i've been trying to figure out how to use this spreadsheet. Could anyone help me please? I can't seem to use any of the buttons, like the calculate attributes, load profiles, shot rotations, etc. Anyone please.
i've been trying to figure out how to use this spreadsheet. Could anyone help me please? I can't seem to use any of the buttons, like the calculate attributes, load profiles, shot rotations, etc. Anyone please.
The first thing you need to do is enable macros in your spreadsheet. For example, if you use Office 2007, you should see a bar dropdown from the toolbar saying that macro content is blocked. Click the button and unblock it.
If you use a 2003 or older version, I dont know where the warning appears... but I'm sure it would be easy to enable macros if you're looking for it.
I've been testing a different macro setup for myself in an effort to make 1.5 work a little better with the recent changes. I'm currently trying to copy the shot rotation this macro yields into the spreadsheet.
Using this should i configure the macro on the shot rotation page to be spam or castsequence? I've tried both and setting macro to castsequence results in loss of around 80dps. That would make this macro a complete failure. I'm just not sure if the castsequence setting applies because I was under the impression it was modeled to show the effect of the long cast sequence chains necessary to get an accurate 1.5:1 rotation.
Using this should i configure the macro on the shot rotation page to be spam or castsequence? I've tried both and setting macro to castsequence results in loss of around 80dps. That would make this macro a complete failure. I'm just not sure if the castsequence setting applies because I was under the impression it was modeled to show the effect of the long cast sequence chains necessary to get an accurate 1.5:1 rotation.
First thing first, Cheek's doesn't model macros it models rotations, generally.
I notice you are survival specced, as such the bottom line is that a spam rotation (/cast macros) are not supported by Cheeky's Spreadsheet for either SV or MM specs.
Using any /castsequence macro will result in a substantial DPS loss PROVIDING you can get away with using a /cast macro without chaining steadys. Something which annoyingly is completely random depending on many factors. Best guess at the moment is that to avoid chaining steadys you actually need some lag, you need to spam at a rate of anything between 5 and 20 inputs per second so a G15 becomes a requirement for playing WoW, you need to remove KC from any macro, you need to have found a 4 leaf clover, you need to be Irish. You get the picture.
If you just want to see the highest DPS shown by the spreadsheet simply use the 1:1.X button with both AS and MS enabled. This assumes perfect manual input and still ends up at a disadvantage to using a successful /cast macro.
Until we get a 2:1 spam rotation model you won't see in game representation I'm afraid, the reason being is that according to Cheeky's own work the /cast macros result in a "hidden" averaged haste bonus of circa 11.55%. If you can get 2 Steadys to every Auto using a /cast macro go and thank whatever stars you consider to be lucky and don't worry about spreadsheets for rotations. For gear choices Cheeky's is Godly.
First thing first, Cheek's doesn't model macros it models rotations, generally.
I notice you are survival specced, as such the bottom line is that a spam rotation (/cast macros) are not supported by Cheeky's Spreadsheet for either SV or MM specs.
Using any /castsequence macro will result in a substantial DPS loss PROVIDING you can get away with using a /cast macro without chaining steadys. Something which annoyingly is completely random depending on many factors. Best guess at the moment is that to avoid chaining steadys you actually need some lag, you need to spam at a rate of anything between 5 and 20 inputs per second so a G15 becomes a requirement for playing WoW, you need to remove KC from any macro, you need to have found a 4 leaf clover, you need to be Irish. You get the picture.
If you just want to see the highest DPS shown by the spreadsheet simply use the 1:1.X button with both AS and MS enabled. This assumes perfect manual input and still ends up at a disadvantage to using a successful /cast macro.
Until we get a 2:1 spam rotation model you won't see in game representation I'm afraid, the reason being is that according to Cheeky's own work the /cast macros result in a "hidden" averaged haste bonus of circa 11.55%. If you can get 2 Steadys to every Auto using a /cast macro go and thank whatever stars you consider to be lucky and don't worry about spreadsheets for rotations. For gear choices Cheeky's is Godly.
I understand that the spreadsheet models rotations. In the latest version he added an option to define how the macro works. Castsequence. spam, and another option i dont remember atm. You can find it right next to the latency choice.
I used the 1.5:1 rotation for a long time. In order to maintain the accuracy of the rotation it requires a castsequence macro which tends to be fairly long because you have to do the whole rotation up until the point where Arcane and Multi are back up at the same time. Any interruption resets this macro to the begining and then it wont be in sync with your shot timers for a little bit.
With the recent changes that inspired the discussion of 3:2 macros I thought I would try a different way to do the 1.5:1 macro. The one I posted above is very close and works fine except that in a situation where both arcane and multi are up the rotation looks like this: auto,steady,arcane,auto,steady,multi.
Whereas the 1.5:1 rotation from the spreadsheet looks like this: auto,steady,arcane,auto,steady,auto,steady,multi.
