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01/11/09, 5:58 PM
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#16
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Piston Honda
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Thayer, I think it is interesting that your test with FA showed a 6.0% crit reduction. The BC value was 1.2%, and with full hit cap in WLK we are showing 4.8%, which is four times greater. Your test showed results which are five times greater at ~20% crit. My tests showed a 4.8% crit reduction whether hit capped from gear or from using FA, but I was testing at only 10.0% crit.
The only variable between my test and yours is the crit rate, since yours was 21.72% -- we had the same spec of 0/3/0 and the same hit rate of 5% from gear.
Originally Posted by Thayer
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These two links seem to go to the same image. Did you already do a 10K shot test at ~20% crit without FA?
My thought is that we need to run a hit capped 0/0/0 test test at ~20% crit, and also tests at ~30%, and see what happens, as you propose in your initial post.
I am in the process of a 0/0/0 test at 8% hit from gear and 20% paperdoll crit, so if you have already run one, I would be interested to see the results! I'll edit in my results here when the testing is complete, but it may take me another day or two to accumulate enough shots.
Whether the test without FA at 20% shows a 4.8% or a 6.0% crit reduction, it will be interesting information. I don't think I have the gear yet to pull off an untalented 30% crit rate with either 8% or 5% hit. If you can, I hope you will go for it and post the results.
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01/11/09, 7:28 PM
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#17
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Piston Honda
Night Elf Hunter
Khaz Modan
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Originally Posted by Rosamonde
Thayer, I think it is interesting that your test with FA showed a 6.0% crit reduction. The BC value was 1.2%, and with full hit cap in WLK we are showing 4.8%, which is four times greater. Your test showed results which are five times greater at ~20% crit. My tests showed a 4.8% crit reduction whether hit capped from gear or from using FA, but I was testing at only 10.0% crit.
The only variable between my test and yours is the crit rate, since yours was 21.72% -- we had the same spec of 0/3/0 and the same hit rate of 5% from gear.
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Yes, I have a feeling that the more crit you get, the more crit you lose from FA. If your test show 4.8 percent with FA, then I would have something else going on, with the only apparent possibility being a incompatibility with crit from Master of Anatomy and hit from FA. Are you 400 Skinning as well?
Originally Posted by Rosamonde
These two links seem to go to the same image. Did you already do a 10K shot test at ~20% crit without FA?
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I corrected the links, thank you. I have not run a 10k test without FA. I was actually planning on running an 8 percent hit test along with 3 percent from FA, to see if FA overwrites crit from gear.
Originally Posted by Rosamonde
My thought is that we need to run a hit capped 0/0/0 test test at ~20% crit, and also tests at ~30%, and see what happens, as you propose in your initial post.
I am in the process of a 0/0/0 test at 8% hit from gear and 20% paperdoll crit, so if you have already run one, I would be interested to see the results! I'll edit in my results here when the testing is complete, but it may take me another day or two to accumulate enough shots.
Whether the test without FA at 20% shows a 4.8% or a 6.0% crit reduction, it will be interesting information. I don't think I have the gear yet to pull off an untalented 30% crit rate with either 8% or 5% hit. If you can, I hope you will go for it and post the results.
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This will work fine! I can run a test at 8 percent hit capped from gear at around 27.5 crit with my gear. Yes, 10k worth of Auto Shots can take a while...
Last edited by Thayer : 01/11/09 at 7:34 PM.
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Don't mind my kitty, those are just love bites...
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01/11/09, 9:21 PM
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#18
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Piston Honda
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Originally Posted by Thayer
Yes, I have a feeling that the more crit you get, the more crit you lose from FA. If your test show 4.8 percent with FA, then I would have something else going on, with the only apparent possibility being a incompatibility with crit from Master of Anatomy and hit from FA. Are you 400 Skinning as well?
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Yes, I do have 400 Skinning.
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01/11/09, 9:44 PM
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#19
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Piston Honda
Night Elf Hunter
Khaz Modan
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Originally Posted by Rosamonde
Yes, I do have 400 Skinning.
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If this has some effect, it would only be .54 percent. You can see the progress of my test in one of the above posts, where I am showing an example of RNR during the 10k test.
