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Old 05/08/09, 4:49 PM   #31
Effinhunter
Von Kaiser
 
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Troll Hunter
 
Area 52
Since this appears to be causing some confusion in other threads, you may want to update the armor penetration mechanics description to reflect the latest blue posts about the changes to armor penetration in 3.1.

GC even gives the exact calculation for finding the cap here:

116% Armor Pen only giving 66%!?!?!?! | DPS | WoW Blue Tracker | World of Raids

In his words, the tooltip is only telling you the maximum possible armor penetration you can get for a percentage of the target's armor. Since physical damage is currently less than half of dps of any hunter spec, armor penetration is not something we should really stack, especially with the effective hard cap in place.

Armor penetration affects the target up to the cap (found in the above link via calculations) with the full armor penetration in your tooltip. After that, NONE of your armor penetration applies. Perhaps it would be best to use the current boss armor values with the calculation, find the exact maximum armor penetration that is required before the cap, and show calculations based from 0 armor penetration to that level.

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Old 05/08/09, 5:10 PM   #32
NeVeRLiFT
Glass Joe
 
Dwarf Hunter
 
Feathermoon
Could someone tell me if there is a % of ArP I should try to reach or if like I think I should not even worry about have any ArP on my gear and just keep going for AP, crit and haste(till soft capped).

Thanks

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Old 05/08/09, 5:20 PM   #33
Esoth
Bald Bull
 
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Pandaren Hunter
 
Whisperwind
I have updated the armor pen section since then. As mentioned in the OP, there's more discussion about armor pen here: http://elitistjerks.com/f31/t29453-c...evel_80_a/p18/. Basically, GC got a couple things switched compared to actual testing. Also, unless they changed something very recently that I missed, the armor pen cap is not a cap at all. You can even take armor below 0 and do more damage than an unmitigated attack. The calculations I'm using should be the same as in Shandara's spreadsheet, which should be the same as the general accepted theory in the thread above, which is just a minor tweak to what GC posted. The calculations I did are on the accompanying spreadsheet; feel free to point out any errors you see there.

Also I think you're way off with comments like "Since physical damage is currently less than half of dps of any hunter spec, armor penetration is not something we should really stack, especially with the effective hard cap in place." Ostensibly, yes, armor pen looks weak because it is only affecting a certain percentage of your damage. However, in the spreadsheet it is coming close to or beating crit depending on gear. You also have to consider that outside of gems we don't normally get to go heavy on agi/ap while ignoring everything else, at least not as much as was possible in BC. Decisions like haste versus pen are more likely to be what you face.

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Old 05/19/09, 12:53 AM   #34
ankah
Piston Honda
 
Orc Hunter
 
Eitrigg
Originally Posted by Esoth View Post
Decisions like haste versus pen are more likely to be what you face.
How about the effects of haste + ArP?

I am wrong to think that the more ArP you have, the more beneficial haste is? Haste is linear, but ArP at the moment is not. Could haste be used to increase the impact of ArP?

I know it sounds a bit off, but we are unique(at least so I think, since I don't understand rogues fully, and our shots get fired at a much faster rate than lets say a warrior) in how fast we can consistently put out physical damage.

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Old 05/19/09, 11:12 AM   #35
Esoth
Bald Bull
 
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Pandaren Hunter
 
Whisperwind
Haste increases your auto shot frequency (at the least) which means that the harder they hit (ArP in this case) the more useful haste will be. The reverse is also true - adding ArP increases the value of haste. This is also the case for pretty much every stat pairing we have.

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Old 05/20/09, 2:46 AM   #36
Althorius
Glass Joe
 
Orc Hunter
 
Sen'jin
Crit Vs. Agi

I'm curious if someone has extrapolated an estimate of how much crit = AP, for instance how much attack power would 1% crit equate to, if that's even possible to calculate, and which would be more important to stack? The BIS lists all have agi gems listed as the recommended gems, but I've been running crit gems in my gear for as long as I can recall and I generally outperform other hunters. Unfortunately I don't have Excel on this computer so I can't run the numbers in the spreadsheet. I'm using Journey's End at the moment, but I have managed to offset roll for two one-handers that would increase my crit by nearly a full percent, but at the loss of some 100 attack power. I also run Ratingsbuster and I'm just looking for a general rule of thumb for item drops... generally right now if I see an item drop with almost any crit increase I roll for it even if it's an attack power loss, but I was thinking 100 attack power might be a bit much to give up. Any opinions would be appreciated.

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Old 05/20/09, 2:56 AM   #37
Rezdan
Don Flamenco
 
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Dwarf Hunter
 
Nagrand
Mate, as your gear/talents/latency changes, the value of stats change. Its faulty to estimate how much Crit = AP and the rest of that without taking these into account especially because they scale with each other. The only answer that will be even remotely close is the one you'ld get from the spreadsheet. If you can't run the numbers yourself, I'd suggest downloading the BIS one with setups already saved and just taking the Stat valuations from that.

