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Old 10/17/10, 1:31 AM   #26
Astrylian
Rawr
 
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Night Elf Druid
 
Stormrage
Updated the OP for the latest build, and spent a few hours analyzing Vengeance in detail. It's still somewhat foggy, but here's the best understanding of how Vengeance works that I've got so far:

1. When you first take damage, you immediately gain Vengeance, equal to 5% of the damage taken. From then on, Vengeance 'ticks' every 2 seconds.
2. When it ticks, it checks how much damage you've taken since the last time it ticked, and does either step 3, or step 4:
3. If DamageTaken > 0, new Vengeance is set to: [OldVengeance*0.95 + DamageTaken*0.05]
4. If DamageTaken = 0, new Vengeance is set to: [OldVengeance - MaxVengeance*0.1] (Where MaxVengeance is the highest this stack of Vengeance has ever been)

This has the interesting effect that when you're taking steady/constant X damage per tick (2sec), your Vengeance stack approaches X AP.
This also has a concerning effect that if you're fighting a boss that attacks slower than 2.0 (ie, they're a standard 2.0 attack speed, and you've slowed them with Infected Wounds or similar), then some of the ticks are going to line up between melee attacks, and you're going to suffer that large -10% decay. That's going to significantly lower the average Vengeance AP on any slow-attacking bosses.

EDIT: Oh, another concern: assuming the boss isn't incredibly fast hitting (1sec or faster), every time you dodge/miss, that's a tick of no damage taken, so -10% decay. That means that avoidance will be detrimental to threat by a small amount. (However, remember, avoidance also increases your rage income, so that may be offset somewhat/all)

Last edited by Astrylian : 10/17/10 at 1:47 AM.

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Old 10/17/10, 1:19 PM   #27
♦ Carebare
::stare::
 
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Tauren Druid
 
Mal'Ganis
I moved a conversation from here to the WOTLK Bear thread, so if you're looking for it you will find it there.

<Nite_Moogle> i miss raiding with carebare :< she makes me feel like i am not the only person that hates everyone
Aldriana: I am an asshole, it just so happens that some of my colleagues are even *bigger* assholes.
[R] [85:Neux:2]: i hear if you die on Good Friday they are going to make it where you can't get rezzed until easter sunday
Khazal: Yeah, I don't know about Magic Rainbow Unicorn Land, but here in Reality, Rhyolith is the worst encounter Blizzard has ever designed.

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Old 10/17/10, 7:16 PM   #28
Damienkillcannon
Glass Joe
 
Night Elf Druid
 
Zul'Jin
Originally Posted by Astrylian View Post
Updated the OP for the latest build, and spent a few hours analyzing Vengeance in detail. It's still somewhat foggy, but here's the best understanding of how Vengeance works that I've got so far:

1. When you first take damage, you immediately gain Vengeance, equal to 5% of the damage taken. From then on, Vengeance 'ticks' every 2 seconds.
2. When it ticks, it checks how much damage you've taken since the last time it ticked, and does either step 3, or step 4:
3. If DamageTaken > 0, new Vengeance is set to: [OldVengeance*0.95 + DamageTaken*0.05]
4. If DamageTaken = 0, new Vengeance is set to: [OldVengeance - MaxVengeance*0.1] (Where MaxVengeance is the highest this stack of Vengeance has ever been)
This is what I have thus far as well. Thanks to Astrylian for giving me the above calculations. First off my calculation thus far has one major flaw and that is, it doesn't take account for when your max HP changes mid fight. I'm sure there'll be more, but this is based off the information I have so far; and it's been a while since I did this kind of math. T.T

Edit:
Added the calculation for when Vengeance reaches HP cap. It ~should~ be complete now. I've submitted variables and haven't found any errors as of yet. Though please do double check the formula.

