Does this spreadsheet include the 3.0.2 buff to the procs of Shard of Azzinoth? After 2.4.3, they had nerfed the Embers' damage down to 50 hit 100 crit, and now they're back to hitting for well over 100. It seems pretty substantial, but I'm not sure where this places the Shard in terms of dps compared to other daggers. The ember levels are also back down from 151 to 70, so they don't wipe 10-25 man raids anymore
The Roguecraft sheet has never modeled the effect of the Embers of Azzinoth, largely because no conclusive testing ever seemed to have been done to determine how strong they were, how often they were up, etc. It'll be irrelevant in under a month, so I'm not predisposed to go back and add it.
Makes sense But to anybody interested, they were buffed considerably. And thank you for the great spreadsheet. It has been very helpful dealing with the huge changes in 3.0!
Without even looking at that Icebreaker log in any real detail, I think we can safely say that it's not an interesting enchant for PvE. Consider:
Berserking, by all accounts, will average at least 100 AP benefit. Probably more. But lets say 100 for the sake of argument. Hence, for Icebreaker to be interesting, it needs to add at least that much damage.
By my estimates, 1 AP gives about .6 DPS for most specs. So, in order to gain 100 AP benefit, Icebreaker needs to average 60 DPS or so.
An icebreaker proc does about 80 damage. When you factor in crits, raid buffs, etc, it'll be a bit more - say 120 damage per proc on average. It's probably actually less than that, but we'll be generous with our estimates.
So, if we do 120 damage per proc and need to do 60 DPS to be competitive, we need to proc once every 2 seconds on average. Hence, in order to compete, Icebreaker would need to proc once every 2 seconds or so. It clearly doesn't - not even close. So I think it's fairly safe to say that Icebreaker isn't even remotely interesting for PvE purposes.
The Roguecraft sheet has never modeled the effect of the Embers of Azzinoth, largely because no conclusive testing ever seemed to have been done to determine how strong they were, how often they were up, etc. It'll be irrelevant in under a month, so I'm not predisposed to go back and add it.
I would understand why there is no reason to add it at this point. For those who may be interested, I have parsed several rotations with this particular dagger and have seen as many as 3 embers spawned at the same time (just once). Each hit for 150+ every two seconds not including crits. Recount stated 2% of the damage accounted for was due to the embers. This is consistent with 5 seperate parses of 8 minutes each.
Will the new PVP trinkets have any consideration of them being added to the spreadsheet. Though I do admit the "extra 1750 health etc.." is something to yawn about - they do come with either: +60 haste, or +60 crit, or +120AP. Or are these lackluster with the expansion coming out?
Battlemaster's Resolve
Binds when picked up
Trinket
Requires Level 70
Equip: Increases attack power by 120.
Use: Increases maximum health by 1750 for 15 sec. Shares cooldown with other Battlemaster's trinkets. (3 Min Cooldown)
Battlemaster's Celerity
Binds when picked up
Trinket
Requires Level 70
Equip: Improves haste rating by 60 (3.8% @ L70).
Use: Increases maximum health by 1750 for 15 sec. Shares cooldown with other Battlemaster's trinkets. (3 Min Cooldown)
Battlemaster's Aggression
Binds when picked up
Trinket
Requires Level 70
Equip: Improves critical strike rating by 60 (2.72% @ L70).
Use: Increases maximum health by 1750 for 15 sec. Shares cooldown with other Battlemaster's trinkets. (3 Min Cooldown)
They're lackluster already. They will be doubly so once we start getting level 80 trinkets.
The level 80 version of those trinkets might be worth considering as a stopgap measure until one gets *good* level 80 trinkets, but even they will be quickly replaced by any reasonable trinket from level 80 raiding.
To get it working you have to wrap the VLOOKUP inside the IF-condtion of all those cells in the Gear sheet. with a T() function call.
It is rather unfortunate how OO3.0 handles empty cells. Perhaps from a theoretical standpoint it makes sense but is impractical as hell IMO.
Example from above
before
N(VLOOKUP($B30;headstats;3;FALSE()))+IF(VLOOKUP($B30;headstats;17;FALSE())=D$11;N(VLOOKUP($B30;headstats;18;FALSE()))*$R30;0)
after
N(VLOOKUP($B30;headstats;3;FALSE()))+IF(T(VLOOKUP($B30;headstats;17;FALSE()))=D$11;N(VLOOKUP($B30;headstats;18;FALSE()))*$R30;0)
NB.: If you try with 'replace all' , first put in the new closing bracket. If you first put the T( in the IF part, the substitution trys to be smart and adds the missing ) at the end of the formula on its own.
To get it working you have to wrap the VLOOKUP inside the IF-condtion of all those cells in the Gear sheet. with a T() function call.
NB.: If you try with 'replace all' , first put in the new closing bracket. If you first put the T( in the IF part, the substitution trys to be smart and adds the missing ) at the end of the formula on its own.
Thanks...