I am doing a test in 1000 shot blocks. I will post each block and the cumulative averages. The test is at 27.86 crit, 263 hit from gear.
1: 20.1 crit return --- 7.76 crit reduction --- 7.76 crit reduction average
2: 22.0 crit return --- 5.86 crit reduction --- 6.81 crit reduction average
3: 20.8 crit return --- 7.06 crit reduction --- 6.89 crit reduction average
4: 21.8 crit return --- 6.06 crit reduction --- 6.69 crit reduction average
5: 20.6 crit return --- 7.26 crit reduction --- 6.80 crit reduction average --- 62 shots blocked (6.2 percent)
6: 22.7 crit return --- 5.16 crit reduction --- 6.53 crit reduction average --- 48 shots blocked (4.8 percent)
7: 22.9 crit return --- 4.96 crit reduction --- 6.30 crit reduction average --- 52 shots blocked (5.2 percent)
8: 22.7 crit return --- 5.16 crit reduction --- 6.16 crit reduction average --- 55 shots blocked (5.5 percent)
9: 19.4 crit return --- 8.46 crit reduction --- 6.42 crit reduction average --- 50 shots blocked (5.0 percent)
EDIT: Removed redundant information in order to make room for crit bonus differences. This will be a constantly updated post.
Any further updates on this information have been move to a post further in the thread, in order to make the data easier to parse.
Note: I pay 2g 17s to 3g 43s a repair at 1000 shots, so its costing me 20 to 40 copper or so copper a shot... I guess I am mailing each shot to my target!
Last edited by Thayer : 01/14/09 at 4:11 AM.
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Don't mind my kitty, those are just love bites...
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01/12/09, 1:31 AM
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#20
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Piston Honda
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Have we considered the possibility of diminishing returns being inadvertently added to Critical Strike rating?
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My tests showed a 4.8% crit reduction whether hit capped from gear or from using FA, but I was testing at only 10.0% crit.
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This would suggest that if 10% is below the DR threshold, you may have varying values between critical strike ratings. With the addition of it to defensive characteristics I don't see it being an impossibility.
This speculation would require a very large sample size, but it seems possible. I can get you some small sample data tomorrow if your current tests are consistent with your first.
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01/12/09, 1:54 AM
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#21
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Piston Honda
Night Elf Hunter
Khaz Modan
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Originally Posted by dssurge
Have we considered the possibility of diminishing returns being inadvertently added to Critical Strike rating?
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That has actually come across my mind. Since I started testing in 1000 shot blocks, I noticed the crit has a tendency to be higher in the beginning of the test for the first few hundred shots, then it starts to come down.
I will post a 200 shot parse here, and go down in parse size if need be. the numbers are the cumulative crit rating.
1: 23.0 crit
2: 21.7 crit
3: 22.8 crit
4: 22.7 crit
5: 21.8 crit (final, crit block 4 in my previous post)
Of course as I start my next 1000 shot block, the first 150 shots were at only 15 percent crit...
Also as I was looking at the combat log, I saw blocked damage, and it was always 76. I am going to go back into my previous 10k test to see what percentage of shots had blocked damage. It described Critical and Blocked in the same space, and I never saw an instance of a blocked Critical.
In my first 10K test I had 496 shots with blocked damage. That is 0.0496 percent of my shots, or approx. 5 percent. If this is a contributor to the reduction of crit returns, then there are three ways I can see it being a factor, one of which should not effect my crit return.
1: in a one roll system, with the blocked shots being at 5 percent, then crit would get its own numerical value, thus blocked shots simply becoming the low rolls.
2: in a two roll system, with the first roll having an option to hit or miss, and the second roll has an option of crit, parry, normal and block, and assuming that there is a set block value, the block would have a scaling effect on crit returns.
If we assume block at 5 percent, as I found in my 10K test, then at 10 percent this would only reduce crit by 0.5 percent, and at 30 percent by 1.5 percent, so it would not be a significant factor. I simply applied crit returns based on 95 percent of shots being available.
