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Old 12/07/07, 6:05 PM   #601
Idk
Piston Honda
 
Draenei Shaman
 
Dreadmaul
I like the idea, unfortunately my knowledge of statistics simply isn't what it used to be.

Perhaps there would be value in simulating just the difficult-to-predict mechanics (like mutilate) to try to devise formulas to plug back into the spreadsheet?

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Old 12/07/07, 6:56 PM   #602
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
Even Mutilate I think is better done statistically than via simulation. I've actually worked out about 75% of the behavior by hand before; it's just never been worth taking the time to include that information in a spreadsheet.

In terms of writing a computer program to do this statistically: I'd be willing to write the actual computation package for it myself, but there's a lot of code around that that would need to be written as well. I mean, here's an overview of what would be involved in the ideal rogue calculator:

1) UI for entering gear and talents. Ideally this would also include an Armory fetch so you can point it at your Armory Profile and it automatically grabs your gear and spec. Would also have a full talent calculator page where you can adjust your spec, and a way of changing out gear (probably something akin to the old CTProfiles).

2) Total up all stats, procs, etc. etc. from gear, and pass that information into the damage calculator. Damage calculator chews on it a bit and spits out a damage estimate.

3) For each stat (or maybe each piece of gear, or perhaps both) you rerun the damage calculation for your gear with one additional point in that stat. You use this to score each stat; then, you run these scores against an item database to get a rough score for each piece of gear to build a list of "these pieces of gear are good".

4) Then, for each of those pieces of gear, you run the damage calculator again, to get the exact upgrade from using that piece of gear versus what you're wearing. You then use this to build a list of "if you swap out this one piece of gear, this is the benefit you'd expect to get.

5) You display a list for each slot consisting of "this is how good the item is in an abstract sense, and this is how good it would be for you" - i.e., if you're hit-capped, items with high hit would still show as "good" but not an upgrade for you.

6) Ideally, you also add zone filters and the like to restrict the list of gear it returns, and other such nice features. Note also that socketing adds a lot of complexity to the above.

So, you'll note that this contains a lot of sorting and UI-type work above and beyond the actual calculator; the damage calculator itself, while perhaps the more technically sophisticated piece that requires the most knowledge, is probably less than half of the actual code that needs to be written. The rest doesn't require any particular patience or even that much coding sophistication; just lots and lots of time and effort.

Note also that you can get away without a lot of the fancy UI tweaks and gismos, but you fundamentally do need:

a) A way of entering your gear
b) A way of entering your spec
and
c) A way of displaying a damage number and an upgrades list

even if you do nothing else - and that's still work.

So, yeah. You probably only need one programmer with actual understanding of the mechanics and statistics that go into the DPS calculations - and I'd be willing to be that one - but you'd still need some people to invest the time and effort to write all the rest as well.

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Old 12/07/07, 7:32 PM   #603
Shaker
AUGH CHAMPION TIME
 
Shaker's Avatar
 
Human Rogue
 
Elune
What language do you primarily work in, Ald, and what parameters would you require (obviously a string-like representation of the build, but can you just sum up the gear and provide the numbers?)... I'm basically asking what the "Calculate DPS" function's parameters would be.

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Old 12/07/07, 7:53 PM   #604
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
Well, I could probably write this in any reasonable programming language (no Befunge or Intercal, thanks) - but were it up to me, I'd probably use Python. In particular, I've been doing quite a bit of stuff with Django (a python-based web framework) at work lately, so the natural way of approaching this problem - at least for me - would be to set it up as a webapp written in Django with the underlying computation done in Python. I'm open to suggestions, though.

In terms of actual implementation details - we should probably adjourn to private messages (or, if enough people get interested, make a thread for it rather than taking over this one), but, under the above design philosophy of doing this with Django and Python, the natural inputs would probably be dictionaries, one for gear and one for spec. And I suppose at some point you'd also need to track race, buffs/debuffs, opponent armor values, and a few other such things. Some design work would need to go into figuring out what gets tracked where if this were actually going to be made to happen at some point.

