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Old 08/28/07, 12:50 PM   #501
mih
Von Kaiser
 
Orc Rogue
 
Mannoroth (EU)
http://rogue.raidcal.com/
2.2.0.9 (mih)
fixed
AEP buffed AP calculation
Ringlist
Warglaive of Azzinoth OH (hit -> crit)
Unbuffed/Buffed Evi cycles

changed
Arcanite Steam-Pistol
Claw of the Phoenix
Fang of Vashj
Heartrazor
Rod of the Sun King
Serpent Spine Longbow
Serpentshrine Shuriken
Talon of Azshara
Talon of the Phoenix
 
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Old 08/28/07, 1:10 PM   #502
Stabmaster
Von Kaiser
 
Orc Death Knight
 
Gorgonnash
Originally Posted by mih View Post
http://rogue.raidcal.com/
2.2.0.9 (mih)
fixed
AEP buffed AP calculation
Ringlist
Warglaive of Azzinoth OH (hit -> crit)
Unbuffed/Buffed Evi cycles

changed
Arcanite Steam-Pistol
Claw of the Phoenix
Fang of Vashj
Heartrazor
Rod of the Sun King
Serpent Spine Longbow
Serpentshrine Shuriken
Talon of Azshara
Talon of the Phoenix

I get #VALUE! invalid calculations in the buffed DPS fields when Windfury is enabled on the mainhand enchant. Changing it to Instant Poison or anything else fixes the problem.
 
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Old 08/28/07, 1:11 PM   #503
dhegin
Glass Joe
 
Human Rogue
 
Doomhammer
When opening a fresh copy of 2.2.0.9, there is an error in "Other DPS" which leads to an error in "Total DPS." I've redownloaded it a few times and still have the same error upon opening. Is there anything I can do to fix this? Thanks in advance.

EDIT: wow, got beat to it, thanks for the quick fix though, Stabmaster.
 
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Old 08/28/07, 1:44 PM   #504
Thousand
Glass Joe
 
Tauren Shaman
 
Spirestone
Originally Posted by Stabmaster View Post
I get #VALUE! invalid calculations in the buffed DPS fields when Windfury is enabled on the mainhand enchant. Changing it to Instant Poison or anything else fixes the problem.

I get the same error. And it still doesnt provide me with the dps difference, and the AEP calculations are only working for unbuffed column right now. Also, if you have windfury selected and get lack of values, the upgrade macros do not function properly either.
 
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Old 08/29/07, 6:31 AM   #505
Asherett
Glass Joe
 
Tauren Death Knight
 
Defias Brotherhood (EU)
Bug: Blackout Truncheon is not correctly entered, the sockets (and corresponding bonus) is missing.

Suggestion: Possibility to choose "Any" in field Y44 and Y45 (Weapon equip options).
 
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Old 08/29/07, 8:27 PM   #506
Mikhael
Glass Joe
 
Night Elf Rogue
 
Doomhammer
To Fix Windfury (which is bugged in 2.2.0.8 also), the Expose Weakness line needs to be fixed. In cell Wep_Enchants!R33, change the reference from Gear_Buffs!$B$107 to Gear_Buffs!$C$108. Also, in cell C108 on the Gear_Buffs sheet, enter either 0 or the agi of your survival hunter.

*edit*
Non zero agi values in this cell seem to increase dps by a ridiculous amount...100 agi is a 1357 dps increase, which doesn't seem reasonable.
 
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Old 08/30/07, 1:15 AM   #507
Sekkyo
Vanish On Cooldown
 
Sekkyo's Avatar
 
Night Elf Rogue
 
Dark Iron
Originally Posted by Stabmaster View Post
I get #VALUE! invalid calculations in the buffed DPS fields when Windfury is enabled on the mainhand enchant. Changing it to Instant Poison or anything else fixes the problem.
Same. Anyone know the fix?
 
