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Old 02/20/08, 8:16 PM   #2951
Cranch
Don Flamenco
 
Dwarf Hunter
 
Perenolde
Originally Posted by Praxx View Post
As requested.

I went back and did the testing firing 1000 shots with 4 different weapon speeds, 2 rotations, 2 spam rates, with and without KC.

<stuff>
Thanks for the spreadsheet link. Using that, and using reasonable mean values for auto, steady, and kill command damage (i.e., mine from Cheeky's), and using a fixed dps weapon and changing speed only, it turns out that the highest total damage per 1000 seconds comes from a 2.8 speed weapon with the 3:2 macro using kill command and spammed 20 times a second.

Yes, lots of caveats. But it is interesting to see the damage peak at 2.8 (though 3.0 is close.)

Note I am using particular weights for auto, steady, and kill command. Your mileage will vary. But as long as the values were reasonable (I tried both a custom weapon as well as WSR), the peak still occurred at the same place.

Here's my table and the equation I used:

Equation: =(G4*C4/3*663+H4*635+I4*354)/J4

Resulting damage table per 1000 seconds:

27_32_20	643.1103
27_32_5	        632.9368
27_32_20_nokc	627.8188
27_32_5_nokc	616.2727
27_11_20	647.4192
27_11_5	        646.8329
27_11_20_nokc	603.6243
27_11_5_nokc	586.3414
28_32_20	678.0894           #1
28_32_5	        644.0437
28_32_20_nokc	621.8836
28_32_5_nokc	607.8687
28_11_20	625.9446
28_11_5	        593.9593
28_11_20_nokc	580.448
28_11_5_nokc	558.6189
29_32_20	647.5071
29_32_5	        584.0955
29_32_20_nokc	614.275
29_32_5_nokc	576.7316
29_11_20	581.7815
29_11_5	        589.9138
29_11_20_nokc	556.2158
29_11_5_nokc	564.0373
30_32_20	661.4252           #2
30_32_5	        617.1869
30_32_20_nokc	617.3745
30_32_5_nokc	612.9839
30_11_20	622.9062
30_11_5	        638.732
30_11_20_nokc	566.4642
30_11_5_nokc	589.5817

Last edited by Cranch : 02/20/08 at 8:22 PM.

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Old 02/20/08, 10:17 PM   #2952
Ivaldi
Von Kaiser
 
Dwarf Hunter
 
Dethecus
Originally Posted by Cranch View Post
Equation: =(G4*C4/3*663+H4*635+I4*354)/J4

Resulting damage table per 1000 seconds:

27_32_20	643.1103
27_32_5	        632.9368
27_32_20_nokc	627.8188
27_32_5_nokc	616.2727
27_11_20	647.4192
27_11_5	        646.8329
27_11_20_nokc	603.6243
27_11_5_nokc	586.3414
This table appears to show a higher DPS for 1:1 than 3:2 with a 2.7 speed weapon, however we know this to not be true. Am I misinterpreting something?

Originally Posted by Khassandra View Post
I haven't seen this asked or answered (and I did look although there's so much I may have missed it). As far as prime raid pets, it appears that ravagers are touted as the best dps due to having Gore. However, boar can also be taught Gore, and have Charge available to them. I know Petopia has the modifiers as +10 dps for ravagers and -10 dps for boar, but why? What are the modifiers based on? I'm not very good at crunching numbers but wouldn't the addition of Charge make boar comparable to ravagers?
The question wasn't directly answered. With 20% less DPS the DPS of a boar doesn't come close to a Ravager, Cat or Wind serpent.

Originally Posted by ronaro View Post
Im raiding as bm and my guild at this moment is trying to kill archimonde. Im using a cat for dps but on archimonde fight he dies too fast or because of doomfire or from the curse... Some people told me to tame a wind serpent from netherstorm to this fight. Is that a good idea?
A wind serpent has 2% more health than a cat, and no abilities that would affect the survivability. If you aren't keeping a cat up right now, bringing a wind serpent isn't going to make any difference.

