Has anyone mathcrafted what the damage range or dps of a dagger that would actually surpass TNB would be? To help illustrate what I mean, a reply would be like "It would take a dagger with 40 more damage on the top and bottom end to beat TNB or a 100dps dagger would beat it as well."
Has anyone mathcrafted what the damage range or dps of a dagger that would actually surpass TNB would be? To help illustrate what I mean, a reply would be like "It would take a dagger with 40 more damage on the top and bottom end to beat TNB or a 100dps dagger would beat it as well."
That answer wouldn't be as simple as "It would take +20 DPS," because armor reductions such as TNB proc increase your damage by a percentage. So the better your other gear, the more benefit you'd get from TNB, and the more it'll take to replace it. So I guess the answer is use the spreadsheet to test your own personal case
Can anyone tell me how to expose the formula for Deadly Poison damage?
I ask because I'm 41/20 spec and the spreadsheet tells me that a Gladiator's Shiv (offhand dagger) will up my DPS by a few points more than a Gladiator's Shanker (mainhand dagger) which seems counterintuitive based on how mutilate works and how it makes up ~1/3 of my damage.
If I take DP7 off my offhand and compare gained DPS (instead of total) the Shanker clearly wins out. Is the added speed of getting to a 5 stack of DP7 really worth the loss in mutilate damage like the sheet claims?
I'm an Excel noob so if the formula is there somewhere and I just can't see it, apologies.
For me on the spreadsheet, TNB modled at 20 dps higher than the Shanker in the mainhand and 5 dps less than what I have currently (Feltooth Evis) in offhand. It's interesting to note that the benefit of the proc while having it in the offhand doesn't make up for the potential loss of combat potency procs incurred by having a slower offhand. It's especially interesting considering VitaminC's modeling of Combat Potency to average energy per second that the difference between a 1.8 speed offhand and a 1.4 speed offhand is only 1 energy per second on average.
I will have to play with the spreadsheet and try to stack +hit gems and gear to see if i can ever get TNB to be better dps than the Feltooth Evis in offhand.
Can anyone tell me how to expose the formula for Deadly Poison damage?
I ask because I'm 41/20 spec and the spreadsheet tells me that a Gladiator's Shiv (offhand dagger) will up my DPS by a few points more than a Gladiator's Shanker (mainhand dagger) which seems counterintuitive based on how mutilate works and how it makes up ~1/3 of my damage.
If I take DP7 off my offhand and compare gained DPS (instead of total) the Shanker clearly wins out. Is the added speed of getting to a 5 stack of DP7 really worth the loss in mutilate damage like the sheet claims?
I'm an Excel noob so if the formula is there somewhere and I just can't see it, apologies.
Format->Sheet->Unhide Wep_Enchants
That will reveal the sheet with the formula on it.
The bulk of the formula is within the range V7:AB40. However, I will warn you that knowledge of the Poisson distribution and basic stochastic processes are required to understand the formula. If you dont understand the Poisson distribution, you can google it up and read about it, but I'm not teaching it to you If anyone who understands the basics behind the math but does not follow the math I used in the sheet is more than welcome to ask me about it, but as I just stated, I am not going to teach you probability.
Can anyone tell me how to expose the formula for Deadly Poison damage?
I ask because I'm 41/20 spec and the spreadsheet tells me that a Gladiator's Shiv (offhand dagger) will up my DPS by a few points more than a Gladiator's Shanker (mainhand dagger) which seems counterintuitive based on how mutilate works and how it makes up ~1/3 of my damage.
If I take DP7 off my offhand and compare gained DPS (instead of total) the Shanker clearly wins out. Is the added speed of getting to a 5 stack of DP7 really worth the loss in mutilate damage like the sheet claims?
I'm an Excel noob so if the formula is there somewhere and I just can't see it, apologies.
It's a common misconception that you're losing a lot of mutilate damage by having A shanker in main hand and a fast dagger in the offhand compared against shanker x2. I think the difference in damage is 1%.
VitaminC modled various daggers and mutilate damage against 2x shankers on his website: http://roguecrap.blogspot.com
So, I can see where having a faster offhand proc more DP can offset the 1% damage loss.
For me on the spreadsheet, TNB modled at 20 dps higher than the Shanker in the mainhand and 5 dps less than what I have currently (Feltooth Evis) in offhand. It's interesting to note that the benefit of the proc while having it in the offhand doesn't make up for the potential loss of combat potency procs incurred by having a slower offhand. It's especially interesting considering VitaminC's modeling of Combat Potency to average energy per second that the difference between a 1.8 speed offhand and a 1.4 speed offhand is only 1 energy per second on average.
