Where in the spreadsheet does it show the theoretical cooldowns to compare these to?
On the first page of the spreadsheet under Delay. As others said you need to divide your JoB hits by 2 due to self damage being counted and DS cannot be calculated if it's hitting a random amount of multiple targets during a fight.
A lot of this is common sense or really easy to find (the cooldowns are smack at the center of the first page of the spreadsheet, looking at it for 10 seconds you wouldn't have to ask this).
Note: Since you seem to be new here, I'll point you to the forum rules before a mod comes knocking. You don't have to quote every reply by quoting a massive post if you're only replying with one line, neither do you have to answer "every" post directed at you if your answer is the equivalent to "yes I'll try that".
Go try it first, then come back with some info to reduce the thread spam
My numbers contradict. I still find Judgement king of the hill.
My assumptions are:
Glyph of Judgement, Exorcism, Consecration
Full Raid Buffs
High end T7 gear with 4 piece bonus.
How does Ermad deal with effective cooldowns? Is he assuming everything is used as soon as available, delayed by a specific amount, or did he derive effective cooldowns for every possible rotation separately (I did this last)? What assumptions on glyphs and raid buffs - that can make a major difference. Has he modeled the new mechanics for boss armour (lower initial value, 20% and 5% multiplicative reductions)? If he's using old armour modeling then ArmPen is inflated (125% better is superior under old armour modeling) - this could artificially inflate CS since it is mitigated by armour.
This is using the First Come First Serve rotation modeling in Rawr.Ret. It has all new 3.1 mechanics modeled, including the new armor mechanics and the changes in yesterday's patch. The situation Zurm was talking about was with full raid buffs, same glyphs as you, and 4pc T7. With BIS 3.0 gear, and if CS is used every 6 seconds I compute it does 825 dps, counting Right Ven but not seal proc. With Judgement being used every 7 seconds I am getting it does 1,237 dps, counting Right Ven.
With a priority cycle of Judge > HoW > CS > DS > Cons > Exo I get the effective CDs of:
Judge: 7.37
HoW: 7.29
CS: 7.37
DS: 11.48
Cons: 11.48
Exo: 16.29
With a priority cycle of CS > HoW > Judge > DS > Cons > Exo I get the effective CDs of:
Judge: 7.61
HoW: 6
CS: 6.46
DS: 11.20
Cons: 11.22
Exo: 16.71
Effective cooldowns are computer by (last_use - first_use) / (total_uses - 1). Note this is with no latency factored in; being able to hit the ability the instant it comes up. That is something I am going to add to the rotation simulator.
So as you can see, you are giving up almost a second off of CS/HoW just to get .3 sec off of Judgement. While this was worth it in 3.0, with all nerfs Judgement has gotten and the buffs that CS got it no longer is.
On that note, the update of Rawr for 3.1 and a general redesign is coming along very well. I think I have all of the bugs worked out now, and should be ready for general use by the time 3.1 hits live. You can test the beta on Codeplex until then.
Ermad - I suspect the fact that you model HoW in cooldowns for the entire fight while I do not model HoW in cooldowns at all causes the discrepancy. I'm also using (last_use - first_use) / (total_uses - 1) with a timeline of 6 hours to minimize deviation.
Both models are technically incorrect, since the ideal is one priority without HoW (mine) and one under 20% with HoW (yours). So based on a rough glance I'd say that CS becomes more important than Judgement under 20%.
I'm also finding that Judge > DS > Cons > Exo > CS gives better cooldowns and DPS than either rotation you listed.
Judge: 7.50
DS: 10.00
Cons: 10.01
Exo: 15.01
CS: 7.50
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."
Ermad - I suspect the fact that you model HoW in cooldowns for the entire fight while I do not model HoW in cooldowns at all causes the discrepancy. I'm also using (last_use - first_use) / (total_uses - 1) with a timeline of 6 hours to minimize deviation.
Both models are technically incorrect, since the ideal is one priority without HoW (mine) and one under 20% with HoW (yours). So based on a rough glance I'd say that CS becomes more important than Judgement under 20%.
I'm also finding that Judge > DS > Cons > Exo > CS gives better cooldowns and DPS than either rotation you listed.
Judge: 7.50
DS: 10.00
Cons: 10.01
Exo: 15.01
CS: 7.50
I only simulate HoW for the last 20% of the fight. I have a variable called abilityNext (ie: howNext or judgeNext), that keeps track of when the ability comes off CD. For HoW I just set it to fightLength * (1 - timeUnder20) initially instead of 0, so it only effects rotation for the last 20%. This implementation isn't clear to see because of how effective cooldown is calculated, but it does only simulates HoW for the correct amount of time.
Note: timeUnder20 is .18 in my calculations.
edit: I get Judge > HoW > DS > Cons > Exo > CS being 20dps lower then CS > HoW > Judge > DS > Cons > Exo.
Interesting discussion, no doubt, and it also spawns another question in my head: would it be benificial to your overall DPS to use one set of priorities during the 100>20% portion of the fight and another during the sub-20% portion?
