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05/18/07, 10:26 PM
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#1226
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Don Flamenco
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None of the recent versions have worked with my Open Office right away. The posted 'conversion' notes seem to work on the 1.1.0, but you don't need to edit the shoulder part.
I am curious how to model flurry accurately. Its hard to follow where the formulas in the spreadsheet go. I would think that especially with different weapon speeds it would be important which weapon crit.
I made some custom weapons with the same dps but different speeds and compared different combinations. The results were not what I would expect logically. For example, for any MH speed, and a 1.5 speed OH: Changing to a 2.0 speed OH would decrease dps, but changing to a 2.5 would be about the same. What would cause this?
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"Information is ammunition."
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05/19/07, 6:36 AM
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#1227
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Von Kaiser
Tauren Warrior
Aggramar (EU)
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Machinator,
I've found the shoulder list change to be necessary to make the shoulder selection dropdown work correctly.
Elic,
After finishing my cycles yesterday while travelling I wanted to post them before going to bed. This morning having had time to review things a bit it seems like we're much on the same page. I haven't reviewed the individual formulas for accuracy (yet - but I will) but on the overview level we seem to be near agreement what should be there.
The selection of both GCD dump and dump method priority makes a lot of sense the way you set it up. When it came to actually setting up cycles it seemed easier to me to do it the other way, but I think your way ends up better.
In terms of the 6s moniker to be used for all of Bloodthirst, Mortal Strike and Shield Slam I do prefer my own idea, although it could perhaps be made more gracefully apparent to the user which 6s ability is used in the present example (though he should know, having specced it). Actually that's as easy as finding the right damage number - same IF() construction just resulting in the text value name of the cycle instead of damage numbers as in the second column.
Your whirlwind cycle is 9 seconds. While I have with myself a pointless argument if it should be a 10.0 or a 10.5 second cycle I think 9 is wrong in any case as you cannot repeat it starting with another whirlwind. Due to the realities of lag 10.0 will be a lot closer to full utilisation of GCD than the bare numbers suggest and if we go with only one I would suggest the 10.0 cycle.
Regarding my 31.0 vs 31.5 cycle debate it is another exercise in pointlessness - in all the data examples I've seen so far the 31.0 cycle does more dmg, and the only case where I can really see the other being better it will be because Devastate alone does more dmg than any other cycle, making the 31.5 sec cycle a moot point in another way.
The 18 second cycle is cute, and certainly worthwhile if BT, MS or SS is better damage per rage and/or damage per second than whirlwind. I'm half tempted to speculate in 12 and 20 second cycles as well just to satisfy my curiosity, but I think the 18 sec cycle will make the point if it needs to be made.
The one cycle missing is 'rage dump only', which is an important one for protection warriors using Devastate.
To-Do list for me:
Check your damage cycle formulas for accuracy.
Other notes:
Cleave and Heroic Strike rage cost both include Mhhit (P21) and Mhcrit (P23), but not Mhglance. I have not at this time figured out if that's a mistake, but I suspect it may be.
I seem to remember someone in this thread (could have been another one I guess) suggest that the spreadsheet would need to include cost to keep rampage and battle shout up. It does.
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05/19/07, 4:55 PM
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#1228
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Glass Joe
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There seems to be an error in the Buffed DPS haste rating calculations. It doesn't appear to include haste rating on gear.
Currently the formula is
[top]1+IF('Gear _ Buffs'!B61
"Minor Haste (+1% Haste)",0.01,0)+IF('Gear _ Buffs'!B48="Libram of Rapidity (+1% Haste)",0.01,0)+IF('Gear _ Buffs'!B14="Mongoose",0,0)+IF('Gear _ Buffs'!B14="Mongoose",'Wep_ Enchants'!AE8,0)+IF('Gear _ Buffs'!B20="Mongoose",'Wep_ Enchants'!AE9,0)
It appears to be missing "+'Gear _ Buffs'!Q74" at the end.
Also is there any word on modelling of Dragonspine Trophy for warriors?
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05/20/07, 1:35 AM
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#1229
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Glass Joe
Tauren Warrior
Frostmourne
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Haste & Ignore Armor Support
Originally Posted by gman
(Pawn: v1: "DEP(buffed)": Agility=0.32, Strength=0.47, Ap=0.24, HitRating=0.34, CritRating = 0.47, MetaSocket=5.66, RedSocket=3.77, BlueSocket=0, YellowSocket=3.79)
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I have been using this scale for awhile now with much success. Recently, I have been working on developing a spreadsheet in a similar vein to those designed for rogues at ShadowPanther because I too have noticed that while the spreadsheet is an awesome tool, some of the information can be excessive.
