 |
04/30/08, 4:56 PM
|
#136
|
|
Don Flamenco
|
Originally Posted by Morwen
The semantic relevance here, I think, is that if people have an expectation of this type of 'linear' then they're not thinking through the implications. If a stat gave a non-diminishing percent increase to dps, then it would be an exponentially increasing function and thus be utterly broken unless capped very quickly.
|
The only reason it would be "broken" is because most other stats don't work that way. If all stats worked on exponential curves, then it would be fine. And indeed, there would be significant advantages for the purposes of balancing if they did.
|
That in and of itself is unique to haste rating. The result is that haste rating scales with gear better than any other stat. For instance, once the lucky warlock has attained 2000 spell damage, the effect of gaining an additional 1 spell damage has a smaller effect on overall %DPS than when the warlock only had 1800 spell damage. For spell haste rating, however, even when the warlock has 1569 spell haste rating, the percentage increase in DPS from of gaining one more spell haste rating is equal to the percentage increase in DPS going from 18 to 19 spell haste rating, etc.. Of course, this does not mean that getting a large spell haste rating will always result in the most DPS, only that its effect on dps is linear.
|
I think you got a little turned around here, so I'm just going to clarify for those at home: the marginal DPS increase is the same regardless of how much haste you have. The relative (percentage) DPS increase diminishes as haste increases.
|
|
|
|
|
05/14/08, 12:25 PM
|
#137
|
|
Glass Joe
Human Warrior
Emerald Dream
|
Here's diminishing returns in layman's terms:
If I have five apples and I buy one apple, I have increased my appleness by 1/5 = 20%.
If I have ten apples and I buy one apple, I have increased my appleness by 1/10 = 10%
This is what people are claiming equates to diminishing returns...
But the bottom-line is, I'm still getting ONE MORE TASTY APPLE.
Compared to say, 100 apples, getting one more apple doesn't seem that great, but you could have said the same thing when you had 99 apples, and the same thing when you had 98 apples... and as a result you would never have gotten to 100 apples. That's why despite *relative* diminishing returns, that isn't reason enough to stop stacking more and more of haste or mostly any other stat for that matter.
There are however other valid arguments in favor establishing a haste "cap" (primarily referring to Hunters).
|
|
|
|
|
05/14/08, 3:06 PM
|
#138
|
|
Don Flamenco
|
Originally Posted by razi
Here's diminishing returns in layman's terms:
If I have five apples and I buy one apple, I have increased my appleness by 1/5 = 20%.
If I have ten apples and I buy one apple, I have increased my appleness by 1/10 = 10%
This is what people are claiming equates to diminishing returns...
But the bottom-line is, I'm still getting ONE MORE TASTY APPLE.
Compared to say, 100 apples, getting one more apple doesn't seem that great, but you could have said the same thing when you had 99 apples, and the same thing when you had 98 apples... and as a result you would never have gotten to 100 apples. That's why despite *relative* diminishing returns, that isn't reason enough to stop stacking more and more of haste or mostly any other stat for that matter.
There are however other valid arguments in favor establishing a haste "cap" (primarily referring to Hunters).
|
The problem with your argument is that stats interact with each other in a way that your analogy doesn't describe. The raw DPS increase from haste is a function of your other stats, yes, and not of haste. 1 haste is going to be worth X DPS, all other things being equal. But 1 AP or 1 spell damage may be worth Y DPS, and Y is a function of haste. The reason to stop stacking a stat comes from the idea that stacking that stat will eventually make other stats more valuable. There is a mathematical point where, if you were just stacking haste, Y will increase to be greater than X.
There may not be a practical, achievable point, depending on the stat you're talking about (for example, if you're a caster and you're talking about crit, this will never happen--1 spell crit will never outweigh 1 spell haste at any practical gear level), but it is important to realize that the value of a DPS stat relative to other DPS stats decreases as you stack it, with the sole exception of armor penetration.
|
|
|
|
|
05/24/08, 10:13 AM
|
#139
|
|
Von Kaiser
|
Haste and the Hunter
This is an example I'm following from the original post, to see if I understand it correctly and tell others, and see what others think of it.
Using an attack speed of 2.8s (Crossbow of Relentless Strikes), I've composed of attack speed or haste cap situations.
