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03/12/08, 9:51 PM
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#1651
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Glass Joe
Night Elf Hunter
Silvermoon (EU)
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Having just come back to WoW from a rather long break I've been trying to get my DPS up again, and have found that I am stuck using the spreadsheet.
How do I implement the [Jom Gabbar] into my Gear sheets? Apparently it's too old to be included but I would be very interested if it's still worth using. 650 AP on the last tick is still an awful lot.
And if it's not totally obsolete, is it smarter to link your heaviest hitting trinket to Beastial Wrath or to Rapid Fire? With 2 and 3 min cooldowns rapid fire will only be available every third time, so I'm guessing BW is better. Maybe someone already did the math?
Thanks in advance!
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03/13/08, 7:55 AM
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#1652
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Glass Joe
Ortak
Orc Shaman
Non-US/EU Server
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Originally Posted by Ragnar
Are these working for you, then? For me, they don't reflect the stats based off the gear I put in. Simplest example is that +hit offers a DPS increase for me while I'm hit capped.
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So I don't know where the table on the Settings and Results page is getting it's data from, but it doesn't take your gear / buffs into account.
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;( it really would be nice to have this fixed, has anyone got an older spreadsheet version where that still works?
i dont want to wait until that bug is fixed, i need that feature now 
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03/13/08, 3:37 PM
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#1653
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Von Kaiser
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Originally Posted by Ayn
Having just come back to WoW from a rather long break I've been trying to get my DPS up again, and have found that I am stuck using the spreadsheet.
How do I implement the [Jom Gabbar] into my Gear sheets? Apparently it's too old to be included but I would be very interested if it's still worth using. 650 AP on the last tick is still an awful lot.
And if it's not totally obsolete, is it smarter to link your heaviest hitting trinket to Beastial Wrath or to Rapid Fire? With 2 and 3 min cooldowns rapid fire will only be available every third time, so I'm guessing BW is better. Maybe someone already did the math?
Thanks in advance!
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In response to the item: thats something you would need to talk to Cheeky (or whoever else happens to be making a spreadsheet for hunter dps) about implementing into their work.
As for using your trinkets: I personaly use my trinket with BW. The cooldown of RF means that you'll be staggering the use of it between your BW uses (provided that there isnt a period of low-dps or an agro wipe as your cooldowns are up), and to make full use of your trinket's bennifits, you'd want to be using it as much as possible. *If you armory me right now, im not using my "use" trinket. I have Abbacus of Violent Odds for when I need to conserve mana by maxing out autoshot (with DST and ImpAotH). Working on getting Berzerkers Call from ZA*
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03/14/08, 2:13 PM
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#1654
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Don Flamenco
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Originally Posted by Ayn
How do I implement the [Jom Gabbar] into my Gear sheets? Apparently it's too old to be included but I would be very interested if it's still worth using. 650 AP on the last tick is still an awful lot.
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The mean atk power increase from Jom Gabbar is 325 AP for 20 seconds out of 2 minutes or 325/6 = 54.2 RAP. So just increase your rap by 54 using the Hand Adjust line on the Gear tab. Ya, the trinket isn't actually all that good nowadays 
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03/14/08, 3:29 PM
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#1655
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Great Tiger
Cheeky
Troll Hunter
No WoW Account
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Originally Posted by alienangel
The settings tab has a "dps gained from stat" table IIRC that you can base pawn scores off for your current setup.
Older versions actually had a table that provided cross equivalences for every stat pair, which made it really simple to make pawn scales calibrated in whatever stat you wanted, but this was removed around 0.40 
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I found the table a bit bloated and unwieldy to use. I figured just doing a straight stat -> DPS relation was sufficient. More feedback on this would be appreciated. I can always add the equivalency matrix back in if enough people prefer it.
Originally Posted by Ragnar
Are these working for you, then? For me, they don't reflect the stats based off the gear I put in. Simplest example is that +hit offers a DPS increase for me while I'm hit capped.
Beyond that, I get these values off the spread-sheet Settings page:
Attribute -- DPS
Agility + 1 = 0.446
AP + 1 = 0.232
Crit + 1 = 0.387
If I manually add 1 of each stat to my Gear in the Hand Adjust section of the Gear page:
Agility + 1 = 0.66
AP + 1 = 0.28
Crit + 1 = 0.56
So I don't know where the table on the Settings and Results page is getting it's data from, but it doesn't take your gear / buffs into account.