Also, just because you outperform other hunters going with Crit gems does not mean they're superior. It could mean you're just consistently lucky or even that the other hunters have less skill or more limiting factors than you. Ultimately, you should only compare DPS with yourself - try crit gems this week and agi next week for example. But even then, RNG plays such a huge factor that these comparisons are limited, even though not as limited as comparing with another player.

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Old 05/20/09, 3:37 AM   #38
alarge
Piston Honda
 
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Night Elf Druid
 
Vek'nilash
Originally Posted by Althorius View Post
I'm curious if someone has extrapolated an estimate of how much crit = AP, for instance how much attack power would 1% crit equate to, if that's even possible to calculate, and which would be more important to stack? The BIS lists all have agi gems listed as the recommended gems, but I've been running crit gems in my gear for as long as I can recall and I generally outperform other hunters. Unfortunately I don't have Excel on this computer so I can't run the numbers in the spreadsheet. I'm using Journey's End at the moment, but I have managed to offset roll for two one-handers that would increase my crit by nearly a full percent, but at the loss of some 100 attack power. I also run Ratingsbuster and I'm just looking for a general rule of thumb for item drops... generally right now if I see an item drop with almost any crit increase I roll for it even if it's an attack power loss, but I was thinking 100 attack power might be a bit much to give up. Any opinions would be appreciated.
As another poster pointed out, the answer for relative weights changes with gear, with talents, and with buffs. Getting a relatively accurate answer requires considering all these variables and more (and hence, the spreadsheet is your friend).

Having said that, here are *my* numbers. As you can see, I'm an SV hunter with fairly typical entry-level Ulduar gear (mostly 213s, with a 200 and couple of 226s):

Agi = 1.187 dps per item budget (e.g., per point of agi)
AP = 0.795 dps per item budget (e.g., per 2 points of AP)
Crit = 0.791 dps per item budget
Hit = 1.235 dps per item budget (until capped, of course)
Int = 0.434 dps per item budget
ArP = 0.641 dps per item budget
Haste = 0.402 dps per item budget
Sta = 0.268 per item budget (e.g., per 1.5 points of stamina)

There are some pretty clear tiers here:

Tier 1 = hit, followed by agi
Tier 2 = AP, followed by crit
Tier 3 = ArP
Tier 4 = Int, followed by haste
Tier 5 = stamina

So if your question is "what is the best overall stat to gem for?", the answer will usually be "hit unless you are capped; otherwise agi". If the question is "what is the best *yellow* stat to gem for?", the answer will usually be "hit unless you are capped, otherwise crit." But crit is nowhere close to agi for overall punch. And I doubt that would be any different for any SV hunter. Agility just does too much for us.

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Old 06/04/09, 10:29 AM   #39
seridosgunner
Glass Joe
 
Orc Hunter
 
Trollbane
Is there an point as to where i should stop stacking agility and start stacking another stat?

Last edited by seridosgunner : 06/04/09 at 3:10 PM. Reason: rewording

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Old 06/04/09, 11:12 AM   #40
alarge
Piston Honda
 
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Night Elf Druid
 
Vek'nilash
Originally Posted by seridosgunner View Post
Is there an agility cap?
Unfortunately, the question doesn't make any sense. There is never a cap on base abilities.

Agility has some second-order effects that might cap for other classes. Specifically, melee classes can cap their white crit rate, since it is limited by glancing blow rate. Since we are on a 2-roll system, however, no such crit cap exists for us. Additionally, agility gives AP, which never caps.

Perhaps you meant "Is there a point at which we get so much agility that it is no longer the best stat to stack? (after hit cap)"? It seems unlikely to me, given how our shot mechanics and pet inheritance works. Either agility (for SV/MM) or AP (for BM/MM) seems likely to always be the best stat after hit cap.

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Old 07/03/09, 3:18 PM   #41
Lupius
Von Kaiser
 
Blood Elf Hunter
 
Black Dragonflight
Steady Shot

Steady shot is normalized to a 2.8 second speed, meaning that weapon speed is not a factor in base damage.

[top]Chimera, Aimed, and Multi Shot

These shots appear to have their RAP% normalized to 2.8 seconds, but not their weapon damage. Consider Chimera Shot which does 125% weapon damage.
2.7 speed: (X/14*2.8 + 405)*1.25 = X/4 + 506.25
2.9 speed: (X/14*2.8 + 435)*1.25 = X/4 + 543.75
Since Chimera frequency is determined by cooldowns and not weapon speed, the base damage increases with slower weapons. Aimed and multi behave similarly.
Wow I'm disillusioned. I was always under the impression that slower weapon gave bigger steady shots and had no effect on Aimed and Multi. Those formulas on Wowwiki are severely outdated and inaccurate!

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