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Old 09/21/06, 7:20 PM   #1
Stormhorn
Glass Joe
 
Murloc Hunter
 
Laughing Skull (EU)
I need help on my current pve gear as a hunter. I have full DS and so do 2 other active hunters in my guild... but I can also use the blue pvp helm+shoulder and T3 bracers+boots together with 4/8 DS. so with full DS I would loose 2.3 crit 2.3 dps +1%hit. on the other hand I would gain the DS 8/8 proc ... about 200 mana and some stamina. so my question is. is the DS proc worth still using full DS over the other build with 4-5 hunters in raids.

thx

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Old 09/21/06, 7:28 PM   #2
Zurai
Bald Bull
 
Orc Death Knight
 
Whisperwind
Yes. The proc stacks.

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Old 09/21/06, 7:30 PM   #3
probiscus
Bald Bull
 
Human Death Knight
 
<QQ>
Kilrogg
http://forums.elitistjerks.com/viewtopic.php?id=7312

Does that help?

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Old 09/21/06, 7:34 PM   #4
Zurai
Bald Bull
 
Orc Death Knight
 
Whisperwind
That doesn't account for the Expose Weakness proc, so it's not very helpful. EW is almost impossible to account for in a spreadsheet because there's an insane number of variables in how useful it is (where in the shot cycle it falls, how many hunters in the raid, how many hunters are MM vs Surv spec, etc etc ad infinitum).

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Old 09/21/06, 7:38 PM   #5
Steelfleece
Soda Popinski
 
Steelfleece's Avatar
 
Goblin Hunter
 
Mal'Ganis
I used 8/8 DS until I obtained 4/9 CS. I like the proc.

If you aren't a goblin, why not?
If you are a goblin you rule

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Old 09/21/06, 7:48 PM   #6
Kegsta
Piston Honda
 
Tauren Shaman
 
Blackrock
i use my 8/8 for bosses when there are 3+ hunters in the raid, where mixmatch for trash.

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Old 09/22/06, 1:32 PM   #7
Kreave
Glass Joe
 
Murloc Hunter
 
Al'Akir (EU)
Math:

P = procrate

N = number of hunters

I assume that following a standard cycle you will be able to shoot 5shots/10sec = 1/2shot/sec

The number of shots needed in average before a proc is calculated the following way:

Number of shots before a proc( I will call this q): q = 1/(p/100)

The time between a proc to the next is therefore: q/(1/2shot/sec) = 200 / p

The proc last 7 seconds, this means that the proc will be on 7sec / ( 200/p) = (p*7)/200

I have entered my own equip and an mm build in the spreadsheet from lactose, and when I add 450 atk power, my dps increase by 80dps. Therefore the increase in dps is calculated the following way:

DPS increase = (p*7) / 200

This is on 1 hunter, now each hunter in the raid will gain a benefit from the buff. Which is the same, there the total increase in dps is:

DPS increase = (p*7*N) / 200

Of course two procs can happen just after each other, I will calculate this, by saying that if a shot procs just after the first, it gives no ekstra dps and if it hit the second shot after the initial proc, it will only give half the dps increase:

Chances of a proc happens on the first shot is p, and on the second is also p. Therefore the formula for calculating the dps becomes:

DPS increase – p*DPS increase – ½*p*DPS increase = DPS increase( 1 – 3/2p)

Ps. this only works for low values of p.

I haven’t been able to detirme a good value for p yet, but my results so far shows that p = 3,2%. If anyone have any good numbers for this, I would really appreciate it :).

But lets look at a raid with 5 hunters in. The DPS increase from wearing full DS is:








DPS increase:

P DPS
1 13,5
2 27,0
3 40,4
4 53,9
3,2 42,7

I tried to calculated the change in DPS from going from full tier 2 to 8/9 tier 3, according to Lactoses spreadsheet it gave a change of 57DPS ( if I entered it correctly and I added the 50 atk power from the bonus). This show that the change from tier 2 to tier 3 isn’t actually that great and the more hunters you have the less the change actually does.

And some random fact:

If you have 35 hunters, all with 8/8 DS in a raid. Each hunter will gain an addianial 299 DPS from the DS 8/8 effect.