Oh, and as long as we're dreaming: in a totally ideal world, the UI and general framework would want to be written in a class-independant way, such that if, sometime down the road, people were feeling ambitious, they could write a damage calculator and a talent page and without changing the underlying framework generate a similar calculator for another class.

In short: there's a fair amount of thought and design that would need to go into this if one wanted to truly do it right. I've thought through some of the issues, but there's plenty I haven't; if this project has the support to actually get off the ground, we'd need to talk over these various issues and work them out before we started coding in a serious way.

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Old 12/07/07, 9:49 PM   #605
XooleX
Glass Joe
 
Tauren Druid
 
Gorefiend
Not sure if this would be helpful to you, but there is a program for rating bearform tanking items with an interface similar to what you described above. (Getting character info from the armory, searching for upgrades, changing items slot by slot, changing gems/enchants, etc) I don't know, maybe you could talk to the creator of that program and try to save some work on the gui.
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Old 12/07/07, 11:07 PM   #606
koaschten
In the rear with the gear!
 
koaschten's Avatar
 
Worgen Rogue
 
Auchindoun (EU)
Aldriana drop Tornhoof a pm, he currently is already working on a simulator and gear optimizer using some "genetic algorithm". I have no idea what that is, but it's nerdy enough for me.

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Old 12/07/07, 11:19 PM   #607
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
I saw his post, but the impression I got on first reading was that his setup wasn't going to handle all the compexity of a rogue cycle. I think for caster rotations it looks like it would work great, but for rogue cycles there's just so much more going on. I guess fundamentally it depends on how "pluggable" his API is.

Of course, the other side of the situation is that I'm somewhat partial to the idea of building out a website around rogue theorycraft, as I can think of a number of other features that would fun to add beyond the gear optimizer. Of course, that's even *more* work, but... hey, I can dream, right?

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Old 12/08/07, 12:30 AM   #608
Aura
Glass Joe
 
Human Rogue
 
Kil'Jaeden
Just gonna squeeze this in since I didn't find much information about armors etc. Currently I just acquired 4 piece Tier 5 (chance on attack to make next move cost no energy). I was just wondering how much DPS am I getting from the proc, which I might add doesn't proc often (still need to check proc rate though). And how much better is 4 piece T5 from 2 piece T4, cause it seems im getting better rotations with the 2 piece T4. Thanks.

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Old 12/08/07, 1:34 PM   #609
evl
Piston Honda
 
evl's Avatar
 
Blood Elf Rogue
 
<nam>
Stormscale (EU)
On the subject of balancing hit/ap/crit, I'm currently in a mix of T5 + BT/Hyjal non-set epics. I'm currently at 342 hit and 1857 ap unbuffed and I'm still a bit concerned hit is being weighted a bit too heavy.

Armory: The World of Warcraft Armory

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Old 12/08/07, 3:04 PM   #610
• Vulajin
Vula'jin the Void, blessed by the loa
 
Vulajin's Avatar
 
Undead Mage
 
Mal'Ganis
Originally Posted by Aura View Post
Just gonna squeeze this in since I didn't find much information about armors etc. Currently I just acquired 4 piece Tier 5 (chance on attack to make next move cost no energy). I was just wondering how much DPS am I getting from the proc, which I might add doesn't proc often (still need to check proc rate though). And how much better is 4 piece T5 from 2 piece T4, cause it seems im getting better rotations with the 2 piece T4. Thanks.
"Better" is highly subjective. T5 4pc won't allow you to do 2s/5r the way T4 2pc does, but it is a very potent set bonus nonetheless, completely worth running a longer cycle like 5s/5r.

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Old 12/09/07, 12:27 AM   #611
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
The key realization about 4/5 T5 is that, unlike T4 2/5, you're actually getting *more* energy to spend. 2/5 T4 lets you spend your energy in a more efficient fashion, but you still have the same amount of total energy. 4/5 T5 actually gives you more energy directly, and thus more damage - even if the cycle isn't quite as efficient.

