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Old 01/08/09, 5:25 AM   #1151
Selmarix
Piston Honda
 
Dwarf Hunter
 
Turalyon (EU)
Wolverine Bite max dps (due to proc dodge frequency) is calculated but then not used to cap the skill usage frequency. That resulted in about double the dps contribution from that skill than it should have (for MM, more for BM with the expertise talent).

Fire Breath calculation (the dragonhawk special) considers the DoT damage part in the max dps calculation but not in the actual dps calculation.

I had look at the steady shot haste calculations in the spreadsheet. The main inaccuracy is that proc hastes are averaged out and then considered as static haste. The result is that a strong proc or use haste effect that will only cap steady shot for a part of the time will work towards permanent steady shot capping in the spreadsheet. So dps is overestimated and haste value on gear underestimated.
To fix that some remodelling will be needed. The real static haste should be seperated from the part time hastes. Since nearly all (maybe all?) part time hastes will haste cap steady shot it is reasonable to assume that the average steady shot cast time will then be (Percentage of Time with any haste proc or use) * 1.5 + (Percentage of time with no haste proc or use) * (Steady Cast time with the real static haste)

On the other hand it seems like Improved Aspect of the Hawk is not considered at all for steady shot cast time (it has an effect on that until the cap, doesn't it?).

4 t7 set bonus is currently only counted with permanent viper but not with the normal viper to oom regen. It should be possible to multiply it right into that viper regen calculation on the shot rotation tab.

Last edited by Selmarix : 01/08/09 at 6:44 AM.

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Old 01/08/09, 6:51 AM   #1152
Lerastes
Piston Honda
 
Tauren Hunter
 
Cenarion Circle
Originally Posted by Selmarix View Post
4 t7 set bonus is currently only counted with permanent viper but not with the normal viper to oom regen. It should be possible to multiply it right into that viper regen calculation on the shot rotation tab.
This was explained earlier, something about the calculations for Viper feeding looping math into the increased speed with Viper and resulting in an error and that some code would have to be re-written to support the bonus.

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Old 01/08/09, 7:34 AM   #1153
Selmarix
Piston Honda
 
Dwarf Hunter
 
Turalyon (EU)
In ShotsPerSecondWithoutHawk you can multiply in the set bonus speed increase as a constant and in HunterAutoDPS the damage increase using ViperUptime (that field already depends on the viper penalty which depends on the uptime so no new loops). That might be a bit crude and not entirely accurate but it would at least support the set bonus then.

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Old 01/08/09, 11:07 AM   #1154
TrevvyTrev
Don Flamenco
 
Night Elf Hunter
 
Gilneas
Originally Posted by KraxisSingular View Post
Rake will be a real tough one to balance. If they balance it with Mangle in mind then the Cat is poor overall. If not then the Cat is overpowered overall. If put in between then perhaps it is good...
It probably is not as tough as you think. Rake is not the only bleed in the game (it's not even the only pet bleed), so they should be able to apply the same approach that they use with those to find a "sweet spot". The bleed dot still ignores armor, which can stack up well compared to other abilities that do not.

But in any event, Mangle isn't the only debuff that increases damage. There are the spell damage modifiers, plus plain old armor debuffs too. Pretty much every pet (or class) performs better (or worse) with different debuffs present and different raid makeups. Monstrous Bite gains more from armor debuffs than rake does; lightning breath gains more from the spell debuffs than savage rend does; and so on. Just because something shines in a particular environment doesn't necessarily make it overpowered overall.

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Old 01/08/09, 11:32 AM   #1155
Jakt
Von Kaiser
 
Troll Hunter
 
Area 52
Gear Planer and hit rating

I'm trying to figure out whether the gear planner 'Assume 100% hit' setting is bugged or not. From what I can tell it currently works as follows:

* If assume 100% is set to yes then any hit on gear is discounted in the calculation

* If assume 100% is set to no then the hit on the currently equipped gear is taken into account (I personally would prefer it if it didn't take current gear into account)

What I can't quite figure out is why the results are different for (assume yes) vs. (assume no with gear/talents that give 100% hit). Is this a bug?

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Old 01/08/09, 12:03 PM   #1156
DomiJi
Glass Joe
 
Orc Hunter
 
Anub'arak (EU)
Hello hunters out there

thanks for that thread - i love it!

