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Old 10/23/08, 3:00 PM   #3801
McFry
Glass Joe
 
Gnome Rogue
 
Emerald Dream
As a Mut rogue, I have a problem figuring out Envenom's damage. When I total my raid-buffed AP (flask, imp. BoM, GotW, imp. Kings, Agi food, and Unleashed Rage, as well as the possiblity of mongoose and SoC procs) and raid buffs like Earth and Moon, my maximum envenom crits should only be hitting for about 5060 (5500 with double goose and disdain) but I am constantly seeing crits around 6100. I have accounted for 3/3 Vile Poisons. I really cannot think of what is buffing me to get these kind of numbers when the formula for envenom's damage does not support it.

Also I've been noticing a higher DPS when I leave out Rupture and just use Envenom. I don't have any WWSs, but in our last two M'uru kills, I had exactly the same buffs and the kill time was only a few seconds off, but my DPS on the latest kill where I only used Envenom was about 150 DPS higher.

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Old 10/23/08, 3:22 PM   #3802
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
Originally Posted by Kmannkoopa View Post
When is the sample size sufficient to compare to the theoretical data?

My Applied Probability book is on its way back from overseas, but I do know that we can figure this out. Think of the current US Presidential election where they get the opinion of 300 million people from a sample of only 1,000 or less. I suspect that we get a sufficient sample size in no more than three or four WWS with the same groups and gear (not even necessarily the same mobs).
You might think so, but no. For determining large differences, such as whether Vindicator's Brand or MH Glaive is a better MH weapon, yes, you can determine it in a relatively small number of trials. But many of the differences we're looking at are relatively small - 10 DPS or less. And in order to resolve differences on that scale, even assuming ideal conditions, takes hundreds if not thousands of hours of combat. And when you factor in the variability of player skill - whether player A is better than player B, whether player C was having a good day or a bad day, and so on - one quickly is forced to acknowledge that no reasonable number of WWS will be able to resolve the differences in, for instance, socketing. There's just too much statistical noise and variance for a small number of samples to do much good.

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Old 10/23/08, 3:31 PM   #3803
Susa
Glass Joe
 
Human Death Knight
 
Kilrogg
Originally Posted by AeonNightmare View Post
Also Kmannkoopa, you are using slow daggers for mutilate when fast daggers are better. The difference of your dps if you used faster daggers and used instant poison on the faster of the two daggers would have probably put you ahead of him.
after finding out this astonishing news (to me at least), does anyone think --this-- is accurate? if so, looks like my best shot is dual trackers is best for what im clearing..

edit: silly typo

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Old 10/23/08, 3:36 PM   #3804
Shaker
AUGH CHAMPION TIME
 
Shaker's Avatar
 
Human Rogue
 
Elune
Originally Posted by Isin View Post
Can we please not use "KS" as an abbreviation for "Killing Spree"? It's already commonly used for "Kidney Shot" in the rogue community, and these forums are confusing enough for non-English WoW players as it is.
Agreed - I propose "KSpree" but anything OTHER than "KS" that isn't equally confusing would be appropriate.

in EJBSG 12

Consistency. It's only a virtue if you're not a screwup.

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Old 10/23/08, 4:04 PM   #3805
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
Originally Posted by Susa View Post
after finding out this astonishing news (to me at least), does anyone think --this-- is accurate? if so, looks like my best shot is dual trackers is best for what im clearing.
That ranking appears to be at least in the right ballpark. There are no obvious major problems, though the exact ordering is a little questionable in places. You couldn't certainly do worse than following it - though, frankly, you could also just use the spreadsheet for slightly more detailed answers specific to your situation.

Originally Posted by Shaker View Post
Agreed - I propose "KSpree" but anything OTHER than "KS" that isn't equally confusing would be appropriate.
Given that Kidney Shot has no place in PvE cycles, I don't see that there's a lot of problem with using "KS" to mean Killing Spree only for purposes of these discussions. That said, if people prefer an alternate term, I would suggest either KSp or Spree - I don't think spelling out the full KSpree is necessary, given that both KSp and Spree are unambiguous.

