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10/14/08, 3:39 PM
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#331
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Great Tiger
Night Elf Hunter
Azjol-Nerub (EU)
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Originally Posted by Littlehelper
I was looking through some of the Formula, because Hit did increase my dps as Surv despite being above the hitcap.
So I found some questionable calculations.. the Explosion Shot's average dmg is decreased as if it would have a 17% extra Misschance.(Calculations.K103) Does ES really have a 17% base-miss-chance?
Also there is a 5,14% reduction due to partial resists and I always assumed partials resist only happen due to magic resistance, which should be decreased by curse of elements. So shouldn't that be 0%?
And I found similiar weird behavior in the pet calculations.C69, where the partial resist is decreased by Animal Handler and Pet/Hunter Hitrating.
And as long as I am not misinterunderstanding shouldn't Wolverine Bite's Total Damage(Pet Calculations.C140) be C132*C138*(1-C139)?
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Thanks, the Wolverine Bite is a typo indeed!
As for the magical spells/abilities. This is a relic of the old sheet. I haven't really done any testing whether Animal Handle/Pet Hit still affect it's resist chance on magical attacks (but I assume so since all hitratings have been merged).
As for Explosive Shot, I saw partial/full resists against training dummies (which I assume do not have artifically high magic resistances). This is an area where I have not done any exhaustive testing.
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10/14/08, 7:24 PM
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#332
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Piston Honda
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One minor thing that annoys me is that even if you sort items alphabetically via the Gear Planner tab, the weapons selection list in the Gear tab is still in random order. It works for all the other item selection lists, just not for weapons.
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Originally Posted by Skillstep
Why is it that other classes feel whole and simple and fluid yet hunter feels like directing a symphony as a paraplegic midget with tourettes?
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10/14/08, 8:42 PM
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#333
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Banned
Blood Elf Hunter
Runetotem (EU)
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Originally Posted by Shandara
The calculation in the sheet as it is now is correct, it's just a bit kludgy. The results won't change.
It comes from the fact that Rake ticks 3 times. Every 3 seconds for 9 seconds. Now if you have 2/3 or 3/3 Longevity (i.e. 8 or 7 sec cooldown) you'll cut off the last part of the Rake DoT.
In case of the 2/3 and coupled with pet GCD you waste nearly a whole tick (at a 1.25 sec pet GCD Rake will fire in ideal situations every 8.75 seconds). You'd have gotten the 3rd tick at 9 seconds so you waste 2.75 seconds of time. This is what leads to the dps LOSS.
In case of 3/3 Longevity it's the same, but with a 7 sec cooldown you waste less time. But, at the same time you get an added benefit from the reduced CD on Bestial Wrath/Rapid Fire, because of how the cooldowns line up. This leads to the substantial DPS boost.
This is all in theory and in the sheet of course. Testing will have to determine whether or not it's close enough to the truth.
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Are we certain that pets have a 1.25 GCD, and that is intended. I remember the talks that mentined specials going off at such a speed or similar. But I have yet to see any backup claims that it is certainly like that and that it is supposed to be so.
Not that I midn it, it will only require a little restructuring.
Btw, quite crappy that Cats scale so horribly with Longevity. Spirit Beasts scale well because their attack stacks?
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10/15/08, 2:45 AM
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#334
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Great Tiger
Night Elf Hunter
Azjol-Nerub (EU)
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Originally Posted by KraxisSingular
Are we certain that pets have a 1.25 GCD, and that is intended. I remember the talks that mentined specials going off at such a speed or similar. But I have yet to see any backup claims that it is certainly like that and that it is supposed to be so.
Not that I midn it, it will only require a little restructuring.
Btw, quite crappy that Cats scale so horribly with Longevity. Spirit Beasts scale well because their attack stacks?
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A little earlier in this thread me and Chul did separate tests on the matter. If we can believe the combat log than on _average_ specials happen every 1,25s.
