I noticed a bug with the HitRatingToCap value shown on the Overview tab - it is using Excel formatting to round down, which makes it report one less hit than is actually needed to be on the correct side of hitcapped.
One fix is to change Overview!M41 to also do the appropriate CEILING or FLOOR functions, e.g.:
Hi all - I'm on a mac, and since the macros don't work I'm plugging stuff in manually... I can't seem to get the LnL talent to apply a dps increase for Arcane Shot. Actually, I think the calculations tab showed it as a -4.77 dps gain (version 80 of the spreadsheet). I just wanted to test out a hybrid AS build.
Is it possible to add a general gear multiplier for all stats that you get from your gear?
That way we could estimate scaling and scaling issues better by checking what your dps would be with 10% better gear (or whatever multiplier you prefer). Not quite correct for hit, but at least it is an estimate where you will be in future tiers.
Additionally there could then be a calculated value similar to the attribute tab with its dps gain per item budget that shows general scaling with the kind of gear you wear and your talent and rotation choices by dividing your dps with a gear multiplier of x (e.g. 10%) by your current dps. That value divided by x would then be a good scaling estimate.
I've been playing with v80 and all the upcoming nerfs. I'm seeing an overall dps loss of about 6%, That's not too bad and better than what I was afraid of. On bosses it's more though, almost 15 % with the crit loss figured in. I'm not sure we lose that much crit though. I don't lose more than 2%.
Just wondering if the Engineering Glove Enchant "Hyperspeed Accelerators" is modeled yet? I see it in the dropdown list for Hand Enchants, but it doesn't seem to add any DPS versus "None" for enchant. I couldn't find a model in the Calculations tab either. Thanks!
Great spreadsheet, thanks for your hard work maintaining it. I've been using it on my newly mained hunter as I approach 80 and it has been relatively accurate, which I realize is a hard thing to correctly do.
I did, however, notice one minor bug that causes IAotH to be overvalued, and especially its glyph:
On the calculations tab, under the cell IAotHShotSpeed, the speed of a weapon under the effects of IAotH are miscalculated. The formula there is: IAotHBaseSpeed * (1 - IAotHEffect). However, as I'm sure you know because it is correct in other places on the spread sheet, haste works by increasing the number of expected shots by x%, not by decreasing the the delay between shots by x%, as described here.
In other words, the correct formula is: IAotHBaseSpeed / (1 + IAotHEffect). The previous formula overestimates the contribution of IAotH buff to white damage, and becomes more apparent when it is glyphed.
The problem can be demonstrated with a simple test by checking your weapon speed after IAotH proc and comparing it to the value listed in this cell, from which the effect of IAotH is calculated.
Shandara, while doing some modelling of the upcoming changes (see here) I have found a weird change between version 79a and version 80.
Using identical gear, racial, talents and buffs, the version 80 spreadsheet produced a decrease of 4.2% crit (which I can understand from the lethal shots thread) and 120 AP, which I cannot explain. Are you calculating AP differently somehow now?
Well I'm playing with the v79 and v80 of the spreadsheet to try and see exactly what my dps drop is going to be and currently the same spec and gear and buffs and pet (scorpid) are showing a dps increase from 4946 to 5218, with my pet gaining over 400 dps going from 2389 to 2806 dps. Now I'm not the best at running this thing, haven't really played around with it that much, but I would have expected a much more substantial nerf than this, what exactly am I doing wrong?