Redcape's Ret Spreadsheet v4.1 - Now with User Friendly!
I have just posted v4.2 to the site. There are a number of upgrades including layout changes, Bryntroll, TAiaJ, Eng Rockets support, corrected % modifier stacking calculation and improved haste / 2t10 calculation.
4T10 should only affect Seal and Judgement. You have the SoV DoT included as well.
2T10 seems too good, I was getting a 6% damage increase. However, DK have a 4 piece that gave about the same increase (but it is being changed in 3.3). Maybe the bonus will only proc on white hits (the target dps gain should be between 1% to 3%).
A suggestion is to save the sheet on the Instruction sheet (opening the file showed the calculations).
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.'
4T10 should only affect Seal and Judgement. You have the SoV DoT included as well.
2T10 seems too good, I was getting a 6% damage increase. However, DK have a 4 piece that gave about the same increase (but it is being changed in 3.3). Maybe the bonus will only proc on white hits (the target dps gain should be between 1% to 3%).
A suggestion is to save the sheet on the Instruction sheet (opening the file showed the calculations).
Both the t10 bonuses are modeled according to my guesses at the moment. As soon as we have concrete data I will update them as necessary, but I don't see any reason to assume your version of what they will do is more likely to be accurate. The bonus certainly doesn't specify one way or the other from what I have seen.
I should indeed save it to the Instruction sheet. I in fact did that, but had to add a small fix after first uploading it, and ended up saved on the Calculation sheet on that version. Curses.
Originally Posted by Golijov
I can't appear to open this sheet with Excel 2003. Am I doing something wrong or is it just incompatible?
I am not doing anything exciting with the sheet that should make it incompatible, but I am no expert on that topic. What exactly is the error you are getting?
Figured it out - the format xlsm is an excel 2007+ format and its not backwards compatible.
I am pretty sure there is a patch to open Excel 2007 files with 2003.
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 like the sheet, are there any future plans for adding the actual gear to the worksheet in lieu of stats?
I know it's a lot of work, just asking.
It is a possibility. There are two options as far as I can see:
1. Add a list of all relevant gear stats to the sheet itself. I could have a page that records all relevant gear stats and lets you pick gear from a dropdown menu. This is a really serious amount of data entry, but is possible without a ton of reengineering. It would also allow non excel users to use the feature. It would require constant updating with each patch as gear is added however.
2. Set it up so VBA searches the armory for your gearstats and imports them, and/or gets all gearstats from wowhead or something. I have no idea how to do this, but clearly I could learn. It would be a lot of work on my part initially but would be less work to maintain since I don't have to update the lists myself, but would not function for anyone not using excel. I don't have a handle on how long this would take since I don't yet know how it works.
Would it be possible to have the Engineering only enchants added? 23 agi to cloak, rockets and the nitro boosts crit to feet. I don't know how much work that would entail but I would appreciate it as I do the work you put in on the whole sheet.
The DL folder on your site lists DL as Ret_dps4.0.xlsm; however when I actually download it it is Ret_dps4.0.zip and there are no xlsm files inside, just xml, vml, and rel files. Am I missing something or am I just too stupid?
Would it be possible to have the Engineering only enchants added? 23 agi to cloak, rockets and the nitro boosts crit to feet. I don't know how much work that would entail but I would appreciate it as I do the work you put in on the whole sheet.
The rockets are really annoying to implement because they don't fit well into a stat list. For the moment you are just going to have to figure those out yourself, though I may at some point try to rejig it.
The cloak and boot enchants should have been in the last release and not having them was just an oversight on my part. That said, you CAN put in 22 agility to cloak instead of 23, so I don't really see it being a huge issue. The feet enchant is worth having on though so I will get that in next update.
I apologize if im missing something terribly obvious. But when I download the file, and Unzip it, I get 3 folders and a XML file. And nothing seems to actually open a spread sheet. Could someone tell me what I am missing. Sorry.