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Old 02/21/08, 12:12 AM   #2953
Khassandra
Piston Honda
 
Khassandra's Avatar
 
Blood Elf Death Knight
 
Nazgrel
Originally Posted by Ivaldi View Post
The question wasn't directly answered. With 20% less DPS the DPS of a boar doesn't come close to a Ravager, Cat or Wind serpent.
Cool, thanks very much. Guess I'll keep bringing my ravager to raids but will keep my Agamar for stuff like heroics and farming. He's just far too cute, and I've worked too hard to level him from 25 just to dump him because he's doing less dps.

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Old 02/21/08, 1:50 AM   #2954
Drash
Glass Joe
 
Dwarf Hunter
 
Steamwheedle Cartel
Ignore Armor/Pet Crit

Hey guys... I just had a couple of quick questions and maybe you'll have the answers or I can at least be pointed in the right direction to find them.

1. When does ignore armor begin to shine for hunters PvE wise? Is there a set amount to shoot for to where it'll out perform straight AP?

2. Will stacking ignore armor over AP hurt our pets more than helping us since it seems our pets scale with our AP and the ignore armor stat doesn't benefit them.

3. How can you find out what your pet's crit rating is? Does it scale with gear or is it a base amount that can be added to with talents?

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Old 02/21/08, 1:59 AM   #2955
Cranch
Don Flamenco
 
Dwarf Hunter
 
Perenolde
Originally Posted by Ivaldi View Post
This table appears to show a higher DPS for 1:1 than 3:2 with a 2.7 speed weapon, however we know this to not be true. Am I misinterpreting something?
No misinterpretation on your part. The numbers are what they are. It's interesting he had ~50msec higher lag during the 1:1 testing compared to the 3:2 yet got better dps. If only hunter shot rotations were easy to analyze...

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Old 02/21/08, 9:56 AM   #2956
Fendryl
Don Flamenco
 
Fendryl's Avatar
 
Orc Hunter
 
Malfurion
Originally Posted by ronaro View Post
Im raiding as bm and my guild at this moment is trying to kill archimonde. Im using a cat for dps but on archimonde fight he dies too fast or because of doomfire or from the curse... Some people told me to tame a wind serpent from netherstorm to this fight. Is that a good idea?
Archimonde is a bad fight for pets. Even with max FR, doomfire's dot just tears them up; a mend just isn't enough to heal the damage. With a shadow priest, 2 pc T5, or both, you might be able to out-heal it. You may want to consider just keeping your pet with you so that you have the 2% damage from Focused Fire, and have TBW for a fear prevention. As you get used to the fight you'll find some times when it's safe to send in your pet to get a few FI procs off, but it's usually going to happen that a doomfire's eventually going to kill him.

You can often remove the curse with an improved mend (especially come 2.4), and depending on your decursers, they may get your pet as well. I can't see why using a wind serpent would be that much more beneficial (I use one), unless it's for the 'fly in, lb, fly out' behavior, but even then your pet's most likely going to catch a doomfire eventually.

It's annoying to have a fight where you can't make use of your pet, but then again, Archimonde isn't a DPS fight, it's a survival fight.

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Old 02/21/08, 10:20 AM   #2957
Rifeus
Von Kaiser
 
Night Elf Hunter
 
The Venture Co (EU)
Been going through some pages here, but I still can't find a clear answer to this, and I belive people still speculate over this.

But what's roughly the best autoshot speed for the "new" 3:2 rotation, 2.0 seconds? And does that mean 2.0 seconds with calculated ms? i.e if you have 150 ms you'd want a 1.85 Attackspeed to hit 2.0 seconds?

Thanks in advance.

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Old 02/21/08, 10:39 AM   #2958
Praxx
Piston Honda
 
Praxx's Avatar
 
Orc Hunter
 
Destromath
Originally Posted by Ivaldi View Post
This table appears to show a higher DPS for 1:1 than 3:2 with a 2.7 speed weapon, however we know this to not be true. Am I misinterpreting something?
I think we are seeing the effects of KC on a very tight rotation. In testing I achieved higher shots/sec with a 1:1 using the 2.7 spd.

