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Old 02/11/08, 10:08 AM   #1441
Seven
Glass Joe
 
Seven's Avatar
 
Night Elf Druid
 
Sen'jin (EU)
I'm sorry to disturb your legendary discussion.

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).

Thanks for your great work!

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Old 02/11/08, 10:38 AM   #1442
Elimbras
Don Flamenco
 
Dwarf Priest
 
Eitrigg (EU)
Originally Posted by Cheeky View Post
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.

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Old 02/11/08, 1:15 PM   #1443
awstick
Glass Joe
 
Orc Hunter
 
Zul'Jin
Originally Posted by Thorongil View Post
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.

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Old 02/11/08, 2:33 PM   #1444
Thorongil
Piston Honda
 
Thorongil's Avatar
 
Human Priest
 
Alexstrasza (EU)
Originally Posted by awstick View Post
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.


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Old 02/11/08, 4:06 PM   #1445
Cheeky
Great Tiger
 
Cheeky
Troll Hunter
 
No WoW Account
Preview

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.

Does anyone else have any quick suggestions?


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Old 02/11/08, 4:47 PM   #1446
Lybohske
Glass Joe
 
Tauren Hunter
 
Khadgar
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)?

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Old 02/11/08, 5:28 PM   #1447
Cheeky
Great Tiger
 
Cheeky
Troll Hunter
 
No WoW Account
Originally Posted by Lybohske View Post
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.)


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Old 02/11/08, 6:04 PM   #1448
Rokh
Piston Honda
 
Orc Hunter
 
Emerald Dream
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.

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Old 02/11/08, 6:13 PM   #1449
Vaxum
Von Kaiser
 
Human Death Knight
 
Spirestone
Here are a few more items to include in the 2.4 gear list: Shadowed Gauntlets of Paroxysm, Sunrage Shoulderpads, Glyph of the Gladiator, Carapace of Sun and Shadow, Hard Khorium Band, Mounting Vengeance, Starstalker Legguards, Surestrike Goggles 3.0, Tunic of the Ranger Lord

The shoulder enchants have a typo - Inscription of Vengence/Greater Inscription of Vengence should be spelled Vengeance.

Last edited by Vaxum : 02/11/08 at 8:32 PM. Reason: added Tunic of the Ranger Lord

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Old 02/11/08, 9:22 PM   #1450
Stinkerbelle
Von Kaiser
 
Spayed
Draenei Hunter
 
Stormscale
Originally Posted by Midnight View Post
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 View Post
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.

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Old 02/11/08, 9:48 PM   #1451
 sordee
Priest for Hire
 
sordee's Avatar
 
Sordee
Tauren Priest
 
No WoW Account
Huh, if they leave the damage as such and not change anything with the mechanics of Steady Shot, doesn't it make the Legendary Bow a little OP, such that it won't be replaced until way,way into lvl80 Raiding?

I.e Three benefits so far:

-Free Arrows,
-Free Bag slot,
and
- Rough increase of 200dps over Bristleback/Timeless? (And still not factoring in the other stats)

This would almost prompt me to believe the first balancing change for WotLK would be for changing Steady Shot Mechanics to factor in Ammo DPS. (a la many nerfs to Thunderfury)

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Old 02/11/08, 10:52 PM   #1452
Stinkerbelle
Von Kaiser
 
Spayed
Draenei Hunter
 
Stormscale
Originally Posted by Midnight View Post
Haste doesn´t seem to have much of an impact on those 3:2 rotations. The average overall shot throughput is almost the same for all of them with faster attack speeds just clipping auto shot more than slow weapons. This favors slow weapons over fast ones for absolute damage.
Looking at your numbers, I'm assuming that "general shot delay" means average time per shot (regardless of type), and that this is what you're looking at to evaluate "average overall shot throughput"?

I do find it helpful to measure time per shot as you have done (or the inverse shots/time) rather than DPS results. I think a next logical step would be to compare your results with what you'd expect to achieve from legacy 1:1 and 1.5:1 rotations.

For example, taking the results of your quivered tests:

Test #2 - 3,0s Weapon, 15% quiverhaste, no SS talent - 2,61s actual attack speed.
Number of Auto Shots fired: 322
Number of Steay Shots fired: 677
Total number of shots fired: 999

Auto Shot delay (min/max/avrg): (2,625s/4,610s/3,187s)
Steady Shot delay (min/max/avrg): (1,203s/2,000s/1,541s)
General Shot delay (min/max/avrg): (0.312s/1.766s/1.043s)
1:1 Expected shot delay*: 1.304 *(i.e. average time per shot)
Improvement: 20%
1.5:1 Expected shot delay: 1.043
Improvement: 0%

Test #4 - 3,0s Weapon, 15% quiverhaste, 5/5 SS talent - 2,17s actual attack speed.
Number of Auto Shots fired: 331
Number of Steay Shots fired: 669
Total number of shots fired: 1000

Auto Shot delay (min/max/avrg): (2,000s/4,813s/3,119s)
Steady Shot delay (min/max/avrg): (1,094s/2,110s/1,537s)
General Shot delay (min/max/avrg): (0.265s/1.687s/1.031s)
1:1 Expected shot delay: 1.087
Improvement: 5%

Test #6 - 2,6s Weapon, 15% quiverhaste, no SS talent - 2,26s actual attack speed.
Number of Auto Shots fired: 331
Number of Steay Shots fired: 669
Total number of shots fired: 1000

Auto Shot delay (min/max/avrg): (2,922s/4,672s/3,216s)
Steady Shot delay (min/max/avrg): (1,063s/2,000s/1,545s)
General Shot delay (min/max/avrg): (0.344s/1.625s/1.044s)
1:1 Expected shot delay: 1.130
Improvement: 8%

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

Auto Shot delay (min/max/avrg): (0,078s/4,625s/2,275s)
Steady Shot delay (min/max/avrg): (1,031s/2,219s/1,541s)
General Shot delay (min/max/avrg): (0.031s/2.188s/0.919s)
1:1 Expected shot delay: 0.942
Improvement: 2%

The blue numbers are the average shot times (or "delay" as you've called it) that I'm using to evaluate improvement over expected legacy rotation shot times.