In terms of how much it's actually worth: the Rogue Gear Spreadsheet includes an estimate for it. Typically the answer is "as soon as you can get it, you should use it, and you should keep using it until you have 2/5 T6"

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Old 12/09/07, 9:34 AM   #612
Aura
Glass Joe
 
Human Rogue
 
Kil'Jaeden
Originally Posted by Aldriana View Post
The key realization about 4/5 T5 is that, unlike T4 2/5, you're actually getting *more* energy to spend. 2/5 T4 lets you spend your energy in a more efficient fashion, but you still have the same amount of total energy. 4/5 T5 actually gives you more energy directly, and thus more damage - even if the cycle isn't quite as efficient.
Okay, so 2pcs T4 = energy efficiency / 4pcs T5 = more energy. Yeah I did notice some extra 25 energy procs when I do 5 point finishers. By the way, whats the most efficient rotation for 4pcs T5? I'm not sure which should I prioritize, Rupture uptime or SnD uptime? I try to keep SnD up always, but im just afraid of losing those rupture ticks.

Originally Posted by Aldriana View Post
In terms of how much it's actually worth: the Rogue Gear Spreadsheet includes an estimate for it. Typically the answer is "as soon as you can get it, you should use it, and you should keep using it until you have 2/5 T6"
If I get 2/5 T6, I guess im gonna use 2/5 T4 with it right?

Last edited by Aura : 12/09/07 at 9:51 AM.

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Old 12/09/07, 12:17 PM   #613
Shadowlin
Glass Joe
 
Human Rogue
 
Frostmane
Once you break from the 2/5 T4 there's generally no looking back. I'd imagine that by the time you obtain 2/5 T6 you likely will have T5-T6 equivalents that would be pound for pound better than the T4 counterparts plus the bonus. Ultimately, it will depend upon your gear configuration and available options. I'd recommend looking into the Rogue Gear Spreadsheet, as it helps to alleviate guess work and is an indispensable tool in choosing a strategy for gear selection.

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Old 12/09/07, 2:59 PM   #614
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
Originally Posted by Aura View Post
Okay, so 2pcs T4 = energy efficiency / 4pcs T5 = more energy. Yeah I did notice some extra 25 energy procs when I do 5 point finishers. By the way, whats the most efficient rotation for 4pcs T5? I'm not sure which should I prioritize, Rupture uptime or SnD uptime? I try to keep SnD up always, but im just afraid of losing those rupture ticks.
It is basically always more important to keep 100% SnD uptime than anything else. If you worked hard enough coming up with a wierd gear combination you might be able to find one where that isn't true, but it's a good rule of thumb. SnD generates more damage per unit time than Rupture does.

If I get 2/5 T6, I guess im gonna use 2/5 T4 with it right?
Generally not, actually, for two reasons:

1) By the time you're at 2/5 T6, you generally have T5-equivalent gear in almost all slots; and for most people, dropping two pieces of T5 for T4 is a larger damage loss than what you gain from T4 2/5.

2) As your gear level increases into the T6 range, the value of T4 2/5 decreases.

Now, if you're in a situation where, for instance, you've picked up T6 gloves and helm but are still using T4 shoulders since Void Reaver hasn't cooperated, you could imagine using T4 legs for the set bonus until you got a shoulder upgrade. But this is pretty rare, on the whole; as a general rule of thumb, using 2/5 T4 until 4/5 T5 and then abandoning it forever is the way to go.

I'd also encourage you to work through the Rogue Gear Spreadsheet a bit; for whatever gear you're currently wearing, it will tell you the exact upgrade provided by each piece of gear and each set bonus, allowing you to work this out exactly for your particular case.

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Old 12/10/07, 1:36 PM   #615
roq
Piston Honda
 
Troll Rogue
 
Uther
Quick question for you long time Sword players. Recently I switched over from daggers to swords and i am finding one problem. Every once in awhile, without AR, i will Build up 5 Combo points and still have a good amount of time of my rupture still up. Lets say between 4 and 6 seconds. So my question is what do you guys do? Do you keep SSIng until the rupture finishes or do you just auto attack then uses the rupture as soon as it drops? This is a problem you never really have as a dagger rogue.