Variables

CurrentMaximumHealth = Current HP at time of check
CurrentVengeance = New Vengeance total AP after calculation
OldVengeance = Previous Vengeance total AP at time of calculation
TotalDamageTaken = Amount of damage taken since last check
MaxVengeance = The highest amount of AP you have had since last taking damage

Calculation

If (TotalDamageTaken*0.05) > 0
Then CurrentVengeance = [(OldVengeance*0.95 + TotalDamageTaken*0.05)
Unless ({OldVengeance*0.95} + TotalDamageTaken*0.05) >= (CurrentMaximumHealth*0.1)]
Then If (OldVengeance*0.95) >= (CurrentMaximumHealth*0.1)
Then CurrentVengeance = OldVengeance
Else CurrentVengeance = CurrentMaximumHealth*0.1
Else If (TotalDamageTaken <= 0)
Then Current Vengeance = (OldVengeance - MaxVengeance*0.1]
Else set MaxVengeance = CurrentVengeance

Last edited by Damienkillcannon : 10/18/10 at 7:32 PM.

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Old 10/23/10, 1:56 PM   #29
Jackoneill
Glass Joe
 
Night Elf Druid
 
Zul'Jin
Just a quick question here.

Are these numbers (mainly regarding threat generation) also accurate for WotLK 4.0.1 (lvl 80)? I tried finding something comparable but I was unlucky...

Thank you

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Old 10/27/10, 2:35 AM   #30
Talep
Glass Joe
 
Tauren Druid
 
Medivh (EU)
I don't think so. I've run some tests, and I found that for instance the calculation of the damage done by Pulverize are not increased by 451 per stack, but by 235 ( more or less 5 ). I tried also to check for informations about these numbers for 4.0 ( and asked in the FAQ ) but without interesting results.

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Old 10/27/10, 3:16 AM   #31
Astrylian
Rawr
 
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Night Elf Druid
 
Stormrage
These numbers are obviously for level 85.

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Old 10/28/10, 6:20 PM   #32
• Melthu
Confused
 
Night Elf Druid
 
Alterac Mountains
Originally Posted by Zarhym
# Savage Defense is massively overpowered on beta and has been dealt with accordingly. Many of the reports of beta raid bosses two-shotting tanks were because that was how much damage the bosses needed to do in order to challenge Feral tanks. With less damage absorbed, the boss damage can be adjusted downwards. We've reduced the multiplier for attack power on the absorption effect (from 65% to 35%, still modified by mastery) and it no longer procs from periodic critical hits.
Confirmed this is active in beta. I'm trying to confirm scaling with mastery on gear is unaffected, I'll update when I find out if no one else beats me to it.

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Old 10/29/10, 1:14 AM   #33
Latas
Don Flamenco
 
Night Elf Druid
 
Uther
Survival Instincts -- Damage reduction changed from 60% to 50%. Cooldown reduced from 5 minutes to 2 minutes. Duration still 12 seconds.

Bear Form -- Stamina bonus lowered from 20% to 10% and Heart of the Wild health bonus from 10% to 6%. Bear health should be close to plate tank health with this change.

More changes said to be in 4.0.3a for bears by Zarhym. Seems they are bringing everyone's "shield wall" to be exactly the same just with different names. The health changes seem a tad excessive with the SD change. Really hope they at least allow lacerate ticks to still proc SD.

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Old 10/29/10, 6:37 AM   #34
Sadirin
Von Kaiser
 
Night Elf Druid
 
Die Silberne Hand (EU)
While bears are missing parry we have a higher dodge, so the total avoidance tends to be the same. And yes, Savage Defense is and was brutal on the live servers and in the beta. With a little bit of luck you were able to absorb entire bossfights into your SD (or reduced the incoming amage to a value where the healer could keep you alive whith much less effort than needed for other tank). A change was neccessarry - I just hope that item scaling after T11 will still be good enough without additional changes / re-balancing.

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Old 11/14/10, 5:47 AM   #35
Astrylian
Rawr
 
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Night Elf Druid
 
Stormrage
Modeling Bear Rotations

The Bear 'rotation' in Cataclysm is significantly more complex than it was in WotLK (a good thing!). Here is my work so far on modeling those rotations:

Optimally, bears should choose their abilities based on a priority list. However, the order of that priority list can change with gear level. There are effectively 10 elements to a bear priority list, which I have labeled a-k for convenience, in no particular order:


a Demo Debuff
b FFF Damage
c [ignored; was Mangle Debuff, but ended up being redundant]
d Mangle Damage
e Lacerate Debuff
f Lacerate Stack
g Lacerate Damage
h Pulverize Buff
i Pulverize Damage
j Thrash Damage
k Swipe Damage