I apologize if im missing something terribly obvious. But when I download the file, and Unzip it, I get 3 folders and a XML file. And nothing seems to actually open a spread sheet. Could someone tell me what I am missing. Sorry.
Redcape appears to have made the file in Excel 2007 which uses xlsm file. You need to upgrade your Excel or find a MS Office patch that allows you to open 2007 files.
If that isn't your problem, you need to be use a browser like Firefox 3 or Chrome that knows how to download XML files.
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 apologize if im missing something terribly obvious. But when I download the file, and Unzip it, I get 3 folders and a XML file. And nothing seems to actually open a spread sheet. Could someone tell me what I am missing. Sorry.
>.< The answer to this is 2 posts above yours. see post #12
v4.1 just posted, it is a slight upgrade from 4.0 as the 2pt10 bonuses are modeled by default (though you can set them yourself in 4.0 if you want) and with a few minor fixes/tweaks.
I am posting here to update my model for 2p t10 as well as to try to corral the modelling discussion surrounding haste into a separate thread. My idea is to keep the haste and t10 modelling topics out of the 3.3 thread since most people reading that really don't have a lot of reason to worry about the backends of our various simulators.
That said I have changed my simulation somewhat. The style is still similar in that it has a number of states and simply cycles through them proccing the 2t10 on preset values but the values are different.
I have set it up so that it procs a 2t10 proc on 1,2,4,5,8,9,13,15 of 20 states. These numbers were chosen to best model the way procs would actually fit if randomly produced. Also by going up to 20 states instead of 10 I decrease the chance that some kind of harmonic state can come up dramatically due to the cycle covering 50-60 seconds of combat and roughly 35 button presses. It seems exceedingly unlikely that any kind of repetitive state would come out of that, particularly because so few fights actually have multiminute burn phases without movement, dps swaps, etc. which would destroy any harmonic state. Below I will list the chances of each number of attacks proccing 2t10 in theory and from the sheet.
Note: There will be only 4 chances to proc unless under Heroism due to DS coming back up of its own accord.
Chance proc occurs starting on any random #
First proc opportunity:
in theory: 40%
in my sim: 8/20 = 40%
Second proc opportunity:
in theory: 24%
in my sim: 5/20 = 25%
Third proc opportunity:
in theory: 14.4%
in my sim: 3/20 = 15%
Fourth proc opportunity:
in theory: 8.64%
in my sim: 2/20 = 10%
Chance proc occurs starting directly after a proc occurred.
First proc opportunity:
in theory: 40%
in my sim: 3/8 = 37.5%
Second proc opportunity:
in theory: 24%
in my sim: 2/8 = 25%
Third proc opportunity:
in theory: 14.4%
in my sim: 1/8 = 12.5%
Fourth proc opportunity:
in theory: 8.64%
in my sim: 1/8 = 12.5%
The chances for these various events are not perfectly modelled in the sim but they are extremely close, certainly close enough to get fairly good data.
Now onto Haste:
I did some work with adding in substantial amounts of haste to test its effect on dps and found that when incorporating haste benefits to spell GCD and autoattack (2t10 proc) speed things get very ugly. When I used model times of 300 seconds I found haste benefits to be all over the map, running from negative benefit sometimes to as high as 34% dps conversion strictly from rotation benefits.
Once I changed the fight length up to 3000 seconds however things began to smooth out considerably. I was able to fairly reliably find a 10% dps return from haste based on rotation, which means you can reasonably change haste from noticeably below Agility to equal to Agility and just *barely* behind crit for value. My current DPS stat returns using this new data:
Weapon Speed 42619
Weapon DPS 632
Hit rating 240
Strength 212
Exp rating 153
Crit rating 117
Agility 113
Haste 103+10=113
Armor Pen 88
AP 84
SP 27
This certainly means that our t10 stat allocation is pretty much perfect, giving us an option of hit or expertise and otherwise stacking our best stats in nearly ideal amounts.