The spreadsheet don't work on my mac with office 2004 but i want to know wich pet will be the best alternative
to the nerfed cat with the next patch. As a marksman i think about a cunning pet. I hope that some special
talents would bring the cunning pets pretty close to ferocity pets for a marksmen. I don't like raptors and wesps
are pretty annoying!

But which one is the best cunning pet for raiding ?

I can't decide which one i should use and test for the next raid!

- Dragonhawk (nice aoe effect and could bring some bonus dps on trash mob passages.
But is the dmg as good as it is from a wind serpent ?)

- Sporebat (is the spore cloud realy usefull in a 25 member raid ?)

- Windserpent (seems to me like the best dmg cunning pet or am i wrong ?)


I would skill the pet like this: Pet Calculator - Wowhead


Thanks for your tipps and answers!

Greetz
Whaag


Excuse my bad english please

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Old 01/08/09, 12:15 PM   #1157
Raynge
Glass Joe
 
Night Elf Hunter
 
Greymane
With latest version (81c), it appears that the +hit calculation is still a little off.

Not certain if this is still related to the ES bug, however I am noticing that when I choose [Glinting Monarch Topaz] over [Deadly Monarch Topaz] or [Deft Monarch Topaz], the resulting dps is higher with the +hit, rather than the other options, while still remaining over the hit cap.

Also easily reproducible by utilizing the hand adjustment in the main gear tab. Caps at around 460 +hit.

Last edited by Raynge : 01/08/09 at 12:23 PM.

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Old 01/08/09, 1:10 PM   #1158
Seoman
Von Kaiser
 
Dwarf Hunter
 
Kirin Tor
Originally Posted by Raynge View Post
With latest version (81c), it appears that the +hit calculation is still a little off.

Not certain if this is still related to the ES bug, however I am noticing that when I choose [Glinting Monarch Topaz] over [Deadly Monarch Topaz] or [Deft Monarch Topaz], the resulting dps is higher with the +hit, rather than the other options, while still remaining over the hit cap.

Also easily reproducible by utilizing the hand adjustment in the main gear tab. Caps at around 460 +hit.
You have Focused Aim and your pet is still benefiting from the extra Hit.

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Old 01/08/09, 1:15 PM   #1159
Esoth
Bald Bull
 
Esoth's Avatar
 
Worgen Hunter
 
Whisperwind
Originally Posted by Raynge View Post
With latest version (81c), it appears that the +hit calculation is still a little off.

Not certain if this is still related to the ES bug, however I am noticing that when I choose [Glinting Monarch Topaz] over [Deadly Monarch Topaz] or [Deft Monarch Topaz], the resulting dps is higher with the +hit, rather than the other options, while still remaining over the hit cap.

Also easily reproducible by utilizing the hand adjustment in the main gear tab. Caps at around 460 +hit.
That's because the spreadsheet is treating explosive shot as if it were on the spell hit table, which seems to be in accordance with reports I've seen. The spell hit cap is 17% and 26.23 hit = 1% spell hit so the spell hit cap is 446 (close to your number, which I assume was an estimate). If explosive shot is making up something like 40% (just a guess here) of your total damage, it wouldn't be surprising that hit past physical cap is still more valuable than relatively weak stats like crit and haste.

It would be nice if we could get misery/improved faerie fire on the buffs/debuffs tab for this reason. Ideally it would be interesting to also get an EP value for hit past physical cap, but I imagine that's too much work for something Blizzard seems to want to change.

Originally Posted by Florrie View Post
What flavour of hipster racism am i missing today?
Shaman | Priest

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Old 01/08/09, 1:22 PM   #1160
Raynge
Glass Joe
 
Night Elf Hunter
 
Greymane
With 2/3 focused aim, the cap is much lower, I agree.

Without any points in focused aim, the +hit hand adjust allows for an increase in overall dps up to 525 +hit.

On the gear tab, the pet's dps does not increase as the hand adjust is being made. Only the hunter's dps is increasing with the additional +hit.

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Old 01/08/09, 1:26 PM   #1161
Iru
Don Flamenco
 
Iru's Avatar
 
Draenei Hunter
 
Muradin
A small annoyance as I move from version to version: the import/export function doesn't quite handle everything.

Exporting data out of 81a into 81c brought over everything except the contents of the buff tab, the character/realm settings and the gathering skill settings - both from the overview tab . The later two I can live with; recreating custom buff sets is more annoying.

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Old 01/08/09, 1:28 PM   #1162
Seoman
Von Kaiser
 
Dwarf Hunter
 
Kirin Tor
Originally Posted by Raynge View Post
With 2/3 focused aim, the cap is much lower, I agree.

