First, on my work pc i dont have the rights to install MSXML. Any possible workaround for this?
I tried importing my fellow rogues in my guild, and the +4 stat enchant on bracer keeps bugging and giving no values in return for one of my guildies. Is this a known problem?
On the topic of cycles, I was just wondering, if it's possible to set the sheet to a certain cycle or set certain finishers to be used.
I am trying to figure out how much a personal dps-loss it would be, if I change my cycle from 4s/5r to 4s/5ea, but I can not find a way to change the cycle propperly.
On the topic of cycles, I was just wondering, if it's possible to set the sheet to a certain cycle or set certain finishers to be used.
I am trying to figure out how much a personal dps-loss it would be, if I change my cycle from 4s/5r to 4s/5ea, but I can not find a way to change the cycle propperly.
Might be more elegant ways of doing this, but unhide the buffed cycles sheet, set E40=0, then set AC62:AC279=0 except AC80.
EDIT: Or just change V14 to read "=AC80" and set E40=0
According the spreadsheet I should be pulling, with the buffs I had around 873.62 DPS.
However, upon using recount and doing an encounter, I am only pulling around 805 DPS, a significant difference.
I am using the rotation (4s/5r), popping all CDs whenever possible, but still am not able to reach this supposed number. Does anyone know why I am not able to obtain this supposed DPS? Also, this is VERY different on trash, as I am only doing around 600-750 DPS. Am I supposed to be doing this DPS on trash or bosses only?
Might be more elegant ways of doing this, but unhide the buffed cycles sheet, set E40=0, then set AC62:AC279=0 except AC80.
EDIT: Or just change V14 to read "=AC80" and set E40=0
Thanks, seems to work quite well.
@DMM: would it be possible to have the sheet use either "optimal cycles" or custom cycles you can influence yourself.
You could maybe add three dropdown menus maybe on the talents page where you can set "Finisher #1" to "Finisher #3" and have the common finishers or "auto" or "none" as options. So that if I choose "Finisher #1"->SnD, "Finisher #2"->EA, "Finisher #3"->none, the sheet would work with the best cycle for these finishers, if I would set all three finishers on "auto" the sheet would decide the best cycle and finishers (like it does now).
I have a little question concerning the latest Spreadsheet und the Shard of Azzinoth. Before the latest version I calculated my gear for Brutallus with full Raid-Support and Boundless Agony was about 2 DPS ahead compared to the Shard of Azzinoth (I guessed that was based on more Armor-Pen (Raid-supported with Faerie Fire and Sandor Armor) and the Crit-Rating). The newest Spreadsheet calculates the Shard of Azzinoth with 45 DPS ahead (for same gear and Raid-Support).
Since the latest patch the Shard of Azzinoth can procc several times up to 4 times/Elementals - I guess this change makes the Shard of Azzinoth 45 DPS better at once?
However, upon using recount and doing an encounter, I am only pulling around 805 DPS, a significant difference.
[..]
Also, this is VERY different on trash, as I am only doing around 600-750 DPS
First, the spreadheat shows average, sustained damage on an unmoving boss. Very different from Trash!
Second recount has a problem with DPS numbers.
Recount measures the DPS as TotalDamage/Activity (both separate viewable). Unfortunately 'Activity' is total bogus IMO.
If you compare the time listet under Activity with the fight duration shown for the fightselctor you will find that Activiy is almost always 3.5 sec more for each fight.
Maybe it is fixed in the current build.
The better personal analysis tool for DPS is IMO 'Recap(Hawksy)'
Since the latest patch the Shard of Azzinoth can procc several times up to 4 times/Elementals - I guess this change makes the Shard of Azzinoth 45 DPS better at once?
It seems we have to figur out the proc more systematically. I have'nt looked at the combatlog from yesterdays Brutallus kill, but the contribution from Ember of Azzinoth was much lower this time.
I've never tried adding a blue gem manually but my friend wanted me to check out the difference between two head pieces. One of them had a blue gem. When I went through the drop down menu and looked in the area for Blue gems, it had nothing listed underneath it. I think I got the DPS values I needed by just adding in the attributes manually but was wondering if this was done on purpose.
There simply arent any plain Blue gems with dps stats, and so as said you should use Green or Purple gems for blue slots.
The reason you arent seeing any Blues in the list though, is because you dont have the "non-dps" gems option enabled.
Needless to say after all that, that if you do enable it and choose a blue gem, you wont see a positive change to dps if at all.