I'm currently playing like this, though I'm not entirely sure about the benefits (for the most part the sub-20% portion of the current fights are too short to make any judgements by, and I'm not proficient enough in the tools to do much real work other than manual modelling)
Either, A) with the gear I was using the Judgement rotation is superior and the gear Ermad uses swung towards CS. I have found that gear can definitely affect a preferred rotation. An excellent example is to throw in crap gear and a great weapon - suddenly CS and DS are highly valued because they also scale with weapon DPS, while items like Judgement and Exorcism do not. Great gear, crap weapon, and items not based on weapon DPS jump.
Or, B) above 20% the Judgement rotation is superior (Ermad could try setting under 20% time to 0 to check) and below 20% CS is so far superior that the small portion within that window pushes 20 DPS ahead of the straight Judgement rotation. If this is true I'd think Judgment above 20% and CS below 20% would be greater than 20 DPS gain (also checkable by setting time under 20% to entire duration).
Or, C) Ermad or I (or both) have math errors.
Most likely a mixture of all three.
I think in 3.1 I'll try the rotation my spreadsheet spits out on a Patchwerk-like situation, then try the rotation Ermad suggested - see which gets me personally cleaner effective cooldowns. I would recommend a similar approach to anyone else - take our modeling tools with a grain of salt.
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."
Either, A) with the gear I was using the Judgement rotation is superior and the gear Ermad uses swung towards CS. I have found that gear can definitely affect a preferred rotation. An excellent example is to throw in crap gear and a great weapon - suddenly CS and DS are highly valued because they also scale with weapon DPS, while items like Judgement and Exorcism do not. Great gear, crap weapon, and items not based on weapon DPS jump.
Or, B) above 20% the Judgement rotation is superior (Ermad could try setting under 20% time to 0 to check) and below 20% CS is so far superior that the small portion within that window pushes 20 DPS ahead of the straight Judgement rotation. If this is true I'd think Judgment above 20% and CS below 20% would be greater than 20 DPS gain (also checkable by setting time under 20% to entire duration).
Or, C) Ermad or I (or both) have math errors.
Most likely a mixture of all three.
I think in 3.1 I'll try the rotation my spreadsheet spits out on a Patchwerk-like situation, then try the rotation Ermad suggested - see which gets me personally cleaner effective cooldowns. I would recommend a similar approach to anyone else - take our modeling tools with a grain of salt.
Even with taking HoW out of the cycle, I get CS > Judge > DS > Cons > Exo to be the best.
With a priority cycle of Judge > CS > DS > Cons > Exo I get the effective CDs of:
Judge: 7.33
CS: 7.33
DS: 11
Cons: 11
Exo: 16.5
DPS: 5,199
With a priority cycle of CS > Judge > DS > Cons > Exo I get the effective CDs of:
Judge: 7.33
CS: 6.6
DS: 11
Cons: 11
Exo: 16.5
DPS: 5,302
I get the same effective CDs as you do for Judge > DS > Cons > Exo > CS, and it gives me 5,286 dps.
For rotations that are 100% sub-20%, I find HoW > CS > Judge > DS > Cons > Exo to be by far the best at 6,278. HoW > Judge > CS > DS > Cons > Exo gives me 6,151. HoW > Judge > DS > Cons > Exo > CS gives me 6,074.
So HoW > CS > Judge > DS > Cons > Exo seems to be the best 3.1 cycle, for both pre and post 20%. Again all of this test was done with 4pc T7, and with BIS 3.0 gear. I will do more comparisons without 4T7 later on, and see how it changes things.
Rawr.Ret seems pretty accurate currently (Rotation Simulator and otherwise), but there can always be that elusive bug. You can look at RotationSimulator.cs if you want to see for yourself how it is done.
Either, A) with the gear I was using the Judgement rotation is superior and the gear Ermad uses swung towards CS. I have found that gear can definitely affect a preferred rotation. An excellent example is to throw in crap gear and a great weapon - suddenly CS and DS are highly valued because they also scale with weapon DPS, while items like Judgement and Exorcism do not. Great gear, crap weapon, and items not based on weapon DPS jump.
While your overall conclusion is correct, I'm quite certain that judgement has a multiplier in it for weapon damage, so weapon damage DOES directly affect judgement (just less so than CS or DS). Edit: As a clarification, by Judgement I meant Judgement of Blood/Martyr.
Last edited by Zurm : 03/25/09 at 12:51 PM.
Formally Xyrm/Zurm, the Ret Pally. Now playing my rogue, Zyrm, more casually with RL friends.
While your overall conclusion is correct, I'm quite certain that judgement has a multiplier in it for weapon damage, so weapon damage DOES directly affect judgement (just less so than CS or DS).
As of today, Crusader strike prioritization seems to be absolute.
Judging is losing a lot of damage, whereas the seal itself is more than doubling. On my tests even before the change today on PTR, I was finding Crusader Strike's new talents are making it scale far better... which lead to higher dps by using it 1st over judgements. (no 4pc)
Right, since CS procs Seals (and Blood's Seal will hit harder) and due to the PvP Libram, first with CS may be best.