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Old 10/23/08, 4:57 PM   #3806
Leto
King Hippo
 
Leito
Troll Rogue
 
No WoW Account
Originally Posted by McFry View Post
As a Mut rogue, I have a problem figuring out Envenom's damage. When I total my raid-buffed AP (flask, imp. BoM, GotW, imp. Kings, Agi food, and Unleashed Rage, as well as the possiblity of mongoose and SoC procs) and raid buffs like Earth and Moon, my maximum envenom crits should only be hitting for about 5060 (5500 with double goose and disdain) but I am constantly seeing crits around 6100. I have accounted for 3/3 Vile Poisons. I really cannot think of what is buffing me to get these kind of numbers when the formula for envenom's damage does not support it.

Also I've been noticing a higher DPS when I leave out Rupture and just use Envenom. I don't have any WWSs, but in our last two M'uru kills, I had exactly the same buffs and the kill time was only a few seconds off, but my DPS on the latest kill where I only used Envenom was about 150 DPS higher.
Hunger for Blood and Find Weakness?

Rogue at heart.

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Old 10/23/08, 5:05 PM   #3807
Kmannkoopa
Von Kaiser
 
Night Elf Rogue
 
Alterac Mountains
Originally Posted by Aldriana View Post
You might think so, but no. For determining large differences, such as whether Vindicator's Brand or MH Glaive is a better MH weapon, yes, you can determine it in a relatively small number of trials. But many of the differences we're looking at are relatively small - 10 DPS or less. And in order to resolve differences on that scale, even assuming ideal conditions, takes hundreds if not thousands of hours of combat. And when you factor in the variability of player skill - whether player A is better than player B, whether player C was having a good day or a bad day, and so on - one quickly is forced to acknowledge that no reasonable number of WWS will be able to resolve the differences in, for instance, socketing. There's just too much statistical noise and variance for a small number of samples to do much good.
I disagree. Take an average raiding guild like mine that raids 12 hours a week (which I assume many do). With DKP or however else gear is distributed, the average time between new gear upgrades is a long time. Let's assume that the guild is making constant progress, that would mean that a new piece of gear drops for an individual once every 2 weeks or so (a lot of luck involved of course). I think that this is unreasonably fast, but it doesn't matter. That means that there is 24 hours of legitimate comparison with relatively static players -- 6-8 days of real time. This compensates for the human factor variation and comes up with a solid average. There is an average level of an individual player's skill, and other intangibles (my ping is always in the mid-50s for instance), and it becomes apparent after a few sessions as per the Law of Large Numbers.

Given enough data we can always tell the difference between DPS. Whether or not one piece of gear is better than another can be determined relatively easy in just a few playing sessions by examining the data.

Another thing was brought up in response to my first post. When it comes to maximizing DPS, there is only one comparison -- yourself with yourself.

Blizzard just gave an amazing way to determine this real comparison with the target dummies. Just turn on auto attack, walk away for 15 minutes or so and you have a fair sample. With 90% of gear that improve stats, it will become apparent which gear is better. If it is the other 10% of gear that overwhelmingly helps yellow damage (or requires an activation of some sort), spend 15 minutes or so going all out on a dummy with both sets and then choose. If the spreadsheet disagrees take more samples, eventually the Law of Large Numbers will show one way or the other.

I use the spreadsheets myself to know what items I need to go for. But there is Theory and Practical. Theory is a tool to be used to determine what is Practical. We have all conceded that there is a difference between the theoretical maximum and the actual maximum. I believe we also have conceded that there Theory by itself is not useful. Like everyone else on this forum, I want to maximize my DPS. This means that we have to prove that this Theory is correct. The tools to measure this are there, and thanks to sound statistical/probability laws, they are more accurate than many people think.

Most medical studies have all of these same "human factors" involved but they have large enough samples to even this out. World of Warcraft analysis is no different.

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Old 10/23/08, 5:05 PM   #3808
Leto
King Hippo
 
Leito
Troll Rogue
 
No WoW Account
Originally Posted by Kmannkoopa View Post
I see no disagreements with what any of you are saying. I have seen similar trends with other WWS's I have seen. Becuase these are not my guild, I will not post them but in all cases the Rogue hitting the most is winning DPS, I encourage someone to post otherwise.

I have yet to see a post 3.0 WWS where the Rogue who hit less did not top DPS. Yes, considering how much I did miss showed that mutilate is less sensitive to hit.