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10/15/08, 4:36 AM
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#335
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Von Kaiser
Orc Hunter
Mannoroth (EU)
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Edit: I see what you did there, found the customs column on the settings tab.
A bug I found though:
When turning on True Shot Aura for the Hunter and Pet Buffs on the Hunter Tab it bugs out all calculations for the AP Modifier Column. I think its referencing wrong.
Also the cell for the Fight Length sub 20% only accepts integers, at least one decimal would be good I think since its a bit more exact then.
Edit2: I meant the Buff Tab for the TSA Bug
Last edited by Miya Mirage : 10/15/08 at 6:24 AM.
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10/15/08, 6:15 AM
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#336
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Great Tiger
Night Elf Hunter
Azjol-Nerub (EU)
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Originally Posted by Miya Mirage
Edit: I see what you did there, found the customs column on the settings tab.
A bug I found though:
When turning on True Shot Aura for the Hunter and Pet Buffs on the Hunter Tab it bugs out all calculations for the AP Modifier Column. I think its referencing wrong.
Also the cell for the Fight Length sub 20% only accepts integers, at least one decimal would be good I think since its a bit more exact then.
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Thanks, the sub-20% boss hp feature doesn't work at the moment since I'll be re-doing the Kill Shot calculations to see if I can do it without VBscript.
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10/15/08, 8:35 AM
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#337
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Von Kaiser
Blood Elf Paladin
Sporeggar (EU)
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Originally Posted by Littlehelper
So I found some questionable calculations.. the Explosion Shot's average dmg is decreased as if it would have a 17% extra Misschance.(Calculations.K103) Does ES really have a 17% base-miss-chance?
Also there is a 5,14% reduction due to partial resists and I always assumed partials resist only happen due to magic resistance, which should be decreased by curse of elements. So shouldn't that be 0%?
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From Formulas:Magical resistance - WoWWiki - Your guide to the World of Warcraft :
Note: Level-based resistance (not to be confused with level-based miss) can play a factor in total resists. For every level that a mob has over the player, there is 8 resist (believed; the exact number may be higher) added. For boss fights, this means there is 15-24 resistance added. This extra resistance means there will be partial resists on non-binary spells from the added resistance. However, this resistance has been shown to not apply to binary spells at all.
This level based resistance cannot be reduced by any means, not even Spell Penetration.
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Which is where the 5.14% comes from, that's why you see partial resists on arcane and explosive.
From what I've seen though, magic damage ranged shots only roll for ranged hits, I haven't seen anything to support an additional spell hit roll, though I haven't done rigorous testing. Shouldn't be too hard to test by spamming arcane against a +3 levels target with 9% hit though.
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10/15/08, 8:39 AM
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#338
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Great Tiger
Night Elf Hunter
Azjol-Nerub (EU)
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Originally Posted by ElginRoko
From what I've seen though, magic damage ranged shots only roll for ranged hits, I haven't seen anything to support an additional spell hit roll, though I haven't done rigorous testing. Shouldn't be too hard to test by spamming arcane against a +3 levels target with 9% hit though.
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I tried to test it last night, but full resists show up as misses currently and recount isn't tracking partial resists properly (yet) so I couldn't get anything accurate.
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10/15/08, 11:13 AM
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#339
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Von Kaiser
Blood Elf Rogue
Earthen Ring (EU)
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Is there any plan to publish an OpenOffice-compatible version of the WotLK spreadsheet, for those that don't have Windows?
I have Excel on my Mac but it doesn't handle any of the macros correctly - OpenOffice works the same on Windows and Mac.
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10/15/08, 6:41 PM
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#340
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Piston Honda
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Originally Posted by Celfydd
Is there any plan to publish an OpenOffice-compatible version of the WotLK spreadsheet, for those that don't have Windows?
I have Excel on my Mac but it doesn't handle any of the macros correctly - OpenOffice works the same on Windows and Mac.