              Attack count    Combat     Shots      Ratio   Damage    Avg
Test          AS   SS   KC      Time      /sec      SS:AS     Done    Lag
27_32_20      263  737  164     1062     0.942    5.6 : 2   775730     56
27_32_5       339  662  156     1071     0.935    3.9 : 2   762489     87
27_11_20      503  497  159     1038     0.963   0.99 : 1   740104    134
27_11_5       502  498  159     1039     0.962   0.99 : 1   739506    136

Some of what we "know" may be based on incorrect assumptions (i.e. no interaction between KC and AS). When I have done Dr. Boom testing the 3:2 macro achieves higher shot output but this is not real testing as there is no pet involved.

From all the testing this is what seems to be happening.



In a clean 3:2 cycle the first auto shot is fired almost instantly after the first steady shot. The second auto is fired just before the start of the third steady. Any KC proc seems to bump the auto to the point of clipping into the next steady thus killing it.

Last edited by Praxx : 02/21/08 at 11:23 AM. Reason: correcting attached image

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Old 02/21/08, 11:19 AM   #2959
Praxx
Piston Honda
 
Praxx's Avatar
 
Orc Hunter
 
Destromath
Originally Posted by Cranch View Post
Thanks for the spreadsheet link. Using that, and using reasonable mean values for auto, steady, and kill command damage (i.e., mine from Cheeky's), and using a fixed dps weapon and changing speed only, it turns out that the highest total damage per 1000 seconds comes from a 2.8 speed weapon with the 3:2 macro using kill command and spammed 20 times a second.
That was also the highest shots/sec using KC of any test but at a 5.2 : 2 ratio it is a mana beast. I went through my mana bar 10 times on that test.

If 2.8 is the sweet spot that will make the [Crossbow of Relentless Strikes] that much nicer.

Last edited by Praxx : 02/21/08 at 11:36 AM. Reason: Added item link.

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Old 02/22/08, 6:20 AM   #2960
Meterslayer
Glass Joe
 
Meterslayer's Avatar
 
Blood Elf Hunter
 
Tichondrius
Originally Posted by Daemous View Post
I filed a bug about the hang-up. I included the exact macros which can cause the BUG. I got a stupid reply about them not supporting macros. I can understand them not touching bugs within macros. But clearly macros that can fubar the entire experience need to be addressed.

For reference: This does not only affect macros, it is an actual in game glitch. I do a manual rotation 100% of the time (thinking about giving a macro a shot, but I'm strangely opposed to the idea of more or less reducing myself to a one button spam)
This bug makes me CURSE the day I was born. It happens so often on kill command its amazing. It can however happen on ANY ability. I've had it hang me on popping rapid shot (hitting the button and being forced to move my character before the server registers that I've popped it seems to trigger this). Blizzard needs to figure out what is causing this and fix it, it may be because of the newer server side changes to abilities.. but I certainly hope not, as I live in Hawaii and my average latency on a good raid day is 200-250ms+

This is probably why I see it so often.. if I try to kill command at say 2% on a trash mob, the mob often dies before the KC registers and goes off, leaving it in the perpetual casting state and completely screwing my dps until I can get a arcane/multi/steady shot crit and use kill command again to reset it.

Extremely annoying.

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Old 02/22/08, 11:03 AM   #2961
Kaladian
Von Kaiser
 
Night Elf Hunter
 
Lightning's Blade
Originally Posted by Praxx View Post
I think we are seeing the effects of KC on a very tight rotation. In testing I achieved higher shots/sec with a 1:1 using the 2.7 spd.

              Attack count    Combat     Shots      Ratio   Damage    Avg
Test          AS   SS   KC      Time      /sec      SS:AS     Done    Lag
27_32_20      263  737  164     1062     0.942    5.6 : 2   775730     56
27_32_5       339  662  156     1071     0.935    3.9 : 2   762489     87
27_11_20      503  497  159     1038     0.963   0.99 : 1   740104    134
27_11_5       502  498  159     1039     0.962   0.99 : 1   739506    136

Some of what we "know" may be based on incorrect assumptions (i.e. no interaction between KC and AS). When I have done Dr. Boom testing the 3:2 macro achieves higher shot output but this is not real testing as there is no pet involved.

