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04/15/07, 8:01 PM
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#1176
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Von Kaiser
Goblin Warrior
Burning Legion
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Some of the new Darkmoon Cards:
[Darkmoon Card: Wrath] (Ace - Eight of Furies)
Each time one of your direct damage attacks does not critically strike, you gain 17 critical strike rating and 17 spell critical strike rating for the next 10 sec. This effect is consumed when you deal a critical strike. (Stacks up to 20 times)
[Darkmoon Card: Crusade] (Ace - Eight of Blessings)
Each time you deal melee damage to an opponent, you gain 6 attack power for the next 10 sec., stacking up to 20 times. Each time you land a harmful spell on an opponent, you gain 8 spell damage for the next 10 sec., stacking up to 10 times.
The Crusade card would obviously be 120 AP all the time using the spreadsheet assumptions. The Wrath card seems rather hard to model  If the wrath card does give both spell and melee crit in the same buff, would it increase poison crit rate?
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04/15/07, 8:46 PM
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#1177
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Von Kaiser
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Originally Posted by daia
Some of the new Darkmoon Cards:
[Darkmoon Card: Wrath] (Ace - Eight of Furies)
Each time one of your direct damage attacks does not critically strike, you gain 17 critical strike rating and 17 spell critical strike rating for the next 10 sec. This effect is consumed when you deal a critical strike. (Stacks up to 20 times)
[Darkmoon Card: Crusade] (Ace - Eight of Blessings)
Each time you deal melee damage to an opponent, you gain 6 attack power for the next 10 sec., stacking up to 20 times. Each time you land a harmful spell on an opponent, you gain 8 spell damage for the next 10 sec., stacking up to 10 times.
The Crusade card would obviously be 120 AP all the time using the spreadsheet assumptions. The Wrath card seems rather hard to model  If the wrath card does give both spell and melee crit in the same buff, would it increase poison crit rate?
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I'm pretty sure you can calculate the average crit added with a simple series.
n=0 to 20 sigma (0.75n)(1-[P+0.75(n-1)]). P being your original crit probability.
The only problem I see would be the fact that it affects itself by adding an average crit. You'd have to iterate the function 4-5 times before the difference is statistically negligible.
Last edited by Cloak : 04/15/07 at 8:55 PM.
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The more you know, the less you understand.
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04/15/07, 8:54 PM
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#1178
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Glass Joe
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Howdy.
I've been fairly busy as of late but back now, and will get all of the issues from the tracker + a few of pf's changes uploaded within the next day or two.
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04/15/07, 11:01 PM
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#1179
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Glass Joe
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Can someone find the exact damage range for the new 1.5 speed Gladiator offhands? I heard they aren't exactly 88.1 dps anymore.
I think its also worth noting that when the change goes into effect to make Quickblade > Latro's, combat rogues aren't tied to swords to abuse Latro's anymore. For my gear, I showed the Right Ripper / Left Ripper combo as a few dps up on the Slicer / Quickblade. If you have the spare points to get 5/5 lethality, the +5% crit gets even better.
All this comes as good news to me since I will be getting "refunded" 7 talent points from Imp Sap to put back into Lethality, and my casual arena PVP is just now getting me a Gladiator mainhand this week.
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04/15/07, 11:32 PM
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#1180
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Piston Honda
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My shiv was 87.5 dps on test. 85-160 damage, 1.4 speed. Compared to 88.2 dps, 86-161 on live.
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04/16/07, 3:03 AM
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#1182
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Glass Joe
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Originally Posted by x1tiger1x
If anyone was interested in The Night Blade's new procrate... I ran a ProcWatch on the unkillable mobs in Blasted Lands for a bit before the servers disconnected me.
http://img183.imageshack.us/img183/7...htbladehx7.png
Look's like it got hit pretty bad :/
I think I saw it stack up to 3 times once in the whole course of running that.
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Below is an offer I posted on the test realm forums, would be great if anyone can run some tests (ref: http://forums.worldofwarcraft.com/th...sid=1&pageNo=9):
Was wondering if anyone has tried dual-wielding TNB on the test server.
It could possibly help maintain the buff close to its current-form.
