Elitist Jerks
Register
Blogs
Forums


Go Back   Elitist Jerks » Hunters

Closed Thread
 
LinkBack Thread Tools
Old 07/12/07, 3:04 AM   #101
Zurgat
King Hippo
 
Zurgat's Avatar
 
Troll Rogue
 
Aszune (EU)
Originally Posted by Gearknight View Post
Don't be afraid to add the appropriate leather pieces as well. Some of them are quite good early on, such as the gloves from attumen or boots from moroes.
Good plan, i've updated the list. But still missing exact data on the base stats.
Edit: Found it Hunter Mechanics -- v2.0/TBC

The "Band of eternity" is actually 27 Agility, it just shows weird because there are multiple items with the same name.

If the base value at lvl 70 is 150, then 1400 agility fully buffed would be possible it seems. (350 ap from buff)

If you notice anything else missing please let me know and i'll add it.

Edit: Moved to post #17 : http://elitistjerks.com/368534-post17.html

Last edited by Zurgat : 11/27/07 at 8:09 AM.

-= Random Ravings - RSS Feed =- Rogue and Hunter stuff here. As well as guides to get you trough your spare time.

Offline
Old 07/12/07, 4:38 AM   #102
Carlaena
Von Kaiser
 
Worgen Hunter
 
The Maelstrom (EU)
Originally Posted by Gearknight View Post
Don't be afraid to add the appropriate leather pieces as well. Some of them are quite good early on, such as the gloves from attumen or boots from moroes.
I wear the full craftable leatherworking primalstrike set. At my servers level (Kara is the furthest 99.9% of people have been) I find it unbeatable in terms of the agil/AP(damage) it privides. Previously I had the Ebon Netherscale, but this set puts it to shame. I also wear Cobrascale Hood(also leather) and Talbuk Hide Spaulders(leather too). Of course, I bleed mana out my ass, but I respecced herbalist which gives me Fel Mana Pots on tap, and allows me to take higher level DPS gears(rogue and drood gears) that have more PEWPEW and no int.

I fully expect this approach to gearing to hold true as I unlock more powerful bosses.

Offline
Old 07/12/07, 10:32 AM   #103
Hunterlin
Von Kaiser
 
Dwarf Hunter
 
Draenor (EU)
Some slots have items with higher agility.
Back : green [Amber Cape] of of Agility, 32 agi
Twohander [Deepforge Broadaxe] of Agility, 56 Agi
Ring [Amber Band] of Agility, 32 agi
Trinket : [Alchemist's Stone], 15 agi
Hard to count metagem in tier6 because we fill all gemslots with red only.
Good endgame survival ranged is [Legionkiller] with 21 agi.
For belt, being survival hunter I still have not decided between [Belt of Deep Shadow] and [Belt of the Black Eagle] (17+20).

Last edited by Hunterlin : 07/12/07 at 10:48 AM.

Offline
Old 07/12/07, 10:43 AM   #104
Zurgat
King Hippo
 
Zurgat's Avatar
 
Troll Rogue
 
Aszune (EU)
Added Alchemist's Stone, belt of the black and Legionkiller.
Also added socket bonus for some items with only red sockets.

Greens, oh boy.
I doubt anyone would actually end up using those, but if you have exact stats on which ones would provide certain ammounts of Agility, i can add them into the list.

For some items you can use dual color gems that give agi + hit.
Since the socket bonus from some items is +3/4 crit or agility combined with the +12 from the metagem you'd still end up on top.
And the +3% damage from crits will count for quite a heavy bonus also.

Like these:
[Glinting Noble Topaz]
[Shifting Nightseye]
[Glinting Fire Opal]
[Glinting Pyrestone]
[Shifting Shadowsong Amethyst]

Last edited by Zurgat : 07/12/07 at 11:06 AM.

-= Random Ravings - RSS Feed =- Rogue and Hunter stuff here. As well as guides to get you trough your spare time.

Offline
Old 07/12/07, 10:50 AM   #105
Hunterlin
Von Kaiser
 
Dwarf Hunter
 
Draenor (EU)
Changed item names with tags now.
Rings and cape +32 agi, any lvl70 green twohander 56 agi.
I added them just for discussion about theoretical limit, as some of these blues will no one use too(like [Terokk's Quill]).