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If macros are enabled and the setting for "Recalculate Attribute Gain Automatically?" is turned on, any gear change will reevaluate the values. It will not happen automatically for talent changes, buff changes, rotation changes, pet changes, or loading from the Armory new gear.
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03/14/08, 3:34 PM
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#1656
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Great Tiger
Cheeky
Troll Hunter
No WoW Account
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Originally Posted by Wichtel
;( it really would be nice to have this fixed, has anyone got an older spreadsheet version where that still works?
i dont want to wait until that bug is fixed, i need that feature now 
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Huh, it does seem to be broken. I have no idea why or when that happened. Back in a few after I debug this.
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03/14/08, 11:01 PM
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#1657
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Glass Joe
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I have a few questions related to attack speed and latency. Firstly, if I use a macro that forces a 1:1 rotation all the time, at what attack speed do I lose the benefit of further haste? Right now I have a 1.89 attack speed normally, and with quickshots that goes down to 1.64. I also use a DST though, and if they are both active my attack speed is 1.37. I would think that any amount faster than the GCD would be wasted with a 1:1 rotation, since if both steady and auto fire in under 1.5 seconds I still have to wait for the GCD to start another one. But I am not sure if this is the case.
Secondly, how much of an effect does latency play when using this macro? My latency is normally around 250, which according to Cheeky's spreadsheet should make all of my haste effects really undesirable. It appears to work under the assumption that whenever my shot speed gets to 1.5s + latency, any further haste is wasted. The way I thought it worked was after my steady shot goes off, my auto shot starts casting. And in that .5 second cast time if I try and start another steady shot, the server will queue that shot to start immediately after the auto goes off, thus negating latency. That is how it works, right? So in theory, even with a 250 latency I should be able to benefit from extra haste effects.
My final question is, how exactly does the macro at the end of this post work. This is the one I use all the time, regardless of how many haste effects I have going. I know it's not optimal, but so long as it's pretty close I'm not too worried about it. However, one thing occurred to me which may mean this macro isn't working the way I wanted it to. Since it forces a 1:1 rotation, does spamming the macro before the autoshot finishes casting do anything? I mean, is it purposely not sending a command to the server to queue a steady shot until my client sees the autoshot go off? If this is the case, then the benefit of server side queuing would not be recognized, and my high latency would indeed be a hindrance when I have multiple haste effects going.
/castsequence reset=2 Steady Shot, !Auto Shot
/cast [target=pettarget, exists] Kill Command
/script UIErrorsFrame:Clear()
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03/15/08, 3:14 AM
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#1658
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Von Kaiser
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Originally Posted by awstick
I have a few questions related to attack speed and latency. Firstly, if I use a macro that forces a 1:1 rotation all the time, at what attack speed do I lose the benefit of further haste? Right now I have a 1.89 attack speed normally, and with quickshots that goes down to 1.64. I also use a DST though, and if they are both active my attack speed is 1.37. I would think that any amount faster than the GCD would be wasted with a 1:1 rotation, since if both steady and auto fire in under 1.5 seconds I still have to wait for the GCD to start another one. But I am not sure if this is the case.
Secondly, how much of an effect does latency play when using this macro? My latency is normally around 250, which according to Cheeky's spreadsheet should make all of my haste effects really undesirable. It appears to work under the assumption that whenever my shot speed gets to 1.5s + latency, any further haste is wasted. The way I thought it worked was after my steady shot goes off, my auto shot starts casting. And in that .5 second cast time if I try and start another steady shot, the server will queue that shot to start immediately after the auto goes off, thus negating latency. That is how it works, right? So in theory, even with a 250 latency I should be able to benefit from extra haste effects.
My final question is, how exactly does the macro at the end of this post work. This is the one I use all the time, regardless of how many haste effects I have going. I know it's not optimal, but so long as it's pretty close I'm not too worried about it. However, one thing occurred to me which may mean this macro isn't working the way I wanted it to. Since it forces a 1:1 rotation, does spamming the macro before the autoshot finishes casting do anything? I mean, is it purposely not sending a command to the server to queue a steady shot until my client sees the autoshot go off? If this is the case, then the benefit of server side queuing would not be recognized, and my high latency would indeed be a hindrance when I have multiple haste effects going.
