I was playing with the new spreadsheet for the current live builds (0.4.1). I noticed that in the new build running 5/51/5 swords that agi was coming up point for point better than hit even well below the cap (the gear I currently have sticks me at 300hit, 2088ap, ~27%crit since the armory is out of date). For example a 10hit gem was based at 3010.63, 5hit5agi 3010.09, 10agi 3012.37. This seems vastly different than some of the previous builds.
Did something change in the stat weighting since you have been trying to model mutilate better? Would you consider the scaling with combat accurate at the moment?
I was playing around with the branch of this sheet "Roguecraft BC 0.4.1.AEP.bugfixed" and compared to the "Roguecraft BC 0.4.1" I'm seeing some weird interactions between Wound/Instant Poison and Eviscerate/Envenom as Combat.
Basically, with the newer version, if I use Wound Poison the 5s/5r/5e cycle does better (by 30+ dps) with Eviscerate than Envenom. If I use Instant Poison, Envenom is slightly better (by ~3 DPS). In the official version of the sheet, there obviously is no Wound Poison option, but the two finishers are within ~0.5 DPS of each other. All other settings are identical.
Was there some change to how Envenom was modeled in the AEP variant? It doesn't seem logical that using Wound would make Envenom worse.
I was playing around with the branch of this sheet "Roguecraft BC 0.4.1.AEP.bugfixed" and compared to the "Roguecraft BC 0.4.1" I'm seeing some weird interactions between Wound/Instant Poison and Eviscerate/Envenom as Combat.
Basically, with the newer version, if I use Wound Poison the 5s/5r/5e cycle does better (by 30+ dps) with Eviscerate than Envenom. If I use Instant Poison, Envenom is slightly better (by ~3 DPS). In the official version of the sheet, there obviously is no Wound Poison option, but the two finishers are within ~0.5 DPS of each other. All other settings are identical.
Was there some change to how Envenom was modeled in the AEP variant? It doesn't seem logical that using Wound would make Envenom worse.
Haven't checked it out, but I think it is due to the 15% increased proc chance having a larger benefit for instant poison.
Going from 20% proc rate to 35% proc rate is a larger increase than 50 to 65%.
Haven't checked it out, but I think it is due to the 15% increased proc chance having a larger benefit for instant poison.
Going from 20% proc rate to 35% proc rate is a larger increase than 50 to 65%.
Actually Envenom only increases the proc chance of Instant and Deadly poisons. It doesn't do anything at all to Wound Poison. And yes, this explains the observed behavior.
Actually Envenom only increases the proc chance of Instant and Deadly poisons. It doesn't do anything at all to Wound Poison. And yes, this explains the observed behavior.
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?
There's a cell that actually displays percentage uptime of SnD for your selected cycle. If this is displaying less than 100%, then yes, the sheet would be predicting that you'd be occasionally dropping SnD.
What do you guys think of the Undead Slaying gear from the naxx event? Individually, the pieces are somewhat lackluster (I managed to replace one item that was from a heroic, but none of my pieces from raids). However, the set bonuses may make up for it.
One question I've been wondering is if they stack (1+2+3 for 6% total) or if you only get the highest one. If they stack, I can see where all 4 pieces against an undead target. They are a little weaker than what I've got in those slots, but they essentially buff every other piece of gear you are wearing and your character's base stats.
I was playing with the new spreadsheet for the current live builds (0.4.1). I noticed that in the new build running 5/51/5 swords that agi was coming up point for point better than hit even well below the cap (the gear I currently have sticks me at 300hit, 2088ap, ~27%crit since the armory is out of date). For example a 10hit gem was based at 3010.63, 5hit5agi 3010.09, 10agi 3012.37. This seems vastly different than some of the previous builds.
Did something change in the stat weighting since you have been trying to model mutilate better? Would you consider the scaling with combat accurate at the moment?
I assume that by hit cap you are referring to the melee hit cap of 363 (442 w/o precision). Im which case, because of the recent change to WF Totem (16% haste, 20% talented), there are no more extra hits that get proced from this. The old WF Totem basically doubled the value of hit for Rogues, because hit allowed more chances to proc WF, and those WF procs also connected more. Because this is no longer valid, the value of hit has dropped quite a bit, and after the spell hit cap (depending on gear) AGI, AP, and Crit start to match up, or become greater than just Hit. The exact values for when AGI/AP/Crit become better than Hit is completely dependant on gear, and is no set in stone. While hit has beocme devalued a bit, its still useful for getting CP procs, so you still want some hit on your gear.
