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03/13/08, 10:53 AM
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#126 (permalink)
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Don Flamenco
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Originally Posted by Langie
Which item will you keep to get 4T6? Or do you say 4T6 sucks?
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For 17/44 the T6 Shoulders are currently the best T6 piece, relative to what else is available. So it makes sense to go shoulders+belt+bracers+boots if you are looking for a longterm 4 piece T6.
I will likely do that, but boy did we ever get short-changed on set bonuses. Ours are completely terrible compared to most (all?) of the other DPS class set bonuses.
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03/13/08, 11:10 AM
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#127 (permalink)
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Don Flamenco
Night Elf Warrior
Gorgonnash
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Originally Posted by Moogul
Haste vs. Crit, Mathematically (as I understand it)
Firstly, let's ignore all specials talents, eg. impale, flurry, deep wounds etc.
1% haste means you get 1 extra 'swing' per 100 swings. A swing can miss, be dodged, or crit as normal. It's damage is therefore (avg. swing damage) * (1 + crit - miss - dodge)
1% crit means you get 1 extra 'crit' per 100 swings. A crit turns a 100% damage hit into a 200% damage one. It's damage is therefore (avg. swing damage)
DW miss chance is 27%, I think? With 9% hit, this means 18% miss, and a normal 5.6% dodge, reduced to 3.6% (for now, let's assume 0 expertise as it's not *currently* a common stat on warrior dps gear). We'll use Hiddens example of 45% crit for now, though this is *vastly* higher than what I run with (we don't put our feral druid in the melee group, he goes with the hunters and we get the ret paladin, plus some of those stats seem a bit optimistic).
So, the damage of the extra hit from haste is therefore: (swing) * (1 + 0.45 - 0.216) = 1.234
This is for white damage only though, and haste does not affect yellow damage (bar a small amount of interaction with heroic strike), whereas crit does. Looking at my damage parses, yellow damage (excl. heroic strike) is normally around 50%, maybe slightly less, meaning that crit's effect is pretty much doubled.
This means we're comparing a crit:haste dps bonus ratio of 2:1.234
This is per 1% though, and haste *is* cheaper in terms of itembudget - 15.7 per 1% compared to 22.1 (correct me if I'm wrong) for crit.
Dividing to get per rating point, we get 0.0786 for haste and 0.0905 for crit, so Crit still comes out ahead per item budget point.
This is before we include flurry, impale, RED etc. which *all* increase the value of crit compared to haste, and this is already at very high levels of crit. At lower levels of crit, haste will decrease in effectiveness against crit.
In short, haste will pretty much *never* be better than crit, rating point for rating point. Of course, this doesn't stop particular items (eg. DST, Dragonstrike) with haste from being very good, and it's still a useful dps stat (more than some might consider). I'm looking forward to getting my JC neck in 2.4
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Wrong. That math is basically wrong and let me explain it:
First of all Id say i often pass 50% crit in raids, but lets use 45% as example. Lets use 0% haste as example too, and lets assume 88 rating to make the differences more noticable. Lets assume 15% hit rate with talents and stuff which seems popular for DW. So 13% miss rate
88 rating =4% crit vs 5.5% haste.
over 200 swings time (again for ease of calculations) with the extra crit (49% total) You will do:
98 crits
19 hits
50 Glancings
26 Misses
7 dodges
With haste there will be 211 swings with 45% crit rate
95 crits
28,22 hits
52.75 Glancings
7,6 dodges
27,43% Misses
We "lose" 3 crits, we "gain" 2.75 glancing and 9.22 hits. Counting crits as 2.1 of hit (assuming half of the damage from heroic and thus affected by impale) and glancing as 0.75 of a hit, we end up with approximately 5 "free" hits more with haste.
Since the crit setup base "hit equivalent" was 98x2.1+19+50x.75 = 262.3 "hits". Adding 5 to it means increasing the damage by 1.9%.
So ignoring Flurry, and yellow damage, 88 haste gives you 1.9% more damage then 88 crit.
Now lets add yellow damage roughly. Haste affects around 70% of my typical damage so :
70%x1.9% = 1.33% haste benefit
30% x (149/145) = 0.83% = crit benefit
Overall haste will give us 0.5% damage increase.
That doesnt count flurry effect into account. Im not gonna model Flurry in any "proper" way here. THere are spreadsheets/simulators for that. Just a quick glance though shows that with around 50% crit the uptime should be over 94%, and that 4% crit doesnt change all that much - like 91% to 93%. 2% uptime of a 25% attack haste, is around 0.5% damage increase on swings only. Overall haste is a bit ahead.