I'm wondering if anyone has had any luck modeling any static haste or ignore armor effects, as it seems that is the direction stats are going with Tier6 and BT loot. Any information on how much DPS they would contribute or any form of equivalency to another stat would be helpful to me in trying to expand gman's scale to include the new DPS stats.
I have looked into the spreadsheet and for the items which I have experience with (namely Drakefist and Truncheon) no proc is modelled so I can't extrapolate from there. Sorry if it is modeled in other items, unfortunately I'm not familiar enough with them to manipulate the data effectively.
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05/21/07, 1:32 AM
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#1230
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Von Kaiser
Human Warrior
Arathi (EU)
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I've been thinking about trying Fury for a while now, and there's one thing I'm curious to know. Is it preferable to go 17/44 or can a weapon spec build ( 25/36 ) be a viable option too ? I wanted to to try it out on PTR, but it seems blizz totally forgot to put fury weapons in the packages.
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05/21/07, 6:32 AM
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#1231
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Von Kaiser
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I'm gonna drop it in here because I didn't found any other statement to this :<
As stated in the latest PTR patchnotes extra attacks off Sword Specialisation are now yellow attacks but still generate rage, now here's my question:
Are the also boosted by Impale because they're yellow attacks or does Impale still just boost attacks of player-triggered special attacks?
Sorry for that dumb question but I really don't know how it works, so please help that tiny peon :<
Last edited by IceBox : 05/21/07 at 6:33 AM.
Reason: QQ added
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05/21/07, 7:45 AM
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#1232
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Don Flamenco
Night Elf Warrior
Kilrogg
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Originally Posted by Zakath
I've been thinking about trying Fury for a while now, and there's one thing I'm curious to know. Is it preferable to go 17/44 or can a weapon spec build ( 25/36 ) be a viable option too ? I wanted to to try it out on PTR, but it seems blizz totally forgot to put fury weapons in the packages.
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I've been recently experimenting with Fury builds once again after having been MS 31-30/33-28 from early on at 70. I've tried 17-44, 11-50 and 26-35. I even tried DW MS (lol).
While I liked keeping the extra crit from axes, you have to put some weaker talents to get to that tier with none in 2hand specialization.
Plus, you lose imp zerker stance and Rampage, warts and all. It has some viability but at a loss of better talents, imo.
Last edited by Randor : 05/21/07 at 9:51 AM.
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This is a computer-generated message and needs no signature.
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05/21/07, 10:54 AM
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#1233
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Piston Honda
Human Paladin
Outland (EU)
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I've been fury for quiet a while now, and i have to say it's difficult to get the gear at the start. Especially +hit isn't spread as liberaly as it was in lvl60 end game. Now i've seen alot of nice dps plate coming in Hyjal and BT, there's the odd piece before that from SSC/TK and you can use Tier4 and Tier5, even the odd leather item. So getting 15hit, 30ish crit while maintaining high enough AP is doable.
But while theorycrafting with my gear i found one big problem, where can i get an upgrade for my fel-edged Battleaxe? Especially next patch it'll be a rather weak weapon, even if you're just learning SSC and have Gruul/Mag/Kara on farm. I've seen Netherbane from Alar, not really a nice fury OH with the agi and no +hit. I really fail to see anything to look forward too.
So am i really forced to pickup a 1.8 or 1.9 dagger as OH or has anyone found better options? (aiming for a malchazeen atm)
Theorycrafting wise 1.9-2.3 would prolly be the best for a fury OH. Slow for execute rage and a continous rage stream, not to fast to not run in danger of using all flurry charges.
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05/21/07, 1:24 PM
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#1234
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Von Kaiser
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The spreadsheet seems to heavily favor +crit and str to hit. The +hit levels seem much lower than what is ideal in my experience. This perhaps due to the fact that my dmg seems to include a lot of white damage. Is this weighting indeed due to trying to maximize yellow damage over white?
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05/21/07, 2:56 PM
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#1235
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Piston Honda
Tauren Druid
Vek'nilash (EU)
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Originally Posted by Ivriniel
Theorycrafting wise 1.9-2.3 would prolly be the best for a fury OH. Slow for execute rage and a continous rage stream, not to fast to not run in danger of using all flurry charges.
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This goes against everything I've self-learned from a 17/42/2 build. Offhand eating flurry charges isnt that much of an issue for me atleast, Since the MH usually eats them with WF proc.
