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03/09/08, 9:40 AM
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#501
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Glass Joe
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I'm sorry if this has been asked before, I couldn't find what i needed with the search function.
I have a question about sword specialization.
When the offhand procs a MH attack - does that MH attack have a chance to proc combat potency? I know this might sound stupid, but it occurred to me as an outside possibility since it's triggering off of an offhand attack.
Also, the MH swing initated by the OH proc - how hard does it hit? Is it affected by the 25% offhand penalty? A little confused here.
Also how can I test this for myself? I've heard about parsing but I don't know how to do it and the combat log is too vague for me to tell one way or another.
Thank you!
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03/09/08, 10:11 AM
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#502
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Don Flamenco
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To answer your questions in order: No, the mainhand attack procced is not eligible for CP procs because it is a true mainhand attack and it is not affected by the offhand penalty for the same reason.
To test at the moment, use a really low damage weapon in one hand and a high damage weapon in the other, then you will be able to tell which hand is which in the combat log. In the next patch each hand has a unique ID in the revamped combat log so you'll be able to use your regular weapons check the combat log to see which order swings occur in.
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03/09/08, 8:19 PM
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#503
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Glass Joe
Undead Rogue
Black Dragonflight
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Regarding rogue mechanics:
Given a gearset where 5R is optimal, the rogue is untalented (0/0/0), and yellow attacks can miss, how are energy losses from misses/dodges calculated into the final dps breakdown in this spreadsheet?
Is this correct?: Missed/dodged finishers should lose all energy and SS should lose 8 energy.
I programmed a combat log generator using what we know and everything matches except for the total damage from SS/rupture in this scenario (attack table breakdowns, average hits, critical hits etc..) I can't seem to find the discrepancy between the spreadsheet and generated models (spreadsheet has higher yellow total damage, identical white damage). I can upload a sample combat log for analysis if the above is correct. The log generator is using rupture whenever it has 5 points and no rupture ticks are up. Otherwise, it is spamming SS, for 45 energy. Each run is simulating 11+ hours right now.
I'll start a new thread when the simulator is mature, but this bug is really bothering me for now.
Thanks
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03/09/08, 10:35 PM
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#504
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King Hippo
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Originally Posted by meowmeows
Regarding rogue mechanics:
Given a gearset where 5R is optimal, the rogue is untalented (0/0/0), and yellow attacks can miss, how are energy losses from misses/dodges calculated into the final dps breakdown in this spreadsheet?
Is this correct?: Missed/dodged finishers should lose all energy and SS should lose 8 energy.
I programmed a combat log generator using what we know and everything matches except for the total damage from SS/rupture in this scenario (attack table breakdowns, average hits, critical hits etc..) I can't seem to find the discrepancy between the spreadsheet and generated models (spreadsheet has higher yellow total damage, identical white damage). I can upload a sample combat log for analysis if the above is correct. The log generator is using rupture whenever it has 5 points and no rupture ticks are up. Otherwise, it is spamming SS, for 45 energy. Each run is simulating 11+ hours right now.
I'll start a new thread when the simulator is mature, but this bug is really bothering me for now.
Thanks
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In this spreadsheet, it is treated as an increased energy cost for the finisher. Finishers will never really miss as I can't imagine a situation with a rogue with that low of a to hit (since it is only a 9% miss chance for finishers as opposed to 28% for dual-wielding white attacks). So, it's really only dodges that affect the finishers.
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03/09/08, 10:47 PM
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#505
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King Hippo
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Originally Posted by Oscarvil
To answer your questions in order: No, the mainhand attack procced is not eligible for CP procs because it is a true mainhand attack and it is not affected by the offhand penalty for the same reason.
To test at the moment, use a really low damage weapon in one hand and a high damage weapon in the other, then you will be able to tell which hand is which in the combat log. In the next patch each hand has a unique ID in the revamped combat log so you'll be able to use your regular weapons check the combat log to see which order swings occur in.
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Sadly, I do not see a Unique ID for which hand of weapon is proccing anything. Nor do I see any proc refreshes in the new Combat Log format at the moment. Looks like its just your character ID and an ID for the mob being attacked.
