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Old 01/31/08, 2:00 PM   #1326
KahtraScilla
Glass Joe
 
Dwarf Hunter
 
Scilla
Putting 2 points into GftT with a cat as a pet shows a reduction in Ferocious Inspiration uptime.

Ferocious Inspiration (with 2/2 GftT)
Duration 10
Critical Hit chance 16.90%
Attack Speed 1.01
Special Speed 0.67
KC Speed 5.37
Uptime 99.30%
Benefit 3.00%
Effective Benefit 2.98%

Ferocious Inspiration (without GftT)
Duration 10
Critical Hit chance 16.90%
Attack Speed 1.02
Special Speed 0.32
KC Speed 5.37
Uptime 99.96%
Benefit 3.00%
Effective Benefit 3.00%
Seems counter-intuitive since critical chance is unaffected, but the pet is attacking more frequently.
 
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Old 01/31/08, 2:15 PM   #1327
Navras
Glass Joe
 
Night Elf Hunter
 
Lightbringer
Originally Posted by Kwellthân View Post
Keep getting 100% chance to hit when I in fact don't have it. A friend of mine has 6,6% and gets a 100% too :-/ (using the newest version 40)
Cheeky changed it from default level 73 mob to default level 70 mob just because SO many people asked all the time why their crit chance was lower than their paper-doll crit. Now, I have a feeling there will be just as many people wondering why their hit % is at 100 even though they're not capped. QQ. (Personally, I liked the default lev 73 more, but I understand Cheeky's reasons.)
 
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Old 01/31/08, 2:46 PM   #1328
Cheeky
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Cheeky
Troll Hunter
 
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Originally Posted by KahtraScilla View Post
Putting 2 points into GftT with a cat as a pet shows a reduction in Ferocious Inspiration uptime.



Seems counter-intuitive since critical chance is unaffected, but the pet is attacking more frequently.
I have the wrong units for pet special attack speed. It shouldn't be 1/X like I have in cell I44. It lowers everyone's uptime of FI to a maximum benefit of about 2.8-2.85%. I'll have this fixed in the next release. Good find!

 
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Old 01/31/08, 3:39 PM   #1329
Rokh
Piston Honda
 
Orc Hunter
 
Emerald Dream
Cheeky, just a reminder / check if the new timing "rules" you and Lactose have come up with will be included in the next release as well. Been eager to see how that affects everything, if at all. I have a feeling Haste Rating will be valued a bit higher as a result, since rotations can be tightened up a bit.
 
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Old 01/31/08, 5:09 PM   #1330
Mercy XXVI
Glass Joe
 
Draenei Warrior
 
Hyjal
Is there a mirror for the Spreadsheet? The Havoc-Guild site seems to be down. Well, for me, anyway.


EDIT: And now it seems to be up.... I'll see if I can get the download to start up.

EDIT 2: Nope, still can't get the spreadsheet. I'm trying to get the OO spreadsheet, btw. Can't download the excel one either, though.
 
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Old 01/31/08, 5:55 PM   #1331
ohrion
Glass Joe
 
Night Elf Hunter
 
Wildhammer
Originally Posted by Cheeky View Post
Very few mobs provide that level of debuff. What I'm curious about was if we are positive it is -66%.
It could introduce quite a few new variables into the equation, but perhaps the average crit rate on those mobs could be compared to the average crit rate on other mobs.
 
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Old 02/01/08, 1:42 AM   #1332
 Intermission
Spiral out
 
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Intermission
Orc Hunter
 
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I think this was mentioned before, but I didnt see Cheeky comment on it:

Regarding the default level (I know, sore topic!).

When you select a boss target, eg Azgalor (6200 armor), he remains a level 70 until you change the Custom Target's level. I checked to see if the armor of Azgalor/other bosses still works, and it does. It is just the level that sticks with the Custom Target even if the Custom Target isnt selected.


ps: Been using this spreadsheet for months/years, big thanks
 
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Old 02/01/08, 2:48 AM   #1333
Ragnar
Von Kaiser
 
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Dwarf Hunter
 
Magtheridon
Bug with mana exhaustion calculation + mp5 + JoW

When I add mp5 to gear, it works fine, like normal. When I add Judgement of Wisdom to buffs, it works fine, like normal. When I combine the two, weird things happen, in a sinergistic effect.

