I was attempting to verify as much as I could understand of the spreadsheet (learning a lot about Excel in the process!) and noticed that the average damage of a Sword Spec proc was different than the average main hand hit. Looking at the formulas, it appears that the Sword Spec procs are assumed to be unable to miss or be dodged. Is this an error in the formula, or do extra attacks from Sword spec actually work that way? I remember reading that hit rating is extremely valuable for anything that procs extra attacks, as the number of those attacks are affected by hit rating twice: once when they proc, once when they swing.
Specifically, on the unbuffed DPS sheet, adjusted damage for a main hand hit is calculated as (Average noncrit * Glancing chance * glancing reduction factor + Average crit * crit chance * crit multiplier + Average noncrit * hit chance) while the same value for "extra attacks" is (Average noncrit *(glancing chance * glancing reduction factor + crit chance * 2 + hit chance)/(sum of glancing, hit, and crit chances). The pre-armor DPS for extra attacks is then calculated as Adjusted damage * extra attacks per second * Murder bonus factor, so the miss and dodge chances are not being considered there either.
The way the formula is laid out, it seems as though the author did make the assumption that they canot crit or miss, but this goes against what I remember reading. If this was covered previously in the thread and I missed it, I apologize.
Addtionally, extra attacks are assumed to have a crit multiplier of 2, disregarding RED and Mace Spec.
I saw that at some point and was wondering the same thing. I have a few questions regarding Sword Spec.
1) Can it miss, be dodged, glance etc.?
2) Do offhand procs reset the main hand swing timer?
3) Any other special considerations beyond the obvious?
I figure if I'm going to change it, let's try to get it right...
I did a search and didn't find that in these forums. Not saying it isn't there, just might not have the right combo of keywords.
I'll have to see what the latest combat log I have says...
Originally Posted by WoW 2.1.3 Patch Notes (Latest Regarding Sword Spec)
Sword Specialization: The change to Sword Specialization making its extra attacks appear in yellow has been reverted. Extra attacks will appear in white and act like any auto-attack. They will no longer reset the swing time of your weapon.
This means that 1) Sword Spec procs can miss/be dodged/glance, and 2) Off-hand procs do not reset the MH Swing Timer. I'm not sure about your #3, but I don't think there's any special behavior except that as of 2.2.0 extra attacks from Sword Spec cannot proc more extra attacks.
Yeah, I just checked a combat log. I see what looks like misses, glances, dodges etc off Sword Spec attacks. No effect on the swing timer. So, I guess I should fix that. Think that's all the answers I need.
I try not to go by patch notes (instead look for actual testing) as they have been found wrong in the past. Looks like they got that one right though.
i have downloaded the program (had it working in the past), but it doesnt allow me to choose my daggers under gear nor does it use backstab as dmg source although i have changed talents.
is there a general switch or something like that?
I downloaded the new version of the sheet to see if the problems mentioned in my previous post were fixed. When I attempt to run the import from another sheet, I get the error as above and the debugger pops up in Module 5, in a block of code labeled Sub Import(). In the line "If (".xls" = Right(oldpath, 4)) Then", "Right" is highlighted. I also get the error when attempting to import from armory. I attempted to follow the path mentioned above, but References was ghosted out.
I'm running XP and Excel 2000.
edit: seeing if downloading the file from the website helps.... and it didn't.
If you can repeat this and hover the curser over oldpath and tell me what the value is, that would be helpful. And specifically what error are you getting trying to import from the armory?
I've created a list of ideas/wishes for the spreadsheet. Some are minor, some major changes, but I think each of these would help improve usability and benefit.
Remove Resilience, Dodge, Defense and Parry from the Gear_Buffs sheet. These stats are utterly useless for a DPS spreadsheet and use up space which could be used to display the options (update search, equip, etc) properly.
Derived from this, relocate the options menu *somehow*.
Add (or replace the current Dodge) a 'Chance to be Dodged' column to the top overview (since the introduction of expertise).
Highlight the several equipment slots to be better seen on first sight. Currently I simply set the background color to red on the A column, there may be better ways.