Offline
Old 07/12/07, 11:03 AM   #106
Hunterlin
Von Kaiser
 
Dwarf Hunter
 
Draenor (EU)
Socketing not red gems you lose 20 AGI from 4 gems to fit to metagem requirements. Good thing, that 12 from metagem and 4+4 from socket bonuses from [Ranger-General's Chestguard] and [Void Reaver Greaves] equals this.
So overall fitting socket requirements may be good thing from gained other stats.

Offline
Old 07/12/07, 11:07 AM   #107
Trohck
Piston Honda
 
Orc Hunter
 
Hyjal
Originally Posted by Zurgat View Post
I'm trying to make a quick list of agility items (didn't see anyone make one yet), to see how high i can get my agility with gear alone.
An obvious caveat is that stacking agility completely over other stats (particularly crit rating, but also hit rating and attack power) is not worthwhile. I like your list as a good reference for high-AGI items, but in several cases, items with higher AGI are actually worse overall, even considering buffs.

As an extreme example, the +8 AGI libram on helm is never useful compared to the Cenarion Glyph of Ferocity. It would provide 10.12 buffed AGI, or 2.53 AP per raider generously assuming 100% uptime. At an equally generous 15 people in the raid to benefit from it, the overall raid benefit would be 37.95 + 10.12 = 48.07 AP which is worse than 34 AP 16 hit rating you could provide by yourself.

Offline
Old 07/12/07, 11:14 AM   #108
Zurgat
King Hippo
 
Zurgat's Avatar
 
Troll Rogue
 
Aszune (EU)
Originally Posted by Trohck View Post
An obvious caveat is that stacking agility completely over other stats (particularly crit rating, but also hit rating and attack power) is not worthwhile. I like your list as a good reference for high-AGI items, but in several cases, items with higher AGI are actually worse overall, even considering buffs.

As an extreme example, the +8 AGI libram on helm is never useful compared to the Cenarion Glyph of Ferocity. It would provide 10.12 buffed AGI, or 2.53 AP per raider generously assuming 100% uptime. At an equally generous 15 people in the raid to benefit from it, the overall raid benefit would be 37.95 + 10.12 = 48.07 AP which is worse than 34 AP 16 hit rating you could provide by yourself.
Yes, such caveats will exist aplenty, the list is intended as a reference.
Take [Ring of Lethality] vs [Pathfinder's Band], for example.
There's an obvious increase in stats by downranking your agility in some cases. (not all epics will be immediately available to everyone)

By adding lower rank items along the list, people will be able to pick out items as they progress from blues to tier 4 - tier 6.
In the end it's up for personal preferences, i can't decide for others what to use.

I could add AEP values to make the quality of items clearer.

Last edited by Zurgat : 07/13/07 at 3:01 AM.

-= Random Ravings - RSS Feed =- Rogue and Hunter stuff here. As well as guides to get you trough your spare time.

Offline
Old 07/12/07, 3:47 PM   #109
malavel
Glass Joe
 
Blood Elf Hunter
 
Earthen Ring (EU)
How would [Badge of Tenacity] work with Expose Weakness?

Offline
Old 07/13/07, 1:41 AM   #110
Zurgat
King Hippo
 
Zurgat's Avatar
 
Troll Rogue
 
Aszune (EU)
Originally Posted by malavel View Post
How would [Badge of Tenacity] work with Expose Weakness?
I don't think it could refresh the proc due to the value difference.
It'd overwrite the highest value of the buff currently active, and when tenacity runs out it wil be unable to refresh it until the expose weakness run out.

Over time it works out to about 25 agility. Quite a nice find actually.

2 Minute cooldown.
120/20 = 6
150/6 = 25 Agility

Added to the list, along with the greens.

Last edited by Zurgat : 07/13/07 at 2:48 AM.

-= Random Ravings - RSS Feed =- Rogue and Hunter stuff here. As well as guides to get you trough your spare time.

Offline
Old 07/13/07, 7:37 AM   #111
Hunterlin
Von Kaiser
 
Dwarf Hunter
 
Draenor (EU)
Only one fix
(819 + 150 + 183) * 1.15 * 1.10 = ~1457 Agility
Kings and LR stack multiplicativily.

Offline
Old 07/13/07, 7:55 AM   #112
Zurgat
King Hippo
 
Zurgat's Avatar
 
Troll Rogue
 
Aszune (EU)
Originally Posted by Hunterlin View Post
Only one fix
(819 + 150 + 183) * 1.15 * 1.10 = ~1457 Agility
Kings and LR stack multiplicativily.
Thanks, fixed.

