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Old 08/26/12, 2:32 PM   #61
Pathal
Don Flamenco
 
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Worgen Rogue
 
Doomhammer
I could probably add backend support easily when I get back home, but I would need to know if pvp power and resil is additive or multiplicative. I'm assuming it's multiplicative and stacks with everything, but someone else would need to verify that for me. Implementing in a frontend will be another issue.

This probably won't change EP weights though (though, custom armor values should), and modelling specific PvP scenarios might be a stretch for us, but burst could be useful.

EDIT: This is for me, Antiarc, and whoever else will need to know the API: MoP Changes - Forums - World of Warcraft

calcTalent: "01.01."
Each character in calcTalent string is the talent selection for each row, 0 is when the left most option is chosen. "." is for no talent selected.

calcSpec: "b"
"a" for Assassination, "Z" for Combat, "b" for Subtlety. (For Druids, their 4th tree is "Y", if anyone was curious). It's always those letters, with "a" on the first tree, "Z" on the second, "b" on the third, no matter the class.

calcGlyph: "Vfp"
Each glyph seems to be mapped to a specific character. I see no pattern between capital letters and lowercase ones.

Creates: Talent Calculator - Game Guide - World of Warcraft

{
talents: [ ],
glyphs: {
major: [ ],
minor: [ ]
},
calcTalent: "",
calcSpec: "",
calcGlyph: ""
}
is for a completely empty spec.


More edits!: Here's the map of glyphs... Obviously it's from an outdated cache, but it should be mostly relevant.

Click Here ← Click Here
Major Glyphs
Z - Ambush
Y - Blade Flurry
I - Blind
S - Cheap Shot
q - Cloak of Shadows
c - Crippling Poison
L - Deadly Momentum
W - Debilitation
d - Evasion
e - Expose Armor
V - Feint
f - Garrote
g - Gouge
r - Kick
X - Recuperate
i - Sap
a - Shadow Walk
j - Shiv
R - Sinister Strike
h - Smoke Bomb
Q - Sprint
o - Stealth
J - Vanish
n - Vendetta

Minor Glyphs
m - Blurred Speed
b - Decoy
U - Detection
K - Disguise
k - Distract
T - Hemorrhage
M - Killing Spree
P - Pick Lock
l - Pick Pocket
N - Poisons
O - Safe Fall
p - Tricks of the Trade

Last edited by Pathal : 08/27/12 at 12:14 AM.

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Old 08/30/12, 6:45 AM   #62
Hildegard
King Hippo
 
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Gnome Rogue
 
Aegwynn (EU)
Originally Posted by Pathal View Post
I could probably add backend support easily when I get back home, but I would need to know if pvp power and resil is additive or multiplicative. I'm assuming it's multiplicative and stacks with everything, but someone else would need to verify that for me. Implementing in a frontend will be another issue.

This probably won't change EP weights though (though, custom armor values should), and modelling specific PvP scenarios might be a stretch for us, but burst could be useful.
Both resilience and pvp power have diminishing returns in their formula. I can collect data for both values and damage reduction and damage increase. How many values would be necessary to do the math?

What is the best way to verify if they stack additive or multiplicative?

Last edited by Hildegard : 08/30/12 at 6:52 AM.

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Old 08/30/12, 6:25 PM   #63
Pathal
Don Flamenco
 
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Worgen Rogue
 
Doomhammer
Ideally, someone has already figured this out on AJ or something. I want to emphasis that this won't really change the EP weights because they will still be based on sustained DPS, and all PvP power and Resil does is multiply the final damage (all damage) by some number greater than 1, and another by less than 1. %modifiers to total damage don't really change EP weights unless the stats somehow affect their uptime. Without going a few steps further, the only comparison we could really make is comparing PvP Power to a single point of AP.

If the formula isn't out there, then I could probably do it myself. The more data points I have, the easier it is to figure it out (and the more accurate it is too!).

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Old 08/31/12, 9:48 AM   #64
Hildegard
King Hippo
 
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Gnome Rogue
 
Aegwynn (EU)
Ok, basically you need resilience rating -> damage reduction percentage and pvp power -> damage reduction increase.

One point for pvp power is that it is possible to gem and enchant it, which means it needs an EP weight for PvP analysis. Especially as some comments I read talk about a break point where PvP Power is weaker than primary stats due to diminishing returns. Resilience is less important to implement, as it is simply a damage reduction that would not change cycles or EP weights. Will make an xls-sheet for you and send it as PM.

Edit: Send you the data as PM.

Last edited by Hildegard : 09/01/12 at 11:10 AM.

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Old 09/12/12, 7:00 PM   #65
StijnH
Glass Joe
 
Human Rogue
 
Aerie Peak (EU)
I've started preliminary tests with IronPython. So far I can print the racials_by_race data. Next step is to see if it also runs in Mono. If that works, I'll try to build a UI in ASP.NET MVC.