Without any points in focused aim, the +hit hand adjust allows for an increase in overall dps up to 525 +hit.

On the gear tab, the pet's dps does not increase as the hand adjust is being made. Only the hunter's dps is increasing with the additional +hit.
I could be wrong, but you may need to calculate something?

Also, see what Esoth says.

As mentioned before in this thread and elsewhere, Focused Aim increases the Hit % for the hunter, not the Pet. +Hit gear transfers to the pet, but in whole %s only. So, if you had 8.99% Hit with 2/3 FA, for example,your pet would have only 6% Hit.

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Old 01/08/09, 1:34 PM   #1163
Seoman
Von Kaiser
 
Dwarf Hunter
 
Kirin Tor
The version that I see on page 1 (and confirmed upon download in the Change Log tab) is 81b - where did 81c go?

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Old 01/08/09, 1:35 PM   #1164
ankah
Piston Honda
 
Orc Hunter
 
Eitrigg
Originally Posted by DomiJi View Post
But which one is the best cunning pet for raiding ?

I can't decide which one i should use and test for the next raid!

- Dragonhawk (nice aoe effect and could bring some bonus dps on trash mob passages.
But is the dmg as good as it is from a wind serpent ?)

- Sporebat (is the spore cloud realy usefull in a 25 member raid ?)

- Windserpent (seems to me like the best dmg cunning pet or am i wrong ?)


I would skill the pet like this: Pet Calculator - Wowhead


Thanks for your tipps and answers!
Hello, I think a lot of MM are trying to figure out the same thing, including myself, and I have looked at those same 3 pets for raiding, but right this moment, it is a bit tough to predict their dps, since the spread sheet is still getting ironed out as far as the wolverine bite is concerned, and Roar of recovery is still not fully implemented.

Other posters have indicated that a windserpent may bring the highest single target pure dps. When trying to calculate the sporebat, the spread sheet does factor the spore cloud damage, but it does factor in the armor reduction, which increases our overall damage (hunter + pet).

*Edited*

If your cunning pet will be a raid pet, I would suggest against cornered, take up another point into owl's focus (helps if you go thru a critical drought), and put the extra point into stam, or resistance or even boar's speed (this will actually increase the pets dps).

Unless you are in the ptr, I would not spend a lot of time and effort testing them out now, since their skills are being changed, and the cat or scorpion are still vastly superior.

Last edited by ankah : 01/08/09 at 3:05 PM.

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Old 01/08/09, 1:47 PM   #1165
KraxisSingular
Banned
 
Blood Elf Hunter
 
Runetotem (EU)
Originally Posted by TrevvyTrev View Post
It probably is not as tough as you think. Rake is not the only bleed in the game (it's not even the only pet bleed), so they should be able to apply the same approach that they use with those to find a "sweet spot". The bleed dot still ignores armor, which can stack up well compared to other abilities that do not.

But in any event, Mangle isn't the only debuff that increases damage. There are the spell damage modifiers, plus plain old armor debuffs too. Pretty much every pet (or class) performs better (or worse) with different debuffs present and different raid makeups. Monstrous Bite gains more from armor debuffs than rake does; lightning breath gains more from the spell debuffs than savage rend does; and so on. Just because something shines in a particular environment doesn't necessarily make it overpowered overall.
My point is that the Mangle debuff is much rarer in general. Arms Warriors in raids are highly uncommon for several reasons (including lower DPS than Fury as well as not being as 'cool', etc) and Feral is the least common Druid spec atm in a lot of places, many former Ferals are now Balance.

The other debuffs are much easier to get, leading to an imbalance in buffs for the various attacktypes. It isn't good to balance an ability based on a perfect setup if that setup is impractical in most cases.

Even if Rake is not the only bleed (duh), it is the most important in relation to the main DPS. Why? Because the racial is the only variable more or less. Savage Rend is on a much longer CD, leading to a much smaller proportion of the DPS. Rake will remain at least 1/5th of the special damage of a Cat (with Longevity), if it isn't, then it doesn't pay to use it, and it is effectively underpowered in relation to Claw. 1/5th of pet special DPS is a fair bit when it is the only real variable. Hence the Mengle debuff becomes very central... And it being less common overall makes Cats less viable if balanced with Mangle in mind.
Of course if you always have the Mangle debuff, great for you. But at least on my realm Feral Druids are highly uncommon, and Arms Warriors nowhere to be found. And I have asked around and searched a bit and found that Ferals are indeed less common than previously overall.