I used the t2 BS sword, Blazeguard, for a while, but just settled for a Gladiator's Shiv instead, makes it alot easier to really get that extra edge of your cycles when you Rampage when it has 0.5 duration left.
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[04:04:29] <Malan> Kaubel just laid the smack down in the the blizzcon thread
[04:05:07] <Kaubel> fucking idiots. i need to go on a banning rampage and put things right once and for all.
[04:05:20] <Kaubel> our forums are infested with pussy.
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05/22/07, 4:21 PM
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#1236
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No more Cat-Hands here!
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I'm gonna go out on a limb and say I probably missed it, BUT, is there any support for 2h fury or MS in this spreadsheet?
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05/22/07, 5:31 PM
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#1237
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Piston Honda
Night Elf Warrior
Durotan
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Theory on how much the Flurry nerf accounts for?
Max rank flurry is now 25% speed instead of 30%.
Edit: Thanks Apate, typed this after a very grueling game of basketball.
Last edited by Surion : 05/23/07 at 3:30 PM.
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05/22/07, 5:42 PM
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#1238
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POWER = MEAT + OPPORTUNITY = BATTLEWORMS
ChickenArise
Night Elf Warlock
No WoW Account
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Flurry gives % attack speed, not % damage.
Last edited by Apate : 05/22/07 at 5:43 PM.
Reason: +technicality
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See you, auntie.
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05/23/07, 3:02 PM
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#1239
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Glass Joe
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Originally Posted by Molice
The calculations for crit rate from agility are off a bit. For agility from gear, one gains 1 crit per 33 agi. However, crit gained from base agility follows a different conversion factor. Not sure how this works, but it seems to differ per race (each having different base agility), and is approximately 23.5.
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To elaborate on this a bit further: it seems that warriors have a base crit of 1.14%. As such, adding 1.14 to the value for crit gives a better estimate of ones crit%. These crit% values agree with those reported in The Armory.
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05/24/07, 7:02 PM
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#1240
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Don Flamenco
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I think it has been mentioned a couple times that the spreadsheet doesnt seem to value hit as high as some warriors seem to rate it. I always see quotes about how much +hit one needs for fury/dw but no logic behind it. Is +hit really all that some make it out to be?
Ive seen the claim that +hit will net you more rage. But, correct my math/logic if Im wrong, wouldnt +crit do the same while also affecting your special attacks? This is assuming that you have enough +hit to not be missing specials, ~5.6-8.6% depending on what mechanics you go by(confirm?).
+Hit also would help with the crit cap if you are limited by that, but that seems even less likely with the glancing reduction. (Which I have heard is now 25%, confirm?)
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"Information is ammunition."
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05/24/07, 7:59 PM
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#1241
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Von Kaiser
Human Warrior
Arathi (EU)
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Originally Posted by Machinator
I think it has been mentioned a couple times that the spreadsheet doesnt seem to value hit as high as some warriors seem to rate it. I always see quotes about how much +hit one needs for fury/dw but no logic behind it. Is +hit really all that some make it out to be?
Ive seen the claim that +hit will net you more rage. But, correct my math/logic if Im wrong, wouldnt +crit do the same while also affecting your special attacks? This is assuming that you have enough +hit to not be missing specials, ~5.6-8.6% depending on what mechanics you go by(confirm?).
+Hit also would help with the crit cap if you are limited by that, but that seems even less likely with the glancing reduction. (Which I have heard is now 25%, confirm?)
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From what I can understand, the first objective should be to reach 15%hit, 1500ish AP and 25% crit which are well balanced stats to start with and easy to obtain. After that, you build up more crit and AP.
Also, about what you said concerning +hit being less useful than +crit, just remember that you cannot crit if you don't hit. Yes, crit is very useful, but you need a solid base hit rating to maintain a good DPS.
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05/24/07, 8:44 PM
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#1242
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Glass Joe
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In my experience, the importance of +hit comes at later gear levels, when Heroic Strike (or Cleave, though, it's not very efficient) comes more into play, you need your offhand to be hitting/critting to produce usable rage levels. At the end of Vanilla WoW, I had 20% hit with precision -- I could Heroic Strike every other main-hand swing (with a Thunderfury, no less) and keep up my GCD down at all times, and this really is what allowed me to put out the (non-glancing) damage.
I think leaving hit at 9-10% is adequate, and this allows you to stack up ever larger values of crit (my current itemization problem) and AP. You will easily keep the rage to BT/WW/String every GCD if your ap is at least around 1600-1700 unbuffed, not in zerker, with at least 27% crit not in zerker.
