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Old 01/13/09, 2:44 PM   #31
Thayer
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Night Elf Hunter
 
Khaz Modan
Observation: In my test at 5 percent hit from gear, along with 3 percent from FA, I was getting average hits of 515, and average crits of 1036, or about 201.165 percent. Yet another significant discrepancy. Since I did not screen shot my 1000 block test and observe this difference, I will have to add that into my observation log as well.

So I will clarify the information I am looking for, if anyone else wants to provide test data as well.

1: Spec is limited to points in FA, or points in Lethal shots, and this is in combination with gear to reach the Hit Cap.

2: Screen shot your recount for each test, showing both the auto shot break down, and the detail panel to show the amount of blocked damage. When selecting the details panel for blocked damage, make sure to click on your name first in order to reset the details panel to the current spot. If you had looked at it at some point during the test, then it may freeze on that point and give an inaccurate reading.

If posting Screen Shots is not an option, then record the following values.

- Crit rating (percentage, specifying percentage from Lethal shots as a secondary number)
- Hit rating (numerical / percentage from gear, percentage from Focused Aim)
- Number of shots fired, number of crits, and the numerical averages for both of these (include crit percentage of course)
- Amount of blocked damage, which can be divided by 76 in order to determine the number of shots with blocked damage
- Specify if you are attacking from the front of the dummy, or the back.

Thank you everyone for the information gathering you are doing here.

Last edited by Thayer : 01/14/09 at 1:44 PM.

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Old 01/13/09, 2:47 PM   #32
Rosamonde
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Argent Dawn
Originally Posted by Thayer View Post
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.

...

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.
So the amount of damage blocked is always 76, no matter what ammo or weapon you are using? For the record, I have been using [Rough Arrow] because they are cheap and also there is a vendor who sells them conveniently located next to the Darnassus test dummies.

I was also thinking about needing test samples from the lvl 80 dummies -- perhaps it would be more useful if I did that next rather than testing a 30% crit with FA on the heroic dummy. I can certainly be more precise with my hit and crit rates if I don't need to push my crit to 30%.

I like the idea of doing the tests in blocks of 1000. How precisely must hit and crit ratings match in order to combine test data from more than one player? I was told by an engineer that combing tests with 10.00% and 10.01% crit was OK, so I did that in one of my previous rounds of testing..

If a soft cap for crit could be established, that would be useful. Although not an expert in game mechanics by any means, I know how to set up a test for one variable and am fairly well versed in working with paired T tests and standard deviations, so I hope I can be of assistance.


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Old 01/13/09, 2:53 PM   #33
Thayer
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Khaz Modan
Originally Posted by Rosamonde View Post
So the amount of damage blocked is always 76, no matter what ammo or weapon you are using? For the record, I have been using [Rough Arrow] because they are cheap and also there is a vendor who sells them conveniently located next to the Darnassus test dummies.
I was using wicked arrows, and I found dividing by 76 always gave an integer. If I have more logs from more people I can confirm this, but it seems to be a constant amount. Since block value for defense is set as an amount of damage, as opposed to a percentage of damage, then this is consistent with block value mechanics.

I test in Darnassus as well, for that convenience and less drive by buffs.



Originally Posted by Rosamonde View Post

I was also thinking about needing test samples from the lvl 80 dummies -- perhaps it would be more useful if I did that next rather than testing a 30% crit with FA on the heroic dummy. I can certainly be more precise with my hit and crit rates if I don't need to push my crit to 30%.

I like the idea of doing the tests in blocks of 1000. How precisely must hit and crit ratings match in order to combine test data from more than one player? I was told by an engineer that combing tests with 10.00% and 10.01% crit was OK, so I did that in one of my previous rounds of testing..

If a soft cap for crit could be established, that would be useful. Although not an expert in game mechanics by any means, I know how to set up a test for one variable and am fairly well versed in working with paired T tests and standard deviations, so I hope I can be of assistance.


I would actually prefer a test on the level 80 dummy with it capped from gear, as for now, I am trying to eliminate FA as a factor. If we can establish a baseline crit compression, the we can observe FA's behavior after this has been established.

I am working out how to combine logs, but the variance in crit is actually good, since it helps observe the apparent scaling nature of this effect. The thing I would be most concerned about is trying to keep hit cap rates as close as possible, since we are not certain yet if any points over the hit cap have any effect. Combining samples on a 0.01 difference is fine, since that is mathematically 1 extra crit out of 10,000, and this would not have a substantial effect. I will probably try to organize the data on crit range blocks, in order to see if the change in crit is proportional to the amount of crit compression.