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Old 12/10/07, 2:09 PM   #616
royaljester
Piston Honda
 
Orc Death Knight
 
Destromath
Originally Posted by roq View Post
Quick question for you long time Sword players. Recently I switched over from daggers to swords and i am finding one problem. Every once in awhile, without AR, i will Build up 5 Combo points and still have a good amount of time of my rupture still up. Lets say between 4 and 6 seconds. So my question is what do you guys do? Do you keep SSIng until the rupture finishes or do you just auto attack then uses the rupture as soon as it drops? This is a problem you never really have as a dagger rogue.
I do one of two things. I either pop the rupture (if it will let me) early to help maintain my SnD cycle or sometimes, if the fight is very static (morogrim, winterchill), I just SS until the rupture is down and lose combo points essntially. \

It's usually a case-by-case decision, what I'm feeling in the fight and how secure I am in keeping my SnD up the whole time. I'd say "do what feels right to you right then". Cause sometimes popping that rupture early to maintain your SnD will seem right, and sometimes just waiting on it will seem right too.

*I know, not really an answer per se, but it's reality for me at least*

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Old 12/10/07, 2:21 PM   #617
dorelas
Glass Joe
 
Human Rogue
 
Earthen Ring (EU)
Originally Posted by roq View Post
Do you keep SSIng until the rupture finishes or do you just auto attack then uses the rupture as soon as it drops? This is a problem you never really have as a dagger rogue.
In case you accumulated enough CP and SnD/Rupture is still up, i would just auto-attack allowing the energy to replenish. By the time the energy reaches 90%+ a finisher should end and you start the next cycle with full bar being on the safe side in case Combat Potency will not proc too often.

And if you have consecutive lucky combat potenty cycles than:
1. Spam SS
2. play the lottery

PS - If you have 2/5 of T4 than 1CP for SnD is most of the time enough for sustained SnD and 5 combo Finisher.
I might just use 2 points for SnD in the cycle case you brought up.

Last edited by dorelas : 12/10/07 at 2:27 PM.

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Old 12/10/07, 2:34 PM   #618
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
I'd just remind people of the fundamental rules of rogue DPS:

1) Never let SnD go down
2) Never let your energy cap out.

So, if you can afford to autoattack for a few seconds without your energy capping out, you should do that. If, on the other hand, your energy is within a tick of capping out, you have your 5 CPs, and Rupture is still ticking (which, honestly, should be pretty rare), it is generally probably best to refresh the rupture (assuming you're doing a 2/5 T4-type cycle, i.e. 1s5r, which you pretty much have to be if this is coming up... if somehow you get into this situation doing 3s5r or 4s5r, the answer is different). The other reasonable alternative is to toss an extra SS, but my gut feeling is that that is inferior.

If you're regularly and persistently having this problem, what you probably want to do is switch to 2s5r and burn the extra SnD time.

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Old 12/10/07, 2:37 PM   #619
Alk
Von Kaiser
 
Orc Rogue
 
Lethon
Originally Posted by dorelas View Post
In case you accumulated enough CP and SnD/Rupture is still up, i would just auto-attack allowing the energy to replenish. By the time the energy reaches 90%+ a finisher should end and you start the next cycle with full bar being on the safe side in case Combat Potency will not proc too often.

And if you have consecutive lucky combat potenty cycles than:
1. Spam SS
2. play the lottery

PS - If you have 2/5 of T4 than 1CP for SnD is most of the time enough for sustained SnD and 5 combo Finisher.
I might just use 2 points for SnD in the cycle case you brought up.
I don't know. That sounds like you'll waste your 25 energy from RS if you do that.
I tend to always be low on energy to make sure none is wasted.

