Well Lace did already most of the job, not much to do there. :)
Hits: 1337 (...)
Crits: 581 (30.29%)
Crits per second:
66.487 sec (average time) - 25.063 =
After using 30 seconds as the invis cooldown time, I came up with an average 11.36 number of crits to proc the buff. This should be within a standard deviation of the 10% from thottbot. If anyone wants to do the math on that to back me up, go ahead, but my statistics is fairly rusty at this point and i'm not cracking a book to see the formulas for all the distributions. I'll use 10% and 30 seconds as the invis cooldown in the model on the spreadsheet. Very odd that blizzard chose to model a trinket such as this. Maybe its to keep it from scaling out of hand with +haste and +crit in the future, but it should be made clear this is how it works instead of lie about it in the description.
Originally Posted by Azaziel
How would Abacus of Violent Odds compare to the crit trinket? Personally I feel it gives more dps for me with blacksmith mace but havnt been able to parse any real numbers.
With the latest patch, the abacus is a very strong trinket. for sustained dps, it is probably one of the strongest on-use trinkets, and I would probably say it is the strongest for a combat potency build. Also, if haste rating works exactly how i think it does now (ie all haste ratings are added together instead of multiplied), stacking haste rating means each +haste you get is weaker than the one before (whereas in the past it was stronger). Still, +haste rating is the best raiding rogue stat for sustained fights without question.
Originally Posted by Mem
Hm, is it possible that the sheet still uses the level 60 base hp stats? When entering my gear I see signifcant difference between the health I have and the values the sheet gives.
Not only possible, its very likely. If you could, give me how much hp/stam you have naked and geared and i'll try to make the amount more accurate. (also, its likely that dodge is off as well, so if anyone wants to check the base dodge%, feel free)
I'm curious as to why you're going to use 30 seconds as the invisible cooldown number when the shortest time between procs was noted as 45 (35 if you start the cooldown when the buff fades.)
Crits per second:
Expected # of crits until a proc given a 10% procrate = 10.
Expected time this takes: 10/(crits/sec) = 10/.399 = 25.06.
Average Time between crits from parsing: ~66.
Estimated Cooldown based on this data: 66-25 (-10 if you count buff) = 31
I highly doubt blizzard would choose 31 seconds as their cooldown timer, so I am using 30 seconds (or 40 from when the buff procs) based on statistical data. If we had a much larger sample, using the shortest time between procs would be a decent data point, but I feel (based on the data I have), that 30 seconds is a better approximation, and will use that unless someone wants do testing so we have a larger data set.
Also, if haste rating works exactly how i think it does now (ie all haste ratings are added together instead of multiplied), stacking haste rating means each +haste you get is weaker than the one before (whereas in the past it was stronger).
Collected data confirms your suspicions:
Before the patch:
2.70 / 2.00 (Drakefist / Nightmace)
1.41 / 1.04 (SND, BF, Drakefist proc, 2pc Assassination)
After the patch:
2.70 / 2.00 (Drakefist / Nightmace)
1.29 / 0.96 (SND, BF, Drakefist proc, 2pc Assassination)
Also the tooltip (as of the latest patch) displays:
The new attack speeds = 2.01 / 1.49
The old attack speeds = 1.97 / 1.4
Something to note:
- Procs that give +Haste stack additively now (as in, it uses the total Haste% rather than each one by itself)
- Abilities that increase attack speed (Slice and Dice, Blade Flurry, etc.) as still using the old formula for stacking. Hence why my new attack speeds are actually lower now than they were before the patch. Essentially, the buff to Haste Rating is slightly outpacing the old method of stacking all Haste effects at the low end. Still need to run math to find out where you start to the two methods even out again.
I assumed that since they were buffing +Haste that they must've made a change to the way it stacks, otherwise it could pretty easily get a little overpowered. It certainly appears now that it just adds up the total Haste percentage / rating and calculates it that way (A quick 2.70/1.34 confirms it) Note: Abilities that increase attack speed are not included, they still stack in the old multiplicative fashion. I can only see this change really affecting players that go all-out stacking Haste, in the order of six or more haste buffs where the stacking nature of +Haste worked in your favor. With the new changes in place, players only picking up a handful of haste procs and effects will actually see lower attack speeds, which I think is a polite way of Blizzard saying "We like that you're stacking these as we intended, but we no longer want to reward you for giving up other things just so you can get more +haste".
I dont think they changed how haste stacks with the recent patch. I think they changed how haste stacked when they added haste ratings.
Hastes that are not given with ratings should still stack multiplicatively. Hastes that are determined from haste ratings will probably now stack additively because of how they implemented haste rating (add all of chars haste rating and determine haste %). So 158 haste rating is 15% haste. Add 158 more haste rating and we have 30% haste instead of 1.15*1.15 = 1.3225 or 32.25% haste which would have been given before 2.0. It is only a minor change since SnD/BF should still interact multiplicatively.
Ya just modified my post because I forgot to mention that SnD and BF stack multiplicatively unlike the way that Haste Rating now stacks, hence why some might now be seeing better gains in their attack speed.
So what are we looking at then for Undead/Demon DPS? With the trinket selection being Bloodlust Brooch, Mark of the Champion, and Hourglass of the Unraveller.
Hourglass is going to have ~16-20% uptime with an upper limit of 25% (if you had 100% crit). So the AP proc portion of the trinket does not improve very much as your crit increases due to the cooldown. So, hourglass is going to be on par with bloodlust brooch, but definitely weaker than mark of the champion.
The interesting thing about the invis cooldown is that this basically makes the hourglass an on-use trinket. So, on trash mobs where you have more breaks in between fighting, it becomes more powerful. However, you cannot combine it with cooldowns effectively so one might want to stick with an on-use trinket because of this. But since you do not have to remember to click it, it could work out in your advantage.
I am looking at probably releasing my final version of the sheet tomorrow, so I hope that someone will keep the spreadsheet up to date as far as new gear is concerned (thanks to blizzard finally stopping datamining and stat-hacking instances). As long as there are no major bugs, I will not make anymore updates to the sheet. So, if anyone decides to take up updating the sheet, I will gladly assist them in doing so and I believe Bleedo stated earlier that he would set them up as far as hosting is concerned as well.