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[Math] Stat Equivalence in Multi-ability "Rotations"
It is fairly straightforward to theorycraft the equivalence of stats for a given ability. Variables that don't change often cancel out nicely, yielding a clean, concise result. This post will extend those general methods to multi-ability "rotations" (which, in fact, need not be periodic at all).
The Absolute Difference Formulation Let us consider an abstract objective function For some combination of abilities used, we have... ...where Due to the linearity of the problem, we can conclude that Now then, what we ultimately have is It behooves us, for the moment, to go back to the one-ability case. In this case, we deal with not vectors but constants: The Relative Difference Formulation It's also useful to consider ...where The advantage of this approach is that As before, we can approximate An Example: +spell power vs. +spell crit At this point, it's easy to get lost in the notation or the formulas, so I'll provide a concrete example: let's consider an Arcane/Frost mage (I choose this example for simplicity; more common Fire builds have problems with Ignite when considering practical application of this procedure--more general problems involving 3+ abilities or the damage of a melee class would be that much more cumbersome). We'll assume that this mage uses Arcane Blast and Frostbolt, with Arcane Blast being 69% of the damage done and Frostbolt 31%. Let AB have a 41% crit rate, Frostbolt 40%. Assume 1400 +damage on average. Let's examine the equivalence between +damage and +crit. Obviously, ...where m = average base damage, r = +damage coefficient, and d = +damage. m = 700 ish for AB, r = .714. m = 623.5 ish for Frostbolt, and r = .814. d = 1400 for both. Using these values, we get In general... Where b is the crit bonus and c the crit chance. b = .75 for AB, 1.25 for an Arc/Frost Frostbolt. c was given to us above. Which is a fairly sensible result. Application with WWS? When I started to tackle the problem of multi-ability equivalences, I doubted there would be any practical application to the math behind it. However, I knew it would be interesting to start with the expressions for relative differences, as the percentage of one's damage or DPS from a given spell or ability could be easily estimated by a damage meter or WWS. WWS, of course, has its share of problems: any given boss fight constitutes a somewhat small sample size, which means big error bars (even larger still since we can't know one's average spell damage or attack power directly like we can with crit chances). To be entirely truthful, though, the only power this has is in how WWS hands you |
I think I lost you a bit in the calculation of actual values for K in the example :S
Regarding using WWS to obtain the N values, yes, WWS seems a bit dubious for that, since I know my damage proportions vary a fair bit from night to night based on random crit rates/miss rates/debuffs/heroism timing etc, so it's still not really handing N to us "on a silver platter". Obtaining N from a simulation would be better, but if we're at the point of having a simulation worth trusting we can work out stat equivalences iteratively instead of analytically anyway :S Regardless, interesting work :) I'm impressed at the quality of the notation too, is that actually a feature provided by the forums? Time to experiment with the code shown in the tooltips for the images :) |
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From here, you can see that... Which makes it somewhat clear where I got the expression for K_d from. Similar logic gets you K_c. Quote:
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Another thing to consider is also that N is not an independent variable, but depends on stats. This is specially true for arcane builds where exactly how long a fight is or how much mana you have will determine the weights of each cycle. I guess for first order approximation these can be neglected, but they definitely play a role.
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I would say that the first-order approximation means that the effect of stats on what your overall rotation is is negligible, yeah, just because we're dealing with small stat changes. |
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I think it would be useful to take a step back from
This would useful in making more accurate extrapolations. Just a thought. |
Proportion that a spell is used in terms of time? Using DPS per casting time, you can do this with the absolute difference approach.
Hm, I have a hunch that you could probably do it with the relative differences as well, but that's going to take some thought. |
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