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Old 01/08/09, 2:06 PM   #1166
TrevvyTrev
Don Flamenco
 
Night Elf Hunter
 
Gilneas
Originally Posted by KraxisSingular View Post
My point is that the Mangle debuff is much rarer in general. Arms Warriors in raids are highly uncommon for several reasons (including lower DPS than Fury as well as not being as 'cool', etc) and Feral is the least common Druid spec atm in a lot of places, many former Ferals are now Balance.
This means it is less likely that Blizzard will balance it to only do respectable damage if the debuff is available. Your concern was that cats would be overpowered if rake is not balanced to assume that mangle is up, which would make them underpowered for those times when the debuff isn't up (which you suggest would be most of the time).

But there's the rub. If the debuff is rare, then at worst cats outshine other pets in the "rare" circumstances where mangle is available, and that's not that big a deal. Who cares if sometimes cats are the best pets if there's a certain class around with a certain debuff? As long as cats aren't always the best pets to use, there isn't a balance issue. If mangle is only available 10% of the time (just an example) then cats only outdamage other pets 10% of the time, and the other 90% they don't. Somewhere in that 90% are other pets that in certain circumstances are the highest damaging pet -- for example if no mangle is available but Earth and Moon is, and there aren't full armor debuffs, then a Corehound might be the most damaging pet. It's not a "tough balancing issue." GC said that they want to avoid the "One Pet(tm)" that you always bring, not that every pet has to do the same damage irrespective of which debuffs are available to them.

My point about rake not being the only bleed was just to illustrate that Blizzard already knows how to balance them in light of the likelihood of certain debuffs. Rupture is not underpowered without a feral druid or arms warrior and overpowered when there is one around. Why would it be any more difficult to find a similar number for Rake?

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Old 01/08/09, 2:11 PM   #1167
mako
Don Flamenco
 
mako's Avatar
 
Blood Elf Hunter
 
<Bad>
Dragonmaw
Originally Posted by ankah View Post
Since spore cloud is not treated as a major or minor armor reduction, it's debuff that would bring the greatest benefit to the entire raid, even if it does not the top dps pet.
Spore cloud is a minor armor debuff, and does not stack with faerie fire or curse of recklessness. Were it freely stacking with other minor debuffs, the first hunter in a 25 man would already be bringing a spore bat to optimize raid dps for his/her raid.

It's called Bloodlust, not Heroism. What kind of pansy name is Heroism, anyway?
<Bad> Dragonmaw US
www.damnwesuck.com
12/13 [25] Heroic - Recruiting exceptional players.

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Old 01/08/09, 2:16 PM   #1168
zigmund555
Glass Joe
 
Draenei Hunter
 
Thunderlord
Edit: Mako beat me to the punch.

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Old 01/08/09, 2:23 PM   #1169
ankah
Piston Honda
 
Orc Hunter
 
Eitrigg
Originally Posted by Selmarix View Post
I had look at the steady shot haste calculations in the spreadsheet. The main inaccuracy is that proc hastes are averaged out and then considered as static haste. The result is that a strong proc or use haste effect that will only cap steady shot for a part of the time will work towards permanent steady shot capping in the spreadsheet. So dps is overestimated and haste value on gear underestimated.
To fix that some remodelling will be needed. The real static haste should be seperated from the part time hastes. Since nearly all (maybe all?) part time hastes will haste cap steady shot it is reasonable to assume that the average steady shot cast time will then be (Percentage of Time with any haste proc or use) * 1.5 + (Percentage of time with no haste proc or use) * (Steady Cast time with the real static haste)

On the other hand it seems like Improved Aspect of the Hawk is not considered at all for steady shot cast time (it has an effect on that until the cap, doesn't it?)..
Still trying to figure the haste and its affect on bottom line dps and the effect on steady in regards to the cap, but it looks like the over value towards SS and the undervalue in general seems correct so far.

I have some other questions. Shouldn't the value of ArP change with armor reducing debuffs (overview, hunter statistics)? If the target has 100k armor, and you reduce it by 3k, then your ArP will reduce from a base of 97k, or is it taken into account under armor reduction (shot rotation)?

I have also noticed that call of the wild is giving a static of 1% in several calculation, not sure why 1%, and it does not change regardless of which pet you have. You first see it on Ranged Attack Power, adding to the tooltip total, which is used for RAP fighting mob, and from there just about every where. Is this correct? I don't think it is, but if it is so, could some one explain it to me, please?

