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08/30/09, 3:39 PM
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#1816
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Von Kaiser
Gnome Rogue
Dun Morogh (EU)
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The Xs/Ye cycle only uses 1 evis before snd renewal, so if you use a 5 CP SnD for a slice time of 31 sec and a 5 CP evis you have a a CP builder time of ~17 sec and this time is set to the actual cycle time. So 14 seconds of snd uptime are wasted. So using imp. SnD makes no difference for the Xs/Ye cycle as the cycle time is still 17 sec.
Last edited by Vef : 08/30/09 at 3:45 PM.
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08/30/09, 6:31 PM
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#1817
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Great Tiger
Night Elf Rogue
Lightning's Blade
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I was always wondering about how cycle-based spreadsheets accounted for RNG. Let's take for example the sinister strike glyph. If average time to build 10 combo points is 17 seconds, it takes 1.7s for one. So let's say you model a cycle of 3/5/5, which with improved SND should last 22.5 seconds, enough time to build on average 13 combo points. However due to RNG of the glyph, it could take between 18 and 27 seconds to build enough combo points for an entire cycle. Let's say you were not very lucky, and building 13 combo points took you 27 seconds, thus making you go without SND for 5.5 seconds. Does the spreadsheet calculate the loss of SND uptime due to RNG factors like that or does it simply assume an average cycle of 22.5 seconds and 100% snd uptime?
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09/01/09, 5:19 AM
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#1818
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Von Kaiser
Dwarf Rogue
Quel'Thalas (EU)
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Can someone explain me why I have a sudden increase of Expertise with my gear? I have entered exactly the same options and gear into the new sheet, but I see a difference of 1,25%, which is 5 expertise. I read back a few pages, but I can't find an explanation.
I find it hard to explain so I just uploaded the two sheets so someone can have a look at it:
Old Sheet
New Sheet
Last edited by Radmsc : 09/01/09 at 5:20 AM.
Reason: Faulty links
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09/01/09, 5:32 AM
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#1819
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Piston Honda
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Originally Posted by Radmsc
Can someone explain me why I have a sudden increase of Expertise with my gear? I have entered exactly the same options and gear into the new sheet, but I see a difference of 1,25%, which is 5 expertise. I read back a few pages, but I can't find an explanation.
I find it hard to explain so I just uploaded the two sheets so someone can have a look at it:
Old Sheet
New Sheet
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It appears that the expertise from Dwarf Racial wasn't added to the G9 cell (On Gear and Talents sheet) in roguecraft1.xls. The calculations are the same though, so apparently just a tooltip fix.
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09/01/09, 12:53 PM
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#1820
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Von Kaiser
Blood Elf Rogue
Undermine
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It is my thought that cycle-based spreadsheets use averages. So in your example would mean that you get 22.5 combos out of a complete cycle. This leads you to change your cycle in order to have a rotation that on average will not get SnD to drop. Cycle-based spreadsheets are deterministic in nature, there is no luck involved in the DPS calculations and you cannot say the odds of falling within a certain range of DPS values is X%. The DPS distribution is unknown.
On the other hand, stochastic modeling (simulations) do give you a better insight of your DPS distribution which permits you to calculate various values such as average, standard deviations and condition-tail-expectations which could prove useful in pointing out the setups that would not only provide the highest average but also a smaller standard deviations for consistent DPS.
Originally Posted by Mavanas
I was always wondering about how cycle-based spreadsheets accounted for RNG. Let's take for example the sinister strike glyph. If average time to build 10 combo points is 17 seconds, it takes 1.7s for one. So let's say you model a cycle of 3/5/5, which with improved SND should last 22.5 seconds, enough time to build on average 13 combo points. However due to RNG of the glyph, it could take between 18 and 27 seconds to build enough combo points for an entire cycle. Let's say you were not very lucky, and building 13 combo points took you 27 seconds, thus making you go without SND for 5.5 seconds. Does the spreadsheet calculate the loss of SND uptime due to RNG factors like that or does it simply assume an average cycle of 22.5 seconds and 100% snd uptime?
