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Old 12/04/08, 6:01 PM   #1451
kalbear
Bald Bull
 
Tauren Druid
 
Balnazzar
Do you think there needs to be a hard cap? I was thinking of just a soft cap, and it declining in value continuously after that. The difference between 60k and 61k health is really really minuscule, but it's not 0, after all.
The thing is, it is 0 at high enough levels. If you never are down more than 45k, no matter what, that 15k health is worthless. It also means that health becomes less valuable as you approach that cap, so that you can get the nice effect where health is valuable to the soft cap, then 'nice to have' as you get to the hard cap, then 'totally worthless' past that point.

Of course, you can make the hard cap infinitely large and get the same effect.

I don't know enough about how the Bear model works to say whether or not this would be worth the coding required for it, though. But you know end users - they always want a ton of features even though what they really want is simplicity.

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Old 12/04/08, 8:35 PM   #1452
Blanchebarbe
Glass Joe
 
Dwarf Priest
 
Ner'zhul (EU)
Any plan for a Deep disc priest model ?

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Old 12/04/08, 9:05 PM   #1453
Astrylian
Rawr
 
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Night Elf Druid
 
Stormrage
There already is one. The Holy Priest model really is for all healing priests. (And the Shadow Priest model is for all DPS priests. Yes, that means smite priests)

Rawr!

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Old 12/05/08, 5:45 AM   #1454
Nisall
Piston Honda
 
Blood Elf Paladin
 
Dunemaul (EU)
I keep hearing about people using a stat scale from rawr to plug into pawn/lootrank, but I can't seem to find the option which shows the stat scale. I do see a Stat graph, but I doubt others manage to exact from that.

If anyone could point me in the right direction that would be great

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Old 12/05/08, 5:47 AM   #1455
Sadirin
Von Kaiser
 
Night Elf Druid
 
Die Silberne Hand (EU)
Would it be possible to add an option for ignoring the hit/expertise cap if you just want to check an item with these stats?

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Old 12/05/08, 5:55 AM   #1456
spartakos
Piston Honda
 
Tauren Druid
 
Genjuros (EU)
There is a bug in 2.1.3 moonkin module when i have 5/5 t7 and change any tier except the head i lose the 4/5 t7 set bonus although i still have 4 pieces.

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Old 12/05/08, 9:31 AM   #1457
thedopefishlives
Don Flamenco
 
Dwarf Paladin
 
Baelgun
Originally Posted by spartakos View Post
There is a bug in 2.1.3 moonkin module when i have 5/5 t7 and change any tier except the head i lose the 4/5 t7 set bonus although i still have 4 pieces.
That means one of your 5 pieces isn't marked with the correct set. Make sure all 5 pieces have the T7 set name marked in them.

[edit] Since the head is the one that's different, obviously the head is the one with the incorrect set name on it. Double-check your head.

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Old 12/05/08, 9:50 AM   #1458
Ugljesa
Von Kaiser
 
Night Elf Druid
 
Nordrassil (EU)
Originally Posted by Astrylian View Post
That would make the 3 enchants provide, in optimal Naxx25 gear, about... Massacre=59, Mongoose=60, Berserking=76. Again, those are really rough numbers, based on rumors and here-say, so take them for what you will.
Ok, gonna feel like an utter noob for saying this, but not sure in what measures you're talking about *blush* (+DPS?)... but nvm that, can still see a<b<c and I'm actually hugely surprised Mongoose is better than Massacre (if even slightly). Which is why I was thinking along the lines of "well Massacre already costs a fortune, might as well spend some extra on Berserking". Ah well, cheers for the info, can't wait for both of them to be properly introduced though

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Old 12/05/08, 11:16 AM   #1459
Carnivean
Piston Honda
 
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Carni
Undead Mage
 
No WoW Account (EU)
Originally Posted by Nisall View Post
I keep hearing about people using a stat scale from rawr to plug into pawn/lootrank, but I can't seem to find the option which shows the stat scale. I do see a Stat graph, but I doubt others manage to exact from that.

