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11/18/09, 5:59 PM
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#1251
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Glass Joe
Blood Elf Death Knight
Arthas
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I wonder, with this dot application mechanic change, would it be viable to use the Glyph of Scourge Strike to have ap buffs applied more smoothly throughout the rotation? Or would using it after a buff has fallen off lower tick damage?
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11/18/09, 11:51 PM
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#1252
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Piston Honda
Orc Death Knight
Thaurissan
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Okay I went and found a few bugs in the spreadsheet that I was using to calculate the benefits of various glyphs and the results kind of surprised me a little bit.
For these calculations I'm using base run in the sim using short fights with the unholy 2H T9 profile and GoDD, GoIT and GotG, and then theorycrafting for the GoSS and the new mechanism for GoD.
GotG remains at 155 DPS value. This value isn't affected by set bonuses other than the 2PT9 and scales better than the other glyphs with Strength, and with haste, however it is the only glyph that doesn't scale with crit rating.
GoIT has about 132 DPS value, when measured with 18 disease ticks per minute for the standard rotation. This value will scale with melee crit due to wandering plague. (But needs about 21 ticks to beat the Ghoul).
GoDD has about a 132 DPS value, however it depends on how much extra runic power we can get, that value was for 9 DCs a minute.
The value of the GoSS and GoD glyphs comes through two source, firstly there's the extra damage from the extra DoT ticks. For the GoD it's pretty simple, you get 20 ticks per minute. For the GoSS the diseases run out the instant you're going to reapply them, so I assume you reapply before the tick 50% of the time and after the other 50%.
The other benefit is that you get to replace some disease reapplications with more SSs. For this reason both these glyphs get some additional benefit from the 4T9 and 2T10 set bonuses. This means that they scale with ArPen in addition to crit and strength
| Glyph | No set | 4T9 | 2T10 | 4T10 | | GoD | 148 | 175 | 210 | 258 | | GoSS | 120 | 121 | 141 | 145 |
Note: I'm just considering the set bonuses rather than changing the gear around (and the base numbers were measured using 2T9). The GoD rotation has 3 attacks less per minute (about 5%) so the proc rates for all melee trinkets etc are a little bit down. This doesn't have that much effect in general. More importantly the extra attacks are blood strikes a minute so the 2T9 bonus is up quite a bit less (15% vs 21% ish). I've assigned a 50 dps penalty for the first 3 situations for this reason, and a 10 dps penalty for the 4T10 value. (The GoD also pushes the value of the GoIT up to around 150 dps).
These would suggest that running GoD, GotG and GoIT probably makes sense for the majority of single target situations, at least initially.
Of course we'd have to simulate the situation once the sim is fully setup for all the 3.3 changes.
Last edited by Larisroth : 11/19/09 at 12:00 AM.
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11/19/09, 11:41 AM
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#1253
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Piston Honda
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Originally Posted by Darkside
The stat weighting for weapon DPS is simply 14*(percent of damage that is white), since it takes 14 AP to get the equivalent on 1 white dps.
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No. You are making the false assumption that the percentage of damage that is "white" is the same as the percentage of DPS delta per AP that is "white" ("white" in the sense of being accountable to weapon DPS).
To put this in perspective, if 22% of your DPS is "white" and 20% of your DPS delta per AP is "white," then your weapon DPS stat weight is off by 10% on top of intrinsic inaccuracies of the additive stat weight method.
Last edited by Grigori : 11/19/09 at 11:43 AM.
Reason: Grammar
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11/19/09, 12:22 PM
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#1254
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I find your lack of faith disturbing
Orc Death Knight
Mal'Ganis
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Originally Posted by Grigori
No. You are making the false assumption that the percentage of damage that is "white" is the same as the percentage of DPS delta per AP that is "white" ("white" in the sense of being accountable to weapon DPS).
To put this in perspective, if 22% of your DPS is "white" and 20% of your DPS delta per AP is "white," then your weapon DPS stat weight is off by 10% on top of intrinsic inaccuracies of the additive stat weight method.
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I don't get what you are saying.