In OpenOffice3, in "Gear" sheet:
Find and replace all 1st : "FALSE())=" -> "FALSE()))="
Find and replace all 2nd : "+IF(VLOOKUP" -> "+IF(T(VLOOKUP"
and all gear seems to be working ok now.
I'm not yet sure if this is all the compatibility issue, or somewhere else is there.
Anyway, Thanks!
Edit: Above with BC0.4.1 "AEP bug fixed" version, I get total DPS matches with "previous DPS". I play around a bit and I didn't see anything wrong. While this is not full proof (sorry no access to windows excel), this change alone may be making it work on OO3.
I think it should be .1 * 20/300 % ap passive. Ideally it would be better modeled so that it could be stacked with Heroism since they are same CD. Also it would be ideal if we can have it implemented to stack up to 4 times. Currently the group we run for Sunwell is 4 hunter/rogue so I technically receive 40% additional ap for half the duration of my heroism.
Poison criticals
The RED and CSD meta gems now affect both, physical and melee crit damage. That's a recent change.
Since the WotLK variants of these gems use the same spell ID for the crit modifier, they should also affect both.
That means that with a typical RED meta, your poisons will crit for 154.5%.
With 5/5 Prey on the Weak, that damage is 185.4%. Those values are tested and confirmed in-game.
I don't know and can't test how troll racials and Lethality affect that, but it should work the same as for melee crits.
Checking your spreadsheet, the melee crit damage calculation looks exactly like the calculation for casters (meta + lethality interaction).
are there any intentions that Honor Among Thieves is to be implemented on the Spreadsheet? Blizz currently confirmed that HaT is working as intended and that it may generate up to multiple cps in a sec depending on the group setup.
OK I'm not sure why this is, but I am speccing mutilate on the spreadsheet, and when I increase my points in Seal Fate, for certain cycles (example: 3e/4s), the DPS is actually lower for the first few points of SF (such as 1/5 or 2/5 SF) than having 0 points into SF.
I would understand why there is no reason to add it at this point. For those who may be interested, I have parsed several rotations with this particular dagger and have seen as many as 3 embers spawned at the same time (just once). Each hit for 150+ every two seconds not including crits. Recount stated 2% of the damage accounted for was due to the embers. This is consistent with 5 seperate parses of 8 minutes each.
Most fights are incredibly quick now (under 4 minutes), and I doubt the damage added by the Flame would really be able to accumulate to much over the course of the fight; unless, of course, it is the highest dps dagger available to you.
I got it the other day and over all of the boss fights I've done since it's given me on average about 20dps. The dagger has a low procrate and no ICD, I had 5 embers up on one trash mob the other day and the dps you get is dependent on how many proc in the fight.
OK I'm not sure why this is, but I am speccing mutilate on the spreadsheet, and when I increase my points in Seal Fate, for certain cycles (example: 3e/4s), the DPS is actually lower for the first few points of SF (such as 1/5 or 2/5 SF) than having 0 points into SF.
I can imagine that if you don't have any ranks in Ruthlessness, you will without Seal Fate always end up with 4 combopoints for the eviscerate/envenom. Thus effectively performing a 4s/4e cycle. With ranks in Seal Fate you will perform a mix of cycles of the type 4-5s/3-5e that could yield less dps than a 4s/4e cycle.
However I'm a bit perplexed by the fact that a 4s/3e and a 4s/4e cycle don't yield the same dps in the sheet without any ranks in Seal Fate or Ruthlessness, with my current gear. I looked at the Rogue DPS spreadsheet and although the suggested cycle is buggy when no ranks in Seal Fate or Ruthlessness is selected, the actual cycle dps of 3x/3y and 4x/4y is the same. But if this behaviour is only present when mutilating without Seal Fate, then i guess it doesn't really matter that much.
I wanted to know if someone could answer this for me.In the 3.0.2 talent builds,does anyone know if the mace specialization procs' from the off-hand as the sword spec. does,or on the main-hand like the fist spec does?I appreciate the help in the matter.
I wanted to know if someone could answer this for me.In the 3.0.2 talent builds,does anyone know if the mace specialization procs' from the off-hand as the sword spec. does,or on the main-hand like the fist spec does?I appreciate the help in the matter.
Um it's not a proc. And yea it would only affect the actual hand your weapon is in.
Because every other passive weapon enchant affects only the hand(s) using the appropriate weapon type. We haven't actually *proved* that mace spec works that way, but it's hard to imagine that it doesn't. Again: it's not a proc. When you wield a mace, you treat the opponent as though it had up to 15% less armor. Based on the precedent of CQC and old Mace Spec, there is no reason to believe that it does anything other than reduce the damage done by attacks made with the mace. So it is our expectation that if you have a MH mace, your MH attacks will penetrate armor; if you have an OH Mace, your OH attacks will penetrate armor. And if you use two maces, both weapons will. Until there is any reason to believe otherwise, this seems like the safe assumption.
When I input using a 4s/5r/5e rotation it says I'm actually losing DPS relative to 5s/5r/5e and 2s/5r. Does that mean the spreadsheet also takes into account your gear to find out whether or not you can keep up Slice and Dice in your selected cycle?