I posted because it appeared that the first series of post 3.0 posts were making the argument that hit is not the key stat anymore.

Heck, even as my data shows, hit is very likely less important than it used to be. My argument is that is still the most important stat to raise. It goes back to the fact that one more successful attack does hundreds more damage where more AP is not as dramatic.

I do have one question though...





When is the sample size sufficient to compare to the theoretical data?

My Applied Probability book is on its way back from overseas, but I do know that we can figure this out. Think of the current US Presidential election where they get the opinion of 300 million people from a sample of only 1,000 or less. I suspect that we get a sufficient sample size in no more than three or four WWS with the same groups and gear (not even necessarily the same mobs). The whole point of this thread is determine the theoretical maximum and apply it. If it becomes just an exercise in math, then there are far more interesting and more important topics to talk about than World of Warcraft. I am an Engineer in my day job, so taking science (coming up with mathematical equations to define abilities) and applying is (raiding) what I get paid to do. One thing to remember that in the end it is applying this data that is what we have this thread of more than 150 pages to do.

(Edited for Typo fix)
You see that trend because better gear generally has more hit, and your assertion doesn't assume equal levels of gear. The two players would have to have the same exact gear, but one gemmed for hit and the other gemmed for agi, but even then there are way too many other factors that affect dps that WWS wouldn't be helpful for such a minute difference.

Also, hit isn't the only stat that affects how many hits you have. Haste will give you more attacks, including more crits, which scale better now due to prey on the weak.


As for the sample size, as aldriana mentioned, there basically is no sufficient sample size, since the amount of improvement the theory suggests is within the margin of error for execution on any given fight.

Completely regemming wouldn't account for a consistently noticeable difference the same way a new tier of upgrades would, etc.

Rogue at heart.

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Old 10/23/08, 5:18 PM   #3809
Leto
King Hippo
 
Leito
Troll Rogue
 
No WoW Account
Originally Posted by Kmannkoopa View Post
I disagree. Take an average raiding guild like mine that raids 12 hours a week (which I assume many do). With DKP or however else gear is distributed, the average time between new gear upgrades is a long time. Let's assume that the guild is making constant progress, that would mean that a new piece of gear drops for an individual once every 2 weeks or so (a lot of luck involved of course). I think that this is unreasonably fast, but it doesn't matter. That means that there is 24 hours of legitimate comparison with relatively static players -- 6-8 days of real time. This compensates for the human factor variation and comes up with a solid average. There is an average level of an individual player's skill, and other intangibles (my ping is always in the mid-50s for instance), and it becomes apparent after a few sessions as per the Law of Large Numbers.

Given enough data we can always tell the difference between DPS. Whether or not one piece of gear is better than another can be determined relatively easy in just a few playing sessions by examining the data.

Another thing was brought up in response to my first post. When it comes to maximizing DPS, there is only one comparison -- yourself with yourself.

Blizzard just gave an amazing way to determine this real comparison with the target dummies. Just turn on auto attack, walk away for 15 minutes or so and you have a fair sample. With 90% of gear that improve stats, it will become apparent which gear is better. If it is the other 10% of gear that overwhelmingly helps yellow damage (or requires an activation of some sort), spend 15 minutes or so going all out on a dummy with both sets and then choose. If the spreadsheet disagrees take more samples, eventually the Law of Large Numbers will show one way or the other.

I use the spreadsheets myself to know what items I need to go for. But there is Theory and Practical. Theory is a tool to be used to determine what is Practical. We have all conceded that there is a difference between the theoretical maximum and the actual maximum. I believe we also have conceded that there Theory by itself is not useful. Like everyone else on this forum, I want to maximize my DPS. This means that we have to prove that this Theory is correct. The tools to measure this are there, and thanks to sound statistical/probability laws, they are more accurate than many people think.

Most medical studies have all of these same "human factors" involved but they have large enough samples to even this out. World of Warcraft analysis is no different.
I'm going to ignore the first part, because plain and simple making comparisons based on the performance of different players isn't going to show anything, there are too many variables. You need to have something constant to compare with. You can compare an individuals performance over time if it doesn't change, but there are still many other variable factors there.