From all the testing this is what seems to be happening.



In a clean 3:2 cycle the first auto shot is fired almost instantly after the first steady shot. The second auto is fired just before the start of the third steady. Any KC proc seems to bump the auto to the point of clipping into the next steady thus killing it.
I see the same thing. 3:2 runs smooth without KC but KC seems to push autoshot back even more. Someday they will unlink our specials from autoshot without messing it up like last time. What i dont understand is why noone at Blizzard can firgure out most of our issues in shot rotation is because of the .5/sec hidden cast of autoshot.

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Old 02/22/08, 2:31 PM   #2962
Katho
Glass Joe
 
Dwarf Hunter
 
Azuremyst
I've also noticed that the bug "resets" itself after a while. For example, last night I was doing a raid and the bug occured. So I go back to manually doing SS and KC (which works for me). But on clearing the way to the next boss all of a sudden the macro is working again.

The macro error doesn't reset after a successful manual KC. I tried that first. The macro doesn't reset after a /reloadui. I can't think of any rhyme or reason for it, unless it's just a time related reset. Also logging out and in to WoW has always fixed the bug for me, that seems pretty obvious.

Has anyone figured this out?

BTW, I'm using the standard 1:1 macro with WSR. I'm still trying to figure out the 3:2 macro and haven't grasped a complete understanding of it yet. Reviewing this forum to figure it out.

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Old 02/22/08, 2:34 PM   #2963
Praxx
Piston Honda
 
Praxx's Avatar
 
Orc Hunter
 
Destromath
Originally Posted by Kaladian View Post
I see the same thing. 3:2 runs smooth without KC but KC seems to push autoshot back even more. Someday they will unlink our specials from autoshot without messing it up like last time. What i dont understand is why noone at Blizzard can firgure out most of our issues in shot rotation is because of the .5/sec hidden cast of autoshot.
We would be fine if they would just fix the interaction between KC and shots. KC isn't even supposed to invoke the GCD so there is no good reason for it to bump auto shot. We should be able to fire a KC right in the middle of casting any of our timed shots with no impact.

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Old 02/22/08, 2:39 PM   #2964
Praxx
Piston Honda
 
Praxx's Avatar
 
Orc Hunter
 
Destromath
Originally Posted by Katho View Post
I've also noticed that the bug "resets" itself after a while. For example, last night I was doing a raid and the bug occured. So I go back to manually doing SS and KC (which works for me). But on clearing the way to the next boss all of a sudden the macro is working again.

The macro error doesn't reset after a successful manual KC. I tried that first. The macro doesn't reset after a /reloadui. I can't think of any rhyme or reason for it, unless it's just a time related reset. Also logging out and in to WoW has always fixed the bug for me, that seems pretty obvious.

Has anyone figured this out?

BTW, I'm using the standard 1:1 macro with WSR. I'm still trying to figure out the 3:2 macro and haven't grasped a complete understanding of it yet. Reviewing this forum to figure it out.
What macro are you using exactly? I fired 8,000 with each of the following two macros and never had the auto shot bug happen.

3:2
#showtooltip
/console Sound_EnableSFX 0
/cast !Auto shot
/cast Steady Shot
/cast [target=pettarget, exists] Kill Command
/script UIErrorsFrame:Clear()
/console Sound_EnableSFX 1

1:1
#showtooltip
/castsequence reset=1 !Auto Shot, Steady Shot
/cast [target=pettarget, exists] Kill Command
/script UIErrorsFrame:Clear()

Many people have reported that moving the KC to after the shots helped with the problem.

Last edited by Praxx : 02/22/08 at 2:49 PM.

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Old 02/22/08, 3:02 PM   #2965
Cheeky
Great Tiger
 
Cheeky
Troll Hunter
 
No WoW Account
Originally Posted by Praxx View Post
What macro are you using exactly? I fired 8,000 with each of the following two macros and never had the auto shot bug happen.
I think it only happens when your target dies. Something your 8,000 shots didn't run into.