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Old 09/22/06, 1:44 PM   #8
probiscus
Bald Bull
 
Human Death Knight
 
<QQ>
Kilrogg
Good stuff Kreave, but could you fill out your profile? These guys hand out 3 day bans for no profile/fake profiles.

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Old 09/22/06, 4:39 PM   #9
Azulor
Von Kaiser
 
Draenei Hunter
 
Medivh
Originally Posted by Kreave
Math:

P = procrate

N = number of hunters

I assume that following a standard cycle you will be able to shoot 5shots/10sec = 1/2shot/sec

The number of shots needed in average before a proc is calculated the following way:

Number of shots before a proc( I will call this q): q = 1/(p/100)

The time between a proc to the next is therefore: q/(1/2shot/sec) = 200 / p

The proc last 7 seconds, this means that the proc will be on 7sec / ( 200/p) = (p*7)/200

I have entered my own equip and an mm build in the spreadsheet from lactose, and when I add 450 atk power, my dps increase by 80dps. Therefore the increase in dps is calculated the following way:

DPS increase = (p*7) / 200

This is on 1 hunter, now each hunter in the raid will gain a benefit from the buff. Which is the same, there the total increase in dps is:

DPS increase = (p*7*N) / 200

Of course two procs can happen just after each other, I will calculate this, by saying that if a shot procs just after the first, it gives no ekstra dps and if it hit the second shot after the initial proc, it will only give half the dps increase:

Chances of a proc happens on the first shot is p, and on the second is also p. Therefore the formula for calculating the dps becomes:

DPS increase – p*DPS increase – ½*p*DPS increase = DPS increase( 1 – 3/2p)

Ps. this only works for low values of p.

I haven’t been able to detirme a good value for p yet, but my results so far shows that p = 3,2%. If anyone have any good numbers for this, I would really appreciate it :).

But lets look at a raid with 5 hunters in. The DPS increase from wearing full DS is:








DPS increase:

P DPS
1 13,5
2 27,0
3 40,4
4 53,9
3,2 42,7

I tried to calculated the change in DPS from going from full tier 2 to 8/9 tier 3, according to Lactoses spreadsheet it gave a change of 57DPS ( if I entered it correctly and I added the 50 atk power from the bonus). This show that the change from tier 2 to tier 3 isn’t actually that great and the more hunters you have the less the change actually does.

And some random fact:

If you have 35 hunters, all with 8/8 DS in a raid. Each hunter will gain an addianial 299 DPS from the DS 8/8 effect.
I tried to solve the problem by directly computing the probability that a single hunter would be under proc, and got a different answer for DPS contribution than you did. So, in the spirit of debate, here is my approach:

The weapon of the hunter is approximately 3.0 speed w/quiver. This means that if a shot procs, then the next two shots will gain the benefit of Expose Weakness since the proc lasts 7 seconds. (Of course, further shots may also gain if a re-proc occurs.)

From this, we can construct a Markov process with 3 states:

State 0= no proc up
State 1= proc up for the next shot
State 2=proc up for the next two shots.

Putting aside stacking damage contributions for the moment BUT recognizing that reprocs can occur, this completely describes the system if we can assign probabilities to the different states. Let p denote the probability of a proc, and bear in mind that this process works as follows:
from any state i there is a p probability of moving to state 2, and a (1-p) probability of moving to state \max(0,i-1). That is, you either proc (or reproc) and go to state 2, or you fall down a state.

Assuming the process has a well-defined ergodic distribution, which seems certain, let us define the following:

\gamma_0= (Long-run) Probability that you are in state 0,
\gamma_1= (Long-run) Probability that you are in state 1,
\gamma_2= (Long-run) Probability that you are in state 2.

to deduce these values, note that we have the following

\gamma_0=\gamma_0 (1-p) + \gamma_1 (1-p) ** (says "If you aren't proccing then it's either because you the proc wasn't up the shot before and also didn't proc on the most recent shot, OR you were proccing the shot before but it was the second proced shot and you didn't re-proc")

\gamma_1=\gamma_2 (1-p) ** (says "if you have one shot under proc to go, then the shot before you must have had 2 shots left under proc and didn't get a new proc on that shot")

\gamma_0+\gamma_1+\gamma_2=1 ** (say, "stuff adds to 1" :))

So, you can solve those. Doing so gives

\gamma_0= (1-p)^2 / [(1-p)^2+p(2-p)]

Hence the probability that the proc is up at any point in time is 1-\gamma_0 \approx 0.062 if p=0.032.