The target dummy for one player is much better, but a 15 minute sample is still fairly small considering things such as variation in cycles, how random effects modify your cycles, cool down usage, etc. You'll get close, and that would probably be sufficient to show if there is a 50 dps difference, but 5 or 10 would need more.


The main problem I have with your analysis is you are drawing conclusions from your observations that completely contradict theory without any controlled basis for the correlations. It seems you are entering into the analysis with pre-formed conclusions, then looking for any observations that may support them, but the support isn't there.

Rogue at heart.

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Old 10/23/08, 5:31 PM   #3810
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
Allow me to run some numbers, if I may.

First, it should be noted that on trash and the like, the relative attentiveness of the players and their decision-making in picking targets is going to dwarf any difference in gear. So unless you have 2 players with identical playstyles paying identical attention to the raid, those differences will overwhelm all but the largest gear differences.

Hence, to get true comparisons between gearing, you need to look at boss fights - and not all boss fights are suitable. For instance, comparisons cannot be made at all on M'uru if the rogues in question are on different doors. And even if they're on the same door, differences in positioning affecting the value of blade flurry, differences in getting gravity balled or not, and so on will affect results. On Felmyst if one gets encapsulated and the other doesn't, that will affect things. And so on.

Hence, only on a truly sustained fight like Brutallus can you consistantly see differences more due to gear than other factors.

So, the question becomes, in the best-case scenario, how long does it take you to find a difference in the damage output of two rogues on Brutallus? Well, the first thing we need to know is how large the difference in question is. Due to socket color restrictions and the like, I would say that switching from full Agi to full Hit is going to give a swing of, say, 60 stat points. So, what's the EP difference between agility and hit? Well, it's probably under .5 EP per point, so we're looking at a difference of at most 30 EP. 1 EP at 70 gives around .5 DPS, so we're looking for a damage difference on the order of 15 DPS.

Now, I would say that the standard deviation on damage in a Brutallus attempt is probably close to 50 DPS. For the sake of argument lets say it's only 25, but it's certainly not less than that. Hence, we know the *difference* in DPS between the two rogues with a standard deviation of 25 * 1.4 = 35 DPS.

Now, in order to distinguish with 95% certainty a difference of 15 DPS, we need to get the standard deviation of the difference under 8 DPS. Thus, we need to do (35/8)^2 ~= 19 Brutallus attempts to determine the difference.

So, to determine the difference between socketed *full* agility, and *full* hit, with two rogues with otherwise *identical* gear, of *identical* skill, using the exact same strategy on Brutallus, would require 19 Brutallus parses to tell the difference, even under our optimistic assumptions. But in practice, these are unrealistic assumptions - the data just isn't that good. So we need even more data than that to tell the difference.

It should be becoming apparent by this point that the logistical hurdles of in-game testing are significant and nontrivial to overcome, which is why as a community we generally put more faith in simulations and calculations than we do anecdotal evidence in-game.

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Old 10/23/08, 5:41 PM   #3811
Mækk
Banned
 
Gnome Rogue
 
Neptulon (EU)
Originally Posted by Kmannkoopa View Post
My Applied Probability book is on its way back from overseas, but I do know that we can figure this out. Think of the current US Presidential election where they get the opinion of 300 million people from a sample of only 1,000 or less.
I'd just like to point out that there's a very large chance that the numbers derived from such a survey are off by quite a bit, someone with a bit more math skill than me could probably tell you exactly how large the variance would be. But asking 1000 in order to figure out the opinion of 300 000 000 is obviously going to be off by a rather large margin. (Even if you account for the fact that these surveys are usually conducted by asking people of sorts and sizes.)

At any rate, I hope you understand that a WWS or two is not enough to draw conclusive evidence from.
Even if they were done on dummies and with people of equal gear (apart from the gems in question), you would still need hours upon hours of flawless play to discern such minor differences.

If a rogue does 5k dps, and one gem over another gives a theoretical dps increase of say; 1dps.
Then that's a 0.2% difference, that's very minor. Very hard to test.