Since that changes the shot timings significantly I manually entered it into the spreadsheet to compare the damage. It also has the net benefit of not being tied to shot timings because it fits arcane, multi in when they are ready not in a predetermined order.
Which brings us back to my original question phrased a little differently. Does the castsequence setting in the spreadsheet assume that the whole shot rotation is in a castsequence? I ask because it could possibly make the rotation i've created look worse/better than it actually is If i set it to either castsequence or spam as it has elements of both methods.
The areas we're going to get into here may be more pertinent in the Survival thread howerver lets give it a go here.
Originally Posted by Grondarg
I understand that the spreadsheet models rotations. In the latest version he added an option to define how the macro works. Castsequence. spam, and another option i dont remember atm. You can find it right next to the latency choice.
Indeed, the other option is Hand-Weaved
Originally Posted by Grondarg
I used the 1.5:1 rotation for a long time. In order to maintain the accuracy of the rotation it requires a castsequence macro which tends to be fairly long because you have to do the whole rotation up until the point where Arcane and Multi are back up at the same time. Any interruption resets this macro to the begining and then it wont be in sync with your shot timers for a little bit.
Aye, we all used a 1:1.5 rotations for a long time. Now what I am tring to say here is that we need to think out of the box. The new mechanics have dealt us as Survival Hunters a shitty hand, well in some cases at least. In order to deliver the ultimate DPS this is the new order, with inevitable caveats.
1) Use a /Cast Auto /Cast Steady macro to create a Steady-Steady-Auto (2:1) rotation
2) Hand-Weave 1-1:5 using either an Improved Arcane Shot rotation or a Full Arcane Shot//Multi Rotation
3) Use a Castsequence macro
1) The /cast macros deliver upto circa 200 additional DPS over /castsequence macros due to a double whammy effect. The way the client side // server side mechanics have turned out we get an 11.55% hidden haste bonus, woohoo, IF you can use the macro without chaining Steadys. Go shoot 100 arrows at boom and confirm you get 66 33 Steadys to Autos ish, if so you are one of the lucky ones. The totally added bonus to using this macro is that we drop automatically to a 1:1 rotation under haste conditions woohoo 2. no trying to accomodate shot rotation changes on the fly. Haste rotations are how we as Survival or MM for that matter can actually get close to BM DPS.
2) If you chain Steadys, which is totally random then next best DPS option is to Hand-Weave to your hearts content using your prefered 1:1.5 rotation. Using Quartz or similar you can in theory eliminate the effects of latency by hitting your rotation at the start of the red bit of the cast bar. Also assuming you can stand watching cast bars for 4 hours every night during raids.
3) If the answer to both 1+2 above is negative then you are left with the option of a /Castsequence Macro. This is still very viable if you have a latency range of say 30 - 60 as has always been the case, nothing changed here then. Obviously the double whammy factor comes more into play here as your latncy increases. Lets say for aguments sake that you can use /cast macro without chaining, you have just increased your DPS over a perfect Hand Woven Rotation by say 10%, now when we compare this to using a Castsequence macro (as you do) with say 200 latency we have now increased our DPS by 20%!!!
Originally Posted by Grondarg
With the recent changes that inspired the discussion of 3:2 macros I thought I would try a different way to do the 1.5:1 macro. The one I posted above is very close and works fine except that in a situation where both arcane and multi are up the rotation looks like this: auto,steady,arcane,auto,steady,multi.
Whereas the 1.5:1 rotation from the spreadsheet looks like this: auto,steady,arcane,auto,steady,auto,steady,multi. .
Now this is an area where we as SV and or MM hunters have been slacking. There is no such thing as a 3:2 macro. It is a /cast macro. Now when the BM guys use the macro it turns out they get very roughly 60 Steadys for 40 Autos, we as SV or MM get 66 Steadys for 33 Autos. The /Cast macro is not modelled in Cheeky's Spreadheet for a 2:1 rotation no matter how you try to cut it for SV or MM. Now Cheeky is on record as saying the mechanics ar that F***D up at the moment that he was thinking of quitting modelling Hunter DPS. I fully understand this sentiment. We all have to hope that come 2.4 we get a stable mechanic that allows reasonable modelling, if we ever geet to find out wha Blizz's intntion actually is.
As for the speciffic rotation quesion, using /Castrandom is a very efficient way of including additional Arcanes or Multis, however it not modelable. I don't really understand what it is you are trying to get at. The 1 1:5 rotation for me looks like ...A,S,M,A,S,A,S,Ar,A,S,A,S,Ar,A,S repeat
Originally Posted by Grondarg
Since that changes the shot timings significantly I manually entered it into the spreadsheet to compare the damage. It also has the net benefit of not being tied to shot timings because it fits arcane, multi in when they are ready not in a predetermined order.
