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05/29/07, 4:32 AM
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#101
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Mike Tyson
Night Elf Rogue
Doomhammer
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Originally Posted by koaschten
edit: Is there an "easy" way to add items? I tried adding a row, copying formulas and inserting stats etc. but items wouldnt show up in the dropdown 
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Not really, no. In addition to moving all the forumlas, you need to redefine the named ranges to include the new items. Also, copying the forumlas straight over tends not to work exactly, since not all the formulas have dollar signs everywhere they're needed to make the formulas directly copy.
Honestly, given the frequency with which new releases of the sheet are coming out right now, the recommended way of getting an item into the sheet is to post it in this thread, and I'll add it the next release (assuming it strikes me as worth adding, anyway - again, I'm trying to limit this to 5-man blues and up).
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05/29/07, 4:37 AM
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#102
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In the rear with the gear!
Worgen Rogue
Auchindoun (EU)
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Requesting to add Kael'thas, Hyjal and Black Temple loot then. There is quite some loot up on http://www.wowhead.com/?latest=additions
I am especially interested in the new Hyjal faction rings. They lack hit, but got a helluva agi and ap (exalted version is rumored to have a 120ap proc for 10 seconds). well and Don Alejandro's Money Belt, Shadowmoon Destroyer's Drape, Telonicus's Pendant of Mayhem, Terrok's Might.
I passed on http://www.wowhead.com/?item=29995 cause my stomach told me it wasnt a big enough upgrade over t5/t4 and dungeon3, which i already had, to grief over an item with a feral dude errh druid
But what i would appreciate most would be something showing hit-rating / hit% on the gear page or a piece of code preventing us going over 25.5% hit to make sure you dont waste itemvalue. Something like 2 value colums, so you can evalute when you hit the cap to drop a low value hit item and grap a high value hit item, exchanging the low value hit item with another high value no hit dps piece.
mass editing 
I got a Thundering Skyfire Diamond yesterday. Guess i will go and play whack-the-servant later today if i can grab a healer.
Drop me a PM if you want specific gear setup (hit/crit/ap/skill) while i do so.
Last edited by koaschten : 05/29/07 at 5:05 AM.
Reason: unsorted way of thinking....
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05/29/07, 5:19 AM
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#103
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Mike Tyson
Night Elf Rogue
Doomhammer
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Okay - I'll make a point to add those next release. I punched them into a copy of the sheet I have on hand, and as a short answer:
Don Alejandro's is comperable to Belt of One Thousand Deaths
Hyjal Rings, at least at the rep levels in Wowhead, aren't particularly interesting.
Shadowmoon Destoyer's Drape and Telonicus's Pendant of Mayhem are the best available pieces for their slot that I've seen to date.
Terrok's Might is crap.
Leggings of Murderous Attempt are a slight dps upgrade over T5 and a significant sta downgrade, causing their composite score to be almost identical.
As a tip: one thing that works well if you want to compare new pieces of gear is to replace one of the existing items in the sheet - just pick an item that there's no chance you're going to use, and overwrite the name + stats with the new gear. I.e., if you want to add more items below the low end of the sheet, overwrite some of the high end items that you won't get to for a while; if you want to add more high-end items, ovewrite some of the low-end blues that are inferior to what you have.
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05/29/07, 7:14 AM
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#104
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In the rear with the gear!
Worgen Rogue
Auchindoun (EU)
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stupid me... low tech atempts always got the best chance to work out, thanks Aldriana.
Out of curiousity, did you see Modeling Darkmoon Card: Wrath ?
I wonder if it can surpass any trinkets, though at 25% base crit it hovers around 2% average effective crit gain which places it around the value of green quest rewards. :X
Last edited by koaschten : 05/29/07 at 7:25 AM.
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05/29/07, 8:42 AM
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#105
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King Hippo
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Very nice work, seems i'm only about 100 points ( is this aep? )
Away from optimal.
The optimal value increases when you change gear though, (such as trinkets)
i assume this is intentional,, but a little more clarifications on the xls could be nice.
you just made me a lot more eager to get the dragonspine trophy :P
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05/29/07, 11:39 AM
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#106
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In the rear with the gear!
Worgen Rogue
Auchindoun (EU)
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Just noticed for the first time you are offering selection for races at the top....
Does that only insert base stats or does it figure in racials like those of trolls / orcs? Had a quick glance at the sheet, but i assume its "only" base stats.