(Sorry if I'm just re-posting here)
(Edit: Aldriana beat me to it with some hard facts and numbers)

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Old 10/23/08, 5:45 PM   #3812
Yarema
Glass Joe
 
Night Elf Rogue
 
Silvermoon (EU)
Even observing same player, on same fight with same gear and same group setup I would estimate the difference in DPS is several percent, perhaps even in the area of 5-10% depending on the fight. How then could we evaluate gear differences that are below 1% level? There are just too many random factors affecting DPS numbers and you would need huge samples to reduce randomness contribution well below of what you are actually measuring.

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Old 10/23/08, 5:48 PM   #3813
Rambaral
Piston Honda
 
Human Rogue
 
Bronzebeard
Originally Posted by Susa View Post
after finding out this astonishing news (to me at least), does anyone think --this-- is accurate? if so, looks like my best shot is dual trackers is best for what im clearing..

edit: silly typo
Zodar's charts are a very good eyeball "what's better" reference, a spreadsheet is the definite answer, and the two combined are good for planning gear options.

Tracker's Blade is unique equip so dual is not possible. You may be misinterpreting his charts as MH and OH pairs, when he merely is placing weapons in both charts that can be in either hand.

Judging by your gear, Tracker's seems a bit out of your reach (unless your guild is generous). You may be better off going for the Edge of Oppression and the 45 badge one.

Last edited by Rambaral : 10/23/08 at 6:16 PM.

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Old 10/23/08, 5:50 PM   #3814
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
They key point is that, statistically speaking, the size of the pool of voters (which, as a note, is more like 150 million than 300 million) is not really that relevant towards determining the accuracy of a poll. What matters is the sample size. So lets consider, for instance, the standard deviation of a poll with 1000 responses. Lets assume for the moment that the responses are split 50/50; then the variance in the result is 1000 * .5 * .5 = 250, and the standard deviation is the square root of that - or a bit under 16. Thus, with the 95% confidence, the true value lies within 1.96 standard deviations of the mean, or about 30 responses - which is 3%. Note that such polls usually site a margin of error 3 or 4% - which is exactly what we just came up with.

Now, add to the fact that on any individual attack, we have a lot more sources of variance than a simple yes/no poll, so we need significantly more than 1000 attacks even to get within 3%; and 3% (or 75 DPS for a level 70 rogue in Sunwell gear) isn't really enough resolution to tell us much anyway. To get to the half-percent and below type accuracy we needs requires hundreds of thousands of attacks without the parameters of the experiment changing - and that's just hard to do.

Last edited by Aldriana : 10/23/08 at 6:08 PM.

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Old 10/23/08, 6:05 PM   #3815
Kmannkoopa
Von Kaiser
 
Night Elf Rogue
 
Alterac Mountains
I do concede the point about comparing two people -- it is not theory crafting and is not particularly relevant here. I just posted that WWS to show that the biggest difference and what was holding me back was hit. But enough about that.

What you are proposing is faith in math rather than anecdotal evidence. No arguments here.

I don't trust simulations of something with as complicated math as the wow Combat system -- to many ways to mess it up.

I want to stress the target dummy again. With the target dummy we don't need to simulate. You will get an accurate picture and proof of the theory on a dummy, not just anecdotal evidence. If you turn on auto attack and walk away with a data collector going you will get almost everything you need to prove the Theory. In most cases White damage is all you need to compare gear. Whether it is an adjustment Haste, Hit, AP, Agi, Str, or Crit, the change will show in White Damage. Sure bonus crit damage is improved for special attacks, but it still shows on the white damage and you know that the actual DPS difference is larger. This method will solve a lot of side grade comparisons. [Shoulderpads of the Silvermoon Retainer], [Swiftstrike Shoulders], and [Shoulderpads of Dancing Blades] are perfect examples of gear that can be compared in this way.

Set bonus and cool down abilities make it more difficult -- well not more difficult, just not something you can walk away from. These dummies allow you to poison them as well as unleash endless rotations, so it still works. In order to keep your sanity you may have to do this for shorter periods more often, but it can be done.

I do trust the math in the theorycrafting, but with some of these I really want to see it in practice. I brought up the shoulderpads above because this is the best example of my personal theorycrafting, and I went with the Swiftstrike because it gave me something like 10dps (I am not at the computer with the DPS spreadsheet). Now I want to compare these to see if the Theory is correct.