If anyone could point me in the right direction that would be great
As already stated mulitple times in this thread, if not even on this or the previious page:
Chart --> Custom--> Item Budget should be, what you are looking for.

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Old 12/05/08, 11:24 AM   #1460
Altirias
Von Kaiser
 
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Human Paladin
 
Cho'gall (EU)
Is there any plan to add support for blacksmithing gem slots for belts, bracers and gloves ?

It doesn't feel right to edit every item to add a prismatic gem slot (and I'm not sure it is even supported), and you can't really cheet it since only one enchant per item is available.

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Old 12/05/08, 12:47 PM   #1461
Astrylian
Rawr
 
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Night Elf Druid
 
Stormrage
Yes, support for BS gem slots is coming.

Not every model has a Relative Stat Values (or similar) chart; I know Tankadin and Healadin don't. It's been up to models to handle this individually so far, but we may be standardizing this as a core feature of Rawr in 2.2.

Rawr!

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Old 12/05/08, 1:56 PM   #1462
manly
Soda Popinski
 
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Troll Mage
 
Mal'Ganis
A few notes.

[stuff about the 3 sockets from blacksmithing]
[...]

3- A slight bug, no idea if its a display bug, or an actual bug. The socket bonus on this belt is not activated. I am using a [Plush Sash of Guzbah] with a [Item not found!] and a [Item not found!] on the extra socket from [Eternal Belt Buckle]. The socket bonus is shown in grey, leading me to believe it isn't activated even though it should be.

<Eej> YOU"RE GONNA PULL
<Eej> IF YOU SQUEEZE OFF ANOTHER ARCANE BLAST
<Spectear> You've obviously never played with Manly.
<Spectear> That's hardly a reason to stop DPS.
Very Manly Staff

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Old 12/05/08, 2:17 PM   #1463
Astrylian
Rawr
 
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Night Elf Druid
 
Stormrage
It's because it was loaded from the armory with the extra gem; it's confused about there being 2 gems in an item with 1 socket. Right click the item, hit Edit, and change the 2nd socket from None to Red, for now, until we implement BS sockets.

Rawr!

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Old 12/05/08, 3:59 PM   #1464
Drashian
Von Kaiser
 
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Night Elf Druid
 
Argent Dawn
Originally Posted by Astrylian View Post
Do you think there needs to be a hard cap? I was thinking of just a soft cap, and it declining in value continuously after that. The difference between 60k and 61k health is really really minuscule, but it's not 0, after all.

That'd be the easiest to understand/configure for most users, I think too. Just a slider where they can set what 'enough' seems to be for them, for the content they're doing, with their healers. I figure the default will be... 140k Survivability. Does that sound right? That would be 35,000 health, 41,939 armor. Or 39,691 health, 35,000 armor. Or somewhere in-between.
The 140k default sounds good, I was thinking about the same.

Hard cap vs soft cap, I'm torn. Having a setting for the beginning of diminishing returns on survivability and one for where they reach zero would allow the user the best range of customization for their particular target encounter and raid group. Unfortunately it'd also be a fairly "advanced" setting in terms of the amount of understanding required to pick a reasonable value, something which the bear model has so far avoided. Tooltips and sets of defaults for both settings would definitely help, though, something like (actual numbers are made up):

Survivability Cap* "This is the total amount of Survivability (health pool and damage reduction) required to survive the most rapid series of attacks a boss can possibly land. After this point, additional Survivability has little or no value."
No Limit
120,000 - Heroic Dungeons
140,000 - Tier 7 Raids
160,000 - Tier 8 Raids
Other

Survivability Margin* "This is the amount of additional Survivability that will still have some reduced amount of usefulness, for example in rare situations where the healers may be distracted or disabled. Survivability in this range will still yield some value, but it the value gained will diminish toward zero as it gets closer to this limit."
+0 - Inhuman Healers
+10,000 - Fast Healers
+20,000 - Normal Healers

So for example, someone intending to run heroics from the LFG channel would be pointed toward gear that got them up to 120,000 survivability, and continue to value stamina to some extent up to 140,000.