So, if I understand your results correctly, of the four quivered tests, the best improvement you achieved in terms shots/time (or time/shot) was actually not with the slower bow, but in Test 6 (2.6 speed bow, no Serpent's Swiftness), for which you saw a reduced average time per shot of about 8%.

Last edited by Stinkerbelle : 02/11/08 at 11:02 PM.

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Old 02/12/08, 5:45 AM   #1453
Midnight
Don Flamenco
 
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Night Elf Hunter
 
Ysera (EU)
First of all - you´re right I confused the 3:2 rotation with a 2:1 rotation actually. 3:2 meaning Auto - Steady - Steady.

That beeing said there seems to be a general uncertainty about those terms, so I guess it´d be a good idea to clarify them. To my understanding they´re used as follows:

1:1 = Auto - Steady (steady may be replaced with either multi or arcane, there´s only one special per auto though)
1:1.5 = Auto - Steady - Auto - Steady - Special (special is either multi or arcane)
2:3 = Auto - Steady - Auto - Steady - Steady (actually the same as 1:1.5 but no specials but steady are beeing use)
1:2 = Auto - Steady - Steady (kind of uncommon rotation I´ve never seen theorycrafted in depth about anywhere on these boards, but the most common rotation on my macrotests)

To answer your questions Stinkerbelle: delay is the time between two shots. Steady shot delay is the delay between two steady shots whereas general shot delay is the delay between any two shots following on each other so the latter is the one determing the absolute shot throughput. Assuming all shots would do roughly the same damage the highest shot throughput would also yield the best dps result. I think I´m gonna do a few tests with a standard castsequence macro and see how it compares.

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Old 02/12/08, 6:12 AM   #1454
Rokh
Piston Honda
 
Orc Hunter
 
Emerald Dream
Yeah, like right now I have enough haste with a 3.0 weapon to spam the macro pretty much, under most conditions, and produce a 2:3 rotation. Your tests just didn't have that amount of haste, I guess. A 2.9 weapon + BM spec should have the right speed, it's around 2.08 - 2.1 to be able to spam the macro to produce a 2:3 rotation.

And yes you can do a 2:3 rotation without any macro or without any special conditions, it's just harder to time everything 100% perfect and whatnot. So having a bit of haste + the 3.0 bows seems the best way to go, which won't be a problem at all after Sunwell's out, seeing as how there's only like 3 pieces of gear without haste so far.

Anyway, yes, all the spreadsheet would have to do for MOST weapon speeds is reduce the GCD of a steady shot if the previous shot was Auto Shot by the time between the end of the previous shot and the auto shot shooting, up to a maximum of .5 seconds, and also remove the latency from affecting steady shot. From there you can just put in a button that does the "2:3" rotation (Auto-Steady-Auto-Steady-Steady) and it would be modeled for MOST situations, aside from the jitter we're seeing in auto-shot cast time.

Anyway I'm tired and this got a little longer than I wanted but yeah, that's basically what's going on with this rotation.

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Old 02/12/08, 10:38 AM   #1455
Cheeky
Great Tiger
 
Cheeky
Troll Hunter
 
No WoW Account
Since I forgot to mail myself my working copy of the spreadsheet form work to home last night I didn't get this released. If I'm not a complete idiot today too it'll get done.

Originally Posted by Vaxum View Post
Here are a few more items to include in the 2.4 gear list: Shadowed Gauntlets of Paroxysm, Sunrage Shoulderpads, Glyph of the Gladiator, Carapace of Sun and Shadow, Hard Khorium Band, Mounting Vengeance, Starstalker Legguards, Surestrike Goggles 3.0, Tunic of the Ranger Lord

The shoulder enchants have a typo - Inscription of Vengence/Greater Inscription of Vengence should be spelled Vengeance.
I'll get those added/fixed.

Originally Posted by Rokh View Post
Anyway, yes, all the spreadsheet would have to do for MOST weapon speeds is reduce the GCD of a steady shot if the previous shot was Auto Shot by the time between the end of the previous shot and the auto shot shooting, up to a maximum of .5 seconds, and also remove the latency from affecting steady shot. From there you can just put in a button that does the "2:3" rotation (Auto-Steady-Auto-Steady-Steady) and it would be modeled for MOST situations, aside from the jitter we're seeing in auto-shot cast time.
That's pretty much exactly what I have done. My first pass on the code was to intelligently pick Auto or Steady based on what the relative cooldowns were and prioritize Steady if it was at all available. That lead to a lot of Auto, Steady, Steady, Auto, Steady, Steady rotations, which isn't what we want.

I'll just force the Auto, Steady, Steady, Auto, Steady pattern now. My initial work shows it as being even more of a mana drain than a 1:1, Priority rotation using max rank Arcane and Multi. But that fits with what people are seeing in game.

Do we need the 3:2 rotation only for unhasted rotations? Or do people envision using it for Quick Shots and DST-based rotations too?


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