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I thought I'd create a thread for this since I didn't get any hugely negative feedback on it. Plus, I'm sure the rogues don't want me hijacking their threads anymore.
I fixed the DPS column in the 2H tab. This spreadsheet is designed for sustained dps versus a level 63 mob, so that column really isn't that pertainent. Look to the 80%/20% for the dps numbers you want. I have a few questions of my own: I looked at Chalon's spreadsheet and I liked the pulldown menu/lookup table he implemented. Anyone got a quick guide I could read so I can implement this? Additionally, Chalon modeled Crusader at 37 str MH and 24.5 str offhand. How did he come to those numbers? Any and all feedback is welcomed. EDIT: new file posted, see post #705 for explanation: http://www.rcsolid.com/deathwing/DPSWarriorv0.485.xls |
Hmm, checking it atm, I'm kinda trying to do the same thing atm but it seem I'm complicating my life alot. Anyway.
I'm not sure I get the yellow hit mod/white hit mod thing. You seem to be using 2.4 weapon speed normalization for stuff like ww/op, etc, even though your main hand is a dagger. Also I think the whole point of stuff like this is to compare specs versus one another, 2-h is easier to do then dw in theory too. The thing with crusader and flurry is that weapon speed change the up time obviously. The slower your weapon speed, the higher the uptime you will have on flurry and crusader due to instants being a constant. Stuff like windfury will increase the uptime on crusader/flurry alot. This is very hard to model exactly but it's possible to have some kind of estimate. What I did for crusader is assume 1ppm on autoattack. That give you a % per swing then you calculate the number of swing you have per second and get an uptime from that. Obviously it's an estimate and the higher the uptime the more likely you are to overlap, same with flurry. Lastly I think using some kind of "hard coded" 55/45 formula to spread the value of specials versus white dmg is very flawed. The whole point of doing a spreadsheet like this is to not do that. You know how much rage per second you generate, you know how much rage per second stuff like bloodthirst and ww cost, you should be able to calculate how much special you can do in that time. You could use a 80%/20% rule for "other" specials and executes for the last 20% of the fight though and assume you spam execute as soon as it's up (got enough rage for it and your weapon delay is reset, possibly giving 1 bonus for using bloodrage). Also not sure about heroic strike but do you calculate that it lower your white dmg, thus your rage generation and that it's using the special hit table? But overall good work, nice presentation too. |
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Yellow/white hit mod is basically a multiplier for all yellow and white damage. It takes the hit table for those types of hits and averages it down into a damage multiplier. It's very hard to look at excel formulas and understand what the author was trying to do. For example, let's say your yellow hit table consisted of just misses, hits, and crits, this is how I would get the yellow hit mod:
M*0 + C*2 + (1 - M - C) M and C being miss and crit chance, respecitively. So, averaged out, every yellow hit would be multiplied by that equation above(I simplify it down in my spreadsheet. I thought dagger normalization only applied to rogues. Is it 1.7 for warriors too? It would make a small difference in dps. I thought crusader was a flat 2 ppm(1 ppm in offhand?). Changing weapon speed shouldn't affect that at all. The difficulty I saw was from it overlapping with a previous proc. Yes, I agree the 55/45 isn't that great. I put that in there for comparison's sake. And for the time being, my gear seems to adhere to that rule after a long night of raiding. You were spot on with my 80%/20% rule, that's exactly what I do. For heroic strike and cleave, the costs of rage and white damage are associated into the DPR column. And the white damage cost is associated into the DPS column. Same for RPS column and rage cost. Hence why if you notice, HS gets slowly worse as gear improves. Separate question for anyone. Does Kings multiply every stat, regardless of source? As in, does it work on other buffs, like fort? |
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Either way, I'm guessing what you'll want is BT and WW on cooldown, which is 6s and 10s, or BT on cooldown, and hamstring every ~2 seconds. |
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As for VLookup, this explains it fairly well: http://www.mvps.org/dmcritchie/excel/vlookup.htm But I guess the short story the way those are setup: -I made a named range for just the item names themselves. (eg., WeaponsList) -This named range is used for the validation list in that cell (to create the drop-down) -Then I created another named range that includes both the item names and the stats (eg., WeaponsStatsList). -Then the VLookup is applied to WeaponStatsList |
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So say I have sulfuras at 3.7 speed, that's a cycle of 3.7*3/1.3 = 8.5 sec. How many attack do I do during 8.5 sec second using all my instants? Non hasted auto attack are about 0.24 per sec, which give a worse case scenario of about 8.5*-0.24 = 2.04 attack per cycle, with an uptime of 44% or so (25% crit). Once you start adding windfury, bloodthirst, ww, etc, you get into the 0.5-0.6 attack per sec with sulfuras, giving you an furry uptime of 70%-80%. This seem ok since with full buffs, flrurry seem to always be on once "it get going". I'm not 100% sure on crusader but the idea behind it should be to have a ppm based on auto attack only. So if crusader is suppose to be 1ppm, this probably mean it's translated in a % per swing on a given weapon. Again, using sulfuras at 3.7 speed, this mean that 3.7/60 = 6.1% chance to proc crusader per swing. If you let autoattack at those rules, you should be getting 1ppm. Once you have the %, you apply it to all your attacks, including instants using something like 0.5 aps * 0.06% * 15 sec duration = 0.45%. This doesn't account overlap. With WF it usually give nearly 60% uptime on crusader, which seem a bit high. To account for overlap is getting into very complex maths though unless you can do it in a simulator. But crusader will overlap much more then flurry will due to it's 15 sec duration. |
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That kind of thing =) ed: I suppose it wouldn't be too much more to set this up to test different attack logic sequences anyway. |
Thorb, 1 - (1 - C)^3 does take into account overlap. By subtracting the chance that your last three hits weren't a crit, it covers all possibilities that will proc flurry, including a string of 3 crits.