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03/09/08, 10:51 PM
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#506
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Don Flamenco
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Alas! I must've misread what I thought I read in the 2.4 patch notes thread, I'll see if I can find it again to confirm my error /-:
edit: hmm I can't find it, though I'm sure I read something about unique identifier tags from each hand, possibly related to FT procs identified as being from mainhand or offhand, perhaps that was where my confusion arose.
Last edited by Oscarvil : 03/09/08 at 11:12 PM.
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03/11/08, 3:24 PM
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#507
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Glass Joe
Blood Elf Rogue
Bronze Dragonflight (EU)
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Technical issues.
Hi,
I have been reading these forums and using the spreadsheet extensivly. I have however a question about the stability of the file. I run a high end system, have the required xml library installed and am using Office 2003.
I recently noticed that the spreadsheet shows huge instability, both on my desktop and laptop. I think it has something to do with the talent page because the files usually don't start to flip out unless I fiddle with talents.
Excel basically gives me an error as soon as I try to open the file. No explanation is given and I am left to despair.
If this problem has been adressed in the past, please excuse me for re-opening this discussion. However, I would greatly appreciate any help regarding this problem.
Thank you for your help and thank you for the spreadsheet!
Pliskin.
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03/11/08, 5:08 PM
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#508
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King Hippo
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Originally Posted by Pliskin
Hi,
I have been reading these forums and using the spreadsheet extensivly. I have however a question about the stability of the file. I run a high end system, have the required xml library installed and am using Office 2003.
I recently noticed that the spreadsheet shows huge instability, both on my desktop and laptop. I think it has something to do with the talent page because the files usually don't start to flip out unless I fiddle with talents.
Excel basically gives me an error as soon as I try to open the file. No explanation is given and I am left to despair.
If this problem has been adressed in the past, please excuse me for re-opening this discussion. However, I would greatly appreciate any help regarding this problem.
Thank you for your help and thank you for the spreadsheet!
Pliskin.
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Not sure how much I can help, it seems stable with Office 2003 when I open it at work. You say you get an error, what exactly does it say? I do know some people have issues with Macro security settings. Essentially, since Macros exist in the document, to use any of them requires them being allowed. Many times, the default setting is to leave them disabled.
Now, from a purely computer tech aspect...
1) Make sure Office 2003 has all the latest updates installed, same with the operating system.
2) You may wish to look at the interaction of any anti-virus or spyware software. It's possible that the monitoring interaction of these types of software is the root of said instability. I'm a firm believer in computer security, but you could disable one at a time to see if this resolves the problem. If the culprit is found, turn the rest back on.
Of course if anyone else has encountered this issue and found a resolution...feel free to share.
P.S. Please don't sign your posts. The PTBs frown upon that (given that one's name is conveniently located to the left of your post and signing is redundant). Other etiquette related information can be found stickied in the forum root.
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03/12/08, 6:10 AM
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#509
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King Hippo
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I was looking trough http://elitistjerks.com/f31/t12346-h...raiding_2_1_a/
And it seems the expected uptime for the Expose Weakness buff is about 90%
The rogue spreadsheet assumes 100% however, could this perhaps be set to 90% for better accuracy?
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-= Random Ravings - RSS Feed =- Rogue and Hunter stuff here. As well as guides to get you trough your spare time.
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03/12/08, 7:20 AM
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#510
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Don Flamenco
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Originally Posted by meowmeows
Regarding rogue mechanics:
Given a gearset where 5R is optimal, the rogue is untalented (0/0/0), and yellow attacks can miss, how are energy losses from misses/dodges calculated into the final dps breakdown in this spreadsheet?
Is this correct?: Missed/dodged finishers should lose all energy and SS should lose 8 energy.
I programmed a combat log generator using what we know and everything matches except for the total damage from SS/rupture in this scenario (attack table breakdowns, average hits, critical hits etc..) I can't seem to find the discrepancy between the spreadsheet and generated models (spreadsheet has higher yellow total damage, identical white damage). I can upload a sample combat log for analysis if the above is correct. The log generator is using rupture whenever it has 5 points and no rupture ticks are up. Otherwise, it is spamming SS, for 45 energy. Each run is simulating 11+ hours right now.
I'll start a new thread when the simulator is mature, but this bug is really bothering me for now.
Thanks
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Are you using a two-roll attack table to model yellow damage?
