Looking through the spreadsheet I am unable to find anything dealing with targets with resilience. I know this is mainly for pve, but can the spreadsheet be modified to do targets resilience?
I am mainly looking for the answer between 20 AP vs 10 Crit Rating with 33/28 build against targets with 400 resilience. Tough choice for me because AP isn't affected by resilience, but it is affected by AP normalization on MS/WW and Crit procs flurry, not affected by AP normalization on MS/WW, but affected by resilience. It was a circle for me and unable to find the real answer. Any information would be great, thanks.
I had a poke around and managed to "fix" the error I was getting. Just had to change class to Human in the _Sim sheet as it was stuck on Orc.
I wonder if it's now correct that Dragonstrike is giving me ~60dps more than any other weapon in game at the moment. It seems with the Season 3 sword as an offhand, that would be the best combo right up to the Warglaives. More importantly, unless you actualy manage to get BOTH Warglaives, either would actualy be a DOWNGRADE on their own!
if you look at the set tab on the warrior_sim.xls page when you equip a axe in the offhand the crit shown on the Set tab goes up by 25%
I'm not sure if it is related to this but when I input a set of mace weapons for my Human Warrior, [Dragonstrike] and [Swiftsteel Bludgeon] I actually lose DPS when I switch from Orc to Human. Since neither are axes, this does seem odd. Human racial should actualy increase the DPS, right?
Another thing I noticed is that Mongoose on my OH seems to have nearly no effect. The difference between unenchanted [Swiftsteel Bludgeon] and one enchanted with Mongoose is less than 2 DPS. Now granted, this is for Prot spec and only 10% hit, but is Mongoose supposed to that underwhelming?
It does, however I recall for this sheet to work you the user has to enter the 5 expertise from Mace Spec into the sheet.
Thanks, that does indeed solve it.
Originally Posted by frmorrison
I noticed Mongoose not giving much dps as well, maybe the low agility to crit conversion plus Prot spec makes it not so good.
For what it's worth, I tried it for Fury as well and it's still just around 2 DPS worth. Even after I gave myself another 500 Strength and 25% hit it only jumped to 3 DPS worth. Still not what I was expecting though.
Ok, so i lied, and didn't post the fixed version yesterday. I got involved in some other projects at work. But, that does give me time to poke around at these new issues before posting. I have no idea how dr_Allcom wrote the enchants in for the new sheet, so I'll need to do some reverse engineering to get to the bottom of it. I'll also look at this human racial issue. You should NOT have to manually input expertise from your racial.
edit:
I believe I know what the problem is with the racial being stuck on orc. Ok, since there is only one buffs sheet for all 6 gear loadouts, I could only ties the race selection to one gear sheet. That sheet is Gear1. Whatever race you select on gear1 will be the race that is used for all sheets' racial abilities, like expertise and tauren HP bonus. I'll try and make this more obvious.
If you manually changed it, and want to change it back, cell J13 on Buffs in Warrior_Sim.xls should be =[Warrior_DPS.xls]Gear1!$B$14
edit2:
found the mongoose issue and corrected it. There was an incorrect cell reference causing OH mongoose AGI to always be added in. The reason you were seeing such a small difference is from the haste buff from the proc. The AGI component was already being added in, whether you had mongoose or not.
Looking through the spreadsheet I am unable to find anything dealing with targets with resilience. I know this is mainly for pve, but can the spreadsheet be modified to do targets resilience?
I am mainly looking for the answer between 20 AP vs 10 Crit Rating with 33/28 build against targets with 400 resilience. Tough choice for me because AP isn't affected by resilience, but it is affected by AP normalization on MS/WW and Crit procs flurry, not affected by AP normalization on MS/WW, but affected by resilience. It was a circle for me and unable to find the real answer. Any information would be great, thanks.
I actually kinda like this idea... I didn't write most of the code for the calculations, I mainly just work on the front end, so I'm not sure what all I'll have to do to get it in there. That, and there is also the determination of how "good" I want it to sim a PvP target. I'll definitely look into it though.
I think I've addressed the knows bugs that people have mentioned thus far. Looks like they were all in the dual wielding code. It should all be working properly now. I've thrown in some significant changes this time, like "PvP mode" and more. Comments, concerns, bugs, requests, etc are welcome.