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Old 10/23/08, 6:15 PM   #3816
Leto
King Hippo
 
Leito
Troll Rogue
 
No WoW Account
Originally Posted by Kmannkoopa View Post
I do concede the point about comparing two people -- it is not theory crafting and is not particularly relevant here. I just posted that WWS to show that the biggest difference and what was holding me back was hit. But enough about that.

What you are proposing is faith in math rather than anecdotal evidence. No arguments here.

I don't trust simulations of something with as complicated math as the wow Combat system -- to many ways to mess it up.

I want to stress the target dummy again. With the target dummy we don't need to simulate. You will get an accurate picture and proof of the theory on a dummy, not just anecdotal evidence. If you turn on auto attack and walk away with a data collector going you will get almost everything you need to prove the Theory. In most cases White damage is all you need to compare gear. Whether it is an adjustment Haste, Hit, AP, Agi, Str, or Crit, the change will show in White Damage. Sure bonus crit damage is improved for special attacks, but it still shows on the white damage and you know that the actual DPS difference is larger. This method will solve a lot of side grade comparisons. [Shoulderpads of the Silvermoon Retainer], [Swiftstrike Shoulders], and [Shoulderpads of Dancing Blades] are perfect examples of gear that can be compared in this way.

Set bonus and cool down abilities make it more difficult -- well not more difficult, just not something you can walk away from. These dummies allow you to poison them as well as unleash endless rotations, so it still works. In order to keep your sanity you may have to do this for shorter periods more often, but it can be done.

I do trust the math in the theorycrafting, but with some of these I really want to see it in practice. I brought up the shoulderpads above because this is the best example of my personal theorycrafting, and I went with the Swiftstrike because it gave me something like 10dps (I am not at the computer with the DPS spreadsheet). Now I want to compare these to see if the Theory is correct.
Auto attacking wouldn't be sufficient at all. One of the main reasons that there are different stat weightings now are because of talents that affect our energy use reacting to an improvement in certain stats and not others.

Focused Attacks procs more with higher crit, and gaining more energy doesn't affect our auto attacking whatsoever, it affects how we use our abilities.


There is no point at all to just test auto attack dps, since over time, it should equal your paper doll dps, so you can just switch gear out and see how it affects that number instantly if you're curious.


There are also other stat levels that determine how incremental gains affect dps. Expertise for example has good benefit to prevent dodges on finishers that affect our cycles, not just on auto attacks. The same thing goes with hit... it has vastly reduced benefit once you pass the spell hit cap, as it is only improving white dmg from that point on, while there are other stats that improve white dmg as well as specials and talent procs.

Rogue at heart.

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Old 10/23/08, 6:15 PM   #3817
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
Autoattacking really does not provide a viable assessment of the DPS output of a given item, particularly if one is lacking raid buffs. The interdependencies between white damage and yellow damage in terms of procs and the like are too sophisticated to by simply ignored when comparing gear. Is basing a comparison on an autoattack parse better than nothing? Sure. But it's not really very good, either. Hence, the goal of this community is to perform tests of that sort to determine the underlying mechanics governing the behavior, and then simulate or model those mechanics on a scale that cannot be achieved in-game.

Lets be clear: our mathematical models aren't perfect. Our simulations aren't perfect. There are probably aspects we're missing in them, and even with perfect knowledge and implementation they'd still be estimates. But, despite any problems they may have, they are still a better assessment of real game mechanics than any reasonable amount of in-game testing. There are simply too many variables for in-game testing to be a viable technique, so, flawed though it may be, the mathematical models and simulations are the best tools we have access to at this time.

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Old 10/23/08, 6:19 PM   #3818
Kmannkoopa
Von Kaiser
 
Night Elf Rogue
 
Alterac Mountains
Originally Posted by Aldriana View Post
Now, add to the fact that on any individual attack, we have a lot more sources of variance than a simple yes/no pole, so we need significantly more than 1000 attacks even to get within 3%; and 3% (or 75 DPS for a level 70 rogue in Sunwell gear) isn't really enough resolution to tell us much anyway. To get to the half-percent and below type accuracy we needs requires hundreds of thousands of attacks without the parameters of the experiment changing - and that's just hard to do.
When figuring this out we don't count individual attacks. My 1.4 weapon has twice the number of attacks as your 2.8 weapon. The goal is DPS. This means an even longer sample size. The answer is we need to get a sufficient sample size measured in seconds not attacks. The number of seconds is quite likely as much as 10,000 or more. 3 hours is 10,800 seconds, assuming only half a raid is spend in combat, you can reach a sample of 20,000 seconds in one week of raiding.

