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Old 12/14/08, 10:17 PM   #26
Vomityn
Glass Joe
 
Tauren Druid
 
Barthilas
Originally Posted by mesullivan View Post
This is a reasonable idea for a model, but I think you've been tripped up. The values didn't pass the smell test for me (they are vastly different than values suggested by calculations in the tree threads), so I thought a bit about what you are probably doing here. My guess is that you did not consider raid buffs to mana regen, which has a number of dramatic effects.
I revisited my model after reading your post and it look's like I've been completely delusional with those values. Unfortunately, I made an error with Mp5 that threw all calculations out. I really should have noticed that it was wrongly suggesting that +12 spirit gems > +16 SP gems. Fixed now.

I also noticed that RAWR has strange values for mana cost that doesn't align with what I understand to be correct. Take for an example Rejuv, which RAWR says costs 761 mana talented. However, I come up with only 446 mana (18%*(100%-9%-20%)*3496). I'm at work and can't check these. Someone?

Anyway, the end result is as follows (assuming replenishment):
Int: 54.0
Spirit: 58.9
SpellPower: 52.5
Mp5: 100
Crit: 8.5

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Old 12/20/08, 10:16 PM   #27
Solister
Glass Joe
 
Tauren Druid
 
Elune
I'd be interested in knowing how these calculations are done. How did you get those results? What are the numbers based on?

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Old 01/14/09, 5:15 PM   #28
humbe
Glass Joe
 
Night Elf Druid
 
Anachronos (EU)
Bear tank pawn ratings

Didn't see any bear tank pawn ratings so thought I'd post mine here.

I created my own mitigation gear calculation in order to better understand what gear is best for mitigation.

World of Warcraft - Evaluating druid tank gear

I update it with paperdoll stats based on my current gear, and that updates pawn values for me and gives me links to wowhead for sorted list of equipment for various slots.

Current Tank - Bear Raw Mitigation: ( Pawn: v1: "Current Tank - Bear Raw Mitigation": MetaSocket=566.4210, BlueSocket=424.8157, YellowSocket=424.8157,, RedSocket=424.8157, Stamina=17.7007, Agility=16.9549, DodgeRating=13.4718, DefenseRating=9.8322, BaseArmor=7.8020, ExpertiseRating=5.3939, Health=1.0120, BonusArmor=1.0000 )

Doesn't seem like altering gear alters the weights that fast. Anyways.. Can't just calculate everything either. The above weights are based on a TTL approach assuming that boss does all damage as physical auto-attacks for instance.

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Old 02/01/09, 1:31 AM   #29
kruthos
Glass Joe
 
Tauren Druid
 
Hellscream
Rawr confusion

I've been using Rawr as a boomkin currently at level 77 with just over 1000 spell power. Curiously Rawr is always showing that Spell Power gives me more of a damage boost than hit does. Does this change later because everybody always says get to the hit cap first.

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Old 02/01/09, 9:27 AM   #30
Monedula
Piston Honda
 
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Tauren Druid
 
Defias Brotherhood (EU)
Originally Posted by kruthos View Post
I've been using Rawr as a boomkin currently at level 77 with just over 1000 spell power. Curiously Rawr is always showing that Spell Power gives me more of a damage boost than hit does. Does this change later because everybody always says get to the hit cap first.
Well that is what I (feral) have with rawr too. I really wanna be hitcapped. Every ~33 hit rating gives me 1% more hit chance. So if my hit chance is 95% and I add 1% a mere 33 hit rating gives me 96/95% (= little over 1%) more damage.
Rawr doesn't strive for a hit cap as far as I know. I can advice you to get the best items there are and meanwhile try to get hitcapped and as soon as you are stay that.

However I must also say you "misuse" rawr. Rawr is no tool to tell you what items are worth at level 77. It is nice to see if you better swap an item, but the tool is aimed at bossfights at level 80. Some items valued a lot in rawr are worthless for leveling. I would suggest you don't worry about the specific stats for now, just dont sell the items that have hit on them. When you hit 80 try got see what gear you need to get the hit needed and go for that.

PS a small calculation: If you can now swap an item with 33 hit and 50 spellpower for one that is 0 hit but 80 spellpower, the spellpower will win. It currently means you get 30 extra spellpower. That is 3% more spellpower which translates into more damage even if you miss that extra 1% sometimes.

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Old 02/02/09, 5:32 AM   #31
nightcrowler
Don Flamenco
 
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Night Elf Druid
 
Runetotem (EU)
What rawr didn't take into account is that if you miss you'll prolly screw up your rotation. So being hit capped is more damage gain than only the increased average damage.

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Old 02/02/09, 9:34 AM   #32
Erdluf
Great Tiger
 
Night Elf Druid
 
Echo Isles
Originally Posted by nightcrowler View Post
What rawr didn't take into account is that if you miss you'll prolly screw up your rotation. So being hit capped is more damage gain than only the increased average damage.
I'm not sure that argument is valid for Moonkin. 1% miss costs our nukes a bit more than 1% overall damage (wasted NG, longer on-proc cycles).

DoTs (and FF) can be quickly reapplied if they miss. 1% miss should cost you much less than 1% of your DoT damage.

Since DoTs have higher DPET, I think the overall DPS loss from 1% miss is slightly less than 1%.

There is an information-overload cost though. If IS can miss, you have to watch for that miss. If in-range IS never misses, you can pay attention to something else instead.

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Old 02/02/09, 5:25 PM   #33
Allev
King Hippo
 
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Tauren Druid
 
Mal'Ganis
Originally Posted by Monedula View Post
Well that is what I (feral) have with rawr too. I really wanna be hitcapped. Every ~33 hit rating gives me 1% more hit chance. So if my hit chance is 95% and I add 1% a mere 33 hit rating gives me 96/95% (= little over 1%) more damage.
Rawr doesn't strive for a hit cap as far as I know. I can advice you to get the best items there are and meanwhile try to get hitcapped and as soon as you are stay that.
A few things:

While your 1% hit chance math works for white damage, it doesn't for yellow. Since all your yellow attacks don't expend full energy if they miss (only 20% I think), you'll retain that damage. Trust me that the white damage is accounted for correctly and the yellow damage is also handled appropriately in Rawr for feral. They've done the basic math.

There are 2 factors unaccounted for in the theorycraft that impact hit, as far as I know: 1) poor play, like not noticing that you missed an attack and hitting a wrong button; and 2) assuming 100% uptime is possible on DoTs/buffs even though you might miss (and I'm not sure about 2 in Rawr). At most you lose less than 2% uptime on your bleeds with no hit rating or expertise at all; having done some napkin math on this before, the effective difference in stat weights ends up being around a 10% increase in hit rating's value (i.e. not very significant).

Reason 1 is good enough to max hit/expertise, though, if your personal skill is below a certain threshold. If you want to, you can use the Optimizer in Rawr-- just set the amount of hit rating (and expertise, presumably) as additional requirements-- and find your ideal set of can't-miss gear.

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