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Old 12/05/08, 4:13 PM   #1465
Astrylian
Rawr
 
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Night Elf Druid
 
Stormrage
My concern with having a hard cap is that Rawr compares things all the time, and gets things wrong if things that aren't really equal are rated as equal. For example, suppose you have a hard cap set, and you're over the cap. Survivability is absolutely 0. Suddenly, things that aren't really equal, are rated as equal, like 10stam vs 20stam. Or there's an item with a Red and a Blue socket, with a 6sta socket bonus, and you need a blue gem for your meta anyway. Perfect, you'd use a Delicate and a Shifting, right? The Optimizer is going to put the Delicate in the blue socket and the Shifting in the red socket half the time, because it doesn't matter, they both end up with exactly the same rating, so it can't tell the difference. Instead, if there's a minuscule value of Stam, it can tell that gemming it incorrectly gives you 250,000 overall rating, and gemming it correctly gives you 250,000.1 rating, and make the right choice.

Basically, it's fine if the difference is insignificant, as long as there is a difference.

All that said, we could still have a hard cap by making any survivability over the cap provide 0.0001% of normal value or something.

But I'd argue that there's still some value even way over how much you need to survive; more HP does mean bigger iLotP heals, for example (not that Rawr does, or will, model that).

Rawr!

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Old 12/05/08, 4:35 PM   #1466
Drashian
Von Kaiser
 
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Night Elf Druid
 
Argent Dawn
Ah right, I can see why the optimizer would misbehave if Stamina came out to absolutely zero value. And 6 stamina is always better than 5 stamina when you don't have to give anything up for it. It could probably be implemented as just a soft cap then, with a pretty low multiplier after that. Somewhere in the range of a 1%-2% multiplier would be reasonable, I'd take 50 stamina in exchange for 1 agility even if I had enough.

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Old 12/05/08, 4:53 PM   #1467
kalbear
Bald Bull
 
Tauren Druid
 
Balnazzar
Astrylian, that sounds reasonable to me; being able to give a small weight to it is fine, so long as that the vast majority of the time it does the right thing when gauging gear.

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Old 12/05/08, 7:55 PM   #1468
Modus Infinity
Glass Joe
 
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Orc Hunter
 
Chromaggus
Is there a way to filter items to 5man non-herioc instances, quest rewards and rep rewards?
I'm trying to get a decent set of gear together pre-heroics/raiding, without having to look down lists of hundreds of items that are out of my reach (for the moment).

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Old 12/05/08, 9:47 PM   #1469
Erdluf
Great Tiger
 
Night Elf Druid
 
Echo Isles
Originally Posted by Astrylian View Post
My concern with having a hard cap is that Rawr compares things all the time, and gets things wrong if things that aren't really equal are rated as equal.
Exponential decay is a good way to say "more of a stat is always better" but you still have a limit you will never reach:

Value(stat) = Max_Value * (1 - exp(-stat / scale) )

gives

Value(0) = 0
Value(scale) is about 0.6 * Max_Value
Value(Infinity) = Max_Value

So "scale" is sort of a half-life. More stat is always better (at least until the subtraction becomes meaningless to double precision), but increasing the stat by a small amount is only really valuable up to numbers in the neighborhood of "scale".

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Old 12/05/08, 9:56 PM   #1470
Malan
Mike Tyson
 
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Malan
Tauren Shaman
 
No WoW Account
Originally Posted by Modus Infinity View Post
Is there a way to filter items to 5man non-herioc instances, quest rewards and rep rewards?
I'm trying to get a decent set of gear together pre-heroics/raiding, without having to look down lists of hundreds of items that are out of my reach (for the moment).
If you go back 1-2 pages Astrylian posted some filters. They don't work 100% though and I think the blame lies with WoWhead's location data. A lot of the items have things like "Drops from Gluth in Unknown" or "Heroic Naxxramaxx" which of course breaks the filters. And then if you just say "oh well add all the Unknowns too" you end up with a huge listing of crap from TBC again.

