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Old 06/19/08, 6:00 AM   #1
• Vulajin
Vula'jin the Void, blessed by the loa
 
Vulajin's Avatar
 
Undead Mage
 
Mal'Ganis
The Roguecraft Spreadsheet

ALL OF THE INFORMATION IN THIS POST MAY BE OUT OF DATE. I have not updated these versions of the spreadsheet in over a year. Vef has kept the spreadsheet updated since I ceased development, and his latest version can be found here: (Link) as of June 2010.

The following information is preserved for posterity:

Current version: 0.4.7 LK (02/15/09)
BC legacy version: 0.4.1 BC
Download links: Attached at the bottom of this post.

(NEW 02/18/09) I was able to achieve X DPS on the spreadsheet! Nobody cares unless your new high score uses some new type of cycle others haven't yet considered, or uses a gear selection that hasn't yet been discussed in the T7.25 Rogue Gear Discussion thread. If you're simply posting to show how you "won" the spreadsheet, you'll get an infraction.

(NEW 02/16/09) How the hell do I use this thing? A poster over on the Wowhead forums put together a helpful thread with instructions for using the spreadsheet. You can find it here: (link)

What is it? The Roguecraft Spreadsheet is something I have been working on and using for my personal theorycrafting efforts since last October when I wrote Roguecraft 101. Remember those posts I made in the Hemo thread back around the time of patch 2.3? All of those conclusions were based on a previous version of the Roguecraft Spreadsheet. The sheet has undergone several complete overhauls since then, improving in accuracy and usefulness each time. Its calculations represent our best current knowledge of Roguecraft, and they are designed in such fashion that I can easily extend them (for the most part) to incorporate new features.

What does it model? The Roguecraft Spreadsheet models all current DPS-affecting talents. It models all common types of cycles used by the common builds, and it models Seal Fate's effect on those cycles. It models all current gear and trinkets, including our best current knowledge of all procs. It models all raid buffs and debuffs and all cooldown abilities. Any of the above that have been omitted were unintentional and should be reported in this thread.

So really, what's special about it? This is the key question. Why, really, did I feel the need to release a spreadsheet I have been using solely for personal use for over 8 months? The answer is a bit complicated, but it basically boils down to this: as the author of Rogue: PvE DPS (and previously Roguecraft 101), it is very important for me to be able to quickly and accurately assess the value of a newly proposed ability or talent or change to an existing ability or talent. Basically, I wanted the accuracy of the Gear Sheet, but I wanted much greater extensibility and, in addition, I wanted to build from the ground up to be inclusive of Seal Fate specs with the same degree of accuracy.

The sheet also contains two particular features I'm very proud of, neither of which currently exists in the other spreadsheets:

- Energy pooling. You can specify how much energy you wish to pool before performing each finisher in your cycle. Depending on how much energy you pool before a finisher, the number of combo point builders you can use while under the effects of [Ashtongue Talisman of Lethality] or Find Weakness will vary, and in addition if you do not pool enough energy before your Slice, you may not be able to use your next finisher during Exploit Weakness or Find Weakness. The Roguecraft Spreadsheet models both of these effects.

- Cooldown timing. You can specify exactly when to use your cooldowns, including Drums and Bloodlust. This feature can be used to model the effect of stacking cooldowns rather than simply using them haphazardly. You can also specify a particular fight duration (maximum of 600 seconds, or 10 minutes) to reflect a specific fight (for example, 360 seconds for Brutallus). Of course, if it's not worth the effort, you can just set the fight duration to 0 seconds and it assumes time-averaged effects for all of your cooldowns, as both existing spreadsheets do.

How do I use it? Basically, the Roguecraft Spreadsheet was never really designed with any users other than me in mind. So, basically the UI is generally accessible but not especially user-friendly. Frankly, I don't think I will change that too much, because I'm far more concerned with the actual accuracy and quality of calculations than I am with the UI. I have no intention to ever include features like Armory Import, or saving talent builds, or things of that ilk. There are also currently no readouts for EP values or anything of that sort. It's very minimal: there is a talent selection sheet with some general settings, a gear selection sheet that should appear familiar to most users of other spreadsheets, a buff selection sheet, and a cooldown settings sheet. All of the calculation sheets are hidden by default; you can find the iterative calculations on "DPS Calc 1," "DPS Calc 2," and "DPS Calc 3," and the corresponding numbered sheets for "Cycles" and "Cooldowns" as well. The final calculations are on "DPS" and "Cycles." All of the gear data is contained in the respectively-named sheets.

