Originally Posted by Komatose
Couple things I noticed:
--Major Intellect Enchant to 1handers appears to add 9 stamina instead of 30 intellect
--No PvP trinkets (Intentional? Ignore this comment if so.)
--Third thing: it's possible I'm not looking in the right area, so bear with me. Background: I'm mainly focused on PvP. While trying to determine the Careful Aim vs. RWS decision (and likewise, the 2hander-agi enchant vs. 1handers-intellect enchant), I noticed there is no indication that total RAP is increased in the Gear table when CA is maxed out (3/3). I'm not sure if this is an oversight or not. I have manually added the potential RAP increase (hand adjust row). In doing so, it sways the talent-spec decision. I just don't want to be doubling up RAP if its already hidden somewhere I'm not looking.
Other than those few things, the spreadsheet is a godsend. Amazing work.
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The question on Careful Aim was answered correctly above. Thanks for spotting the melee enchant fuck up. I'll get that fixed. The PvP trinket will be added, just so resilience can be tracked (and Armory scrapes.)

Originally Posted by Juggernaught
Hey there,
Firstly, thanks for putting so much time into such an invaluable tool for all us hunters. I don't know what I'd do without it now.
I have but two questions though.
1. I was wondering if there were any plans to average out the AP gain from bloodfury like you can with trinkets?
2. Are there any plans to increment the AP gain from Hunters Mark? Currently it is treated as a flat 440AP. In reality though it starts at 110 and increases by 11 for each hit up to 440, therefore a faster weapon/shot rotation would reach the 440 AP cap quicker than a slower one, give a higher average AP over the 2 minute duration of Hunters Mark than a slower rotation would.
Once again, thanks for giving us such a great tool.
-----------EDIT----------
Actually, I do have two more questions...
3. Concussive barrage isn't currently taken into account. It's a 2%/4% chance to daze the target for 4 seconds. Steady shot does an extra 175 damage to dazed opponents. So providing your target isn't immune to daze effects, it's an extra 1-2 x 175 damage (depending on weapon speed and rotation) when it procs. Which is a minimal dps increase in reality, but an increase none the less.
4. Serpent sting is still only doing 660 damage in the spreadsheet. It now does (0.1*RAP)+660 damage, which although still means it's hugely mana inefficient for the damge it does, it may possibly be useable in a rotation now (??) as that damge is not mitegated by armor.
Although I guess they weren't really phrased as questions...
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1. Good idea. Will add it in the next version (due out later today, actually.)
2. I model an instantaneous point in an infinite length encounter. I'm not really interested in looking into build-up times and all the work that would take. I can provide a rough "time to maxed out mark" though, I'll look into it.
3. See
here for the math on how useless that ability is. If I'm really bored one day I'll add it in.

4. Corrected in the next version.

Originally Posted by Juggernaught
There's always one other thing, which is more of a musing really...
I'm wondering how the Shots per 8 seconds is calculated for Master Tactician?
I have a 3.0 speed weapon (2.609 actual speed), 4/5 imp Arcane shot, and using a 1:1.x rotation (arcane only) with a 0.2 second latency, and I'm working on the assumption that you are using Uptime = 1 - (ChanceNotToProc^Attacks)
My shots per 8 seconds in the Master Tactician section of the calculations sheet shows 7.4. However, I think this value is too high, certainly in my situation.
I have gone through my full rotation and worked out how many complete shots can be landed within an 8 second window after each shot is fired. Any incomplete shots will not effect the proc chance of Master Tactician so should be disregarded.
My rotation consists of 5 shots, so it was a fairly easy pattern to work with.
Autoshot
7 shots can be landed after this shot within 8 seconds.
Steady Shot
7 shots ...
Arcane Shot
6 shots ...
Autoshot
6 shots ...
Steady Shot
8 shots ...
and the pattern repeats.
This gives me an average of 6.8 shots per 8 seconds. Then you have to factor in my miss rate of 0.73% giving 6.8*0.9927, giving me an average "Shots per 8 seconds" of 6.75.
Unless I'm missing something obvious?
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I use a weighted Shots per Second over all haste states. This won't be perfectly accurate, since in general you don't have partial shots in the real world. Like most models in the spreadsheet this is an approximation. You can trace the "Shots per Second" calculation back to the different Shot Rotations. If you find a bug, I'd love to hear about it, I'm not 100% positive it's all completely correct.