I have noticed that the 0.41BC version has a strange bug - after some longer period of switching gear, the DPS/stat values all jump to over 30 and stay like that. I have not noticed when exactly this happens though.
I have seen that both on OOfice and MSOffice, and both the original and bugfixed version.
It's a bit of a bugger, because when I don't notice that and save the sheet, it gets saved too, and to fix it I have to start from a clean sheet and reinsert all the gear again.
Gaah, I am so spoiled by the 'import armory' option...
I have noticed that the 0.41BC version has a strange bug - after some longer period of switching gear, the DPS/stat values all jump to over 30 and stay like that. I have not noticed when exactly this happens though.
What exactly do you mean, e.g. what cells show the bug?
I have noticed that the 0.41BC version has a strange bug - after some longer period of switching gear, the DPS/stat values all jump to over 30 and stay like that. I have not noticed when exactly this happens though.
I have seen that both on OOfice and MSOffice, and both the original and bugfixed version.
It's a bit of a bugger, because when I don't notice that and save the sheet, it gets saved too, and to fix it I have to start from a clean sheet and reinsert all the gear again.
Gaah, I am so spoiled by the 'import armory' option...
I hope I can shed some light on this. It's really not a bug at all, but rather the case is that DPS/stat mechanic in the spreadsheet is not very sophisticated at all.
If you look at the Gear tab, you'll notice a table in the top right that indicates "Original" DPS (this is the value calculated by the spreadsheet) as well as several DPS values next to appropriate stats. These stat-modified DPS values do not contain formulae at all. In fact, you have to manually change the numbers every time you adjust your stats. The gear tab has a selection at the bottom for AEP Stats. When you want to find AEP values for your specific set of gear/talents, you have to manually select each AEP stat option and enter the value into the top right table.
The spreadsheet is not sophisticated enough to calculate several different DPS for slightly different sets of stats, so it's up to the user to manually change the stats and record the DPS changes. If you don't, the values in the table are completely wrong and the results are meaningless.
What do you guys think of the Undead Slaying gear from the naxx event? Individually, the pieces are somewhat lackluster (I managed to replace one item that was from a heroic, but none of my pieces from raids). However, the set bonuses may make up for it.
One question I've been wondering is if they stack (1+2+3 for 6% total) or if you only get the highest one. If they stack, I can see where all 4 pieces against an undead target. They are a little weaker than what I've got in those slots, but they essentially buff every other piece of gear you are wearing and your character's base stats.
I was curious about this as well. I've entered each piece into the sheet individually but I wasn't sure how to enter in the set bonus (and where exactly to enter it). I know you can switch the target type to Undead so it shouldn't be too hard to throw in a 6% boost, if that indeed is how the set works.
I was curious about this as well. I've entered each piece into the sheet individually but I wasn't sure how to enter in the set bonus (and where exactly to enter it). I know you can switch the target type to Undead so it shouldn't be too hard to throw in a 6% boost, if that indeed is how the set works.
Did some testing in EPL with instant poisons. The tooltip indicated 333 damage IPs, but they were hitting for 364. I had 3% bonus from Echoes of Lordaeron, and the entire undead slaying set. If all of the set bonuses and the buff stack additively, we would have expected the poison to hit for 363. If all of these bonuses stack multiplicatively, 364 is right on the mark. Unless I'm missing a source of extra damage, it would appear that all of the Undead Slaying set bonuses stack multiplicatively, meaning you actually gain MORE than 6% bonus against undead if you wear the whole set. Not trivial at all! I can honestly see myself wearing this stuff when I start Naxx at 80, though it may get replaced rather quickly thereafter.
That does not sound statistically definative for multaplicative stacking. The damage between the two alternatives is too close when applied to 333 damage:
333*1.03*(1.01*1.02*1.03) = 363.94 ~ 364
333*1.03*(1.01+1.02+1.03) = 363.5694
333*1.03+(1.01+1.02+1.03) = 362.97
So the nature of the set buffs is unclear, in this case, without also knowing the nature of the set buffs interaction with the zone buff. A test without the zone buff would still not be definative at 333 damage. We would need a test wtih a larger source of damage to determine a difference between 1.06 and 1.061106.
That does not sound statistically definative for multaplicative stacking. The damage between the two alternatives is too close when applied to 333 damage:
333*1.03*(1.01*1.02*1.03) = 363.94 ~ 364
333*1.03*(1.01+1.02+1.03) = 363.5694
333*1.03+(1.01+1.02+1.03) = 362.97
So the nature of the set buffs is unclear, in this case, without also knowing the nature of the set buffs interaction with the zone buff. A test without the zone buff would still not be definative at 333 damage. We would need a test wtih a larger source of damage to determine a difference between 1.06 and 1.061106.