Be careful with the sheet, as there is not really any error-checking and it is fragile. Set up your build on the "Talents" sheet, then select a combo point builder (even if you take the Mutilate or Hemorrhage talent, you must specify Mutilate or Hemorrhage as your CP builder; conversely, you can specify one of those as your CP builder even if you don't have the talent for it), a cycle type, and the number of CP to use on each of your finishers. If you wish to pool energy prior to a particular finisher, you can specify that in the column to the right of the cell indicating the number of CP for that finisher. Sorry, but the sheet is not equipped to recommend cycles or gear for you. If you're unsure what cycle to use, you should read Rogue: PvE DPS for some ideas, or just play around until you find something that achieves high DPS. If you wish to take advantage of the more accurate cooldown-stacking modeling without having to specify every single use of your various cooldowns, then set a fight duration longer than 0, and simply change all the yellow-highlighted settings on the "Cooldowns" sheet to FALSE.

What if the sheet disagrees with the two existing spreadsheets? In the case of Aldriana's Gear Spreadsheet, several discoveries have been made in rogue mechanics since Aldriana discontinued work on the sheet. In either case, there are several ways in which this sheet's models differ from those of the existing sheets which may result in differences in its output. As a biased observer, I regard my own sheet as the most accurate currently available. However, if you would like to discuss any differences you find while using the sheet, please utilize this thread for that purpose.

If you have any other comments or questions about using the Roguecraft Spreadsheet, please post them in this thread and I will do my best to answer them.

(This spreadsheet is dedicated to Xiah of <Shattered Oath> on Emerald Dream (US), for always being awake while I was fiddling with this damn thing and making idle conversation with me.)
Attached Files
File Type: xls Roguecraft BC 0.4.1.xls (4.58 MB, 27571 views)
File Type: xls Roguecraft LK 0.4.7.xls (3.35 MB, 101717 views)

Last edited by Vulajin : 06/27/10 at 9:54 PM.

Originally Posted by Enervate
Yep, still a fucking idiot.

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Old 06/19/08, 7:39 AM   #2
Capek
Glass Joe
 
Undead Rogue
 
Terenas (EU)
Thanks for this. Always going to be interesting to see the backend to all of your work.

Immediately of note is that Fleet Footed has 3 possible points in your list but actually only has 2.
Currently that doesn't matter as Fleet Footed is having no effect on DPS. Neither is the speed buff of Cat's Swiftness (tested by setting to 'none' and manually adding 6agi).
Is there any chance the DPS increase garnered from increased movement could be implemented? Perhaps associated with the 'combat duration' tab whereby we can specify an estimated amount of time spent travelling (Gruul springs to mind as the simplest example).

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Old 06/19/08, 12:25 PM   #3
Wynna
Glass Joe
 
Pandaren Rogue
 
Mal'Ganis
So far what I've noticed is that your DPS doesn't change at all no matter how many Bloodlusts you specify, from either 0 to say, 4.

Also thanks for modeling AtoL so well, it is apparently quite underrated in the other sheets.

Last edited by Wynna : 06/20/08 at 8:56 AM. Reason: Typo.

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Old 06/19/08, 6:18 PM   #4
• Vulajin
Vula'jin the Void, blessed by the loa
 
Vulajin's Avatar
 
Undead Mage
 
Mal'Ganis
Originally Posted by Wynna View Post
So far what I've noticed is that your DPS doesn't change at all no matter how many Bloodlusts you speficy, from either 0 to say, 4.
Regarding the Bloodlust issue, not losing DPS when you set it to 0 is definitely a bug, but if you set it to 4, and if you have "specify Bloodlust timing" turned on in the "Cooldowns" sheet, you would still need to specify a time to actually use that 4th Lust before it would have any effect. I'll look more into this.