You can find a lot of gaps in my math. I still see it as closer to truth though - yours was fine except for one thing - you assumed that crit adds 100% damage. Well thats only true for people with 0% crit. At 45% level 1% crit adds 1.46/145 = 0.69% damage only not 1%.
Anyway - we have pretty impressively working spreadsheets on these forums. They all show haste for me as far superior stats. A bit better then crit now in BT, WAY better in sunwell. My sep values are around :
1crit =2.2 ap 1 haste =2.4 ap now with my gear (i consider my gear best possible, without warglaives).
1crit =2.2 ap 1 haste =-2.8 ap with best sunwell gear.
Unless you can show why the spreadsheets are wrong, id say the burden is on you to prove otherwise.
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03/13/08, 12:15 PM
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#128 (permalink)
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Piston Honda
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Originally Posted by Shha
You can find a lot of gaps in my math.
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Just glancing at it I see one major omission: you're only looking at attacks affected by the swing timer. The math above completely ignores specials, which receive zero benefit from haste, and an inflated benefit from crit thanks to Impale. Considering the percentage of total damage any DPS warrior build gets from specials, this simply cannot be ignored.
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03/13/08, 12:26 PM
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#129 (permalink)
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Glass Joe
Orc Warrior
Blackrock (EU)
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Originally Posted by Tilted
you're only looking at attacks affected by the swing timer
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Originally Posted by Shha
So ignoring Flurry, and yellow damage, 88 haste gives you 1.9% more damage then 88 crit.
Now lets add yellow damage roughly. Haste affects around 70% of my typical damage so :
70%x1.9% = 1.33% haste benefit
30% x (149/145) = 0.83% = crit benefit
Overall haste will give us 0.5% damage increase.
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well I think he has been looking at yellow hits... maybe the 70% are a little high (but 60-65% white + heroic isn't that far away) but all in all I think did a quite good approximation ...
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03/13/08, 1:33 PM
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#130 (permalink)
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Piston Honda
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Gah, I fail at reading. I see now, though I'm not sure where the 149/145 comes from.
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03/13/08, 1:38 PM
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#131 (permalink)
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heal fast and massive
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Originally Posted by Tilted
Gah, I fail at reading. I see now, though I'm not sure where the 149/145 comes from.
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I *think* that he's doing 100 + 49 where 100 = hits, and 49 = extra damage from crits (a crit is like having an extra hit's worth of damage), so 149 for 49% crit, and 45 for 45% crit. Of course, as mentioned this ignores impale (and deep wounds and RED), and also ignores dodge (100 swings would actually be something like 100 - miss + crit * 1.266).
Anyway, I'll try to respond in detail when I get back from work. Thanks for showing your working Shha, I do appreciate, though (as I suspect you'll expect) I have a few points I disagree with you on.
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03/13/08, 1:51 PM
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#132 (permalink)
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Glass Joe
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Has anyone mathcrafted out the theoretical haste vale of crit?
IE:
1% crit over 100 swings yields 1 crit. 97 swings are unhasted, 3 swings are hasted.
Using a 3.0 weapon (just for ease sake)
**0% crit time**
100 swings unhasted = 300 seconds
**1% crit time**
(97*3.0)+(3*2.1) = (291)+(6.3) = 297.3
Quickens the by 2.7 seconds, or only taking 99.1% of the unhastened time. So you could argue 1crit also equals 0.90% haste at these extremes. Granted the curve would downgrade rapidly with more crit.
I think haste is a nice rogue stat, but I'd prefer Blizzard would keep it off Fury plate and keep loading us up with ArP, AP and crit.
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03/13/08, 1:53 PM
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#133 (permalink)
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Don Flamenco
Night Elf Warrior
Gorgonnash
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Yea, well I wasnt trying really to make a working model of dps here - as I mentioned, there are spreadsheets right at these forums. They all show haste as best stat (sometimes even "too good" for my liking), so i made a very rough approximation to show where it comes from.
To repeat it in bullet points, while haste vs crit is disputable "on its own", there are factors increasing haste effectiveness:
- More procs, at least from some stuff (a lot of it is on hidden cooldown, and the only benefit is slightly more reliable trigger) - Namely WF (thats a BIG ommitement in my post, in favor of my concept - a hit gained by haste can proc wf at normal 20% rate, a crit wont).
- You start at 0 haste when going to sunwell, while around 45% crit. Thats a HUGE factor here. If both stats are at 0, then crit will pull ahead (well even without flurry, although flurry is a huge factor too). However both haste and crit have "diminishing returns" (as all warrior stats, save for ArP which is capped on other hand), and crit is already really high. As usual some "balance" is recommended.