Which brings us back to my original question phrased a little differently. Does the castsequence setting in the spreadsheet assume that the whole shot rotation is in a castsequence? I ask because it could possibly make the rotation i've created look worse/better than it actually is If i set it to either castsequence or spam as it has elements of both methods.
Indeed the elements of both that you refer to are why its not modelled or modelable.
Bottom line is drop the /Castsequence if you can, if not....
Is absolutely fine, just don't expect the spreadsheet to offer a rotation that fits what you see in game using it.
I don't see why there should be a difference between a pure /castsequence and the mixed macro.
With the mixed macro you still got the disadvantage of the /castsequence after the autoshot - you still have to wait for the autoshot to fire at your computer before the steadyshot starts.
And after the steadyshot both a pure castsequence and the mixed makro have to wait for your GCD, because the steadyshot finishes about 200ms before the GCD. As long as you have less as 200ms ping, the pure castsequence wouldn't be worse/slower.
So actually the mixed macro is not really behaving different than a pure castsequence(as long as you may spam it) and the mixed macro is just written in a shorter way..
so: -> castsequence-option of the sheet should simulate the macro best. (+manually fitting in the shots)
Another Post/Edit:
so.. back to the wind serpent
I was a bit puzzled that the 'RAP to spelldmg'-scaling is quite bit lower than that of my own observation, that I did ~9 month ago - in numbers: 1,25% (sheet) instead of 1,4%-1,5%(own old experiment).
So I tried the whole thing again.. and it seems to be ~1,5% again
About the test:
In order to get some numbers to work with, I used LB about 80 up to 200(in case I was unsure) times and only remembered the max hit and the min hit. My theory is that this way the numbers shouldn't be dependent from statistic deviation, because the chance that I do not get the maximum and minimum possible hit is quite low.
For this test I assumed that the tooltip values for LB of 101-116 are exactly true, and I assume that for the +dmg by spelldmg is one value, not a range.
Also I assume that WoW rounds up at >= .5 and down at < .5.(but I think a different kind of rounding wouldn't change anything)
The testobjects were my wind serpent with happiness 'content', so 100% dmg and no talents for the pet(SV-specced); the victims were some felboars(lvl 67/68) in SMV.
First test: 2127AP
Min hit: 115
So in this case we got 115-101=14 dmg more than the basedmg, so we got 14/2127/0.43=1.5307% scaling.
In case it would only be 114.5 we at least got a minimum for the scaling of 13.5/2127/0.43=1.47603%.
Max hit: 130
The same numbers:
14/2127/0.43=1.5307%
Min: 13.5/2127/0.43=1.47603%
Second test*: 1305AP
Min hit: 110
9/1305/0.43=1.603%
(more likely) Min: 8.5/1305/0,43=1.5147%
Max hit: 124
8/1305/0.43=1.425%
Min: 7.5/1305/0.43=1.3365%
In this case we might consider the situation, that the max hit was 124.499..
Max 8.5/1305/0.43=1.5147%
Third test: 1519AP
Min hit: 111
10/1519/0.43=1.5310%
Min: 9.5/1519/0.43=1.4544%
Max hit: 126
10/1519/0.43=1.5310%
Min: 9.5/1519/0.43=1.4544%
Fourth test*: 844AP
Min hit: 107
6/844/0.43=1.653%
Min: 5.5/844/0.43=1.5155%
Max hit: 121
5/844/0.43=1.377%
Min: 4.5/844/0.43=1.2399%(^^)
Max: 5.5/844/0.43=1.5155%
Conclusion:
~1.5% RAP to Spelldmg scaling seems to be more accurate.
Additional Observation:
*In the second and fourth test the min-max difference was only 14; if the min-value was rounded up at .5 and the max-value down at .4999.. it would be near to 15(what is listed in the tooltip), but actually it could never be 15. I got no Idea what I should with this :/
But I'm quite sure that those numbers are right, because I fried about 3 boars for both test each(~200 hits) with LB only..
I was a bit surprised, when I got 3 crits with LB in this test; I always thought pets do not have spellcrit.. could it be that Int even increases the Spellcrit of Pets?
Last edited by Littlehelper : 03/09/08 at 12:33 PM.
As for the speciffic rotation quesion, using /Castrandom is a very efficient way of including additional Arcanes or Multis, however it not modelable. I don't really understand what it is you are trying to get at. The 1 1:5 rotation for me looks like ...A,S,M,A,S,A,S,Ar,A,S,A,S,Ar,A,S repeat
Indeed the elements of both that you refer to are why its not modelled or modelable.
Bottom line is drop the /Castsequence if you can, if not....
Is absolutely fine, just don't expect the spreadsheet to offer a rotation that fits what you see in game using it.