For example:
Given my gear set, base time to mana exhaustion is 118 sec.
If I add 40 mp5 to my base gear, TtME is 136 sec. 40 mp5 added about 18 seconds.
If instead I add JoW to base, TtME is 308. JoW added 190 sec.
If I add 40 mp5 and JoW to base, TtME is 463 sec.

Thus, adding JoW to 40mp5 gives me an additional 327 sec, 70% more than JoW without 40mp5. Likewise, adding 40 mp5 to JoW gives me an additional 155 sec, about 8.6 times as much as adding 40 mp5 gave me without JoW.

Starting with JoW buff and base gear's TtME of 308:
Adding 1 mp5 gives 2 sec to base TtME.
Adding 2 mp5 gives 5 sec to base.
Adding 10 mp5 gives 28 sec to base.

If I turn off JoW buff, mp5 addition goes back to being linear. With JoW up, adding mp5 to gear starts giving you exponentially increasing benefits. I don't know where the multiplicative bonus for having both is coming from, but it seems like a clear bug to me.

P.S. Thanks so much for putting together this spreadsheet. It's a fantastic resource.
 
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Old 02/01/08, 4:59 AM   #1334
Belzi.ET
Von Kaiser
 
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Dwarf Hunter
 
Die Arguswacht (EU)
MP5 and your TtME isn't linear at all.

I don't wanna do the math here, but just think about it. There is a fix amount of about MP5 where you can't go oom with a given shot-rotation.
If you have about 3 steady shots within 5 seconds, you need roundabout 300 MP5 to stay at your mana-pool (don't go oom).

Every single MP5 gives an exponential plus on your TtME, until you kind of 'capped' your MP5 and therefore have an infinite TtME.
 
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Old 02/01/08, 5:01 AM   #1335
Thorongil
Piston Honda
 
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Human Priest
 
Alexstrasza (EU)
Originally Posted by Ragnar View Post
When I add mp5 to gear, it works fine, like normal. When I add Judgement of Wisdom to buffs, it works fine, like normal. When I combine the two, weird things happen, in a sinergistic effect.

For example:
Given my gear set, base time to mana exhaustion is 118 sec.
If I add 40 mp5 to my base gear, TtME is 136 sec. 40 mp5 added about 18 seconds.
If instead I add JoW to base, TtME is 308. JoW added 190 sec.
If I add 40 mp5 and JoW to base, TtME is 463 sec.

Thus, adding JoW to 40mp5 gives me an additional 327 sec, 70% more than JoW without 40mp5. Likewise, adding 40 mp5 to JoW gives me an additional 155 sec, about 8.6 times as much as adding 40 mp5 gave me without JoW.

Starting with JoW buff and base gear's TtME of 308:
Adding 1 mp5 gives 2 sec to base TtME.
Adding 2 mp5 gives 5 sec to base.
Adding 10 mp5 gives 28 sec to base.

If I turn off JoW buff, mp5 addition goes back to being linear. With JoW up, adding mp5 to gear starts giving you exponentially increasing benefits. I don't know where the multiplicative bonus for having both is coming from, but it seems like a clear bug to me.

P.S. Thanks so much for putting together this spreadsheet. It's a fantastic resource.
I don´t have time to do complete maths on this one here at work, but just a quick thought: The TtME needs to scale exponentially. Think of the extreme: Your mp5 is the same as your mp5-usage, so your TtME is infinte. You won´t reach an infinite result in such a quick jump without an exponential function (as far as my mathematical understanding goes, you´ll never reach it with a linear function unless one of your variables has an infinite amount).

 
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Old 02/01/08, 9:11 AM   #1336
 Lactose
Don Lactose
 
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Tauren Hunter
 
Talnivarr (EU)
I've just gone through and compiled the bugs listed/PMed to me.
Please let me know if there's anything missing that should be added to the bug list, either by posting here or PMing me.

Look, Lactose, we'd rather you didn't eradicate the whole human race.
- Sam & Max
 
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Old 02/01/08, 11:53 AM   #1337
Mercy XXVI
Glass Joe
 
Draenei Warrior
 
Hyjal
Still can't access the spreadsheet download. A little help here?
 