Also :
* Added a leather chest from 2.2 (violet eye faction)
* Added some 1h weapons due to the new +20 agi enchant for 1 handers coming in 2.2
* Added itemlinks to food buffs and agility potion.
* Added some ranged weapons.
* Moved enchants to seperate subsection
* Listed modifiers

Now having this list, i wonder what the highest total agility is that any survival hunter's had in-game.
(Obviously night elves will be the highest ones)

Last edited by Zurgat : 07/13/07 at 9:57 AM.

-= Random Ravings - RSS Feed =- Rogue and Hunter stuff here. As well as guides to get you trough your spare time.

Offline
Old 07/13/07, 12:39 PM   #113
Groggan
Piston Honda
 
Blood Elf Death Knight
 
Feathermoon
Originally Posted by Zurgat View Post
Now having this list, i wonder what the highest total agility is that any survival hunter's had in-game.
(Obviously night elves will be the highest ones)
I'm about to hit 1100 agi with just kings, agi elixir, and agi food. I picked up the Void Reaver Greaves last night and need to get 2 more Living Rubies and another cobra patch before I use them, but I wouldn't be surprised if there are hunters out there that have broken 1200agi (getting the boots from astromancer/vashj and getting the doomwalker gun would almost be enough to get me there now). And, yummy yummy gronnstalker will make it even easier for us to reach even higher levels of agi.


PS: On a side note, with regard to the comment earlier about stacking agi not being worth it, that is true if you are talking about using say a green "of agility" item over an epic item, but if you are meaning stacking agi gems then you are dead wrong. Even for BM/MM, if you can assume the presence of Kings the 8agi gems will almost 100% of the time beat out anyother gem choice for a kara+ geared hunter, and for SV hunters they are far and wide the better choice.

Edit: For reference armory profile here.

Offline
Old 07/16/07, 6:07 AM   #114
Sapa
Piston Honda
 
Troll Hunter
 
Mazrigos (EU)
Originally Posted by Groggan View Post
I'm about to hit 1100 agi with just kings, agi elixir, and agi food. I picked up the Void Reaver Greaves last night and need to get 2 more Living Rubies and another cobra patch before I use them, but I wouldn't be surprised if there are hunters out there that have broken 1200agi (getting the boots from astromancer/vashj and getting the doomwalker gun would almost be enough to get me there now). And, yummy yummy gronnstalker will make it even easier for us to reach even higher levels of agi.
Having similar gear(same weapon speed, 1k+ agi), i wonder what's your shot rotation with 5/20/36?
And would you mind posting any WWS?


Doing max special rotation:

Last night Tidewalker data says that I:
Do 1 shot per: 1.43 seconds

[top] 2.86 seconds for 2 shots seems just terrible
Well with Frost Trap duty and 2 graves... maybe its ok.

But Lady Vashj (with MD, 2x fd, 1 static) phase1.
1 shot per: 1.265


2.53 seconds witch actually is gain of "whooping" 0.1 second. (over 1:1 rotation with no hastes) But its gain regardless of disturbances in rotation.

Wow Web Stats - WWS

Guess I'll have to test on Dr.Boom since I always get something (fd/md/traps) in rotation in raids.

But still question for SV / MM hunters:
1. Stack haste (BT itemization, trinkets, iaoth...) and go to 1:1 rotation
or
2. Get slower bow(3.0), polish max special rotation

Anyone crunched numbers and compared those or thought about those two options. I'm trying to figure out if its worth to go in polishing... All those bars with all the CDs can make person tired rather fast.

Posting some MM/SV WWS would be really helpful


Offline
Old 07/16/07, 11:53 AM   #115
Groggan
Piston Honda
 
Blood Elf Death Knight
 
Feathermoon
Originally Posted by Sapa View Post
Having similar gear(same weapon speed, 1k+ agi), i wonder what's your shot rotation with 5/20/36?
And would you mind posting any WWS?
Shot rotation is actually one area that I've been thinking on lately myself. I'm not convinced I am doing an optimal one at all (particularly since I generally relegate myself to keeping scorpid up on most boss fights). About the only fight I ever get to just go full max-special rotations is on Astromancer (WWS, though that's colored a bit by the aoe phases (woot for stronger explosive traps :P ).