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03/12/08, 11:16 AM
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#511
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Glass Joe
Night Elf Rogue
Forscherliga (EU)
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shuffling "Best of Shoulders"
In the xls ver 2.4.0.3 shoulders like
[Shoulderpads of the Stranger] <- the ones I wear
[Mantle of Darkness]
[Slayer's Shoulderpads]
[Swiftstrike Shoulders]
were dps-upgrade-wise very close together for me.
1406,41 (1,3) - Mantle of Darkness
1406,77 (1,7) - Slayer's Shoulderpads
1408,25 (3,2) - Swiftstrike Shoulders
With 2.4.0.4 all but the Slayer's Shoulderpads get surpased by some very odd candidates
1466,68 (14,8) - Bladed Shoulderpads of the Merciless
1475,7 (23,8) - Deathmantle Shoulderpads
1488,11 (36,2) - Demontooth Shoulderpads
1463,59 (11,7) - Gladiator's Leather Spaulders
1453,51 (1,6) - Mantle of Darkness
1463,52 (11,6) - Mantle of Perenolde
1469,07 (17,1) - Merciless Gladiator's Leather Spaulders
1467,36 (15,4) - Netherblade Shoulderpads
1457,46 (5,5) - Shoulderpads of Assassination
1479,45 (27,5) - Shoulderpads of Vehemence
1487,32 (35,4) - Slayer's Shoulderpads
1477,53 (25,6) - Sunrage Shoulderpads
1456,06 (4,1) - Swiftstrike Shoulders
1473,89 (22) - Vengeful Gladiator's Leather Spaulders
1469,02 (17,1) - Wastewalker Shoulderpads
so there is drop of a relative 30dps in the spreadsheet for those 3 shoulders. Has anything changed with some underlying fundamentals or is it a bug?
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03/12/08, 11:27 AM
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#512
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Don Flamenco
Draenei Paladin
Darkspear
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Check for Meta gem activation? If swapping your shoulders is disabling a meta gem, that will have a significant effect. However, this seems unlikely as many of the items you are posting as coming out as upgrades have no gem slots. In addition... wastewalker? Weird; something does seem buggy.
It's hard to say much without some more specific context.
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03/12/08, 11:57 AM
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#513
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Glass Joe
Night Elf Rogue
Frostwolf (EU)
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Is the 30% attackpower increase for WF-procs buggy in the sheet? It displays that I gain ~2,5 DPS if my groups Shaman speccs 2/2 Imp. Totems. It really sounds a little off to me. It's a 133,5 attackpower increase on every Windfury proc after all.
I don't expect it to be a >50 DPS gain but I just can't believe that it is only 2,5 DPS. Any ideas what could be the problem?
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03/12/08, 1:17 PM
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#514
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WTB Blood Fury back
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Well, consider that you get ~30 MH attacks per minute. This should get you an average 6 WF attacks per minute. Each WF attack will have 133 more AP, netting an increase of 133 * 2.6 / 14 = ~24.8 dmg per swing. This is then affected by Armor and Crit. For simplicity sake, assume those wash each other out. There will be an advantage to Crit most likely, but it really depends on the boss, boss debuffs, your gear, your buffs, etc.
So, this leaves us with 1 attack every 10 seconds getting an extra 24.8 damage. Sounds a lot like 2.48 dps to me. While I realize this isn't exact, its a close-enough approximation to show that 2.5 dps really isn't that far off.
Of note, one mechanic which the spreadsheet (to my knowledge, and seemingly proven here) does NOT take into account is that you actually get a Windfury Attack buff which lasts for a second or so. This buff increases your AP, and all attacks made while its up get the increased AP. This is generally why you will sometimes see a crit which is ~200 dmg more than your normal top-end crit. For Sinister Strikes, it can be nearly 300 more damage on a crit. Check out some WWS parses of top rogues on Teron - their top end SS crit will either by ~3200 or ~3500 in almost all cases. Not that top end damage matters - but its an easy place to point out whats going on.
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03/12/08, 3:23 PM
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#515
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Piston Honda
Human Death Knight
Defias Brotherhood (EU)
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I've encountered a small bug or two regarding Mace Specialization in 2.4.0.4a.