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Open Office can't really handle the spreadsheet. It's been done by people other than the authors in the past, but rarely to any amount of acceptable utility. Basically, Excel > Open Office. The general response to this question is, feel free to volunteer if you want to do it, but don't hold your breath waiting for somebody else to do it.
On a side note. [Quick Lionseye] is missing from the gem list. Also, is there a toggle somewhere that I am missing to quickly adjust all of the settings for level 70? If not, would this be a feasible option?
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10/16/08, 5:50 AM
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#341
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Von Kaiser
Blood Elf Hunter
Moonglade (EU)
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There are some protected fields in the spreadsheet, which I think would be better left unprotected.
In the settings:
-Gem options, can't set your own preferred default gems at the moment.
-Boss fight, I don't know if this has to be 15 mins for some calculations to work, if not, would be nice to have it be changeable.
-Target options, its not possible to set your own custom target at the moment.
If I am just failing at something with Excel again, ignore this, if not would be nice to get these unprotected in the next version. 
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10/16/08, 5:59 AM
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#342
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Von Kaiser
Dwarf Hunter
Shadowsong (EU)
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Originally Posted by Nandei
There are some protected fields in the spreadsheet, which I think would be better left unprotected.
In the settings:
-Gem options, can't set your own preferred default gems at the moment.
-Boss fight, I don't know if this has to be 15 mins for some calculations to work, if not, would be nice to have it be changeable.
-Target options, its not possible to set your own custom target at the moment.
If I am just failing at something with Excel again, ignore this, if not would be nice to get these unprotected in the next version. 
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Those are editable. Use fields right to the ones you tried to use.
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10/16/08, 6:04 AM
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#343
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Von Kaiser
Blood Elf Hunter
Moonglade (EU)
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Originally Posted by Vegelus
Those are editable. Use fields right to the ones you tried to use.
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Thanks! Didn't even cross my mind you could do it that way x(
Feel really stupid now, should read all the things in there. Obviosly "Custom Value" is the one I should change, not the default one.
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10/16/08, 6:55 AM
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#344
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Great Tiger
Night Elf Hunter
Azjol-Nerub (EU)
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Originally Posted by Chul
One minor thing that annoys me is that even if you sort items alphabetically via the Gear Planner tab, the weapons selection list in the Gear tab is still in random order. It works for all the other item selection lists, just not for weapons.
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This is a legacy of the old sheet, I've been meaning to do something about it, but the problem is that it merges 2 lists (one for 1-handed weapons and one for 2-handed weapons), which makes sorting on the fly impossible. They are both pregenerated.
I could merge them both and sort them alphabetically, if you think that's better. But you'd have a very long list to search through. I could also try to sort both lists alphabetically before merging them and add some sort of divider halfway between 1-handers and 2-handers.
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10/16/08, 1:52 PM
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#345
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Piston Honda
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One bug, and a request for the community to look into some buffs/debuffs that might affect pet spells
Bug: the Draenei Racial +1% to hit is not being applied to pet's Spell hit chance (works for melee hit chance).
Missing/request for data: The +spell hit debuffs (Imp. FF from Moonkins and Misery from Shadow Priests) are not currently in the sheet and would add an additional 3% to hit for pet spells (if they work on pet spells). Similarly, while moonkin aura grants the same 5% crit as LotP and are as such a wipe for the current version of the sheet, the spell crit debuff is signficantly larger then the physical crit debuff (10% spell crit vs. 3% physical crit) but is not an option in the buff/debuff list. Finally, does anyone know if any of the +spell damage buffs (Imp Spirit, Flametongue Totem, Totem of Wrath, or Demonic Pact) affect pets?
P.S. Any chance you could do a rudimentary calculation on Thunderstomp (gorilla)? I believe that it is currently getting full spell damage (no deduction for being insta cast). As a BM (with all the % multipliers), and selfbuffed with roughly 2750 RAP, i was seeing Thunderstomp hit for 590-680 non crits.
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