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09/01/09, 2:06 PM
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#1821
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Great Tiger
Night Elf Rogue
Lightning's Blade
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While they differ from simulations in more than one way, cycle-based spreadsheets still estimate expected values of stochastic processes. There is a correct way to do it, and there is an incorrect way to do it, and I was trying to find out, how it is done with respect to the glyph of sinister strike. Because I am asking about this specific spreadsheet, the question is for Vef, but if someone else has an insight into this issue, please share too.
The goal of the spreadsheet is to determine DPS, which is a non-linear transformation of several random processes. A random process is a stochastic event that can have several outcomes probabilities of which are known a priori. For instance, the effect of a glyph of sinister strike is a random variable that takes on a value of 2 if sinister strike crits and grants 2 combo points, and a value of 1 if it does not crit, which translates into 1 combo point. The probability of each outcome is your crit rate with special abilities, let's assume it is 50%. Knowing the probabilities of each event allows us to determine average value of the random variable. In this case we can determine that on average a sinister strike that does not get dodged and does not miss will grant 1.5 combo points.
While the distribution of the glyph process is uniform between 1 and 2 with average value of 1.5, the non-linear transformation of this process into DPS makes it incorrect to plug in an average value of 1.5 into the spreadsheet and come up with an average DPS value. To illustrate the non-linearity, consider extreme outcomes: a) all sinister strikes crit, so it takes only 18 seconds to build 13 combo points, which is enough for the cycle, as a result you clip snd for 4.5 seconds, b) all sinister strikes do not crit, so it takes 27 seconds to build 13 combo points for the cycle, and you go for 5.5 seconds without SND. Relative to the average case of critting 50% of the time, the deviation of case b) from the average is clearly much bigger than that of case a), even though both cases are equally likely. SO the transformation is assymetrical and therefore non-linear. In this example, plugging in the average value of 1.5 combo points in the spreadsheet will most likely OVERESTIMATE the average dps value.
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09/01/09, 3:00 PM
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#1822
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Glass Joe
Night Elf Rogue
Anetheron
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Originally Posted by Mavanas
While they differ from simulations in more than one way, cycle-based spreadsheets still estimate expected values of stochastic processes. There is a correct way to do it, and there is an incorrect way to do it, and I was trying to find out, how it is done with respect to the glyph of sinister strike. Because I am asking about this specific spreadsheet, the question is for Vef, but if someone else has an insight into this issue, please share too.
The goal of the spreadsheet is to determine DPS, which is a non-linear transformation of several random processes. A random process is a stochastic event that can have several outcomes probabilities of which are known a priori. For instance, the effect of a glyph of sinister strike is a random variable that takes on a value of 2 if sinister strike crits and grants 2 combo points, and a value of 1 if it does not crit, which translates into 1 combo point. The probability of each outcome is your crit rate with special abilities, let's assume it is 50%. Knowing the probabilities of each event allows us to determine average value of the random variable. In this case we can determine that on average a sinister strike that does not get dodged and does not miss will grant 1.5 combo points.
While the distribution of the glyph process is uniform between 1 and 2 with average value of 1.5, the non-linear transformation of this process into DPS makes it incorrect to plug in an average value of 1.5 into the spreadsheet and come up with an average DPS value. To illustrate the non-linearity, consider extreme outcomes: a) all sinister strikes crit, so it takes only 18 seconds to build 13 combo points, which is enough for the cycle, as a result you clip snd for 4.5 seconds, b) all sinister strikes do not crit, so it takes 27 seconds to build 13 combo points for the cycle, and you go for 5.5 seconds without SND. Relative to the average case of critting 50% of the time, the deviation of case b) from the average is clearly much bigger than that of case a), even though both cases are equally likely. SO the transformation is assymetrical and therefore non-linear. In this example, plugging in the average value of 1.5 combo points in the spreadsheet will most likely OVERESTIMATE the average dps value.
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The logic you have is somewhat sound but I think the error is in the way you are analyzing the variables. Instead of viewing it as an average of the total number of CPs generated per SS cast it needs to be dealt with individually and every SS compared to the % of crit likelihood at each occurrence. The goal of course would be to continue until the total 5 CPs is generated (assuming in this case at least that SND uptime is not a priority). Therefore the cycle time is estimated by the outcome of each cast individually instead of a variable based on the average outcome of the each SS in the entire cycle itself. Now if SND uptime is brought into the scenario then instead of a CP count of 5 being the trigger for the next event the the termination of the cycle would be tied to the time of the prior SND termination which of course would be tied to the results of the prior CP build up. By doing it this way the randomness of the simulation is built in from the very beginning instead of being tied to the end of the cycle.
