Originally Posted by Cheeky
I'm not really happy with what we have for Improved Aspect of the Hawk either, but we need something that can average out the effects over time. Glaurong simulated millions of battles to derive his equations, I trust the results based on his methodology. I do agree that modeling an all-or-nothing effect with a average is not ideal.
I hope you do come up with a better way to model it. If you do I'd love to incorporate it into my spreadsheet. Please post your model and thought process here. There are a lot of smart people (Lactose, Glau, etc.) who might be able to help you out.
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Time averaging is a valid method of modeling a probabilistic effect over a very large sample size. Unfortunately, I think the issue here is that given the mechanics that hunters have (i.e. shot rotations that do not proportionately scale down with haste due to GCD/clipping problems) you will see increasing divergence between theory and practice as speed scales down. It seems to me that the best method of modeling would be discrete modeling (which is essentially what Glau did in his simulations). Unfortunately, discrete simulation can't be done easily by a spreadsheet. Unless someone wants to write simulation software (which, to me, would be the most accurate way to do things, but also the least convenient to revise) that takes information from a character sheet and then simulates an arbitrarily large number of combat sequences to determine average dps, we pretty much are going to have to live with approximate models based on continuous functions.
Perhaps this belongs in the hunter mechanics thread, but I'll share it here [admin move it if deemed necessary]; one thought that has been rolling around inside my skull for a while is modeling the shot rotation as overlapping waveforms. I haven't fleshed out the idea completely (or, in my opinion, adequately enough to warrant sharing yet, but nonetheless...), but depending on your first shot you can model autoshot as either a sine or cosine function of attack speed (For example, values of 1 would correspond to autoshot fires whereas values of -1 would be 90 degrees out of phase with auto shot - the ideal time to fire a special shot). Likewise, any shot in your rotation can be modeled using sine or cosine (again, depending on which shot you lead with; ideally values of 1 would correspond to a value of -1 on the autoshot waveform). The real bugaboo seems, to me, to be determining how to best use such a model. Perhaps someone can share thoughts regarding this (or am I way out in left field on this one)?