Any help is useful, as I only have a limited time in the day. I am actually an artist who works on home renovations to get by, and I just happen to be good at math as well. I did focus on sculpture and that does use a lot of geometry. I actually placed out of Math in college, and was offered a partial scholarship if I switched from Art to Math, but my heart was set. If you have experience in mapping out this sort of thing, by all means, go ahead!

Last edited by Thayer : 01/13/09 at 3:04 PM.

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Old 01/13/09, 4:12 PM   #34
Kaji-Boulderfist
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Orc Hunter
 
Boulderfist
We know that blocks are never crits, at least for white attacks. This means either, You can't block crits or blocks negate criticals. Since the mob's block % isn't off can't we assume it's the latter? Could you take the % of crits expected to be blocked and work that into the data you already have? Let's say 25% crit and 5% block would mean 1.25% of your crits are being blocked. If you add 1.25% chance to your actual crit on your test, does that put you into your expected crit range?

I'll have some more data for you in a few hours. I'd like to get a 10k shot test but depending how long it takes I might have to stop at 5k and raid.

Oh yeah, all my blocks have been 76 damage reduction.

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Old 01/13/09, 4:24 PM   #35
Rosamonde
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Argent Dawn
Originally Posted by Thayer View Post

I would actually prefer a test on the level 80 dummy with it capped from gear, as for now, I am trying to eliminate FA as a factor. If we can establish a baseline crit compression, the we can observe FA's behavior after this has been established.
Hit cap vs another player of the same level is 5% -- I assume it's the same for a mob/dummy of the same level?


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Old 01/13/09, 4:39 PM   #36
Thayer
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Night Elf Hunter
 
Khaz Modan
Originally Posted by Rosamonde View Post
Hit cap vs another player of the same level is 5% -- I assume it's the same for a mob/dummy of the same level?

Yup it's 5 percent. There has been debate on whether hit from gear can crit, or if it simply replaces miss to count as hits, which would cause the same amount of crit depression as 5 percent blocked shots, using formula 2 that I outlined. Of course this would be evident on a 30 percent crit test on a level 80 dummy, so I don't think this is what is occurring.

Last edited by Thayer : 01/13/09 at 5:02 PM.

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Old 01/13/09, 5:08 PM   #37
Thayer
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Khaz Modan
Originally Posted by Kaji-Boulderfist View Post
We know that blocks are never crits, at least for white attacks. This means either, You can't block crits or blocks negate criticals. Since the mob's block % isn't off can't we assume it's the latter? Could you take the % of crits expected to be blocked and work that into the data you already have? Let's say 25% crit and 5% block would mean 1.25% of your crits are being blocked. If you add 1.25% chance to your actual crit on your test, does that put you into your expected crit range?

I'll have some more data for you in a few hours. I'd like to get a 10k shot test but depending how long it takes I might have to stop at 5k and raid.

Oh yeah, all my blocks have been 76 damage reduction.
That is already what I am doing in my previous posts. If you read back I am already applying 5 percent blocked damage negating crits to the information provided in the previous posts.

Example:

Originally Posted by Thayer View Post

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.
I am calculating based on an assumed 5 percent block rate along the same lines you described. With the fact that we are looking at RNR on ~25 percent of 10,000 shots, we are only mathematically informative returns on 2500 crits. So in order to reduce RNR, I think we need a test sample of at least 10,000 crits at the same crit rate, along with blocked damage shot rates, in order to start removing RNR swing on this small percentage we are testing.

This is why 1000 shot blocks are nice, it will take a while to get ~40,000 shots at the same approximate crit rating and hit rating.

Thanks for the info ahead of time, and help is appreciated, as it will certainly help to have a larger sample pool to extrapolate information. See if you can break it up into 1000 shot blocks, as I am trying to find the RNR threshold we need to shot for in order to reduce it's influence on our returns.

In my 1000 shot catalog post, you can see I am already getting fluctuations of 19.4 - 22.9, or 3.5 percent per 1000 shots. The current median is 214.44, which falls right into a +/- 1.75 percent RNR swing, but my sample is not big enough to confirm that confirm that. Even at 10,000 shot sample sizes, this would put RNR swing at +/- 0.175 percent, which at the margin of fluctuation we are testing, is still significant.