Last edited by noesis7 : 09/01/09 at 5:31 PM.
Reason: Corrected some miswording
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09/01/09, 3:07 PM
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#1823
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Great Tiger
Night Elf Rogue
Lightning's Blade
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To be certain, I am not talking about a simulation. I have created a simulation spreadsheet of rogue dps for these forums, so I know exactly how a simulation operates. My question is about average-cycle spreadsheet, such as the one currently being updated by Vef.
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09/01/09, 4:14 PM
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#1824
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Glass Joe
Night Elf Rogue
Kul Tiras
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I am using the most recent version of Vef's Mutilate spreadsheet. It is telling me that using Instant Poison on both weapons will increase my dps by 800-900 points. It also says using Envenom for my finisher instead of Eviscerate yields an even larger increase. Which is interesting since you can't envenom without Deadly Poison.
Is this an error or is double IP really that much better?
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09/01/09, 4:27 PM
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#1825
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Piston Honda
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Using dual IP and envenom will *not* increase your dps. While I'm not familiar with Vef's sheet, this sounds very much like a bug. It sounds to me like the sheet doesn't require DP for envenoms, which as you state isn't actually possible in game, so you're seeing a DPS increase because of the higher damage IP in addition to envenoms.
Edit: I'm not entirely up to snuff on dual IP/evis vs. IP/DP envenom, but think that dual IP pulls ahead of your standard envenom build provided someone else is poisoning the target (don't quote me on that though).
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09/01/09, 4:31 PM
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#1826
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Mike Tyson
Night Elf Rogue
Doomhammer
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So, I can't comment specifically on how Vulajin's sheet handled it, of if Vef has addressed it further since; however, as someone with a bit of experience with spreadsheet writing, I'd like to make a few comments on the issue. Honestly, this is a topic of active "research" (for lack of a better term) - improving the cycle model is a major point I've been working on lately. I won't go into all the details of how that works here, as it's probably more appropriate for a new thread, and I'm not quite ready to start one yet.
So, when dealing with spreadsheet cycle modeling, most of the calculation sheets here were originally devised during TBC, where the only sources of variance were Ruthless and Combat Potency procs; now, these are sufficient to cause several seconds variation in cycle length, but are small enough that they could be absorbed by energy pooling. That's a key point to note: Energy pooling can absorb some variance. In fact, given an arbitrarily large energy bar to pool within, one could absorb arbitrarily large amounts of cycle variance - with a 1000-point energy bar, we would likely have little trouble maintaining a rigid cycle even with Glyph of SS. Thus, the original assumption was that you could define a rigid cycle (i.e. 3s5r) and assume that people would pool to maintain this. Also note that some slack was often built into cycles to account for reaction time and some variance as well.
Now, for the first couple versions of my spreadsheet, at least, this was largely the assumption despite the fact that it's patently not true, because honestly it's not a bad assumption anyway. Modeling was done off a 4s5r5e cycle (or whatever) under the assumption that you could pool so as not to overlap ruptures, not to drop SnD, and still get those attacks off with the correct timing. And while this is clearly not possible in practice, it's not actually a terrible estimate of the reality of the situation - the important thing while modeling is not the exact cycle, but the relative attack counts of each move type. So the handwave is that while the 4s5r5e cycle might not be 100% accurate, the relative numbers of slice and dices, ruptures, and eviscerates is about right, such the that the modeling is decent even if the cycle is a bit unrealistic.
However, this is also the reason why of late I've been spending a lot of time thinking about cycles, and why the 1.3 beta of my sheet has a vastly expanded calculations page to try to address this issue. The newest version of the Combat sheet has dispensed with the notion of cycles in favor of attack priorities and working out the number of each move that result. The Mutilate sheet has done this for a while as well. And this is clearly the correct approach, it's just not always easy to do, which is why it's taken some time.
As for the details of how one actually does this - well, that's new-thread territory. And I do intend to raise the issue at some point, there's just some remaining work I want to do first.
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09/01/09, 5:26 PM
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#1827
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Great Tiger
Night Elf Rogue
Lightning's Blade
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Thanks Aldriana.