It is good Redcape is waiting on redoing his sheet, since they keep changing things (this change is great though).
Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'
is a better weighting (I just added a number for weapon dps).
Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'
I'm seeking a little clarification on the math behind this post...
Originally Posted by Redcape
The CS 5% bonus from pvp gloves is worth 35 dps with all the new changes. That is roughly 20 Str, or 40 crit/agil/Arpen/haste. As such, pvp gloves are going to be quite good. I have no idea if they will end up best in slot or not (this bonus does scale with gear though) but they are certainly going to be a respectable choice now.
How is the PvP Glove bonus being calculated, in relation of the other multipliers from talents? Because the glove bonus adds directly to the base multiplier before it's multiplied out by the talent modifiers.
How is the PvP Glove bonus being calculated, in relation of the other multipliers from talents? Because the glove bonus adds directly to the base multiplier before it's multiplied out by the talent modifiers.
(1.1+.05)*talents = CS damage
It's multiplicative, not additive. 110% of a normal strike with a 5% increase. (1.1 (include other modifiers here) X 1.05 (glove bonus) = 1.155).
Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'
For my calculations I assumed the CS bonus was purely multiplicative with all other bonuses. If that isn't the case I can change my model, but it is going to affect the final value by only miniscule amounts so it isn't a huge deal. At the absolute most it would change it from 35 to 34 or 36 or somesuch. If anyone has hard data suggesting how it does multiply out though I would be happy to change my sheet to reflect that.
It's multiplicative, not additive. 110% of a normal strike with a 5% increase. (1.1 (include other modifiers here) X 1.05 (glove bonus) = 1.155).
The way both CS and DS work is like this...
Base Value*(1+modifierA+modifierB+modifierC) = Damage
CS, on the PTR, with AoW, Sanctity of Battle, and the PvP Gloves looks like 1.1*(1+.15+.1+.05)=143% Weapon damage.
Originally Posted by Redcape
For my calculations I assumed the CS bonus was purely multiplicative with all other bonuses. If that isn't the case I can change my model, but it is going to affect the final value by only miniscule amounts so it isn't a huge deal. At the absolute most it would change it from 35 to 34 or 36 or somesuch. If anyone has hard data suggesting how it does multiply out though I would be happy to change my sheet to reflect that.
I'm aware it'd only be a very tiny portion, but if the comparison of two items was dreadfully close, this might be the tie breaker.
For my calculations I assumed the CS bonus was purely multiplicative with all other bonuses. If that isn't the case I can change my model, but it is going to affect the final value by only miniscule amounts so it isn't a huge deal. At the absolute most it would change it from 35 to 34 or 36 or somesuch. If anyone has hard data suggesting how it does multiply out though I would be happy to change my sheet to reflect that.
I'm not expert at excel (I know enough to muddle about your spreadsheet and understand some of the simpler formulas), but I didn't see any point where you account for SotM/SoB having to double-dip in hit/expertise (roll for swing/strike, and another for the seal hitting). I'm likely mistaken, but could you double check that you are?
I ask because I noticed in my comparisons last night that the DPS differences between the Rawr and the spreadsheet were only significantly different when you are NOT at hit/exp cap, otherwise they were very close.
Formally Xyrm/Zurm, the Ret Pally. Now playing my rogue, Zyrm, more casually with RL friends.
I'm not expert at excel (I know enough to muddle about your spreadsheet and understand some of the simpler formulas), but I didn't see any point where you account for SotM/SoB having to double-dip in hit/expertise (roll for swing/strike, and another for the seal hitting). I'm likely mistaken, but could you double check that you are?
I ask because I noticed in my comparisons last night that the DPS differences between the Rawr and the spreadsheet were only significantly different when you are NOT at hit/exp cap, otherwise they were very close.
That was because in the latest version of Rawr I was triple counting hit/exp for Seal procs instead of double counting. I fixed this bug, and hopefully 2.2b6 will be out soon for people to test.
That was because in the latest version of Rawr I was triple counting hit/exp for Seal procs instead of double counting. I fixed this bug, and hopefully 2.2b6 will be out soon for people to test.
So, we're going to see RAWRs weights much more in line with Redcape's then? I mean, that's what I'm reading this as anyway.
So, we're going to see RAWRs weights much more in line with Redcape's then? I mean, that's what I'm reading this as anyway.
Ermad or Zurm linked the new beta version of Rawr item weights in the Ret thread. The numbers were very close except for Hit/Expertise (Recape values hit more and Rawr values Expertise more). At least the other numbers were nearly the same.
Personally I think Redcape is closer to the mark.
Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'
Agreed. Str is still best stat. I still wouldn't gem hit (unless your Judgement misses like mad and you have no JotW mana) or expertise.
Hit logically should be better than expertise. Exorcism, Consecration, and Holy Wrath cannot, to my knowledge, be dodge/parried/blocked. Therefore if even a small portion of our damage comes from any of these sources (believe me, it does) then increasing hit increases their damage, increasing expertise would not. Anything increased by expertise is also increased by hit.
Therefore it makes sense to me Str>Hit>Exp but the margin between all three has narrowed significantly in 3.1.
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."