As for what shot rotation I try to keep up, I use a max special except when quick shots proc, then I tend to do a steady only (though if I am not distracted I'll try and do a replacement-rotation with mutli when quick shots is up).

Offline
Old 07/16/07, 1:15 PM   #116
Sapa
Piston Honda
 
Troll Hunter
 
Mazrigos (EU)
Originally Posted by Groggan View Post
Shot rotation is actually one area that I've been thinking on lately myself. I'm not convinced I am doing an optimal one at all (particularly since I generally relegate myself to keeping scorpid up on most boss fights). About the only fight I ever get to just go full max-special rotations is on Astromancer (WWS, though that's colored a bit by the aoe phases (woot for stronger explosive traps :P ).

As for what shot rotation I try to keep up, I use a max special except when quick shots proc, then I tend to do a steady only (though if I am not distracted I'll try and do a replacement-rotation with mutli when quick shots is up).
My Astromancer WWS:
Zek - WWS

Using 0 hastes (except bloodlust), just max special rotation. (+frost traps / scorpid / mark...)


Offline
Old 07/16/07, 5:38 PM   #117
Groggan
Piston Honda
 
Blood Elf Death Knight
 
Feathermoon
Wow, that scorpid poison is friggen godly :P

Now this might not be the right place to ask this, but one thing I've been thinking about is what is actually the best max special rotation. From what I can come up with, there are two options:

1) auto-steady-arcane-auto-steady-mutli-auto-steady repeat

and

2) auto-steady-arcane-auto-steady-multi-auto-steady-arcane-auto-steady-auto-steady repeat

or there's also the option to plan on some cilp and do:

3) auto-steady-arcane-auto-steady-multi-auto-steady-arcane-auto-steady repeat

I'm fairly certain the 2nd one would be a net loss because you'd waste time when arcane is off cooldown waiting to launch another before using multi again, however, 3 just might be best for SV. I get the feeling of this because you get more shots in the over a given period of time (at the cost eventually of auto shots). Anyone more familiar with shot timings able to help me with the actual numeric values for these cycles?

Offline
Old 07/17/07, 3:49 AM   #118
Sapa
Piston Honda
 
Troll Hunter
 
Mazrigos (EU)
Originally Posted by Groggan View Post
Wow, that scorpid poison is friggen godly :P

Now this might not be the right place to ask this, but one thing I've been thinking about is what is actually the best max special rotation. From what I can come up with, there are two options:

1) auto-steady-arcane-auto-steady-mutli-auto-steady repeat

and

2) auto-steady-arcane-auto-steady-multi-auto-steady-arcane-auto-steady-auto-steady repeat

or there's also the option to plan on some cilp and do:

3) auto-steady-arcane-auto-steady-multi-auto-steady-arcane-auto-steady repeat

I'm fairly certain the 2nd one would be a net loss because you'd waste time when arcane is off cooldown waiting to launch another before using multi again, however, 3 just might be best for SV. I get the feeling of this because you get more shots in the over a given period of time (at the cost eventually of auto shots). Anyone more familiar with shot timings able to help me with the actual numeric values for these cycles?
From my log, after first add phase on Astromancer.
22:23'15.390	Zek's Auto Shot hits High Astromancer Solarian for 722
22:23'17.109	Zek's Steady Shot hits High Astromancer Solarian for 669
390	Zek's Arcane Shot hits High Astromancer Solarian for 876 Arcane damage
22:23'18.078	Zek's Auto Shot hits High Astromancer Solarian for 652
22:23'20.296	Zek's Steady Shot crits High Astromancer Solarian for 1737
22:23'21.203	Zek's Multi-Shot hits High Astromancer Solarian for 914
593	Zek's Auto Shot hits High Astromancer Solarian for 691
22:23'23.562	Zek's Steady Shot crits High Astromancer Solarian for 1810
828	Zek's Arcane Shot hits High Astromancer Solarian for 924 Arcane damage
22:23'24.828	Zek's Auto Shot hits High Astromancer Solarian for 691
22:23'26.812	Zek's Steady Shot crits High Astromancer Solarian for 1615
22:23'27.406	Zek's Auto Shot hits High Astromancer Solarian for 622
22:23'29.140	Zek's Steady Shot crits High Astromancer Solarian for 1709
--- End of rotation
984	Zek's Auto Shot hits High Astromancer Solarian for 608
22:23'31.515	Zek's Steady Shot hits High Astromancer Solarian for 705
890	Zek's Arcane Shot crits High Astromancer Solarian for 2134 Arcane damage
22:23'32.484	Zek's Auto Shot crits High Astromancer Solarian for 1564
22:23'34.078	Zek's Multi-Shot crits High Astromancer Solarian for 2087
22:23'35.109	Zek's Auto Shot hits High Astromancer Solarian for 685
22:23'36.406	Zek's Steady Shot hits High Astromancer Solarian for 679
22:23'37.640	Zek's Auto Shot crits High Astromancer Solarian for 1541
22:23'39.968	Zek's Steady Shot crits High Astromancer Solarian for 1700
22:23'40.234	Zek's Arcane Shot crits High Astromancer Solarian for 2237 Arcane damage
22:23'41.234	Zek's Auto Shot crits High Astromancer Solarian for 1691
*Auto, Steady+Arcane, Auto, Steady+Multi, Auto, Steady+Arcane, Auto, Steady, Auto, Steady
*Auto, Steady+Arcane, Auto, Multi, Auto, Steady+Arcane, Auto, Steady, Auto, Steady