Add a 'fast swap' function to easily switch between two (or more) talent builds. Similar to the Save DPS button (you define one talent build, save it to slot 1, create another one, save it to slot 2, etc).
Add a sheet which contains gear upgrades. Not the current one, as you have to select the gear manually there, but a sheet which basically only contains the already present comments when you click on 'Upgrade'. Now, instead in the comments, they show up in a sorted list on another sheet. (Big help for me, as currently I do this by hand to see how much DKP I should/could spent on the certain items).
You can remove the AEP gear comparison links to my page I fear. I don't have the time to update the list anymore.
However, you could do such a list by yourself, since you a) have all the item data and b) can calculate the personalized AEP already. Just create *another* sheet () with a sorted list of all equipment (similar to #6 and the search upgrade function).
That's it, I'd love to see some of these ideas implemented, as at least for me they would be a great addition to the sheet.
I'll take a look if I can do some of the work for myself, but I have zero knowledge of Excel macros so I doubt I can do much of the really interesting work.
Are there any older versions of the XML Library available to be checked? Like Version 4. The functions I used were pretty standard and should also work with older versions. Anything with the MSXML2 Library should work.
While we are at it. Who had to download anything to make this work? Would be nice to be able to track this down.
The beta Spreadsheet that I pulled the code from opened up and work fine I didn't have to do a thing. Although when I copied the code to the spreadsheet, i needed to enable that reference to make it work for this sheet.
So my question is..
Who did this version work without a hitch? Please post Operating System and Excel version.
If you had to do something, what did you do, and did it work?
So, I'm using Windows XP and Office 2000. I can check this on a few computers at work to see where some of the compatibility issues are. It would be nice to cut down the hoops people need to jump through.
With MS Excel 2003 on Windows XP (my work computer environment) it did not work at first. I had to download and install MSXML 6.0. This machine is relatively clean, since I got it less than 6 months ago. It is likely that people using older versions of Excel who haven't somehow installed MSXML will need to do so now to get the armory import script to work.
As an aside, for some reason WoWArmory doesn't currently have my profile up, which threw me for a loop for a second. If anyone else is getting the error "No itemdata available!" during the import script, that is NOT an XML error. It's a WoWArmory error. If you go directly to the armory site and search for your character, you'll probably see something like:
"Character Data Awaiting Refresh: It seems like the character you are trying to view hasn't been active for a while. Since the Armory only tracks active characters, this character needs to have been active recently for detailed character data to show up."
When I tried it with another rogue in my guild whose armory was showing up properly, it worked fine. (Also, apparently 3 days is long enough to get your character dropped on the inactive list...?)
So in 2.3.2.4 and earlier, Shoulderpads of the stranger were listed as a big (around 9 dps) upgrade.
In this latest sheet with no gear/talent changes they are only shown as a 1dps upgrade.
What gives?
As far as I can see, changes have only been made to Sinister calling, Deadliness, Hemo, seal fate and haste (As well as some statpoint changes on a few items). If either of these are involved, it's probably caused by a change in the stat weightings.
Longtime Lurker so first the standard thank you to maintaining such a fabulous tool.
The Umbral Shiv (dagger from Za) does not appear in the drop down lists for daggers. This was true in the 2.3.2.6 version as well as the current 2.3.2.7.
I use a standard 20/41/0 sword spec with no gear haste, so none of those were changed.
No changes in buffs or boss armor values? Are you equipping the said item with the same gems, or are you just running the item upgrade macro? If not, are the gems in B37:B38 greyed out and different in the two sheets?
Dmm probably stealthchanged something, because I'm out of ideas
I've created a list of ideas/wishes for the spreadsheet. Some are minor, some major changes, but I think each of these would help improve usability and benefit.[list=1][*] Remove Resilience, Dodge, Defense and Parry from the Gear_Buffs sheet. These stats are utterly useless for a DPS spreadsheet and use up space which could be used to display the options (update search, equip, etc) properly.
I'll disagree here--I use the spreadsheet to evaluate PVP gear as well. Obviously the Patchwerk-style DPS model hardly applies to a PVP setting but its good for me to see some of the trade-offs between AP, STA, and resilience. In my opinion, balancing those stats can sometimes be a trickier problem to solve than the one-dimensional problem of "which piece is more DPS?"
