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ii. DST Tab: while the other two shot rotation tabs update pretty much instantly when I click the rotation buttons, the DST tab still feels like it's calculating while changing shots on each row - is the code to disable recalcs not present on this tabs?
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Well, if a rotation has to calculate something, it's impossible to use Cole's idea.
However, a simple 1:1 Rotation (instead of a priority one) would be possible, maybe Cheeky can add one.
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Originally Posted by Cheeky
1) I don't understand what you are saying? I think my model of IAotH is working accurately (~49.5% uptime for me.)
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That's because you're a BM.
WotLK Calculations!i26 (Avg. Shots before Nth reproc) isn't changed to look for WotLK talents, but rather the normal ones.
Because this Calculation is important to calculate the downtime (and all other cells work correct), the spreadsheet provides 100% uptime if you have 5/5 imp. aspect of the hawk in wotlk and 0/5 in the normal talents.
(In addition, the calculation isn't correct even if you're a BM, because it's based on your normal rotation.)
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Originally Posted by Cheeky
2) Ah, I missed that. It's not an uber-talent anymore then. It becomes ~150 Mp5, instead of 400+ for a raid buffed pet.
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Well, with Cobra Strikes implented it's still ~300 Mp5.
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Originally Posted by Cheeky
3) I think you are misunderstanding cast times and cool downs. Steady takes 2.0 seconds to cast (pre haste) and the GCD is 1.5s. Most Hunters will have <1.5s Steady Shot casts due to Quiver, Quick Shots, Windfury, and +haste gear.
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First of all, why does it take Steadsy 2 seconds to cast?
As far as I know it's 1.5 seconds, and I've found no source about changing it to 2.0 in WotLK.
Survival-/Marksman Hunter without Windfury will see a >1.5 Seconds cast quite often (especially if they haven't skilled quickshots.)
But even with a >1.5 and <2.0 cast time, it's possible to shoot with an 1.5 frequency! Since patch 2.3, it's possible to start the next shot, even if you are still casting something, as long as there is <0.5 Second left to finish the shot. The GCD will start immediatly with your click. However, your cast will start just after the previous one ends. (Even without any latency [as long as it's not about >500ms]!).
This is what you expect shooting a steady with 2 seconds cast:
Steady: |--------------------|--------------------|--------------------|--------------------|
gcd: |---------------|....|---------------|....|---------------|....|---------------|....
One Steady every 2 Seconds,
GCD always starting together with the next steady. After the beginning of the GCD, there would be *lag* seconds until the steady cast start, but I'll ignore this for now.
But actually, this will happen if you spam your Steady Shot button:
Steady: |--------------------|--------------------|--------------------|--------------------|
gcd: |---------------||---------------|....|---------------|....|--------------|....|-----
The first GCD start simultaniously with the first steady, but the 2nd gcd will start before the steady ends!
You can see this behavior shooting aimed->steady very well. It's the same with Autocast->steady, but as Aimed Shot's casting time is longer it's easier to see. This confusing thing also made people think that there's a way to lower the GCD:
Shoting Aimed->Steady will result with 1 Steady in 1 Second! However, Aimed->Steady->Steady->Steady will result in 3 Steadys in 2.5 Seconds. 0.5 Seconds of the Gcd are already over at the moment the first steady starts/the aimed shot ends.
Now, how can this help us?
Well, having a 2 second cast time for steady shot won't limit us shooting with a 1.5 frequency. All we have to do is to shoot steady and an instant shot alternately. This way, we can start the gcd before the steady is over. In addition, the remaining 0.5 seconds of the steady are cast in the gcd-interval of the instant, so that the following steady can start immediately, again:
Steady: |--------------------|...........|--------------------|............|--------------------|........
Instant: ......................|................................|................................|........
gcd: |--------------||---------------||---------------||---------------||---------------||------------
Sadly, the CDs of our instant shots arcane & multi are too high to shoot an steady-instant rotation:
steady
multi
steady
arcane
steady
->4 seconds left on multi's CD, 3 on arcane's (2 with 5/5 imp. arcane shot)
Fortunately, we get a new shot with WotLK: Kill Shot.
steady
multi
steady
arcane
steady
kill
steady
arcane
~~
--> Being a Survival, not having a windfury totem, this may be the best dps rotation, even though arcane's & kill shot's damage is lower than steady's. The actual damage of the instant shot is
normal damage + Steadyshotdamage * 0.5 / 1.5
edit
btw, when steady shot's cast time really is 2 second, there's a lot of work for you, because you can't just take the average of, for example, rapid fire / heroism / quick shots / Dst (and other upcoming trinkets).
10 Seconds with an steady casting time of 1 second doesn't provide as much dps as 20 seconds with an steady casting time of 1.5 seconds, as the gcd can't be lowered to <1.5 seconds.
You would have to create a lot of rotations (one for quick shots, one for rapid fire, one for rapid fire & quick shots ........) and then calculate the uptime of each.
edit2
Oh, there's another thing you may think about
:
As Auto Shot can be fired while your casting a shot, Aimed Shot may be part of our rotation, too:
It's basespeed of 2.5 is lower than the most weapons. Starting shortly after an auto shot, it will fire just after the next one. Even if it resets the autocast it's no problem - the auto shot just went off anyway.
As far as I know (which is not much, I used aimed shot maybe once in a month..) the following auto take ~0.5 seconds more to shoot.
Comparing to Steady Shot:
While Aimed shot does 1570 additional damage where steady shot only have 280, it also costs (0.5+human error (~0.2))*Auto Dps Damage.
Assuming 5k ap (with target debuffs), 120 weapon dps and 60 ammu dps, that would be:
(5000 / 14 + 120 + 60) * 0.7 = 375.
As Aimed Shot has 1.8 seconds cast time (quiver + SS) and you have to time, there will also be ~0.5 seconds where the gcd isn't active. Thus, you also loose 0.5 / 1.5 * Steady Shot Damage additional damage.
0.5 / 1.5 * (5000/5 + 120*2.8 + 60*2.8+280) = 600
--> 1570 - 280 - 375 - 600 = still 315 more damage, although you can reduce clipping even more with some exercise.
Of course it isn't very mana efficient (0.5 damage per mana :>) but I think there will be situations where burst damage is important (Auto shot + Aimed shot + instant shot in <0.5 seconds!), even in pve. And it's about 30 dps.
I know, this looks like naive math, but the idea (using aimed shot with only very few clipping) is correct.