The regem feature is doing what its suppose to. It will only match the socket color if the socket bonus is worth it. For example if an item has a red and blue socket, with a socket bonus of +6 hit but you're already hit capped, the regem feature will put two red gems in since the +6 hit would be a waste.
I recently tamed a spider for pvp and when I ran it through the spreadsheet I noticed Owl's Focus, Wolverine Bite and Roar of Recovery had no impact on dps. I assume Roar of Recovery probably isn't modeled by the spreadsheet, and I'm not 100% sure that when the pet is hit capped it can even get a dodge or not, but it seems like Owl's focus should at least be a slight dps increase.
If you use the template you are given in the spreadsheet then it is understandable why none of these things add anything.
That template assumes Judgement of Wisdom, which will keep us topped up for almost any lengh of time as long as it is a simple tank and spank (which the spreadsheet simulates). That's Roar of Recovery covered.
Wolverine Bite was something that added DPS previously. But if you have your 8% Hit then your pet won't get any dodges. And if there are no dodges there are no Wolverine Bites. Hence no extra DPS.
Owl's Focus only add DPS if your pet don't get enough focus from Go for the Throat. And at even 1 point your pet should be topped up for most of the time. Hence it's value is either nonexistant or extremely limited.
In reality both Roar of Recovery and Owl's Focus can add DPS in certain fights. Fights where you spend a lot of time moving around, and/or not attacking anything. Fights like Yogg for instance, the Roar can be a good help, and the lost pet DPS might not be too bad since there are times it won't attack anything anyway.
But the spreadsheet can't simulate that. And it is certainly not wrong when it says none of these talents add any DPS.
If you use the template you are given in the spreadsheet then it is understandable why none of these things add anything.
That template assumes Judgement of Wisdom, which will keep us topped up for almost any lengh of time as long as it is a simple tank and spank (which the spreadsheet simulates). That's Roar of Recovery covered.
Wolverine Bite was something that added DPS previously. But if you have your 8% Hit then your pet won't get any dodges. And if there are no dodges there are no Wolverine Bites. Hence no extra DPS.
Owl's Focus only add DPS if your pet don't get enough focus from Go for the Throat. And at even 1 point your pet should be topped up for most of the time. Hence it's value is either nonexistant or extremely limited.
In reality both Roar of Recovery and Owl's Focus can add DPS in certain fights. Fights where you spend a lot of time moving around, and/or not attacking anything. Fights like Yogg for instance, the Roar can be a good help, and the lost pet DPS might not be too bad since there are times it won't attack anything anyway.
But the spreadsheet can't simulate that. And it is certainly not wrong when it says none of these talents add any DPS.
Yea that makes sense, if I clear all buffs the dps change is a lot more noticeable. Kind of sucks that Wolverine Bite is basically a waste.
I am not sure, but i think i might have found a bug, please correct me if i'm wrong. I was going to help a fellow guildie out with his spec, and put him into the spreadsheet. I didn't get the expected dps stats however, but lot's of "######" everywhere.
I tracked it down to the gear tab where all stats but stamina had values. And i saw that it's because of his tradeskills. He had 121 in Mining. If i changed that to for example 450, everything works again. It can easily be reproduced by just
changing the tradeskill of any profile to the described.
EDIT: and oh, many many thanks for this fantastic tool!
I am not sure, but i think i might have found a bug, please correct me if i'm wrong. I was going to help a fellow guildie out with his spec, and put him into the spreadsheet. I didn't get the expected dps stats however, but lot's of "######" everywhere.
I tracked it down to the gear tab where all stats but stamina had values. And i saw that it's because of his tradeskills. He had 121 in Mining. If i changed that to for example 450, everything works again. It can easily be reproduced by just
changing the tradeskill of any profile to the described.
EDIT: and oh, many many thanks for this fantastic tool!
This should be fixed now. I've re-uploaded v92PTR. It was looking for exact matches for profession levels, but I've only set it at the levels where you actually learn the profession ability (i.e. 75, 150, 225, etc..). It should work now.
Version 92ptr: Can't get rid of "current item with regem" in the gear planner.