I'm assuming all hunters have 15% speed increase from the ammo bag/quiver and the 20% speed increase from serpent's swiftness from the beast mastery talent tree. Next in line is quick shots from imp aspect of the hawk, which is 3%, and is casted randomly. Then the non-random buffs, rapid fire(40%) and for those Leather workers out there drums of battle(~5%). Here's the table. It's comparing weapon speed and steady shot casting speed. Added speed is auto-shot buffer(0.5s) plus lag(0.2s). And the table goes by "level", so each row is accumulated to the next.
Base speed weapon(2.8s) steady shot(1.5s) added speed(0.7s)
Bag(15%)
Talent(20%) 2.03 1.09 1.79
Quickshot(3%) 1.97 1.06 1.76
Rapid Fire(40%) 1.41 0.75 1.45
Drums of Battle(~5%) 1.34 0.72 1.42
As shown, comparing the auto-shot speed and the added speed of steady shot, after using Rapid Fire ability you'll most likely clip your shots because 1.45(SteadyShot) is greater then 1.41(AutoShot). Does this mean hunters can reach the practical cap with just these skills alone? And does this mean that if you get enough haste to lower the weapon speed and steady shot to match up (around 30% ~ 480Haste Rating), that you'll never have to use rapid fire, drums of battle, or any other haste abilites?
|
|
|
|
|
05/26/08, 4:53 PM
|
#140
|
|
Bald Bull
|
That 0.7 added speed due to lag and autoshot casting time is questionable IMO - aside from that fact that 200ms latency is (I hope) painfully high and not often encountered, when the PTR stat duping bug was on people stacked haste and were firing autoshots with far less than 0.5s delay (search Midnight's posts for the results) - so at the very least whatever the autoshot delay is is reduced by haste).
The main problem with haste on steadyshot isn't the effective cast time, it's the GCD, which stays constant at 1.5s for hunters. Hence after a certain amount of haste, you can start just doing more autoshots than steadyshots for increased DPS, to the extreme case of only autoshotting (we already periodically get enough haste to do 2:1 rotations for brief periods of time).
Last edited by alienangel : 05/26/08 at 5:14 PM.
|
|
|
|
|
07/09/08, 6:01 PM
|
#141
|
|
Von Kaiser
Night Elf Rogue
Wyrmrest Accord
|
Hey guys, with spell haste how much time is cut off of a spell at 1% spell haste. Does it differ for each spell you cast? For example, is the time cut off of casting Fireball less then if you're casting Pyroblast? Or are they the same?
|
|
|
|
|
07/11/08, 5:41 PM
|
#142
|
|
Great Tiger
|
Originally Posted by Othieus
Hey guys, with spell haste how much time is cut off of a spell at 1% spell haste. Does it differ for each spell you cast? For example, is the time cut off of casting Fireball less then if you're casting Pyroblast? Or are they the same?
|
The foruma for cast time and haste is:
new cast time = (old cast time) / [1 + (haste rating)/1576]
1% haste is 15.67 haste rating.
Plug in numbers to see the result. As you can see it depends on the cast time as to how much time is cut off.
Really you should have read the forum before asking this. If you didn't understand what was posted in the forum point out what exactly you didn't understand, not "hey how does haste work".
|
|
|
|
07/20/08, 10:58 PM
|
#143
|
|
Raiding for Michelin Stars
|
Drums of Haste!!! (I mean Battle)
So it's generally accepted that the Drums of Battle are the best leatherworking drums for use in melee situations. My question is: how much appreciable raid dps does a drummer add by using said drums?
I can use a rogue spreadsheet to model the increase to my personal dps, but is there a sheet for enhancement shaman, feral druids, arms/fury warriors, and ret pallies? Is there some way to average all of these to see based on the less-than-optimal melee setup versus the optimal one what the average gain from one drummer is?
|
|
|
|
|
03/12/09, 1:43 AM
|
#144
|
|
Glass Joe
Orc Death Knight
Stonemaul
|
Ive been working on a spreadsheet to look at how gear effects stats for my Death Knight, I quickly came across the Haste rating to weapon speed issue. Once I got to 283 haste rating I was noticing a deviation of about 6% from the expected change in speed. All my data is purely from melee tests and is limited by gear availability and low speeds (compared to spells).
With 32 data points on a spell with a long cast time, I can get a formula to fit the curve that will more than suffice for ligitimate currently existing gear.