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Old 08/30/07, 11:18 AM   #508
Ariel
Glass Joe
 
Night Elf Rogue
 
Garona
To fix the #value error for Windfury, it seems like the formula for imp weapon totems was broken. The formula in B107 should be 1+C107*0.15

Also, it seems like the sheet is still using instant attacks in the formula for Windfury Totem. I believe that can be fixed by updating Wep_Enchants!R32 to

('Buffed DPS'!$Q$14+'Buffed DPS'!$Q$19)*0.2*R28

And also update NextStat!O100 to:

IF(O$12>0,(O97+(O96+O97+O99)*'Buffed DPS'!R12+O95*'BuffedDPS'!R13)*0.2,0)*(I98+I99+I100)

This assumes that extra attacks from sword spec can still proc Windfury.
 
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Old 08/30/07, 12:43 PM   #509
Doink
Glass Joe
 
Doink's Avatar
 
Gnome Warlock
 
Sen'jin
Originally Posted by Ariel View Post
IF(O$12>0,(O97+(O96+O97+O99)*'Buffed DPS'!R12+O95*'BuffedDPS'!R13)*0.2,0)*(I98+I99+I100)

This assumes that extra attacks from sword spec can still proc Windfury.
You forgot a space in the seconds 'Buffed DPS'!R13 in your forumula, and anyone who doesnt use excel regularly may be confused so this is the corrected formula :P

=IF(O$12>0,(O97+(O96+O97+O99)*'Buffed DPS'!R12+O95*'Buffed DPS'!R13)*0.2,0)*(I98+I99+I100)
 
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Old 08/30/07, 1:06 PM   #510
Sekkyo
Vanish On Cooldown
 
Sekkyo's Avatar
 
Night Elf Rogue
 
Dark Iron
Yeah, I had to add the = sign in front of all of your corrections, Ariel, and then it worked perfectly.

Thanks all.
 
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Old 08/30/07, 2:10 PM   #511
Doink
Glass Joe
 
Doink's Avatar
 
Gnome Warlock
 
Sen'jin
Originally Posted by Mikhael View Post
To Fix Windfury (which is bugged in 2.2.0.8 also), the Expose Weakness line needs to be fixed. In cell Wep_Enchants!R33, change the reference from Gear_Buffs!$B$107 to Gear_Buffs!$C$108. Also, in cell C108 on the Gear_Buffs sheet, enter either 0 or the agi of your survival hunter.

*edit*
Non zero agi values in this cell seem to increase dps by a ridiculous amount...100 agi is a 1357 dps increase, which doesn't seem reasonable.
Mikhael the reason for the expose weakness problem is that you changed the reference in Wep_Enchants!R33.

Do NOT change the B107 to B108 in the cell, you have to change Gear_Buffs!$B$107 to =1+C107*0.15 as Ariel said earlier. In the latest release, this was changed to 1,3, which is where the WF error is coming from. Changing the reference in Wep_Enchants!R33 from B107 to B108 multiplies the WF attack power bonus by your hunter's agility!

Last edited by Doink : 08/30/07 at 2:18 PM.
 
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Old 08/30/07, 8:39 PM   #512
Mikhael
Glass Joe
 
Night Elf Rogue
 
Doomhammer
Ah, thanks...I just left it at 0 and figured someone smarter would figure out what I did wrong
 
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Old 09/03/07, 12:57 AM   #513
reknaw
Glass Joe
 
Night Elf Rogue
 
Proudmoore
I am not entirely sure this is where I should be posting this (my first ever post here), but I did some calculations regarding combat potency and hit% vs crit% to see how they compared. I couldn't find any posts covering this topic, apologies if there is one already.

There are two major factors not covered here: application rate of poisons, and “chance on hit” procs.

I am assuming that we have 5/5 Combat Potency, 5/5 Precision, hit rating higher than the one-hand miss rate but lower than the dual wield miss rate. Firstly I’ll focus solely on white damage, showing that increasing hit by 1% is exactly the same as increasing crit by 1%.

We know that hit% + crit% + miss% = 100%, and increasing hit rate decreases miss rate, while increasing crit rate has no effect on miss rate. Look it up. It’s true. So a HIT is in fact only a move that neither missed nor crit.

Ok so let’s say that your hit% from gear is H, crit% from gear is C, your base chance to miss is 19%, and your average weapon damage is D.
DMG = (chance to hit AND NOT CRIT) * (average weapon damage) + (chance to crit) * (average weapon damage) * 2
    = (1 – 0.19 + H – C) * D + 2 * C * D
    = (0.81 + H – C + 2 * C) * D
    = (0.81 + H + C) * D
From that it should be fairly obvious that increasing either H or C by the same amount has the exact same result. Therefore we can ignore white damage completely when determining the affect of hit vs crit on overall dps.