Would most likely benefit a 41/20/0 build the most.
I have a non-soulbound TNB available on the pve test server if anyone would like to do some parsing.
I'm 67 so I cant do this myself :P
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04/16/07, 8:59 AM
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#1183
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Piston Honda
Murloc Rogue
Aggramar (EU)
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2.2.4 with 5s/5r/Xe cycles added uploaded to...
http://www.savefile.com/files/644302
Given my history I'm bound to have got something wrong. As it is, I swear all I changed was adding the 5s/5r/Xe cycles to the unbuffed/buffed sheets.
It definately accurately spots that they're better for 2pc Netherblade setups.
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04/16/07, 9:23 AM
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#1184
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Piston Honda
Gnome Rogue
Ravencrest (EU)
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I just wanted to add some data to the weapon skill research department. You might find it useless though since it's not level 70 vs level 73.
I went to Blasted lands with my level 67 rogue, 335 weapon skill (no skill talents).
I hit a level 57 mob (supposedly 285 defense) in the face 3100 times.
If 1 weapon skill (above your target's defense) lowers your target's chance to dodge, parry and block with 0.1% then 50 skill would lower it 5%, thus I would not see any dodges, parries or blocks (if the mob had a 5% base chance). Which I didn't. 3100 swings and no avoidance at all.
http://img299.imageshack.us/my.php?image=67vs57nv5.jpg
This doesn't prove the mob has a 0% chance, but it's fairly unlikely I didn't experience any avoidance after that number of hits.
I then went to Hellfire and hit the level 58 mobs in the face and after 126 swings I got a parry. According to theory the level 58 would have a combined chance of 1.5% to parry, dodge or block. And they did.
http://img299.imageshack.us/my.php?image=67vs58jd8.jpg
This kinda supports the blue post on the matter. But afaik they only said weapon skill helps versus enemies above your level so I don't know.
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04/16/07, 4:28 PM
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#1185
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Back in my day...
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When running Recap (Hawksy), is there anything you need to factor in to make sure that the only thing it records as melee misses are real misses, not dodges, parries, etc. I was running it for a while last night and was getting a miss rate alot higher then what I expected considering I was behind the mob (260 Weapon Skill, 217 Hit Rating (13.76%) and 5/5 Precision, means I should be missing about 6% of the time, but over a sample that probably wasn't large enough, I was seeing numbers north of 10%. Granted this was against Nightbane, and I had Distracting Ash on alot of the time, but that shouldn't affect my hit rating... Thanks in advance!
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04/16/07, 9:09 PM
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#1186
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Mike Tyson
Night Elf Rogue
Doomhammer
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So, I hammered out an equation for the value of Darkmoon Card: Wrath. Unfortunately, it doesn't simplify very well so is probably inappropriate to stick in a spreadsheet... but I wrote a little Python program to compute the value of the trinket for a given crit rate.
If your base crit rate is 15%, it gives +3.07% crit, equivalent to 68 crit rating.
If your base crit rate is 17.5%, it gives +2.72% crit, equivalent to 60 crit rating.
If your base crit rate is 20%, it gives +2.41% crit, equivalent to 53 crit rating.
If your base crit rate is 22.5%, it gives +2.15% crit, equivalent to 48 crit rating.
If your base crit rate is 25%, it gives +1.93% crit, equivalent to 43 crit rating.
If your base crit rate is 27.5%, it gives +1.74% crit, equivalent to 38 crit rating.
If your base crit rate is 30%, it gives +1.57% crit, equivalent to 35 crit rating.
If your base crit rate is 32.5%, it gives +1.42% crit, equivalent to 31 crit rating.
If your base crit rate is 35%, it gives +1.29% crit, equivalent to 28 crit rating.
Notes: this assumes that all your attacks crit at the same rate; this is not true of backstab builds. The benefit will be lower than listed for such a rogue.
Throwing in a a reasonable set of gear for a mid-to-late SSC sword rogue into the spreadsheet, I get a buffed crit rate of 27.51%, which equates to 38 crit rating by the above table. Looking up the "The Next One" value for crit rating on the Buffed DPS sheet, we find this is equivalent to roughly 60 AP.