If anyone can help me with actual data or advice on how to see the effect of haste on spell times I would be very interested, especially from Akuman who seems to have already predicted the continuation of a haste curve. I am subscribed to this forum so please respond here with any help you can provide. Thanks for all the hard work everyone has already done.
|
|
|
|
|
03/19/09, 8:12 PM
|
#145
|
|
Banned
Blood Elf Paladin
Altar of Storms
|
One thing I noticed on the damage meters is auto attack will deal the highest single target dps on a melee class, I also noticed that achieving a perfect 1 to 1 haste to critical strike ratio will, in mathematical theory, out perform any other ratio.
I.E. Character sheet lists players auto attack damage at 300dps, with 100% hit chance. The player can gear him self to allow 40 percentage points towards haste and or critical strike chance.
Dps * haste * crit = Average dps dealt
Haste should be multiplied before critical because haste directly effects the dps on the character sheet but doesnt really matter because both the values are equal to on another, so as long they are multiplied by each other it will work.
Haste * crit gives you the multiplier of both combined.
10% haste * 30% crit is 1.1 * 1.3 = 1.43 multiplier to dps
5% * 35% = 1.4175% multiplier to dps
This shows a 1.25% difference in ratio = to 1.25% crit chance or haste percent
20% * 20% = 1.44 multiplier
The numbers are nearly negligible once you get over 10% haste.
Haste cant hold as much of a value up to crit chance because haste rating as no influence, that I can tell, on skills.
So all skills receive the bonus from crit but not haste. Skill dps * crit chance = average dps of that skill.
adding in attack power is different, what the equivalence in attack power, 1% haste or crit, based off of how much 'dps attack power' you have.
Weapon is the titan steel steel destroyer at 186.6 dps and 3000 attack power = 214.28 dps
186.6 + 214.28 = 400.88 dps * 14 = 5612.39999999999 AP
186.6 dps * 14 = 2612.4 attack power + 3000 = 5612.4 AP
400.88 dps * .01(1% crit) = 4.0088 dps
Thus 1% haste or crit chance is equivalent to 56 Attack power with a 186.6 dps weapon and 3000 attack power.
So sacrificing 100 attack power for 1.5% crit chance will not improve your average dps of your auto attack.
However, Most skills dont receive the the full benefit of attack power and only 25% of attack power is used, in which case for that skill dps was in this case dropped down 2 dps worth of attack power, to multiply the average skill dps by 1.5%.
For kicks Ill attempt to do a intermediate calculator to calculate the attack power value of crit.
1000 / 14 = 71.42 dps * .01 = .7142 dps * 14 = 10 attack power
1100 / 14 = 78.57 dps * .01 = .7857 dps * 14 = 11 attack power
1200 / 14 = 85.71 dps * .01 = .8571 dps * 14 = 12 attack power
To make it simple the dps worth of each crit, will be set in increments of 100 AP
100 AP = roughly .07145 dps of crit. (that's not the perfect average but close enough)
The formula is...
weapon dps * 14 + Attack power = Total attack power.
Total attack power / 100 = y * .07145 = x dps * 14 = attack power value of 1% crit
Test Run
My sword of a thousand truths = 392 dps and I have 7600 AP
392 * 14 + 7600 = 13088
13088 / 100 * .07145 * 14 = 130.9...1% crit is equal to 131 attack power
The big question is what is the perfect ratio between haste, crit and attack power for maximum dps.
I don't know if players can even manage to make auto attack a greater portion of there dps. I know rogue could specced combat with slice and dice in BC.
I f i were to give a crude summery, in my opinion on how to equip a dps class it would be...
Ratio lay out is (Haste to crit) I don't know how to include Total attack power in to the ratio..
Its hard to give exact figures because the higher ap get the more crit and haste you want, but if you sacrifice attack power for crit and haste, the maximum effectiveness of crit and haste goes down. And you end up with more of whats worth less.
Skill dependent players 1 to 3 ratio
Auto attack Players 1 to 1 ratio
Always shoot for attack power because it effects auto attack and skill damage, Every 100 attack power increases your the effectiveness of every 1% crit buy the equivalent to .07145 dps!
I dont know why i didnt think of this sooner, but if Crit chance can be related to the players attack power in some way, then it would only make sense that 1% crit is always a certain percentage of the players total attack power.
This allows for an easier calculator formula.
