Before the update Giants showed as more dps for me than Siren's. Now after your update Siren's shows as biggest dps upgrade.
I'm a dwarf and wondering if the Giants gun is not supposed to be the best ranged weapon for me? How (or where) can I see if the spreadsheet is calculating my racial gun bonus into the dps numbers?
Ah drat, this had slipped my mind to check. It has indeed been bugged for a while now. I've re-uploaded v88 with a quick fix for this.
With regard to focus starvation, I see a decent DPS boost on the spreadsheet to taking a second point in GftT (with MM and SV builds). Is the spreadsheet modeling the current situation where Explosive Shot ticks don't proc GftT?
If it is, then it's possible that once the announced changes occur in the coming patch, that 1/2 GftT will be enough for SV. If not, then it seems like the base Focus regen change from 24.5/4 sec to 20/4 sec essentially necessitate 2/2 GftT regardless of the ES fix.
I've re-uploaded v88 fixing a small bug with trinkets with on-use procs not adding dps properly and a toggle on the Shot Rotation for ES to proc stuff on crits.
Mammoth Cutter ammo seems missing and I see a person can still select a quiver even though the 15% speed increase is now built into Auto Shot (I assume this might be for testing)
nvm. on loading a pre saved profile all ammo appeared.
btw. Thank You for this sheet it really is a great help
Mammoth Cutter ammo seems missing and I see a person can still select a quiver even though the 15% speed increase is now built into Auto Shot (I assume this might be for testing)
nvm. on loading a pre saved profile all ammo appeared.
btw. Thank You for this sheet it really is a great help
Selecting quivers is purely cosmetic at the moment. I've been meaning to remove it..
EDIT:
Uploaded v88a which fixes the Troll racial (and puts in the changelog the several ninja-changes I did today).
Pendant of the Outcast Hero is showing as an Emblem of Valor purchase. It's purchased with Emblems of Heroism.
Obsidian Sanctum hard-mode items are showing up on the gear planner when the "hard mode" checkbox is not checked.
The shot priority box on the shot rotation tab shows Serpent Sting with a "cooldown" of 15 seconds when it is glyphed. It's correct at 21 on the reference table and shot rotation tester, though.
Shoulders of Misfortune show up on the gear planner as from Ulduar-25, when the 25-man box is not checked.
Pendant of the Outcast Hero is showing as an Emblem of Valor purchase. It's purchased with Emblems of Heroism.
Obsidian Sanctum hard-mode items are showing up on the gear planner when the "hard mode" checkbox is not checked.
The shot priority box on the shot rotation tab shows Serpent Sting with a "cooldown" of 15 seconds when it is glyphed. It's correct at 21 on the reference table and shot rotation tester, though.
Shoulders of Misfortune show up on the gear planner as from Ulduar-25, when the 25-man box is not checked.
Thanks. The Serpent Sting is a relic that I've been meaning to clean up. Serpent Sting obviously doesn't have a 'cooldown', but for ease of use was always treated by the spreadsheet as having a 15sec Cooldown.
I think there is a problem with the ammo selection. I add all my details and select load from Armory then when I try to change ammo it only lists arrows, it also pulls up a Quiver even though I'm using a normal bag now. Changing to a ammo pouch still doesn't make bullets available.
Also Steady Shot is showing a 1.31s cd, I'm sure that's been set to a static 2s (It is very possible that I am wrong though)
Also Steady Shot is showing a 1.31s cd, I'm sure that's been set to a static 2s (It is very possible that I am wrong though)
Regards,
I'm assuming your reading this from the shot rotation tab. The cooldown column in the table isn't strictly referring to the in game cooldown, it's just the time between when you would like to use that shot (the final result may not be this ideal time), i.e. Serpent Sting has no cooldown in game, but for the purpose of shot rotation it has a 15 second cooldown, because you won't use it before the previous one expires. I guess it could be worded better but I don't think its really necessary.
Shandara - are the new ArP calculations confirmed?
Judging by what you've done, the ArP from buffs has no cap, and then the cap is calculated using the remaining armor, the gear ArP then picks the minimum of the remaining armor and the cap.
This is opposed to calculating the cap based on the units base armor, and then both buffs and gear ArP picking the minimum.
