No haste procs, aspect of the viper, each test was only 150 shots since I run oom on the 3:2 tests with larger samples (i had a stack of 150 jagged arrows equipped for each test).
DPS Calculation
The Average Steadyshot and Autoshot are my average values from the Calculation's page of Cheeky's spreadysheet, with my normal hasted/unhasted gear, with full raid buffs and target debuffs. I use them to calculate to total damage based on the number of shots in each test, get the dps time figure from the WWS summary page (which seems to be the time between first and last attack), and hence get DPS.
For the average values I had [Hourglass of the Unraveller] equipped instead of [Ashtongue Talisman of Swiftness], since I'm not sure how that would affect the average damages on the spreadsheet, while hourglass would affect both auto and steady equally. In-game the Ashtongue would probably benefit more from the 3:2 rotations?
Conclusions
Not a lot to conclude. I was surprised that hasted 3:2 came out on top for me, since it has a worse ratio (1.6) than unhasted (2.0). Apparently it fires those shots in much less time (140s instead of 150+ for all the other rotations) which gives it a big dps gain. I'm actually fairly pleased that hasted works out better both for 1:1 and 3:2 though, since it means i can switch from one to the other mid-fight.
I need to test 3:2 hasted again I think, i'm surprised at how much less time it took (if you can see anything wrong with the 4th combat log above, please tell me).
Last edited by alienangel : 02/10/08 at 3:02 PM.
Reason: fixing order of WWS links
Judging by the numbers, your 3:2 rotation is actually more like a 1:2 Steady Shot rotation. It gets closer to a 3:2 with more haste. Basically, you're pressing the macro to fast. Every other auto should end up firing 2 steadies. The auto between those should include 1 steady.
Judging by the numbers, your 3:2 rotation is actually more like a 1:2 Steady Shot rotation. It gets closer to a 3:2 with more haste. Basically, you're pressing the macro to fast. Every other auto should end up firing 2 steadies. The auto between those should include 1 steady.
I thought pressing the macro as often as possible was necessary . But you're right, only the hasted 3:2 has the "auto steady auto steady x2" pattern (filtered log at Wow Web Stats ). The unhasted 3:2 (Wow Web Stats) from the same macro is "auto steady x2 auto" over and over, with occasional "auto steady x3 auto".
I'll try both again with lower spam rates (macro bound to mousewheel instead of keyboard).
I thought pressing the macro as often as possible was necessary . But you're right, only the hasted 3:2 has the "auto steady auto steady x2" pattern (filtered log at Wow Web Stats ). The unhasted 3:2 (Wow Web Stats) from the same macro is "auto steady x2 auto" over and over, with occasional "auto steady x3 auto".
I'll try both again with lower spam rates (macro bound to mousewheel instead of keyboard).
At least for my tests this has been the truth though. The G15 macro produced a 0,05s interval spam which resulted in an almost perfect 3:2 rotation.
Midnight are you using the regular macros just bound to the g15 or do you have a special g15 profile macro? If the latter could you post it I'd like to test some things out with out getting carpel tunnel.
I've heard many conflicting statements about the value of armor penetration. Does the DPS increase from armor penetration scale linearly or not? I know that the amount of mitigation is not linear, as 5000 armor is around 32.1% mitigation, where 10000 is only around 48.6%. But according to tank theory, every point of armor is as valuable as the preceding one. 10k health, and are taking 1000 base physical DPS, then you would live
Shouldn't this work the same way for bosses too? But almost everything I had seen people say about armor pen suggests that it gets more valuable, either as you get more pen, or when fighting bosses with less armor. I think I even saw Cheeky suggest that 600 armor pen every 20 seconds was better than 100 armor pen constantly. Is everyone just misinformed, or does boss armor work differently than player's armor?
Midnight are you using the regular macros just bound to the g15 or do you have a special g15 profile macro? If the latter could you post it I'd like to test some things out with out getting carpel tunnel.
All the G15 macro does is simulating a Keypress on my ´ key every 0,05s I then only had to keybind my testmacro to that key et voilá.
I've heard many conflicting statements about the value of armor penetration. Does the DPS increase from armor penetration scale linearly or not? I know that the amount of mitigation is not linear, as 5000 armor is around 32.1% mitigation, where 10000 is only around 48.6%. But according to tank theory, every point of armor is as valuable as the preceding one. 10k health, and are taking 1000 base physical DPS, then you would live
Shouldn't this work the same way for bosses too? But almost everything I had seen people say about armor pen suggests that it gets more valuable, either as you get more pen, or when fighting bosses with less armor. I think I even saw Cheeky suggest that 600 armor pen every 20 seconds was better than 100 armor pen constantly. Is everyone just misinformed, or does boss armor work differently than player's armor?