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05/25/07, 12:53 AM
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#1243
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Don Flamenco
Undead Mage
Twisting Nether (EU)
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Originally Posted by Zakath
From what I can understand, the first objective should be to reach 15%hit, 1500ish AP and 25% crit which are well balanced stats to start with and easy to obtain. After that, you build up more crit and AP.
Also, about what you said concerning +hit being less useful than +crit, just remember that you cannot crit if you don't hit. Yes, crit is very useful, but you need a solid base hit rating to maintain a good DPS.
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That's a hollow and false comment about how things should be. At every point in your dps function there's always one stat better than the other, in the beginning it's ap, then comes hit till you dont miss with specials, and then crit most of the time. There is no 'first objective'.
Also, if I didnt totally misunderstand this post, you are misinformed. You actually can crit if only you don't hit. Yes you do want 15% hit, but that's just because you will possibly be crit capped otherwise in raids, with the ridiculous 40%ish crit rates. All +hit does is to rise your crit cap, nothing more.
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05/25/07, 1:28 AM
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#1244
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Von Kaiser
Human Warrior
Arathi (EU)
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I never said to go get 40% crit... And I wasn't making maths about crit vs hit%. All I was saying is that before you can be efficient, you need a minimum of +hit. And yes, I think you misunderstand me.
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05/25/07, 1:36 AM
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#1245
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Don Flamenco
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Originally Posted by Zakath
From what I can understand, the first objective should be to reach 15%hit, 1500ish AP and 25% crit which are well balanced stats to start with and easy to obtain. After that, you build up more crit and AP.
Also, about what you said concerning +hit being less useful than +crit, just remember that you cannot crit if you don't hit. Yes, crit is very useful, but you need a solid base hit rating to maintain a good DPS.
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But where did you get that 15% hit from? and why? Thats my question.
And the part that you cant crit if you don't hit isn't right at all from current mechanics.
Part 2 of this is then what is the +hit you need to not miss specials? Ive read that its more than the 5% miss + .6 for higher weapon skill, has anything definitive been established?
So would this be false at all?
Once you have enough +hit to not miss special attacks, you really only need enough +hit to not be crit capped.
Last edited by Machinator : 05/25/07 at 1:59 AM.
Reason: edit
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"Information is ammunition."
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05/25/07, 4:41 AM
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#1246
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Don Flamenco
Undead Mage
Twisting Nether (EU)
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Originally Posted by Zakath
I never said to go get 40% crit... And I wasn't making maths about crit vs hit%. All I was saying is that before you can be efficient, you need a minimum of +hit. And yes, I think you misunderstand me.
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But you will be getting close to 40% crit. As many fights are mobile now you cannot assume stationary dps from behind; getting (crit-20)% amount of hit is logical, at most. At 3k ap the value of it compared to crit should start diminishing; so you would better start stacking crit now, and of course you will need 1 hit for every crit too; hence the importance of +hit.
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05/25/07, 4:47 AM
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#1247
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Piston Honda
Gnome Rogue
Ravencrest (EU)
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The current (2.1) glancing rate seems to be 20% and not 40%. So there, you just added 20% to your crit cap.
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05/25/07, 9:51 AM
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#1248
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Von Kaiser
Human Warrior
Arathi (EU)
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Ok I should specify here that my hit vs crit comment was purely rhetoric. I guess we're being way too serious here to see that. It was just humor as in your hit will not be a crit if it miss. But hey, I guess we can't have fun on these boards. In no way did I meant that it was impossible to crit if you didn't have enough plus hit, the elitist bandwagon quoted me so.
And yes, I know we don't need as much hit rating for the specials to not miss.
You may proceed with the scientific discussion, I shall refrain from making a funny comment from now on, gosh.
Last edited by Zakath : 05/25/07 at 10:16 AM.
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05/25/07, 10:14 AM
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#1249
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Von Kaiser
Human Warrior
Arathi (EU)
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Originally Posted by Machinator
But where did you get that 15% hit from? and why? Thats my question.
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Dual-wielding miss question
15% seems like a very reasonable compromise for your white dmg.
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05/25/07, 11:27 AM
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#1250
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Glass Joe
Orc Death Knight
Lightninghoof
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First time Poster/ long time reader so go easy on me.
I have been considering going with this as an OH
http://www.wowhead.com/?item=28572
Overall I would prefer Melchazeen, but the sockets present some very interesting customization options depending on what particular stat your current itemization lacks the most.
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