Comparing for a moment to other trinkets that a rogue can obtain fairly easily/may already have on hand:
Bladefist's Breadth (74)
Hourglass of the Unraveler (~100)
DFT (104)
Abacus of Violent Odds (109)
Bloodlust Brooch (115)
Dragonspine Trophy (200+)
Long story short: unless your crit rate is abnormally low (like, under 20%) *and* you have no ability to run 5 mans to get Abacus/Hourglass/etc, don't waste your time.
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04/17/07, 6:33 AM
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#1187
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Von Kaiser
Undead Rogue
Talnivarr (EU)
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Originally Posted by Hanos
When running Recap (Hawksy), is there anything you need to factor in to make sure that the only thing it records as melee misses are real misses, not dodges, parries, etc. I was running it for a while last night and was getting a miss rate alot higher then what I expected considering I was behind the mob (260 Weapon Skill, 217 Hit Rating (13.76%) and 5/5 Precision, means I should be missing about 6% of the time, but over a sample that probably wasn't large enough, I was seeing numbers north of 10%. Granted this was against Nightbane, and I had Distracting Ash on alot of the time, but that shouldn't affect my hit rating... Thanks in advance!
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The 'personal details' tab doesn't split up parry/dodge/miss. Click your name in the 'all fights' tab or 'last fight' tab and then melee and you'll see a full breakdown. On a side note, speccing combat daggers with wex from combat mutilate lowered my total melee miss rate(including parry(!)/dodge/miss) by ~2%+. That's from observing recap data over a couple of heroics and a kara clear, so no real testing done.
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04/17/07, 4:03 PM
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#1188
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banned
Night Elf Rogue
Wrathbringer (EU)
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1 point in skill provided 0.04% +tohit, -dodge and -parry before 2.0 hit, so 10 skill through WE resulted in 1.2% more hits (that is, if you are constantly attacking from the front).
Your 2% aren't that far away from this value, though currently noone knows exactly what weapon skill does.
If it is 0.1% as currently speculated, WE would yield 1% -dodge, 1% +tohit and 1% -parry, which is even more in line with your observation (given that you didn't attack from the front all the time).
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04/17/07, 5:16 PM
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#1189
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Piston Honda
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Originally Posted by Aldriana
So, I hammered out an equation for the value of Darkmoon Card: Wrath. Unfortunately, it doesn't simplify very well so is probably inappropriate to stick in a spreadsheet... but I wrote a little Python program to compute the value of the trinket for a given crit rate.
If your base crit rate is 15%, it gives +3.07% crit, equivalent to 68 crit rating.
If your base crit rate is 17.5%, it gives +2.72% crit, equivalent to 60 crit rating.
If your base crit rate is 20%, it gives +2.41% crit, equivalent to 53 crit rating.
If your base crit rate is 22.5%, it gives +2.15% crit, equivalent to 48 crit rating.
If your base crit rate is 25%, it gives +1.93% crit, equivalent to 43 crit rating.
If your base crit rate is 27.5%, it gives +1.74% crit, equivalent to 38 crit rating.
If your base crit rate is 30%, it gives +1.57% crit, equivalent to 35 crit rating.
If your base crit rate is 32.5%, it gives +1.42% crit, equivalent to 31 crit rating.
If your base crit rate is 35%, it gives +1.29% crit, equivalent to 28 crit rating.
Notes: this assumes that all your attacks crit at the same rate; this is not true of backstab builds. The benefit will be lower than listed for such a rogue.
Throwing in a a reasonable set of gear for a mid-to-late SSC sword rogue into the spreadsheet, I get a buffed crit rate of 27.51%, which equates to 38 crit rating by the above table. Looking up the "The Next One" value for crit rating on the Buffed DPS sheet, we find this is equivalent to roughly 60 AP.
Comparing for a moment to other trinkets that a rogue can obtain fairly easily/may already have on hand:
Bladefist's Breadth (74)
Hourglass of the Unraveler (~100)
DFT (104)
Abacus of Violent Odds (109)
Bloodlust Brooch (115)
Dragonspine Trophy (200+)
Long story short: unless your crit rate is abnormally low (like, under 20%) *and* you have no ability to run 5 mans to get Abacus/Hourglass/etc, don't waste your time.