/castsequence reset=2 Steady Shot, !Auto Shot
/cast [target=pettarget, exists] Kill Command
/script UIErrorsFrame:Clear()
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I used to play with no latency (and thanks to spring break, I get to play with no latency for a week) but on the school network im seeing latency up and over what alot of Austrailians have reported.
I dont know enough about the latency to shot delay issues to answer your first question. Your second question, however, is the same with or without the latency. If you have a fast enough SS+AS cast time (lower than the global cooldown) there will be some wasted shot time regardless. See THIS thread and study the charts in the first post. It doesnt specificaly mention haste on the charts, but if you apply it and shorten the steady shot bars, along with adding a GCD bar above the whole thing, you would be able to see the wasted time.
Your third question: castsequence - uses the first spell in the sequence the first time the button is pressed, the second spell in the sequence the second time its pressed, and so on. the reset value is how many seconds between presses before the macro resets to the first spell in the sequence
The kill command line checks for your pet's target and attempts to cast kill command if the target exists. If your pet has no target, it doesnt attempt to cast kill command. The third line is supsoed to clear the errors line on your screen. ("Cant do that yet" when kill command isnt up i think is what its suposed to clear)
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03/15/08, 12:43 PM
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#1659
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Glass Joe
Ortak
Orc Shaman
Non-US/EU Server
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Originally Posted by Cheeky
If macros are enabled and the setting for "Recalculate Attribute Gain Automatically?" is turned on, any gear change will reevaluate the values. It will not happen automatically for talent changes, buff changes, rotation changes, pet changes, or loading from the Armory new gear.
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Hmm... I dont understand :/
If it will not happen automatically for talent changes, buff changes, rotation changes, pet changes, or loading from the Armory new gear, what will ad that changes into the calculation than?
I have that Setting for "Recalculate Attribute Gain Automatically?" turned on and macros are enabled, but still i have to press the CalcAtributes Button on the Gear-Tab so the changes get calculated in the Attribute/DPS/PerItemBuget Table right? I didnt find such a Button on the other Tabs (Talents, Buff, Rotation, Pet, ...) though.
An other thing: Hunter Basic Statistics tell me I have got 99,50% Hit vs. Level 73, so I am at the cap. (1% Miss is minimum) and still it tells me Hit + 1 would give me 0,436 dps? is that a bug? If I pimp my Gear to 100% Hit the Hit+1 dps value gehts 0,000 though.
sorry for my silly questions but i still dont understand it jet. :/
great work btw! the speadsheet is very usefull 
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03/15/08, 2:28 PM
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#1660
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Don Lactose
Tauren Hunter
Talnivarr (EU)
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Originally Posted by Wichtel
An other thing: Hunter Basic Statistics tell me I have got 99,50% Hit vs. Level 73, so I am at the cap. (1% Miss is minimum)
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No, it's not. This is true for spells only, not melee/ranged attacks.
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Look, Lactose, we'd rather you didn't eradicate the whole human race.
- Sam & Max
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03/15/08, 3:11 PM
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#1661
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Piston Honda
Orc Hunter
Destromath (EU)
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Originally Posted by Wichtel
Hmm... I dont understand :/
If it will not happen automatically for talent changes, buff changes, rotation changes, pet changes, or loading from the Armory new gear, what will ad that changes into the calculation than?
I have that Setting for "Recalculate Attribute Gain Automatically?" turned on and macros are enabled, but still i have to press the CalcAtributes Button on the Gear-Tab so the changes get calculated in the Attribute/DPS/PerItemBuget Table right? I didnt find such a Button on the other Tabs (Talents, Buff, Rotation, Pet, ...) though.
An other thing: Hunter Basic Statistics tell me I have got 99,50% Hit vs. Level 73, so I am at the cap. (1% Miss is minimum) and still it tells me Hit + 1 would give me 0,436 dps? is that a bug? If I pimp my Gear to 100% Hit the Hit+1 dps value gehts 0,000 though.
sorry for my silly questions but i still dont understand it jet. :/
great work btw! the speadsheet is very usefull 
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The hit cap is not 99%, it's 100%... melee and ranged attacks will never miss if you are hit capped (142 hit rating for ranged), it's only spells that will always have a 1% chance to be resisted (hence the hit cap for casters is indeed 99%).