I have a little question concerning the latest Spreadsheet und the Shard of Azzinoth. Before the latest version I calculated my gear for Brutallus with full Raid-Support and Boundless Agony was about 2 DPS ahead compared to the Shard of Azzinoth (I guessed that was based on more Armor-Pen (Raid-supported with Faerie Fire and Sandor Armor) and the Crit-Rating). The newest Spreadsheet calculates the Shard of Azzinoth with 45 DPS ahead (for same gear and Raid-Support).
Since the latest patch the Shard of Azzinoth can procc several times up to 4 times/Elementals - I guess this change makes the Shard of Azzinoth 45 DPS better at once?
First off, originally, the proc didn't even have a DPS contribution. This was probably a legacy from when the item was first discovered and no one had it yet. Even then, the proc was fairly disappointing.
We come to the present, the 60 second or so cooldown removed. My best evidence of the new contribution was the parse linked above. Hence we have an estimated 45 DPS contribution. This can change if I get more and better estimates on static fights.
First, the spreadheat shows average, sustained damage on an unmoving boss. Very different from Trash!
Second recount has a problem with DPS numbers.
Recount measures the DPS as TotalDamage/Activity (both separate viewable). Unfortunately 'Activity' is total bogus IMO.
If you compare the time listet under Activity with the fight duration shown for the fightselctor you will find that Activiy is almost always 3.5 sec more for each fight.
Maybe it is fixed in the current build.
The better personal analysis tool for DPS is IMO 'Recap(Hawksy)'
I see, thank you..
I got Recap from Hawksy but whenever I want to report its a huge block of text telling the damage how long the fight was my max hit etc etc.... Is there any way to just make it report a single number such as DPS? Also, it is recorded mobs in the combatants area, if I dont care about them (for trash etc) is there a way to remove them as well?
I believe it's because blue gems are never worth using for PvE. Instead, use a purple.
Originally Posted by Wickedchild
There simply arent any plain Blue gems with dps stats, and so as said you should use Green or Purple gems for blue slots.
The reason you arent seeing any Blues in the list though, is because you dont have the "non-dps" gems option enabled.
Needless to say after all that, that if you do enable it and choose a blue gem, you wont see a positive change to dps if at all.
I am currently wearing the Warglaive of Azzinoth off-hand combined with the Vengeful Gladiator's Slicer (S3 Sword). When I switch to double-warglaive in the sheet it shows a 203 dps increase. I thought it was a bit much so I checked which mob-type was selected in the talents section and noticed something weird: Selecting "Any" as a mob type will result in the sheet displaying a 203 dps increase while switching to "Demon" will lower the dps gain to 134 dps. Selecting "Humanoid" as a mob type will lower the gained dps to 122. "Undead" also gives me a 122 dps boost.
So there are a few things I don't understand about this: Why would selecting "Any" mob type give me more dps (203) than "Demon" (133) when the +200 ap set-bonus is only for fighting demons? If the difference between "Humanoids" and "Demons" is a result of the talent "Murder", why is my DPS the same for "Humanoids" and "Undead"? Shouldn't "Undead" (+nothing) vs. "Demons" (+200 ap) be a a bigger difference than just 12 dps?
I hope I didn't confuse anyone. Maybe I am missing something, tell me what you think could be the cause.
I think you have it right in your analysis. "Any" means that all mobtype conditional bonuses are applying, even mutually exclusive ones. In this case, when you have "Any" selection you are getting the benefit from both Murder (which only works on humanoid, giant, beast, and dragonkin targets) and the Warglaives set bonus (which only works against demons). Switching to "Demon" has the effect of disabling Murder, while switching to "Humanoid" has the effect of disabling the Warglaives set bonus.
I am at somewhat of a loss as to why you are getting the same DPS boost for "Undead" as for "Humanoid" however; that's worth looking into for a possible bug.
EDIT: FYI, in my copy of the spreadsheet (the latest Beta) I am not seeing the effect you describe with relation to mobtype "Undead". Setting mobtype from "Any" to "Humanoid" causes a decrease, as does setting it to "Demon". Setting it to "Undead" causes a larger decrease than either of the other two, as expected given that "Murder" and the set bonus don't apply. I also specifically verified that murder was not counting for me. (There might be something else out there that you dug up, but are you sure it's really doing that?)
Why would selecting "Any" mob type give me more dps (203) than "Demon" (133) when the +200 ap set-bonus is only for fighting demons? If the difference between "Humanoids" and "Demons" is a result of the talent "Murder", why is my DPS the same for "Humanoids" and "Undead"? Shouldn't "Undead" (+nothing) vs. "Demons" (+200 ap) be a a bigger difference than just 12 dps?