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Nice work Ald, as usual. One question for yah. If you calculate BB as 6 AP equivalent ahead of Abacus, why do you have Abacus equipped in your profile? I could have sworn you purchased BB, or did you decide it wasnt worth the 41 badges compared to DFT/Abacus?
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04/17/07, 6:02 PM
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#1190
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Mike Tyson
Night Elf Rogue
Doomhammer
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I've been having a devil of a time getting heroic groups lately, so after purchasing the Sunblade I only have 20 badges left - not enough for BB. That's reason 1.
Reason 2 is that this is purely an average case. However, in reality, a more powerful activated buff that runs for a shorter amount of time tends to be more useful than a weaker buff for a longer period of time, as you're less likely to burn uptime. So while in a sustained situation BB might be better (key word: might... see below), for farming, trash, etc. where fights are shorter and have more target-switching, the shorter more potent buff of Abacus is advantageous.
Reason 3 is that, for reasons of simplicity and ease of comparison, I used the numbers from the rogue spreadsheet linked in this thread. However, I don't think the "The Next One" functionality is working quite correctly. When I hand-calculate the value of Abacus myself, I get 126 AP-equivalent, well above Bloodlust Brooch.
Hence, all in all, I think Bloodlust Brooch is at best a trivial upgrade and quite possibly not an upgrade at all; hence it's at the very bottom of my "things to spend badges on" list. I'll certainly pick up a Choker of Vile Intent before I shell out badges for BB, and, depending on various factors (what new rewards become available, if any; how fast I accumulate badges; how soon I need FR gear, etc.) it may very well end up getting postponed somewhat indefenitely.
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04/17/07, 7:48 PM
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#1191
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Von Kaiser
Undead Rogue
Talnivarr (EU)
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Originally Posted by sp00n
1 point in skill provided 0.04% +tohit, -dodge and -parry before 2.0 hit, so 10 skill through WE resulted in 1.2% more hits (that is, if you are constantly attacking from the front).
Your 2% aren't that far away from this value, though currently noone knows exactly what weapon skill does.
If it is 0.1% as currently speculated, WE would yield 1% -dodge, 1% +tohit and 1% -parry, which is even more in line with your observation (given that you didn't attack from the front all the time).
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Lazy as I am I use a /attackstart and then /cast Backstab macro, makes for easy target switching and losing less autoattacks. Also gets me a few attacks from the front moving in to position 
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04/17/07, 10:12 PM
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#1192
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Von Kaiser
Troll Rogue
Blackrock (EU)
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Originally Posted by Zoro
2.2.4 with 5s/5r/Xe cycles added uploaded to...
http://www.savefile.com/files/644302
Given my history I'm bound to have got something wrong. As it is, I swear all I changed was adding the 5s/5r/Xe cycles to the unbuffed/buffed sheets.
It definately accurately spots that they're better for 2pc Netherblade setups.
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hiho, I'm new to this forum and I have to excuse my grammar, my English isn't really perfect
about the 5s/5r/Xe cycles:
the Spreadsheet obviously doesn't handle 2 finishers in one cycle correctly
simply look in the DPS tabs, evi+rupture dps are exactly the same, which can't be correct (5r dps should be way higher than 3e  )
somehow the Cycles tabs formulas for field v18+v19 can't handle 2 finishers
maybe the rupture dmg is correct, but the evi dmg is definitely false
furthermore, I tried adding 3s/5r to the cycles
result:
if you use fast offhands (like normal people do), 3s/5r > 4s/5r
this is still the case if you don't have the first netherblade bonus
with some hit and 1.3-1.4 oh-speed, you still have 100% snd time without netherblade bonus -> theoretical the bonus doesn't add any dps for 3s/5r cycles
btw: would be nice, if some ptr-tester could post the new dmg ranges for gladiator's quickblade and left ripper
*edit*
i tried also 2s/5r, something strange happened
first i tried without netherblade bonus
the slot i changed was the leg slot, netherblade breeches vs. fel leather leggins
-> without nb bonus, in both cases 3s/5r was the best cycle, netherblade breeches resulted in a little more dps
then i changed the head slot back to netherblade facemask and switched the legs again
-> with searing sunblade and netherblade bonus, the best cycle was 2s/5r, well this is ok
-> the weird thing is: i changed the legs again, to the obviously worse fel leather pants
-> result: with fel leather, and so no netherblade bonus, the best cycle was still 3s/5r
-> the problem: 3s/5r with fel leather resulted in more dps than 2s/5r with netherblade breeches
-> the conclusion out of this would be, that the netherblade set bonus decreases dps, which is somehow unbelievable o.o
greez siq
Last edited by Siq : 04/17/07 at 10:33 PM.