Assuming an 80 DPS gain from 450 RAP, the Expose Weakness gain for a single hunter is 80*(1-\gamma_0) \approx 5.03

This is substantially less the other approach suggests. Now, you might say "Well, you're not allowing stacking procs from the same hunter" and that's true but you can easily see that the probabity of two procs from the same hunter being up is very small and can't influence this result too much.

So, my approach seems more direct. I don't use this math often (ever) so I may have screwed something up. thoughts?

edit: typo fixed.

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Old 09/22/06, 5:37 PM   #10
Kreave
Glass Joe
 
Murloc Hunter
 
Al'Akir (EU)
Originally Posted by Azulor
\gamma_0= (1-p)^2 / [(1-p)^2+p(1-p)]
If you look at what I quoted you can reduce it to:

\gamma_0= (1-p)^2 / [(1-p)^2+p(1-p)]=(1-p)/[(1-p)+p]=1-p

So what you have is that your \gamma_0 is equal to the properbility that the next shot will not proc. But the proc will last an interval of 7 seconds. I chosed to just calculate it is a dps increase of 80dps in those 7 seconds, the reason for this is that I am not the only hunter, so chances are that other hunters cycle fit better in with the proc, or that is proc and I get a multi and aimed off in the interval. Therefore I think that is the best way to calculate it.

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Old 09/22/06, 5:48 PM   #11
Azulor
Von Kaiser
 
Draenei Hunter
 
Medivh
Originally Posted by Kreave
Originally Posted by Azulor
\gamma_0= (1-p)^2 / [(1-p)^2+p(1-p)]
If you look at what I quoted you can reduce it to:

\gamma_0= (1-p)^2 / [(1-p)^2+p(1-p)]=(1-p)/[(1-p)+p]=1-p

So what you have is that your \gamma_0 is equal to the properbility that the next shot will not proc. But the proc will last an interval of 7 seconds. I chosed to just calculate it is a dps increase of 80dps in those 7 seconds, the reason for this is that I am not the only hunter, so chances are that other hunters cycle fit better in with the proc, or that is proc and I get a multi and aimed off in the interval. Therefore I think that is the best way to calculate it.
There was a typo. The denominator should have been (1-p)^2+p(2-P).

I must go raid, but certainly will get back to this thread.

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Old 09/22/06, 6:06 PM   #12
Kreave
Glass Joe
 
Murloc Hunter
 
Al'Akir (EU)
What you calculate as \gamma_0, is what the proberlity is that the next shot is without the bonus on. Therefore you can't just take this (1-\gamma_0) and multiply with the increased dps. You need to multiply it with the increased damage each shot gets:

450/14*3.0 = 96.4

If you then factor in crit and RWS you get:

96.4*1.05*(0.8+0.2*2.3)=128damage / shot

If I take your chance and multiply with this I get:

128damage / shot * 0.062 = 7.9

which makes it closer to the result I got. Also I think you estimate of 2 shots pr. 7 seconds is a bit low. That is it if you are only auto shooting. In a standard dps circle you get 5 shots pr. rotation(which I set as 10 secs) which adds up to 1 shot/2 secs. Therefore I think that you should calculate it with 3 shots getting the proc, and especially because other hunters also get the proc. And chances that they get 3 shots are even bigger. So if you could do the math for 3 shots I would like to see it.

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Old 09/22/06, 6:34 PM   #13
Azulor
Von Kaiser
 
Draenei Hunter
 
Medivh
Originally Posted by Kreave
What you calculate as \gamma_0, is what the proberlity is that the next shot is without the bonus on. Therefore you can't just take this (1-\gamma_0) and multiply with the increased dps. You need to multiply it with the increased damage each shot gets:

450/14*3.0 = 96.4

If you then factor in crit and RWS you get:

96.4*1.05*(0.8+0.2*2.3)=128damage / shot

If I take your chance and multiply with this I get:

128damage / shot * 0.062 = 7.9

which makes it closer to the result I got. Also I think you estimate of 2 shots pr. 7 seconds is a bit low. That is it if you are only auto shooting. In a standard dps circle you get 5 shots pr. rotation(which I set as 10 secs) which adds up to 1 shot/2 secs. Therefore I think that you should calculate it with 3 shots getting the proc, and especially because other hunters also get the proc. And chances that they get 3 shots are even bigger. So if you could do the math for 3 shots I would like to see it.
I'll try and get back to this tomorrow. Fun thread.