No changes in buffs or boss armor values? Are you equipping the said item with the same gems, or are you just running the item upgrade macro? If not, are the gems in B37:B38 greyed out and different in the two sheets?
Dmm probably stealthchanged something, because I'm out of ideas
Appears it was a gem issue, thanks for suggesting it.
With MS Excel 2003 on Windows XP (my work computer environment) it did not work at first. I had to download and install MSXML 6.0. This machine is relatively clean, since I got it less than 6 months ago. It is likely that people using older versions of Excel who haven't somehow installed MSXML will need to do so now to get the armory import script to work.
As an aside, for some reason WoWArmory doesn't currently have my profile up, which threw me for a loop for a second. If anyone else is getting the error "No itemdata available!" during the import script, that is NOT an XML error. It's a WoWArmory error. If you go directly to the armory site and search for your character, you'll probably see something like:
"Character Data Awaiting Refresh: It seems like the character you are trying to view hasn't been active for a while. Since the Armory only tracks active characters, this character needs to have been active recently for detailed character data to show up."
When I tried it with another rogue in my guild whose armory was showing up properly, it worked fine. (Also, apparently 3 days is long enough to get your character dropped on the inactive list...?)
I've been having the same problem all extended weekend. Pretty weird for playing almost every day. It seemed like almost half the Rogues I tried to check had similar problems. Not sure what's up with that. I've been chalking it up to holiday hiccups. But this is something people should check if they are having problems.
I've created a list of ideas/wishes for the spreadsheet. Some are minor, some major changes, but I think each of these would help improve usability and benefit.
Remove Resilience, Dodge, Defense and Parry from the Gear_Buffs sheet. These stats are utterly useless for a DPS spreadsheet and use up space which could be used to display the options (update search, equip, etc) properly.
Derived from this, relocate the options menu *somehow*.
Add (or replace the current Dodge) a 'Chance to be Dodged' column to the top overview (since the introduction of expertise).
Highlight the several equipment slots to be better seen on first sight. Currently I simply set the background color to red on the A column, there may be better ways.
Add a 'fast swap' function to easily switch between two (or more) talent builds. Similar to the Save DPS button (you define one talent build, save it to slot 1, create another one, save it to slot 2, etc).
Add a sheet which contains gear upgrades. Not the current one, as you have to select the gear manually there, but a sheet which basically only contains the already present comments when you click on 'Upgrade'. Now, instead in the comments, they show up in a sorted list on another sheet. (Big help for me, as currently I do this by hand to see how much DKP I should/could spent on the certain items).
You can remove the AEP gear comparison links to my page I fear. I don't have the time to update the list anymore.
However, you could do such a list by yourself, since you a) have all the item data and b) can calculate the personalized AEP already. Just create *another* sheet () with a sorted list of all equipment (similar to #6 and the search upgrade function).
That's it, I'd love to see some of these ideas implemented, as at least for me they would be a great addition to the sheet.
I'll take a look if I can do some of the work for myself, but I have zero knowledge of Excel macros so I doubt I can do much of the really interesting work.
I think we are generally on the same page on that one. That sheet really needs some revamping. I don't want to completely neglect Dodge/Parry/Defense/Resilience as I do believe they have uses. Total avoidance is actually a nice stat for PvE. PvP avoidance would be interesting too and many wish to keep tabs on Resilience rating. Still, maybe I don't need columns for this or split the sheet and have Defensive stats on another sheet. I agree the options menu needs to be in a more user friendly place. I've considered porting some of it to the Talent sheet maybe or at least trying to put the weapons choices next to the weapon pulldowns.
Really, the main reason I went ahead with the Talent sheet conversion was that someone sent me an excellent model for the talent part anyway. I just needed to adapt it and do something with all the annoying checkboxes scattered about.
Overall, very interesting ideas. I'll certainly consider these given the time. So, is that pawn import part of your page input? I meant to ask you about that.