If you compare the 10k RNR swing to the post I quoted, you can see that the fluctuation i had falls within this threshold. Unfortunately, Rosamonde's test breaks this current model, since in 10k shots, she had a fluctuation of 0.49 percent. This may be attributed to her only having 4.25 percent blocked shots, as opposed to my 4.96 percent. Using her information solely, 4.25 percent of 20.17 Crit is 0.857 percent, and her return was 0.59 percent (5.39 - 4.80). This is a +0.267 fluctuation, a bit outside the acceptable range at this time.

The main anomaly I noticed is that she had almost 208 percent crit average over her hit average, when I had almost exactly 201 percent (with FA), as would have been expected. This may be a factor to the selective nature of this crit reduction.

Last edited by Thayer : 01/14/09 at 1:42 AM.

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Old 01/13/09, 6:45 PM   #38
Kaji-Boulderfist
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Orc Hunter
 
Boulderfist
Would it be better to attack the target from behind and get rid of block all together?

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Old 01/13/09, 7:35 PM   #39
Rosamonde
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Argent Dawn
Here is a running catalog of my latest hit-capped test vs the lvl 80 dummy in Darnassus with ~20% crit.

Each round of testing consists of 1000 autoshots. I have expressed an increase over the paperdoll crit as a "negative loss." (Incidentally, the amount of damage blocked by the lvl 80 dummy is 67.)

LVL 80 Dummy
0/0/0 spec
164 hit from gear (5.00%)
20.15% paperdoll crit
using +3% crit bonus meta
attacking from the front

01: 18.9 crit return --- 1.25 crit loss --- 1.25 crit loss average --- 38 shots blocked (3.8 percent) --- 206.7 crit bonus
02: 20.5 crit return -- -0.35 crit loss --- 0.45 crit loss average --- 54 shots blocked (5.4 percent) --- 209.7 crit bonus
03: 21.3 crit return -- -1.15 crit loss -- -0.08 crit loss average --- 46 shots blocked (4.6 percent) --- 210.2 crit bonus
04: 20.7 crit return -- -0.55 crit loss -- -0.20 crit loss average --- 53 shots blocked (5.3 percent) --- 206.9 crit bonus
05: 20.9 crit return -- -0.75 crit loss -- -0.31 crit loss average --- 47 shots blocked (4.7 percent) --- 208.8 crit bonus
06: 17.7 crit return --- 2.45 crit loss --- 0.29 crit loss average --- 46 shots blocked (4.6 percent) --- 207.8 crit bonus
07: 18.4 crit return --- 1.75 crit loss --- 0.38 crit loss average --- 56 shots blocked (5.6 percent) --- 209.9 crit bonus
08: 20.2 crit return -- -0.05 crit loss --- 0.32 crit loss average --- 45 shots blocked (4.5 percent) --- 206.0 crit bonus
09: 17.5 crit return --- 2.65 crit loss --- 0.58 crit loss average --- 63 shots blocked (6.3 percent) --- 207.1 crit bonus
10: 19.4 crit return --- 0.75 crit loss --- 0.60 crit loss average --- 51 shots blocked (5.1 percent) --- 207.9 crit bonus
11: 20.3 crit return -- -0.15 crit loss --- 0.53 crit loss average --- 38 shots blocked (3.8 percent) --- 209.0 crit bonus
12: 19.8 crit return --- 0.35 crit loss --- 0.52 crit loss average --- 50 shots blocked (5.0 percent) --- 209.0 crit bonus

Summary of full data
12,000 Autoshots
2356 crits (19.63%)
0.52% crit loss
587 blocked shots (4.89%)
208.25 average crit bonus

Mean = 0.525
Standard Deviation = 1.26

---------- +2 std dev: 3.045
2.65
2.45
---------- +1 std dev: 1.785
1.75
1.25
0.75
------------- Mean: 0.525
0.35
0.05
-0.15
-0.35
-0.55
-0.75
--------- -1 std dev: -0.735
-1.15
-------- -2 std dev: -1.995

==================================

LVL 80 Dummy
0/0/0 spec
164 hit from gear (5.00%)
20.15% paperdoll crit
using +3% crit bonus meta
attacking from the back

