As far as I can tell, he took the EP values for 2.6 weapons, put them into a calculator or spreadsheet, and adjusted for differing weapon speeds. To quote the wiki,
The following values are only valid for a 2.6 speed weapon. EP would need to be recalculated for any other speeds. These are presented here because 2.6 is the most common speed for weapons.
I don't like the results his adjustment formula derived. Simulation would seem to be a more universal tool.
Edit: I also don't like how he only provides one column of "EJ EP" values. My shaman's gear is entry-level T5. It would be inappropriate for me to use T6 EP values to make gearing choices for upgrading my current gear.
Which was noted to him when he posted that stuff in here a few months ago. Its inaccurate, its misleading, nobody should be basing their gear off of that site. If you have a shaman doing so, they need a swift kick in the ass.
I thought about Executioner a bit, the reason is quite simple, currently in weo2, executioner is a simple 0.35*840 armorPen (35% uptime), but ArmorPen gets better the more you get and so it's not a really a constant value of armorpen, but a short dps spike. The question is now how can I find a closed form to model this short dps spike.
The idea is simple: Take the dmg increase by 840 ArmorPen in percent, multiple with uptime (35%) and calculate the new armor reduction:
the final equation is:
armor_before = 7700 - 5*520 - 610 - 800 = 3690
armor_factor = .7572560188
armor_final = 3384.284202
So basically with a fully debuffed bossmob of 7700 armor executioner with 35% uptime is worth a static ~306 ArmorPenetration
The break even with mongoose depends on gear and additional armorPen and MobArmor but should be around 330 ArmorPen
Basically, with an Uptime of 35% it will never properly reach Mongoose with the current gear, an uptime of 40% is required to be beat Mongoose in all areas.
It will beat Mongoose with maximized Sunwell gear on low armor (6200 base armor) mobs though. No luck on high armor boss mobs though. Get's close.
+ Changed default Boss dodge to 6.5% up from 5.6%
+ Added correct models for potions instead of static values
+ Enabled Band of Eternal Champion selection (1 ppm, 60s hidden cooldown)
+ Added Shattered Sun Pendant of Resolve Scryer (15% chance for +100 expertise rating for 10 s, 45 s hidden cooldown)
+ Added Shattered Sun Pendant of Might Scryer (15% chance for 350 damage, uses melee combat table, melee& crit damage multipliers, 45 s hidden cooldown, can not proc on-hit abilities, reports as white damage in the sim)
+ Added Shattered Sun Pendant of Might Aldor (15% chance for +200 ap for 10 s, 45 s hidden cooldown)
I am slightly confused by the mechanics of windfury and was hoping that someone could inform me. Why is it that the damage from dual-windfury greatly exceeds that of the sum of using windfury on just one weapon (ie windfury on just mainhand might produce wf dps of 100, just on offhand wf = 60dps, but windfury on both weapons would produce wf damage of 200dps)? At first I thought it was just a by-product of increased flurry and ua uptime, but similar results occur even when disabling those talents on Yo's simulator. Any insights into the functioning of windfury would be greatly appreciated.