Hmm...I seem to still be having protected cell issues.
I've just downloaded the sheet myself from the first page, entered your details and imported from Armory (rather than use my local copy). It worked on all your unknown items.
Which cells are protected and giving you problems? Which Excel version do you use? Could you perhaps upload it somewhere for me? Also, if you can, check whether you really have the latest version (clear browser cache etc.. before downloading).
I'm trying to observe the effects of Chimera shot and Aimed shot glyphs on the rotation test tab for an ArP heavy build that drops Arcane shot. Whenever I change the glyphs on the talent sheet and run the rotation test I see gains/losses in DPS, however when observing the rotation nothing changes. I'm using this priority:
Chimera > Aimed > Steady.
It will always go Chimera, Aimed, SS x 4, repeat on both tests.
In my dummy tests with Chimera glyph a gap begins to form between Chimera and Aimed. The only way to remedy this gap is to delay Chimera by making sure 4 Steadies are cast in between the last Aimed and next Chimera; however this effectively renders that Chimera glyph useless because Chimera shot is delayed by a second unless you start using Steady shot in between Chimera and Aimed but the test doesn't model this. With Aimed glyph the shot comes off cool down at the same time as Chimera and because Aimed shot is prioritized after Chimera shot it also makes that glyph useless. I tried using Glyph of Kill Shot/Glyph of the Hawk to see if I gain DPS from the rotation test as Chimera/Aimed glyphs weren't doing anything to it, it turned out to be a DPS loss in comparison to having Chimera (even when it doesn't do anything to the rotation).
The shot frequencies are the same in both tests, shots in total are the same, everything. I can't figure out how the average DPS is changing when the tests are exactly the same with each glyph. Is there something I have missed?
You might want to fiddle with the setting on how long the sheet can wait for a shot to get off CD (it's on the rotation test tab).
Most likely it's waiting too long for a shot (which creates a big gap) or not long enough at all (which makes the glyph useless).
That seems to be it, thanks. Was still odd though because it was set to 0.8 seconds when Aimed would have still had a 1 second cool down without factoring the time from latency after the global cool down from the Chimera. I guess I'll keep fiddling around with it.
You can either do the mass-export option (which I noticed didn't work a build or two ago, or maybe I had messed up), or the individual export option. Go to the overview tab and you should see a giant blank white box towards the bottom, with a bunch of check tabs and options next to it. Click "Everything" and press export. Copy/paste the string that appears. To import, do the same but put that string in the box, click everything and then press import.
The mass-export/import is at the top of the overview page near the Character box, should say something like "Export to Bin"/"Import from Bin" or something similar.
I've already taken along the very recently tested t9 2-set bonus crit damage bonus for the next version. The current version still has our previous understanding of how it works (trust me I do read all the other threads).
- T9 2-set bonus only crits for spell-crit bonus damage (i.e. 50% instead of 100%), not affected by Mortal Shots
Is the t8 4pc bonus working properly? I input a 245 that I received last night to test if losing that set bonus was worth swapping the gear out and it seemed like there was a significant increase in DPS. I figured it may be close, so I wanted to double check before I gemmed this bad boy for raiding tonite.
I finally thought of a good way how to model procs from the ArP trinkets. In prior posts I had commented that taking the Average ArP values was a poor way to model the procs because of the way ArP works with increasing returns. Anyway, at the time I had concluded that the only way someone could really calculate the trinket effects was to calculate the full DPS with & without the proc, create ratios based on trinket Uptime, and apply that ratio to the DPS (sorry if that's confusing). That method would have been very hard to implement, and I noted as much.
However, I have come up with a very similar means to achieve the same thing. Basically, instead of calculating total DPS with and without proc, you're calculating the damage mitigation from armor with and without proc. You then create a ratio utilizing those values and apply it as a %increase in DPS to affected shots. It's still a little mathy, but fairly easy to implement, i think. I even worked out for events such as when both Grim Toll & Mjolnir's Runestone proc.
That's a spreadsheet with the calculations I made to work this out. This solution should be fairly easy to implement and ought to give a much better approximation as to how much DPS these things are kicking out. The only problem it might incur is that it would be difficult to use them with the Gear Planner since they use a ratio instead of static stats or DPS values.
I finally thought of a good way how to model procs from the ArP trinkets.
I had been thinking about a method like this for a while. However, you would also have to factor in things like what ratio of our damage is affected by armor penetration. I feel like I had thought of something that became a showstopper problem to modeling this in this manner, but it isn't coming to mind right now.
[e] Now that I think about it, the problem may have been the problem in calculating values for the gear planner that you mentioned. However, my understanding is that the gear planner now actually tries each piece, rather than just giving a value based on stat weightings. If so, this would no longer be a problem.
Originally Posted by Seonid
One of the advantages of not being a developer is that I have no knowledge of any "proper" way to do anything. That and C is liking coding in an illustrated version of assembler.