Right now, when I find the time, my higher priorities (this time around) are looking deeper at the formulas and given more time, looking into Open Office macros. I gave some time to the interface, its about time to get some of the formulas buttoned down more too. As an aside, I discovered the actual Agility to Crit formula is exactly (Agil - 11.8) / 40 for example. I hacked a mod lua to give me 6 digits precision on the in game melee crit chance return to determine this. Don't ask me why 11.8...seems odd to me too.
This doesn't mean I might not move something else up given inspiration or help implement the work of other's, but right now that's my current direction for this next update. Not sure how far I'll get in the OO support, but I want to at least get a good enough idea what it might take to get that functional.
I'll disagree here--I use the spreadsheet to evaluate PVP gear as well. Obviously the Patchwerk-style DPS model hardly applies to a PVP setting but its good for me to see some of the trade-offs between AP, STA, and resilience. In my opinion, balancing those stats can sometimes be a trickier problem to solve than the one-dimensional problem of "which piece is more DPS?"
Originally Posted by Dontmindme
I don't want to completely neglect Dodge/Parry/Defense/Resilience as I do believe they have uses. Total avoidance is actually a nice stat for PvE. PvP avoidance would be interesting too and many wish to keep tabs on Resilience rating. Still, maybe I don't need columns for this or split the sheet and have Defensive stats on another sheet.
I agree that Resilience as a stat has its right to exist, however Dodge, Parry and Defense definitely do not. These stats are so extremely rare on rogue gear now anyway that it is just a waste of space to have them listed at all (we are not on T2 anymore).
As for Resilience, you could have that functionality in an sorted AEP-list instead of the Gear_Upgrades sheet.
Originally Posted by Dontmindme
So, is that pawn import part of your page input? I meant to ask you about that.
Pawn itself has nothing to do with my site, I just proposed to include the string into the sheet for easy copy&paste into the game.
It's the both links to Compare Equipment - Rogue that you can remove, I haven't even updated it to expertise instead of weapon skill yet.
Originally Posted by Dontmindme
As an aside, I discovered the actual Agility to Crit formula is exactly (Agil - 11.8) / 40 for example. I hacked a mod lua to give me 6 digits precision on the in game melee crit chance return to determine this. Don't ask me why 11.8...seems odd to me too.
Back in the days I've found the conversion to be Base Agility (naked) - 11.5 / 40, so for a night elf (163-11.5)/40.
This thread doesn't exist anymore in this forum*, but you can find it here: Google Cache
* Where have all these threads gone anyway? I cannot access the Class Mechanics Archives section anymore, it says I have no permission to do so. Google Cache says it's a version from 30th Nov. 2007, so it can't be that long ago since the forum was pruned. I find it really a pity that all these valuable information are lost now for the broad public.
Just opened another thread for the archives issue, answers should go there I suppose: Where have the Archives gone?
Last edited by sp00n : 01/03/08 at 5:02 AM.
Reason: I just don't learn how to spell definitely
Downloaded the latest version and I noticed that compared to previous versions, haste suddenly seems to be better stat than hit on average (at least with my gear) or pretty much on par with hit. Is that because of the haste formula fix or something else was changed in the spreadsheet?
PS: Is it me or the results of stat comparision should be more accurate if people turn Heroism and Blade Flurry off? Calculating "average haste" based on those 2 is pretty pointless as they don't have much to do with your average haste during a long fight, being on command abilities with a fix uptime and all. By having BF for instance up, ain't it possible that it misscalculates the uptime of poison based on BF, even if BF has really not much to do with your poison uptime 5/6 of the time?
Back in the days I've found the conversion to be Base Agility (naked) - 11.5 / 40, so for a night elf (163-11.5)/40.
This thread doesn't exist anymore in this forum*, but you can find it here: Google Cache
The constant terms in crit formulas for various classes can differ by race. I remember figuring this all out when I did my early combat mechanics guide back at level 60.
PS: Is it me or the results of stat comparision should be more accurate if people turn Heroism and Blade Flurry off? Calculating "average haste" based on those 2 is pretty pointless as they don't have much to do with your average haste during a long fight, being on command abilities with a fix uptime and all. By having BF for instance up, ain't it possible that it misscalculates the uptime of poison based on BF, even if BF has really not much to do with your poison uptime 5/6 of the time?
