Biggest changes are the implementation of the suggested Gem Upgrade routine and the addition of a flat 45 DPS for the Shard of Azzinoth proc based on Karmon's Brutallus parse.
Is there another way to extract the equivalance points used in the sheet than calculating them myself? I haven't found such a function yet, but I'd like to use those values in a gear-compare-addon in the game, to have a vague suggestion which item would be an upgrade.
There's a 'Pawn input string' generated directly beneath the AEP table on the DPS Spreadsheet.
Download Pawn and paste in your string for ingame assessment of item AEP value.
I seem to have found a problem with the newest version. In RogueDPS_052908beta when I try to load a friend up using WoWArmory I get N/A on all his stats. After looking for a bit I notice that it was having problems with his helm and the gems he had in it.
Netherblade Facemask
Meta Gem = Relentless Earthstorm Diamond (12agi/3%crit dam)
Red Gem = Bright Crimson Spinel (20ap) [Quest]
In version 052208beta it has no problems loading these. But in todays version it does has problems. Since you mention a change with the gems were made I think something might have been broken with them here.
Try checking the box next to jewelcrafter and reloading.
Edit:
...And if that doesn't work try checking the box next to 'Questrewards' as well.
Everything is default which means everything is checked off except "include Common (green)".
Tried again and still the same results.
It does not see the Bright Crimson Spinel at all. And the Relentless Earthstorm Diamond - it is able to capture from the Armory, but all the stats are #N/A or ###.
And of course the socket bonus below gets messed up with all #N/A.
Greetings i have been trying the spreesheet and something seems odd to me, when i select a mob i expected humanoids etc to do more dps because of murderer talent, but when i selecet mob type "any" it even increases the dps further, why is that? Also this only happens when i tried to put the best pve gear available and test it in the spreesheet, with default gear mob type "any" did as much dps as humanoid.
Greetings i have been trying the spreesheet and something seems odd to me, when i select a mob i expected humanoids etc to do more dps because of murderer talent, but when i selecet mob type "any" it even increases the dps further, why is that? Also this only happens when i tried to put the best pve gear available and test it in the spreesheet, with default gear mob type "any" did as much dps as humanoid.
If you select "Any", it means that any sort of effect that only works against specific mob types will be active. This can lead to impossible situations, such as the one you are describing. The difference you are noticing between "Any" and "Humanoid" is that the set bonus for the Warglaives is activating for "Any", even though it only works against Demons and Murder doesn't.
I have a question about how the sheet is calculating the buff for Ferocious Inspiration. FI is showing close to a 1% dps boot for me, while on paper it should be closer to 2.5% ish (3% dps * almost constant uptime).
I've poked around the spread sheet but I've totally failed to figure out how it's handling FI.
How is FI being calculated, and it is really such a small buff?
You need to assign the proper rank of Ferocious Inspiration on the Buffs sheet. (It's only 1/3 by default, which is just a 1% DPS boost, which matches what you are getting.)
You need to assign the proper rank of Ferocious Inspiration on the Buffs sheet. (It's only 1/3 by default, which is just a 1% DPS boost, which matches what you are getting.)
That seems a very odd choice for a default...1/3 isn't part of a cookie cutter BM spec and it's easily mistaken for a 0/1 toggle that way. It should probably be defaulted to either 0 or 3.
Everything is default which means everything is checked off except "include Common (green)".
Tried again and still the same results.
It does not see the Bright Crimson Spinel at all. And the Relentless Earthstorm Diamond - it is able to capture from the Armory, but all the stats are #N/A or ###.
And of course the socket bonus below gets messed up with all #N/A.
My best guess is it's the Bright Crimson Spinel. Maybe I don't have all the item codes in the sheet. If I force that one gem to blank, it does as you describe. If you Unhide the ArmoryImport sheet, what number do you see in Cell E1 after you import his gear from the armory?
Oh, and just so people know, the options do not disable any of those items from being imported from the armory. The items codes still all get searched even if it's something that you'd normally have disabled.
As to Ferocious Inspiration, yeah, that doesn't make sense to default to 1. Makes me wonder how long its been that way. I'll correct that in the next version.
My best guess is it's the Bright Crimson Spinel. Maybe I don't have all the item codes in the sheet. If I force that one gem to blank, it does as you describe. If you Unhide the ArmoryImport sheet, what number do you see in Cell E1 after you import his gear from the armory?
I noticed the wrong import too. What happened is that the RED Meta was imported into cell B29, not B28 as ist should be. That of cause produces errors. Nevertheless, no idea why that goes wrong.