Although 1 energy per second doesn't seem like much, your base energy regen is only 10 per second. A 10% increase in energy per second is pretty huge.
Quick question. Anyone know the exact amount of hit is cap with the new formula considering 365 skill?(human rogue using swords) I did fast math and got to 262 not 100% sure though
substract 5% for 5/5 precision
substract 5*0.04 for your racial +5 skill
-> your hitcap 24.6 - 5 - 0.2 = 19.4
-> 19.4 * 15.8 = 307 hit rating
ps. its late, if i miscalculated, correct me please.
on a sidenote -> to make the dps formula more exact check out the screenshot of "The Lurker Below" he can be checked by a hunter for stats -> http://www.wowhead.com/images/screenshots/19461.jpg -> which says 7685 armor for a boss
might be interesting to make the sustained boss dps more accurate.
Serrated Blades uses the same buff aura (Apply Aura: Mod Power Cost % (Physical)), and I assume that it stacks with the buffs from those items. So shouldn't the items stack as well?
However, we know that the 35 resilience bonus from pvp/gladiator gear does NOT stack, and they are also using the same aura. Somebody wants to test this?
edit:
was too late when i hacked up the calculations... of course i have a latros + weapon expertise -> 363 weapon skill which the armory isnt showing properly....
16.1392 from hit rating
5.0 from precision
13*0.2 = 2.6 from weapon skill (assuming Crezax bluepost data)
=> 23.73 %
Last edited by koaschten : 03/30/07 at 8:34 AM.
Reason: added formulae
substract 5% for 5/5 precision
substract 5*0.04 for your racial +5 skill
-> your hitcap 24.6 - 5 - 0.2 = 19.4
-> 19.4 * 15.8 = 307 hit rating
ps. its late, if i miscalculated, correct me please.
Each weapon skill is .2% hit not .04, it's also another .2% chance to crit... I could be misreading crezax' retarded post though. From what he said, +5 skill would give 1% to hit and 1% to crit.
I could be wrong. Anyone could, actually, we don't have any information on this.
My test of the effects of skill, assuming we know what the hell is going on with DW miss:
232 HR : 14.71% hit
5/5 Precision: 5% hit
Total hit : 19.71%
By default I should have 4.3% miss.
I modified my dagger skill from 350 to 351(+7 rating from using Twin Bladed Ripper).
First test:
24 miss out of 635 total swings, for a 3.77% miss percentage. So here, it looks like 1 weapon skill(7 rating) is reducing total misses by .6%. However, that's a very small sample size(damn alliance) and I'm skeptical, so I'm working on a bigger sample on Haalum.
I was under the impression that +skill does (still) affect mobs at the same level as you, and that it just increases its utility as the level of your target increases as well.
But whatever, unless we get a clear stating from anybody, it's all just guessing.
Hi, I use Open office and I would like add some weapons, but I don't know why... Please help me. Thanks you!
I'd guess that it's because there are items not currently listed in the sheet that you would like to have compared to the existing ones. Hope that helps.
I was under the impression that +skill does (still) affect mobs at the same level as you, and that it just increases its utility as the level of your target increases as well.
Yeah, i'm pretty certain that this was how the 1.0 incarnation worked - the marginal amounts of +hit/+crit/-dodge/-parry always applied, no matter the level of your target, while the glancing penalty reduction was only in effect vs mobs that caused you to glance. Whether or not that's relevant to the current implementation or not though, i've no idea.
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It's early and I haven't had coffee but is that 15 skill worth 3% hit?
Assuming you mean the whispering blade, that's 15 dagger skill rating, which translates to ~3.8 skill (although whether skill actually functions at non-integer values is beyond me - the character screen simpy rounds down, which may or may not be a useful indicator...). So assuming 1.0 values, that's +0.06% hit. Using the values from the EU blue post, that would be +0.6% hit (assuming it rounds down to +3 skill).
So in total, you should have somewhere between 22.13% hit (worst case - +skill rating rounds down to the nearest integer +skill value, 1.0 numbers for +hit from +skill) and ~24.38% (best case - crezax numbers, using the full non-integer translation of rating to +skill).
I'd go do some parsing myself if I wasn't stuck with a broken graphics card and waiting for a replacement to be delivered