Yes, I find myself agreeing with you. There is plenty of doubt as to whether the set bonuses are additive or multiplicative, but the difference is small and at the very least we know that they stack to at least 6% total.
I'm using the current 0.4.1 spreadsheet (i think thats the most recent), and i think i found a bug... when I take the shadowsong amethyst out of my slayers shoulders, the dps goes down almost ~80. Theres no way that 5 agi and 6 AP can account for 80 dps...
Well 'rounding up' means ceiling, as in 125.1 becomes 126.
For this example to work then, case 1 and 2 would require different integers to begin with to be certain.
Just as an example, for a difference of 1 damage point in both cases, the starting value (333 here) would need to be 878, for which you'd need a ridiculous amount of AP (7170 resp. 6630).
Also note that Instant Poison has a base damage range from 161 to 215.
However, speccing into Vile Poisons could clear things up a bit, depending on where the 20% damage increase comes into play. With those 333 base damage, the difference between case 1 and 2 would then be already over 4 damage points.
PS: the formula for case 2 is wrong. It should be 333*1.03*(1+0.01+0.02+0.03) = 363.5694.
// Edit
Just wrote a bit php code.
I chose Wound Poison because of the fixed base damage and did not select vile poisons. The bonus damage from the tower buff was still applied.
If the numbers are ceiled, we have a difference of 1 damage point from formula 1 and 2 with the following AP values:
bDam
c1 & c2
AP
173
190 > 189
1525
174
191 > 190
1550
183
201 > 200
1775
184
202 > 201
1800
185
203 > 202
1825
194
213 > 212
2050
195
214 > 213
2075
196
215 > 214
2100
205
225 > 224
2325
206
226 > 225
2350
If the numbers are rounded, we have a difference of 1 damage point from formula 1 and 2 with the following AP values:
bDam
c1 & c2
AP
167
183 > 182
1375
168
184 > 183
1400
178
195 > 194
1650
179
196 > 195
1675
189
207 > 206
1925
190
208 > 207
1950
200
219 > 218
2200
201
220 > 219
2225
210
230 > 229
2450
211
231 > 230
2475
There are actually a lot more AP values where that happens, so I limited it to between 1300 and 2500 AP.
If you'd could check with one of these values for both rounded and ceiled, I think we should know more.
I have a question regarding the Roguecraft BC 0.4.1.AEP.bugfixed spreadsheet.
Just last night Illidan was kind enough to drop his main hand Warglaive. I currently have Season 2 Quickblade and Fang of Kalecgos as possible offhand weapons.
As for my question, is it correct that Fang of Kalecgos is actually better if I use a DP/Wound setup. I lose DPS if I simply switch my poisons to Wound/DP.
I currently have the spreadsheet configured with 5/55/5. I simply leave the sheet with 4/5 CQC and 5/5 Sword Spec as I don't think it would affect the numbers even if I had two swords equipped.
(DP/Wound) Wargliave of Azzinoth/Fang of Kalecgos = 2814.14
(DP/Wound) Wargliave of Azzinoth/Merc Quickblade = 2809.04
(Wound/DP) Wargliave of Azzinoth/Fang of Kalecgos = 2814.39
(Wound/DP) Wargliave of Azzinoth/Merc Quickblade = 2814.58
Now I that I've read what I typed, I suppose my question is, Which poison setup should I use?
I raise this question because many rogues insist that Wound should always go on the weapon that lands more often.
I don't understand your question. You're saying (Wound/DP) Warglaive of Azzinoth/Merc Quickblade gives you best DPS in the spreadsheet, yet you wish to know whether or not that poison setup is correct? What's important is that it's seems to be correct for you (assuming you filled in everything else proper, e.g. cycles)
Considering that the 4 points from CQC could go in utility talents somewhere else if you use the sword offhand and it shows as highest DPS anyway, why not?
I am noticing a strange occurrence with the spreadsheet. When I change the target type from Demon to anything else I see a drop of about 150 DPS. I am Combat Swords in T5/badge gear so no Warglaive set bonus and no murder. I cannot seem to find anything else that would merit this drop. Any ideas on what may be causing this?
I am noticing a strange occurrence with the spreadsheet. When I change the target type from Demon to anything else I see a drop of about 150 DPS. I am Combat Swords in T5/badge gear so no Warglaive set bonus and no murder. I cannot seem to find anything else that would merit this drop. Any ideas on what may be causing this?