In sunwell gear i can reach around 30% average haste (that is not from straight haste rating alone - mongoose proc, DST, haste pots etc) over the course of the fight. 45% crit (it doesnt really go up), and decent ArP/Ap. Its closer to the mentioned "balance".
Overall im really happy with itemization made for dw warriors in sunwell. Haste items arent overloaded on it, it seems ill end up with a really well balanced stats.
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03/13/08, 1:55 PM
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#134 (permalink)
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Don Flamenco
Night Elf Warrior
Gorgonnash
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Originally Posted by Overcome
Has anyone mathcrafted out the theoretical haste vale of crit?
IE:
1% crit over 100 swings yields 1 crit. 97 swings are unhasted, 3 swings are hasted.
Using a 3.0 weapon (just for ease sake)
**0% crit time**
100 swings unhasted = 300 seconds
**1% crit time**
(97*3.0)+(3*2.1) = (291)+(6.3) = 297.3
Quickens the by 2.7 seconds, or only taking 99.1% of the unhastened time. So you could argue 1crit also equals 0.90% haste at these extremes. Granted the curve would downgrade rapidly with more crit.
I think haste is a nice rogue stat, but I'd prefer Blizzard would keep it off Fury plate and keep loading us up with ArP, AP and crit.
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Ok so what YOU said, is that 1% crit = 0.9% haste. So haste is valued 1.1 times more approx then crit per percent. Per rating it goes up to around 1.6 times more for haste, and improves as crit rating goes up. You are contradicting yourself, showing math (heaving simplified) that shows haste superiority, then saying you dont want haste  .
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03/13/08, 2:06 PM
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#135 (permalink)
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heal fast and massive
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Originally Posted by Shha
Overall im really happy with itemization made for dw warriors in sunwell. Haste items arent overloaded on it, it seems ill end up with a really well balanced stats.
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This goes for me too - I think they've reached a pretty nice balance. I'm looking forward to picking up some haste whilst still going strong on crit, ArP and str.
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03/13/08, 2:07 PM
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#136 (permalink)
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Glass Joe
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I was taking into account the knowledge that crit does 2x damage. I was trying to show that when you get 1% crit you also get 0.90% haste as an added bonus.
Until you reach 100% flurry uptime the hastening rules off crit would always apply, they would just apply to a lesser degree.
Basically since you take 99.1% of the time to execute all your hits with 1 crit (which is basically 1 free hit) its like you hit 1.90 more times. If you had 1% haste it would be like you hit 1.00 more times.
This is all napkin math I'm sure a graff would work better if some formula could be made up.
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03/13/08, 4:33 PM
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#137 (permalink)
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Don Flamenco
Night Elf Warrior
Gorgonnash
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Well yes and no, with typical raid stats, 4% crit adds you around 1% flurry uptime. So 0.22 seems more accurate. Either way, i guess i failed reading a bit and sorry for that.
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03/13/08, 5:03 PM
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#138 (permalink)
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Stuckup Goon Squad Washout
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Originally Posted by Bevz
Even just by glancing at the other sunwell items, im almost positive warriors are going to be hitting the Arp, Expertise and Hit caps and be sitting on a 40%+ crit value with easily over 2k attack power as either fury or arms specs. Thats not even raid buffed.
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Maybe this is just poorly worded on your part but what do you mean by "hitting the Arp cap"? You think Warriors are going to start hitting 2k armor pen passively considering the itemization is shifting towards slotted items with +haste? I really really like Armor Pen, but with Executioner I don't think I go past 1500 at most (I'm trying to remember the stats of my gear while at work). Frankly I always wanted to get to a point in Armor Pen where Executioner was no longer needed, but I doubt that will be possible. I'm going to lose 350 armor pen if I upgrade the Gurtogg pants to the Felmyst pants that clearly have a more heaping pile of stats, and 3 sockets!
I just don't see it happening.
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Can't you see what I'm doing here? I'm holding my own urine in a cup because I have responsibilities. Won't you help?
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03/13/08, 7:58 PM
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#139 (permalink)
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Glass Joe
Night Elf Warrior
Zul'Jin
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MH/OH
I have a Syphon, Rising Tide, and Rod of the Sun King, which would be the best MH/OH combination for maximum PVE dps output?
This is of course with the 17/44 Setup
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03/13/08, 8:09 PM
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#140 (permalink)
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Piston Honda
Human Death Knight
Blackmoore (EU)
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Originally Posted by Bloodvenom
I have a Syphon, Rising Tide, and Rod of the Sun King, which would be the best MH/OH combination for maximum PVE dps output?