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04/17/07, 11:25 PM
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#1193
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Von Kaiser
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Originally Posted by Siq
-> the conclusion out of this would be, that the netherblade set bonus decreases dps, which is somehow unbelievable o.o
greez siq
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That is an acknowledged bug, I think.
Last edited by Xizenta : 04/18/07 at 2:26 AM.
Reason: cutting quote.
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04/18/07, 12:21 AM
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#1194
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Glass Joe
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Is this offer still available?
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04/18/07, 6:18 AM
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#1195
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Piston Honda
Murloc Rogue
Aggramar (EU)
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Originally Posted by Siq
hiho, I'm new to this forum and I have to excuse my grammar, my English isn't really perfect
about the 5s/5r/Xe cycles:
the Spreadsheet obviously doesn't handle 2 finishers in one cycle correctly
simply look in the DPS tabs, evi+rupture dps are exactly the same, which can't be correct (5r dps should be way higher than 3e  )
somehow the Cycles tabs formulas for field v18+v19 can't handle 2 finishers
maybe the rupture dmg is correct, but the evi dmg is definitely false
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The optimal cycle calculation part works fine. That's handled by cells uneffected by the glitch, so it will always select the correct cycle.
You're right in that what DPS it returns for that cycle is however incorrect. What appears to be happening is the values for Rupt/Evic returned to the DPS sheet are actually the combined value of the Rupt/Evic rather than seperate ones.
As ever, hadn't spotted that. I'll see if I can rip the problematic cells apart to fix it.
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04/18/07, 6:57 AM
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#1196
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Piston Honda
Murloc Rogue
Aggramar (EU)
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Simple fix, I seperated out the evic and rupture damage components of each cycle onto seperate columns then referenced them rather than the amalgamated damage. Not sure why Pf did it the way he did as it seems there was a bit of circutous equations that wasn't really neccessary.
Should now report 'correct' dps values for the 5/5/X cycles.
The problem only arises when using cycles that contain both rupture and evic. Mulitiple Evics or multiple ruptures would have been fine. If in the future they add a worthwhile fourth finisher, should be easier to add it in as a cycle option.
As a side note, I'm beginning to hate the 'INDIRECT' term. Still not completely comfortable with everything going on in the sheet and I never know when I've inserted a row and it's broken something because of it. As is, it's messy add on but does the job.
http://www.savefile.com/files/650149
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04/18/07, 7:38 AM
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#1197
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In the rear with the gear!
Worgen Rogue
Auchindoun (EU)
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I liked the approach a fellow guildmate did who sadly went inactive. Basically java'd spreadsheet with the ability to pull items from allakhazam via item-id
Download here

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04/18/07, 9:42 AM
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#1198
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Glass Joe
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Just a quick error I found. While looking at viable mace OH options I noticed the GM weapons were giving abnormally high dps increases over thier gladiator conterparts. What happen is there AVG dmg is set to 229 which is obviously wrong since they don't even come close to that with their max dmg range. So someone simply has to but the avg forumla back in and it will fixes everything.
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04/18/07, 12:18 PM
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#1199
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Glass Joe
Human Rogue
Twisting Nether (EU)
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Hello.
If your rogue have 307+ hit rating from your items (without WEx and Precision), I'd like to know if you are using any of the fel leather gloves/leggings/boots to boost the hit rating or please link your armory profile. Thanks.
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04/18/07, 1:10 PM
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#1200
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banned
Night Elf Rogue
Wrathbringer (EU)
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The Fel Leather stuff is excellent for pure DPS but lacks in survivability (read: stamina).
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