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Old 02/02/09, 4:35 PM   #451
Myntokk
Glass Joe
 
Tauren Druid
 
Shadowmoon
Thanks Boevis. I keep running 10 man Maly trying to get the Surge Needle Ring but it won't drop sadly. My choice of rings at the moment is very limited. But I will start to make a more concerted effort at getting those replaced. I will be getting the badge ring as soon as I can afford it (I can't remember what I bought, but it was a waste sadly).

Anyway, thank you for the constructive words sir. Oh, I use Quartz right now for debuffs, but I should probably switch to Dot timer anwyay. I just looked voer NeedToKnow and Power Auras and that seems to be exactly what I need. Thanks again for the help.

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Old 02/02/09, 4:46 PM   #452
Allev
King Hippo
 
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Tauren Druid
 
Mal'Ganis
Originally Posted by david0925 View Post
yes, the value of ArP decreases dramatically as raid debuffs are applied,
for a boss with 13000 armor, 10% arp will reduce it by 1300, which is a lot.
However, after debuffing with Sunder and FF, that'll drop down to roughly 8k, 10% arp will only reduce it by roughly 800, which is about 60% as effective.

This is why the simulation must be ran in a raid setup: different kinds of buffs and debuffs will influence each other significantly.
DR% for Lvl80 player attacks = Armor * 100 / (Armor + 15232.5)

Unbuffed: 13000 * 100 / (13000 + 15232.5) = 46% reduced = 54% damage done
10% ArPen: 11700 * 100/(11700 + 15232.5) = 43.4% reduced = 56.6% damage done

56.6/54 = 1.048 = 4.8% damage increase

Debuffed: 8000 * 100 / (8000 + 15232.5) = 34.4% reduced = 65.6% damage done
10% ArPen: 7200 * 100 / (7200 + 15232.5) = 32.1% reduced = 67.9% damage done

67.9/65.6 = 3.5% damage increase

800/1300 = 61% less armor
3.5/4.8 = 73% effective

Not a HUGE difference, but significant enough to correct.

Last edited by Allev : 02/02/09 at 4:55 PM. Reason: Noob math

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Old 02/03/09, 12:20 AM   #453
nightcrowler
Don Flamenco
 
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Night Elf Druid
 
Runetotem (EU)
Originally Posted by Allev View Post
"Relative stat weights" from Rawr are (1) precise and (2) misleading.
Well I don't know If I have understand.

Are you saying that eating a food or things like that changes a lot the relative stats weight because rawr uses rounding and adding for example 1 agility after the rounding will result in an "effective" 0.5 agility so it value it as half?

It seems buggy... I understand the problem, the way to avoid it is simple. Take a 100-200 stats up/down step.

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Old 02/03/09, 12:34 AM   #454
david0925
Don Flamenco
 
Night Elf Druid
 
Proudmoore
I think what Allev means is that the stats on rawr is accurate, but only accurate if you follow the rotation and abilities which it indicates as your optimal rotation. If you have a lower percentage damage on shred and higher damage percentage on rip, then to you personally Strength is going to be better than the "normal value" since dot's can't crit, and Agility will be better "than normal value" on the opposite case because shred can crit.

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Old 02/03/09, 1:25 AM   #455
Allev
King Hippo
 
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Tauren Druid
 
Mal'Ganis
Originally Posted by david0925 View Post
I think what Allev means is that the stats on rawr is accurate, but only accurate if you follow the rotation and abilities which it indicates as your optimal rotation. If you have a lower percentage damage on shred and higher damage percentage on rip, then to you personally Strength is going to be better than the "normal value" since dot's can't crit, and Agility will be better "than normal value" on the opposite case because shred can crit.
That's one of the things I'm saying, yes. The other thing I was trying to say is what he was confused about, though, so let me give some examples.

The misunderstanding is, simply, stat rounding errors. Say you have 0 expertise and it takes 41 expertise rating for a point of expertise. In-game, it rounds down, so points 0-40 are worthless until you get the 41st point. If you eat 40 expertise rating food (in this example), that's weighted as 0 in Rawr because it's worth 0 in the game.