Your cycle way of dealing with instants is similar to mine. I prefer to go on instant cooldown because that isn't changable at all, while your cycle time can be. |
Nah it doesn't. If it would statistics would not be that hard wouldn't it?
Say that you have an average of 6 crit per minute and your cycle time is 10 sec. What are the chances that you crit 1 time in each cycle? giving you an uptime of 100%? What are the chances you crit 6 times in a row, giving you an uptime of 2/10 = 20%? What are the chances you crit 3 times in a row followed by once each cycle for 3 crits, etc? Sum all the uptime for each of those models over say an entire minute and you will get the exact uptime including overlap. We are talking literally hundreds and hundreds of permutations. |
Getting 6 crits in a row doesn't suddenly stop you from getting them for the rest of the minute. The formula is accurate because all you care about is the chance that none of the last three hits were crits, which is exactly what (1 - C)^3 says.
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RISE FROM YOUR GRAVE!! Man, I loved that game.
Anyway, I've been doing some work on my spreadsheet, thought this was a good time to release a new version. Basically, I took what I liked from Chalon's spreadsheet and copied it into mine, I hope he doesn't mind. I used the pull-down menu for selecting gear and enchanted, and I colored it similarly. I've only done this for the 2H sheet. The enchants need some more work as well. A few notes up front. The skills section is very basic right now. Basically any gear that has a +skill is put in one column. I'm counting on the user to know that the +skill from Death's Sting doesn't apply to the Crul'Shorukh you're offhanding. I got rid of the generic DPS calc and the 55/45 calc, I just use the 80%/20% now. Please let know of any spelling mistakes, errors, or gear that should be including. I added a quite a bit of gear, so I expect some stuff was entered wrong. Question for anyone out there: does HoJ only proc off mainhand swings? Still working on modeling that. |
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Btw can you put the 2-h and DW on the same page? Shouldn't be too bad. Other edit: -When I put lvl 60 in the lvl box, I get an effective weapon skill of -5. If I put lvl 60, change the effective weapon speed to 0 and change the base miss rate of 0.24 in the White Hit Mod to 0.05 (same as specials) and also remove impale, I do not get the same number as the Yellow Hit Mod. These numbers should fit exactly if you remove impale, use the same to hit and remove glancing blows so I'm not sure what's up. |
4 things:
1) HoJ is exactly like sword spec in that an offhand proc will produce a mainhand swing. This is going to cause it's combination with a fast offhand/slow mainhand to be better. 2) Is the Net Crit including Berserker stance or should someone using it add a 3 to the crit column somewhere? 3) Are you going to keep updating this with new items? I'm kind of a spreadsheet list/lookup noob...can I just edit the values of some items I won't use to make them new items? I'll mess around and try to figure out how to do it myself. 4) Libram of Constitution isn't adding the HP correctly. |
Yeah, I'm going to update it with new items. I'm going to hold back on that for a little bit until loot tables on most of Naxx is known. You can edit the tables yourself if you want. Just unhide the spreadsheet, and then follow the instructions chalon posted about, if you want them added to the pull-down menu. If you don't care about blue items you know you'll never use, just overwrite them. Please, though, don't edit the spreadsheet and then release it. I'd like to keep control of the releases.
I know Constitution isn't working. I have to add different calc because I can't put it as just +10 sta. I'll add Berserker stance as an optional buff the user can turn on since you're not always in that stance. |
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