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Old 02/22/08, 3:13 PM   #2966
Praxx
Piston Honda
 
Praxx's Avatar
 
Orc Hunter
 
Destromath
Originally Posted by Cheeky View Post
I think it only happens when your target dies. Something your 8,000 shots didn't run into.
Hmm, I have not run into it in any normal runs either however. Possible that the [target=pettarget, exists] evaluation avoids the problem?

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Old 02/22/08, 3:22 PM   #2967
Cheeky
Great Tiger
 
Cheeky
Troll Hunter
 
No WoW Account
Originally Posted by Praxx View Post
Hmm, I have not run into it in any normal runs either however. Possible that the [target=pettarget, exists] evaluation avoids the problem?
Maybe. I've given up on the 3:2 macros so I've kinda lost interest in testing them any further.


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Old 02/22/08, 3:28 PM   #2968
Katho
Glass Joe
 
Dwarf Hunter
 
Azuremyst
Originally Posted by Praxx View Post
1:1
#showtooltip
/castsequence reset=1 !Auto Shot, Steady Shot
/cast [target=pettarget, exists] Kill Command
/script UIErrorsFrame:Clear()

Many people have reported that moving the KC to after the shots helped with the problem.
This is the macro I'm using, althought I think my reset is longer and there isn't the ! before Autoshot. I do know the [target=petattack, exists] part is in there and that the KC line is after the castsequence. I double checked two nights ago.

BTW, simple question I should probably be able to look up, but google doesn't seem to be any help. What does the ! do?

Originally Posted by Cheeky View Post
I think it only happens when your target dies.
I'd antidotally agree with this. (I know I shouldn't do that.)

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Old 02/22/08, 3:35 PM   #2969
Praxx
Piston Honda
 
Praxx's Avatar
 
Orc Hunter
 
Destromath
Originally Posted by Katho View Post
BTW, simple question I should probably be able to look up, but google doesn't seem to be any help. What does the ! do?
The ! is a "toggle on" with no off so it can be spammed.

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Old 02/22/08, 3:57 PM   #2970
• Relwin
On the Double
 
Relwin's Avatar
 
Orc Hunter
 
Mal'Ganis
The autoshot 'sticking' will happen whenever you can't finish a cast on your intended target as best I can tell. The one i had the most fun with was on the PTR actually. I was trying to squeeze a quick arcane shot off before I got ported out of the demon realm on Kalecgos but didn't quite get it finished. Of course this stuck auto until I was able to catch a portal again. I haven't been able to figure out anything besides relogging to fix the issue reliably as well.

i warned you about stairs bro

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Old 02/23/08, 7:35 AM   #2971
Fenz
Glass Joe
 
Undead Warlock
 
Twilight's Hammer (EU)
Originally Posted by Praxx View Post
What macro are you using exactly? I fired 8,000 with each of the following two macros and never had the auto shot bug happen.

3:2
#showtooltip
/console Sound_EnableSFX 0
/cast !Auto shot
/cast Steady Shot
/cast [target=pettarget, exists] Kill Command
/script UIErrorsFrame:Clear()
/console Sound_EnableSFX 1

1:1
#showtooltip
/castsequence reset=1 !Auto Shot, Steady Shot
/cast [target=pettarget, exists] Kill Command
/script UIErrorsFrame:Clear()

Many people have reported that moving the KC to after the shots helped with the problem.

Is the main difference between these 2 macro's mana consumption?

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Old 02/23/08, 3:48 PM   #2972
Cranch
Don Flamenco
 
Dwarf Hunter
 
Perenolde
Originally Posted by Fenz View Post
Is the main difference between these 2 macro's mana consumption?
More mana/sec but higher damage/sec, yes.

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Old 02/24/08, 2:25 AM   #2973
sparnicus
Glass Joe
 
sparnicus's Avatar
 
Night Elf Hunter
 
Shadowsong
In a Nutshell

There's nothing here that the theorycrafters on this thread haven't already found, but I'm seeing a lot of people asking the same questions, which indicates to me that conceptually the differences in rotations still has many confused. Here is some data (not perfect, but good) that may help clear things up.