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05/29/07, 12:28 PM
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#107
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Piston Honda
Night Elf Rogue
Doomhammer
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Yep, the sheet just uses base stats. Also, the relative stat value does change when you change gear since your current setup determines what's best for you. I'm working on a fairly major revision to try to keep the gemming issue from spiraling out of control. It looks to be a bit busy at work today so I can't promise to have it done by the end of the day.
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05/29/07, 12:44 PM
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#108
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Glass Joe
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A small request, and I'm hesitant to even post it, since it's not really that contributory...
But if you could please add a 'date uploaded' to your first post I'd appreciate it a great deal. I'm really bad with remembering whether the version I downloaded last week was 0.3 or 0.4 or whatever.
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05/29/07, 12:47 PM
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#109
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AUGH CHAMPION TIME
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Last edited by Aldriana : 05/21/07 at 6:49 PM.
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At the bottom of the first post.
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05/29/07, 12:52 PM
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#110
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Glass Joe
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Originally Posted by Shaker
At the bottom of the first post.
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Sure... but nothing stops Aldriana from making changes to the first post without uploading a new version. If a new bug/issue crops up and she posts it there, then the upload date for the newest version disappears.
But thanks 
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05/29/07, 1:44 PM
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#111
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Mike Tyson
Night Elf Rogue
Doomhammer
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Originally Posted by koaschten
stupid me... low tech atempts always got the best chance to work out, thanks Aldriana.
Out of curiousity, did you see Modeling Darkmoon Card: Wrath ?
I wonder if it can surpass any trinkets, though at 25% base crit it hovers around 2% average effective crit gain which places it around the value of green quest rewards. :X
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I've seen it, yes. I left it out of the sheet because, stated briefly: it's crap, and a royal pain to model. If people really want to see it, I can add it, I guess - but there's no circumstance under which I can imagine using it, so...
Originally Posted by Zurgat
Very nice work, seems i'm only about 100 points ( is this aep? )
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It's what I refer to as EAP - that would be "Effective Attack Power". I've always normalized my calculations with 1 AP = 1 point rather than 1 Agi = 1 point (as is true for AEP), so that's what I did in the sheet.
The problem I have with AEP is that Agility provides both offensive and defensive benefits, so it's hard to separate the benefits of an item into offensive and defensive; therefore, I score offense in effective AP, defense in effective Stamina, and then combine them to get an overall score that is normalized so 1 AP = 1 point.
Originally Posted by koaschten
Just noticed for the first time you are offering selection for races at the top....
Does that only insert base stats or does it figure in racials like those of trolls / orcs? Had a quick glance at the sheet, but i assume its "only" base stats.
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It's base stats plus the NE racial +1% dodge - purely because that was trivial to add, and I'm an NE  .
In terms of adding the other racial benefits - it's certainly something that could be done, but I'd need some help figuring out the actual game effect of them.
Originally Posted by Flinkindolin
Sure... but nothing stops Aldriana from making changes to the first post without uploading a new version. If a new bug/issue crops up and she posts it there, then the upload date for the newest version disappears.
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So far I've only been updating it for revisions - the development periods are short enough that I haven't felt a need to update the bug list between releases.
If you don't mind doing a bit of digging, you can also read through the thread to find when things were released, since I also make a new post in the thread when a new release comes out.
However, while releases are still coming fast and furious (as they are now) I'll try to remember to post dates in the initial post as well; once we get to a stable version I'll probably stop doing that, but for the moment it probably does make sense.
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05/29/07, 3:21 PM
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#112
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Don Flamenco
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Sorry if this has been answered already, but I put in my gear, set it to "Offensive" and came out significantly ahead of the "Optimal" box. I also noticed that when I switched a couple items, the optimal value went down, while the current value went up.
Does the optimal box work off gear that scores the best in the weighted average?
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05/29/07, 3:45 PM
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#113
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Mike Tyson
Night Elf Rogue
Doomhammer
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Originally Posted by Trazhenko
Sorry if this has been answered already, but I put in my gear, set it to "Offensive" and came out significantly ahead of the "Optimal" box. I also noticed that when I switched a couple items, the optimal value went down, while the current value went up.
Does the optimal box work off gear that scores the best in the weighted average?
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Optimal refers to the best possible way of socketing/enchanting the listed gear, and, as metnioned, socketing is kind of buggy right now. This is on the list of things to be resolved in the next release.
