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THEORY
Using an Aimed + Multi-Shot cycle.
Assume Multi-Shot is 100% instant.
Disregarding mana issues.
Disregarding haste buffs (Quick Shots, Rapid Fire, Berserking, etc).
Crits are disregarded. Ranged weapons with crit, either directly (+crit%) or indirectly (+agility) will be a bit lower here than they should be, if you compare
different weapons.
Every cycle consists roughly of:
1 Aimed Shot
1 Multi-Shot
x Auto Shot
With most weapons, you'll find the following happening:
Aimed Shot finishes cooldown. Auto Shot fired ~1 sec ago.
This makes you choose between:
A Use Aimed Shot when its cooldown is finished.
B Use Aimed Shot when your next Auto Shot fires.
A makes you lose an Auto Shot, but your cycle time is shorter than in
B.
B adds an Auto Shot, but extends your cycle time.
B will do more damage per cycle than
A, that's fairly obvious. However,
B will also take longer, so you can't automatically say that
B gives more DPS than
A.
Since Multi-Shot has the longest cooldown (10 sec), it would be logical to set a default cycle to 10 sec. However, since we stated Multi-Shot is an instant, the damage can easily be converted into any cycle lenght.
Roughly: If Multi-Shot does 1000 damage every 10 seconds, and the cycle is 5 seconds, the cycle damage for Multi-Shot becomes 500.
Likewise, if the cycle lenght is 20 seconds, the cycle damage would be 2000.
Basically, convert Multi-Shot damage to DPS (Multi-Shot / 10), multiplied by cycle lenght.
More correct, if a cycle is 10-13 seconds, you can only have 1 Multi-Shot per cycle, else it will crash with Aimed Shot cooldown.
If the cycle is between 9 (minimum cycle length) and 10, you have to include damage lost by conflicting cooldowns.
I won't go into the details here, ask if you're interested.
With that in mind, I'll give numbers for setting cycle default both to 10 seconds (Multi-Shot), and to 9 seconds (Aimed Shot).
AIMED SHOT CYCLE (9 SECOND DEFAULT)
The cooldown of Aimed Shot is 6 seconds, casting time is 3 seconds. During casting, Auto Shot cools down. This means that basically every weapon will get an instant Auto Shot after Aimed Shot. A 3.4 weapon becomes a 2.96 one with a 15% quiver. With a 13% quiver, it's 3.01
During the casting of Aimed Shot, no Auto Shots are fired.
This leads to the fact that a default cycle (9 seconds) has 6 seconds of Auto Shot, with a "free" Auto Shot following the Aimed Shot.
Example for a default cycle for a 1.0 speed weapon after quiver, Multi-Shot left out since it's instant and can be fitted anywhere (except during Aimed Shot casting):
1.0 Auto Shot fires
2.0 Auto Shot fires
3.0 Auto Shot fires
4.0 Auto Shot fires
5.0 Auto Shot fires
6.0 Auto Shot fires
6.0 Start Aimed Shot
9.0 Aimed Shot fires
9.0 Auto Shot fires (cooled down during Aimed Shot)
+ Multi-Shot
Reason for not including 0.0 Auto Shot fires: If you repeat it, you'll see the next Auto Shot fire at 10.0, which is correct, since one fired at 9.0. You could rewrite it and include the Auto Shot at 0.0, but then you couldn't include the "free" Auto Shot after Aimed Shot, since they're essentially the same shot.
CycleLength = 9.0 seconds
First, we convert Multi-Shot damage to cycle damage.
CycleDamage = 7*AutoShot + AimedShot + 0.86*MultiShot
CycleDPS = CycleDamage / CycleLength
CycleDPS = (7*AutoShot + AimedShot + *0.86MultiShot) / 9.0
That should take care of weapons fitting perfectly with the default cycle.
Next, weapons which don't fit perfectly:
For these weapons, you'll have the scenario as described earlier, Aimed Shot will be ready, Auto Shot will be in the middle somewhere. For example, with a 2.3 speed weapon after quivers:
2.3 Auto Shot fires
4.6 Auto Shot fires
6.0 Aimed Shot cooled down
6.9 Auto Shot ready to fire
Now, let's look at the cycles using our options from above.