I am really intrigued, and I want my reference materials back. I'd like to see at what point you get a statistically significant sample -- and if it is feasible -- after all 1,000,000 seconds is over 11 days.

It also seems that there is a major contradiction here: If we can't determine if we are actually doing more damage then why are we figuring out how do more damage in the first place?

All of us know if one piece is clearly better than the other. What we want we know what separates items that are at the same level.

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Old 10/23/08, 6:34 PM   #3819
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
Originally Posted by Kmannkoopa View Post
When figuring this out we don't count individual attacks. My 1.4 weapon has twice the number of attacks as your 2.8 weapon. The goal is DPS. This means an even longer sample size. The answer is we need to get a sufficient sample size measured in seconds not attacks. The number of seconds is quite likely as much as 10,000 or more. 3 hours is 10,800 seconds, assuming only half a raid is spend in combat, you can reach a sample of 20,000 seconds in one week of raiding.

I am really intrigued, and I want my reference materials back. I'd like to see at what point you get a statistically significant sample -- and if it is feasible -- after all 1,000,000 seconds is over 11 days.

It also seems that there is a major contradiction here: If we can't determine if we are actually doing more damage then why are we figuring out how do more damage in the first place?

All of us know if one piece is clearly better than the other. What we want we know what separates items that are at the same level.
So, first: yes, you can reach 20,000 seconds in one week of raiding. The problem is that the other sources of variance - attentiveness, player skill, who got CCed by the boss/mobs, etc. completely and totally overwhelm what you're trying to measure. Not all 20,000 seconds in combat are created equal. Now, if we're talking 20,000 seconds of spamming perfect DPS cycles on a target dummy, we might be starting to get somewhere - but if you can do 6 hours of perfect cycles, you're a better player than I am.

As for your second question: this is to some extent a valid question. You can argue that the community has put some time into making distinctions that can never and will never be viewed in game - and we have. There are a couple reasons for this.

1) Just because you can't definitively measure the difference doesn't mean there isn't a difference. The fact that I can't prove my gear setup is better than that of another rogue in my guild because we don't pay equal attention on trash isn't really relevant - what's relevant is that, whether it can be seen under the variance or not, I *am* doing demonstrably more damage than I would be with gear computed to be inferior.

2) Multiple small, immeasurable advantages can add up to a significant, measurable advantage. Trading out one piece of T4 for T6 might only make a 2% difference, which is not necessarily easy to measure. But trade out all 17 pieces of gear, which each give 2% bonus plus some synergies and bonuses above and beyond that such that it adds up to a 50% bonus (or more)... that's starting to matter. The point is that making any one particular gear swap isn't going to make a big difference, but making all the right ones will add up to a larger, more relevant difference. And if you can't tell the difference on a slot-by-slot basis, you have no options for working this out rather than trying all possibilities, which is impractical.

3) And, frankly, sometimes we analyze stuff just for fun. Our DP analysis in 2.X was certainly under any possible level of relevance - but it was fun to think about, so we did. The fact that it turned out to be relevant in 3.x when they boosted the crap out of poison DPS is just sort of a side benefit.

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Old 10/23/08, 6:37 PM   #3820
Mækk
Banned
 
Gnome Rogue
 
Neptulon (EU)
Exactly what question would this in-game test of yours answer?
What do you hope to achieve with it?
I'm curious.
Because testing items on a case by case basis seems like, well, a full-time job.

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Old 10/23/08, 6:44 PM   #3821
Kmannkoopa
Von Kaiser
 
Night Elf Rogue
 
Alterac Mountains
Originally Posted by Mækk View Post
Exactly what question would this in-game test of yours answer?
What do you hope to achieve with it?
I'm curious.
Because testing items on a case by case basis seems like, well, a full-time job.
Good Question. For me it is seeing if the Hypothesis (Theory) is valid in Real Life.