Let me explain this differently: If I get 14 AP, then my white DPS will go up by one, assuming my target has no armor and no other stats are involved. Similarly, if I the DPS stat on my weapon increases by one, my white DPS will increase by 1, again assuming no armor and other stats. Therefore, we can conclude that in the case of white damage, 1 weapon DPS is the equivalent of 14 AP. In other words, if damage was purely white, the stat weighting for weapon DPS would 14. Since we know that not all of our damage is directly the result from weapon swings, we must therefore multiply this value by the percent of our damage that is directly the result of the weapons DPS rating (our white hits+necrosis etc). This will give us exactly the stat weighting for weapon DPS.
Furthermore, I don't understand what you mean by "instrinsic inaccuracies in the additive stat weight method".
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<XI|> if your dog barks do you debate the philosophical reason behind him barking
<XI|> no
<XI|> you say shut up idiot
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11/19/09, 1:42 PM
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#1255
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Piston Honda
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Originally Posted by Darkside
I don't get what you are saying.
Let me explain this differently: If I get 14 AP, then my white DPS will go up by one, assuming my target has no armor and no other stats are involved. Similarly, if I the DPS stat on my weapon increases by one, my white DPS will increase by 1, again assuming no armor and other stats. Therefore, we can conclude that in the case of white damage, 1 weapon DPS is the equivalent of 14 AP. In other words, if damage was purely white, the stat weighting for weapon DPS would 14. Since we know that not all of our damage is directly the result from weapon swings, we must therefore multiply this value by the percent of our damage that is directly the result of the weapons DPS rating (our white hits+necrosis etc). This will give us exactly the stat weighting for weapon DPS.
Furthermore, I don't understand what you mean by "instrinsic inaccuracies in the additive stat weight method".
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Let's demonstrate the concept with a simplified 2-component system:
Auto: 1 DPS per weapon DPS + 1 DPS per 14 AP
Disease: 1 DPS per 7 AP
At 200 weapon DPS and 2800 AP:
Your DPS is 800 (400 from auto and 400 from disease).
50% DPS from auto
50% DPS from disease
Your DPS delta per AP is 3/14 (+1/14 DPS from auto and +1/7 DPS from disease).
~33.33% from auto
~66.67% from disease
To figure out the weapon DPS stat weight from the AP stat weight, you need to use the percentage of DPS delta per AP that is "white" (3/14 * 14 * 1/3 = 1), not the percentage of DPS that is "white" (3/14 * 14 * 1/2 = 1.5).
- - -
For your second question, I was referring to inaccuracies which arise from using an additive stat weight method on stats which are not strictly additive.
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11/19/09, 2:23 PM
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#1256
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Don Flamenco
Tauren Druid
Destromath (EU)
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Originally Posted by Consider
Ebon Plague (/EM/CoE), Blood Presence, Bone Shield, Desolation, Two-Handed Weapon Spec, Ferocious Inspiration (/Paladin Equiv) all are double dipped, and thus affect the secondary effect.
0.75 x 1.13 x 1.15 x 1.02 x 1.05 x 1.04 x 1.03 = 1.118 modifier (relative to the damage of the physical strike).
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After some testing on the PTR:
5% Desolation, 15% Blood Presence, 2% Bone Shield and 10% Black Ice are addtivie, just like balance druids where some damage modifiers are additive, no clue why.
So it is 0.25*3 * 1.13 * (1 +.15 +.05 +.02 ) * 1.04 = 1.0753 (1.1634 with black ice)
The weird thing is that Rage of Rivendare does not affect the shadowdamage :/
Last edited by Starfox : 11/19/09 at 2:52 PM.
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Hello.
Light the fuse.
For all my homies.
Do not run, we are your friends.
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11/19/09, 4:52 PM
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#1257
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Glass Joe
Blood Elf Death Knight
Moonglade (EU)
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Originally Posted by Starfox
After some testing on the PTR:
5% Desolation, 15% Blood Presence, 2% Bone Shield and 10% Black Ice are addtivie, just like balance druids where some damage modifiers are additive, no clue why.