Now that that’s out of the way we can get on with yellow damage.

The affect of hit percent

The last thing I want is to turn this into an argument about Sinister Strike and Backstab, so I’m not even going to mention either when working out the affect of Combat Potency on yellows. Instead I’m going to say that your entire spell rotation has an average total damage caused, divided by the total energy cost (including Slice and Dice) to give you your yellow damage per energy or DPE. Over any given period of time, the yellow damage you deal is your DPE * (amount of energy generated). Increasing hit percent wont change your DPE since we are already past the hit cap for yellows, and as such the only factor we need to consider is how much more energy we generate over any given time.
Normal energy generation:
Energy = 20 energy per 2s * time = 10 * T.

Energy generated from Combat Potency:
Energy = (number of offhand swings) * (offhand hit% including crits) * 20% * 15 energy
       = (T/S) * (0.81 + H) * 0.2 * 15
       = 3 * T * (0.81 + H) / S

Total energy generated:
Energy = normal energy generated + potency energy generated
       = 10 * T + 3 * T * (0.81 + H) / S
       = T * (10 + 3 * (0.81 + H) / S)
 OR
Energy per Second = 10 + 3 * (0.81 + H) / S

Where T = time; S = offhand weapon speed; H = hit percent from gear.
Let’s assume that we have a 1.3s dagger in the offhand, and Slice and Dice is always up, so we can say S = 0.91s. Solving this for every value of H gives..
Hit%    NRG/s           Increase % 
=================================== 
1       12.7032967      - 
2       12.73626374     100.2595156 
3       12.76923077     100.2588438 
4       12.8021978      100.2581756 
5       12.83516484     100.2575107 
6       12.86813187     100.2568493 
7       12.9010989      100.2561913 
8       12.93406593     100.2555366 
9       12.96703297     100.2548853 
10      13              100.2542373 
11      13.03296703     100.2535926 
12      13.06593407     100.2529511 
13      13.0989011      100.2523129 
14      13.13186813     100.2516779 
15      13.16483516     100.251046 
16      13.1978022      100.2504174 
17      13.23076923     100.2497918 
18      13.26373626     100.2491694 
19      13.2967033      100.2485501
This is at most an increase in yellow damage of 0.28% for 1% increase in hit percent.

The affect of crit percent

Increasing crit by 1% does nothing more to yellows than increase the amount of crits by 1%. This is complicated by the fact that not every spell can crit (such as Rupture), and due to Lethality, not all crits increase damage by the same amount (e.g. Evicerate crit is 2 * D, Backstab crit is 2.3 * D).

Ok so as before we should talk in terms of damage per energy for yellows, and since our hit percent isn’t being changed here the amount of energy we generate won’t be changing either. Therefore what we need to calculate is how much more damage we do for each percent of crit added.

There are three different types of yellow we need to consider: Moves that are affected by Lethality; moves that are not affected by Lethality; and moves that can not crit at all.

Lethality
Crits do 230% normal damage. The hit cap for yellows has been passed already so we can assume there will be no misses.
DMG = (1 – C) * D + 2.3 * C * D
    = D * (1 – C + 2.2 * C)
    = D * (1 + 1.2 * C)
where D = average non crit; C = crit chance
Changing our crit chance will have no affect on the average non crit, so we can say that our damage per energy will increase only as (1 + 1.2 * C) increases.