This is of course with the 17/44 Setup
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Rod of the Sun King/Rising Tide probably.
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03/13/08, 8:11 PM
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#141 (permalink)
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Glass Joe
Night Elf Warrior
Zul'Jin
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Any real reason behind that combination? I have tried the spreadsheets on the EJ posts and the numbers are always inconclusive to make any real decision.
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03/13/08, 11:01 PM
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#142 (permalink)
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Glass Joe
Human Warrior
Outland (EU)
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Originally Posted by LodeRunner
Maybe this is just poorly worded on your part but what do you mean by "hitting the Arp cap"? You think Warriors are going to start hitting 2k armor pen passively considering the itemization is shifting towards slotted items with +haste? I really really like Armor Pen, but with Executioner I don't think I go past 1500 at most (I'm trying to remember the stats of my gear while at work). Frankly I always wanted to get to a point in Armor Pen where Executioner was no longer needed, but I doubt that will be possible. I'm going to lose 350 armor pen if I upgrade the Gurtogg pants to the Felmyst pants that clearly have a more heaping pile of stats, and 3 sockets!
I just don't see it happening.
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Yeah, apolgoies it was bad wording. I meant the soft cap of roughly 1350 before exectioner. Im not sure if you have noticed but the Felmyst pants do come with some armour penetration albeit not as much, you would lose 126 in total but as you said gain a heap of other stats.
In regards to dropping executioner and stacking arp gear it doesnt seem practical. The only other enchant worth using would be mongoose but unlike armour penetration, the crit gained from mongoose can be gotten through other means. You really are just better gemming for crit and keeping the executioner.
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03/14/08, 10:57 AM
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#143 (permalink)
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Don Flamenco
Undead Rogue
Skullcrusher
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Thinking out loud:
It would be great to add a 'Gear' sub-section to the OP. The one in the Protection Warrior thread is perfect.
Slot: 3-4 options with the ratings (best in slot and alternatives)
The only one I know offhand is: Tabard: Purple Trophy Tabard of the Illidari (best in slot)
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03/14/08, 12:08 PM
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#145 (permalink)
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Don Flamenco
Undead Rogue
Skullcrusher
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Originally Posted by Moogul
No way, there's multiple tabards better than that.
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I knew you'd bite.
With regards to actual gear, I think for many slots it's too close to call. Cat's Edge for MS/BF, Glaives for DW are obvious due to their ilvl, but many others are so diversely itemized that depending on an individual's setup, a specific item might yield more of an upgrade than another. By the same token, a specific item would be weighted more or less by an individual for the setup that suits their spec/playstyle.
Again, the prot warrior listing is perfect- several options with point values listed.
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03/14/08, 12:24 PM
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#146 (permalink)
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Don Flamenco
Tauren Warrior
Tichondrius
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Originally Posted by Bloodvenom
I have a Syphon, Rising Tide, and Rod of the Sun King, which would be the best MH/OH combination for maximum PVE dps output?
This is of course with the 17/44 Setup
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Rising tide & Rod.
Get the Syphon out of the raid--it eats up charges of Improved Shadowbolt.
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03/14/08, 12:35 PM
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#147 (permalink)
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heal fast and massive
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Originally Posted by Mjollnir
I knew you'd bite.
With regards to actual gear, I think for many slots it's too close to call. Cat's Edge for MS/BF, Glaives for DW are obvious due to their ilvl, but many others are so diversely itemized that depending on an individual's setup, a specific item might yield more of an upgrade than another. By the same token, a specific item would be weighted more or less by an individual for the setup that suits their spec/playstyle.
Again, the prot warrior listing is perfect- several options with point values listed.
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Well personally, the only one I'm not sure about in the list I posted is the leg slot - the divine retribution are also very good, as are the mail ones from Azgalor if I recall correctly.
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03/14/08, 12:50 PM
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#148 (permalink)
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Glass Joe
Human Warrior
Outland (EU)
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Originally Posted by Moogul
Well personally, the only one I'm not sure about in the list I posted is the leg slot - the divine retribution are also very good, as are the mail ones from Azgalor if I recall correctly.
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Lets have an updated SUnWeLLz version please! 
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03/14/08, 12:56 PM
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#149 (permalink)
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Piston Honda
Human Death Knight
Blackmoore (EU)
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Originally Posted by Moogul
Well personally, the only one I'm not sure about in the list I posted is the leg slot - the divine retribution are also very good, as are the | | |