Next, I evaluated the potential performance of each ability at a very wide variety of gear levels: from practically naked (1000ap), to entry level raiding (10000ap), to what I'd guess is well past Deathwing gear (100000ap). From that, I was able to see which abilities trumped which other abilities, at the varying gear levels. I extrapolated that into a chart:

abcdefghijk
aX          
b<X         
c>>X        
d>><X       
e?><<X      
f<?<<<X     
g<?<<<<X    
h<><<<<>X   
i<?<<<<?<X  
j<><<??>??X 
k<?<<<??<<<X
Where < means that the ability on top is better than the ability on the left.
And > means that the ability on the left is better than the ability on the top.
And ? means that which ability is better can vary based on gear.

NOTE:Values here are based on damage, threat, and raid utility. Rage cost could potentially be significant, and I hope to redo this with rage cost being weighted as well, but I don't think it will change anything. The primary thing it would change would be to allow FF to beat the things it can already beat, but at earlier gear levels (FFF scales better than Swipe and Lacerate). Regardless, in my experience, you have enough rage, even in entry level gear, to fully fill every GCD; more rage just lets you afford Maul more.

From that chart, I generated a list of possible priority lists. Originally, I found 96 different possible priorities that match the above table. However, any elements in the list after Lacerate Damage or Pulverize Damage end up being irrelevant (since it's always possible to Lacerate Damage, or to Lacerate Stack and then Pulverize Damage). By trimming the lists of anything past those two, and removing the duplicates, I was left with the following 30 possible priority lists:
daefhi M D Lb Ls Pb Pd  
daefhjbg M D Lb Ls Pb T FF Ld
daefhjbi M D Lb Ls Pb T FF Pd
daefhjg M D Lb Ls Pb T Ld  
daefhji M D Lb Ls Pb T Pd  
daefjhbg M D Lb Ls T Pb FF Ld
daefjhbi M D Lb Ls T Pb FF Pd
daefjhg M D Lb Ls T Pb Ld  
daefjhi M D Lb Ls T Pb Pd  
daejfhbg M D Lb T Ls Pb FF Ld
daejfhbi M D Lb T Ls Pb FF Pd
daejfhg M D Lb T Ls Pb Ld  
daejfhi M D Lb T Ls Pb Pd  
dajefhbg M D T Lb Ls Pb FF Ld
dajefhbi M D T Lb Ls Pb FF Pd
dajefhg M D T Lb Ls Pb Ld  
dajefhi M D T Lb Ls Pb Pd  
deafhi M Lb D Ls Pb Pd  
deafhjbg M Lb D Ls Pb T FF Ld
deafhjbi M Lb D Ls Pb T FF Pd
deafhjg M Lb D Ls Pb T Ld  
deafhji M Lb D Ls Pb T Pd  
deafjhbg M Lb D Ls T Pb FF Ld
deafjhbi M Lb D Ls T Pb FF Pd
deafjhg M Lb D Ls T Pb Ld  
deafjhi M Lb D Ls T Pb Pd  
deajfhbg M Lb D T Ls Pb FF Ld
deajfhbi M Lb D T Ls Pb FF Pd
deajfhg M Lb D T Ls Pb Ld  
deajfhi M Lb D T Ls Pb Pd  
Added a short version of each ability there, in order, so it's easier to read, without having to reference the top table.
M=Mangle
D=Demo
Lb=Lacerate deBuff
Ls=Lacerate Stack
Ld=Lacerate Damage
T=Thrash
Pb=Pulverize Buff
Pd=Pulverize Damage
FF=Faerie Fire
S=Swipe, but that doesn't matter, since Swipe never ends up before both Lacerate Damage and Pulverize Damage in a priority list

Another way to look at this would be like this:
Mangle Damage 1  
Demo Debuff 2 3  
Lacerate Debuff 2 3 4  
Lacerate Stack 4 5  
Thrash Damage 3 4 5 6 7  
Pulverize Buff 5 6  
Pulverize Damage 6 7 8 9 10
Lacerate Damage 7 8 9 10
FFF Damage 7 8 9 10
Swipe Damage 8 9 10
That's the possible priorities (1 being highest, 10 being lowest) for each element. From that you can see things like... Mangle is always highest priority. Swipe is generally terrible for single targets, and always is obsoleted by some other ability. Thrash is decent, and scales really well.


