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10/19/10, 6:24 PM
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#101
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Glass Joe
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I don't think I've seen it posted anywhere, but I can confirm that DP refreshes due to having DP on your thrown weapon will proc your MH poison. My test involved using IP/DP/DP, and spamming FoK outside of melee range (with my back turned) on the 2 lvl 80 dummies and 1 heroic lvl 83 dummy in Stormwind (hitting 3 targets total). I started by stacking DP to 5 stacks on each dummy, then noting the number of IP procs for each individual FoK thereafter. Anything more than 3 procs is due to Vile Poisons. The most number of IP procs that I observed was 7.
My guess is that there are 3 chances for IP procs on each target when using IP/DP/DP: 1) thrown refreshes DP, 2) VP procs MH, 3) VP procs OH, refreshing DP. 2 & 3 will only happen on up to 2 targets due to the 2 target limit to VP.

16:25:03> Shojitsu's Instant Poison hits Grandmaster's Training Dummy for 1 Nature.(1289 Overkill)
16:25:03> Shojitsu's Instant Poison hits Grandmaster's Training Dummy for 1 Nature.(1298 Overkill)
16:25:03> Shojitsu's Instant Poison hits Grandmaster's Training Dummy for 1 Nature.(1254 Overkill)
16:25:03> Shojitsu's Instant Poison hits Heroic Training Dummy for 1269 Nature.
16:25:03> Shojitsu's Instant Poison hits Grandmaster's Training Dummy for 1 Nature.(1926 Overkill) (Critical)
16:25:03> Shojitsu's Instant Poison hits Grandmaster's Training Dummy for 1 Nature.(1207 Overkill)
16:25:03> Shojitsu's Fan of Knives hits Grandmaster's Training Dummy for 1 Physical.(459 Overkill)
16:25:04> Shojitsu's Fan of Knives hits Heroic Training Dummy for 444 Physical.
16:25:04> Shojitsu's Fan of Knives hits Grandmaster's Training Dummy for 1 Physical.(463 Overkill)
16:31:49> Shojitsu's Instant Poison hits Grandmaster's Training Dummy for 1 Nature.(1201 Overkill)
16:31:49> Shojitsu's Instant Poison hits Heroic Training Dummy for 1303 Nature.
16:31:49> Shojitsu's Instant Poison hits Heroic Training Dummy for 1184 Nature.
16:31:49> Shojitsu's Instant Poison hits Grandmaster's Training Dummy for 1 Nature.(1940 Overkill) (Critical)
16:31:50> Shojitsu's Fan of Knives hits Grandmaster's Training Dummy for 1 Physical.(124 Blocked) (288 Overkill)
16:31:50> Shojitsu's Fan of Knives hits Heroic Training Dummy for 404 Physical.
16:31:50> Shojitsu's Fan of Knives hits Grandmaster's Training Dummy for 1 Physical.(390 Overkill)
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It's also worth noting that DP stacks to 5 relatively quickly on the first two targets thanks to VP (I was averaging ~6s to stack to 5 over about 30 tests). It can be quite a bit longer than this for the third or higher target(s), but it does mean that if the AE pack is going to last much longer than ~6s, DP on your thrown weapon will proc more IP than IP on your thrown will, not to mention the additional DP damage.
Last edited by Shoj : 10/19/10 at 7:28 PM.
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10/19/10, 7:11 PM
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#103
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Mike Tyson
Night Elf Rogue
Doomhammer
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Statistically speaking, that data set is sufficient to tell us that your crit rate is between 11.2% and 13.8%; hence, crit reduction is (probably) between .51% and 3.11%. It does, however, give us a reasonable degree of confidence that there is at least *some* crit reduciton, but we'll need more testing - and ideally testing at around 1-3% spell crit - to really pin it down.