01: 20.4 crit return -- -0.25 crit loss -- -0.25 crit loss average --- 0 shots blocked (0 percent) --- 207.1 crit bonus
02: 19.8 crit return --- 0.35 crit loss --- 0.05 crit loss average --- 0 shots blocked (0 percent) --- 207.9 crit bonus
03: 22.5 crit return -- -2.35 crit loss -- -0.75 crit loss average --- 0 shots blocked (0 percent) --- 204.9 crit bonus
04: 21.1 crit return -- -0.95 crit loss -- -0.80 crit loss average --- 0 shots blocked (0 percent) --- 205.5 crit bonus
05: 19.7 crit return --- 0.45 crit loss -- -0.55 crit loss average --- 0 shots blocked (0 percent) --- 206.5 crit bonus
06: 18.6 crit return --- 1.55 crit loss -- -0.20 crit loss average --- 0 shots blocked (0 percent) --- 206.4 crit bonus
07: 19.7 crit return --- 0.45 crit loss -- -0.11 crit loss average --- 0 shots blocked (0 percent) --- 206.4 crit bonus
08: 18.1 crit return --- 2.05 crit loss --- 0.16 crit loss average --- 0 shots blocked (0 percent) --- 205.1 crit bonus
09: 19.6 crit return --- 0.55 crit loss --- 0.21 crit loss average --- 0 shots blocked (0 percent) --- 206.9 crit bonus
10: 21.6 crit return -- -1.45 crit loss --- 0.04 crit loss average --- 0 shots blocked (0 percent) --- 204.1 crit bonus
11: 20.3 crit return -- -0.15 crit loss --- 0.02 crit loss average --- 0 shots blocked (0 percent) --- 205.8 crit bonus
12: 17.9 crit return --- 2.25 crit loss --- 0.20 crit loss average --- 0 shots blocked (0 percent) --- 206.2 crit bonus

Summary of full data
12,000 Autoshots
2393 crits (19.94%)
0.21% crit loss
0 blocked shots (0%)
206.06 average crit bonus

Mean = 0.208
Standard Deviation = 1.37

--------- +2 std dev: 2.948
2.25
2.05
--------- +1 std dev: 1.578
1.55
0.55
0.45
0.45
0.35
====== Mean: 0.208
-0.15
-0.25
-0.95
-1.45
--------- -1 std dev: -1.162
-2.35
--------- -2.532

Last edited by Rosamonde : 01/18/09 at 1:08 PM. Reason: Add data


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Old 01/13/09, 7:49 PM   #40
Thayer
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Khaz Modan
Originally Posted by Kaji-Boulderfist View Post
Would it be better to attack the target from behind and get rid of block all together?
This may be a solution, but I am not sure if blocked damage, and actual blocks operate under the same mechanics...

I ran a preliminary test attacking the level 83 dummy from the back, though I did it raid specced as a 50 / 21 BM, so it is not a very controlled test. The only talent effecting crit was lethal shots.

I encountered no blocks damage in 1000 shots. At a crit rating of 33.52, 263 hit from gear, and I crit 28.3 percent. That is a 5.22 crit depression, and 0.52 excluding level difference. The nature of this test is such that not much can be inferred at the moment, and it was mainly to make sure there were no blocked shots from behind. I will have to begin a separate block series from behind the dummy, with all the parameters the same as my original block log series (which I still have to expand), in order to see if my crit reduction average is decreased. Also, my crit bonus was 206.5 percent while hit capped from gear. The only time I have gotten a lower average was with FA.

I recalled I did the Patchwerk fight from the front, and I found that 4.7 percent of my Auto shots had mitigated damage through blocks. I had 6.9 percent for my Steady shots as well. This is not isolated to Auto shots only then.

Following this link will take you to that incident. Wow Web Stats

Click on the area where it says mitigated %, 0.2 percent. This will expand the shot information and you can see blocked percentages for each shot. Also, using this information, I can see that I had 7 shots with blocked damage for a total of 532, which is exactly 76 blocked damage per shot. We can only infer this part of our test from this, as the crit returns, and crit averages have too many variables operating to be anywhere near accurate.




This will be the location of a set of 1000 shot blocks from behind the dummy, in order to establish crit returns with no blocked damage shots. It will be done with 27.86 crit, 263 hit from gear, as my previous test series was. The only variable changed is positioning in relation to the dummy. Eventually we will get back to testing Focused Aim as well, but for now we have to isolate all the variables.