OK, now we've got a list of possible priority lists that are useful. Next, how to evaluate them for a given character? Well, that's a very difficult question. Up until now, nothing has been Rawr-specific about any of this. And perfectly accurately evaluating these rotations, which include randomness, in a closed form solution is going to be difficult (though not impossible) and time-consuming. So, in the interest of getting things done faster (since Dec7th is rapidly approaching), but still being as accurate as possible, I've taken a different route for now (I fully intend to revisit this later on and write a closed form model for it).

That route is to write a separate (outside of Rawr) simulator, to simulate combat using each of these priority lists, and output a count of the uses of each ability. Simulations are good for certain things, and this seems to be one of them. Here's the results, using a 5min (200 GCDs) fight, and assuming you have the Endless Carnage talent:

FFF Mangle Lacerate Pulverize Thrash Swipe Demo LacerTick PulvUptime DemoUptime
daefhi M D Lb Ls Pb Pd 1 58.8436 97.2774 31.9086 0 0 10.9704 156.3696 192.7075 197.6928
daefhjbg M D Lb Ls Pb T FF Ld 19.4614 58.7596 65.64 16.9618 28.1895 0 10.9877 220.9119 190.8697 197.8402
daefhjbi M D Lb Ls Pb T FF Pd 21.5013 58.6964 63.157 20.3334 25.3534 0 10.9585 204.4983 192.6685 197.7428
daefhjg M D Lb Ls Pb T Ld 1 58.6842 84.2712 16.9674 28.0885 0 10.9887 221.0396 190.9035 197.8544
daefhji M D Lb Ls Pb T Pd 1 58.9308 78.4456 25.5391 25.1057 0 10.9788 171.4193 192.6978 197.6587
daefjhbg M D Lb Ls T Pb FF Ld 17.9856 59.3309 62.9675 16.1606 32.56 0 10.9954 219.6827 184.9858 197.8057
daefjhbi M D Lb Ls T Pb FF Pd 21.1176 58.8897 62.8413 20.1688 26.0245 0 10.9581 202.4369 190.9141 197.7312
daefjhg M D Lb Ls T Pb Ld 1 59.2509 79.9654 16.1931 32.6001 0 10.9905 219.5779 185.0872 197.8003
daefjhi M D Lb Ls T Pb Pd 1 58.9891 77.7767 25.3382 25.9186 0 10.9774 171.1339 191.6037 197.5764
daejfhbg M D Lb T Ls Pb FF Ld 13.9783 59.6674 54.2949 15.5579 45.5161 0 10.9854 192.1749 178.9367 197.8568
daejfhbi M D Lb T Ls Pb FF Pd 15.2112 59.5445 53.6593 17.185 43.4418 0 10.9582 182.5582 184.4907 197.591
daejfhg M D Lb T Ls Pb Ld 1 59.5337 67.269 15.5691 45.6492 0 10.979 192.1328 179.2282 197.8665
daejfhi M D Lb T Ls Pb Pd 1 59.0001 63.6573 20.6452 44.7084 0 10.989 154.4488 189.2127 197.7778
dajefhbg M D T Lb Ls Pb FF Ld 13.4299 59.3452 53.1203 15.7295 47.3852 0 10.9899 185.9652 179.8516 197.8205
dajefhbi M D T Lb Ls Pb FF Pd 13.0107 59.0294 52.4955 16.8877 47.5855 0 10.9912 173.4 184.2615 197.8191
dajefhg M D T Lb Ls Pb Ld 1 59.674 65.2277 15.7602 47.3417 0 10.9964 185.7284 180.0577 197.8615
dajefhi M D T Lb Ls Pb Pd 1 58.5301 61.7141 20.0208 47.754 0 10.981 144.7811 187.7851 197.7844
deafhi M Lb D Ls Pb Pd 1 59.0332 97.3958 31.9426 0 0 10.6284 156.057 192.6206 195.5974
deafhjbg M Lb D Ls Pb T FF Ld 19.2757 58.8973 65.8441 16.9206 28.2736 0 10.7887 220.7523 190.5346 196.4658
deafhjbi M Lb D Ls Pb T FF Pd 21.5791 58.6521 63.0164 20.1697 25.7166 0 10.8661 204.2588 192.5849 196.7117
deafhjg M Lb D Ls Pb T Ld 1 58.8885 84.0619 16.9133 28.3586 0 10.7777 221.0075 190.587 196.4502
deafhji M Lb D Ls Pb T Pd 1 59.4038 78.3401 25.5036 25.09 0 10.6625 171.417 192.5984 195.6213
deafjhbg M Lb D Ls T Pb FF Ld 17.9843 59.2921 63.4859 16.0887 32.3702 0 10.7788 220.2918 184.801 196.2362
deafjhbi M Lb D Ls T Pb FF Pd 21.0792 58.9054 62.7931 20.02 26.3509 0 10.8514 204.3759 190.5308 196.5902
deafjhg M Lb D Ls T Pb Ld 1 59.5849 80.1828 16.1027 32.3329 0 10.7967 220.1486 184.943 196.2476
deafjhi M Lb D Ls T Pb Pd 1 59.2877 77.7976 25.3004 25.9324 0 10.6819 172.6519 191.201 195.7976
deajfhbg M Lb D T Ls Pb FF Ld 13.9706 59.9444 54.385 15.5098 45.4213 0 10.7689 193.893 178.5332 196.0783
deajfhbi M Lb D T Ls Pb FF Pd 15.1507 60.0903 53.9836 17.2945 42.8879 0 10.593 182.653 184.2686 195.6078
deajfhg M Lb D T Ls Pb Ld 1 59.7992 67.3832 15.5023 45.4911 0 10.8242 194.0206 178.5517 196.2188
deajfhi M Lb D T Ls Pb Pd 1 59.619 63.3546 20.5743 44.6088 0 10.8433 156.6557 188.7979 196.448
FFF=Count of FFF usages
Mangle=Count of Mangle usages
Lacerate=Count of Lacerate usages
Pulverize=Count of Pulverize+3 usages
Thrash=Count of Thrash usages
Swipe=Count of Swipe usages
Demo=Count of Demoralizing usages
LacerTick=Count of Lacerate Ticks, times the number of stacks at the time of the tick
PulvUptime=Count of GCDs that Pulverize was up for
DemUptime=Count of GCDs that Demoralizing was up for