1) If I set the offhand weapon to Merciless Gladiator weapons so that I can be sure the base stats are identical for different weapon types, the estimated dps does not change at all between using a mace and a non-mace. So either the Mace Spec bonus is being applied to all offhand weapons or it's being applied to none at all. I'm assuming, of course, that Mace Spec is supposed to add damage to the white attacks of the offhand mace. If this assumption is incorrect then of course the sheet is working perfectly in this regard.
2) Conversely, again when using Mace Spec, changing from the Merciless Gladiator sword in the mainhand slot to the fist I get a slight drop in dps, despite average damage and weapon speed remaining the same. When I change to using the mace, the dps increases by 2.3% compared to using the sword and 3.5% compared to using the fist. I'm not sure which is closer to being expected because I'm not sure exactly how the extra crit damage from Mace Spec is added in.
Of course it's possible I'm missing something glaringly obvious in both instances but in case I'm not I thought you'd want to know.
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03/12/08, 3:30 PM
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#516
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Now with 100%* less failure.
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Originally Posted by Eowyndra
Is the 30% attackpower increase for WF-procs buggy in the sheet? It displays that I gain ~2,5 DPS if my groups Shaman speccs 2/2 Imp. Totems. It really sounds a little off to me. It's a 133,5 attackpower increase on every Windfury proc after all.
I don't expect it to be a >50 DPS gain but I just can't believe that it is only 2,5 DPS. Any ideas what could be the problem?
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Yes, Improved Weapon Totems makes very, very little difference to your DPS gain from Windfury Totem.
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03/12/08, 4:31 PM
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#517
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King Hippo
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Originally Posted by hannigaholic
I've encountered a small bug or two regarding Mace Specialization in 2.4.0.4a.
1) If I set the offhand weapon to Merciless Gladiator weapons so that I can be sure the base stats are identical for different weapon types, the estimated dps does not change at all between using a mace and a non-mace. So either the Mace Spec bonus is being applied to all offhand weapons or it's being applied to none at all. I'm assuming, of course, that Mace Spec is supposed to add damage to the white attacks of the offhand mace. If this assumption is incorrect then of course the sheet is working perfectly in this regard.
2) Conversely, again when using Mace Spec, changing from the Merciless Gladiator sword in the mainhand slot to the fist I get a slight drop in dps, despite average damage and weapon speed remaining the same. When I change to using the mace, the dps increases by 2.3% compared to using the sword and 3.5% compared to using the fist. I'm not sure which is closer to being expected because I'm not sure exactly how the extra crit damage from Mace Spec is added in.
Of course it's possible I'm missing something glaringly obvious in both instances but in case I'm not I thought you'd want to know.
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I caught that mace issue last weekend. It's not unique to any version. Currently there is only one Crit Multiplier when the spreadsheet should be using 2, one for MH and one for OH because for split Mace specs, the crit factors are different. I've begun the process to correct this, but need to make sure I track down all references...
As to Windfury, I guess I'm still trying to find evidence of this timed debuff. If someone can show me some evidence, tested duration, something to better quantify this... Additionally, I'm trying to get past an issue preventing me from more accurately implementing extra attacks. Fortunately things have been slow on the PTR, so I was able to work on some behind the scenes simplifying measures that are getting me closer.
As part of this, I think the new version will be supporting attacks against all enemy levels. As I simplified certain things, and set up some variables to be more "expansion" friendly, this became easy to do.
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03/12/08, 5:32 PM
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#518
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Glass Joe
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Gear discrepancy in spreadsheet:
Vengeful Gladiator's Leather Gloves should have a Crit of 19
Agi with talents:
1. Vitality is adding some Agi even if not talented as such.
2. What I am seeing, but can not find a similar question on is the talent Sinister Calling with respect to Agi. For my rogue, the talent only seems to be applying to the undead base Agi or 156 taking it to 179 when looking at the Armory. This may just be an Armory bug as I'll have to check tonight to see if my total Agi is getting the 15% bonus. The spreadsheet is using the total Agi as the talent reads though.
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03/12/08, 6:47 PM
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#519
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Glass Joe
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I have a suggestion on the "upgrade" option. Is it possible to socket items automatically when you search for an upgrade using the built-in macro? the problem is that if you are truing to find an upgrade compared to an equip item which has no sockets then the sample item are also socketed. For example It does not show that T6 shoulders is an upgrade compered to Mantle of Darkness and this is not true.