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03/15/08, 4:34 PM
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#1662
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Glass Joe
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I did some tests on Dr Boom with faster guns to get some consistent data about how my shot rotation macros behave under varying levels of haste. With this macro
/castsequence reset=2 Steady Shot, !Auto Shot
/cast [target=pettarget, exists] Kill Command
/script UIErrorsFrame:Clear()
and a starting cast time of 1.89 seconds, I found all further haste effects to have nearly no improvement on my DPS. Even with a cast time of 1.37 seconds (what I have with DST and QS Procs up) it took me 1.8 seconds per steady:auto rotation. So this macro doesn't appear to queue the next steady shot, and causes me to lose DPS due to lag. When I changed to this 3:2 macro
/cast !Auto shot
/cast [target=pettarget, exists] Kill Command
/cast Steady Shot
/script UIErrorsFrame:Clear()
I did see the results I wanted. Even though it is normally a 3:2 macro, under most haste effects it performed a perfect 1:1 rotation, and gave me the lag negation benefit. My fastest rotation with a 1.37 cast time was 1.53 seconds, which seems to indicate having a shot time under 1.5 seconds reduces the benefit of further haste effects, unless you start using other shots besides steady.
The problem is, under my normal attack speed of 1.89 seconds, the 3:2 macro doesn't provide any DPS benefit, but it does drain my mana a lot faster. It seems like a 1:1 rotation is always the best for me, but I can't use the first castsequence macro under haste because I lose so much time due to lag. So is there any better macro that can still force a 1:1 rotation, but send the command to the server to queue the next steady before the auto goes off? I guess I could just switch macros whenever I have a haste effect up, but if there is a better way I would like to know about it.
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03/15/08, 6:35 PM
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#1663
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Von Kaiser
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Originally Posted by awstick
So is there any better macro that can still force a 1:1 rotation, but send the command to the server to queue the next steady before the auto goes off? I guess I could just switch macros whenever I have a haste effect up, but if there is a better way I would like to know about it.
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If you could macro the server to queue up spells, you could effectively write a macro to play the game for you 225 characters worth of spells at a time. Blizzard wants people to play the game, not have the game played for them by their computers and UI.
Personaly I use the 3:2 macro which when hasted with QT and DST turns into a 1:1. Currently using the ZA bow (3.0) speed so my base attack is 2.17.
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03/15/08, 6:39 PM
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#1664
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Glass Joe
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Originally Posted by Aragda
If you could macro the server to queue up spells, you could effectively write a macro to play the game for you 225 characters worth of spells at a time. Blizzard wants people to play the game, not have the game played for them by their computers and UI.
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It automatically queues your spells for you now, so that is what you are doing that when you use the 3:2 macro. I just want to know if there is a way to do it with a 1:1 macro.
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03/16/08, 10:22 AM
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#1665
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Von Kaiser
Draenei Hunter
Azshara (EU)
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No, there isn't.
Just use your spells by hand, this provides the best dps.
(On a sidenote, this is exactly what blizzard wants: Macros provide good dps, but not best!).
You have 0.5 seconds before the auto shot goes out, this is enough to prevent mistakes.
It isn't as stressful as pre 2.3 to time your shots without an macro.
Actually, it's very easy. I doesn't even need to look at my quartz bar, it's just a question of habituation.
An addition, I'm using a trick for huge hastebuffs:
For the normal 1:1 rotation with aspect-procc and / or Drums of Battle, I have [Wolfslayer Sniper Rifle] equiped.
For Rapid Fire, Heroism and / or Haste potions, I change to my slowest weapon, [Arcanite Steam-Pistol].
This way, I can benefit better of the haste effects.
The Problem is, that changing equip starts the GCD... I solve this problem by starting steadyshot ~ *lag* seconds before my auto goes off and changing my weapons with a simple macro ( /equip Wolfslayer Sniper Rifle /equip Arcanite Steam-Pistol) instantly after this..
Of course there is still a little delay, so you have to start your next steady a bit later.. Don't clip your Auto shot!
Because of this delay, you should try to change your weapons as rarely as possible. Chaining haste effects at the start of the encounter or using encounter revealing breaks to change weapons are the two options I use.
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