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Old 12/06/08, 12:37 AM   #1471
Latas
Don Flamenco
 
Night Elf Druid
 
Uther
I was wondering how i could add the Darkmoon Card: Death proc to the list mysef. Also if you could add a section that displays for casters how much spell power each rating point is and how much 1% of that rating would be worth also, it would help my calculations greatly.

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Old 12/06/08, 5:04 PM   #1472
Kinmaul
Piston Honda
 
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Blood Elf Paladin
 
Illidan
First off I'm sorry if this has already been asked/requested, but I don't have it in me to read through 59 pages to see if someone has already posted this.

There is a lot of testing going on and most of it is coming to the conclusion that either through bugs or Blizzard changing mechanics the hit cap for various classes in Wrath is not the same as it was in BC. I myself have seen zero misses with 7.01% hit during a full 25 man Naxx clear. Similar reports are coming up from various dps classes which means that Rawr's is of course going to be incorrectly calculating the dps values for all gear if it is assuming a static 9% hit cap. My request is that I was wondering if it would be possible to have a sliding scale for hit cap which would also recalculate the value of it based upon the user's inputed hit cap.

Thus if I feel that my hit cap is 7% (or lower) I can adjust the slider and Rawr will give me updated dps ratings for gear based on my new hit cap.

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Old 12/06/08, 7:05 PM   #1473
Astrylian
Rawr
 
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Night Elf Druid
 
Stormrage
Well, we want Rawr to be as accurate as possible. We don't want to let users set the hit cap, because their 'feelings' aren't necessarily accurate. I've heard of the hit cap being reduced to 8%, and plan to research and confirm that when I get back from vacation. But I haven't heard of it being 7%. Were you grouped with a Draenei?

Rawr!

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Old 12/06/08, 7:30 PM   #1474
Kinmaul
Piston Honda
 
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Blood Elf Paladin
 
Illidan
Originally Posted by Astrylian View Post
Well, we want Rawr to be as accurate as possible. We don't want to let users set the hit cap, because their 'feelings' aren't necessarily accurate. I've heard of the hit cap being reduced to 8%, and plan to research and confirm that when I get back from vacation. But I haven't heard of it being 7%. Were you grouped with a Draenei?
I'm Horde so there definately was no Draenei present . I have spend over an hour at the Heroic Training Dummy and after ~2100 swings with no hit gear (and max weapon skill) my miss was at 5.2%. Granted even 2100 swings isn't a large enough sample to conclusively state a new hit cap it is enough evidence to debunk the idea that the hit cap is 9%. As soon as I can get more quality gear with less hit I will continue to lower my hit until misses start to show up in my combat log. I'm guessing the mark will be either 5 or 6% for Ret paladins with my inclination that it will be 5%. My reasoning (which is an educated guess) is that the hit cap has indeed been lowered to 8% and (some? all?) Ret paladins are bugged with the 3% hit from the removed Precision talent.

Perhaps a hit cap slider with a warning would be the best possible solution for now? Because right now I can assure you that your Ret model is giving inaccurate ratings to gear because of an incorrect hit cap.

Edit:
Also please take all of this in the spirit of constructive criticism. I absolutely love your program and the fact that I cannot rely on it is killing me. I'm simply trying to come up with a short term solution until someone can come up with conclusive data on a new hit cap.

Edited again because of terrible spelling.

Last edited by Kinmaul : 12/07/08 at 2:21 AM.

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Old 12/06/08, 11:58 PM   #1475
Astrylian
Rawr
 
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Night Elf Druid
 
Stormrage
Oh yeah, love the constructive criticism. At this point, I'll leave it up to the dev of each model to research the correct hit cap for their model, and make the appropriate changes.

Rawr!

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