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Cataclysm Mechanics Testing
Before we can do any real theorycraft on Cataclysm specs and gear, there's some basic stuff that needs to be tested so we create an accurate model. Rather than doing this by our usual scatterbrained approach, I figure we should try to get all the information in a centralized location so everyone interested in creating a model has access to it.
Following is a rough pass at listing everything we still need to test/verify. I'm sure I've forgotten a few things, so feel free to bring up anything I've omitted; I've probably also inadvertantly included some things we already know, so feel free to point that out as well. In the interest of being as thorough as possible about this, please provide testing and/or evidence if you're going to attempt to answer one of these claims. If you flatly state the answer with no evidence to support it you're probably going to get ignored. And possibly infracted.
Partially Answered 12. AR and Vitality apply additively; haste regen is then applied to that sum multiplicatively. Blade Flurry and Overkill still need to be tested. Credit: Lightshadow 14. Coup de Grace, Aggression, and Executioner all apply additively. However, the damage buff of RvS is not yet understood - in the testing in question it only provided a ~4% damage benefit. RvS has now been fixed to give the full 20% benefit; its stacking with the other bonuses should now be verified. Credit: ieatpaperbag, Lightshadow Confirmed Results 1. Boss armor is 11977. 2. Miss/dodge rates are still 8/17/27/6.5 against boss-level mobs, according to the character sheet. However, testing at level 80 indicates that the expertise value is actually lower than 6.5%; this effect does not appear to extend to level 85, where dodge rates appear to be about the expected 6.5%. Credit: Feist-Mok 3. Crit reduction is still 4.8%. Credit: Ramathor 4. Spell crit reduction is close to 2.1%. Credit: sp00n, Spoonwoman, MrBill 5. Mutilate damage is given by Opportunity * Assassin's Resolve * Poisoned Target * 1.5 * (weapon damage * oh penalty + damage constant). Credit: nextormento 6. Basically a bad question. Don't worry about answering it. 7. Imp Ambush and Opportunity apply additively. Credit: korner 8. Assassin's Resolve boosts all melee attacks and strikes, including autoattacks, weapon strikes, and finishers. It notably does not affect spell damage (i.e. poisons) and ranged attacks (including FoK). It stacks multiplicatively with Vendetta. Credit: Docrev 9. Potent Poisons and Vile Poisons apply additively. Credit: niemann 10. IP proc rate is still 20% * weapon_speed/1.4. WP proc rate is still 50% * weapon_speed/1.4. This applies to both melee and ranged weapons. 11. The proc rate of your melee poisons on FoK via Vile Poisons are based on your melee weapon speed. 13. Venomous Wounds base damage is given by (363+.135*AP) at level 80 and (675+.176*AP) at level 85. It crits at your usual spell crit rate, and benefits from Potent Poisons and the spell damage buff (Master Poisoner or equivalent) but not Vile Poisons. Credit: Docrev, niemann 15. Rupture does not scale with haste. Confirmed by Lightshadow 16. RvS has been fixed to give the full 20% damage benefit on Rupture. Confirmed by Lightshadow 17. Find Weakness is a straight 50% reduction and applies multiplicatively with Expose Armor. Credit: korner 18. HAT does in fact increase spell crit according to the character sheet, despite the wording of the tooltip. Credit: Docrev 20. Aggression and Improved Sinister Strike stack additively, and affect both the base weapon damage and the bonus damage. Credit: ieatpaperbag 21. FoK is not normalized. Credit: Docrev 22. KSp is normalized. Credit: Lightshadow 23. Revealing Strike is not normalized. Credit: ieatpaperbag 24. Blade Twisting procs off of all damaging weapon strikes and has no ICD. Thus, on a single target, it will usually have near-100% uptime. 25. The Savage Combat and Vitality AP buffs apply multiplicatively. Credit: ieatpaperbag 26. AR Haste applies multiplicatively with all other sources of haste. Credit: Lightshadow 27. Only finishers that do damage (Evis/Env/Rupture/Deadly Throw) count towards Restless Blades. Buff/debuff finishers (SnD/Recuperate/EA) do not. Credit: ieatpaperbag 28. Existing DoTs are not buffed by KSp; however, if DP is refreshed during KSp it will gain the damage bonus until it is again refreshed. Credit: ieatpaperbag 29. Bandit's guile mechanics are summarized by Lightshadow here. 30. Main Gauche is a normalized attack that uses the yellow (1H) hit table and cannot glance. Credit: ieatpaperbag, Lightshadow 31. Glyph of Hemo deals 40% of the damage dealt by the Hemo. Hemoing while the previous DoT is up will overwrite the previous one, regardless of relative damage. Reapplying does not reset the tick timer. The DoT does count for purposes of Sanguinary Veins, including buffing its own damage (though not that of the applying Hemo). If there is an existing DoT up, the Hemo will benefit from it, and the proc will also benefit from it, effectively double-passing the benefit of Sanguinary Veins on the DoT. The DoT is also boosted by the Hemo debuff. The DoT can also crit, in addition to the fact that if the Hemo crits the DoT does more damage - hence, the Glyph effectively double-passes your crit as well. The DoT does not benefit from haste. Credit: ieatpaperbag 32. Dodged/Missed envenoms still trigger the Envenom buff. Credit: ieatpaperbag 34. On physical attacks, Hurricane acts like a regular 1 PPM enchant. On spells, it is a 45 second ICD and a 15% proc rate. If a spell proc occurs while a melee proc is active, it will refresh the melee proc. If a spell proc occurs with no melee proc, it will create a separate stack of the buff, potentially resulting in 3 stacks being up at the same time. 35. There is no known evidence that glancing behavior has changed. Confirmed by ieatpaperbag 36. Partial resists appear to have been removed from the game. Credit: Exemplar 38. Left Eye of Rajh has a 30% proc rate and a 50 second ICD Credit: Zeyue, sp00n 39. Key to the Endless Chamber has a 10% proc rate and a 75 sec ICD. 40. Essence of the Cyclone has a 10% proc rate and a 50 second ICD. Credit: nelalas 41. Unheeded Warning has a 10% proc rate and a 50 second ICD. Credit: nelalas 42. Prestor's Talisman of Machination has a 10% proc rate and a 75 second ICD. Credit: Caffeine 43. Grace of the Herald has a 10% proc rate and a 100 second ICD. Credit: Zeyue, sp00n 46. Avalanche does not benefit from Bandit's Guile. It seems likely that DMC does not either. Credit: nelalas 47. Avalanche procs off weapon attacks with a 5 PPM proc rate, and has a 10% chance to proc off Deadly Poison or Rupture ticks. It does not appear to proc off Instant Poison or Venomous Wounds. Triggering ticks can proc an Avalanche enchant on either hand, however it appears that dual-wielding Avalanche does not increase the proc rate. 48. Swordguard Embroidery has a 15% proc rate and a 55 second ICD. |
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2) I can't speak to the proc-rate mechanics, but I can say that two independent procs will provide two independent buffs which do stack. |
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White damage baseline: ![]() White damage with Assassin's Resolve: ![]() Sinister Strike baseline: ![]() Sinister Strike with Assassin's Resolve: ![]() I apologize for the small sample size, it's the most I could pull off before someone else would run up and start hitting the dummy. With this small sample, it appears that the minimum and maximum white damage were increased by approximately 14%, while the Sinister Strike minimum and maximum were increased by approximately 15.5% and 14% respectively. The discrepancy between the tooltip value and the observed values is quite possibly due to the small sample size and rounding issues caused by the low damage, but it seems safe to say that Assassin's Resolve affects both white damage and special attacks. EDIT: Listed the wrong training dummy, corrected. |
Interesting. Could you (or someone) additionally check poisons, and non weapon damage based strikes (i.e. Eviscerate/Envenom)?
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Tested instant poison and five combo point eviscerates with basically the same setup, with the exception of IP on the Main Gauche and the fact that the level 70 testing dummy was used this time. It also should be noted that I had already trained Mastery on this character. Eviscerate's damage was increased by 13.4% on the low end and 14.3% on the high end. Instant Poison had a 19.5% increase in minimum damage and a 20.2% increase in maximum damage, which corresponds to the expected damage increase from the Mastery. This data, combined with the data from my earlier post, would back the hypothesis of Assassin's Resolve increasing the damage of auto-attacks, weapon damage-based strikes, and non-weapon damage-based strikes, but not poisons.
Eviscerate (no specialization): ![]() Eviscerate (Assassination): ![]() Instant Poison (no specialization): ![]() Instant Poison (Assassination w/ Mastery): ![]() |
One final question (which I should have asked earlier, but I just thought of it now): what about FoK? I would guess not, but we shouldn't make assumptions at this stage. And while you're add it could you throw a Vendetta up on the dummy and verify whether stacking is additive or multiplicative?
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No, you're thinking of crit conversion. The whole explanation can be found here for those of you that missed it.
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Tested Fan of Knives by equipping my rogue's Shrapnel Star, and didn't see any real difference between the averages with and without Assassin's Resolve with 20 FoKs each, though the distribution was a bit tighter with Resolve (I'm suspecting that's just a testing artifact). As for Vendetta, I had to change my testing setup a bit. Equipped gear was the Main Gauche and the Shrapnel Star, and the spec used was this: Talent Calculator - World of Warcraft
To test it, I hit Vendetta, then auto-attacked the level 70 dummy until just before Vendetta ended, at which point I stopped attacking. After storing the data and resetting Recount, the dummy was then attacked auto-attacked without Vendetta for the same number of strikes. With Vendetta, the minimum auto-attack damage increased by 21% while the maximum increased by 21.7%, which suggests Vendetta is multiplicative with Assassin's Resolve. FoK baseline: ![]() FoK with Assassin's Resolve: ![]() Melee without Vendetta: ![]() Melee with Vendetta: ![]() |
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Edit: To clarify about rupture -- no matter how much haste I use the ticks happen exactly 2 seconds apart (for exactly what the tooltip would suggest). That said the new dot refresh mechanic does apply to us. If you Rupture once and let it drop, the rupture falls off at exactly the same time the last tick hits. If you rupture, let it get to 1s, and rupture again though, it adds the remaining time on your old rupture to the new one. Code:
00:55:25.531 SPELL_AURA_APPLIED,0x01000000000797FA,"Seasky",0x511,0xF13079AA00002B41,"Heroic Training Dummy",0x10a28,1943,"Rupture",0x1,DEBUFFCode:
01:03:32.765 SPELL_CAST_SUCCESS,0x01000000000797FA,"Seasky",0x511,0xF13079AA00002B41,"Heroic Training Dummy",0x10a28,1943,"Rupture",0x1 |
Were you testing on the boss-level training dummy and, if so, can you comment on whether it can glance or not?
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Yes I was testing vs. the heroic dummy, no none of the MG hits were glancing.
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![]() and after a miss as well. ![]() |
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EDIT: Here's the raw data, in the order they appear on the table. Also worth noting from these is that the crit damage is 154.5% of the non-crit damage. ![]() ![]() ![]() ![]() ![]() ![]() EDIT 2: Caught a typo on the table, which slightly adjusts the damage/AP relationship. |
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