Also I posted a while back in this thread a description of the LnL # of shots replaced is exactly 1.5. I guess you may not have agreed however it would be good to get it added as an option if anything.
EDIT: On the Pet Calc tab, it is still counting Blood Frenzy as 2%.
Sorry I did mean cast time instead of cooldown and looking at the rotation test page I see the cast time on Steady Shot is 2.3s which I assume is taking my latency into account then as well.
I changed a piece of armor now and see the default gem selected on all colors is Delicate Scarlet Ruby (16 Agi) where in the past it would try and use the best gem per color. I know we can change it manually just mentioning in case it is in error.
I'm assuming your reading this from the shot rotation tab. The cooldown column in the table isn't strictly referring to the in game cooldown, it's just the time between when you would like to use that shot (the final result may not be this ideal time), i.e. Serpent Sting has no cooldown in game, but for the purpose of shot rotation it has a 15 second cooldown, because you won't use it before the previous one expires. I guess it could be worded better but I don't think its really necessary.
Shandara - are the new ArP calculations confirmed?
Judging by what you've done, the ArP from buffs has no cap, and then the cap is calculated using the remaining armor, the gear ArP then picks the minimum of the remaining armor and the cap.
This is opposed to calculating the cap based on the units base armor, and then both buffs and gear ArP picking the minimum.
Also I posted a while back in this thread a description of the LnL # of shots replaced is exactly 1.5. I guess you may not have agreed however it would be good to get it added as an option if anything.
EDIT: On the Pet Calc tab, it is still counting Blood Frenzy as 2%.
I'm basing my calculations for ArP on this post. Where Aldriana takes the cap after applying sunders/FF. Also see this post.
I'm basing my calculations for ArP on this post. Where Aldriana takes the cap after applying sunders/FF. Also see this post.
Ok thanks, those posts are a bit over my head, but I'll take your word for it.
Also another thing I noticed was that the base agility from your race is not affected by kings/talents in the spreadsheet, however it is in game. Intellect is in the sheet and is in game. Stamina isn't in the sheet and is in game. Probably similar inconsistencies for the other stats.
EDIT: Hunters mark is affected by CotW and TSA, don't believe its this way in the spreadsheet. Pretty sure its the same for Expose Weakness, although I don't have a spare hunter around to help me test it atm.
EDIT: The tooltip RAP includes the average from the Agi proc from Greatness I believe, so won't match.
EDIT: MFD should affect Arcane Shot crit damage also.
EDIT: Your piercing shots calculations we're a lot different to what I was seeing in game, I've had a look at them and I believe for Steady Shot you've found the DPS and then multiplied it by 30% again, the other 2 appear correct.
EDIT: Furious shotgun and furious rifle have their stats mixed up. The shotgun is supposed to be the better version.
EDIT: Can't see a lot of whats happening because of the protection but I think your CrittingShotsPerSecond may be set up so that it thinks auto shot has 100% crit rate.
EDIT: MFD is increasing pet specials damage by 10% in the sheet, only supposed to be 5%.
Just a typo check:
- on the Talents panel, when I use the "Read from Armory" button, the DualSpec warning pop-up window reads "You have Dual Specialiation".
Although I did some research I couldn't find anything helpful on the topic so I'll just ask here:
The spreadsheet seems to assume a 100% global CD usage, but for me that is suboptimal because that will delay my explosive shots (which contribute a lot more to my DPS than SS) which I want to keep on CD as much as possible. I'll try to illustrate this. "ES (1.5), SS (1.5), SS (1.5), SS (1.5), ES" would in theory make perfect use of ES as it isn't delayed at all. However I'm not at the softcap for haste and even if I were there is still button delay and latency. Testings on a dummy showed me that my dps was consistently higher when I actually used ES, SS, SS, ES so I'm not using all my GCD but instead wait a bit. In the sandbox scenario that is the spreadsheet and the dummy it would thus constitute no difference in DPS if my SS cast time was 2 seconds instead of ~1.6 seconds as I'd still have to wait the same amount of time for my ES which would mean that the DPS contribution of Haste below the softcap would (in the spreadsheet scenario of me dpsing a boss without taking damage or moving) not be higher than the DPS contribution from haste over the softcap unless I reach a breaking point where it is actually worth delaying my explosive shots (and I'm not even sure if there really is one, which is probably depending on your individual latency).