3: in a two roll system, with the first roll having an option to hit, miss or crit, and the second roll has an option to block, parry or hit normally, then we would see a scaling effect on crit returns again. This would in effect be the same scaling pattern, as each individual crit would have a chance to be blocked, thus increasing the crit reduction.
For 10 percent crit, 5 percent of that is 0.5, while for 30 percent 5 percent of that is 1.5, the same as before.
If the case was true for 2 and 3 then this could be the cause of the discrepancy, but it could also be something assumed in the 4.8 percent. The scale nature of this would point away from this being the case, but then again, I believe most tests to confirm the 4.8 percent crit return were done at low crit rates.
I will have to look to see if rogue forums have shown an effect on crit returns from expertise, since for melee, there is a much higher dodge, parry, block etc. chance. If at expertise capped, they are still showing blocked damage, then this point is mute.
This may show that the blocked damage shots may indeed be causing crit reduction.
In my first test, since I had to change out gear to drop to 164 hit, my crit was 21.72. Using the formulation above, this would result in a 1.08 percent crit reduction. My return was 1.2 percent, leaving a margin of +0.12 percent for RNR.
In my 6000 shot test, since I did not screen shot my recount, I will assume 5 percent block damage hits for this calculation.
In the 6000 shot test, my crit rating was 27.86, so using the formulation, it would result in a 1.39 percent crit reduction. My 6000 shot test returned only a 5.86 percent crit reduction, leaving only 1.06 percent outside of the 4.8 percent standard. this would create a larger margin for RNR, at -0.33 percent. This would also be counter to the scaling pattern, though at a 5 percent crit difference, this is small fluctuations we are dealing with here.
The 5 percent block value is an assumption off of one test, so I will record the blocked damage percentage in my 1000 shot parses.
This is becoming about a bit more then just FA, though I am still watching for that discrepancy.
Last edited by Thayer : 01/12/09 at 5:43 AM.
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Don't mind my kitty, those are just love bites...
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01/12/09, 2:31 AM
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#22
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Piston Honda
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I'm currently auto-shotting with a 0/2/0 spec (I normally only put 2 points into FA due to my gear set) and after 1000 shots @ 23.26% crit I have a -4.66% crit rate. I'm planning on letting this run till my gun breaks or I run out of ammo (~3000 shots) and resume it tomorrow when I wake up.
Honestly not seeing the numbers you guys are getting, even on small sample sizes.
edit:
Final Number (because I'm an idiot and forgot to reset my Recount so I have to use a segment when I went to reload.)
Total: 2318
Hits 1913
Crits: 405
Char Sheet Crit: 23.26%
Expected Crit: 18.46%
Actual: 17.47%
Difference: -0.99%
Sample size probably too small, I'll let it run all afternoon tomorrow, but I think theres something here...
Last edited by dssurge : 01/12/09 at 3:26 AM.
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01/12/09, 4:26 AM
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#23
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Piston Honda
Night Elf Hunter
Khaz Modan
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If I average my first 6000 shot test with my second parsed tests, at 6000 I get a 6.195 average, which is lending itself to negate the factor of FA effecting crit returns. There is now reason to believe that a higher crit rating may result in lower crit returns. This may be a case of DR on crit, it may be associated with blocked damage shots, or it may be a third factor we are not aware of at this moment.
A 6.165 average - 4.80 standard crit reduction is a additional 1.365 crit reduction. Using my previous formulation on blocked damage shots, I assumed a 1.39 crit reduction, and this would seem to fall in line with a -0.025 percent RNR swing.
Of course all this is subject to change, as all things are. Remember I am operating under the assumption of 5 percent blocked damage shots.
Originally Posted by dssurge
Total: 2318
Hits 1913
Crits: 405
Char Sheet Crit: 23.26%
Expected Crit: 18.46%
Actual: 17.47%
Difference: -0.99%
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Using the assumed equation we would expect a blocked damage shot crit reduction of 1.16 Percent. This leaves a RNR swing of +0.17 percent. This larger swing is acceptable at the moment because of the size of the sample available.