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Old 12/10/07, 2:48 PM   #620
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
It depends on how close you want to cut it, and how good your latency is. I mean, theoretically: if you hit the finisher the instant your energy ticks over 80, you have time to launch the first SS of the next cycle before the next energy tick, so you never clip any ticks; that is:

0.0: Energy ticks up to 90
0.1: Rupture for 25 energy; Relentless Strikes for 25 energy - still at 90 energy
1.1: Global cooldown back up
1.2: First SS of new cycle; 50 energy.
2.0: Next energy tick; energy at 70

Now, the issue here, of course, is that Combat Potency can screw this up; if you get a combat potency tick between 0.0 and 1.2, *that* gets clipped. So in practice, letting your energy tick above 80 while waiting for a finisher is a bad idea with combat potency (or if you have 4/5 T5, or whatever). But if you've been mashing and your energy is at 10 when you get your 5th combo point... you can still afford to wait 6 seconds, letting your energy tick up to 70, and then perform the above manuever, such that even if you get 2 combat potency procs in the 1.2 second window, you're still fine. And 6 seconds of autoattack will easily solve any rupture problem you may have.

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Old 12/10/07, 3:00 PM   #621
songster
Chief Passenger
 
Gnome Rogue
 
Earthen Ring (EU)
Originally Posted by roq View Post
Quick question for you long time Sword players. Recently I switched over from daggers to swords and i am finding one problem. Every once in awhile, without AR, i will Build up 5 Combo points and still have a good amount of time of my rupture still up. Lets say between 4 and 6 seconds. So my question is what do you guys do? Do you keep SSIng until the rupture finishes or do you just auto attack then uses the rupture as soon as it drops? This is a problem you never really have as a dagger rogue.
Wait and autoattack. Your energy buffer takes a full 10 seconds to fill up from empty. You should easily be able to absorb 4-6 seconds "wait time" without any loss of energy. Hit the rupture at the right time, and you'll have energy free to spam SS and drain your pool down again.

If you're constantly finding yourself with a full energy pool and the need to wait for rupture, then you have a problem. Best option is to use an extra SS and waste the combo point - it's better than letting your energy tick beyond 100% and thus losing energy. If this is happening to you often, check out the DPS spreadsheet or gear spreadsheet (or both) and make sure you're using the optimal cycle.

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Old 12/10/07, 3:29 PM   #622
Latito
Don Flamenco
 
Latito's Avatar
 
Human Rogue
 
Lightbringer
Just to add to what Ald said (which I completely agree with).. If you are using the BT exalted trinket - this works out even better in your favor. You now can squeeze more SS's into your crit-proc time.

And yea.. whatever you do, the biggest things by far are: (as Ald mentioned a few posts above)
1) Never let SnD go down
2) Never let your energy cap out.

If you can afford to auto attack without breaking rule #1 or #2, do it and rupture as soon as the old one ends.
If you can't afford to auto attack (energy nearly capped).. check your SnD timer. If you are in danger of breaking rule #1, rupture if you can (if it won't let you.. less AP now than when you applied the first rupture) you'll likely have to evis . If you aren't in danger of breaking rule #1, I generally wait until ~80 energy and then pop in an extra (6th) SS. Basically treating it as an "excess energy burnoff" - similar to a warrior tank Heroic Striking to burn off extra rage. Perhaps doing the rupture thing early even if you aren't in danger of dropping SnD will be better - I'm not sure.. but it won't be a big difference either way. Just make sure rule #1 and #2 are followed.

Hopefully that was readable....

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Old 12/10/07, 4:14 PM   #623
nelalas
negentropy
 
Human Rogue
 
Lightbringer
As an [Ashtongue Talisman of Lethality] owner, I absolutely love some energy regeneration time before renewing my 5pt SnD. This allows me to store energy until after the finisher so that I can get more sinister strikes in during the trinket buff. The rest of my cycle is essentially a race to get my 5pt rupture off and build up another 5 points for SnD with, again, enough time to spare for some regenerating ticks. This micro-management of energy use technique for Ashtongue users has been mentioned elsewhere in this thread (I think) as well as the Rogue Gear Spreadsheet thread.

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Old 12/11/07, 5:53 AM   #624
Achillion
Von Kaiser
 
Achillion's Avatar
 
Undead Rogue
 
Doomhammer (EU)
On Rupture Vs Evisc/Envenom

I don't know if this was asked before or mentioned somewhere and I missed it (I didn't read through all pages sorry)

Does the comparison between Rupture and Evisc/Envenom assume Imp Evisc or Vile Poisons?