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Old 02/01/08, 11:56 AM   #1338
Cheeky
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Cheeky
Troll Hunter
 
No WoW Account
Originally Posted by Mercy XXVI View Post
Still can't access the spreadsheet download. A little help here?
I just downloaded it to my work computer perfectly fine. Took just 2.5s total time.

Last edited by Cheeky : 02/01/08 at 11:56 AM. Reason: Extra word.

 
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Old 02/01/08, 12:32 PM   #1339
Mercy XXVI
Glass Joe
 
Draenei Warrior
 
Hyjal
Originally Posted by Cheeky View Post
I just downloaded it to my work computer perfectly fine. Took just 2.5s total time.

Well I don't know what the cause is... I certainly can't get it to download using Firefox or IE, and I'm not having any trouble accessing anything else. How frustrating.
 
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Old 02/01/08, 12:36 PM   #1340
Cheeky
Bastard
 
Cheeky
Troll Hunter
 
No WoW Account
Originally Posted by Mercy XXVI View Post
Well I don't know what the cause is... I certainly can't get it to download using Firefox or IE, and I'm not having any trouble accessing anything else. How frustrating.
Is anyone else having problems?

 
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Old 02/01/08, 12:44 PM   #1341
Admeta
Glass Joe
 
Night Elf Hunter
 
Bronzebeard
Originally Posted by Cheeky View Post
Is anyone else having problems?
Just tried it... no problem here.
 
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Old 02/01/08, 1:11 PM   #1342
Arcazua
Von Kaiser
 
Night Elf Hunter
 
Lightbringer
Lactose, perhaps this should be discussed in another thread since this is only marginally about spreadsheets, but regarding your argument that the -66% hit debuff leads to evidence of a two-roll system, could it be that that particular effect jumps in after the roll rather than modifying your die roll by -66?

In other words, what I'm arguing is not that we necessarily have a two-roll system, but perhaps rather that that debuff forces a second roll. I will grant you that a second roll must be happening in your scenario for there to be standard hits. But I'd like to see the results of someone with low chance to hit shooting a level 70 target for a long time -- long enough to be statistically significant -- and commenting on how closely their crit matches their expected crit. I will grant you, with only a maximum of 5% basic miss, it's going to be hard to get anything highly conclusive...but then, if it's that hard to be conclusive, then does it actually matter that much?
 
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Old 02/01/08, 1:37 PM   #1343
 Lactose
Don Lactose
 
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Tauren Hunter
 
Talnivarr (EU)
The Banshee Curse has the same spell effect (Apply Aura: Mod Hit Chance) as e.g. Surefooted, and basically every other ability I know of affecting Hit Chance, talent or no. I'm also very certain this is the same spell effect previously in use for all pre-TBC items increasing Hit Chance (before the convertion to the Rating system).

Look, Lactose, we'd rather you didn't eradicate the whole human race.
- Sam & Max
 
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Old 02/01/08, 6:15 PM   #1344
Ragnar
Von Kaiser
 
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Dwarf Hunter
 
Magtheridon
Originally Posted by Belzi.ET View Post
MP5 and your TtME isn't linear at all.

I don't wanna do the math here, but just think about it. There is a fix amount of about MP5 where you can't go oom with a given shot-rotation.
If you have about 3 steady shots within 5 seconds, you need roundabout 300 MP5 to stay at your mana-pool (don't go oom).

Every single MP5 gives an exponential plus on your TtME, until you kind of 'capped' your MP5 and therefore have an infinite TtME.
Right, thanks. I knew I was missing something obvious. The more MP5 you have, the longer you can keep your rotation going, the longer the period of time that you get benefits from MP5 without running dry, the more of a benefit MP5 is for you, etc. So while mana regen over time stays linear, TtME is exponentially increasing with mana regen.

Thanks for letting me realize the obvious. Clearly the lesson here is that I shouldn't theorycraft late at night on too little sleep. And yet, is it just me, or is that when everyone does most of their theorycrafting?
 