Choosing a range of crit chances to test this over of 20% to 50% (I’m assuming no one will have lower than 20% or higher than 50% crit) we get:
Crit%   1+1.3C  Increase %
===================================
20      1.26    101.04250200481154
21      1.273   101.03174603174604
22      1.286   101.02120974076982
23      1.299   101.01088646967341
24      1.312   101.00076982294074
25      1.325   100.99085365853658
26      1.338   100.9811320754717
27      1.351   100.97159940209266
28      1.364   100.96225018504812
29      1.377   100.95307917888562
30      1.39    100.9440813362382
31      1.403   100.93525179856115
32      1.416   100.92658588738418
33      1.429   100.9180790960452
34      1.442   100.90972708187545
35      1.455   100.9015256588072
36      1.468   100.893470790378
37      1.481   100.88555858310626
38      1.494   100.87778528021609
39      1.507   100.87014725568943
40      1.52    100.8626410086264
41      1.533   100.85526315789473
42      1.546   100.84801043705153
43      1.559   100.84087968952134
44      1.572   100.83386786401539
45      1.585   100.82697201017811
46      1.598   100.82018927444796
47      1.611   100.81351689612013
48      1.624   100.80695220360025
49      1.637   100.80049261083742
50      1.65    100.79413561392792
Non Lethality
This will be the same as Lethality with the exception that crit damage is 200%.
DMG = (1 – C) * D + 2 * C * D
    = D * (1 + C)
Which gives...
 Crit%   1+C     Increase %
===================================
20      1.2     100.84033613445379
21      1.21    100.83333333333334
22      1.22    100.82644628099173
23      1.23    100.81967213114754
24      1.24    100.8130081300813
25      1.25    100.80645161290323
26      1.26    100.8
27      1.27    100.7936507936508
28      1.28    100.78740157480314
29      1.29    100.78125
30      1.3     100.7751937984496
31      1.31    100.76923076923076
32      1.32    100.76335877862596
33      1.33    100.75757575757575
34      1.34    100.75187969924812
35      1.35    100.74626865671641
36      1.36    100.74074074074073
37      1.37    100.73529411764707
38      1.38    100.72992700729927
39      1.39    100.72463768115942
40      1.4     100.71942446043164
41      1.41    100.71428571428572
42      1.42    100.70921985815603
43      1.43    100.70422535211269
44      1.44    100.69930069930071
45      1.45    100.69444444444444
46      1.46    100.6896551724138
47      1.47    100.68493150684932
48      1.48    100.68027210884354
49      1.49    100.67567567567568
50      1.5     100.67114093959732
Uncrittables
These won’t change at all no matter how much crit you have, and so the increase percentage is always 100%.

Combining the Crits
The best I can come up with to combine the crit increases so far is to have the person find out what percentage of their total yellow damage each type does at their current crit rate.
A + B + C = 1
where A = Percent of damage dealt by Lethality moves; B = Percent dealt by non Lethality moves; C = Percent dealt by uncrittable moves
Then increase the crittables by the Increase% of the next crit% in the tables we worked out earlier.
INC% = X * A + Y * B + C
where X = Increase% from Lethality; Y = Increase% from non Lethality
Let’s say for example that our crit is 30%, and that our spell rotation breaks down to A = 0.5; B = 0.2; C = 0.3. We would have:
INC% = X * A + Y * B + C
     = 1.00935 * 0.5 + 1.00769 * 0.2 + 0.3
     = 0.504675 + 0.201538 + 0.3
     = 1.006213
     = 100.6213%
Rather than work out a lot of different tables of data for every combination of A, B and C, I’ll just look at the worst case that could reasonably occur: No moves are affected by lethality, and more than half our yellow damage comes uncrittable moves. Since this is a worst case I’ll assume the person’s crit rate is already quite high, say 45%. The point we need to find here is where the increase% falls below 100.28 (i.e. the best case for hit)
A = 0; B = 1 – C; 0.5 < C < 1; Y = 1.00689.

INC% = X * A + Y * B + C       (A = 0)
     = Y * B + C               (B = 1 – C)
     = Y * (1 – C) + C

C       Y*(1-C)+C
=================
51      100.33761
52      100.33072
53      100.32383
54      100.31694
55      100.31005
56      100.30316
57      100.29627
58      100.28938
59      100.28249
60      100.2756
61      100.26871
62      100.26182
63      100.25493
64      100.24804
65      100.24115
66      100.23426
67      100.22737
68      100.22048
69      100.21359
70      100.2067
So given the worst possible spell rotation for crit, uncrittbale moves would have to account for at least 60% of your yellow damage in order for hit to give you more of an increase than crit.

This goes against 90% of what is said about rogue dps, so what I’m mainly after from posting this is to have people find any flaws in my assumptions or in my calculations.