1/4/2008
Race selection now made via 'Buffs' sheet in Warrior_Sim.xls, and affects all 6 sheets. This should correct issues people were having with racial expertise bonuses
Corrected issue where OH mongoose AGI bonus was always being added due to an incorrect cell reference
Added ability to select PvP or PvE mode for DPS calculations in 'Buffs' sheet in Warrior_Sim.xls
Dodge, Miss, Crit, Glancing, Crit Dmg, etc. modified to be PvP mode compatible
Added ability to set target armor values for PvP and PvE indepentantly of one another
Added ability to set target resilience value for PvP mode
Modified DPS calculations to use level 73 for PvE mode and level 70 for PvP mode
1/3/2008
Corrected OH crit calculation when using on OH that triggers a racial expertise bonus
Cross-sheet DPS comparison now shows all 6 sheets at once
Re-wrote threat generation from scratch, and copied to each individual 'Gear' sheet, so threat should be accurate for all gear sheets
Added hyperlinks to other areas of the workbook where appropriate
12/31/2007
Corrected Tauren stam bonus to be 10.5 HP per stam, not 10.05 HP per stam (Need to find out for sure if Tauren Endurance is 5% more total HP or 5% more stam. Currently using 5% stam)
Cleaned up formatting
Changed race selection in Warrior_Sim.xls to reference the matching gear sheet in Warrior_DPS.xls
Changed Warrior_Sim.xls to make race selection operate on a per set basis, rather than using the same selection for all sets
Added Unbuffed HP as a tracked stat, even when buffs are selected
Added dynamic gear set naming based upon the following format: "Gear[1, 2,…,6] ([Set Name] [Talent Spec])"
Set a minimum time of 12 seconds for a slam cycle
Made example slam cycle dynamic, and allows user to set which gear/talent combo to use for the cycle's calculations
Thank you for pointing it out. There is a bug with Dragonstrike, it turns out. Procs are handled differently in the new sheet as compared to the old sheet, and I forgot to remove the proc effect from the old sheet, so it turns out the proc was being counted twice. I'll have it corrected in the next release. In the meantime, you can just find the entry for Dragonstrike in Warrior_ITEMS.xls and delete the haste rating that it has on it, as that is how such things were done in the old sheet.
I have one question, I don't know if it is silly or not...
What's the hit rating cap for 2 handers? I thought it was around 90 hit rating (~5%)
the spreadsheet still increases my dps untill my hit rating is 142.
Is that the cap for pve (higher lvl bosses) and ~90 is the cap for pvp?
Great work on the spreadsheet!
helps a lot.
You need 8.6% to never miss with a special or with a 2h weapon (or 1h if you aren't dw'ing). As fury this translates to 95 hit rating because you get 3% from precision. As arms you'll need about 140 hit rating.
You need 8.6% to never miss with a special or with a 2h weapon (or 1h if you aren't dw'ing). As fury this translates to 95 hit rating because you get 3% from precision. As arms you'll need about 140 hit rating.
I thought the number crunching showed that it's 9% not 8.6.
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I think I've addressed the knows bugs that people have mentioned thus far. Looks like they were all in the dual wielding code. It should all be working properly now. I've thrown in some significant changes this time, like "PvP mode" and more. Comments, concerns, bugs, requests, etc are welcome.
I can't explain theres strange results to myself. Does anyone know why a racial is boosting the DPS for about ~92? And why only in the MH? I was using the sheet because I've ben unsure which weapon to use in the MH/OH as NE.
Edit: the sheet down't calculate the "Flurrybonus" gained through weapons with the same speed, does it?
Are you using the most recent sheet? I'm asking because in the revision before that one the Orc racial was bugged and would grant +25% or something crit on your OH which might explain the higher number for Orcs atleast.
I can't explain theres strange results to myself. Does anyone know why a racial is boosting the DPS for about ~92? And why only in the MH? I was using the sheet because I've ben unsure which weapon to use in the MH/OH as NE.
Edit: the sheet down't calculate the "Flurrybonus" gained through weapons with the same speed, does it?
As far as I know, the un-confirmed bonus for using weapons of the same speed is not in the calculation. I'll dig through dr_Allcom's work and double-check, but I really doubt it's in there. As was mentioned already, make sure you're using the latest version, released on 1/4/08, as there was an OH racial bug previously.
So I've got a warrior in my guild who's willing to spec blood frenzy. His 2h is the stormherald. I see from the spreadsheet that 33/28 with 5/5 sword is the best dps spec, but obviously he doesn't have a sword. So, here are my questions
1) Is mace spec worth it for the extra rage, or should he have plenty? Do you even get the rage on stun-immune targets (i.e. raid bosses) -- I imagine so but confirmation is nice.
2) If not, is there any place better to put the points? I was thinking imp overpower and filling out imp disciplines, but then realized you can't overpower in berserker stance, which is what I assume warriors would DPS in. It probably isn't worth it to change stances just for overpower, even if it's improved (i'm guessing).
Last edited by Pstar : 01/11/08 at 2:35 PM.