A B
2.3 Auto Shot fires 2.3 Auto Shot fires
4.6 Auto Shot fires 4.6 Auto Shot fires
6.0 Start Aimed Shot 6.9 Auto Shot fires
9.0 Aimed Shot fires 6.9 Start Aimed Shot
9.0 Auto Shot fires 9.9 Aimed Shot fires
9.9 Auto Shot fires
+ Multi-Shot + Multi-Shot
Converting both into CycleDPS:
A (3*AutoShot + AimedShot + 0.86*MultiShot) / 9.0
B (4*AutoShot + AimedShot + 0.98*MultiShot) / 9.9
The best cycle in terms of damage would then be the one with highest CycleDPS.
Note that using a Aimed cycle, your Aimed Shot will catch up to your Multi-Shot. Using Aimed Shot first will yield the most DPS. The crashing Multi-Shots have been added in the formulae, so it should be as correct as possible.
RHOK'DELAR
15% quiver, speed = 2.52
Set AutoShot to 517
Set AimedShot to 1152
Set MultiShot to 753
Average damage against a target, before armor is applied.
A B
2.52 Auto Shot fires 2.52 Auto Shot fires
5.04 Auto Shot fires 5.04 Auto Shot fires
6.0 Start Aimed Shot 7.56 Auto Shot fires
9.0 Aimed Shot fires 7.56 Start Aimed Shot
9.0 Auto Shot fires 10.56 Aimed Shot fires
10.56 Auto Shot fires
+ Multi-Shot + Multi-Shot
CycleDPS A CycleDPS B
= (3*517 + 1152 + 0.86*753) / 9.0 = (4*517 + 1152 + 753) / 10.56
= 3348.4 / 9.0 = 3973 / 10.56
= 372.05 = 376.23 (optimal cycle)
MULTI-SHOT CYCLE (10 SECONDS DEFAULT)
In this case, we set the default cycle to 10 sec. This allows for a more static and predictable cycle, with Aimed Shot and Multi-Shot always appearing at the same time each cycle. Since we fire Aimed Shot directly after Multi-Shot, we have 7 seconds of Auto Shot in the default cycle.
Again, since we stated Multi-Shot is an instant, the damage can be converted into any cycle lenght.
Again, a "free" Auto Shot follows the Aimed Shot. The 1 second pause after Multi-Shot is the global cooldown.
Example for a default cycle for a 1.75 speed weapon after quiver:
1.75 Auto Shot fires
3.50 Auto Shot fires
5.25 Auto Shot fires
6.00 Multi-Shot fires
7.00 Auto Shot fires
7.00 Start Aimed Shot
10.0 Aimed Shot fires
10.0 Auto Shot fires (cooled down during Aimed Shot)
CycleLength = 10.0 seconds
First, we convert Multi-Shot damage to cycle damage.
CycleDamage = 5*AutoShot + AimedShot + MultiShot
CycleDPS = CycleDamage / CycleLength
CycleDPS = (5*AutoShot + AimedShot + *MultiShot) / 10.0
That should take care of weapons fitting perfectly with the default cycle.
Next, weapons which don't fit perfectly.
For these weapons, you'll have the scenario as described earlier, Aimed Shot will be ready, Auto Shot will be in the middle somewhere. For example, with a 2.0 speed weapon after quivers:
2.0 Auto Shot fires
4.0 Auto Shot fires
6.0 Auto Shot fires
6.0 Multi-Shot fires
7.0 Aimed Shot ready
8.0 Auto Shot ready to fire
A B
2.0 Auto Shot fires 2.0 Auto Shot fires
4.0 Auto Shot fires 4.0 Auto Shot fires
6.0 Auto Shot fires 6.0 Auto Shot fires
6.0 Multi-Shot fires 6.0 Multi-Shot fires
7.0 Start Aimed Shot 8.0 Auto Shot fires
10.0 Aimed Shot fires 8.0 Start Aimed Shot
10.0 Auto Shot fires 11.0 Aimed Shot fires
11.0 Auto Shot fires
Converting both into CycleDPS:
A (4*AutoShot + AimedShot + MultiShot) / 10.0
B (5*AutoShot + AimedShot + MultiShot) / 11
Again, keep in mind that using
B, Aimed Shot would catch up with Multi-Shot if adding an additional Auto Shot would take more than 1 second (or global cooldown).