Originally Posted by Eurytos
Paper Doll:
26.46% Crit
169 Hit
3/3 FA
Auto Shot:
2315 Hit
585 Crit
2900 Total
20.17% Crit
6.29% Discrepancy
Auto Shot:
2153 Hit
610 Crit
2763 Total
22.08% Crit
4.38% Discrepancy
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Using these numbers for Auto shot only, we get a total of 5663 shots fired with 1195 crits, for a crit percentage of 21.1, and a crit reduction of 5.36, resulting in a 0.56 additional crit reduction. Using the assumed formulation, we would presume a 1.05 percent additional crit reduction. This gives us the largest RNR swing of -0.49 percent, over ~6000 shots.
Note: this sample was preformed in conjunction with using Steady Shot, and with all talent points spent.
We would need a much larger test pool at 00 / 00 / 00, or any variant up to 00 / 03 / 00, while hit capped, to solidity any theory stated in this thread.
Last edit for the night, time to sleep.
Last edited by Thayer : 01/12/09 at 5:54 AM.
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Don't mind my kitty, those are just love bites...
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01/12/09, 1:19 PM
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#24
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Piston Honda
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Originally Posted by Thayer
Note: I pay 2g 17s to 3g 43s a repair at 1000 shots, so its costing me 20 to 40 copper or so copper a shot... I guess I am mailing each shot to my target!
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Are you removing all armor not specifically needed to get the stats you're testing, and firing the [Dalaran Rifle] or something similar?
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01/12/09, 7:49 PM
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#25
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Piston Honda
Night Elf Hunter
Khaz Modan
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Originally Posted by Har
Are you removing all armor not specifically needed to get the stats you're testing, and firing the [Dalaran Rifle] or something similar?
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Nope I need max gear to get the crit high enough. I am fine on gold, it is just an observation.
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Don't mind my kitty, those are just love bites...
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01/12/09, 9:28 PM
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#26
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Piston Honda
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I have completed my test of 10,000 shots using 0/0/0 spec, 8% hit from gear and ~20% crit (closest I could manage with my gear). I am afraid the results muddy the water a bit.
I am seeing a 5.39% crit loss, which is more or less 0.6% more than the expected 4.8% loss, but not as much as Thayer was getting using FA for part of his hit. In fact, it is half as much.
Test done on Darnassus Heroic Dummy:
Heroic Test Dummy -- 10,000 Autoshots
spec 0/0/0
268 (8.17%) hit rating from gear
20.17% Paper Doll crit
14.78% Actual crit
5.39% Crit depression
Screenshot
Screenshot (Including info on blocked damage)
In one of my posts in the old thread, I noted that most of the test results posted in the hunter forums for various reasons showed ~5.3% crit loss on the heroic dummy. I had speculated that this was a built-in higher rate of crit loss for ranged compared to the melee rate of 4.8%. This did not seem to be borne out by further tests I reported in that post and later in the thread, which showed 4.8% crit loss for ranged too.
I have also noted that tests with more or less full specs seemed to incur the 5.3% rate while stripped down specs got 4.8%. However, it is also true that the tests giving the 5.3% rate were with paperdoll crit of 20-22%, while the tests with stripped down specs were also done with stripped down gear and low paperdoll crit rates. It seems to be the crit rate rather than the talent composition that is affecting the results.
While the blocked shots could explain the reduced crit rate found at 20% paperdoll crit, I really don't understand why blocked shots would not also affect a 10% paperdoll crit rate in the same way. I am leaning towards diminished returns as the explanation, as dssurge suggested, except it may not be unintentional. The final test results on the higher crit rate that Thayer is working on will be enlightening, and Focused Aim isn't completely off the hook yet -- the test with FA showed 6.0% crit loss vs 5.4% loss fully hit capped from gear. Unless 10,000 shots is not enough to eliminate the RNG when looking at such a small difference...
I haven't been following the melee crit loss discussion in the rogue forum to see if they have been noticing the same effect.
Last edited by Rosamonde : 01/12/09 at 9:30 PM.
Reason: add link
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01/13/09, 1:40 AM
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#27
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Piston Honda
Night Elf Hunter
Khaz Modan
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Well the main difference now is you had on 425 shots blocked, or 4.25 percent while I had 4.96 percent, thus creating a range for blocked damage shots.