24 shots in 26 (25.8) seconds. 45% crit (3% more than paperdoll)
29.263damage (~1134 dps)
If only I was able to keep this ratio up...

It seems I skipped 1 steady shot. I had 1 sec GDC after auto shot (due arcane) witch doesn't go well with steady+multi.

I don't have set rotation. I use Arcane and Multi when they are up and its possible to add after steady, or just replace steady if GDC is in the way. Seems to work, but i can't shake the feeling it can be improved. (with proper rotation)

I just imagined doing it without Quartz or any other cast bars. :s
Blizzard should really look into "hunter mechanics for newbies" I'm shooting Dr.Boom with each new recruit we get and with all that hunter alts that wish to "do dps".

Last edited by Sapa : 07/17/07 at 4:05 AM.


Offline
Old 07/17/07, 11:35 AM   #119
Groggan
Piston Honda
 
Blood Elf Death Knight
 
Feathermoon
Originally Posted by Sapa View Post
I don't have set rotation. I use Arcane and Multi when they are up and its possible to add after steady, or just replace steady if GDC is in the way. Seems to work, but i can't shake the feeling it can be improved. (with proper rotation)
Yah, that's pretty much what I do as well, and that's how I feel too. I'm able to theory craft shot damage like a champ, but when I sit down to try and map out a cycle I start to go to pieces

Originally Posted by Sapa View Post
I just imagined doing it without Quartz or any other cast bars. :s
Blizzard should really look into "hunter mechanics for newbies" I'm shooting Dr.Boom with each new recruit we get and with all that hunter alts that wish to "do dps".
Agreed, they need to just change auto to not have a cast time (they could hard-code it to not work while moving, same way you can't /dance while moving).

Offline
Old 07/17/07, 12:48 PM   #120
Zeisha
Glass Joe
 
Night Elf Hunter
 
Suramar
MT Equation...

I've seen a lot of numbers out there, and I've been working with an "average" of 3.5 whenever I make quick assumptions on MT. I put together a spreadsheet earlier, and used the following equation:

FWS = Final Weapon Speed (after quiver, etc.)
MTP = Master Tactician Percentage (2% per point; 0.02 - 0.10)
SPC = Shots per Cycle (This gets rough, but it's your average shots per cycle based on rotation. I figured mine - steady + instant rotation - as being right at 2.7 damaging shots per cycle. This has to include 1x Auto and any damaging shots before the next auto, averaged out over time. Obviously there will be cycles with only steady. KC does not figure in since it can't proc MT.)
0.06 = Proc %
8 = Seconds of Uptime

( ( ( 0.06 * 8 ) / FWS ) * MTP ) * SPC

For the record, I simplified this after using a variety of "total shots tested" and it always ended up with the same results, so the simplified version should be solid.

So here's the question: Is there anything I'm missing here?

I have a feeling I am, but I've tested this for like 2 hours today, and played around with plugging in actual numbers (I used like 8 pcs of paper, woot analog) and then put together the spread sheet (which I'll put up when it's finalized).

Thing is, at a 2.34 speed (my current) I'm ending up with about 5.5% crit over time from MT using this formula, and while that actually seems correct with what I was seeing while I had MT, it's well above what most assumptions are. Even at a speed of 2.7 (3.1 with quiver) it's still at 4.7% over time.