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Old 10/23/08, 7:42 PM   #3822
Maaras
Glass Joe
 
Night Elf Rogue
 
Cenarius
Your target dummy example also ignores a more practical fact that many (most? all?) of us are constrained by: we don't all get to have every piece of loot that might be useful to us, or that we'd want to test. I may wonder which 2 daggers out of a choice of 5 are best for me, but I likely don't have the DKP to buy them all, and even if I did, who wants to get 5 mongoose enchants when only 2 of them will end up being used?

For that reason, we turn to calculations and simulations to guide us so that we can make gearing decisions ahead of time, without having to obtain the item first. Testing every piece of gear on the dummy is just not practical, as Mækk said.

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Old 10/23/08, 11:15 PM   #3823
Wodahs
Don Flamenco
 
Human Rogue
 
Lightbringer
Originally Posted by Kmannkoopa View Post
As I am reading this discussion here, it has moved me from long time lurker to actually posting.

It looks like the discussion is going back to emphasize hit. I have the basic understand on the current theory behind why hit is less important than it was, but after looking at the practice from my guild's (and other's) WWS, I am not convinced that hit has been dropped from the #1 priority stat. It may have lost its lead, but it is still mighty.

Much of this below is copied from a post in my guild's Rogue forum.

Here is the WWS of my Guild's Tuesday attempt on Mount Hyjal.

<The Stormguard> are in WoW terms probably a mediocre raiding guild, but in the purgatory of our low population server (we took a free transfer), we are among Top 3 Alliance guilds (the top Guild is only a few bosses into Sunwell). However, when it comes to player skill, I would put our Rogues up against anyone.

I was assassination in Badge/low end MH/BT gear. One of the Rogues was combat in higher end BT/MH gear, and the other was assassination in mostly pvp gear (coming back from a long hiatus).

All my yellow damage averaged higher (except Envenom because I was more concerned about using it to refresh Slice and Dice than damage), yet I was second in swing damage. As swing damage is the highest contribution in any build, I was #2 on total DPS.

Looking at the WWS details, I missed with my swing a whopping 15% while our top rogue missed with only 2.6% of his attacks. I assume it has to do more with my lower hit value of 278 while he has not yet re-gemmed and was capped. Our crit rate being approximately the same, I think it shows that hit is still the mighty Rogue stat. On a side note, our dispellers were terrible without their addons so we had a lot more Banshee's cure than we should have.

The clincher I think is the third Rogue in PvP gear had a higher crit and significantly higher miss rate (27%), which is where you would expect a Rogue without hit to be.

In most of the other WWS's I have seen, the #1 Rogue is consistently the one who misses less with white damage. I realize that WWS has had issues, but I suspect that it doesn't have as much issue measuring white damage.

To sum it up, as white damage is still the single biggest source of damage for a Rogue, hit is still the single best way to boost this damage, keeping its crown as the most important statistic to stack for Rogues.
Wow Web Stats
Other rogue in our group missed less than I did, and I pulled quite a bit more dmg than him.

Making assumptions on 2 equations that arent equal is a bit folly?

I changed things a bit last night, trying dual wound, instead of the deadly/wound combo I tried last time. I tried to work in killing spree and had an aggro issue on the pull, and had to pause dmg. In the end, I had close to 4100 dps, which I think can be due to the poison change and slowing threat for a short period, but it was not that far off the 4200 I had last week. Our fight took 30 seconds longer, that alone lowers the value of heroism, which would drop dps.
Wow Web Stats

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Old 10/23/08, 11:40 PM   #3824
Jagiya
Don Flamenco
 
Jagiya's Avatar
 
Gnome Rogue
 
Blackrock
I'm 99% certain that Setup is currently bugged. The "chance to gain a Combo Point upon resisting a spell" component appears to be disabled; I'd say due to the fact that Spells now Miss, rather than Resist. Can anyone confirm my 1% suspicion? I've only tested it against one mob.

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Old 10/24/08, 1:02 AM   #3825
life_source
Glass Joe
 
Undead Rogue
 
Medivh
I've been browsing some of the instance drops that mmochampion has access too, and I've noticed a frightening trend.

Most gear is becoming incredibly STA heavy, at the cost of any AGI at all.

I was wondering if there are any rogues in beta that can confirm or deny this in a broader sense? I don't see how STA helps a raiding rogue. Or half the DPS classes in general.

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