The best cycle in terms of damage would be the one with highest CycleDPS.
RHOK'DELAR
15% quiver, speed = 2.52
Set AutoShot to 517
Set AimedShot to 1152
Set MultiShot to 753
Average damage against a target, before armor is applied.
A B
2.52 Auto Shot fires 2.52 Auto Shot fires
5.04 Auto Shot fires 5.04 Auto Shot fires
6.0 Multi-Shot fires 6.0 Multi-Shot fires
7.0 Start Aimed Shot 7.56 Auto Shot fires
10.0 Aimed Shot fires 7.56 Start Aimed Shot
10.0 Auto Shot fires 10.56 Aimed Shot fires
10.56 Auto Shot fires
CycleDPS A CycleDPS B
= (3*517 + 1152 + 753) / 10 = (4*517 + 1152 + 753) / 10.56
= 3456 / 10.0 = 3973 / 10.56
= 345.60 = 376.23 (optimal cycle)
Since adding another Auto Shot here only takes 0.56 seconds, the cycle will remain constant, since we basically have a 1 second buffer due to the global cooldown. If you examine this cycle, you'll see it's the same as the Aimed Shot (default 9 second)
B cycle.
Now... Should you always use cycle
B? Should you always delay your Aimed Shot so you can squeeze in an additional Auto Shot?
ASHJRE'THUL
15% quiver, speed = 2.96
Set AutoShot to 616
Set AimedShot to 1186
Set MultiShot to 792
Average damage against a target, before armor is applied. These numbers are with the exact same gear as in the Rhok'delar example above, ranged weapon is the only thing changed.
Aimed + Multi-Shot (9 sec default)
A B
2.96 Auto Shot fires 2.96 Auto Shot fires
5.92 Auto Shot fires 4.92 Auto Shot fires
6.0 Start Aimed Shot 8.88 Auto Shot fires
9.0 Aimed Shot fires 8.88 Start Aimed Shot
9.0 Auto Shot fires 11.88 Aimed Shot fires
11.88 Auto Shot fires
+ Multi-Shot + Multi-Shot
CycleDPS A CycleDPS B:
= (3*616 + 1186 + 0.86*792) / 9.0 = (4*616 + 1186 + 792) / 11.88
= 3712.86 / 9.0 = 4442 / 11.88
= 412.54 (optimal cycle) = 373.91
In this case,
A is better than
B. This leads to the conclusion that your choice of cycle should be dependant on your weapon's speed.
Now, let's check with the...
Multi + Aimed cycle (10 sec default)
A B
2.96 Auto Shot fires 2.96 Auto Shot fires
4.92 Auto Shot fires 4.92 Auto Shot fires
6.0 Multi-Shot fires 6.0 Multi-Shot fires
7.0 Start Aimed Shot 8.88 Auto Shot fires
10.0 Aimed Shot fires 8.88 Start Aimed Shot
10.0 Auto Shot fires 11.88 Aimed Shot fires
11.88 Auto Shot fires
CycleDPS A CycleDPS B
= (3*616 + 1186 + 792) / 10 = (4*616 + 1186 + 792) / 11.88
= 3826 / 10.0 = 4442 / 11.88
= 382.60 (optimal cycle) = 373.91
NOTE: Using the optimal Multi-Shot rotation is worse (by a fair margin) than using the optimal Aimed Shot rotation for Ashjre'thul.
Feel free to ask me to run through the cycles for other weapons, and I'll post them in a reply as fast as possible.
Oh, and and European servers already ;)
Talnivarr EU
Edit: Should be a bit more readable now ;)
Edit 2: Updated with corrections to Multi-Shot damage per cycle.