These kind of errors lead to strength-less-than-AP errors. Imagine you have 0 strength. You add a 14 Str gem, which gets multiplied by 1.03(SotF), then 1.10(BoK). That's 15.862 post-buff. But the game rounds it to 15, so it adds 30 AP. That gets multiplied by 1.1 (HotW), which gives you 33 AP. If you skip rounding in the first step, you actually get 34.8964 AP. Not a big difference-- only about 6%-- but this is one simple rounding of one stat. More rounding will cause more error.

Yes, the correction is to take X points of stats and figure it out. But, adding sufficient stats to eliminate the rounding errors can also cause other problems, like going over soft-caps or hard-caps of stats. Which is why lots of theorycraft tools, like Toskk's, skip the rounding steps to tell you average-case what those points will be worth. Which can differ from what the game actually gives you.

It's a design choice of Rawr to mirror the game world, but it makes it hard to say "stat X is better than stat Y". Which is why you should rarely if ever take Rawr's stat estimations as accurate except for exactly what they're measuring-- 1 point, 20 points, or 100 points.

The worst part about all this is, the rounding approximations are worst in Rawr when doing comparisons of small values of individual stats, because it only happens collectively at the end after all the stats have been added up. Only the last points have rounding error. So every time you look at a specific slot in Rawr, you get all the rounding errors, even though you don't get them when you look collectively. So, for instance, you can overlook 2 pieces of gear which the game would collectively add up as 6 <statpoints> each individually, but end up being worth 7 <statpoints> collectively, which makes the difference between both being best-in-slot and being in second place. (Not that this is ACTUALLY the case anywhere, it's just hypothetically possible.)

Finally-- every theorycrafting program/spreadsheet/webpage will have to make the decision to follow the rounding, or average out the rounding error to all of your gear. Comparing stat values from the rounding theory is a weak point; similarly, comparing exact combinations of items will never be exactly accurate if you average out stat values.

As an aside, I have no idea what Rawr is actually using to generate the average stats, which is one reason I don't use or dispute Rawr's relative values unless I see something orders of magnitude different from what I'm expecting.

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Old 02/03/09, 6:56 AM   #456
nightcrowler
Don Flamenco
 
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Night Elf Druid
 
Runetotem (EU)
Ok I'll tell you the order of magnitude of the error:

I'm at ease when you tell me that my extimate of agility vs. strenght goes for agility while rawr tell me that str is better because I use FB a lot in my cycle (so more crit damage -> agility is better). But really rounding error can't halves the value of agility vs. strenght.

First of all with all the possible rounding error on a 1 vs 1 base (worst case scenario) I should have:

1 agi = 1 ap + 0.01% crit (the game round on second % digit the crit isn't it?)
1 str = 2 ap
1 crit = 0.02% crit

So 2 agi = 1 str + 1 crit with maximum rounding errors.

Now let's see what rawr tell me.

I have my blue cloack with hit on.

Str = 1.23
Agi = 0.98
Crit = 0.57
AP = 0.45


Now I put on the vendor cloak

Hit = 1.04
Str = 0.93
Agi = 0.68
Crit = 0.57
AP = 0.45


Crit and ap value stayed the same while str and agi change A lot

Sustituting Aged winter cloak and badge cloak doesn't change anything.

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Old 02/03/09, 8:06 AM   #457
vampirehikaru
Glass Joe
 
Tauren Druid
 
Barthilas
On a side note, does anyone know if the Idol of Rip is now functioning properly?

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Old 02/03/09, 9:16 AM   #458
iino
Glass Joe
 
Night Elf Druid
 
Jaedenar (EU)
Originally Posted by vampirehikaru View Post
On a side note, does anyone know if the Idol of Rip is now functioning properly?
Yes it's been fixed.

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Old 02/03/09, 11:48 AM   #459
Allev
King Hippo
 
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Tauren Druid
 
Mal'Ganis
Originally Posted by nightcrowler View Post
Crit and ap value stayed the same while str and agi change A lot.
Well, that's not exactly how the rounding works. It doesn't take the individual stat itself, it takes the difference between having 1 more of the stat and having 1 less of the stat.