Originally Posted by Capek
Currently that doesn't matter as Fleet Footed is having no effect on DPS. Neither is the speed buff of Cat's Swiftness (tested by setting to 'none' and manually adding 6agi).
Is there any chance the DPS increase garnered from increased movement could be implemented? Perhaps associated with the 'combat duration' tab whereby we can specify an estimated amount of time spent travelling (Gruul springs to mind as the simplest example).
The thing here is that this gets into modeling the exact number and nature of interruptions during a fight. This is not really the province of a spreadsheet; as it is, the formulas to implement the cooldown stacking model are annoyingly complex, to the point that the "Cooldowns 1," "Cooldowns 2," and "Cooldowns 3" sheets occupy 1.6 mb of disk space by themselves. I expect that Aldriana is looking at implementing some sort of interruption model in RogueCalc, which would be a much more sensible thing to do. I would suggest that for now you use the formula given in Rogue: PvE DPS for comparing Cat's Swiftness to other boot enchants.

Originally Posted by Enervate
Yep, still a fucking idiot.

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Old 06/19/08, 6:32 PM   #5
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
The challenge of movement-based effects is that some abilities/effects - particularly trinket procs - are very highly subject to the exact interruption pattern of the fight. While 30 sec in/10 sec out and 45 sec in/15 sec out will be more or less the same in terms of the value of hit, crit, ap, and so on, they will *radically* change the value of some trinkets. Moreover, there's complications wherein some fights have interruptions that Cat's Swiftness helps with (Gruul, Archimonde), while others do not (Naj'entus comes to mind). So interrupted modeling requires very specific information about the timing and nature of interruptions... never mind the fact that we have no real idea what the optimal cycles for interrupted combat look like in the first place.

Also, part of the benefit of effects like Fleet Footed is not even in their direct damage contribution. On a fight like Felmyst the extra run speed can help get you out of the way of his various attacks more quickly, which has no implications to DPS but large implications to suvivability; hence, the exact DPS benefit would not be a notably helpful quantity in terms of assessing value.

Hence, while ultimately it would be helpful to have that sort of modeling in place, I don't think we understand the problems involved without going all the way too writing custom code for each strategy of each fight - which I for one have no interest in doing.

I think what it comes down to in the end is: while spreadsheets and the like are a valuable tool and provide a good baseline for your analysis, at some level you still need to know what you're doing, as there are some subtleties that just cannot reasonably be modeled. And the value of runspeed, for the moment, falls in this category.

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Old 06/19/08, 6:44 PM   #6
Vodrin
Don Flamenco
 
Tauren Druid
 
Magtheridon (EU)
I love the AtoL modelling although it seems to show inflated levels of dps, 2600~ for badge fist + savagery all buffed up (1 heroism) for brutallus but netherless has been useful on the energy pooling/AtoL side. Thanks :>

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Old 06/19/08, 6:48 PM   #7
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
One shouldn't be observing large differences in Ashtongue quality due to energy pooling - it'll be a little better, certainly, but, fundamentally speaking: the Gear Sheet tends to estimate ~70% AToL uptime for SS builds; the damage difference between that and 100% uptime is only on the order of 40 DPS. Since in practice uptime that high is not achievable via energy queuing, the observed difference should be less than that - I believe I one estimated it to be closer to 10 DPS. So if people are observing differences larger than that, it's very likely a bug.

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Old 06/19/08, 7:11 PM   #8
Vodrin
Don Flamenco
 
Tauren Druid
 
Magtheridon (EU)
Originally Posted by Aldriana View Post
One shouldn't be observing large differences in Ashtongue quality due to energy pooling - it'll be a little better, certainly, but, fundamentally speaking: the Gear Sheet tends to estimate ~70% AToL uptime for SS builds; the damage difference between that and 100% uptime is only on the order of 40 DPS. Since in practice uptime that high is not achievable via energy queuing, the observed difference should be less than that - I believe I one estimated it to be closer to 10 DPS. So if people are observing differences larger than that, it's very likely a bug.
Actually the energy pooling shouldn't affect uptime much at all, only the ss/hemo that fall into the uptime?

Thats indeed how the sheet changes too when modifying pooled energy and it is only a 10dps change. This sheet is modelling it as 76% uptime for my gear though. I don't have dst or wsc though so its important to me :p.

