supposed to be that imba compared to the other meta gems? :P
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So, addressing this set in reverse order: I have no actual data on the proc rate of TSD, so I estimated it as 1 PPM. Whether this is even remotely close to correct, I have no idea; I've been unable to get ahold of one. So it is possible that that value is somewhat inflated.
That said: Haste is really dang powerful, so it almost certainly *is* the best metagem. However, if the proc rate turns out to be lower, it won't be first by so ridiculously much.
As for the increase of the value of hit rating: it is certainly possible that I made a mistake in my calculations somewhere - if someone would like to review the calculation sheets and make sure they're sensible, I'd greatly appreciate it. However, the answer is plausible to me. Why? Well, first, the more haste you have, the more white damage you're doing, so it's certainly plausible that that's going to increase the value of hit. However, I think the larger effect is: Dragonspine (and TSD, as modeled) are HUGELY powerful procs, and if you have one (or both) on your gear, you gain significant amounts of dps just by proccing them more - hence it becomes of crucial importance to hit as often as possible, to get procs as often as possible. This feedback mechanism - more hit gives more procs gives more haste - isn't modeled at all in the dps spreadsheet. Both TSD and Dragonspine are modeled with a flat amount of +haste. So my explanation would be: powerful procs give a significant boost to the value of hit, which is not modeled correctly in the other spreadsheet due to the constraints on it's construction - it is this sort of behavior that is the exact reason I made this spreadsheet.
...either that, or I messed up. Time will tell.
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Another difference I noticed was the marked difference in the Netherblade 2/5's DPS value in your sheet compared to the DPS spreadsheet. Does it really add that little?
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Short answer: um, apparently so...
Long answer: the dagger model makes spectacularly inefficient use of the extra SnD uptime (because it's always using 5/5/3 and wasting any extra SnD uptime), so it probably *does* undervalue Netherblade 2/5. I haven't figured out how the dagger cycle should change with increased energy regen/longer SnD uptime/similar effects - it just always uses 5/5/3
Now, the sword cycle actually does modify the cycle - it's doing Xs/5r, and computing the optimal X, so the 2/5 bonus is dropping it from ~3s/5r to 1s/5r. Thing is, most of what that buys you is increased rupture uptime, which isn't a huge dps upgrade - if you look at the 1s/5r, 2s/5r, and 3s/5r cycles in the dps spreadsheet, they're really pretty close in terms of damage output. So my argument would be: for swords, yes, it really is worth that little.
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And I take it that the 'sword' cell block in the armor sheet is supposed to mean 'offense'?
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Yeah. I'll fix it in the next release. I was originally gonna have separate sword and dagger column, but I decided it was more elegant to have a single "offense" column that would display the offense numbers for whichever type of weapon you have MH.