In the buffed miss percentage, is it 0.00% or is there a fraction still to be had? It might somehow be possible that due to rounding you are a sliver away from the actual hit cap. I tried a couple tests and was not able to replicate that issue, at least with the default combat swords build.
It's 0.00%
From 442 if I manually add 1 then 2 then 3 and so on +hit rating my buffed dps goes up by 0.01X up to 0.28 with 20 more. Beyond 20 it yields no change.
I think it might have something to do with the hit food.
Yes, I just checked it, when I use 422 hit rating from gear and spec, and then use 20 hit rating food, then manually add hit rating to it, I yield gain for each hit rating above 442 up to 462. From 442-462 the buffed dps miss rate is 0.00%
With apologies if this has already been answered... (I don't have time at the moment to read through the entire thread.)
I am currently modeling upgrading all my gem slots to the epic gems that can now be purchased with Badge of Justice. In trying to balance +hit vs. +agi, it seems that the spreadsheet thinks that there is a positive effect to being over +363 to hit for a combat/swords spec with 5/5 precision. This seems counter to other theory-crafting I've researched.
From what I understand, anything over +363 hit and +64 expertise (assuming 5/5 precision and 2/2 weapon expertise) is wasted and does not positively affect dps at all.
Thanks in advance for either an answer or someone pointing me to a specific thread location where this is dealt with.
From what I understand, anything over +363 hit and +64 expertise (assuming 5/5 precision and 2/2 weapon expertise) is wasted and does not positively affect dps at all.
I'm guessing you don't know that the spreadsheet converts the 5/5 Precision into 79 hit rating and adds it for you, so you're only capped at 442 hit rating if you're just looking at the totals.
That seems to suggest that for me, speccing into ShS is possibly acceptable.
I've tried several ShS Specs and aimed them towards raid dps. I tried things like 20/0/41 and 11/9/41 and then went ahead and tried agi/hit combos and just stacking pure agi or pure hit and no matter what on boss fights it seemed like I was still about 250 dps behind what I could pull as combat swords. The group composition was the same for the different attempts.
The only thing that I could think of what I was doing wrong was a bad combo point rotation, but that wouldn't result in a dps difference of that magnitude. I got the same dps difference like you did in spread sheets, but the actual dps done wasn't anywhere near what the spreadsheets said.
The issue with import is "Mob Level" on the Talent page. It looks like when I fixed the Open office bug (by making this just a number) it has messed with imports. If you just type in "73" over the 73 Boss, it fixes everything. Remember to save the new Options configuration after you are done.
I've tried several ShS Specs and aimed them towards raid dps. I tried things like 20/0/41 and 11/9/41 and then went ahead and tried agi/hit combos and just stacking pure agi or pure hit and no matter what on boss fights it seemed like I was still about 250 dps behind what I could pull as combat swords. The group composition was the same for the different attempts.
The only thing that I could think of what I was doing wrong was a bad combo point rotation, but that wouldn't result in a dps difference of that magnitude. I got the same dps difference like you did in spread sheets, but the actual dps done wasn't anywhere near what the spreadsheets said.
Because Hemo is included in the spreadsheets but not in the real game! How many times do people have to say this before everyone gets it?
That seems to suggest that for me, speccing into ShS is possibly acceptable.
Originally Posted by Schwarzwald
I've tried several ShS Specs and aimed them towards raid dps. I tried things like 20/0/41 and 11/9/41 and then went ahead and tried agi/hit combos and just stacking pure agi or pure hit and no matter what on boss fights it seemed like I was still about 250 dps behind what I could pull as combat swords. The group composition was the same for the different attempts.
The only thing that I could think of what I was doing wrong was a bad combo point rotation, but that wouldn't result in a dps difference of that magnitude. I got the same dps difference like you did in spread sheets, but the actual dps done wasn't anywhere near what the spreadsheets said.
Originally Posted by Ruqas
Because Hemo is included in the spreadsheets but not in the real game! How many times do people have to say this before everyone gets it?
Yes. Read the first page of this thread carefully, especially the second post (FAQ). By default, the Hemo debuff is included in your damage output estimate. However, this isn't personal damage output; it's raid damage output. Thus, you won't see that number as personal damage output.
In order to see your personal damage output, disable the "Include Hemo Debuff Estimate" box. You will likely see a large dropoff.
At low gear levels, the damage output of the debuff can make up for personal damage lost for a tri-spec Hemo build. (It's not likely to make up for damage lost with shadowstep builds at any level of gear.) At high gear levels this won't be the case. This has been discussed many times in this thread and elsewhere.
