From what I know of excel, coding up specific +skills is an absolute horror. How am I going to check if the actual weapon is an axe or a mace, etc? For now, I guess you'll have to change your starting race to something close and accept that your dps is off just a bit. I'm open to suggestions though.
I forgot to include extra hits from WF in the procs and flurry cells, thanks for catching that. You're going to notice a definite DW Alliance bias in this spreadsheet, because that's what I am.
Yeah, I know the enchant bonuses are calculated even if you don't have a weapon. I assume you're referring to the DW enchants if you have a 2H? You should get an error if you have no weapon up. I don't consider this a big deal, because those should be set to none if you aren't using those weapons.
I agree, the calculations are complicated. I go back, look at them, and wonder wtf I'm doing here. Unfortunately, I don't think there's anyway around that. It's like looking at someone else source code. There's no easy way to just jump into it. It's best to have them there to walk you through it, or else you just gotta puzzle it out.
Slam, HS, Overpower, and Cleave aren't used in the DPS total. I have those attacks there for comparison's sake, that doesn't mean they will be used in calculating DPS.
93% uptime for a 2H isn't that far off. 2H flurry gains a lot of uptime from instant attacks.
I averaged flurry out over the 5 levels. I basically assume they're going to take the full 5 levels...who wouldn't?
How are you calculating total DPS if you arent using HS/cleave? If you generate more RPS than 7.5 the only things to dump rage into are heroic strike, cleave, slam, and hamstring. Of these, heroic strike is the best (discounting hamstring + windfury shenanigans).
What we are asking for is to refactor the calculations. Put any sub calculations like average haste into a cell on a hidden sheet and link the multiple references to it there. You can then name these cells using Insert->name so that the formulas will be more readable. All sub calcs of if statements could go on hidden sheets as well. Any formula with references to more than 5 cells is basically unreadable. I certainly don't name all my variables in my source code B48 O42 etc :) and I dont put huge 10 variable calculations onto one line, i break them up so its debuggable and let the compiler worry about optimizing away what it can.
Also, numbers for cleave/whirlwind hitting 2,3,4 targets would be useful
No one uses heroic strike, that's basically the suicide button. Hamstring gets about the same damage/rage as single target cleave, plus it raises the updtime of flurry and crusader, so there's your raid dump.
Our MT has thunderfury and a fury spec and defiance with quite a bit of crit. I can't pull agro off him no matter how I try. Of course I am undergeared for what we are fighting, so that may be part of it.
For fast weapons or high buffed crit rates, using hamstring is not going to change your flurry up time very much.
In addition, you can only use hamstring 60/1.5-10-6 = 24 times a minute before you cant use it anymore.
(24 * 10 + 10 * 30 + 25 * 6) /60 = 14RPS max instant attack usage.
It really seems like your spreadsheet is optimized for slow MH which is certainly a valid strategy, but fast/fast may outdps it if agro is not an issue. I was hoping the spreadsheet would help me with theorycraft on this but I guess not so much :).
I guess I shouldn't complain since its still more accurate by far than anything else Ive seen and Im not making my own spreadsheet.
A list of assumptions would help
I think the following are true:
Ignores AC
Only models instant yellow attacks.
Ignores crit cap
+skill assumed to affect all weapons
Assumes 20% of time spent in the fight is when mob is in execute range
The only advantage to a fast MH is more heroic strikes. As you gear up, you WILL draw agro if you mash HS. I'd rather not add in a model of DPS that will get you deep-sixed very quick. True, it's probably better DPS, but only while you're alive ;)
All of those assumptions are correct except for AC. It's default set to 20% mitigation, but you can modify it, it's one of the green highlighted cells near the bottom.
EDIT: and my spreadsheet isn't soley designed for slow MH. You can put a fast one in, and then altar the DPS calc, shouldn't be too hard.
Fast MH also gives you smoother rage generation, reducing the chance of going over 100 rage or not having enough when a cooldown is up. Eventually you just generate so much rage that it doesn't matter, though.
There are fights were aggro is totally irrelevant. C’Thun is a good example but there are many other more subtle times were you could go max dps and never have to worry about aggro. DPS/tanking down a low HP add, or on the 4th OT’s Mob and he has a 20k threat lead on you? Hell what about PvP?
Ignoring its usage based on issues outside of the raw DPS calculations defeats the purpose of a spreadsheet like this.
Don’t get me wrong I’m not an HS spammer by any stretch most of the time, but there are very definitely times when you can and should be using it.