Reason: noobness
So I've got a warrior in my guild who's willing to spec blood frenzy. His 2h is the stormherald. I see from the spreadsheet that 33/28 with 5/5 sword is the best dps spec, but obviously he doesn't have a sword. So, here are my questions
1) Is mace spec worth it for the extra rage, or should he have plenty? Do you even get the rage on stun-immune targets (i.e. raid bosses) -- I imagine so but confirmation is nice.
2) If not, is there any place better to put the points? I was thinking imp overpower and filling out imp disciplines, but then realized you can't overpower in berserker stance, which is what I assume warriors would DPS in. It probably isn't worth it to change stances just for overpower, even if it's improved (i'm guessing).
1) You do get rage on stun-immune mobs. I usually go 5/5 mace spec just because theres not really any other definitive choice. You could go 4/5 mace spec and pick up 3/3 imp disciplines or 2/5 mace spec and pick up 3/3 imp disc and 2/2 imp intercept
2) Overpower is a pretty situational ability in PVE since it can only be used in Battle stance. Even when it does light up after a dodge a lot of the time you can't use it without risking losing rage, messing up your slam rotation, etc... It is definitely not worth dropping Weapon Mastery to trigger Overpower. It's like Iron Will and Second Wind in PVP, Second Wind is amazing when you get stunned but you'd rather resist the stun all together so you get Iron Will too.
As far as I know, the un-confirmed bonus for using weapons of the same speed is not in the calculation. I'll dig through dr_Allcom's work and double-check, but I really doubt it's in there. As was mentioned already, make sure you're using the latest version, released on 1/4/08, as there was an OH racial bug previously.
No, bonus flurry for equal speed weapons is not in the spreadsheet. As far as I know there has been no proper tests made that show this effect is real. The Flurry mechanics thread did not show this effect at least.
Sry for interruptiong this thread, but im thought this is the most appropriate thread to post my question in.
Im quite interested in seeing what buffs stack for a fury warrior.
I know some of this is wrong in the order in which it stacks but that i why im posting this.
Start off with 1000 strength for the sake of argument(not sure if it is possible in game), and lets assume this is a raid situation and every buff is available to the warrior. The warrior's is in a group with a enhancement shaman, and Marksman hunter.
Key talent points in the fury tree:
Improved beserker stance- 5/5
increases attack power by 10% and reduces threat by 10%
Commanding shout- 5/5
Increase the ap gained by battle shout by 25%
Strength buffs
Base strength = 1000
1087 (1100) Strenth of earth totem +87 str (+100 with enhancing totems)
1101 (1119) Mark of the wild +14 str (+19 strength with imp MOTW)
1211 (1231) Blessing of kings (str+10%)
1211 x2 = 2422 ap (2462AP)
AP buffs:
2422Ap (2462AP) after strength is taken into account
2727AP (2843AP) Battle shout +305AP (+381AP with commanding presence)
2947AP (3107AP) blessing of might +220AP (+264AP with improved blessing of might)
3197AP (3357AP) 5/5 rampage +250 AP **
3517AP (3692AP) Improved beserker stance 10% increase in AP <('.'<) .. woot!
3868AP (4062AP) Unleashed fury (10% increase from shaman critical hits) <('.'<) .. Hells yea!
3993AP (4187AP) Trueshot Aura (+125 AP boost from hunter aura)
Pots/flasks/trinket abilities
flask of relentless assault +120 AP (+145 ap if Imp beserker stance and unleased fury uis taken into account)
Clefthoof ribs +20 str ~+22 str with kings (+53AP with Imp beserker stance and Unleashed fury)
=== total of 198AP
4191AP (4385AP) with both the flask and food.
{So all of that is purely based on strength gear with 0 +AP gear taken into effect.
If you take Bladefist's Breadth a fairly common trinket that has a +200 AP effect on use we can do a few calculations
200 AP +10% (Imp beserk stance) +10%(unleashed fury) = 242Ap
thus 4433AP (4627AP) if you hit that trinket.}
Now i highly doubt that everything stack so nicely as i put it, but thats just the point of posting this. I want to know what does and does not stack. Can anyone help me with this?
I'm pretty sure they all stack exactly as you write. You can get to extreme values of AP with all buffs. This is what enables fury warriors (both DW and 2h) to output dps of 1500+ in optimal raid situations. In the spreadsheet dps is modeled with everything stacking (and multipliers applied last).
I'm not getting all of those buffs and currently sitting on about 500 str unbuffed. My paperdoll AP in a 25-man raid is about 3000 (without Unleashed rage and Trueshot aura), with 1000 str and those two buffs I would be close to 4600.