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Old 02/01/08, 7:23 PM   #1345
Groznar
Glass Joe
 
Orc Hunter
 
Thorium Brotherhood
Where can I find how to adjust my sheet for improved judgment of the crusader (ret talent, 3% crit to raid) and is there a way to configure TtME and total dps for the 3:2 steady auto rotation introduced by the !autoshot macro?
 
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Old 02/01/08, 8:01 PM   #1346
Brinkodeath
Glass Joe
 
Orc Hunter
 
Frostmane
For your question about the import/export feature I personally only use it when there is a new spreadsheet to save some time.

Thanks for the update. It took me a while to figure out why my DPS jumped up so high, once I set the default level back to 73 all was good. Thanks again and keep up the good work
 
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Old 02/01/08, 9:03 PM   #1347
Koroshiya
Von Kaiser
 
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Human Death Knight
 
Ysondre
Originally Posted by Navras View Post
Cheeky changed it from default level 73 mob to default level 70 mob just because SO many people asked all the time why their crit chance was lower than their paper-doll crit. Now, I have a feeling there will be just as many people wondering why their hit % is at 100 even though they're not capped. QQ. (Personally, I liked the default lev 73 more, but I understand Cheeky's reasons.)

Is there a way to get the spreadsheet to show less then 100% so the appropriate dmg is reflected for being under cap against a 73 mob?

I tried setting the Custom level to 73 and selecting Custom target. I tried selecting a specific boss, "High Warlord Najentus." Both of these have no affect on the hit %? Is the idea here to just give a representation of what the character sheet will say? Because honestly I could care less about what the game will tell me. I'd log in if I wanted to see that. ;-P

Again Cheeky I think your work as great as you have seen in my previous posts! I just want to know what I can expect or how to get what I am looking for.

Edit: I am not sure why.. but I downloaded the Excel sheet again named it something else.. exported from the one giving me problems and imported to the new one.. and now the level on the settings page seems to affect the hit again. If I can figure out how to recreate the problem I will let you know!

Last edited by Koroshiya : 02/01/08 at 9:17 PM.
 
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Old 02/01/08, 10:55 PM   #1348
 Estala
Professional Awesome
 
Night Elf Hunter
 
Mannoroth
Originally Posted by Lactose View Post
The Banshee Curse has the same spell effect (Apply Aura: Mod Hit Chance) as e.g. Surefooted, and basically every other ability I know of affecting Hit Chance, talent or no. I'm also very certain this is the same spell effect previously in use for all pre-TBC items increasing Hit Chance (before the convertion to the Rating system).
Arctic Winds - Spells - World of Warcraft

While not exactly the same aura, it is still worded similarly, but split into melee and ranged categories.

This hit chance modifier is in fact calculated after the hit calculation. I'm inclined to think banshee curse calcs after the first roll.
 
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Old 02/01/08, 11:27 PM   #1349
 Lactose
Don Lactose
 
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Tauren Hunter
 
Talnivarr (EU)
Originally Posted by Estala View Post
This hit chance modifier is in fact calculated after the hit calculation.
How do you know this?

I'm inclined to think banshee curse calcs after the first roll.
Do you then also believe for example Surefooted (which is using the exact same spell effect, not just a similarily worded one, which works on someone else than its target) is on a second roll?

Edit: This is also ignoring all the testing that was made for rogues and specials being on a 2-roll system. They used (if memory serves) Ink Spray and Dust Cloud, both using the exact same spell effect as Banshee Curse, with lots of data supporting the 2-roll theory.

Last edited by Lactose : 02/01/08 at 11:44 PM.

Look, Lactose, we'd rather you didn't eradicate the whole human race.
- Sam & Max
 
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Old 02/02/08, 12:12 AM   #1350
 Estala
Professional Awesome
 
Night Elf Hunter
 
Mannoroth
Unless I'm insane/mistaken I am quite positive I've missed against frost mages with sufficient cumulative hit. I don't have any actual data to corroborate it so I may be incorrect. I'm also pretty sure I recall rogue's in PvE gear missing specials. If there is something funky going on with a rogue specials.

I may also be completely mistaken, I didn't mean to make such a strong assertion without any concrete evidence to prove it.

Last edited by Estala : 02/02/08 at 6:03 AM.
 
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