So it is 0.25*3 * 1.13 * (1 +.15 +.05 +.02 ) * 1.04 = 1.0753 (1.1634 with black ice)
The weird thing is that Rage of Rivendare does not affect the shadowdamage :/
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That seems quite odd, because it never worked that way as far as I know. It has always been multiplicative, also on previous PTR builds with scourge strike.
In previous occasions where coefficient calculation didn't add up, it usually turned out to either be the overlooking of a variable (like outbreak).
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11/19/09, 8:11 PM
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#1258
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Piston Honda
Orc Death Knight
Thaurissan
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As Grigori points out it's pretty obvious that you can't just do a straight conversion of weapon DPS to AP because there are attacks that don't use the weapon DPS in any form. However this is true of pretty much all stats. Strength is the only stat that actually applies to all our attacks (pets, diseases, spells, strikes), but even it doesn't apply to them all equally.
The use of AP as the baseline for relative stat values is actually an arbitrary choice, in some way DPS would make more sense. When you run EP values in the simulator it's actually using DPS deltas to estimate partial derivatives of DPS with respect to the various other stats. It does this by adding a fixed value of a stat to a given gear baseline and then rerunning the simulator. The value for AP is then used for determining the other values.
There are several important things to remember.
Firstly no stat is measured in a vacuum, the baseline is important. There are no attacks where the contribution of an individual stat can be directly inferred from a damage breakdown. If you understand the complete mechanics you might be able to look at a detailed enough log and calculate the contribution, but that is pretty impractical.
Secondly stats have varying sensitivity and influence on the event sequence. Things like AP, Weapon DPS, Strength ArPen, just change how much various attacks hit for, and so it is reasonably easy to estimate their value using the sim, and their weight will be consistent from run to run. Other stats like hit, haste and weapon speed however can greatly effect the sequence of events which can make it rather hard to estimate their value.
Perhaps, most importantly, the quality of the output EP values depend greatly on how good a simulator it is. Does it have the mechanics right? Is the situation its modeling reasonable?
ETA: FWIW, I hacked the simulator source to use the new GoD mechanics, and it confimed my estimate of the values of the different glyphs I mentioned in my last post were in the right ballpark.
Last edited by Larisroth : 11/19/09 at 8:17 PM.
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11/20/09, 5:36 AM
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#1259
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Don Flamenco
Tauren Druid
Destromath (EU)
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Originally Posted by Nyth_
That seems quite odd, because it never worked that way as far as I know. It has always been multiplicative, also on previous PTR builds with scourge strike.
In previous occasions where coefficient calculation didn't add up, it usually turned out to either be the overlooking of a variable (like outbreak).
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Yea I know, everybody just assumes multipilcativity with damage modifiers, but nobody ever goes on and tries it.
I did the same for balance druid when, you would be supprised how much '+x% damage' talents are actually additive
PTR Testing:
-Black Ice
-Desolation
-Outbreak
-Bone shield
This is just to show that RoR is not affecting the shadow damage

UP, 1h, FF+EP
09:50:33> [Your] Scourge Strike hit [Ebon Knight's Training Dummy] 1 Physical. (540 Overkill)
09:50:33> [Your] Scourge Strike hit [Ebon Knight's Training Dummy] 1 Shadow. (304 Overkill)
541 * 2*.25 *1.13 = 305.665
UP, 1h, BP+EP
09:55:27> [Your] Scourge Strike hit [Ebon Knight's Training Dummy] 1 Physical. (530 Overkill)