It just hit me, but where do I input my race?

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Old 01/08/09, 2:26 PM   #1170
Fierra
Piston Honda
 
Night Elf Hunter
 
Fenris
Originally Posted by ankah View Post
It just hit me, but where do I input my race?
Gear Tab, just under profile; it's a drop-down selectable menu.

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Old 01/08/09, 2:34 PM   #1171
Masterdragon
Von Kaiser
 
Masterdragon's Avatar
 
Orc Hunter
 
Mal'Ganis
Just noticed a bug you have with Scorpid Posion in the lastest version.
In all the Older versions of the spread sheet you have the Min Damage set to 45 and Max Damage set to 55. This was correct as Scorpid Poison read as follows.

Scorpid Poison - Spell - World of Warcraft
Stings an enemy for 45 Nature damage over 10 sec. Effect can stack up to 5 times on a single target.
Scorpid Poison: 9 to 11 Nature damage every 2 sec.
However you misinterpeted the information given on the PTR update.

Rank 6 Scorpid Poison - 23 base Nature damage per tick, ticks every 2 sec for 10 sec, 0.014 coefficient, 1 stack max, 10 sec cooldown
Scorpid Poison lasts for 10 seconds and ticks 5 times. The Min and Max Values need to be set at 115 (23*5 ticks).
You set the Min and Max Values at 23 which is the tick value and not the total value over 10s.

Ideally, the new scorpid poison is going to tick around where a 2 stack currently gives with live.

Last edited by Masterdragon : 01/08/09 at 2:49 PM.

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Old 01/08/09, 4:34 PM   #1172
Sapphique
Glass Joe
 
Sapphique's Avatar
 
Troll Hunter
 
Llane
It would appear that Feeding Frenzy isn't quite correct yet. The talent tooltip indicates that it is active whenever the enemy is below 35% health, but the spreadsheet is checking whether Boss HP is less than 20%. Unless there's a discrepancy of which I'm not aware between the tooltip and the game implementation, I would expect to see 0.35 instead of 0.20 in this comparison.

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Old 01/08/09, 4:42 PM   #1173
Scrith
Glass Joe
 
Worgen Hunter
 
Draenor
Originally Posted by Sellath View Post
I wanted to post that for quite some time now, but I thought that this was known and will be fixed soon.
Well it seems to me that to many people are using Icewalker
Yes, the foot enchant Greater Assault is still broken (35 AP instead of 32 AP) in 81c (causing the wrong value to appear for this enchantment, and an error to appear when you read data from the Armory if the feet slot has this enchantment). I am also surprised it has been broken so long, given that it is the best Hunter enchantment for the feet slot for most builds.

By the way, I noticed that the Pet DPS values in the saved profiles for Shandara are wrong in 81c (they should be significantly lower now that scorpid poison has been updated to work the way it does on PTR, but willl not show the correct values in the Overview until you manually save them yourself after loading each profile and updating rotation/attributes/etc.).

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Old 01/09/09, 2:02 AM   #1174
TrevvyTrev
Don Flamenco
 
Night Elf Hunter
 
Gilneas
In the latest build, speccing into Ferocious Inspiration increases the damage done by arcane shot by 9%. This is independent of whether FI is actually up. The bonus is additive with Improved arcane shot -- i.e., if both are fully maxxed then Arcane Shot damage is increased by 9% + 15% = 24%. Hard numbers from the PTR, BM specced (incl. Focused Fire) with 3768 RAP:

Arcane shot with no pet out, 3/3 FI and 3/3 Imp. Arcane: 1311 (corresponds to (15% RAP (565.2) + 492) * 1.24)

Same as above but with pet out: 1337 (corresponds to 1311 * 1.02).

I point this out because initially I mulitplied by the bonuses independently, and got the wrong result. I also got the wrong result when I added them together first.

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Old 01/09/09, 6:44 AM   #1175
Chul
Piston Honda
 
Chul's Avatar
 
Orc Hunter
 
Proudmoore
On the latest PTR build, Rabid is off the pet GCD (and it autocasts automatically).

Interesting to note that the pet damage bonus on Kindred Spirits (+15%) still isn't working. This will be nasty if it goes live.

Doing a quick check of AP scaling, it looks like pets still use the magic spell scaling (give or take) except those that GC listed (spirit shock, scorpid poison). Did notice that gorillas only use ~2.6% on thunderstomp, but meh.

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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