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Old 03/15/13, 10:47 AM   #196
Pathal
Don Flamenco
 
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Worgen Rogue
 
Doomhammer
@Wimpyone
The rest of the RPPM trinkets should be fine. They're actually yielding extremely similar results to SimC if I remember right.

@fierydemise
That's also ignoring the chance to proc while the buff is up for some trinkets, but due to the RNG protection it should be pretty reasonable now. The issue was that you never really got X "real" procs per minute in the first place, it was always going to be less than that.

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Old 03/15/13, 11:41 AM   #197
fierydemise
Von Kaiser
 
Troll Rogue
 
Shadowmoon
Proc munching is also an issue sure but I think the bad luck protection is an issue. Before we had our expected interval which was also our average time between procs because proc times were equally distributed about the proc interval. Now our true average is actually less then the expected interval because proc times greater then 3/2 expected interval are less likely.

To check that I wasn't going crazy I wrote a quick simulator to look at a trinket with a proc chance per second of 1%. Simulating 64K procs, with no bad luck protection I got an interval of 100.04 seconds, as expected given the expected interval of 100 seconds. With proc protection added I get an average interval of 88.8 seconds. This suggests that the average proc interval is in fact less then the expected interval and by a large enough value to potentially skew results.

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Old 03/15/13, 12:33 PM   #198
Pathal
Don Flamenco
 
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Worgen Rogue
 
Doomhammer
But we're ultimately not concerned with average proc intervals, but uptime. So we should be comparing that instead of the time between procs because of that overlap. Treating it as an interval in the backend just helps simplify and speed up calculations.

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Old 03/15/13, 12:59 PM   #199
theturn
Glass Joe
 
Worgen Rogue
 
Hellscream
So last night on Megaera through 8 attempts Normal Juju had a 22.8% uptime but on the kill only had 14.9% uptime. Given the small sample size it might not be representative but it seems to jive with the current math. So its still even after the buff slightly worse than H Bottle 2/2. Though I imagine the heroic or thunderforged version would be better.

For those who don't know this is basically a stationary fight for melee so that's why I bring it up.

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Old 03/15/13, 1:43 PM   #200
Wimpyone
Von Kaiser
 
Night Elf Rogue
 
Emerald Dream (EU)
Someone has done some maths for the 'bad luck protection'. First of all, credit to where credit is due, I've stolen borrowed this from Midwinter's Stenhaldi.

Top-line: the bad luck protection seem to correspond to a 13.07% increase in average proc rate.

Maths: the probability density as a function of the proc interval t is:

f(t) = k e^(-kt) , if kt <= 1.5
f(t) = k (1+(kt-1.5)*3) e^(-kt (1+(kt/2-1.5)*3)-3.375) , if kt > 1.5

where k = 1/AverageProcInterval. Here is a graph of what that distribution looks like, which is probably the easiest way to understand what's happening. The mean of this distribution is roughly 0.8844*AverageProcInterval, corresponding to a 13.07% increase in average proc rate.

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Old 03/15/13, 5:31 PM   #201
ArsMoritoria
Glass Joe
 
Pandaren Rogue
 
Kil'Jaeden
@Wimpyone

Is your AverageProcInterval the same as Expected Proc Interval (i.e. 60/(1+HasteValue*RPPM))? I am trying to math these things out myself, and I want to be certain that I have a clear picture of the math I am playing with. Also, I am assuming that t = time (in seconds), is that an incorrect assertion?

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Old 03/15/13, 6:52 PM   #202
fierydemise
Von Kaiser
 
Troll Rogue
 
Shadowmoon
Originally Posted by Pathal View Post
But we're ultimately not concerned with average proc intervals, but uptime. So we should be comparing that instead of the time between procs because of that overlap. Treating it as an interval in the backend just helps simplify and speed up calculations.
Clearly uptime is the relevant consideration and it has two major components we aren't taking into effect, proc munching and the bad luck protection.

Modifying my simulator to deal with uptimes instead of intervals and making a 20 second proc (basically I'm simulating bad juju) I get the following results.

No Bad Luck Protection:
total time: 6569506
proc time: 1194494
uptime: 0.181824
seconds munched: 116207

Bad Luck Protection
total time: 5823109
proc time: 1195237
uptime: 0.205258
seconds munched: 115464

It actually appears that you are correct for this specific case, the effects of proc munching and bad luck protection basically cancel each other out so the actual uptime matches the naive uptime from proc interval calculation but I'm not sure that will always be the case.

Looking at how shadowcraft handles uptimes the current uptime computation is correct for rppm trinkets given overlap however it under counts the uptime given bad luck protection.

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Old 03/16/13, 1:00 AM   #203
Wimpyone
Von Kaiser
 
Night Elf Rogue
 
Emerald Dream (EU)
Originally Posted by ArsMoritoria View Post
@Wimpyone

Is your AverageProcInterval the same as Expected Proc Interval (i.e. 60/(1+HasteValue*RPPM))? I am trying to math these things out myself, and I want to be certain that I have a clear picture of the math I am playing with. Also, I am assuming that t = time (in seconds), is that an incorrect assertion?
Yes, correct on both there. More info and a lot of mathematical detail here (credit: Duality's Conjor)

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Old 03/16/13, 5:40 AM   #204
Sephius
Glass Joe
 
Night Elf Rogue
 
Duskwood
Any chance the EP for Swordguard embroidery will be added?