09:55:27> [Your] Scourge Strike hit [Ebon Knight's Training Dummy] 1 Shadow. (299 Overkill)
531 * 2*.25 *1.13 = 300.0
UP, 1h, FF+BP+EP
09:51:17> [Your] Scourge Strike hit [Ebon Knight's Training Dummy] 1 Physical. (1285 Overkill) *
09:51:17> [Your] Scourge Strike hit [Ebon Knight's Training Dummy] 1 Shadow. (1089 Overkill)
1286 * 3*.25 *1.13 = 1089.9
BP, 1h, FF+EP
09:52:58> [Your] Scourge Strike hit [Ebon Knight's Training Dummy] 1 Physical. (620 Overkill)
09:52:59> [Your] Scourge Strike hit [Ebon Knight's Training Dummy] 1 Shadow. (402 Overkill)
621 * 2*.25 *1.13*1.15 = 403.49
BP, 1h, BP+EP
09:53:47> [Your] Scourge Strike hit [Ebon Knight's Training Dummy] 1 Physical. (636 Overkill)
09:53:48> [Your] Scourge Strike hit [Ebon Knight's Training Dummy] 1 Shadow. (413 Overkill)
637 * 2*.25 *1.13*1.15 = 413.9
BP, 1h, FF+BP+EP
10:01:29> [Your] Scourge Strike hit [Ebon Knight's Training Dummy] 1 Physical. (1482 Overkill) *
10:01:29> [Your] Scourge Strike hit [Ebon Knight's Training Dummy] 1 Shadow. (1445 Overkill)
1483 * 3*.25 *1.13*1.15 = 1445.37
-Black Ice
-Bone shield
+Desolation
-Outbreak
This is to show that Desolation is additive with Blood Presence
UP, 1h, FF+BP+EP, Desolation
10:07:11> [Your] Scourge Strike hit [Ebon Knight's Training Dummy] 1 Physical. (1334 Overkill) *
10:07:12> [Your] Scourge Strike hit [Ebon Knight's Training Dummy] 1 Shadow. (1187 Overkill)
1335 * 3*.25 *1.13 *1.05 = 1187.98
BP, 1h, FF+BP+EP, Desolation
10:08:57> [Your] Scourge Strike hit [Ebon Knight's Training Dummy] 1 Physical. (668 Overkill)
10:08:57> [Your] Scourge Strike hit [Ebon Knight's Training Dummy] 1 Shadow. (679 Overkill)
667 * 3*.25 *1.13 *1.05 * 1.15 = 682.58
667 * 3*.25 *1.13 *1.20 = 678.34
-Black Ice
+Bone shield
-Desolation
-Outbreak
This is to show that Bone Shield is additive with Blood Presence
UP, 1h, FF+BP+EP, Bone shield
10:16:40> [Your] Scourge Strike hit [Ebon Knight's Training Dummy] 1 Physical. (590 Overkill)
10:16:40> [Your] Scourge Strike hit [Ebon Knight's Training Dummy] 1 Shadow. (510 Overkill)
591 * 3*.25 *1.13 *1.02 = 510.89
BP, 1h, FF+BP+EP, Bone shield
10:14:41> [Your] Scourge Strike hit [Ebon Knight's Training Dummy] 1 Physical. (667 Overkill)
10:14:42> [Your] Scourge Strike hit [Ebon Knight's Training Dummy] 1 Shadow. (662 Overkill)
668 * 3*.25 *1.13 *1.02 * 1.15 = 662.07
668 * 3*.25 *1.13 *1.17 = 664.37
To close really.
BP, 2h, FF+BP+EP, Bone shield
10:20:23> [Your] Scourge Strike hit [Ebon Knight's Training Dummy] 1 Physical. (2550 Overkill) *
10:20:23> [Your] Scourge Strike hit [Ebon Knight's Training Dummy] 1 Shadow. (2629 Overkill)
2551 * 3*.25 * 1.13 * 1.04 * 1.02 * 1.15 = 2637.4
2551 * 3*.25 * 1.13 * 1.04 * 1.17 = 2630.7
-Black Ice
+Bone shield
+Desolation
-Outbreak
This is to show that Desolation, Bone Shield and Blood Presence are additive
BP, 2h, FF+BP+EP, Bone shield, Desolation
10:23:08> [Your] Scourge Strike hit [Ebon Knight's Training Dummy] 1 Physical. (1139 Overkill)
10:23:08> [Your] Scourge Strike hit [Ebon Knight's Training Dummy] 1 Shadow. (1225 Overkill)
1140 * 3*.25 * 1.13 * 1.04 * 1.02 * 1.05 * 1.15 = 1237.557
1140 * 3*.25 * 1.13 * 1.04 * 1.22 = 1225.85
+Black Ice
-Bone shield
-Desolation
-Outbreak
This is to show that Black Ice and Blood Presence are additive
BP, 2h, FF+BP+EP
10:26:06> [Your] Scourge Strike hit [Ebon Knight's Training Dummy] 1 Physical. (2708 Overkill) *
10:26:06> [Your] Scourge Strike hit [Ebon Knight's Training Dummy] 1 Shadow. (2984 Overkill)
2709 * 3*.25 * 1.13 * 1.04 * 1.10 * 1.15 = 3020.46
2709 * 3*.25 * 1.13 * 1.04 * 1.25 = 2984.64
+Black Ice
+Bone shield
+Desolation
-Outbreak
This is to show that Black Ice, Desolation, Bone Shield and Blood Presence are additive
BP, 2h, FF+BP+EP, Bone shield, Desolation
10:27:55> [Your] Scourge Strike hit [Ebon Knight's Training Dummy] 1 Physical. (2697 Overkill) *
10:27:55> [Your] Scourge Strike hit [Ebon Knight's Training Dummy] 1 Shadow. (3138 Overkill)
2698 * 3*.25 * 1.13 * 1.04 * 1.02 * 1.05 * 1.10 * 1.15 = 3221.77
1140 * 3*.25 * 1.13 * 1.04 * 1.32 = 3138.98
+Black Ice
-Bone shield
-Desolation
+Outbreak
Outbreak has no effect on the shadow damage
BP, 2h, FF+BP+EP
10:30:13> [Your] Scourge Strike hit [Ebon Knight's Training Dummy] 1 Physical. (2946 Overkill) *