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10/19/10, 7:44 PM
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#104
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n00b
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Latest data:
1.83% - 1K procs, no crit
2.13% - 4.3K procs, no crit
2.22% - crit after roughly 420 procs
2.29% - crit after roughly 200 procs
2.53% - crit after roughly 70 procs
That's all I have in me tonight. I have updated the totals with my different runs added together. I can not get anything under 2.22% to crit.
Screenie showing upper limit is down to 2.22%...

Last edited by MrBill : 10/19/10 at 9:13 PM.
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10/19/10, 8:44 PM
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#105
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Glass Joe
Troll Rogue
Tarren Mill (EU)
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Figured I'd go ahead and do some testing on this of my own, here's what I've got so far:
1.00% crit(46 rating): 1553 proccs, no crits.
1.46% crit(67 rating): 362 proccs, 2 crits.
Edit: I'd do more testing but the EU servers are down for the next 8 hours.
Last edited by Spoonwoman : 10/19/10 at 8:55 PM.
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10/19/10, 8:50 PM
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#106
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n00b
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Wow, that makes me wonder if wound is somehow different. I have a total of over 4,000 instant and deadly procs between 1.83 and 2.13 without a single crit.
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10/19/10, 8:53 PM
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#107
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Mike Tyson
Night Elf Rogue
Doomhammer
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So, from this we conclude: something very very strange is going on. If the crit reduction is less than 1.46% as is implied by Spoonwoman's second test, testing with crit of 2.13% would expect a crit at least every 150 hits or so, meaning there's just no possible way for MrBill to have gone 2000+ hits without seeing a crit. Hence, the only possible conclusion is that the two of them are experiencing *different* crit reductions - or Spoonwoman has some hidden +crit bonus somewhere. Any ideas?
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10/19/10, 8:55 PM
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#108
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n00b
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If it matters, I am not in beta. My testing is on the live US servers.
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10/19/10, 9:01 PM
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#109
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Glass Joe
Troll Rogue
Tarren Mill (EU)
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Well I'm using Wound Poison so I'm applying Master Poisoner, that's the only thing I could think of.
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10/19/10, 9:03 PM
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#110
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n00b
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I have master poisoner up the whole time as well. I wonder if Blizz raised the crit reduction with the maintenance this week.
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10/19/10, 9:24 PM
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#111
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Von Kaiser
Night Elf Rogue
Uldum (EU)
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For what it matters, I run the same setup MrBill did: IP/DP (master poisoner up; nothing to do with crit though) but nailing the 2.18%. Ater about 1500 procs I didn't get any crit.
(I'll upload a screenie if the data is still there once eu servers are up)
My best guess is a random scorch effect applied mid-test on Spoonwoman's, or some weird mechanic with wound :/
Last edited by nextormento : 10/19/10 at 9:56 PM.
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10/19/10, 9:58 PM
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#112
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Glass Joe
Troll Rogue
Tarren Mill (EU)
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In that case yours is probably the correct one, however I'm certain that there was no outside buff introduced since I was watching it by myself watching it and thinking I didn't expect a crit with that little crit%. I'll test it again tomorrow when servers get back up, though.
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10/20/10, 8:27 AM
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#113
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Von Kaiser
Night Elf Rogue
Uldum (EU)
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My data got erased, so I started again with [Heartpierce], [Steel Bladebreaker] one agi-crit gem and crit food: 2.18% spell crit (100rating), and got crits in medium sized samples:
IP/DP

WP/WP

Last edited by nextormento : 10/20/10 at 10:54 AM.
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10/20/10, 9:52 AM
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#114
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banned
Night Elf Rogue
Wrathbringer (EU)
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I've encountered a crit with 98 crit rating (2.13%). (I also saw one with 100 rating.)
There was a warlock near, however I specifically checked for any occurrences for Shadow Mastery in my combat log, and they were none - indeed the string "shadow" didn't even turn up once.
I'm currently testing with 95 crit rating (2.07%) and have yet to see a crit after 5047 procs.