Put "no" in the custom column for "use 'current item with regem' ", but still no change. I would rather see that "green" regem row in the gear planner filled with another item instead. However, the spreadsheet doesn't want to listen to me!
I created a personal BiS List that has exactly 74 Haste Rating. I used the standard MM rotation (without Arcane Shot) and looked at the detail view of the Shot Rotation (Latency was unchanged at 150ms):
The second time the sheet uses Readiness it's used before Rapid Fire so one Rapid Fire is lost.
After meddling around a bit I found this is related to Haste Rating:
After hand adjusting the value to 77 or higher the sheet suddenly uses "Rapid Fire -> Readiness -> Rapid Fire" as expected every time thus calculating a huge DPS increase just by adding 3 Haste Rating.
The only differences in Shot Amounts are:
1 Rapid Fire more (as it's now used before and after the second readiness instead of just after) and 3 Steady Shots more.
I could not track down further the source of this shot rotation issue but it's something to keep in mind when comparing items.
edit: Fight length was set to default of 6 minutes.
I've noticed the mysterious loss of 1 rapid fire when changing gear too on the live version of the sheet I'm using (91e? not at home right now to check). Hadn't associated it with changes in haste rating, but thinking back the new gear has 63 haste rating, while the old had 0 - sorry for the lack of detail, not having the spreadsheet handy, but the two gear sets are:
I'm noticing the same thing: With my current gear I get 3 rapid fires, but if i switch the Chimera Glyph to the Trueshot Aura glyph I gain 1 rapid fire
I haven't been able to reproduce this yet, except when I set the cooldown cutoff to 0-6 (instead of 30). That way the rapid fire cooldown falls outside the 'wait' range for readiness. This is with v92PTR.
I was using 80ms latency, and I imagine whatever the default cooldown cutoff is, since I've never changed it (as noted, I'm using a live version of the sheet, not a PTR one).
I tracked down that issue with missing rapid fire as I was puzzled by it myself, and if I'm correct it happens only when readiness was waited for, adding
' Wait for Rapid Fire if it's close too
If thisShot = "Readiness" And RFCD < (currentTime + CDCutoff + waitTime) Then
result = False
End If
in the check if shots with CDs come off CD soon enough solved the problem for me.
Does Elixir of Mighty Thoughts not add 45 ap when you use it?
It does provide 45 AP base. In fact, depending on your buffs, it will provide even more AP. With BoK, CE (for MM), and TSA, it is worth 56.6 AP plus the additional mana. However, if you are looking for it to update the value on the gear tab, it will not since it is a talent associated change and not a gear change. If you look at Ranged Attack Power and RAP Fighting Mob calculations on the Calculations tab, you will see its impacts there.
- Bestial Wrath/TBW now last 10 seconds
- Updated sample profiles to those from Midnight's 'Best DPS' v91f version
- The Beast Within gives +10% bonus damage (always on next to the effect during uptime)
Still working on updated MMO talent strings. This version should also fix the chestpieces being the wrong faction.
I've ran some tests and noticed the value of arp+1 begins to fall after 1349 not sure if this is a bug or some kind of diminishing returns on higher levels of arp
To get rather accurate values the spreadsheet adds a certain amount bigger than 1 (I assume 50 if I see your numbers) to calculate the delta with increasing stats. Since ArP has a hardcap the value starts diminishing when the start value + test amount reaches the cap.
I am using Excel 2003. If this is the root of the issue, please let me know. As far as I know, spreadsheets are relatively backwards compatible.
The error occurs when I try to mouse over the "Load Gear from Armory" button on the "Gear" tab. The MS Visual Basic debugger comes up and two error messages are displayed. They are the same and say: "Compile Error: Automation Error".
The debugger highlights the Private Sub Worksheet_Change(ByVal Target As Excel.Range) function when this occurs.
Is it possible to know which formula you use to calculate the DPS? In the older release this formula was not hidden.
Concerning the head, it seems that there are wrong values for the dps.
e.g.: Valorous Scourgestalker Headpiece > Helm of the Grave > Conqueror's Scourgestalker Headpiece
For me, it should be Conqueror's Scourgestalker Headpiece > Valorous Scourgestalker Headpiece > Helm of the Grave.