My first 5000 shots where I am recording block damage values, is showing 5.34 percent blocked shots, and a higher crit reduction rate then you are showing.
I am going to get 5000 more shots with block values recorded, and then I will spec 5 points into crit, and with the piece of gear I got recently, I can test at 33.52 crit, 263 hit from gear.
This is my raiding block for the week for the next 3 nights, so I probably wont get anymore data until this weekend.
Last edited by Thayer : 01/13/09 at 1:48 AM.
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Don't mind my kitty, those are just love bites...
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01/13/09, 10:00 AM
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#28
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Piston Honda
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Originally Posted by Thayer
Well the main difference now is you had on 425 shots blocked, or 4.25 percent while I had 4.96 percent, thus creating a range for blocked damage shots.
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Where are you seeing how many blocked shots I had? I see the amount of damage that was blocked, but not the number of shots.
Do you think the difference in block/crit loss between my test and yours is merely RNG because of the small differences we are looking for, or the result of using FA?
Also, I should clarify that when I said "diminishing returns," that probably wasn't the best choice of wording. I was not referring to pvp style DR against a single target, but meant that the higher the crit rate, the higher the crit loss. During my test, the crit percent fluctuated, first down, then back up (but not as much), then down again (but not as much), so I don't think merely fighting the same target for a long time causes the crit loss to increase. I suppose block could be the mechanic for this diminished effect -- the more crit you have, the higher the block rate used against you?
If we are going to try tests using Lethal Shots, I can reach 30% crit I think with 5% hit from gear and Focused Aim. I'll try to fit it in over the course of the week since I will not be raiding again til the weekend.
Last edited by Rosamonde : 01/13/09 at 10:00 AM.
Reason: fix code
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01/13/09, 10:12 AM
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#29
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King Hippo
Blood Elf Hunter
Argent Dawn (EU)
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Currently I am not able to contribute data, but 2 thoughts strike me while reading this.
1: Hit cap. We assume its 8% through the various tests, but is it concievable that hit somehow affects hits and crits differently? This idea pops up from the attack table system that has been used to make tanks uncrushable, pushing crushing blows off the table. Could the same somehow affect hit/crit distribution now? After all we know something has been changed a lot with our chance to hit with both a lower hit percent required and with a greater crit depression.
2: Could it be that bosses have been changed to use the same defensive table as players, so the base crit depression is the same, while the actual crit depression can increase depending on the amount of other defensive abilities (for lack of better word) the boss / target has? So a higher chance to block pushes crit off the chart.
From what I'm reading nothing indicates that its resillience that has been added to the bosses (or am I mistaken?) so I try to think outside the box to come up with explanations for hinky results.
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01/13/09, 1:32 PM
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#30
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Piston Honda
Night Elf Hunter
Khaz Modan
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Originally Posted by Rosamonde
Where are you seeing how many blocked shots I had? I see the amount of damage that was blocked, but not the number of shots.
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From observing my combat log, and changing AP and such, i found that the amount blocked by the dummy is always 76. I took the blocked damage you had, divided by 76, and it always comes out to an integer.
SO 32300 / 76 = 425, and 425 out of 10000 shots is 4.25 percent.
Originally Posted by Rosamonde
Do you think the difference in block/crit loss between my test and yours is merely RNG because of the small differences we are looking for, or the result of using FA?
Also, I should clarify that when I said "diminishing returns," that probably wasn't the best choice of wording. I was not referring to pvp style DR against a single target, but meant that the higher the crit rate, the higher the crit loss. During my test, the crit percent fluctuated, first down, then back up (but not as much), then down again (but not as much), so I don't think merely fighting the same target for a long time causes the crit loss to increase. I suppose block could be the mechanic for this diminished effect -- the more crit you have, the higher the block rate used against you?
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I think we may have a more complex pattern occuring. What i thin is happening is there is some kind of "crit compression" occurring at higher levels of crit, and FA some how interacts to make this more apparent at lower crit levels. Right now i am more concerned at testing with Fully capped gear to find a baseline for the compression, if there is indeed one. I think the blocked damage shots are somehow involved, but we need more data, since s you stated, we are dealing with a small margin of error here, and a large sample size is needed to eliminate RNR as a factor.