// Edit
Added combat log if anyone wants to double check.
// Edit #2
So 7700 procs later I haven't seen a crit with 96 crit rating (2.09%). Need a break, maybe I'll continue testing with 97 or 98 again (in case my previous finding was a fluke, which I doubt however) later.
Last edited by sp00n : 10/20/10 at 12:34 PM.
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10/20/10, 6:46 PM
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#116
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Mike Tyson
Night Elf Rogue
Doomhammer
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9900 procs with no crits implies that the actual proc rate is 99% likely to be below .0465%; hence, these tests are consistent with a crit reduction somewhere between 2.066% and 2.135%. So it's "about" 2.1% according to most testing we've done.
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10/20/10, 6:46 PM
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#117
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Glass Joe
Troll Rogue
Tarren Mill (EU)
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Yeah, I just finished my own testing in lieu of sp00n's.
97 crit, 8378 proccs, no crits.
98 crit, 844 proccs, 1 crit.
Edit: Added results from a crit with 98 crit rating.
Last edited by Spoonwoman : 10/20/10 at 7:26 PM.
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10/20/10, 8:23 PM
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#118
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Von Kaiser
Gnome Rogue
Ravencrest (EU)
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Originally Posted by sp00n
Ok, results.
(Also note the Savage Combat uptime. It's ridiculous low!)
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Not sure if it's been discussed here, but there is a bug when using double wound poison where the proc from the other weapon's poison will always cancel savage combat, hence the low uptime.
EDIT: Upon a quick test this also seems to happen with only one weapon coated with wound poison. Every proc cancels savage combat and it takes quite a while for it to reapply. This problem goes away though when using deadly poison on the other weapon. Whenever deadly poison gets applied to the mob savage combat appears and stays there regardless of following wound poison or deadly poison procs.
Last edited by Dulak : 10/20/10 at 8:34 PM.
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10/20/10, 11:44 PM
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#119
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Piston Honda
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Originally Posted by Dulak
Not sure if it's been discussed here, but there is a bug when using double wound poison where the proc from the other weapon's poison will always cancel savage combat, hence the low uptime.
EDIT: Upon a quick test this also seems to happen with only one weapon coated with wound poison. Every proc cancels savage combat and it takes quite a while for it to reapply. This problem goes away though when using deadly poison on the other weapon. Whenever deadly poison gets applied to the mob savage combat appears and stays there regardless of following wound poison or deadly poison procs.
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This has been tested in the past, and it was found that in some scenarios, while the Savage Combat buff icon would disappear, the benefit of the buff would still be enabled. It's possible this may need to be revisited?
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10/21/10, 2:18 PM
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#120
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Von Kaiser
Night Elf Rogue
Uldum (EU)
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Originally Posted by Aldriana
[*]Mutilate Damage Formula (i.e., does it still add the full bonus damage to both hands?) How is the damage formula affected by Opportunity?
