Has anyone else noticed a strange phenomenon regarding Explosive shot and % damage modifiers? Last night I noticed that several of my explosive shot ticks seemed to be instantly effected by switching between AotV and AotDH. I did some very quick tests on a target dummy and confirmed that switching on AotV will instantly cause the last tick(s) of a single explosive shot to suffer the damage reduction. Likewise switching AotV off instantly will cause an increase of damage if explosive shot was initially applied while AotV was on. Further testing showed that even Focused Fire has an immediate impact on Exposive shot ticks. I didn't think to test Noxious Posions, but I did notice that this seems to only be effected by % damage buffs as going from no aspec to AotDH on did not cause a damage increase between ExShot ticks and neither did applying Hunter's Mark to a target after hitting it with an Explosive Shot.
Of course I wanted to know if our other dot was likewise effected and did the same tests of Serpent Sting. Results on that were conculsive: % damage buffs do not change sting ticks between applications. Serpent Sting MUST be reapplied before damage modifers register. What this means is that fights (Thaddius, Malygos) where % damage buffs/debuffs affect us will instantly cause explosive shot to increase/decrease EVEN IF Explosive shot was applied before the buff/debuff affects us.
I don't know if this is an intended mechanic or not as Explosive Shot is (as far as I know) the only dot that can crit.
As for how to model this accurately in the spread sheet I am unsure as to whether or not it is valid. I know personally that when I have AotV on I tend to hold off using Explosive Shot if I am about to switch OUT of AotV while I likewise delay going into AotV if Explosive Shot's cooldown is about to be up. My new information would imply that doing so isn't worth it as Explosive shot's damage is affected either way and thus it would be better to ensure that it never comes off cooldown.
As I understand it (not very well mind you), periodic effects that can crit aren't applied as just regular DoTs, but as some sort of periodic damage aura from you - hence each tick of ES is a distinct attack, affected by whatever your current buffs and debuffs are (this is also why you get an aspect of the viper proc each tick of ES, while you don't from normal DoTs like serpent sting).
Blood Fury must have a typo or something somewhere now, it causes a divide by zero error on the shot rotation tab in this version.
This will be fixed in the next release. It's not a bug with Blood Fury per se, but if the 'Use Rotation Test results' setting on the Settings tab is set to 'Yes" then it will try to use the value for Blood Fury from there and if you haven't pressed the button there after you've made the change it will have no value yet.
Either disable the 'Use Rotation Test results' setting or hit the 'Test Rotation' button on the Rotation Test tab for now.
Is it possible to add volley to the reference table of shots, so you could see how much dps you would do on a single target with the current buff settings, to make the decision easier at what count of targets to start using volley compared to doing single target dps + maybe multishot?
I'm using a fair number of +hit gems with total disregard for socket bonuses. At the same time, there are very nice upgrades available that include +hit. These would allow me to regem for +agility, but this is in no way reflected in the gear planner.
I know it would be a lot of trouble to look through gems/enchants and see what could go from +hit to +agility, but would it be possible to allow the user to enter some maximum value? E.g. if I have precision enchant and a +16 hit gem, I would set the MAX = 36. Then gear with X extra hit would have its dps calculated as if it had min (MAX, X) agility instead.
This idea could probably be developed further, but I think it would be a cool enhancement to the gear planner.