So my question is: Has any research been done on this? If the problem I described actually exists would it be possible for the spreadsheet to account for it? Or am I doing something wrong here because this problem seems so obvious to me that I can hardly imagine it to be an oversight. Actually I just noticed this seems to be fixed with the new version of the spreadsheet as Haste below the softcap is valued a lot lower for me now (almost the same as over the haste cap).
FYI:
The 4 pieces T8 bonus has an internal CD of 45 seconds and an estimated proc chance of 25% (I tested it on the dummy using steady shot only and had a 25% uptime).
Sadly I did this on a german client, so the WWS of it is partly german.
(you might have to copy
spell="präzise schüsse"
in the filter tab as the link sometimes messes it up)
<snip>
I'll try to illustrate this. "ES (1.5), SS (1.5), SS (1.5), SS (1.5), ES" would in theory make perfect use of ES as it isn't delayed at all. However I'm not at the softcap for haste and even if I were there is still button delay and latency. Testings on a dummy showed me that my dps was consistently higher when I actually used ES, SS, SS, ES so I'm not using all my GCD but instead wait a bit.
<snip>
Firstly, the spreadsheet does allow the modelling of a single SS interleaved between ES during LnL in the settings tab, even though it is optimal to wait 0.5seconds past the GCD of each ES. There's really no reason to shoot a 2nd SS because ES damage > SS damage AND there are no ticking ES dots that will be overwritten which is the main reason someone would weave SS in the first place.
What it comes down to is that you're basically prioritizing a lower damage shot (SS) based on anecdotal "consistently higher dps".
Just to clarify, here's the timings of your rotation:
0 - ES
(1) - ES dot ticks
1.5 - SS
(2) - last ES dot ticks
3 - SS
4.5 - ES
It's been calculated previously that the optimal LnL usage is:
0 - ES
(1) - ES dot ticks
(2) - last ES dot ticks
2 - ES
(3) - ES dot ticks
(4) - last ES dot ticks
4 - ES
Firstly, the spreadsheet does allow the modelling of a single SS interleaved between ES during LnL in the settings tab, even though it is optimal to wait 0.5seconds past the GCD of each ES. There's really no reason to shoot a 2nd SS because ES damage > SS damage AND there are no ticking ES dots that will be overwritten which is the main reason someone would weave SS in the first place.
What it comes down to is that you're basically prioritizing a lower damage shot (SS) based on anecdotal "consistently higher dps".
Just to clarify, here's the timings of your rotation:
0 - ES
(1) - ES dot ticks
1.5 - SS
(2) - last ES dot ticks
3 - SS
4.5 - ES
It's been calculated previously that the optimal LnL usage is:
0 - ES
(1) - ES dot ticks
(2) - last ES dot ticks
2 - ES
(3) - ES dot ticks
(4) - last ES dot ticks
4 - ES
Hey rez. Hes not talking about interleaving though, or LnL at all for that matter. He means changing:
0.00 ES
1.50 Filler (1.5s Steady Shot)
3.00 Filler (1.5s Steady Shot)
4.50 Filler (1.5s Steady Shot)
6.00 ES
to:
0.00 ES
2.00 Filler (1.6s Steady Shot)
3.60 Filler (1.6s Steady Shot)
5.20 Nothing
6.00 ES
Ah, outside of LnL it comes down to your preferrence since at haste cap, ES would be available at arguably the same time. I think there was a calculation floating around of longest time to wait in order to not delay ES.
Here's a post discussing how to calculate how long you should delay in favor for ES:
Originally Posted by Selmarix
Ok, here is the more general calculation with only considering Explosive and Steady Shot:
Rotation 1 gives an extra full rotation every 6/delay rotations.
damageR1 = (6/delay + 1) * dprR1
damageR2 = (6/delay) * dprR2
dprR1 = 2*dpSteady + dpExp
dprR2 = 3*dpSteady + dpExp
So the point where they are equal is:
(6/delay + 1) * (2*dpSteady + dpExp) = (6/delay) * (3*dpSteady + dpExp)
dpExp = (6/delay - 2) * dpSteady
delay = 6 / ((dpExp / dpSteady) + 2)
Explosive Shot is usually around 5 times the damage of Steady Shot so if you have a delay of less than 0.85s it is better to delay the Explosive Shot rather than wait for its cooldown.