EDIT: Yeah dunno why but I worked all this out with Lethality being an extra 20% dmg rather than 30%, fixed now.

Last edited by reknaw : 09/03/07 at 5:46 AM.
 
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Old 09/03/07, 2:06 AM   #514
elegy
Glass Joe
 
Undead Rogue
 
Magtheridon
I believe you are not doing the same rotation at different hit rating, therefore your 'DPE' is not the same. And, I believe when saying hit vs crit, we're taking in account hit rating and crit rating, not %.
 
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Old 09/03/07, 2:32 AM   #515
reknaw
Glass Joe
 
Night Elf Rogue
 
Proudmoore
Oops yeah I'd used the word rating in many places where I should have used percent, editted to fix that.

I see your point about using a different rotation depending on what stat has been stacked, has given me something to think about.
 
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Old 09/03/07, 2:43 AM   #516
WibbleNZ
Glass Joe
 
Draenei Warrior
 
Proudmoore
The spreadsheet agrees with you: 1% crit is a larger dps increase than 1% hit.

But for the same budget (or bunch of gems, say) as 1% crit (22.1 crit rating) you can get 1.4% hit (22.1 hit rating).
 
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Old 09/03/07, 3:21 AM   #517
Stock
Glass Joe
 
Stock's Avatar
 
Night Elf Rogue
 
Burning Legion
so whats better

So basically im in a dilema. imdebating on 2 pieces of gear and 2 kind of stats. (Not adding enchants, just gems), all stats include the agi to AP to Crit conversion with gems/bonuses. I didnt factor in what the stats are with the +weapon skill rating because i honestly don't know what to believe from everything i read.

-Choice 1
Bladed Shoulderpads of the Merciless (24Hit rating with 2x Glinting Noble Topaz, 25 Crit Rating, 66AP)
Netherblade Gloves 17Hit rating, 25 Crit rating, 72 AP

overall:
-138 AP
-41Hit rating (2.59% Hit)
-50 Crit rating (2.37% Crit)



vs


-Choice 2
Shoulderpads of the Stranger (36 Crit rating, +10 weapon skill rating, +4 hit 1xGlinting Noble Topaz, 99AP)
Grips of Deftness 15Crit rating, +15 weapon skill rating, 89AP

overall
-188AP
-4+Hit (0.25% Hit)
-51+Crit rating (2.4% crit)
-25 Weapon skill (+6 weapon level)





This idea is mainly for boss fights.
Since i have combat potency(+10), i would be at +16 Weapon skill Level with Choice 2. making me pretty much a lvl 73 mob. my theories around DPS always derived from, "what if i was a higher level mob myself?", and still i clinch to the pre-BC morals of pve stats for rogues. thus bringing into the equation, is weapon skill JUST looking at a measly .1% increase per level? ive read so many forums and numbers, but im still not sure what is the dominant factor on Boss fights, i need some help in my decision, please. Which choice should i stick to.

Last edited by Stock : 09/03/07 at 3:30 AM.
 
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Old 09/03/07, 4:49 AM   #518
sp00n
Bald Bull
 
Night Elf Rogue
 
Wrathbringer (EU)
Why not Shoulderpads of the Stranger + Netherblade Gloves?
That is what I would do.

And then some notes:
1) We simply don't know what weapon skill does right now, besides the effects on hit, which have been almost found out now (see the appropiate thread for more information). The spreadsheet currently doesn't use the right formulae for weapon skill (which is mainly due we still haven't figured them out).
If you are already at +10 weapon skill through Weapon Expertise (and not Combat Potency where I think you simply mistyped), 1 weapon skill (not rating) should give you 0.1% to hit. Fractial weapon skill isn't taken into account, so the Shoulderpads of the Stranger give only 2 weapon skill (but shoulders + gloves would indeed give 6 skill).
For dodge it is maybe as well 0.1%, maybe not.
For crit, it is totally unknown except the statement we have from Blizzard that it increases the 'crit rating by 1% against higher mobs'. Whatever that means.

2) Lethality increases the crit damage by 30% and not 20%.