So indeed, the hypothesis at this time is that the higher you crit rate becomes, the more crit you lose, due to some of the blocked damage shots being shots that were supposed to crit, and thus the block negated the crit. If you have A higher crit rate, then more of those shots will be blocked. The assumptive value i am operating at now is 5 percent of shots will be blocked, so if 5 percent of your crits become blocked and thus negated as crits, then you will see it become more evident at higher levels of crit.
Diminished returns is something I have though always applied to crit, and I always saw passing evidence that at a certain point, stacking crit no longer had as much of an effect on DPS returns. This may be due to what we may be finding here, or it may be due to some other factors, such as a "cap" on effective crit. In any case, what we are finding here may be a case of "diminished returns" on stacking crit, when it comes to attacking boss level mobs.
Originally Posted by Rosamonde
If we are going to try tests using Lethal Shots, I can reach 30% crit I think with 5% hit from gear and Focused Aim. I'll try to fit it in over the course of the week since I will not be raiding again til the weekend.
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This will help as well, as it will expand our range table for FA tests, and we can see if there is a higher "crit compression" at this level with FA as well.
If you look at my more recent tests, I am doing them in 1000 shot blocks, then doing the average myself, so I can get a better idea of the range of RNR per 1000 shots. I am shooting 1000 shots, and then recording my crit and such, as well as blocked shots, and then I am clearing Recount and starting a new record. This way we can observe the minute differences, as well as giving us the option of stopping a test midway and doing it in parts.
Also, as long as we keep the parameters such as spec, hit and crit the same, then we can keep expanding a test sample until we basically get no evidence of RNR being effective and corrupting our returns.
One of the other things I am doing is going to great pains to be EXACTLY hit capped, including re-gemming. This way, for now, I can eliminate the possibility of that extra 0.1 to 0.2 percent hit some how effecting my returns.
Originally Posted by Nooska
1: Hit cap. We assume its 8% through the various tests, but is it conceivable that hit somehow affects hits and crits differently? This idea pops up from the attack table system that has been used to make tanks uncrushable, pushing crushing blows off the table. Could the same somehow affect hit/crit distribution now? After all we know something has been changed a lot with our chance to hit with both a lower hit percent required and with a greater crit depression.
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I have considered this as well, so in the future I am going to run a test at approximately the same crit rating I have in my previous test, but with ~ 11 percent hit from gear. I can achieve this by switching out my crit trinkets for hit trinkets, then using lethal shots to replace the lost crit. Lethal shots has already been proven as a non factor in crit returns. I have also considered, since I can craft some gear running a expertise test to see if it reduces the amount of blocked damage shots, and that in turn replaces my crit loss. I don't see expertise as a solution to this regardless, because itemizing for 5 percent expertise to gain back 1 - 2 percent crit seems like its not really a worthwhile trade off.
Originally Posted by Nooska
2: Could it be that bosses have been changed to use the same defensive table as players, so the base crit depression is the same, while the actual crit depression can increase depending on the amount of other defensive abilities (for lack of better word) the boss / target has? So a higher chance to block pushes crit off the chart.
From what I'm reading nothing indicates that its resillience that has been added to the bosses (or am I mistaken?) so I try to think outside the box to come up with explanations for hinky results.
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This is pretty much what I am getting at by observing blocked damage shots, and I explained it in the above responses to Rosamonde. It occurs to me we should run test on the level 80 dummy at appropriate hit cap, and see if we get the same amount of blocked damage shots as well. This would be a good way to try to determine if the blocked damage is a static value, or something that increases as level difference increases, thus meaning we suffer from more crit depression on higher level mobs, such as raid bosses.
If resilience was a factor, then we would see a set amount of crit reduction regardless of crit percentage, and we would also see a reduction in the crit damage averages compared to normal hits, something I observed as well and found no evidence of occurring. As an example, in Rosamonde's test, her hit average was 564, while here crit average was 1172, so she was actually getting crits at an average of 207.8 percent, and any significant amount of resilience would have reduced this percentage, I assume.
Last edited by Thayer : 01/13/09 at 3:07 PM.
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Don't mind my kitty, those are just love bites...
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