Offline
Old 07/17/07, 1:16 PM   #121
Groggan
Piston Honda
 
Blood Elf Death Knight
 
Feathermoon
Originally Posted by Zeisha View Post
I've seen a lot of numbers out there, and I've been working with an "average" of 3.5 whenever I make quick assumptions on MT. I put together a spreadsheet earlier, and used the following equation:

FWS = Final Weapon Speed (after quiver, etc.)
MTP = Master Tactician Percentage (2% per point; 0.02 - 0.10)
SPC = Shots per Cycle (This gets rough, but it's your average shots per cycle based on rotation. I figured mine - steady + instant rotation - as being right at 2.7 damaging shots per cycle. This has to include 1x Auto and any damaging shots before the next auto, averaged out over time. Obviously there will be cycles with only steady. KC does not figure in since it can't proc MT.)
0.06 = Proc %
8 = Seconds of Uptime

( ( ( 0.06 * 8 ) / FWS ) * MTP ) * SPC

For the record, I simplified this after using a variety of "total shots tested" and it always ended up with the same results, so the simplified version should be solid.

So here's the question: Is there anything I'm missing here?

I have a feeling I am, but I've tested this for like 2 hours today, and played around with plugging in actual numbers (I used like 8 pcs of paper, woot analog) and then put together the spread sheet (which I'll put up when it's finalized).

Thing is, at a 2.34 speed (my current) I'm ending up with about 5.5% crit over time from MT using this formula, and while that actually seems correct with what I was seeing while I had MT, it's well above what most assumptions are. Even at a speed of 2.7 (3.1 with quiver) it's still at 4.7% over time.
The thing to confirm would be your shots per second. To find it did you take a fully repeatable cycle and average it out? For instance, one typical fully repeatable cycle is:
auto-steady-multi-auto-steady-arcane-auto-steady-auto-steady repeat
Once you find a fully repeatable cycle (aka, can always be done, over and over again), take the number of shots and divide it by the duration. With that cycle and my current weapon I would get about .992 shots per second (2.52 speed * 4 autoshot-long cycle gives me 10.08 second cycle with 10 shots per cycle).

This actually kinda relates to our shot-cycle discussion, it would seem with MT that a cycle like:
auto-steady-arcane-auto-steady-multi-auto-steady-arcane-auto-steady-auto-steady
might get you more shots, let's see...(2.52*5 =12.6, but with the slight auto-delay needed to pull this off it's really 13.04, with 13 shots gets you .996 shots per second). So it would seem, that if you can keep it up perfectly this second rotation gets you more shots per second (and thus more damage, more MTs, more EW, etc). At least, it's true w/ my current gun and haste effects.

Did Cheeky or anyone ever finalize a MT equation that takes re-procs into account?

EDIT: btw, taking my shot rotation questions to the shot rotation thread here.

Last edited by Groggan : 07/17/07 at 1:26 PM.

Offline
Old 07/17/07, 1:25 PM   #122
Zeisha
Glass Joe
 
Night Elf Hunter
 
Suramar
Originally Posted by Groggan View Post
The thing to confirm would be your shots per second. To find it did you take a fully repeatable cycle and average it out? For instance, one typical fully repeatable cycle is:
auto-steady-multi-auto-steady-arcane-auto-steady-auto-steady repeat
Once you find a fully repeatable cycle (aka, can always be done, over and over again), take the number of shots and divide it by the duration. With that cycle and my current weapon I would get about .992 shots per second (2.52 speed * 4 autoshot-long cycle gives me 10.08 second cycle with 10 shots per cycle).

This actually kinda relates to our shot-cycle discussion, it would seem with MT that a cycle like:
auto-steady-arcane-auto-steady-multi-auto-steady-arcane-auto-steady-auto-steady
might get you more shots, let's see...(2.52*5 =12.6, but with the slight auto-delay needed to pull this off it's really 13.04, with 13 shots gets you .996 shots per second). So it would seem, that if you can keep it up perfectly this second rotation gets you more shots per second (and thus more damage, more MTs, more EW, etc). At least, it's true w/ my current gun and haste effects.

Did Cheeky or anyone ever finalize a MT equation that takes re-procs into account?
In answer to your question, yeah, I actually did my shot cycle out to about 40 places for the repeat as well... heh. But yeah, I ended up with right at 0.9 SPS. I may have been inaccurate on that, but I don't think I was.