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I instructed a friend with beta acces to do some tests. He used a lvl85 premade, stripped off trinkets and two dirks with 5988AP, no buffs nor debuffs on the Exodar dummy. Goal was to run three tests with different talent choices, checking the combat log ingame; test1:no talents, only the assassination specialization taken: Mutilate and Assassin's Resolve; test2: three points in Lethality; test3: fill up the assassination tree and take 3 points in Opportunity. My mate took (as I told him) about 2-3 different values for each cell in this table
| | MH hits | OH hits | MH crits | OH crits | | No talents | 1099-1101 | 668-669 | 2198-2201 | 1336-1338 | | Lethality | 1099-1101 | 668-669 | 2527-2531 | 1537-1539 | | Opportunity | 1429-1431 | 869-870 | 3288-3290 | 1998-2000 |
Using the formula (normalized weapon damage+201)*1.5*Assassin's Resolve*armor reduction Assassin's Resolve being 1.15 and armor reduction: 26070/(26070+11977); and modifying it by
| | MH hits | OH hits | MH crits | OH crits | | No talents | 1.0*1.0 | 1.0*1.0 and 0.5 weapon damage | 2.0*1.0 | 2.0*1.0 and 0.5 weapon damage | | Lethality | 1.0*1.0 | 1.0*1.0 and 0.5 weapon damage | 2.3*1.0 | 2.3*1.0 and 0.5 weapon damage | | Opportunity | 1.0*1.3 | 1.0*1.3 and 0.5 weapon damage | 2.3*1.3 | 2.3*1.3 and 0.5 weapon damage |
We get the following (note that the two values account for the high and low-end of dirk's damage):
| | MH hits | OH hits | MH crits | OH crits | | opp=0 leth=0 | 1098,19-1100,56 | 667,89-669,07 | 2196,39-2201,11 | 1335,77-1338,14 | | opp=0 leth=3 | 1098,19-1100,56 | 667,89-669,07 | 2525,84-2531,28 | 1536,14-1538,86 | | opp=3 leth=3 | 1427,65-1430,72 | 868,25-869,79 | 3283,6-3290,67 | 1996,98-2000,51 |
Every value from the tests fits into the expected outcomes. Testing ended when a warrior approached and I promptly told my friend to stop in fear of sunders and physical vulnerabilities applied; that may explain the not so well populated data on crits with maxed opportunity and lethality.
I think we can conclude the damage formula is pretty much as expected: both hands get full bonus, lethality adds additively to the crit bonus (230% damage that is) and opportunity adds multiplicatively to the whole formula. For completeness in this post, I may add the 20% from poisoned target that adds multiplicatively too as sugested in my previous testings.
To wrap it up: (1+crit?*(1+lethality+meta))*opportunity*(normalized weapon damage*MH?+201)*1.5*1.15*1.2*26070/(26070+11977) where crit? should be 0 on hit and 1 on crit, and MH? a 1-0.5 binary value to account for main hand or offhand mutilates (I took the liberty to throw the meta in there since we seem to be getting the same +3%crit damage kind)
I must admit the tests show a sift towards the expected high ends; I don't know if this is due to lack of data or the inconsistency I find in dirk's tooltip (1-3 damage/1.6 speed should render 1.25dps and not 1.4), or something I completely missunderstood in here. Is there anything else I could include in this?
>edited a thousand times for clarification
>edit 2: It's worth noting that Mutilate no longer can be taken with DW specialization. The DW penaly seems to be consistently applied to the normalized weapon damage and not the 181, 201 at 85, part of the formula (and this also applies to other fromulas arranged in the same fashion).
Also, I'd like to know about the oddities Aldriana refers to when talking about Opportunity. I remember some speculation about it not being applied when attacking from the front (due to mutilate being the only attack affected by the talent that could be used from the front after BC), but from what we've seen I think that was ruled out.
Last edited by nextormento : 10/21/10 at 9:05 PM.
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10/21/10, 7:07 PM
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#121
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Piston Honda
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Originally Posted by Aldriana
What's the proc behavior of Hurricane (same questions, but also whether poison can proc it as it does say "spells")?
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I've done some additional Hurricane testing and can probably confirm it has a proc rate of 1 PPM.
For my first test, I dual wielded 2.6s weapons with Hurricane on both. I had 787 procs in 17,267 landed swings. This gives a 95% confidence interval of .98 - 1.13 PPM. For the next test I used 1.8s/1.4s daggers. This gives an average swing time of 2*1.8*1.4/(1.8+1.4) = 1.575s. I had 264 procs in 10937 swings, which gives a 95% confidence interval of .82 - 1.04 PPM. Combining the data from both tests by normalizing by swing time, it gives an average PPM of 60*(787 + 264)/(10937*1.575 + 17267*2.6) = 1.015 PPM.