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05/29/07, 5:53 PM
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#114
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Don Flamenco
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Originally Posted by Aldriana
Optimal refers to the best possible way of socketing/enchanting the listed gear, and, as metnioned, socketing is kind of buggy right now. This is on the list of things to be resolved in the next release.
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Ah, in that case I'll ignore the "optimal" number and focus on maximizing the "Current" value for offense. I thought it was pretty weird that I could achieve a number that was better than optimal.
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05/30/07, 8:26 AM
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#115
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Glass Joe
Lovis
Dwarf Rogue
No WoW Account
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I've noticed that the Bloodlust Brooch gives you exactly 115 AEP (or 118 with the new stats), which of course is correct when the duration of the fight is a multiple of 2 minutes. But in the real world, it basically never is.
Also it can be combined perfectly with Blade Flurry, so a rating of 130-140 seems much more appropriate to me.
Edit to elaborate: You could easily overcomplicate things and model the simultaneous use of Blade Flurry and Bloodlust Brooch, but I don't really know how other items and trinkets were handled, so i just went ahead and ignored crits, hits et cetera and just added 20% to the proc effect of the Brooch giving us 55.7 AEP instead of 46.3.
Alright, so let's assume a fight duration of 300 seconds. Bloodlust Brooch is activate for 60 seconds. 278*1.2*(60/300) = 66.7 AEP. Now we add the passive 72 AP and we get 139 AEP.
Last edited by Lovis : 05/30/07 at 8:41 AM.
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05/30/07, 12:44 PM
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#116
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Mike Tyson
Night Elf Rogue
Doomhammer
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Originally Posted by Lovis
I've noticed that the Bloodlust Brooch gives you exactly 115 AEP (or 118 with the new stats), which of course is correct when the duration of the fight is a multiple of 2 minutes. But in the real world, it basically never is.
Also it can be combined perfectly with Blade Flurry, so a rating of 130-140 seems much more appropriate to me.
Edit to elaborate: You could easily overcomplicate things and model the simultaneous use of Blade Flurry and Bloodlust Brooch, but I don't really know how other items and trinkets were handled, so i just went ahead and ignored crits, hits et cetera and just added 20% to the proc effect of the Brooch giving us 55.7 AEP instead of 46.3.
Alright, so let's assume a fight duration of 300 seconds. Bloodlust Brooch is activate for 60 seconds. 278*1.2*(60/300) = 66.7 AEP. Now we add the passive 72 AP and we get 139 AEP.
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True.... but this sheet is designed to model sustained DPS. It's true, in a 5 min fight, the activated trinkets will be a bit better than stated. However, it's also true that in a 5 min fight, to get totally accurate answers, one would need to model the initial ramp-up of cycles and poison, which is probably a larger effect. This sheet makes no effort to do so; it, like most spreadsheets of it's type, assumes that fights are going to be "long" - as in, of sufficient duration that such edge effects are negligible.
Besides which, fights significantly longer than 5 min are commonplace in the expansion; for instance, Hydross + Leotharas both run 8-10 min, and Tidewalker + Mag are even longer than that (my guild had one Tidewalker kill that ran almost 15 min).
So, long story short? Yes, for short fights the sheet is inaccurate - for reasons that go beyond the simple issues with activated trinkets - becase short fights is not what it's designed to model.
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05/30/07, 1:42 PM
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#117
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Glass Joe
Dwarf Rogue
Grim Batol (EU)
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May i inquire why, for daggers, 2 points in ruthlessness is forced? I believe the "normal" combat dagger build goes a little bit something like this: http://www.wowhead.com/?talent=f0xfoLZ0ey0bEz0MMotV
I might be wrong, but that's at least what I've always held as the most optimal build. 40% chance to get an extra point isn't enough to rely on for cycles, and as combat daggers you use so few finishers that you don't really get a whole lot out of the talent. But like I said, I might be utterly wrong.
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05/30/07, 1:51 PM
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#118
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Von Kaiser
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Because of the slow CP generation of a dagger build.
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05/30/07, 2:19 PM
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#119
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Glass Joe
Dwarf Rogue
Grim Batol (EU)
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..which still is enough to keep up a 3s5s5r cycle. 40% chance to get an extra combo point on finishers does not really open up a new, more effective cycle. Arent those two points better spent on murder/lethality and if not, why not put three points in there? Two just seems silly to me. Please correct me if I'm wrong.
