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Old 09/09/06, 11:12 AM   #1
Valen
Don Flamenco
 
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Human Rogue
 
Stormrage (EU)
Hi,

Here is a spreadsheet i worked on for paladin. I know normally people don't use 'paladin' and 'DPS' in the same sentence but with the expansion coming and the planned additions to hybrids, i thought it may actually be usefull to know where they currently stand, especially since the combat system baseline doesn't seem to change in the expansion.

The goal is to add expansion talents as soon as they are finalized, but currently the spreadsheet contains current talents only. Also i plan to add a mitigation/threat tab along with the expansion talents.

Currently, you can see the mana efficiency and HPS of your heal spells based on your current gear and talents. For spell crit calculations i used 29.5 int per crit number, which you can edit incase you came up with a more accurate number.

DPS is currently calculated assuming that you fight a level 63 mob.

http://www.savefile.com/files/51335

edit: read post 6 for some details on calculation of average damage and SoC.

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Old 09/09/06, 11:44 AM   #2
enshula
Piston Honda
 
Murloc Paladin
 
Cenarion Circle
You need to include Rank1 FoL and Rank4 HL at least and preferably 2-4 FoL as well.

1-3 HL dont really matter.

Numbers with BoL and without if you add under l20 learned need to take into account the effectiveness loss of bol and not be flat.

Regen from buffs and items. Divine Favour. Spell crit from buffs like oomkin and ony head. I would suggest options to chain pot mana pots once mana hit the max returned and include preemptive dumping to maximise output.

Breaking the talents into the differant trees would make it more legible.

I would also suggest labelling the do not edit column.

Needs an average mana cost as well factoring in crit return rates.

The way i model healing is assume min regen is enough to sustain r1 fol then assume excess regen is upranking and average initial battery over time length, so you need to include length of fight as well, would also be sensible to do that for damage.

Other way is to pick spell x then work out how long you can cast for with whatever regen your using, i find this approach less useful in general and harder to model DF maxranks in as well.

Also need variables for client lag, server lag, and reaction lag as well as options for client side spellstopcasting. Typically simpler to approximate this with as long a chain cast parse as possible then just divide time by casts for average cast length.

Seems to have glancing blow damage loss factored in but not the option to reduce it via +5 racial or gear.

That was a little negative so i will mention something i love:

The way you list damage gained from 1 of the various stats is brilliant. Would be nice to have it modded based on itemisation cost as well, so effective dps increase from x amount of itemisation points. Thats so simple i can add it in myself really quickly but you may be interisted.

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Old 09/09/06, 1:02 PM   #3
Valen
Don Flamenco
 
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Human Rogue
 
Stormrage (EU)
Good idea, I will add additional healing ranks and the improvements you mentioned to healing tab next time i get some time on my hand.

Glancing blow chance is currently hardcoded at 40% because i assumed that you fight a level 63 mob. I will add 60-62 mobs later on. Also you currently have the option to edit weapon skills under 'editable variables' field, which will affect your glancing amount.

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Old 09/09/06, 1:10 PM   #4
enshula
Piston Honda
 
Murloc Paladin
 
Cenarion Circle
One thing which is a little complex to model is darkmoon blue dragon card as its dependant on casts per time period. Probably not super important for dps as i dont think enough things would trigger it but for healing its better than hibernating crystal, shard of the scale and so on but worse than rejuvenating gem. Cant remember whether the naxx trinket is better or not though.

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Old 09/09/06, 2:24 PM   #5
JohnLocke
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Eitrigg
Edit: Oh, and first, thank you for doing this.

In the DPS tab, with the only spell damage coming from Avengers/JotC, I'm coming up with different numbers for JoC.

156 damage from gear, 161 from Imp. JotC, for 317 total. 317x0.43=136
Average JoC with spell damage added=492 for average non-crit, and that's before Sanctity and Vengeance. The spreadsheet is listing the average non-crit as 379. I've got Sanctity checked, vengeance at 5/5, applied JotC, and tier 2.5 5 piece checked. Is there something I'm missing?

I'm also coming up with different numbers for the SoC damage. How is SoC damage calculated? It gets a double bonus from vengeance ((Whitex1.15)x0.7x1.15). Is vengeance already included in the DPS tab?

Does all of the math in this program assume that vengeance is up 24/7? It should be, raid buffed. With just Mongoose and Mark, the crit rate will be over 33%, and with at least 3 chances in any 8 second window to crit (2 swings, one judgement) it'll be up pretty much all the time.

For raid buffed white damage, the calculation to find average white damage would be ((AP/14)xWSpd)+AvgWDmg, correct? I'm coming up with different numbers for white damage too, before vengeance.

I'm sorry if these questions are answerable by studying the spreadsheet, I'm fairly terrible at using the program. Should I provide a full list of gear being used?

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Old 09/09/06, 3:03 PM   #6
Valen
Don Flamenco
 
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Human Rogue
 
Stormrage (EU)
No, for average numbers spread sheet considers the chance of vengeance being up for that particular hit and then applies that. For example if your average chance of vengeance being up is 60%, you get 0.6 of average damage multiplied with 1.15.

Also the base hits per second on SoC considers the chance of your white damage missing or being dodged, which lowers the amount of SoC hits per second slightly.

Adjusted average damage factors misses dodges and glancing blows.

For SoC, i did alot of testing and came to conclusion that..
1) spell damage won from JoTC is not affected by modifiers like 2 handed spec, sancity or vengeance. base is 0.29.
2) normal spell dmage is modified by all factors above, if you set the base as 0.203.

Another interesting thing was that JoC is modified by 6% damage increase from 2 handed spec as long as you have a 2 handed weapon equipped. I did extended testing on that and the result seems to be correct.

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Old 09/09/06, 3:35 PM   #7
JohnLocke
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Eitrigg
Originally Posted by Valen
Another interesting thing was that JoC is modified by 6% damage increase from 2 handed spec as long as you have a 2 handed weapon equipped. I did extended testing on that and the result seems to be correct.
Shouldn't your JoC avg. hit number be coming out as more than mine then, since I didn't include 2H spec, sanctity, or vengeance and it was still over 100 damage higher?

Edit: Not the adjusted hit.

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Old 09/09/06, 3:42 PM   #8
Valen
Don Flamenco
 
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Human Rogue
 
Stormrage (EU)
Originally Posted by JohnLocke
Originally Posted by Valen
Another interesting thing was that JoC is modified by 6% damage increase from 2 handed spec as long as you have a 2 handed weapon equipped. I did extended testing on that and the result seems to be correct.
Shouldn't your JoC avg. hit number be coming out as more than mine then, since I didn't include 2H spec, sanctity, or vengeance and it was still over 100 damage higher?

Edit: Not the adjusted hit.
How do you come to average of 492? Base JoC is 169-187. Remember we talk about JoC on unstunned targets.

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Old 09/09/06, 4:52 PM   #9
JohnLocke
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Eitrigg
Originally Posted by Valen
Originally Posted by JohnLocke
Originally Posted by Valen
Another interesting thing was that JoC is modified by 6% damage increase from 2 handed spec as long as you have a 2 handed weapon equipped. I did extended testing on that and the result seems to be correct.
Shouldn't your JoC avg. hit number be coming out as more than mine then, since I didn't include 2H spec, sanctity, or vengeance and it was still over 100 damage higher?

Edit: Not the adjusted hit.
How do you come to average of 492? Base JoC is 169-187. Remember we talk about JoC on unstunned targets.
...Damn it. I made the same mistake on the pally forums just the other day, but that time I caught myself.

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