Nevermind...adding an option to spamstring or HS the extra rage will alter way too many of my calculations. I really didn't design the spreadsheet with this amount of customizability. I'm think the simulator I'm working on now will do this much better.
Fast MH also gives you smoother rage generation, reducing the chance of going over 100 rage or not having enough when a cooldown is up. Eventually you just generate so much rage that it doesn't matter, though.
Actually the big problem with Slow MH Slow OH (say dual 2.8 speed weapons) Is that it is impossible to gain the 10 rage every 1.5s you need for optimum execute spam dps. The best you can do is execute every 2.8/1.3 = 2.15s. Even with fast OH, the OH won't generate the 10 rage you need very often. The slowest weapons you can get for optimum usage is 1.5 * 1.3 = 1.95speed. The nax 1.6 speed swords are very good for exactly this reason. Execute damage for dual fast weapons can be 15% or more of your total dps.
As your rage gen goes up, the % of your attacks going to heroic strike/cleave also goes up so faster weapons get better.
Also as your AP goes up, the % difference in whirlwind damage between a slow sword and a fast sword goes down due to weapon speed normalization. (2.8-1.6) * 62dps = extra 74.4 damage every 10s from whirlwind. If you do 1 extra heroic strike with a fast weapon every 20s thats 157/2 = 78.5 danage every 10s. And 1 extra 10 rage execute every 20s for 20% of the fight is 600/(2*5) = 60 damage very 10s.
Standalone, the way I have it now, you put in the relavant stats: AP, crit, hit, level of mob, etc. If it's possible, I'm hoping I can make it to just read straight from my spreadsheet. File I/O was never my strongpoint in programming. Anyway, I haven't had much time work on either lately, so it might be a bit before either is updated, sorry.
Leave any suggestions, and I'll try to implement them.
Please tell me when I am derailing this thread too far, but since I am rather new to DW Fury before I can comment on the spreadsheet I would like to know the educated opinion on how to maximise single target damage output, talent wise and playstyle wise.
My main is a rogue, and there things are relatively clearcut (although 1.12. might shake things up). For maximum DPS you either use daggers and 17/24/10 (or 16/25/10) and spam backstab, which will just generate enough combo points to maintain SnD, or you use swords and 20/31/0 and go 3cp SnD 5cp SnD 5cp Evis/rupture, repeat.
But what about DW Fury?
- Is it worth it to go 17/34/0 for Impale, or is it better to go 12/39/0 for other gimmicks.
- [This may sound stupid] Do you fight in Berserker Stance (easier Whirlwinding and 3% extra crit) or Combat Stance (easier Overpower).
- Do you use Overpower at all (only a relevant question if you fight in Berserker Stance by default)?
- Is it worth it to switch to a 2H-weapon for the Whirlwinds (and having suboptimal white DPS for 3 seconds)?
- What is the best rage sink after Bloodthirst and Whirlwind? It seems the debate here is between Heroic Strike and Hamstring.
- Anything else I am missing that would up my DPS?
How much worse is 2H-Fury? The main appeal would be better Whirlwinds, better Overpowers, and Slam as a worthwhile rage dump (especially when you have 5/5 Improved Slam and a 3.8 speed weapon), however you most likely will have worse white DPS. The spreadsheet indicates a 20% difference here...
I'll answer your question, but I'd like keep the thread mainly on the spreadsheet. Not that it matters, the thread was kinda dead since I haven't been able to update lately(working on it now).
17/34 is highest single target dps, impale certainly makes a difference over things like improved cleave and improved berserker rage.
Depending on how lazy I am, I fight usually in berserker stance.
Switching back to battle stance for overpower is always a judgement you have to make right then. Usually, if I have 50 or less rage up, I'll switch. Or, if I have 75 rage and BT/WW are up, I'll hit them and then switch. But, if it's close to execute range and I have a lot of rage saved up, I won't bother. This is part of the difficulty of making a warrior spreadsheet.
No, switching to 2H for WW's and Overpower was nerfed about 3 patches ago. You stop swinging for the speed of the previous weapon as well, so it's not worth it. Use 2H in fights where you know you'll be doing lots of AE(suppression room), and just keep it on the whole fight.
Straight up math, HS is best after BT and WW. Problem comes from the added threat, so only use it when you are very confident you can't steal agro. After that, improved cleave has better damage/rage than hamstring, but hamstring is an instant attack, so it improves proc rate on flurry and weapon proc. Additionally, it's been rumored that cleave has a threat bonus as well.