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Old 09/22/06, 7:49 PM   #14
Stormhorn
Glass Joe
 
Murloc Hunter
 
Laughing Skull (EU)
thx for all the reply's... nice calculating there xD. I'll stick with full DS now till I get 4/9 CS I guess. have fun in debating the most accurate dps increase from expose weakness... but I'm to lazy to make that kind of calculations :s

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Old 09/23/06, 2:24 AM   #15
Zurai
Bald Bull
 
Orc Death Knight
 
Whisperwind
This math is way too high level for me, but remember that things aren't so cut and dry. For one thing, you should be able to fit in 3-4 attacks in an exposed window (2 autos and aimed, multi, or both) unless you're very unlucky. For another, don't forget that RWS, Barrage/8Giantstalker, and Slaying all multiply the 450 ranged attack power bonus.

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Old 09/23/06, 8:37 PM   #16
bashish
Glass Joe
 
Murloc Hunter
 
Proudmoore
I was just wondering following on from this, 5/5 Strikers garb has a rapid fire buff and 2/8 Cyptstalker has an additional 4 seconds added to rapid fire. Would these bonus's be enough to ditch 8/8 DS?

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Old 09/23/06, 9:36 PM   #17
Stormhorn
Glass Joe
 
Murloc Hunter
 
Laughing Skull (EU)
It will probably be worth it on fights longer then 3 mins .. cuz you get at least 23 seconds extra rapid fire then + extra stat bonuses... but I'm not gonna be the one to calculate it :s

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Old 09/24/06, 12:35 AM   #18
Zurai
Bald Bull
 
Orc Death Knight
 
Whisperwind
Originally Posted by bashish
I was just wondering following on from this, 5/5 Strikers garb has a rapid fire buff and 2/8 Cyptstalker has an additional 4 seconds added to rapid fire. Would these bonus's be enough to ditch 8/8 DS?
Not even close. With Ashjre'thul and a 15% quiver (2.96 speed), you normally get 6.41 autoshots in 19 seconds. With rapid fire (2.11 speed), that changes to 9 in 19 seconds, an increase of 2.59 autoshots. Over 3 minutes and assuming that 1 shot hits for an average of 500 with a 25% crit rate (787.5 average autoshot damage), that yields 1976.62 damage divided by 180 seconds for 10.98 DPS. However, 8/8DS rapid fires for an extra 2.04 autoshots every 5 minutes for 1606.5 damage over 300 seconds, or 5.35 DPS.

Net gain from 5/5 Strikers + 2/9CS bonuses: 5.62 DPS.

That's not even equal to what 8/8DS adds to a single hunter, let alone the raid as a whole.

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Old 09/24/06, 1:15 AM   #19
Azgrim
Von Kaiser
 
Murloc Hunter
 
Hyjal
5/5 Strikers + 2/8 CS is good for soloing elites, but not good for raid dps. I'd like to know when CS > 8/8 DS though for raid dps since I will be getting my 4th piece soon. Is the 4/9 CS bonus enough of an upgrade to drop 8/8 DS or do you really need 6/9?

http://wow.allakhazam.com/profile.html?84880

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Old 09/24/06, 2:51 AM   #20
Zurai
Bald Bull
 
Orc Death Knight
 
Whisperwind
Originally Posted by Azgrim
Is the 4/9 CS bonus enough of an upgrade to drop 8/8 DS or do you really need 6/9?
Well, 50 attack power (neglecting the pet for simplicity) is roughly 7 DPS with a 15% quiver and using a 10 second rotation (ie 1 aimed and multi per 10 seconds). Just speaking of the set bonuses, no it isn't enough. I'm not gonna take the time to factor in the stat bonuses from the most-improved 4 pieces or to run the numbers on the mana regen of those pieces, though. I personally would wait for 6/9 except on fights where you need all the mana you can get, or on fights that are too mobile for the proc to be effective.

