Hurricane is so far behind the other options at 85 that even if it can maintain a double stack occasionally it is going to be the worst. My modelling is trivial, I simply assume it gives a statis 225 haste for now. I can easily change that based on experimental data.
1) The latency dropdown gives me values of ".1", ".2" and so on. But my german Windows and Excel expect the decimal seperator to be a "," and I get a macro error when I try to make the rotation with latency values other than 0 or 1.
edit: Same for the delay for update dropdown, although the pre-entered value of 0.2 is correctly shown as "0,20" and works.
2) It seems like the racial expertise is not included in the stats in the main page.
3) If you use the "use default glyphs" button, the yellow glyphs get green.
4) The Glyph of Consecration seems to have no affect on Consecration damage or cooldown.
1. The easiest way to deal with this is to remove the data validation from that box yourself. However, I will remove the data validation for this next update anyhow to make this easier on those using your type of client.
2,3,4. Fixed now, thanks.
I have uploaded version 5.13 now which fixes these bugs. It also fixes a few other very minor bugs other people caught and adds in haste to consecrate, which is not especially relevant but was missing before.
Something I have added to the Gear tab underneath the trinkets columns is a small 3x5 table to make the proc average calculation for me.
The first column names the rows, the second column related to Trinket1 and the third to Trinket2. I'm not sure how to make a propper table on here but it looks something like;
For me this table starts at N23 and is currently modeling Right Eye Of Rajh (heroic) so it reads as;
Unless you have extensively tested and found otherwise, trinkets in Cataclysm generally have an ICD equal to 5 times duration. Thus your Right Eye should have an ICD of 50, not 45 (Wowhead is confirming 50, but as I said, testing could prove "the intarwebs" wrong). 45 seconds was often the default in Wrath, but no longer. Some items have been found not to follow this 5:1 ratio, so the Eye may be one of them.
Also recall, the Eye procs off crits (not hits, like most procs), so you are extremely unlikely to receive a proc the instant the ICD completes. You may want to factor some wiggle-room into your calculations.
Rock: "We're sub-standard DPS. Nerf Paper, Scissors are fine."
Paper: "OMG, WTF, Scissors!"
Scissors: "Rock is OP and Paper are QQers. We need PvP buffs."
Thanks Exemplar, I've updated my previous post (and my spreadsheet) accordingly.
I havn't tested the right eye, just going by information I'd read somewhere - most likely relating to WotlK data. As for the eye proccing of crits and not hits I was simply using the end DPS as a rough estimate knowing that mine would be lower due to things like this.
I'm very new to modeling items and using spreadsheets for WoW and would have no idea how to model an item to proc from crit as apposed to melee hit.
I need a little clarification on the trinket procs.
In the case of Right Eye of Rajh after breaking down the average proc (strength), do I then need to convert that strength into AP and enter that? I know it would seem obvious but my spreadsheet has an "Agility" option on the gear tab and I was confused as to whether that is supposed to be strength since an agility trink should have little benefit for us.
The spreadsheet has agility in case for some bizarre reason it is on a great item. You can simply enter the Strength in the Strength row, once you have figured out the average from the uptime and cooldown.
My newest version is now up. The mechanics should be all set to go for patch 5.14. The major change in our priorities are that Mastery and Crit are now very close in value and are our best secondary stats with Haste trailing significantly. It looks like Mastery is slightly ahead of Crit but the difference is very small.
It is possible, certainly, but I doubt I will do it. My spreadsheet is much more focused around theoretical rotation testing and developing stat weights rather than testing gear combinations. I could make it do that but since at the moment I have absolutely no idea how to do so it would take a lot of time to learn and implement which I don't have at the moment.
It may happen in the future but don't hold your breath.
I have put up 5.16 version. Added 50 crit to cloak enchant and fixed a bug with calculating stat returns on hit/exp. This will not affect gearing decisions as it only mattered to those who were below hit cap, which is still a terrible idea.
I'm not 100% sure how Redcape's spreadsheet calculates the numbers, but it is possible you are near a valley of haste value in that gear, where a tiny bit more would grant alot of additional gain, but subsequent points would not add much/anything. 100 may just be too much, try, 1, 10, 20, 50 or something. As always stated the stat weights are relative numbers, and your best bet to determine gearing choices is to run your gear against the upgrade and see which comes out on top.