01: 23.6 crit return --- 4.26 crit loss --- 4.26 crit loss average --- 0 shots blocked (0.0 percent) --- 207.0 crit bonus
02: 23.8 crit return --- 4.06 crit loss --- 4.16 crit loss average --- 0 shots blocked (0.0 percent) --- 206.7 crit bonus
03: 22.5 crit return --- 5.36 crit loss --- 4.56 crit loss average --- 0 shots blocked (0.0 percent) --- 207.6 crit bonus
04: 18.8 crit return --- 9.06 crit loss --- 5.69 crit loss average --- 0 shots blocked (0.0 percent) --- 205.1 crit bonus
05: 21.5 crit return --- 6.36 crit loss --- 5.82 crit loss average --- 0 shots blocked (0.0 percent) --- 205.8 crit bonus

06: 22.5 crit return --- 5.36 crit loss --- 5.74 crit loss average --- 0 shots blocked (0.0 percent) --- 207.6 crit bonus
07: 23.0 crit return --- 4.86 crit loss --- 5.62 crit loss average --- 0 shots blocked (0.0 percent) --- 209.9 crit bonus
08: 24.5 crit return --- 3.36 crit loss --- 5.34 crit loss average --- 0 shots blocked (0.0 percent) --- 204.8 crit bonus
09: 22.9 crit return --- 4.96 crit loss --- 5.29 crit loss average --- 0 shots blocked (0.0 percent) --- 206.5 crit bonus
10: 23.9 crit return --- 3.96 crit loss --- 5.16 crit loss average --- 0 shots blocked (0.0 percent) --- 203.2 crit bonus

11: 24.2 crit return --- 3.66 crit loss --- 5.02 crit loss average --- 0 shots blocked (0.0 percent) --- 204.7 crit bonus
12: 23.1 crit return --- 4.56 crit loss --- 4.99 crit loss average --- 0 shots blocked (0.0 percent) --- 206.3 crit bonus






In sample 2, for the first 500 shots, the crit return was at almost 27 percent.
In sample 4, for the first 300 shots or so I only had about 9 percent crit return.

Note: excluding sample 4, since it is obviously abnormally low, creates a cumulative average of 5.04. A string like this alone can taint a 10k sample by 0.4 percent, quite significant.



I have moved my information from my previous log post here, in order to make parsing the information easier. This test was preformed from in front of the dummy, as should be evident from the occurrence of blocked shots.

The test is at 27.86 crit, 263 hit from gear.


01: 20.1 crit return --- 7.76 crit loss --- 7.76 crit loss average
02: 22.0 crit return --- 5.86 crit loss --- 6.81 crit loss average
03: 20.8 crit return --- 7.06 crit loss --- 6.89 crit loss average
04: 21.8 crit return --- 6.06 crit loss --- 6.69 crit loss average
05: 20.6 crit return --- 7.26 crit loss --- 6.80 crit loss average --- 62 shots blocked (6.2 percent)

06: 22.7 crit return --- 5.16 crit loss --- 6.53 crit loss average --- 48 shots blocked (4.8 percent)
07: 22.9 crit return --- 4.96 crit loss --- 6.30 crit loss average --- 52 shots blocked (5.2 percent)
08: 22.7 crit return --- 5.16 crit loss --- 6.16 crit loss average --- 55 shots blocked (5.5 percent)
09: 19.4 crit return --- 8.46 crit loss --- 6.42 crit loss average --- 50 shots blocked (5.0 percent)
10: 21.8 crit return --- 6.06 crit loss --- 6.38 crit loss average --- 44 shots blocked (4.4 percent) --- 208.2 crit bonus

11: 23.3 crit return --- 4.56 crit loss --- 6.21 crit loss average --- 49 shots blocked (4.9 percent) --- 208.3 crit bonus
12: 20.6 crit return --- 7.26 crit loss --- 6.30 crit loss average --- 51 shots blocked (5.1 percent) --- 209.1 crit bonus

Last edited by Thayer : 01/19/09 at 11:16 PM.

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Old 01/13/09, 11:20 PM   #41
Thayer
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Night Elf Hunter
 
Khaz Modan
Incidentally, Crit caps out at 90.00 percent, since I had 42.43 crit in Naxx Raid buffed, and I got the Loathweb spore buff, and my paper doll only went to 90.00 percent.

