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05/20/07, 5:19 PM
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#31
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In the rear with the gear!
Troll Rogue
Khaz'goroth (EU)
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If anyone feels like parsing 5 hours of Lady Vashj / Kael'thas from PTR leave me a pm i will hook you up with a link to the 18mb combat log.
edit: wws parse thx to Ozzy
Dmg. Out Total % Hits Avg Max Ticks Avg Max Crits Avg Max Crit% Miss% Resist%
Melee 1 936 695 58 % 1945 335 858 1552 699 1617 37 % 5,6 % 0,1 %
17 % glancing 733 272 644
gear: latro's mongoose, hope ender mongoose, dragonspine trophy, tsunami talisman, belt of one-hundred deaths, 2 piece wastewalker, 2 piece t5 and assorted gear from live / loot chests from ptr.
stats unbuffed : 284 hit, 27.94% crit, 1772ap, 369 sword skill
buffs: motw, kings, might, battleshout, druid aura, windfury totem
specc: 19/42/0 combat swords
Last edited by koaschten : 05/20/07 at 6:39 PM.
Reason: new info
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05/20/07, 10:37 PM
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#32
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Von Kaiser
Night Elf Druid
Doomhammer
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Here are the raw results from our tests on the PTR. I am Theras's guild member that had to heal his sorry ass.
Therasiv had 3 more agi than Beaglej. This should result in a 0.12% higher crit and 0.12% less hit for Therasiv. Therasiv is at 365 weapon skill and Beaglej is at 350 weapon skill. All other stats identical.
Beaglej's results:
196 crits, 3933 hits, 396 blocks, 2030 glances, 692 misses, 419 dodges, 1016 parries, 8682 total attacks
415263 damage, 47.830339 damage per swing
272925 hit damage, 69.393593 hit damage per swing
105224 glance damage, 51.834483 glance damage per swing
2.258% crits
45.301% hits
4.561% blocks
23.382% glancings
7.971% misses
4.826% dodges
11.702% parries
Therasiv's results:
327 crits, 4845 hits, 442 blocks, 2369 glances, 521 misses, 323 dodges, 1148 parries, 9975 total attacks
533359 damage, 53.469574 damage per swing
347863 hit damage, 71.798349 hit damage per swing
127203 glance damage, 53.694808 glance damage per swing
3.278% crits
48.571% hits
4.431% blocks
23.749% glancings
5.223% misses
3.238% dodges
11.509% parries
Last edited by XP-Dolphin : 05/21/07 at 1:19 PM.
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05/20/07, 11:08 PM
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#33
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Mike Tyson
Night Elf Rogue
Doomhammer
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Am I correct in assuming that Thera had 365 weapon skill, and Beagel had 350?
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05/20/07, 11:09 PM
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#34
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Chef
Ramsay
Orc Rogue
No WoW Account
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Tentatively, it looks like weapon skill has a great effect on crits, hits, and reducing dodges, but had no effect on glancings and parries. And your data seems to fix the new glancing rate at around 18~19% instead of the previously postulated ~24%.
All in all, this is great info. WTB weapon skill :P
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05/20/07, 11:52 PM
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#35
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Mike Tyson
Night Elf Rogue
Doomhammer
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Initial calculations: (I'll do the rest later):
Crit Difference is .793%, corrected to .673% to account for agi gap, with a std dev of .188%. Hence, with a high degree of confidence, the true number lies within 1.041 and .305. Assuming the skill difference is 15 as previously asserted, the true crit per skill number lies between .02% and .06%.
Same calculation for hit: hit per skill lies between .106% and .181%.
Same calculation for dodge: dodge reduction per skill lies between .053% and .112%.
Conclusion? Well, the first one is that the data set would need to be about 5 times larger to really pin this down with much accuracy. But .04% crit per skill looks pretty good, .1% hit is now on the outliers, and dodge has the look of some oddity like .08%
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05/21/07, 12:16 AM
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#36
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Von Kaiser
Night Elf Druid
Doomhammer
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Sorry about missing that. Yes, 15 skill difference.
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05/21/07, 12:25 AM
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#37
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Von Kaiser
Night Elf Druid
Doomhammer
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Originally Posted by Aldriana
Initial calculations: (I'll do the rest later):
Crit Difference is .793%, corrected to .673% to account for agi gap, with a std dev of .188%. Hence, with a high degree of confidence, the true number lies within 1.041 and .305. Assuming the skill difference is 15 as previously asserted, the true crit per skill number lies between .02% and .06%.
Same calculation for hit: hit per skill lies between .106% and .181%.
Same calculation for dodge: dodge reduction per skill lies between .053% and .112%.
Conclusion? Well, the first one is that the data set would need to be about 5 times larger to really pin this down with much accuracy. But .04% crit per skill looks pretty good, .1% hit is now on the outliers, and dodge has the look of some oddity like .08%
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On the dodge thing. With parry not moving at all, maybe they decided to combine he dodge/parry change into just dodge for weapon skill. So it is sort of like the anti-defense of 0.04% of parry and dodge, but instead takes that 0.08% totally from dodge. Maybe for pvp reasons? Maybe not everything parries, but they didn't want weapon skill to be diminished just because you happened upon an opponent with only dodge? It would make sense.