I would only consider 2H fury if you could get windfury totem totem most of the time.
I don't have Excel or OpenOffice installed on this PC so apologies in advance if this is obvious from the spreadsheet. Do you model rage generated when one of your attacks is dodged/parried? I'm looking for a way to determine the amount of rage a dodge/parry gives, given known AP contribution and swing damage, before the attack roll multiplier is applied.
Item fixes and updates
Added DPS field for other trinket
Combined 2H and DW hit mods
Cleaned up a lot equations, hopefully they are easier to understand for others
Fixed Windfury calcs. The extra hits from HoJ weren't being included, and the extra hits from Windfury weren't being included in HoJ and all other procs
Crit cap on white hits and higher level mobs is now included
New field added for HamstringCD and total rage/s before execute
To further explain the 4th note. I'm doing this in an effort to make it easier for other's to understand the spreadsheet. I'm only done it about halfway. I would like some feedback. Am I going in the right direction? Is this type of simplification people were hoping for? If so, I'll continue in the next release. Windfury has been fixed to the 1.12 version.
Also: Your current WF formula is broken and is creating a circular reference. I think it might have to do something with the HoJ procs? I can't really tell myself.
Edits:
1) How do you use the HamstringCD? Column. Can't find it in the notes
2) Glancing Blows. I heard somewhere that +skill only affects your glancing blows for your MH. a) is this true? and b) how does your spreadsheet calculate it?
3) Deathbringer Proc DPS is broken and screws up formulas with a #REF in its place. I just deleted it when trying to see it.
Forgot to add a note about the HamstringCD. Basically, the user can set how often they think they will use hamstring averaged out over time. So if you use it 20 times over 1 minute, put the cooldown to 3(it's measured in seconds). That then changes Hamstring's DPS and RPS fields, plus YellowConnects/s. I put that in as a way for people to see how much more rage affects their dps after getting BT and WW on cooldown.
This is the first I've heard about glancing blows only affecting MH. At the moment, my OH and MH share the same swing table, so they are both affected by skill.
The deathbringer proc dps field was more a shot in the dark. I hope someone has solid numbers on it. I put 1PPM in there, and under my testing in game, it didn't even live up to that. I think it's closer to .5 PPM, which kinda sucks. I'll fix that #REF for the next release.
Weird, I'm not getting a circular reference on my spreadsheet. WF and HoJ ARE circular from what I understand. Can't you get White -> WF -> HoJ -> WF, all procing off each other? Even in 1.12 since HoJ procs a white hit?
2) Glancing Blows. I heard somewhere that +skill only affects your glancing blows for your MH. a) is this true? and b) how does your spreadsheet calculate it?
No its not true. You can test it yourself with a glancing blow parse + a main hand and offhand of the same weapon speed. You will get 40% glancing blows with a 30% damage reduction vs lvl 63 mobs. Dont use heroic strike or cleave when performing this test.
Deathwing - when I put a 1 in the WF buff slot, it gives me the circular reference upon pressing enter. Maybe because I'm using Excel 2000? I'll check with Excel 2003 when I get home
I also heard that only the MH determines what kind of weapon +skill you need, such that with a Sword MH and a mace OH, you only need +Swords to benefit.
Edit:
Just did some more testing, and it seems chaing Hamstring CD isn't affecting the bottom line DPS at all, although it is affecting the Final Flurry Chance and Final Weapon Speed
Edit2:
I just re-DLed the spreadsheet thinking I might have screwed up a formula somewhere while inputting my gear. Hamstring CD is working, but WF still isn't. (Not getting an error message when I turn 0 to 1, but still not getting the WF DPS added in)
Edit3:
Hamstring CD affecting DPS broke when I changed the name of the sheet. WF still didn't work at all.
Ok, obviously it's causing some problems. But, unless I'm wrong, isn't WF and HoJ a circular equation. They can proc off each other because HoJ swing are white. Are other's having problems that Yojimboo is? Otherwise, I'll take HoJConnects out of the WF dps equation, it's not that big a deal.
It is circular, because in order to determine HoJ, which can proc off WF, you determine part of WF, because it can proc off HoJ. I tried the sheet without HoJ in place and WF worked. You can just add in some code like [White MH Swings + .02(All Swings)] *.20 for HoJ in WF, and that way it won't be circular. I think that should work.