10:30:13> [Your] Scourge Strike hit [Ebon Knight's Training Dummy] 1 Shadow. (3246 Overkill)
2947* 3*.25 * 1.13 * 1.04 * 1.25 = 3246.86
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Hello.
Light the fuse.
For all my homies.
Do not run, we are your friends.
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11/20/09, 10:16 AM
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#1260
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Von Kaiser
Orc Death Knight
Destromath (EU)
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Well its pretty obvious that RoR doesnt affect the shadowportion.
It says your spells and abilities, and the shadowdmg isnt either its a procc procced by the ability Scourge Strike, not an ability itself.
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11/20/09, 10:40 AM
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#1261
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Piston Honda
Human Death Knight
Medivh
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It's not pretty obvious since Rage of Rivendare in the past has affected procs like [Bandit's Insignia].
Good information proving what is and isn't working with Scourge Strike.
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11/20/09, 10:49 AM
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#1262
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Divine Protector
Blood Elf Paladin
Mal'Ganis
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Because of how SS is coded (it does the physical damage and based on if it hits and how much it hits for, it does a shadow damage proc), it seems RoR and Outbreak do not consider the shadow proc an ability.
That may be intended since from the logs given that SS is doing fine with RoR/Outbreak only working on physical damage.
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DK - Ashbane Failure is the condiment that gives success its flavor.
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Yesterday, 12:06 AM
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#1263
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Von Kaiser
Blood Elf Paladin
Thunderhorn
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This might be a dumb question, and I'm sorry if it's been discussed already and I missed it, but:
Has anyone tested the [Sigil of Awareness] with the new Scourge Strike? I'd be curious to know if it did any abusable double-dipping on the damage bonus.
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Yesterday, 10:18 AM
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#1264
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Divine Protector
Blood Elf Paladin
Mal'Ganis
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Even if SoA was double dipping, it wouldn't be better than the 245 one for PvE. It could be good in PvP though.
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DK - Ashbane Failure is the condiment that gives success its flavor.
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Today, 2:19 PM
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#1265
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Hero Conditioner
Orc Death Knight
Mal'Ganis
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Originally Posted by frmorrison
Because of how SS is coded (it does the physical damage and based on if it hits and how much it hits for, it does a shadow damage proc), it seems RoR and Outbreak do not consider the shadow proc an ability.
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To clarify, do you mean that the shadow portion is calculated as if the physical portion didn't benefit from RoR/Outbreak, or just that the shadow portion doesn't double-dip?
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Today, 3:26 PM
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#1266
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Von Kaiser
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here is a link to our Anub kill
World of Logs - Real Time Raid Analysis
you might notice a pattern at the top of the meter.
This is probably a good log to look at as far as UH dk performance. good side by side comparision.
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