2.6s testing WoL: World of Logs - Real Time Raid Analysis
1.8/1.4s testing WoL: World of Logs - Real Time Raid Analysis
Edit after further testing:
Weapon based attacks proc Hurricane like a standard enchant. There's no ICD. It has a proc rate of 1 PPM. Each hand procs independently of the other, and the buffs stack.
The spell based procs are caused by a variety of abilities that wouldn't typically proc a weapon enchant, including but not necessarily limited to, deadly poison, rupture, garrote, and recuperate ticks. IP wasn't able to proc it as a spell or as a weapon-based hit. The proc behavior for these abilities is different from the weapon-based attacks. There is an ICD, and the shortest time I saw between procs when only using spells(LBs on a shaman) was 46s, making it likely it's actually 45s. The proc chance is probably 15% judging from this spell: Hurricane (DND). With Hurricane on both weapons, I saw 20 procs out of 74 casts outside the ICD(27%), which fits the 1-(1-.15)^2 = 27.75% proc chance you would expect if having the enchant on both hands gives it 2 chances to proc per cast.
As mentioned in a previous post, a spell-based proc when no instance of the buff is currently active will give you an instance of the buff. Normal MH or OH procs while this spell-procced buff is active will not refresh it and will instead start/refresh their own instances of the buff. This allows the possibility of having 3 stacks active at the same time. If either the MH or OH has an active buff when a spell-based proc occurs, that stack will just be refreshed.
If both the MH and OH have an active buff when a spell-based proc occurs, it will refresh one of them. Which hand's buff is refreshed seemed to be random. I thought it might be related to which hand had an active proc first or which had been refreshed most recently, but I saw conflicting results when testing both of those possibilities.
Lastly, when a spell-based proc refreshes what was a MH or OH buff, that buff instance is instead considered to be a spell-based buff. By that, I mean if that hand were to proc again, it would start a new stack of the buff rather than refreshing what was previously its own instance before the spell-based proc refreshed it.
Feel free to ask questions if any of that was unclear.
Last edited by Rallik : 10/23/10 at 9:31 PM.
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10/30/10, 2:27 AM
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#122
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Von Kaiser
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It appears that Bandit's Guile is not affecting Killing Spree damage. I just ran 4 trials (No BG, 5%, 10%, 15%), with 21 killing sprees in the control test, and 25 in each of the BG tests.
Results for average total damage per Killing Spree are as follows:
Control: 1,751.76
5% BG: 1,729.68
10% BG: 1730.5
15% BG: 1,745.48
Control parse: World of Logs - Real Time Raid Analysis
5% parse: World of Logs - Real Time Raid Analysis
10% parse: World of Logs - Real Time Raid Analysis
15% parse: World of Logs - Real Time Raid Analysis
Obviously, given the relatively low number of trials, these results cannot be considered 100% conclusive, but I believe the degree of repetition is sufficient to indicate that it is extremely likely that BG is not affecting KS.
EDIT: These trials were performed naked, using Dalaran Sword MH and OH.
Last edited by Zephram : 10/30/10 at 3:05 AM.
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11/01/10, 10:51 AM
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#123
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Piston Honda
Human Warlock
Emerald Dream
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Originally Posted by Zephram
It appears that Bandit's Guile is not affecting Killing Spree damage. I just ran 4 trials (No BG, 5%, 10%, 15%), with 21 killing sprees in the control test, and 25 in each of the BG tests.
Results for average total damage per Killing Spree are as follows:
Control: 1,751.76
5% BG: 1,729.68
10% BG: 1730.5
15% BG: 1,745.48
EDIT: These trials were performed naked, using Dalaran Sword MH and OH.
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It seems a little odd that your control test had higher damage numbers than either of the other 3. If it was truly not affect Killing Spree damage then you'd expect the damage to be exactly the same across all 4.