In any case, that doesn't change the actual equation, which is what I'm trying to figure out if it is accurate. Re-procs I did not take into account, though really they "should" only account for about 0.009% overall give or take. I'll see if I can put together a realistic inclusion of that though.

Edit: Bad #

Offline
Old 07/17/07, 1:34 PM   #123
Groggan
Piston Honda
 
Blood Elf Death Knight
 
Feathermoon
I think the key to accurately finding MT's worth is to find the %uptime, and use that to then find the effective crit increase. It seems to me the best way to do this would be to figure out the expected uptime of MT for a given time period. Since we can create repeatable cycles it would seem ideal to use a shot cycle as our time period (or more likely a string of shot-cycles to have a bit larger of a window). But, then you get into how many shots are going to fire while MT is up, which will rely on where in your cycle it procs (if it procs say on the first auto in an auto-steady-arcane-auto-steady-multi-auto-steady-arcane-auto-steady section that would be 11 shots w/ +10% crit, as opposed to say procing on the first arcane in an arcane-auto-steady-auto-steady-auto-steady-arcane-auto-steady which would get you only 9 shots at +10% crit). Hmm...it would seem for MT a simulation really would be the best way to find it's average crit increase.

Has anyone done an MT simulation? I know there was talk about doing one for IAotH. Or is there some form of equation that could take these variable states into account?

Offline
Old 07/17/07, 1:52 PM   #124
Zeisha
Glass Joe
 
Night Elf Hunter
 
Suramar
Originally Posted by Groggan View Post
I think the key to accurately finding MT's worth is to find the %uptime, and use that to then find the effective crit increase. It seems to me the best way to do this would be to figure out the expected uptime of MT for a given time period. Since we can create repeatable cycles it would seem ideal to use a shot cycle as our time period (or more likely a string of shot-cycles to have a bit larger of a window). But, then you get into how many shots are going to fire while MT is up, which will rely on where in your cycle it procs (if it procs say on the first auto in an auto-steady-arcane-auto-steady-multi-auto-steady-arcane-auto-steady section that would be 11 shots w/ +10% crit, as opposed to say procing on the first arcane in an arcane-auto-steady-auto-steady-auto-steady-arcane-auto-steady which would get you only 9 shots at +10% crit). Hmm...it would seem for MT a simulation really would be the best way to find it's average crit increase.

Has anyone done an MT simulation? I know there was talk about doing one for IAotH. Or is there some form of equation that could take these variable states into account?
Well, I did multiple in-game tests... what I did was set myself at 0/20/35 and fired off 200 shot intervals at full rotation. Then I would mana up and repeat. I did this 5 times (1000 shots fired). I then went to 0/20/41 (readiness doesn't matter for this test) and did the same thing. I ended up with ~6% higher overall dps. At the time I had the same weapon I do now, though slightly lower stats. Worth noting though also, I missed 1 shot more after I had MT, but I accounted for that. In any case, that was well over a month ago, and I didn't keep a log of it (my bad). So those numbers are approximations.

Thing is, I didn't, in any way, record up-time of MT, just the end results for damage & dps.

I think I figured out the way of determining the re-proc average btw... trying to simplify it right now, but basically I came up with ~1%-1.5% less overall crit due to reprocs. That puts the results far more in line with our estimates.

Last edited by Zeisha : 07/17/07 at 2:02 PM.

Offline
Old 07/17/07, 1:54 PM   #125
Cheeky
Great Tiger
 
Cheeky
Troll Hunter
 
No WoW Account
Originally Posted by Groggan View Post
Did Cheeky or anyone ever finalize a MT equation that takes re-procs into account?
Yep, it's correctly (to my knowledge) modeled based on the specified shot rotation in the spreadsheet. The numbers are accurate for any point after 8 seconds from the start of combat. It is a simple uptime calculation.

Unless you really, really want Readiness, or your weapon speed is less that 15% ineffecient, you are always better off putting 6 points in low BM talents (IAotH and FF) than MT & Readiness.


Offline
Closed Thread

Go Back   Elitist Jerks » Hunters

Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
Survival Hunters and Raid Make-Up Messar Class Mechanics 26 08/28/07 10:13 AM
[Hunter] MM vs Survival Raids Deadzone The Dung Heap 2 06/20/07 8:48 PM
Survival Itemization: Cloth Vazu Player vs. Player 21 05/15/07 1:46 PM
Loatheb Survival question Vant Public Discussion 83 12/04/06 2:48 PM