Also what would the numbers be like if crit rating was taken into consideration for the instant attacks? For instance if we calculate the average damage from 10 attacks assuming a specific crit %?
Would it then make sense to derive a threshold crit % which would make it more profitable on average to use eviscerate or envenom?

*EDIT: I wrote "imp poisons" instead of "vile poisons"

Last edited by Achillion : 12/11/07 at 6:09 AM.

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Old 12/11/07, 6:12 AM   #625
• Vulajin
Vula'jin the Void, blessed by the loa
 
Vulajin's Avatar
 
Undead Mage
 
Mal'Ganis
Originally Posted by Achillion View Post
I don't know if this was asked before or mentioned somewhere and I missed it (I didn't read through all pages sorry)

Does the comparison between Rupture and Evisc/Envenom assume Imp Evisc or Imp Poisons?

Also what would the numbers be like if crit rating was taken into consideration for the instant attacks? For instance if we calculate the average damage from 10 attacks assuming a specific crit %?
Would it then make sense to derive a threshold crit % which would make it more profitable on average to use eviscerate or envenom?
Originally Posted by Vulajin
On Eviscerate: at nearly all reachable levels of gear, Rupture will be superior to Eviscerate on any target that isn't immune to bleeds. At 5 CP, Rupture deals 1000 damage plus 24% of your AP for 25 energy, or 40 damage plus 0.96% of your AP per energy. At 5 CP and with T5 2pc, Eviscerate deals 1245 damage plus 15% of your AP for 35 energy, or roughly 35.57 damage plus 0.43% of your AP per energy. Applying 3/3 Improved Eviscerate and 3/3 Aggression (121% modifier), 40% crit and RED (142.4% modifier), and 30% armor reduction (assuming a typical debuffed raid boss), Eviscerate comes to 42.90 damage plus 0.52% of your AP per energy. Thus, Eviscerate holds an advantage of 2.90 base damage per energy, but Rupture gains an additional 0.44% of your AP. At this rate, it takes only 656 AP for Rupture to overcome Eviscerate's base advantage. Simply, in any situation where you can Rupture, you should Rupture.

On Envenom: Envenom damage is not mitigated by armor, and can be boosted by Stormstrike, Misery (shadow priest debuff), and Vile Poisons. However, in all but the most favorable circumstances (for example, extremely high crit, T5 2pc, RED, 5/5 Vile, Stormstrike and Misery both up), Envenom's DPE will be inferior to Rupture. The more apt comparison to make is Envenom versus Eviscerate. At 5 CP and untalented (talents can boost both abilities by roughly the same: Envenom by 20%, Eviscerate by 21%), Envenom 2 deals 900 base damage plus 15% of AP, while Eviscerate deals 1045 damage plus 15% of AP. However, Eviscerate damage is mitigated by armor, which is typically roughly 30% damage reduction by a raid boss. Thus, Envenom is, at base, slightly better straight-up DPE than Eviscerate. However, Envenom results in the loss of your entire DP stack, resulting in a drop of roughly 45 DPS (before Vile Poisons) for as long as it takes to get the full stack up again. A Mutilate build running dual DP can get enough DPS out of Envenom and DP to make it worthwhile to use. However, for other builds, if you must choose between Eviscerate and Envenom, choose Eviscerate.
Bolded the appropriate section under Eviscerate, and re-quoted the Envenom section to emphasize the fact that at essentially any level of gear, it makes no sense at all to compare Envenom against Rupture. I did not factor in Vile Poisons in comparing Eviscerate against Envenom, because I don't think it's a worthwhile comparison to make. Note that for each point you spend in Vile Poisons, the damage of your Envenom increases, but so does the damage you lose from having to refresh your Deadly Poison stacks afterwards. I'm sure there's a point where Envenom's damage increase over Eviscerate scales to the point where it's worthwhile to use it, but as it is Eviscerate/Envenom are highly situational finishers. The build that would primarily be concerned about this question rarely seems to be run in raids anymore, too.

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