Since you redesigned the head of the Gear_Buffs sheet again, I would like to make a sidenote request: would it be possible to add -Dodge from Expertise to the core values? I am not sure what the value of "Parried" in Cell K6 exactly shows, but since you have a whole list of avoidance next to the yellow block of data, why not add Parry to that list and the (in my opinion important) value of Dodge-reduction via Expertise into K6 instead?
I noticed the wrong import too. What happened is that the RED Meta was imported into cell B29, not B28 as ist should be. That of cause produces errors. Nevertheless, no idea why that goes wrong.
He is right. It does try to place the Meta Gem in the Red gem slot and leaves the Meta Gem slot blank. When I manualy switch the meta gem to the right location and then manual add in the Red gem, it seems to be running as it should be.
Originally Posted by Dontmindme
If you Unhide the ArmoryImport sheet, what number do you see in Cell E1 after you import his gear from the armory?
Since you redesigned the head of the Gear_Buffs sheet again, I would like to make a sidenote request: would it be possible to add -Dodge from Expertise to the core values? I am not sure what the value of "Parried" in Cell K6 exactly shows, but since you have a whole list of avoidance next to the yellow block of data, why not add Parry to that list and the (in my opinion important) value of Dodge-reduction via Expertise into K6 instead?
The parried is a leftover from my avoidance sheet. For the normal usage of the sheet it isn't important, but was obviously forgotten to be replaced (it was resilience before my change).
I agree a -dodge (or simply dodged) value would make more sense in that place.
Ok, I found the problem. Basically it goes back to removing Unbuffed DPS references. It didn't show up until I created a new Armory Lookup (so that new items would be found by import) as there was a reference to a cell location in that macro that has since moved.
In terms of the stat block on the Gear _ Buffs sheet, there are still plans to use the basic model from the Talent sheet. The additional information is for rogue avoidance/tanking thanks to sp00n. When I redo the header, I have plans to revamp the rest of the structure as well, such as moving the MH and OH weapon types right above and in-line with the weapons themselves.
This will require a bit of time as I will have to recode a number of macros and probably track down a number of unexpected issues. That sheet isn't the most friendly in terms of editing so I'm waiting until I have a good block of time to work on it.
So...a new (fixed) version is up...
053008beta
Armory Import seems to be working correctly again.
I can confirm that the new version you posted this morning does in fact resolve the problems I was having with the Import on the head/gem gear. Thanks for your assistance and hard work on this and other issues.
Just one small thing. It has been in at least the last 4 or 5 versions, is that it never finds my trinket from the Armory. Not a big deal and normally wouldn't even report except I am already here on other issues.
The problem is it never loads "Figurine - Shadowsong Panther" on it own from the Armory.
I changed the ID number to 35702, saved the spread sheet and tried again. The same thing happened. I went a verified the ID and you were correct the first time. I'm going to poke around some more and see what else might be causing this.
I'm not sure if anyone's brought this up before, but it's been a bug for a while and still hasn't been fixed.
On the item compare sheet, the Gem 1 through Gem 3 slots that are not supposed to be active (because the piece doesn't have sockets, for example) will still be factored into the AEP Gear 1 and AEP Gear 2, buffed and unbuffed calculations.
There have been times in the past where I've tried comparing the exact same gear and gotten different numbers, and this was the cause.
Also, a couple of suggestions/requests:
1) Can you include a Copy Gear 2 button on the Item Compare sheet that will fill in the Gear 2 area just like the Copy Gear button does for the Gear 1 area. If there's a way to do that already, it's not very visible/intuitive.
2) Can you parse Scryer/Aldor reputation in the WoWArmory Import when you encounter an item like "Shattered Sun Pendant of Might" and automatically set it to the correct (Aldor) or (Scryer) version based on the reputation determination?
I changed the ID number to 35702, saved the spread sheet and tried again. The same thing happened. I went a verified the ID and you were correct the first time. I'm going to poke around some more and see what else might be causing this.
My mistake. The proper cell that needs to be updated is cell A492 in the ArmoryImportLookUp sheet. I tested it this time and changing this value to 35702 works.
My mistake. The proper cell that needs to be updated is cell A492 in the ArmoryImportLookUp sheet. I tested it this time and changing this value to 35702 works.
Yep, that last bit fixed it. One thing to note is if anyone else makes the change, it is on A491. And thanks for the help Drumbum.
Actually, what you need to do after correcting an item ID, or if you are adding your own item....
1) Unhide the ArmoryImport page.
2) Push the Create lookup button on that page.
That button creates the item ID lookup list. So if there is an item with the wrong ID (or you are adding an item with a new ID), you need to run that Macro to recompile the Lookup list.
Of course, changing the ID on the lookup list itself will work, but the Macro will do that automatically for you.