The rounding error is that when you add 1 Strength point, it actually adds 1 * 1.03 * 1.1 Strength, which for any given point will add either 1 or 2 strength to your final stat point total. With kings for instance-- for the first 9 points of a stat, you get 1 point; at the 10th point, you get 2. If it adds 1, then it's worth approximately twice your AP. If it adds 2, it's worth 4 times a point of AP.

The actual value is 2.7 times AP in your first example, which means it's taking a value greater than 1 and averaging stats together. My guess is that it's taking the average of 3 stat points. In your first example, the 3 strength points round up to be worth 4, which produce 8 or so AP from 3 stat points, which makes it valued at 8/3rds, or 2.66 AP per strength. Or perhaps it's 4 stat points, and it's rounding both strength (4 to 5) and AP (10 to 11), which is 11/4 = 2.75.

Either crit and AP aren't rounding differently in the examples you gave, or Rawr uses their exact values instead of rounding them (because the game doesn't). I'm not sure which is the case.

Does this make sense?

And does it make sense now to NOT use Rawr's relative stat weights unless you know what you're doing?

Edit: So you know this whole discussion? It looks like it's resolved in 2.1.9-- Rawr looks to be reliably and precisely calculating accurate averaged-out stat values now (probably as part of the generic rollout for all classes). So just update to the newest version.

Last edited by Allev : 02/03/09 at 12:24 PM.

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Old 02/03/09, 5:02 PM   #460
Boevis
Bald Bull
 
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Tauren Druid
 
Lightbringer
I understand what you're saying Allev, the problem is understanding exactly what method is being used for stat values

With SotF and Kings, 1 strength is actually worth 2 due to Blizzard's rounding roughly every 6 points. Being such a small variable (less than 1 gem) I just don't see why Str and Agi aren't just defaulted to 2.332*AP and (Str+Crit)/2. Of if you're insistent on having values accurate to your specific gear, it should be averaged around +16, ie. gem value.

But this is a discussion for the Rawr thread, not really here.

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Old 02/04/09, 7:34 AM   #461
Toranshalur
Von Kaiser
 
Tauren Druid
 
Auchindoun (EU)
Sorry if this has been brought up before (looked, couldnt find it) - but i was wondering which of the rip and shred idols is a greater dps boost? I'm currently using the rip idol - mainly because i know its 1050 dmg every rip, and i'm not sure how the dmg boost from the shred idol is applied.

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Old 02/04/09, 7:59 AM   #462
Snarley
Von Kaiser
 
Night Elf Druid
 
Mannoroth
Originally Posted by iino View Post
Yes it's been fixed.
So now, [Idol of Worship] beats out [Idol of the Ravenous Beast] ... Assuming you arent going nuts with strength for stronger shreds?

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Old 02/04/09, 1:37 PM   #463
vampirehikaru
Glass Joe
 
Tauren Druid
 
Barthilas
I think stacking strength would just make Rip and Idol of the Ravenous Beast - Item - World of Warcraft much better.

Does anyone know if there is a crit cap? or at what point does crit gets heavily hit by diminishing returns?

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Old 02/04/09, 1:55 PM   #464
 DirtySanch
Piston Honda
 
Dirtyhealz
Human Priest
 
No WoW Account
Originally Posted by vampirehikaru View Post
I think stacking strength would just make Rip and Idol of the Ravenous Beast - Item - World of Warcraft much better.

Does anyone know if there is a crit cap? or at what point does crit gets heavily hit by diminishing returns?
As pointed out by moof previously in this thread ( http://elitistjerks.com/1068454-post372.html ) crit has a soft cap at 75% if you are hit + expertise capped.

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Old 02/04/09, 2:30 PM   #465
kalbear
Bald Bull
 
Tauren Druid
 
Balnazzar
Strength doesn't scale the damage from either idol. Idol of Worship will generally win.

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