What Redcape's extended modeling has discovered regarding haste (unsurprisingly) more or less matches what my spreadsheet has generated regarding haste. Short-term modeling is all over the map (single GCD clash "dropping DPS" to single additional auto-attack creating huge boost), while longer term modeling smooths out these issues.
The reduction on spell GCD does cause more improvement from Haste than originally thought - it's very close to Crit in effectiveness.
2 piece T9 increases the value of Crit (more crits create more RV, which can also crit) compared to Haste.
2 piece T10 increases the value of Haste (more/faster auto-attacks are more/faster chances to reset DS) slightly above Crit.
Overall regardless of set bonuses it's inadvisable to change gearing. Str is still number one, of course, and Crit should follow after. Haste's superiority to ArmPen is simply greater than originally thought.
TLDR: independent spreadsheet calcs agree with Redcape. 9 out of 10 Dentists also agree.
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."
The tiny abomination in a jar seems to significantly increase the value of haste for a ret paladin when equipped. Are there currently any estimates to what its dps value is at that point?
The tiny abomination in a jar seems to significantly increase the value of haste for a ret paladin when equipped. Are there currently any estimates to what its dps value is at that point?
It isn't that significant, but it does make Haste pull ahead of Crit (assuming you dropped Tier 9). If crit is 1, haste is about 1.1 (with TAJ).
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 intend to provide modelling for bryntroll and TAIAJ as well as the engineering glove enchant in my next release. However, due to the current uncertainty of mechanics and the way blizzard is messing with procs I don't intend to release a new version right yet. Once we have the mechanics nailed down I will build models and include them in my sheet.
i found a bug with the spreadsheet, though its simple enough to fix.
currently you have the glyphs sligtly bugged
(1+IF('Talents, Buffs, Enchants'!K7="Yes", 20, 0)
the values in the box are 20 and 0, not yes and no, so either answer returns a 0 modifier.
Edit:
i confirmed it was the same problem with SoV, changing the Data validation range to YES NO choices adjusts the dps properly currently everyones dps will be undervalued as they do not have either turned on.
And one question, the model shows my clash rotation to have more dps with DS before CS even though i dont have 2pt10 any thoughts on the accuracy?
sorry i keep editing things. but hit seems to be slightly bugged too, its currently running off of the alt gear hit rating not primary gear hit rating, so adding or removing hit on Main Gear has 0 effect. (melee is capped at 99.36 too, not sure if this is intentional)
(after more looking this is just the gear page display btw anyways ill stop posting now.)
The melee hit chance is capped by both expertise and hit. If you were missing some expertise then it might well cap at 99.36% regardless of how much hit you have. I tested this again and confirmed it works correctly. To get to 100% melee hit you need to be both expertise and hit capped on the sheet, which reflects actual mechanics perfectly.
The current version of the sheet I am using has the Exorcism and SoV glyphs implemented correctly. Also the latest version of the sheet (4.1) that is hosted at the link above works correctly. However, in the 4.1 version the values for the Glyphs section that are copied in when you hit the 'Use Default Glyphs' button are incorrect, so the sheet works fine until you hit that button. I have corrected this in the 4.2 release already, but good catch.
I am quite confident in my rotation builder, I tested it extensively. If your rotations are coming out strangely do check all your libram/talent/set bonus settings and make sure they all work. Then set the fight duration to 3000 seconds instead of the default 300. If you are still showing DS > CS to be better, then I very much expect it is in fact better for you. I would expect though that if you have a balanced gearset and t9 gear that your rotation would have CS>DS.
I checked into this bug you are talking about with hit coming from the wrong source. I cannot reproduce it myself, as in both the 4.1 and 4.2 sheets it seems very much like the hit is worked out correctly. If you can give me specific cells that are set up wrong it would be great as I would love to know if I have any errors. However, at the moment I cannot reproduce the error you are describing with hit.