Oh, and I suggested to Theras that we should have been trying for a 100k swing set, but 10k would be a good start. The fact that we kept getting Venoxis to phase 2 kinda sucked. 
Last edited by XP-Dolphin : 05/21/07 at 12:37 AM.
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05/21/07, 12:29 AM
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#38
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Mike Tyson
Night Elf Rogue
Doomhammer
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Might also have something to do with mob attacks in pve - druid tanks versus warrior tanks, and the like.
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05/21/07, 12:46 AM
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#39
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Glass Joe
Tauren Warrior
Frostmourne
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Might also have to do with melee DPS attacking from behind, meaning mobs aren't parrying but can still dodge. This would imply different intended effectiveness for tanks versus DPS though.
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05/21/07, 12:58 AM
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#40
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Von Kaiser
Night Elf Druid
Doomhammer
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Well, dodge is a guarantee, universally. Parry is not. So it means they wanted weapon skill to be universally at full potency in all situations by making it double affect dodge and not touch parry. Both of you give good examples of that effect for both mobs and players.
It would also probably explain why blocks are not affected, even though defense does change blocks. My question is, where is the extra 0.1% crit they were supposedly adding when they removed +weapon skill's effect on glancings?
Last edited by XP-Dolphin : 05/21/07 at 1:09 AM.
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05/21/07, 1:42 AM
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#41
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Bald Bull
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Originally Posted by Aldriana
Conclusion? Well, the first one is that the data set would need to be about 5 times larger to really pin this down with much accuracy. But .04% crit per skill looks pretty good, .1% hit is now on the outliers, and dodge has the look of some oddity like .08%
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I'm not exactly the math guy here, that's Dolphin (I'm just the monkey with 2 computers and a dream), but I'll take a stab at these results. Let's assume this is correct for a moment and examine the ramifications of weapon skill.
1 weapon skill rating would then yield approximately +0.01% crit, +0.026% hit, and -0.021% dodge. So that's about +0.047 "hit" (hit + dodge) and 0.01 crit.
1 crit rating gives you 0.045% to crit.
1 hit rating gives you 0.063% to hit.
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So let's say you had a choice of 100 skill rating, or 50 hit rating and crit rating.
Option 1 would give you 4.7% more to hit and 1% to crit.
Option 2 would give you 3.15% to hit and 2.25% to crit.
Balancing it as 78/22 hit/crit would be 4.91% to hit and 0.99% to crit.
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If those numbers are correct, would it be safe to say that weapon skill is only useful if you're near the hit rating cap and can only gain from the reduction in dodges?
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Edit: Dolphin has informed me that I suck dicks at math. Fuck me.
Last edited by Theras : 05/21/07 at 1:54 AM.
Reason: Dick suckin'
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05/21/07, 1:48 AM
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#42
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Piston Honda
Night Elf Druid
Dragonblight
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The wiki, for what it's worth, claims that the hit penalty for each point of target defense beyond your own skill + 10 is doubled. SO supposedly the first 5 points of skill vs. 73s is worth a lot more.
Does anybody know where the theory on the wiki comes from?
http://www.wowwiki.com/Miss
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05/21/07, 1:53 AM
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#43
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Bald Bull
Night Elf Druid
Earthen Ring (EU)
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I think they turned it into hit.
If you assume they added 0.1 % chance to hit per skill v bosses and moved the effect of anti parry to anti dodge, the total effect of one point of weaponskill versus a skull mob would be
0.04 crit
0.14 Hit
0.08 antidodge
Which would fit the data very neatly.
Re: relative utility.
The values per rating point are very close and weapon skill is the only way to reduce dodges.. I'd stack weapon skill as high as drops allow (without hanging onto gear which is tiers old..) and fill to the hit cap with gems.
Last edited by Lavode : 05/21/07 at 1:58 AM.
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05/21/07, 2:02 AM
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#44
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Mike Tyson
Night Elf Rogue
Doomhammer
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Originally Posted by Theras
If those numbers are correct, would it be safe to say that weapon skill is only useful if you're near the hit rating cap and can only gain from the reduction in dodges?
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Well, I generally resist making blanket statements of that sort. I mean, it's a matter of tradeoffs; even if weapon skill is point for point worse than some other mod, the itemization is such that sometimes it's worth getting anyway. Example: whether you're near the hit cap or not, Belt of One Hundred Deaths is *way* better than any other belt accessible. So the real question is: how does it convert to EAP or AEP or whatever your favorite theorycraft conversion factor is? Well, tweaking paramaters in the Rogue Gear Spreadsheet a bit, I find that the EAP (that's Effective Attack Power, for the record) value of sword skill rating, in the gear I'll be wearing after 2.1, is 1 skill rating = 2.39 AP (assuming .04 crit .1 hit .08 dodge). Compare to, for instance, 2.71 for hit and 1.63 for crit rating. So, point for point, hit is better (until the hit cap) and crit is worse.
Ald
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05/21/07, 2:05 AM
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#45
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Don Flamenco
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Originally Posted by LiteSabre
Tentatively, it looks like weapon skill has a great effect on crits, hits, and reducing dodges, but had no effect on glancings and parries. And your data seems to fix the new glancing rate at around 18~19% instead of the previously postulated ~24%.
All in all, this is great info. WTB weapon skill :P
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I know what this thread is about, but..... glancing at 18-19% instead of 40%!!!!!! Woot is all I can say!
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