For Rawr4's initial Cataclysm release, Rawr.Bear will include those numbers, just hard-coded in the code, for each of the 30 possible priority lists that it evaluates for each character. From those numbers, we can evaluate the rotation in terms of threat and damage for a given character.

..whew, that was a lot of tables.

Last edited by Astrylian : 11/14/10 at 12:48 PM.

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Old 11/14/10, 10:14 PM   #36
Bashui
Von Kaiser
 
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Tauren Druid
 
Thunderhorn
Originally Posted by Astrylian View Post
The Bear 'rotation' in Cataclysm is significantly more complex than it was in WotLK (a good thing!). Here is my work so far on modeling those rotations:
Hey Astrylian, been a while!

I have been trying to figure out where the crossover for FFF /swipe/lacerate is for my move suggester/debuff addon. Using the scales in the OP, I have put together a little spreadsheet which seems to indicate that lacerate pulls ahead of swipe around 7k-15k depending on talents and debuffs. FFF doesn't seem to overtake Lacerate till 2 or 3 times that (again, depending on debuffs and talents). I'm not sure I have the stacking correct for the damage multipliers and I am assuming the spell damage debuffs apply to FFF (since it seems to be using the spell crit multiplier). I don't know how much AP we are talking about beyond t11, but it seems like a lot before FFF becomes a threat bonus over Lacerate (though it does do more damage per hit much sooner).

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Old 12/01/10, 4:23 PM   #37
Lithou
Destroyer of Gnomes
 
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Tauren Druid
 
Crushridge
lacerate vs FFF and swipe

Originally Posted by Astrylian View Post
Regardless, in my experience, you have enough rage, even in entry level gear, to fully fill every GCD; more rage just lets you afford Maul more.
agreed. although another item to consider with filler (especially if you have multiple mobs) is that lacerate has its base threat, damage, and rage cost, but also procs, at 30% per tick, free mangle and allows for the high threat/damage of mangle with no rage cost as well as frees up more rage to dump into maul. If you are spreading the lacerate love around on multiple target you can mangle/maul more often. We will need to run these numbers once Rawr 4 is up.

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