3) Crits on special attacks are currently believed to be under a two roll mechanic, meaning that the crit rate will not match your real crit rate. You will have to account for the 5% (or more, unknown so far...) dodges and possible parries/misses (if applicable) to calculate your crit rate for specials.

4) The spreadsheet is quite accurate, despite the lack of the real formula for weapon skill and some other minor issues. I'd simply stick with the recommendation it gives you.

 
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Old 09/03/07, 6:47 AM   #519
Steve75
Glass Joe
 
Night Elf Druid
 
Kel'Thuzad (EU)
hi,

maybe i´m stupid or blind, but

where in the sheet i can switch from swords to daggers?

I only have the choice of Swords in the sheet, talent build i made is dagger-specced

Greetings Steve

Edit: found it XD

Last edited by Steve75 : 09/03/07 at 7:30 AM.
 
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Old 09/03/07, 11:18 AM   #520
Devil Warrior
Von Kaiser
 
Orc Death Knight
 
Bleeding Hollow
One of the big things I notice about Weapon Skill is that my % of hits Dodged by enemies is usually lower around 4.5% on average when the spreadsheet says vs boss mobs my % dodge should be somewhere around 4.95%. Noticable enough in the long run.
 
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Old 09/03/07, 5:40 PM   #521
Stock
Glass Joe
 
Stock's Avatar
 
Night Elf Rogue
 
Burning Legion
Originally Posted by Devil Warrior View Post
One of the big things I notice about Weapon Skill is that my % of hits Dodged by enemies is usually lower around 4.5% on average when the spreadsheet says vs boss mobs my % dodge should be somewhere around 4.95%. Noticable enough in the long run.
how much weapon skill exactly did you notice this with? including weapon expertise.
 
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Old 09/04/07, 5:42 AM   #522
Zurgat
King Hippo
 
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Troll Rogue
 
Aszune (EU)
Is 2.2.0.10 planned to be released by Ellos / Mih soonish?
As was pointed out a week ago there's a nasty bug which causes the buffed dps to return "#VALUE!", effectively making the current version of the sheet unuseable. Though i'd still like to experiment with the haste rating changes.

-= Random Ravings - RSS Feed =- Rogue and Hunter stuff here. As well as guides to get you trough your spare time.
 
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Old 09/04/07, 10:21 AM   #523
lijana
Glass Joe
 
Troll Rogue
 
Burning Steppes (EU)
Originally Posted by Zurgat View Post
Is 2.2.0.10 planned to be released by Ellos / Mih soonish?
As was pointed out a week ago there's a nasty bug which causes the buffed dps to return "#VALUE!", effectively making the current version of the sheet unuseable. Though i'd still like to experiment with the haste rating changes.
I had the WF bug aswell when exporting/importing the settings from my older (2.2.0.8) spreadsheet. However, opening 2.2.0.9 and starting fresh didn't give me any errors.
 
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Old 09/04/07, 12:30 PM   #524
LiteSabre
Piston Honda
 
Blood Elf Rogue
 
Mal'Ganis
I finally got 4pc T6 + vashj belt the other day, so I decided to try combat mutilate this week now that we don't need every single ounce of DPS the raid can squeeze out, and I got over 355 weapon skill without WEx.

So here's the question: what trinkets to wear?

I know the DPS spreadsheet theoretically has the answers, but IMO it models most of the trinkets incorrectly particularly the ashtongue trinket) and I can't really trust it.

In the current incarnation of the DST, is it still better for combat mutilate than the WSC? My gut tells me that the ashtongue talisman is on par or superior to DST with a mutliate build (4+ point finishers up the wazoo) but I'm not so sure on the WSC. The Coil has two seperate chances to proc on each mutilate, which to me makes it seem pretty good.
 
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Old 09/04/07, 12:44 PM   #525
Wodahs
Don Flamenco
 
Human Rogue
 
Lightbringer
Originally Posted by lijana View Post
I had the WF bug aswell when exporting/importing the settings from my older (2.2.0.8) spreadsheet. However, opening 2.2.0.9 and starting fresh didn't give me any errors.
If I download and open the 2.2.0.9 sheet, and go to the gear and buffs tab, my buffed 'other dps' 'total dps' and 'difference' fields are ####### errors, so I dont know how you have anything different.
 
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