What I did notice however was looking at the logs from the parses, in all but the very last trial, there were other people hitting on the same dummy you were hitting on. Any sort of debuffs they put up could cause variance in your numbers. I didn't see any debuffs put up, but I also didn't see Bandit's Guile in the log so clearly it's not showing everything.
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11/01/10, 2:07 PM
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#124
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Piston Honda
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Given the small sample size, the difference in damage between tests seems reasonable. With that small a sample size, variations of less than one percent from the mean as observed in Zephram's tests are not a significant difference.
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11/01/10, 3:36 PM
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#125
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Piston Honda
Human Warlock
Emerald Dream
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I agree. I wasn't looking at his totals when I was commenting, I was actually referring to the raw data in the parses.
More concerning to me is
1) I thought Bandit's Guile was only proc'd by Sinister Strike or Revealing Strike? Neither of those abilities show up in the log.
2) As I said above, other people are attacking the same dummies in most of the logs.
Looking at the time stamps, it appears the log was edited and everything before and after the Killing spree was edited out. I say this because there's 2 minute gaps in the log and when Putok wasn't doing Killing Spree, apparently the other people stopped attacking as well.
This is relevant because of one other observation. He says he casts 25 Killing Spree's in each of the BG tests. And I counted the number of "casts Killing Spree" and it looks like he did indeed cast 25 on each test. However, Killing Spree "attacks every .5 seconds with both weapons until 5 assaults have been made and increasing damage done by 20% for the duration". So for every Killing Spree, there should have been 10 attacks. So with 25 Killing Spree, there should be 250 attacks.
BG 5% - 242 attacks
BG 10% - 234 attacks
BG 15% - 248 attacks
with no Killing Spree misses as far as I could see.
Looking at the log for the BG 10% since it had the fewest Killing Spree Attacks, I see it looks like sometimes there were only 8 attacks made instead of 10. (Note the 2 minute gaps at top and bottom. Those were already there, I didn't filter anything out)
[21:04:52.725] Putok hits Expert's Training Dummy 1 (O: 103)
[21:06:46.006] Expert's Training Dummy's Blade Twisting is refreshed by Putok
[21:06:46.275] Putok gains Killing Spree from Putok
[21:06:46.275] Putok casts Killing Spree
[21:06:46.275] Putok hits Expert's Training Dummy 1 (O: 115)
[21:06:46.358] Putok Killing Spree Expert's Training Dummy 1 (O: 186)
[21:06:46.794] Putok Killing Spree Expert's Training Dummy 1 (O: 170)
[21:06:46.794] Expert's Training Dummy's Blade Twisting is refreshed by Putok
[21:06:46.891] Putok hits Expert's Training Dummy 1 (O: 136)
[21:06:47.293] Putok Killing Spree Expert's Training Dummy 1 (O: 174)
[21:06:47.293] Putok Killing Spree Expert's Training Dummy 1 (O: 152)
[21:06:47.293] Expert's Training Dummy's Blade Twisting is refreshed by Putok
[21:06:47.760] Putok Killing Spree Expert's Training Dummy 1 (O: 188)
[21:06:47.760] Putok hits Expert's Training Dummy 1 (O: 134)
[21:06:48.144] Silvermoon Ranger begins to cast Shoot Bow
[21:06:48.144] Putok Killing Spree Expert's Training Dummy 1 (O: 154)
[21:06:48.144] Putok's Killing Spree fades
[21:06:48.227] Putok hits Expert's Training Dummy 1 (O: 128)
[21:06:48.445] Putok Killing Spree Expert's Training Dummy 1 (O: 197)
[21:06:48.445] Putok Killing Spree Expert's Training Dummy 1 (O: 155)
[21:06:48.445] Expert's Training Dummy's Blade Twisting is refreshed by Putok
[21:08:42.927] Putok hits Expert's Training Dummy 1 (O: 97)
[21:08:43.145] Expert's Training Dummy's Blade Twisting is refreshed by Putok
So the total damage done by this Killing Spree was 1,376.
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