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05/30/07, 2:34 PM
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#120
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AUGH CHAMPION TIME
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Well, you can't spend them on Lethality (2 points need to be put SOMEWHERE in that tier to move onward), and whether or not they're better than murder is completely reliant on what types of targets you're facing.
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05/30/07, 2:46 PM
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#121
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Mike Tyson
Night Elf Rogue
Doomhammer
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If you're sustaining 5/5/3 without 2/3 ruthlessness, I'm impressed...
Assuming no 2/5 Netherblade, a 5 pt SnD lasts 30.45 seconds, and a 3 point SnD lasts 21.75 seconds. Thus the total SnD uptime is 52.2 seconds, in which time one needs to land 13 Backstabs (costing 780 energy) plus 10 extra energy (on average) for the 3-pt SnD. Hence, to sustain 5/5/3 with no SnD downtime, one would need to generate 790 energy every 52.2 seconds, or roughly 15.1 energy per second. Base regen is 10 energy per second (or 10.5 if you factor in AR, which you probably shouldn't given in the interest of measuring sustained cycles, but what the heck, I'll give it to you). So that means combat potency would need to replenish 4.6 energy per second, which requires 1.54 offhand hits per second. Due to the base 5% dodge rate, this means you need to launch 1.62 offhand attacks per second.
The fastest possible dagger OH is 1.3 speed; to launch 1.62 OH attacks per second with such a weapon would require attacking at 2.11 times the normal speed. SnD gives 1.3x, Blade Flurry (again, not really fair to include for sustained cycles, but whatever) gives 1.025x, and typical mongoose uptime for 2 weapons gives another (roughly) 1.02x. Hence, one would need to get 55.5% haste from haste rating - also known as 584 haste rating. Dragonspine and Thundering Skyfire together give maybe 200. So unless there's some way to pick up 384 haste rating from gear, 5/5/3 is *not* sustainable without Ruthlessness - at least, not without dropping SnD uptime. Hence, 2/3 Ruthlessness is required to allow 5/5/3 as a reasonable cycle.
As for why not 3/3 - well, 2/3 *is* enough for 5/5/3, and getting 3/3 would require taking points out of Imp Backstab (bad), Relentless Strikes (worse), or Lethality... but since there's no cycles opened up by 3/3, I'd rather have the extra point in Lethality.
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05/30/07, 3:01 PM
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#122
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Glass Joe
Dwarf Rogue
Grim Batol (EU)
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Might be long-time 2piece NB messing with my head then. Thanks. (Though i still feel it should have the option of 0pts in ruthlessness as it's [in my eyes] still a viable options, especially with 2/5NB around)
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05/30/07, 3:32 PM
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#123
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Mike Tyson
Night Elf Rogue
Doomhammer
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Yeah, I'd like to allow more flexibility in talents - particularly in the marginal cases like Ruthlessness that not everyone is going to agree with (like, I don't think anyone is going to complain that I'm assuming Combat Swords rogues take Imp SnD, Imp SS, and Combat Potency... I mean, really...). However, for simplicity in the initial draft, I needed to force everyone to use the same cycles, and the easiest way to do that was to force everyone to use the same talents, regardless of gear. Ultimately, it could be set up to support any gear/talent combination that happens to be able to support the cycle in question, but it turns out to be a somewhat challenging feature to add.
Long story short: it's on the list, but, honestly, not very high on it right now. Particularly since the dagger cycles need to be changed at some point anyway.
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05/30/07, 10:02 PM
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#124
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Don Flamenco
Tsigo
Undead Priest
No WoW Account
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Originally Posted by Aldriana
Yeah, I'd like to allow more flexibility in talents - particularly in the marginal cases like Ruthlessness that not everyone is going to agree with (like, I don't think anyone is going to complain that I'm assuming Combat Swords rogues take Imp SnD, Imp SS, and Combat Potency... I mean, really...).
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I see your common sense and answer with this!
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05/31/07, 7:37 AM
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#125
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Glass Joe
Tauren Druid
Blackrock (EU)
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If I use the Spreadsheet unmodified in it's actual version (2.2.5a) as the optimum cycle it says 1s/5r snd cut. If I now change the mh to a dagger it's 5s/4r. I understand the latter to be used all the way through static fights but what about the former? Shall one really keep an 1s/5r cycle up or is this just to get started with and then to be switched to 5/5 or something?
To be more precise, what exactly stands "snd cut" for in comparision to the old declaration just as the cycle?
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