The issue with import is "Mob Level" on the Talent page. It looks like when I fixed the Open office bug (by making this just a number) it has messed with imports. If you just type in "73" over the 73 Boss, it fixes everything. Remember to save the new Options configuration after you are done.
Yep that works.
Cheers.
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Edit: Evidently Ashran deleted his post for some reason, but he was talking about the inconsistency of how Slayer4value is referenced in the spreadsheet (sometimes expecting 0.06 and sometimes expecting 1.06).
Good catch. Here are the two references to Slayer4value:
In some parts, 1 is subtracted from Slayer4value, so that would need to be removed as well if Slayer4value is changed to be treated as 0 or 0.06.
These two cells seem to be overwhelmingly lengthly. It seems it would be a good idea to divide this cell up, but that's a design decision left to DMM. I just think it's going to be easy to overlook bugs looking at formulas like these that span 3 lines in my Excel formula bar.
Also, one more thing. Has any testing been done to see if the Slayer 4pc set bonus stacks additively with Opportunity? They both use the same effect "Apply Aura: Add % Modifier" according to wowhead.com, so I imagine they are additive along with Surprise Attacks and Aggression (which also use this same effect).
Okay, lets start with importing from another spreadsheet.
There are a number of ways to fix the issue...
1) Load up each "Option" build. For each build, change the 73 Boss (or whatever) to just 73. Save each build.
2) After importing, Unhide the Option build sheet, find each reference to 73 Boss (or whatever). They will be in the same column, I think the first. And change them manually there and reload a build from there.
3) Uncheck Options for importing. Import everything else and save recreate your options.
The problem is the Talent sheet, Mob Level to the left of the Talents. Make this a number and its all good again. This changed so that expanded mob levels could be supported.
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Inconsistency with variable usage...
Well, now you see why I'm trying to update the code behind the scenes. I haven't gotten as far as I might have liked, but I will get to it. Slayer 4 is additive, it's been tested. When you see that variable change to something like stSl4p or disappear altogether (as it will be part of another variable), then you will know I've gotten to it and it is implemented in a consistent manner.
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Next update...
Well, I have rep to grind with 2.4, and am busy this Saturday as a friend's wife is out of town and a bunch of his friend's are getting together for some tabletop gaming. So, probably not this week as I play the game too and now there are things to really do.
I have a question for the Optimal CP Usage. The "4s/5r snd cut" I've not heard this description before using a dps spreadsheet. I have never used the spreadsheets until now. I keep up to date on theorycraft but I have always thought dps spreadsheets to be a waste as it requires player skill to actual pump out the optimal dps. But I am checking them out. If someone could point out to me what "4s/5r snd cut" actually means I would appreciate it.
I understand the 4s/5r part(doh!) but when the snd cut is added I am simply not computing. Maybe I am just slow right now.
Cut means to not wait for SnD to run out (or approach running out), just "cut" into it, and just continue the cycle.
More accurately, it means don't spend energy on a 5th combo point before refreshing, even if you have enough SND uptime to last you through it. To many doing so seems like a good idea, but until reaching a certain gear level, shortening your cycle to get more Rupture uptime is superior to getting an extra Sinister Strike in.
Looks like you have Excel 2007....
It didn“t work for me with 2007 too, and i got the same error.
So i installed Excel 2003 again and now it is working fine.
I do not know if there is a possibility to run it with 2007.
Is Mutilate modelled correctly on the spreadsheet ? I plugged in the two new badge daggers with mutilate spec out of curiosity and it resulted in a 60 dps increase compared to my current combat swords spec (character at WoW Armory - Light: Evolve ). I also checked combat fists/swords with the new fist MH and it only resulted in a 27 dps increase.
Mutilate is decently modeled at the moment, but the cycles could use some improvement. To be honest, Mutilate is very difficult to model. I have been working with DMM and Todemax to look at the Mutilate cycle models and update them.
My hunch is that they may be overestimating DPS slightly at this point because of the way they are implemented, but I'm not sure. It does, however, look like Mutilate should be competitive at this point.
In version 2.4.0.6, When I enable 2pc/T4 set bonus, I get an increase in unbuffed dps (big-ish one) but no increase in buffed dps (only differences are the actual item stats).
I noticed that both cycles change from 4s/5r snd cut to 1s/5r snd cut when i enable the 2pc/t4 set bonus.
Is somehow the set bonus not counted in the buffed dps? Or why is that happening?
(note: meta gem remains active, swapped items have no gem sockets)
What two pieces are you swapping? Stats have different weightings buffed and unbuffed; it could be that the 2pT4 is a large benefit to you unbuffed, but that the stats on the item you are swapping get better when you are buffed and make up the difference. (If the recommended cycle switches, it is almost certain that the set bonus is begin taken into account.)