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Old 09/13/12, 8:02 AM   #66
LemonTop
Glass Joe
 
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Goblin Rogue
 
Al'Akir (EU)
Originally Posted by Pathal View Post
Ideally, someone has already figured this out on AJ or something. I want to emphasis that this won't really change the EP weights because they will still be based on sustained DPS, and all PvP power and Resil does is multiply the final damage (all damage) by some number greater than 1, and another by less than 1. %modifiers to total damage don't really change EP weights unless the stats somehow affect their uptime. Without going a few steps further, the only comparison we could really make is comparing PvP Power to a single point of AP.

If the formula isn't out there, then I could probably do it myself. The more data points I have, the easier it is to figure it out (and the more accurate it is too!).
You probably already saw this but there is an article on AJ about PVP Power & Resilience - Mists PvP Power and Resilience Guide - News - Arena Junkies

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Old 09/17/12, 2:23 AM   #67
Hildegard
King Hippo
 
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Gnome Rogue
 
Aegwynn (EU)
Pathal actually figured it out about the same time as the article with the data I provided him, but that read is really good for anyone interested in the mechanics. I hope you guys integrate PvP Power into the tools. It would help the pvp community a lot.

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Old 09/20/12, 1:36 PM   #68
Kodjin
Von Kaiser
 
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Pandaren Rogue
 
Ghostlands
I believe I seen a Github comment somewhere that Aldriana may be working on an Android interface for Shadowcraft. I am starting an IOS implementation and will hopefully have it submitted to the AppStore(free of course) in a reasonable amount of time.

I will be incorporating IAd into it, so if there are any objections from the backend devs please shoot me a private message and we can discuss it.

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Old 09/20/12, 4:02 PM   #69
Pathal
Don Flamenco
 
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Worgen Rogue
 
Doomhammer
I don't remember a no-profit clause / section in the Shadowcraft Engine license, but just remember that you need to make sure you follow the guidelines in Blizzard's Community Platform API if you take advantage of their tools.

Blizzard Community Platform API Documentation

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Old 09/21/12, 1:39 AM   #70
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
For the record: while I have heard of people working on an Android app for ShadowCraft:
1) I have absolutely nothing to do with it; I haven't made a commit to ShadowCraft in months, and have no immediate plans to do so, and
2) It was at least a year ago and I haven't heard any updates; as I recall it was bogged down to some extent by needing to rewrite the engine in something more Android-friendly than Python.

I will also note that while I can see the value of having a mobile-friendly version of ShadowCraft, its not immediately clear to me that the development effort wouldn't be better spent on a mobile-friendly version of the website rather than an app for each platform. However, as I'm not the one developing, you welcome to create whatever supplementary tools you like (within the confines of the licensing on existing components).

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Old 10/06/12, 2:27 PM   #71
timwoj
Glass Joe
 
Pandaren Rogue
 
<CTR>
Aerie Peak
Is the shadowcraft website currently broken? Every time I try to use it I get an unrecoverable error message.

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Old 10/06/12, 9:05 PM   #72
Zellyn
Bald Bull
 
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Goblin Rogue
 
Mal'Ganis
It's broken for level 90 characters because it hasn't been updated. Load up a level 85 and it works fine.

<08-07-09 02:09>[Velth] This is the behavior of a benefactor of the EJ forums?

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Old 10/08/12, 10:23 AM   #73
xriotx
Glass Joe
 
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Pandaren Rogue
 
Illidan (EU)
Since it's broken for level 90's characters, do we have any viable tools left ?

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Old 10/08/12, 2:10 PM   #74
 Viper
Eyelaser Ninja Pirate
 
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Troll Rogue
 
Burning Blade
If you're comfortable with python at all you can grab a copy of Shadowcraft-Engine to run for yourself. Just need to set up the scripts properly, and Pathal has a pretty straightforward guide to that in his signature on here.

That said, the inputs to the engine scripts are just raw stat values and a list of procs/enchants, so it is not at all friendly to quickly checking different gear setups. That's the part the UI really helped with.

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Old 10/09/12, 7:05 AM   #75
Ayliex
Glass Joe
 
Worgen Rogue
 
Silvermoon (EU)
I started coding some quick and dirty character import for use with these command line scripts. It mostly works, but trinkets and weapon enchants are hardcoded now. It is trivial to fix, just I haven't found time to do it yet. It requires wowapi to work. You need to be comfortable with python to use it.

Here it is:


I am not sure what to do with imported attack power yet. Scripts in shadowcraft engine had it set to 250. I assume it is just base value and we don't count AP given by agility there. For now I just subtract 2*agility from imported value.


ps. Feel free to use and change the code. I will try to make it more usable, but I absolutely can't give any time estimate on it.

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