The titan steel destroyer at 186.6 dps, and 3000 AP was 5612.4 Total AP
1% crit was equal to 56 ap
56.12 AP / 5612.4 = .009999 so 1%
1% of your total attack power is how much 1% crit or haste is equal to
Looking back at my previous post, I didnt even think to divide the attack power instead of the dps, which is perfectly alright since both integers hold the same value. That was real dumb of me. All the numbers were even the same, just the decimal was moved, that was real dumb of me for not being able to link the reverences together.
I've been trying to think of ways to relate haste and crit to a characters total attack power when itemizing, naturally with someone would say just get as much attack power as possible, but with the gear available in the game, its easy to assume that one set of items will out perform another.
The problem is calculating hit rating into the formula, if an item loses 1.5% worth of hit rating when equipping a new item, then the whole formula still has to be multiplied by by the players chance to hit.
The only way I can think of to compare items is to take the attack power it gives * haste * crit * chance to hit once the item is equiped to calculate the items effective dps
Then you have items such as trinkets that will only have one stat such as the dark moon card with 90 strength
With an item with only 1 bonus, it has to be compared to the stats on the character sheet juxtapose with the stats of the other item.
dark moon card vs 90 crit rating trinket, in this case ill just round up to 2% crit. The math is is simple, it means you need at least 9000 'total attack power' for the critical trinket to even hold a candle light to the nobles trinket.
Remember
Total attack power is the dps of your weapon converted into raw attack power + the attack power on your character sheet.
1% crit is equal to 1 % of your total attack power.
Why not use the dps listed in the character sheet you ask?? Because that dps is caclulated after talents and I wasnt 100% sure if it would effect the numbers, or how it would effect the numbers to give false values. So this way I know nothing weird will take place before talents. And haste effect that dps directly.
Last edited by Aldriana : 03/20/09 at 3:50 PM.
|
|
|
|
|
04/06/09, 3:45 PM
|
#146
|
|
Glass Joe
|
Haste stacking???
I've searched through a bunch of posts but can't seem to find a definitive answer about haste stacking.
If my base haste rating is 558 (17.02% increase), my spell casting time is reduced using the formula: casttime = spellcasttime / (1 + haste rating/3279). So a FB (normally a 3 second cast) will cast in 2.564 seconds.
When a haste buff like heroism is applied (30% haste for 40 seconds) the haste is not added but multipled. 17.02% * 30% => 52.13% for a haste rating of 1709. Now a FB would cast in 1.972 seconds.
My question, if another haste buff is applied, for example: Speed pot (+500 haste for 15s), or Embrace of the spider procs (+505 haste for 10s) is this also multiplied?
Which is correct? 17.02% * 30% * 15.25% (+500 haste) => 75.53% or 17.02% * 30% + 15.25% => 67.38%
And if all four haste buffs were present, is the correct haste increase? 17.02% (base) * 30% (heroism) * 15.25% (speed pot) * 15.25% (Embrace of the spider) => 137%
|
|
|
|
|
04/06/09, 10:43 PM
|
#147
|
|
Piston Honda
|
Originally Posted by Dbf
I've searched through a bunch of posts but can't seem to find a definitive answer about haste stacking.
If my base haste rating is 558 (17.02% increase), my spell casting time is reduced using the formula: casttime = spellcasttime / (1 + haste rating/3279). So a FB (normally a 3 second cast) will cast in 2.564 seconds.
When a haste buff like heroism is applied (30% haste for 40 seconds) the haste is not added but multipled. 17.02% * 30% => 52.13% for a haste rating of 1709. Now a FB would cast in 1.972 seconds.
My question, if another haste buff is applied, for example: Speed pot (+500 haste for 15s), or Embrace of the spider procs (+505 haste for 10s) is this also multiplied?
Which is correct? 17.02% * 30% * 15.25% (+500 haste) => 75.53% or 17.02% * 30% + 15.25% => 67.38%
And if all four haste buffs were present, is the correct haste increase? 17.02% (base) * 30% (heroism) * 15.25% (speed pot) * 15.25% (Embrace of the spider) => 137%
|
Effects that increase your haste rating stack additively with your gear rating. So, if all four were present, you'd have (1+.1702+.1525+.1525)*1.3 = 1.91776, giving you a cast time of ~1.564 seconds.
|
|
|
|
|
|