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03/12/08, 6:58 PM
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#520
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Don't FWOOSH me, Bro.
Dwarf Rogue
Proudmoore (EU)
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Originally Posted by Darmoed
I have a suggestion on the "upgrade" option. Is it possible to socket items automatically when you search for an upgrade using the built-in macro?
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Since about three versions the sheet should automatically add (I think) a Glinting Noble Topaz to every empty socket. I think it doesn't work in any case, but in most cases it does.
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03/12/08, 7:54 PM
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#521
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King Hippo
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Upgrades and Sockets----
Something to this effect is on the to do list. Essentially, what I want to do is allow one to choose the default gem for any socket color. Although I see this as a highly useful feature, given that one can (unfortunately by-hand) move gear around to get a more precise answer, its lower priority than issues that are inaccuracies. I hope to get to that soon, but other issues are coming first.
Vengeful Gladiator's Leather Gloves---
Fixed on the working version. Thanks!
Agility---
I don't see where Vitality is adding anything if 0. Can you elaborate? As to when and how Sinister Calling applies, it's as it has been since I started working on the spreadsheet. If this is inaccurate, I'll change it, but the Armory has been known for errors in the past.
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03/13/08, 9:28 AM
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#522
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Glass Joe
Night Elf Rogue
Frostwolf (EU)
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*Edit* Sorry, I misunderstood your problem with Vitality. It is displaying the correct value for me.
As for the Imp. Totems question: Thank you for elaborating this.
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03/13/08, 4:38 PM
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#523
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Glass Joe
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Originally Posted by Dontmindme
Agility---
(...) As to when and how Sinister Calling applies, it's as it has been since I started working on the spreadsheet. If this is inaccurate, I'll change it, but the Armory has been known for errors in the past.
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For my rogue, both "in game" and Armory show my Agi as 525 = (179 + 346). Armor items add up to 347 in the spreadsheet and 346 “in game” and Armory. The base of 179 at level 70 for an undead does have the 15% added to the normal base of 156, but the 346 does not appear to have any bonus. I’m still not certain “in game” and Armory show actual numbers as I also have a non-improved Gift of the Wild for 14 Agi that does not fit into the total 525 Agi. I would expect to see an Agi of 593 = [(156+346+14)*1.15] is Sinister Calling was working as I interpret it.
Originally Posted by Dontmindme
Agility---
I don't see where Vitality is adding anything if 0. Can you elaborate?
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Taking the numbers used above, the spreadsheet should come up with 594 Agi (one extra due to 347 Agi from gear as opposed to 346 from “in game” and Armory), but the spreadsheet has 580 unbuffed and 596 buffed. If I removed the “+scalling*(1+vitality/100)” from cells E78 the unbuffed changes to 578 and the buffed to 595 (would be 594 if FLOOR was used).
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03/13/08, 5:04 PM
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#524
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King Hippo
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Originally Posted by Uaskedforit
For my rogue, both "in game" and Armory show my Agi as 525 = (179 + 346). Armor items add up to 347 in the spreadsheet and 346 “in game” and Armory. The base of 179 at level 70 for an undead does have the 15% added to the normal base of 156, but the 346 does not appear to have any bonus. I’m still not certain “in game” and Armory show actual numbers as I also have a non-improved Gift of the Wild for 14 Agi that does not fit into the total 525 Agi. I would expect to see an Agi of 593 = [(156+346+14)*1.15] is Sinister Calling was working as I interpret it.
Taking the numbers used above, the spreadsheet should come up with 594 Agi (one extra due to 347 Agi from gear as opposed to 346 from “in game” and Armory), but the spreadsheet has 580 unbuffed and 596 buffed. If I removed the “+scalling*(1+vitality/100)” from cells E78 the unbuffed changes to 578 and the buffed to 595 (would be 594 if FLOOR was used).
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Wow, if that's the case, the agility component of Sinister Calling is rather weak. I'll try to pop out to the PTR this weekend to check that. I should be able to tell if the display is wrong just from looking at the UI crit chance.
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03/14/08, 4:31 AM
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#525
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Glass Joe
Undead Rogue
Burning Legion (EU)
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Do you plan to include resilience in "target details" tab in future versions? I'm very interested in seeing how it affects overall dps and how much it gimps the value of +crit items in my equip.
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