Last edited by Thayer : 01/14/09 at 3:53 AM.

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Old 01/14/09, 6:24 AM   #42
Gada
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Auchindoun (EU)
Dont think crit caps out at 90%, at Loatheb i checked mine was at 94%. My WWS shows similar 95% Chimera, 94% Chimera Serpent, 92% Steady Shot.

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Old 01/14/09, 10:33 AM   #43
Nooska
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Argent Dawn (EU)
I would love to help by providing data.

I have a few questions on that;

1) What blocks of shots are needed right now? Blocks of 1.000 or blocks 0f 10.000?
2) What ranged weapon would be best to use? A low level weapon with a minimum of damage variation? I high level weapon with minimum of damage variation? Does the ammo type matter for this test (i.e. can I go buy the cheapest ammo, or should I use something a bit more on par?)
3) Spec is either 0/0/0 hitcapped at 8% total or 0/3/0 hitcapped at 8% total, or 0/3/0 Hitcapped from gear with an 11% total - is this correct?
4) Target is the lvl 80 target dummy with no debuffs correct? (or is it the lvl 83 one?)

Are there any other particulars I should be aware of befor eI start shooting ammo at the dummies?

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Old 01/14/09, 10:46 AM   #44
Har
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Originally Posted by Thayer View Post
Yup it's 5 percent. There has been debate on whether hit from gear can crit, or if it simply replaces miss to count as hits, which would cause the same amount of crit depression as 5 percent blocked shots, using formula 2 that I outlined. Of course this would be evident on a 30 percent crit test on a level 80 dummy, so I don't think this is what is occurring.
I believe night elves are 7%...

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Old 01/14/09, 11:15 AM   #45
Rosamonde
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Argent Dawn
Originally Posted by Nooska View Post
I would love to help by providing data.

I have a few questions on that;

1) What blocks of shots are needed right now? Blocks of 1.000 or blocks 0f 10.000?
2) What ranged weapon would be best to use? A low level weapon with a minimum of damage variation? I high level weapon with minimum of damage variation? Does the ammo type matter for this test (i.e. can I go buy the cheapest ammo, or should I use something a bit more on par?)
3) Spec is either 0/0/0 hitcapped at 8% total or 0/3/0 hitcapped at 8% total, or 0/3/0 Hitcapped from gear with an 11% total - is this correct?
4) Target is the lvl 80 target dummy with no debuffs correct? (or is it the lvl 83 one?)

Are there any other particulars I should be aware of before I start shooting ammo at the dummies?
1) We are doing series of 1K blocks -- you would want to do at least 10 of them. The idea is to collect data points, so the more the better, but whatever you have time for.

2) It doesnt' matter what weapon/ammo you use. I use the very cheapest ammo, but I have been using my regular raiding weapons because I need the stats on them to make my hit and crit what I want them to be. A low level weapon would cost you less to repair.

3) Spec is stripped out with or without Focused Aim, depending on what variable is being tested. Same with hit cap. I am testing on the lvl 80 dummy for comparison, so I have my hit at 5%, which is hitcapped for that dummy.

4) Depends which variable you are testing -- but, correct, no debuffs.

Other particulars) Use whatever level of crit you want -- just record what it is. Try to get as close as possible to the exact hit caps (263 for 8%; 164 for 5%). If you are going to do sets from the front and back, use the same gear for both. Blocked damage for each blocked shot on the 83 dummy is 76; on the 80 dummy is 67.

Currently, the idea is to gather datasets from the following types of tests, front and back of dummy for each:
hitcapped with gear (5%) vs 80 dummy, spec 0/0/0 -- Rosamonde currently testing
hitcapped with gear (8%) vs 83 dummy -- Thayer currently testing

hitcapped using FA (2% from gear, 3% from FA) vs 80 dummy, spec 0/3/0
hitcapped using FA (5% from gear, 3% from FA) vs 83 dummy, spec 0/3/0

hitcapped with gear + FA (5% from gear, 3% from FA) vs 80 dummy, spec 0/3/0
hitcapped with gear + FA (8% from gear, 3% from FA) vs 83 dummy, spec 0/3/0


We are focusing on gathering data without Focused Aim right now -- if you would like to generate some data, you could run one of the tests Thayer or I are doing, but with a different level of crit. Or, you could start working on one of the sets using FA. Thayer has a post explaining what data to include in your report.


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