There are so many factors involved (haste rating, armor pen, crit rate, and just plain serendipity) that keep rotation comparison from being an exact science. But after a day of testing, here is what I have to show, and the deductions I've made:

Tests were done with no haste effects (which with GCD as a factor with Rapid Fire, Quick Shots, Heroism), as clipping will occur at any time a normal rotation speed falls below 1.5 seconds. The tests are 2 full minutes of data.



Upon first inspection, the conclusion that is probably made will be "well total Damage and DPS for the second rotation is higher, therefore it must be the better rotation". Yes, and no. As I've already stated, the fact that in 2 minutes there is no foolproof way to control crit chance (and there are blocks) the total damage numbers are less useful than we'd hope. The more interesting data lies at the bottom of each test. First we see that steady shot does roughly the same ammount of damage (min/max) as auto shot. This is of course a conditional factor; steady and auto scale from RAP in completely different ways:

SteadyShotDamage = 150 + (WeaponDamage/WeaponSpeed)*2.8 + 0.2*RAP
AutoShotDamage = AmmoDPS*WeaponSpeed + (RAP/14)*WeaponSpeed + WeaponDamage + ScopeDamage

Also take into consideration that this is WITHOUT the 4 piece T6 hunter bonus (10% dmg to steady).

Regardless, the deciding factor at almost any gear level (completely excluding pets) must be total shots over the timeframe.

We can see that while there are 58 auto shots on the first rotation, there are only 46 on the second. Since auto shot is on a static timer, this indicates shot clipping. However, the second rotation has overall dolled out 7 more total shots. Again, assuming that steady damage is greater than or equal to auto, our conclusions are:

More mana usage
Higher potential damage output
Increased opportunity to crit (Go for the Throat)

Upon retesting the second rotation, the following data was cataloged:



Is it significant that this time the same rotation, with the same timeframe yielded approximately 7k less total damage? No, because again there is no way to account for crits over such a short period of time, therefore this total will be slightly variable from test to test. If we look at the pertinent data once more, we see that both the total amount of shots fired and ratio of auto to steady are almost identical.

Last edited by sparnicus : 02/24/08 at 5:22 AM.

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Old 02/24/08, 3:34 AM   #2974
Kaji-Boulderfist
Von Kaiser
 
Orc Hunter
 
Boulderfist
I don't know if it's been mentioned but wouldn't testing the 3:2 macro be more accurate on a mob like the Servant of Allistarj in Blasted lands. The mob never dies. You can send your pet in and let it build 50k threat or so then reset your meter or start your combatlog and go all out on it. It should give you more accurate KC proc data.

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Old 02/24/08, 5:19 AM   #2975
sparnicus
Glass Joe
 
sparnicus's Avatar
 
Night Elf Hunter
 
Shadowsong
The plot thickens...

Here are the variables:

-Different mob, lower level, lower armor (therefore, again total damage/dps should be discounted)
-Cheap arrows
-2 minutes of data (the duration of an IMPROVED hunter's mark)
-Immediate use of bestial wrath with rapid fire upon engage
-Pet is a windserpent, bite priority over lightning breath





The initial rapid fire for the 2:3 of course set off massive clipping, which explains the slightly skewed final ratio of SS:AS, and the fact that total shots fell behind.

The pet did quite a bit more damage on the 1:1 than the 2:3, but then again, in completely random fashion, the first had 31 crits to the second's 24 (pretty big gap, no way to account for it).

It still seems like SS will normally do more damage (again even without t6 4-piece), so without the sloppy clipping of a rapid fire or a heroism, I still feel that 2:3 will come out on top. The conventional knowledge is to swap to the 1:1 during stretches of haste.

Anyone see anything here I don't? Keep in mind that 2 minutes is not enough time to weed most of the chaotic factors, but I'm fairly sure there isn't enough gear in the game to sustain a significantly longer solo rotation.

Last edited by sparnicus : 02/24/08 at 5:28 AM.

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