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Old 02/25/08, 9:44 AM   #46
Malazaar
Don Flamenco
 
Tauren Druid
 
Gul'dan (EU)
Perhaps you could work together with Astrylian, who is collecting models for Rawr (http://elitistjerks.com/f31/t21713-r...l_development/).

It was already proposed to add an optimizer to the programs and it already contains several models (and more are worked on).

Send you a PM about an feral druid dps evaluation function, too.

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Old 03/01/08, 6:39 AM   #47
Tornhoof
Piston Honda
 
Tauren Shaman
 
Die Silberne Hand (EU)
I've uploaded Release Client 1 of Weo2.

http://wowequipoptimizer.googlecode....es/weo2rc1.zip

- First updates for 2.4 class changes included (only Manareg for healers atm)
- Automatic onUse parsing for items with an OnUse Spell with 15 or 20s uptime and a cooldown of 90s or 120s (basically division by 6 of the on Use value)
- Many new Items from the PTR 2.4 included in extraitems.xml
- Gems are now colored in the UI
- bugfixes.


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Old 03/13/08, 3:24 PM   #48
Tornhoof
Piston Honda
 
Tauren Shaman
 
Die Silberne Hand (EU)
Uploaded Release Client 2, fixes a few bugs I introduced in RC1
http://wowequipoptimizer.googlecode....es/weo2rc2.zip


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Old 03/13/08, 4:14 PM   #49
Disquette
doop doop de doooo
 
Disquette's Avatar
 
Human Rogue
 
Sargeras
Thanks much for the updates.

http://us.battle.net/wow/en/forum/to...6766?page=3#41
Let me map a priority list out for you so that you can refer to it in the future:
1. Money 2. Money 3. PvE 4. Mages 5. Companion pets 6. PvP

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Old 04/15/08, 2:20 PM   #50
Tornhoof
Piston Honda
 
Tauren Shaman
 
Die Silberne Hand (EU)
Updated to RC5
http://wowequipoptimizer.googlecode....es/weo2rc5.zip

You can now filter by Professions, let's say you're a leatherworker and skinner, so you select everything EXCEPT leatherworking and skinning and it will only show you the appropriate items.

Several Buffs added for (especially) brutallus

Added an override attribute to the extraitems.xml
If override is set to true it will actually override other items from the original db with the same id, if "false" (default) it will not.


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Old 06/04/08, 2:35 PM   #51
Tornhoof
Piston Honda
 
Tauren Shaman
 
Die Silberne Hand (EU)
I've updated WEO2 to RC7 and splitted the application into two zips, the actual weo2rc*.zip and supportdlls.zip.
The support Dlls do not change often and it's a waste of storage to upload them every time (I ran into the googlecode cap recently).

Anyway changes are:
- Better Spellhaste support in Healer models
- slightly changed enhshaman model
- bugfixes, new items etc.


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Old 06/20/08, 1:20 PM   #52
Feld
Glass Joe
 
Orc Warlock
 
Uldaman
I'm working on a small combat simulator in my spare time, and running through some of your code has given me some good direction. I've still got one problem I'm having trouble solving, and I thought you might have already considered it.

Since I primarily play a Warlock, I've been building up pieces of my simulator as if a Warlock was fighting. Obviously, a lot of the underlying math is identical between classes (calculating base percentages by level, for example). So far, I've got things like calculating spell hit, average resistance, and crit chance working. I went to add in partial resists on non-binary spells, however, and I hit a wall.

I've done a pretty ridiculous amount of searching on the issue, and I can't seem to come up with anything. The most anybody seems to know is that a partial resist can resist no damage, 25% damage, 50% damage, 75% damage, or all damage, and that over a long series of casts, the amount of damage resisted roughly equals the target's average resistance. No one seems to know how to calculate the partial resistance of an individual cast.

One solution, obviously, is to assume that any partial resist reduces the damage taken by the target's average resistance value, but that seems like the wrong approach to me.

Any ideas?

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Old 06/22/08, 7:01 AM   #53
Phlis
Don Flamenco
 
Phlis's Avatar
 
Draenei Shaman
 
Magtheridon
Originally Posted by Feld View Post
One solution, obviously, is to assume that any partial resist reduces the damage taken by the target's average resistance value, but that seems like the wrong approach to me.

Any ideas?
It's most likely purely random. Just pull a random 100, if it's between 76-100, 75% resist, 51-75, 50% resist, 26-50, 25% resist, 1-25, 0% resist, or something similar. Thats most likely how it's calculated anyway.

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Old 07/05/08, 9:33 AM   #54
Kalle
Von Kaiser
 
Undead Warlock
 
Wrathbringer (EU)
It is not as simple as suggested in the above post. I think I read a post mentioning a specific algorithm a while ago - but I can't remember its name. Perhaps you should have a look at Resisting Magical Damage and its Relation to Resistance Levels.

However, if you are only interested in average damage the algorithm doesn't matter and you can use average resistance.

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