The value for tanks results of the relation to how much damage they get before and how much afterwards. A detailed explanation can be found here http://elitistjerks.com/f31/t18771-protection_warrior/ but basically it comes down to this:
You take a pre-armor hit of 10.000
10 % Armor will reduce it to 9.000 (mitigating 1.000 points of damage) providing 10 % mitigation.
If you reduce your damage bye another 1.000 you need more armor than before but you also get more than 10 % further mitigation (11,11 % to be exact).
So while needing more armor to get further mitigation you also get a greater relative benefit. That´s the reason why the dimishing returns on armor for tanks - while still existing - are not that high as one might think on first sight.
However, for damage dealers you can´t apply the same rationality. In fact, the system turns upside-down if you are the one who has armor penetration since every further point of ArP provides roughly the same relative damage-gain the absolute damage-gain will be higher.
So basically it´s a matter of whether relative or absolute values are the ones that are of interest for you.
- Five of the eight test series produced an almost perfect 3:2 rotation and a near perfect 1,5s average steady delay too. Depending on haste Auto shot is clipped between about 0,4s and 1,0s on those rotations though.
No. Only the last test produced a 3:2 rotation. For 1000 shots at a 3:2 rotation, the target is 600 steadies to 400 autos. You have 2 series that are obviously broken, 5 that have ~333 autos and ~667 steadies, and 1 that has ~400 autos and ~600 steadies. The 5 that you refer to are actually a 2:1 steady:auto rotation.
Bug Report:
Spreadsheed v.42 seems to switch 2 gems in my bow stitched leggins when it collects the data automaticaly from the armory.
Because of this the socket bonus appears as "not achieved" which actually is not true. It switches the gems in the blue and yellow socket.
(10AP 4Hit vs. (AP 2MP5).
I compute both simulatenously, as I did before. I just use slightly different equations. The order of the rolls is independant, just whether or not a single roll is used is important.
Actually, one can imagine different 2 rolls systems.
The one you use is most likely the one Blizzard use, but here is a "Crits dont miss" 2-roll system, with different results :
- roll for crit or normal.
- Crits always hit. If normal, roll for hit or miss.
If crit and hit are your crits and hits "paperdoll corrected" values (meaning that they are the character sheet ones, corrected by defense/ level /etc, except the roll system), then this systems leads to Crit chance of critical strikes, Hit*(1-Crit) chances of hit, and (1-Hit)*(1-Crit) chances of miss.
The 2-roll system you use leads to Hit*Crit chances of critical, Hit*(1-Crit) chances of hit and (1-Hit) chances of miss.
The old 1-roll system just gave the Crit, Hit-Crit and (1-Hit) probability.
It is cleary weird, but it is possible to have a different 2-roll system, and I've not always been able to understand blizzard logic (why is the amno dps replaced by a fixed bonus in steady-shot ???).
The good point is that with a little more datas like the one Lactose provided to move to 2-roll system, it will be quite easy to find which system is accurate, since Hit and Crit "paperdoll" probability are far away from 0 and 1.
So basically it´s a matter of whether relative or absolute values are the ones that are of interest for you.
It seems like relative gains should be the only ones of interest. Obviously against bosses with lower armor, the raw DPS gain for any amount of armor pen higher than they are on bosses with high armor. But I don't think that matters at all, because the percentage increase would be the same with 1000 armor pen whether you are facing a boss with a net 1000 armor, or one with 9999 armor. If you have enough armor pen to increase your damage by 10% it doesn't really matter whether you are doing 1000 DPS to a higher armor boss, or 2000 DPS to a low armor boss, it's still just 10%. Against the low armor bosses any increase in stats would produce a higher DPS increase than they would against high armor targets.
So to me it seems like every point of armor pen should have the same value, no matter how much or how little you have it, unless of course you get targets down to zero armor.
It seems like relative gains should be the only ones of interest. Obviously against bosses with lower armor, the raw DPS gain for any amount of armor pen higher than they are on bosses with high armor. But I don't think that matters at all, because the percentage increase would be the same with 1000 armor pen whether you are facing a boss with a net 1000 armor, or one with 9999 armor. If you have enough armor pen to increase your damage by 10% it doesn't really matter whether you are doing 1000 DPS to a higher armor boss, or 2000 DPS to a low armor boss, it's still just 10%. Against the low armor bosses any increase in stats would produce a higher DPS increase than they would against high armor targets.