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Old 09/24/06, 6:30 AM   #21
Kreave
Glass Joe
 
Murloc Hunter
 
Al'Akir (EU)
For striker 5/5 effect
with striker you get the following dps increase( n = the number of times you can use rapid fire(expect the first time):
(15+15*n)/(180*n+15) * 40%
Fight length: 3 min and 15 secs n=1: dps increase= 6.2%
Fight length: 6 min and 15 secs n=2: dps increase= 4.8%
Fight length: 9 min and 15 secs n=3: dps increase= 4.3%
Fight length: 12 mind and 15 secs n=4: dps increase= 4.1%
without the Strikers set bonus( n = the number of times you can use rapid fire(expect the first time)):
(15+15*n)/(300*n) * 40% :
Fight length: 5 min and 15 secs n=1: dps increase= 3.8%
Fight length: 10 min and 15 secs n=2: dps increase= 2.9%
Fight length: 15 min and 15 secs n=3: dps increase= 2.6%

This is of course without the CS 2/8 effect.

Then you can calculate the damage bonus your self. Depending on the fight length

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Old 09/24/06, 6:44 AM   #22
Zurai
Bald Bull
 
Orc Death Knight
 
Whisperwind
Errr... no. Rapid fire is not a 40% DPS increase. It doesn't affect multishot at all, and even with 19 seconds it doesn't allow for an extra aimed shot. It's a 40% autoshot DPS increase, and autoshot is only about half our damage. So, halve your given percentages and you've got around the right numbers. That means striker's vs not is a 1.2% dps increase.

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Old 09/24/06, 6:56 AM   #23
Groglox
Shave and a hair cut
 
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Goblin Warrior
 
Mal'Ganis
Unfortunatly I never had access to T2 pants so strikers + cs is the best I can do. =[

Originally Posted by masanbol View Post
It probably shouldn't surprise me that the first applications of one of the coolest creature designers ever made is going to be cockmonsters and titwalkers.
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I mean christ, cunnilingus is much like being a resto shaman, you spam the button and let it do the work. So long as you change targets as appropriate you don't need to put any thought into it.

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Old 09/24/06, 8:06 AM   #24
Kreave
Glass Joe
 
Murloc Hunter
 
Al'Akir (EU)
Originally Posted by Zurai
Errr... no. Rapid fire is not a 40% DPS increase. It doesn't affect multishot at all, and even with 19 seconds it doesn't allow for an extra aimed shot. It's a 40% autoshot DPS increase, and autoshot is only about half our damage. So, halve your given percentages and you've got around the right numbers. That means striker's vs not is a 1.2% dps increase.
You have some points here, I don't know exactly how to calculate the 40% haste effect. But if you say it is around 20% dps increase I get the following:

For striker 5/5 effect
with striker you get the following dps increase( n = the number of times you can use rapid fire(expect the first time):
(15+15*n)/(180*n+15) * 20%
Fight length: 3 min and 15 secs n=1: dps increase= 3.1%
Fight length: 6 min and 15 secs n=2: dps increase= 2.4%
Fight length: 9 min and 15 secs n=3: dps increase= 2.2%
Fight length: 12 mind and 15 secs n=4: dps increase= 2.0%
without the Strikers set bonus( n = the number of times you can use rapid fire(expect the first time)):
(15+15*n)/(300*n) * 20% :
Fight length: 5 min and 15 secs n=1: dps increase= 1.9%
Fight length: 10 min and 15 secs n=2: dps increase= 1.5%
Fight length: 15 min and 15 secs n=3: dps increase= 1.3%

This is of course without the CS 2/8 effect.

Then you can calculate the damage bonus your self. Depending on the fight length

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Old 09/24/06, 8:29 AM   #25
Lactose
Don Lactose
 
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Tauren Hunter
 
Talnivarr (EU)
Using a 3.00 speed weapon and 15% quiver and my stats, I get a 40% haste bonus to yield the following (lag / delay / armor reduction / iAotH not included):

Regular clipped cycle: 569 DPS
Regular full cycle: 540 DPS
Rapid clipped cycle: 626 DPS -- 10.5% increase from regular clipped
Rapid full cycle: 709 DPS -- 31.3% increase from regular full, 24.6% increase from regular clipped.

Rapid cycles are just cycles with a 40% speed increase factored in; weapon speed in this case drops to 1.86, Aimed Shot casting time drops to 2.14.

Look, Lactose, we'd rather you didn't eradicate the whole human race.
- Sam & Max

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