I understand your points regarding energy pooling even though I can't judge about how realistic it is to assume energy pooling can consume all combat-spec rng. Especially going into mutilate, the variance of random processes there is even higher due to Seal Fate, so it's hard to imagine energy pooling can completely consume it. Besides energy pooling has problems of its own with mutilate. For instance, timing envenoms with DP ticks and trying to pool energy to even 60 often leads to energy capping or disruption of envenom-timing, both of which hurt one's dps. So I would not advise to pool energy while doing envenom-based mutilate and rather focus on timing envenoms to DP ticks.
I am curious about your approach with attack priorities instead of cycles. The artificiality of cycles was one of the big reasons why I took on the simulation approach to estimating dps. Analytical modeling of dps based on attack priorities, if I understand it right, brings it much closer to simulation approach in terms of realism of dps modeling. Yet you don't run into problems with variance of your DPS estimates. So when you do venture into that new-thread territory, I am definitely going to take a look.
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09/01/09, 5:40 PM
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#1828
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Vula'jin the Void, blessed by the loa
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Pardon me if I misunderstand the ongoing discussion, since I've only been loosely following this thread of late. It seems that the question at hand is, how does the Roguecraft sheet handle the variance in CP generation and timing introduced by Glyph of Sinister Strike.
The answer goes back to Left's work on the Mutilate modeling in the original Rogue DPS Spreadsheet back in BC. He devised a calculation table which took, as inputs, your desired number of CP (X) and your various CP-generating procs/talents/whatever. Then, based on whether you were using Mutilate or SS/BS, it would calculate your likelihood of reaching X CP, or of overshooting it and hitting X+1 or X+2. It would also calculate the average number of combo moves performed to reach each amount. In his implementation, the averaging was done at this point to figure out how many combo moves you'd perform per cycle as well as how many CP you'd generate.
I deferred the average calculation a little longer. First I calculated the results of running a cycle consisting of each combination of possible outcomes, i.e. if you're running (X+)s/(Y+)r, then we'd want to simulate Xs/Yr, (X+1)s/Yr, (X+2)s/Yr, Xs/(Y+1)r, etc. The damage output, cycle length, and all the other quantities of these cycles are each computed separately, and then averaged together based on the likelihood of their occurrence. Unless Vef has greatly changed the sheet, you can see all this stuff at work on the Cycles calculation sheet.
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Originally Posted by Enervate
Yep, still a fucking idiot.
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09/01/09, 11:09 PM
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#1829
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Von Kaiser
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Originally Posted by Vef
I added a 3.2.2 version with Master Poisoner changes and Envenom scaling with 9% with AP.
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A couple of bug notes on this spreadsheet.
-It is displaying my haste 20.16% instead of the 10.16% in game and on the 3.2 sheet. I believe this is just a display error.
-Both sheets list my Agility as 1418, but in game it is 1424. Is this a rounding error?
Also, a non-bug (i think). Those of you using "Victor's Call/Vengeance of the Forsaken (Faction Champions-10)" may notice a dps (And AP) decrease. This is because he removed the flat AP from the trinkets and added them to the cooldowns 1 sheet. It took me a few minutes to figure out where the big drop in AP was coming from.
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09/02/09, 6:54 AM
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#1830
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Von Kaiser
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Originally Posted by Lodfish
-It is displaying my haste 20.16% instead of the 10.16% in game and on the 3.2 sheet. I believe this is just a display error.
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Did you consider Lightning Reflexes?
Originally Posted by Lodfish
-Both sheets list my Agility as 1418, but in game it is 1424. Is this a rounding error?
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I don't recall if Vulajin's sheet had the option or not, but if so: did you choose the correct race?
Originally Posted by Lodfish
Also, a non-bug (i think). Those of you using "Victor's Call/Vengeance of the Forsaken (Faction Champions-10)" may notice a dps (And AP) decrease. This is because he removed the flat AP from the trinkets and added them to the cooldowns 1 sheet. It took me a few minutes to figure out where the big drop in AP was coming from.
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The trinket doesn't have flat AP, you gain the (stacking) AP bonus on use and with a 2 minute cd. So without being able to download and check the spreadsheet at the moment I still think he implemented it correctly and you are somehow mistaken as to how the trinket works.
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