There definitely are issues that arise when most of the haste and energy formulas average the effects as though they are activated every cooldown.
1) Adrenaline Rush. For the purpose of calculating the optimal cycle, it currently is just a half energy per second (150 energy every 300 seconds). Given that AD produces more than 100 extra energy, won't some of that energy go to waste if you start your optimal cycle with it up? You can't just bank it all in extra SnD time. In reality, you'd want to figure out what the best cycle is without AD, then figure out how to modify that cycle with an additional 150 energy. Of course, it's not really 150 energy, but normally 160 given you're activating it withing 1 second of an energy tick, right? This is something that modeling is possible for, and given somewhat minimal effort. The following issues are not.
2) Deadly poison. Right now, it's modeled by figuring out how much time each size DP stack going to be up on average, and using this to determine the number of doses that are present on average. The problem with this is that DP doesn't tick continuously; it ticks every 3 seconds. What you need to do is determine the likelihood of each stack transitioning to a different size stack within the 3 second time period, and thus determine how many stacks will be there when it ticks. Even simplifying a potential model to allow non-integer numbers of attacks every 3 seconds, I think this would require some knowledge of stochastic processes that I don't quite have yet given my attempts to come with something so far haven't gotten anywhere.
3) Cooldown stacking. The Mage trinket from SSC is slightly better than just another trinket with an activate effect (disregarding mana returns) because it allows a controlled way to activate a +dmg effect that does not cause a cooldown in other trinkets. By combining this with another trinket activation, a Destro Potion, Berserking, and Combustion, you can stack large amounts of both multiplicative and additive effects together to get the greatest use out of them. This is even more worthwhile when Heroism/Bloodlust is active. Right now, all trinkets, other partial duration buffs, and hastes are averaged, but in reality people are going to stack them on each other. This provides potentially a much larger increase in damage from a activated haste/AP gain and a static or proc'd one. Is this modelable? Possibly, but I don't have good knowledge of what is normally thought of as "optimal" use them. Shaman at my level like to pop Bloodlust without telling anyone beforehand, but I assume that this normally not the case. There lots of 2 minute cooldown effects, but there are also 3 min and 5 min cooldowns that are hard to stack precisely. Perhaps the model can assume that all effects will be used together exactly once, but then average their effects over the rest of the time?
4) Combat Potency and Combo point Cycles. This is saved for last as the absolute worst thing to 100% accurately model in attempting to determine an optimal cycle, but in practice can be fairly safely averaged without large problems. An optimal model would determine the best cycle given any number of CP, Relenetless, and Ruthlessness procs, modifying the next (or current) as the number of them changes. Doing this would be extremely difficult, having to consider a large number of potential situations in which to modify the cycle, even disregarding temporary hastes or energy gains.
On that note, the sheet does a decent job of figuring out a good cycle based on average energy gained and average combo point cost, but in practice I've found I've dropped SnD a lot more than the sheet says I will in its SnD uptime stat. While going one combo point higher is generally overkill, I've been able to vary the number of points used in SnD to better match the energy generation I have, both in general and in the short term. It is my supposition that the truly optimal cycle (on average) would be one that has no energy surplus or deficit: No SnD downtime, no extra instants, and no cutting of SnD time unless you can keep rupture up 100%. This seems incredibly likely given that the optimal cycle the spreadsheet returns is that one closest to that, and that it makes sense from what rogues try to accomplish anyway. To do so you would need to vary SnD points used between two values in a prescribed manner. Of course, in practice you would probably end up changing that schedule based on actual CP gains and AD, but an even more advanced sheet would tell you how to make such changes.
All in all, the sheet as it stands does a great job, and the above things are all incredibly minor compared to the overall picture. Everything is modeled in a way that at least comes extremely close to how it works in practice.
I have a really quick questions I know that AP is calculated into your rupture dmg, can someone tell me the formula that goes into that please for my overall rupture dmg? If it's already on here I apologize, but if you could just copy and paste it that'd be great. Thanks in advance