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Old 03/16/13, 7:36 AM   #205
Wimpyone
Von Kaiser
 
Night Elf Rogue
 
Emerald Dream (EU)
How are people calculating uptime for RPPM trinkets with ICD? I'm trying:

1) Avg_proc_interval + ICD
2) Avg_proc_interval + (Trinket duration - ICD)

The second would make more sense, since I assume the ICD starts when the trinket procs. But I'm worried it might be an over-simplification.

I have a request for someone with a Renataki's Soul charm to do some testing. As Renataki's has an ICD which is similar to the trinket duration, it's the ideal candidate for determining if either of the above models is similar to reality. If anyone could PM me some uptime details that would be great (or post them on this thread if you prefer).

I'd need to know: your base haste in % (or your toon name, so I can look it up on the armory),and trinket uptime % (skada can tell you this, or you can log the fight). Ideally a 30-minute dummy fight doing your usual rotation (hey, it's good practice!)

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Old 03/16/13, 10:43 AM   #206
fierydemise
Von Kaiser
 
Troll Rogue
 
Shadowmoon
ICD trinkets are a bit funny with RPPM. The average proc interval starts when the trinket procs, the ICD is basically just a protection to prevent chain proccing while the buff is already up. Where things get a bit odd is the "Time since last proc chance" factor continues to count even the trinket is on ICD so the first attack after the ICD ends will have 10 times typical proc rate.

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Old 03/16/13, 8:01 PM   #207
timwoj
Glass Joe
 
Pandaren Rogue
 
<CTR>
Aerie Peak
Originally Posted by Pathal View Post
@Wimpyone
The rest of the RPPM trinkets should be fine. They're actually yielding extremely similar results to SimC if I remember right.
Which trinkets should we still be wary of when using Shadowcraft? Just RoRO and Bad Juju, or are there others that still aren't quite right?

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Old 03/17/13, 8:36 AM   #208
Schmoopy
Von Kaiser
 
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Gnome Rogue
 
Stormrage
Originally Posted by timwoj View Post
Which trinkets should we still be wary of when using Shadowcraft? Just RoRO and Bad Juju, or are there others that still aren't quite right?
AFAIK only RoRO still has issues. Bad Juju should be implemented correctly know.

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Old 03/17/13, 9:15 AM   #209
Wimpyone
Von Kaiser
 
Night Elf Rogue
 
Emerald Dream (EU)
So, I think we're getting there with the modelling of bad luck protection and proc overlaps. This is what I have at the moment:

Let the average proc rate, avg_rate = (RPPM*(1+Haste))/60

For trinkets with ICD: proc overlap is obviously not a concern here. The uptime is just [proc duration / average time between procs]. Average time between procs is [1/avg_rate] + ICD

For trinkets without ICD: here we can't just measure proc uptime by [proc duration / average time between procs], because procs can overlap. Instead, we can model the RPPM mechanic as a Poisson distribution, which gives us an uptime = 1-EXP((-avg_rate*Proc_duration))

Bad luck protection:
There are two approaches here. One is to multiply average proc time by 13.07%, as mentioned above on this thread. For the mathematical derivation please see this work by Jay (@Hamlet EJ).

There is a second approach, which uses mathematica to get a formula which takes into account bad luck protections (and so eliminates the need to multiply by 13.07%, which feels like a bit of a fudge). The approach here is to integrate the equations over the two time periods (the 'regular time' and the 'time after bad luck protection kicks in'). Conjor is working on that at the moment (links above on this thread), but for now multiplying by 13.07% seems more accurate to me.

Using the math above, and assuming 23% haste, I'm getting the following average uptimes:

Bad Juju: 22.5%
Renataki's: 22.7%
Talisman: 53.5%
RoRo: here the uptime increases with ilvl. 16.9% for 541, 16.3% for 535, 15.6% for 528 and 15.1% for for the 522 one.

Any and all feedback or corrections on the math are very welcome.
____
Edited: corrected one incorrect statement (multiplier applies to average proc time, not average uptime as originally stated) and edited sample uptime values accordingly.

Last edited by Wimpyone : 03/17/13 at 9:49 AM.

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Old 03/18/13, 10:30 AM   #210
Indz
Von Kaiser
 
Dwarf Rogue
 
Blackmoore (EU)
I updated Shadowcraft again.

- Trinket Ranking should now be more consistent, but please note that the Shado-Pan Assault (Hit) and Renatakis Soul Charm (Expertise) Trinkets are depending on your current gear setup might be to low or to high ranked. You can swap the trinket in and hit reforge and watch DPS.

- Added support for the legendary meta gem. You can manuelly plug the gem. The Optimize Gems function only uses the legendary gem if you have completed the Chapter 3 Achievements.

- Added back talent rankings, glyph dps and the tailor cloak enchant. If we are again encountering slow downs or timeouts I need to disable some requests.

- Set Bonus EP will now be displayed again and used in Item Ranking.

- Added an Wait Screen to the Calculation like the one for Reforging. It should only display > 1sec calculation time. If you think this is annoying please let me know and I will try to improve or remove it.

- Added 2 Heroic Thunderforged trinkets, but there are 2 missing. Talisman of Bloodlust and Rune of Re-Origination. If someone have the Item or ItemID would be great. Thanks.

- Small fix to the Random Bracers where the values for the secondary stats were of by 1 point. They should now be all correct.

If you encounter any other bugs please let me know. If those are individual things please write a PM.

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