Using this macro the rotation looks like:
A,S,M;A,S,Ar
A typical 1.5 puts an Auto and Steady where i put the semi-colon. So the cooldown timer for Arcance starts almost 4 seconds earlier with the macro i have listed. The reason 1.5 has that extra A,S is because of Autoshot delay. I'm trying to see if the auto delay is going to cost me more dps than it's worth. With the macro i'm testing arcane and multi fire immediately after the Steady because the macro "queue's them up" like the 2:1 Steady macro but doesn't cause the chaining problem that the 2:1 has. So while it's not as good as a perfect 2:1 shot rotation I feel that it is better than a typical 1.5 rotation because it doesnt follow the long chain of /castsequence shots necessary to be accurate with the 1.5 rotation shown in the spreadsheet.
I don't see why there should be a difference between a pure /castsequence and the mixed macro.
With the mixed macro you still got the disadvantage of the /castsequence after the autoshot - you still have to wait for the autoshot to fire at your computer before the steadyshot starts.
And after the steadyshot both a pure castsequence and the mixed makro have to wait for your GCD, because the steadyshot finishes about 200ms before the GCD. As long as you have less as 200ms ping, the pure castsequence wouldn't be worse/slower.
So actually the mixed macro is not really behaving different than a pure castsequence(as long as you may spam it) and the mixed macro is just written in a shorter way..
so: -> castsequence-option of the sheet should simulate the macro best. (+manually fitting in the shots)
Well if the spreadsheet assumes that your shot rotation has all the shots in a cast sequence macro then it's possibly adding a delay for every shot. When if fact the macro i posted only has to wait on 2 shots and then has arcane or multi fire immediately after steady.
The first thing you need to do is enable macros in your spreadsheet. For example, if you use Office 2007, you should see a bar dropdown from the toolbar saying that macro content is blocked. Click the button and unblock it.
If you use a 2003 or older version, I dont know where the warning appears... but I'm sure it would be easy to enable macros if you're looking for it.
I tried to search for an answer, so forgive me if I'm asking something that's already been answered. I'm using Mac:Excel 2004, I enable macros when I open the file, but I just cannot get any of the macros to work. Has anyone else encountered this and worked out a solution?
Why is it that when I plug any gear level (even high-end BT gear with 4 Gronnstalker bonus) into Cheeky's Spreadsheet with, say, Bristleblitz on a 3:2 rotation, then change nothing about the gear but plug in Barrel-Blade Longrifle with a 1:1 rotation, the Barrel-Blade and 1:1 outclass the 3:2 rotation every time (and by a fair amount too, 15 or so DPS)? Is this an error in the spreadsheet or something having to do with it not representing shot rotations correctly?
This makes me wonder if a moderate amount of passive haste gear coupled with a 1:1 rotation and a medium-slow weapon like Crossbow of Relentless Strikes would outclass a slow weapon like Bristleblitz, no passive haste gear, and a 2:3 rotation. Any history of people trying this? When I spreadsheet both setups, they come out damn near even, though I gotta think there's something wrong with the spreadsheet. Cheeky's seems really iffy about paper doll attack speed and how it affects rotations.
Plus, in my experience, a 1:1 rotation makes it a lot easier to thread in KC without clipping your auto (one of the several advantages the cleaner 1:1 rot has over the sloppy 2:3).
(posted in the BM bible thread as well, because the theorycrafting applies there but the spreadsheet questions apply here)
Not sure what's going on, but every time I load gear from the armory, I get "Battlemaster's Cruelty is not supported in Trinket 1 please use Custom Gear for it" when it's listed in the pull down. Am I doing something stupid or is it a bug?
I've looked around some in the forums, so pardon if this has been answered somewhere. I was wondering if anyone has a set of values somewhere for hunters to enter into something like lootzer.com or pawn? By the way, this is an awesome spreadsheet. It's helping me as a new hunter immensely.
Probably just a misplaced quote or something in the item name. The item appears in the dropdown box as just "Cruel" and can be selected and has the correct stats on it. Without looking at the source, I suspect there is some sort of errant punctuation that prevents the "Battlemaster" from being part of the item name.
Originally Posted by Lactose
I've had this reported by others as well, but I'm not sure why. It seems to be listed correctly in the spreadsheet.
For reference, looking at the source when viewing your profile lists the following for the trinket:
I've looked around some in the forums, so pardon if this has been answered somewhere. I was wondering if anyone has a set of values somewhere for hunters to enter into something like lootzer.com or pawn? By the way, this is an awesome spreadsheet. It's helping me as a new hunter immensely.
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
Last edited by alienangel : 03/12/08 at 12:44 PM.
Reason: capitalization
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
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.
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.
Interesting. I haven't tried updating my Pawn scales since the change to this table (since I've been using a RAP equivalence scale since AQ days and don't have the heart to break it into a DPS equivalence scale now), so don't know if they're working for me. The old cross-equivalence table used to work though, I'm fairly sure I checked a few stats on it once.