So to me it seems like every point of armor pen should have the same value, no matter how much or how little you have it, unless of course you get targets down to zero armor.
Basically this seems convenient but keep in mind that diminishing returns on armor do exist, they are simply not as high as one would assume on first sight. Hence there is also a bigger benefit from more ArP/low Armor bosses. For exact calculation concerning this please consult the above linked Warrior-Thread (though, the calculation found there naturally uses a tank-PoV).
However, there is also the case that AP or Crit scales to another proportion at given amounts of armor than ArP therefore making not only the relative- but also the absolute-value interesting. For this Cheekys Spreadsheet provides quite useful answers.
With all the new gear in 2.4 I'm thinking of releasing a new version tonight.
Only problem is I'm still not 100% satisfied with my model of the 3:2 (Steady Spam) rotation yet, so I'm going to leave that out.
Here is what is done:
- Change Band of the Eternal Champion proc duration to 10 seconds.
- Corrected some bugs in the profiles matrix. Everything should display accurately now.
- Corrected Draenei base Intelligence to 78 (from 82.)
- Corrected some item stats (Embrace of the Twisting Nether, Bow-Stitched Leggings)
- Fixed a bug in Shoulder socket bonuses that was sometimes showing bonuses for gear that did not have sockets.
- Corrected some item name spellings (Ancient Draenei War Talisman, Wicked Flame Spessarite)
- Remodeled Mark of Conquest with a 17 second internal cooldown and 13% chance to proc. This is based on data collected by Xeno of Suramar.
- If you select Thor'idal, the Stars' Fury as a ranged weapon the ammo is defaulted to None. (This is not applicable for OO versions.)
- Added new gear (Thor'idal, the Stars' Fury, Blackened Naruu Sliver, Apolyon, the Soul-render, Fang of Kalecgos, Muramasa, Crus of the Apocalypse, Shiv of Exsanguination, Hard Khorium Choker, Shoulderpads of the Silvermoon Retainer, Breeching Comet, Edge of Opression, Sunrage Shoulderpads, Hauberk of the Warbringer, Bladed Chaos Tunic, Leggings of the Immortal Night, Shoulderpads of Vehemence, Duplicitous Guise, Truestrike Crossbow, Bombardier's Blade, The Sunbreaker, Shattered Sun Pendant of Might, Gronnstalker's Belt, Gronnstalker's Bracers, Gronnstalker's Boots, Fletcher's Gloves of the Phoenix, Embrace of the Phoenix).
- Provide for three Buff Profiles. These are Loaded/Saved on the 'Buffs' tab, the names are controlled on 'Settings and Results' and they are Imported/Exported properly.
I don't think this is a quick suggestion, but I have been wondering if you could add the Rift Stalker 4 piece bonus to the modeled items that proc off of a crit (Tsunami Talisman and Hourglass of the Unraveller)?
I don't think this is a quick suggestion, but I have been wondering if you could add the Rift Stalker 4 piece bonus to the modeled items that proc off of a crit (Tsunami Talisman and Hourglass of the Unraveller)?
We can add that to the bug list. It'll take a bit more work than what I plan to spend before packaging this up tonight. I'll have to track different crit rates per shot. (In reality I'd be surprised if it made more than a 2 AP difference.)
Cheeky, could we get some remedial "3:2 support" included? All you'd have to do is remove latency from affecting Steady Shot, and the reduced GCD's you talked about before in this post. We can build our own rotations from that.
The only time latency affects steady shot anymore is when using the cast sequence macro, pretty much, and so many people have switched over that I think it's worth taking out now.
Five of the eight test series produced an almost perfect 3:2 rotation
I must be misunderstanding something about what we mean by a 3:2 rotation. I thought it meant an alternating pattern approximating
Steady, Auto
Steady, Steady, Auto
Hence 3 steadies per 2 autos.
Looking at Midnight's test summaries, it looks like all but 1 of the quivered tests resulted in a 2:1 rotation (2 steadies per auto), with the exception of test 8, which comes pretty close to a 3:2 ratio.
Originally Posted by Midnight
Test #8 - 2,6s Weapon, 15% quiverhaste, 5/5 SS talent - 1,88s actual attack speed.
Number of Auto Shots fired: 405
Number of Steay Shots fired: 594
Total number of shots fired: 999
I realize that maintaining 3 steadies per 2 autos is not necessarily the goal of these tests, but rather to puzzle out optimal rotation/speed/haste combinations given the new Auto Shot mechanics. Just confirming what you mean by 3:2.