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Old 06/19/08, 7:15 PM   #9
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
Well, right, that's exactly the point. The largest possible advantage is 40 DPS; but since you're really only increasing uptime on yellow attacks (which make up perhaps 30% of your damage) the observed benefit should be closer to 30% of 40 DPS, which is 12 DPS; and even that assumes that every single yellow attack lands during the buff uptime, which, in my experience, is not the case - you get it up to 90%, perhaps, but every once in a while things don't work out and you miss one; and if it's only 90% rather than 10%, your benefit is down to 8 DPS. So while, I'd expect Ashtongue Talisman to be a bit higher, but I wouldn't expect to see any real night-and-day differences with it.

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Old 06/19/08, 7:41 PM   #10
Feist-Mok
Im***est.
 
Feist-Mok's Avatar
 
Human Rogue
 
Ysera
Doesn't work in Office 2008 under Mac OS X, but neither does the most recent version of Aldriannas sheet. I try to change one piece of gear and it locks up. So, I'll chalk it up to an office issue and give OpenOffice a whirl when I get home.

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Old 06/20/08, 12:21 AM   #11
• Vulajin
Vula'jin the Void, blessed by the loa
 
Vulajin's Avatar
 
Undead Mage
 
Mal'Ganis
Originally Posted by Aldriana View Post
One shouldn't be observing large differences in Ashtongue quality due to energy pooling - it'll be a little better, certainly, but, fundamentally speaking: the Gear Sheet tends to estimate ~70% AToL uptime for SS builds; the damage difference between that and 100% uptime is only on the order of 40 DPS. Since in practice uptime that high is not achievable via energy queuing, the observed difference should be less than that - I believe I one estimated it to be closer to 10 DPS. So if people are observing differences larger than that, it's very likely a bug.
In actuality, at least according to my spreadsheet's results, the difference is even less than that. In other words, single-digit DPS gains from pooling in conjunction with AToL. However, I also found that the base value of AToL tended to be a bit higher than what was previously modeled, regardless of energy pooling.

Originally Posted by Enervate
Yep, still a fucking idiot.

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Old 06/20/08, 5:04 AM   #12
Wickedchild
Glass Joe
 
Night Elf Rogue
 
Turalyon (EU)
Tunic of the Dark Hour is missing its gem socket.
Trying to add it through the Chest sheet reveals that the stamina cell for the Tunic is set at 51+3*M10, M10 being the Socket1 cell for the Tunic, which is empty, so adding Red in there gives an error obviously.
I simply removed the "+3*M10" to remedy this.

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Old 06/20/08, 5:13 AM   #13
• Vulajin
Vula'jin the Void, blessed by the loa
 
Vulajin's Avatar
 
Undead Mage
 
Mal'Ganis
Originally Posted by Wickedchild View Post
Tunic of the Dark Hour is missing its gem socket.
Trying to add it through the Chest sheet reveals that the stamina cell for the Tunic is set at 51+3*M10, M10 being the Socket1 cell for the Tunic, which is empty, so adding Red in there gives an error obviously.
I simply removed the "+3*M10" to remedy this.
Yeah, that's a relic from an old version of the sheet. Your fix would be the correct way to temporarily patch it. I'm not going to be too quick about releasing 0.1.2 unless bugs of significant substance pop up. My chief priority right now is the actual accuracy of calculations.

Originally Posted by Enervate
Yep, still a fucking idiot.

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Old 06/20/08, 8:43 AM   #14
Khana
Banned
 
Night Elf Rogue
 
Argent Dawn (EU)
Why is no spreadsheet modelling shadowstep?
It can be considered a timed buff with a 1 minutes cooldown to insert into any standard rotation, possibly on ruptures. 1 Rupture cycle every minute is buffed. I think there is still a lot to be said on this, I was able to see some kind of 600 ruptures tick with Mangle up to the target.

Hemo is quite the same as well, it can be reduced as a buff. Any Hemo specced rogue spams hemo, so we can considered it a permanent +DMG buff on any kind of ability it can be applied to and instead modelling a "debuff" on the first strike, when it is not yet in place.

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Old 06/20/08, 10:04 AM   #15
drumbum
King Hippo
 
Human Rogue
 
Sargeras
Napkin math suggests that Shadowstep is always a DPS decrease, except possibly when used with Garrote.

Consider that Shadowstep costs 10 energy. Thus, you can increase the damage of your rupture by 20% for an energy cost of 10. Is it worth 10 energy to deal 20% of Rupture's damage? A similar question would be: would you spend 50 energy to deal 100% of Rupture's damage? I doubt it.

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