The mobtype "any" activates all mobtype-specific buffs, so you get Warglaive Setbonus, added with Murder, added with anything else that might buff your dps against a certain mobtype.
In your comparison, you lost me someway half through your text, because it seems to me that you mixed up something. Your dps can not be the same for "humanoid" and "undead" when you have specced the talent Murder. So either you have an error in your talent sheet or you have mixed up the numbers and the mobtypes.
Lets try to clear it up a bit:
You have dual Warglaives & specced Murder.
Mobtype "ANY" adds +200 AP from Glaives and +2% damage from Murder
Mobtype "Demon" adds only +200 AP from Glaives
Mobtype "Humanoid/Beast/Giant/Dragonkin" adds only +2% from Murder
Mobtype "Undead" adds nothing
When I compare mobtypes with the latest Beta-Sheet and my equip (with dual Glaives), Humanoid/Beast/Giant/Dragonkin against Demon, the latter is only a 9dps increase. So the Glaive-bonus is slightly better than the two Points in Murder.
When I compare Undead against Humanoid its a 68dps increase (Murder), whereas Undead against Demon is a 77dps increase (Glaives) and ANY is a huge 145dps increase (68+77). So the numbers are consistant within the sheet.
/edit: just done the same comparison with the 2_4_2_1 Version of the sheet and got more or less the same results.
Are the percent damage increases from abilities like Opportunity (20%), Murder (2%), Master of Subtlety (10%), Shadowstep (20%) additive or multiplicative?
Another way of asking:
If you have all of these talents do you do damage * 1.2 * 1.02 * 1.1 * 1.2 (multiplicative)
OR
damage * (1 + .2 + .02 + .1 + .2) (additive)
I tried to sift through the formula in the spreadsheet but couldn't make it all out, and felt it safer to ask.
Are the percent damage increases from abilities like Opportunity (20%), Murder (2%), Master of Subtlety (10%), Shadowstep (20%) additive or multiplicative?
I don't think anyone has done the proper testing to prove how they stack. Specifically, Shadowstep and Master of Subtlety receive very little attention here since they are not part of any acceptable raiding builds, and Opportunity tends to receive little attention as well because combat daggers is not very popular anymore.
On a related note, though, Aggression, Surprise Attacks, and the T6 4pc set bonus appear to all stack additively. However, Murder appears to be multiplicative to all of those. That doesn't really help answer your question necessarily, but it at least confirms that some things are additive and some are multiplicative.
[..]
On a related note, though, Aggression, Surprise Attacks, and the T6 4pc set bonus appear to all stack additively. However, Murder appears to be multiplicative to all of those. That doesn't really help answer your question necessarily, but it at least confirms that some things are additive and some are multiplicative.
Thottbott lists the effect of all the above mentioned skills that we know apply additivly as Add % Modifier (Damage).
Murder is listed as Increase Damage % (vs....).
This give IMO a strong indication that all the effects with "Add % Modifier (Damage)" apply additivley.
EDIT: One of the effects of the Shadowstep talent is this effect. It is listed as Add % Modifer (Damage). So I would say Shadowstep adds additivly.
Last edited by Karmon : 06/05/08 at 10:02 AM.
Reason: Clarification
I've done testing with Opportunity, Surprise Attacks and Agression and others have done enough to show that T6 4-pc are all additive. Murder was checked in conjunction and is multiplicative.
Currently, Master of Subtlety and Shadowstep are modeled as multiplicative, but I'm not sure this has been properly tested. I agree that based on the skill listing, it's likely Shadowstep might be additive with the above instead.
I have found personally, and not hardcore number crunching, just experience, that it is indeed better. I use the Aldor version but both are pretty close (I perfer the Aldor for rogues).
I've noticed a similar issue with Elixir of Demonslaying, which affects all kind of mobs (including humanoids and undeads), whereas it should only affect DPS when you select demons.
Deselecting Demonslaying and switching in the Warglaive OH for my Blade of Savagery shows me also inconsistent results.
161 DPS for Any
90 DPS for Demon
78 DPS for Humanoid
10 DPS for Undead
It's a 71 DPS difference, which can hardly explained by murder alone.
It's a 71 DPS difference, which can hardly explained by murder alone.
Actually, it can. Murder, due to it's funny nature of multiplying twice on crits, gives about a 3-3.5% overall damage increase for a typical rogue. Assuming you are at 2000 DPS, 3.25% of 2000 is 65 DPS. That's pretty close to 71.