
Originally Posted by boogmaster
I think the quote "haste will mess with slam rotation" is a bit of an overgeneralization. Before I begin, here's a link to a nice (and short) read on the slam rotation ( http://www.honorbound.se/Slamdps2.pdf ). There, it explains that the theoretical minimum weapon speed for a slam-rotation is 2.5 seconds. Even with flurry up, a 3.5-speed weapon has an effective speed of 3.0 (assuming you have 3 pts in flurry -- a standard 2h build).
On the other hand, crit provides diminishing returns (w/respect to flurry uptime) as crit increases. So, the spreadsheet is likely valuing haste over crit because you already have a reasonable amount of crit, and because your effective weapon speed (inherent weapon speed - flurry) is still above 2.5 seconds. When your haste drops your effective weapon speed below 2.5, the spreadsheet should start severely devaluing it. (also, make sure the spreadsheet knows you're doing a slam-rotation. I've made that mistake before)
Hope that helps
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I put in a cap on how fast a slam rotation can be, based upon more or less exactly what you are saying. Once +haste (in it's varying forms) gets you to that speed, the sheet will not allow your rotation to get any faster, therefore seriously handicapping the DPS increase from +haste. (in effect, it would then increase your white DPS only, kind of like the opposite of going beyond 9% +hit in a DW build)
To answer why haste is shown to be so valuable in SEP, there is a simple answer. It takes 22.08 crit rating to get 1% more crit, while it only takes 15.76 haste rating to gain 1% of haste. This means that even though 1% crit is more valuable than 1% haste, it does NOT follow that 1 crit rating is more valuable than 1 haste rating because 1 crit rating is more "expensive" in terms of SEP. Just remember, SEP is one rating point, not a percentage point. There is a very big difference.

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Originally Posted by talliara
There are a few things that I was wondering as far as the item sheet goes. On trinkets, or other items that have a proc of attack power or other ability, is there a way to average out the proc per minute; and/or use with cooldown, and in turn adding in a static number of the stat that procs? For example, Icon of Unyielding Courage has 30 hit rating and a use to ignore 600 armor for 20 seconds, can it be averaged out to where the armor ignored would be equal to the armor ignore that would be seen over time? I was also wondering if that could be applied to the Hyjal exalted ring as well as other AP trinkets such as Berserker's Call and Bloodlust Brooch. It's easier to manually type in things like Solarian's Sapphire, where it adds 70 extra attack power to battle shout, since that is up 100% of the time, its a static 70 attack power increase, or 77 attack power for fury.
Things like Dragonspine Trophy that show they are very low dps trinkets would benefit greatly from an averaging out of proc's and give an overall better image and idea of different gear ideas and uses.
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This is already how these things are handled. At present, the SEP column in the item stats does not reflect any on-use or proc DPS, but the
actual DPS output on the spreadsheet does take this into account. In the next full-scale release this is one of the things I intend to resolve.
And....since I don't see any fresh errors brought to light while I was away, I'm going to post a "final" version of the sheet in it's current form. Work continues on the new version, and I think I am getting close to being able to release an alpha quality version, suitable for inspection by those who would be interested in checking my math/offering suggestions. Maybe by the end of this week.
WarriorDPS_v313
Oh, btw, anyone who has d/l'd the alpha quality tanking sheet.....any input on it?