Over the last couple of weeks I've made changes to version 0.4.7 to update it for patch 3.1 and Ulduar. I think I've gotten it to the point where I can share it with the EJ community. It's not perfect but according to my testing it's fairly accurate. My intention for posting this is to learn through constructive criticism and possibly provide a tool for others while Vulajin prepares an "official" spreadsheet. I've typed up a full changelog to show my work so it's obvious where I made mistakes or bad assumptions. I've also included some questions that came up while I was working on these changes.
Download Links
The same spreadsheet is pre-setup for either Combat or Mutilate.
Works best with OpenOffice 3.0. Excel users see
The Roguecraft Spreadsheet
Mutilate:
http://rapidshare.com/files/21716486...duar_0.4.7.xls
Combat:
http://rapidshare.com/files/21716485...duar_0.4.7.xls
ChangeLog
1) Instant Poison to PPM
I set the IP PPM constant as 8.5714*(1+0.5*0.2*tip+0.75*cycleenvbuff4) in DPS.T11 (where tip is talent Improved Poisons)
Calculated the MH proc rate using weapon speed in DPS.Q11: $Gear.N12*T11/60
and the OH proc rate again using weapon speed in DPS.S11: $Gear.N19*T11/60
2) Wound Poison to PPM
Set the WP PPM constant as 21.4285 in DPS.T15
Calculated the MH proc rate using weapon speed in DPS.Q15: $Gear.N12*T15/60
and the OH proc rate using weapon speed in DPS.S15: $Gear.N19*T15/60
3) Envenom to PPM
Envenom now works with PPM IP so see point #1. Changed DPS.T11 to 8.5714*(1+0.5*0.2*tip+0.75*cycleenvbuff4) where 0.75 is the increased rate to proc IP from the new Envenom buff.
4) Master Poisoner talent buff
Changed DPS.Q19 to 0.3+0.02*tip+0.15*cycleenvbuff4+0.45*cycleenvbuff4*tmp*1/3
to represent tmp (talent Master Poisoner)'s increased 45% chance to apply DP.
5) Deadly Poison AP coefficient buffed from 8% to 12%
Changed the coefficient in DPS.P27: =(296+B3*0.12)/12
10) New glyph: Mutilate.
DPSCalc1.G19, DPSCalc2.G19, and DPS.G23 changed to
(60*(1-0.05*t74pc)*(1-0.8*(G13+G14+G15))-5*gmut)/(1-G13-G14-G15)
where gmut is the Glyph of Mutilate defined in Talents&Settings.M21
11) New glyph: HfB.
DPS.B51 changed to
SUM(B39:B40;B42:B50)*(1+0.15*thfb+0.03*ghfb)*(1+bdmg)*(1+0.02*tmurder*OR(btype="Human oid";btype="Beast";btype="Dragonkin";btype="Giant"))*(1+0.05*AND(crace="Troll";btype= "Beast"))
where ghfb is the Glyph of HfB defined in Talents&Settings.M22
12) New functionality for Killing Spree and KS glyph.
To represent 20% increased KS damage:
DPS.L21 changed to (L19+L20)*5*1.2, DPS.M21 changed to (M19+M20)*5*1.2
To represent an average 20% increased white, poison, and proc damage during the duration of KS:
I've added *(1+0.2*2.5/(120-45*gms)*tms) onto the end of several equations, where 0.2 is the bonus damage, gms is the Glyph of Killing Spree, tms is talent Killing Spree, 2.5 is the KS duration, and 120 (75 glyphed) is the cooldown.
The affected equations are: DPS.B39 (MH DPS), DPS.B40 (OH DPS), DPS.Q12 (MH IP), DPS.Q13 (OH IP), DPS.Q16 (MH WP), DPS.Q17 (OH WP), DPS.P28 (DP average DPS), DPS.R2 (Bandit's Insignia DPS), DPS.R3 (Darkmoon Card DPS), DPS.R4 (Vestige of Haldor DPS).
For DPS.P28 (DP average DPS), I added *(1+0.2*0.25*2.5/(120-45*gms)*tms) with another *0.25 multiplier accounting for a maximum of one DP tick being increased by KS before it is overwritten.
To represent decreased cooldown on KS glyph, DPS.B45 is changed to:
(L22*mharmor+M22*oharmor)/(120-45*gms)*tms
This big mess is just that, and there is probably a more elegant solution. I did it this way because yellow attacks cannot be used during KS and therefore can't get the damage bonus.
Comment regarding KS: I don't believe the 10 KS attacks have a chance to proc their poison at this time.
13) Changed AR glyph, adding 5 seconds duration instead of decreasing cooldown.
Changed the first part of DPS.B41 (Build. Adj. DPS) to =(((((150+50*gar)/180)*tar)...
where 150 is the energy awarded from AR, gar is the Glyph of AR, and 180 is the cooldown.
14) Changed Lightning Reflexes talent to add haste and brought down to 3 points.
In DPS.C7, added to the end:
(1+B7/(hsbase*conv)/100)*(1+(0.4+0.05*t62pc)*cycleslice4)*(1+$'DPS Calc 2'.Q13)*(1+$'DPS Calc 2'.Q14)*(1+bmhaste)*(1+bhaste)*(1+(0.1/3)*tlr)
where tlr is talent Lightning Reflexes as defined in Talents&Settings.C55
15) Added all known Ulduar weapons and armor pieces including Tier 8 with set bonuses.
16) Implemented 2 piece bonus (energy return on deadly poison ticks):
Changed the first part of DPS.B43 to =(((((150+50*gar)/180)*tar)+(1/3)*(1-P20)*t82pc+...
where 1/3 is the energy gained every second, DPS.P20 is the chance to have 0 DP stacks, and t82pc represents tier 8 2 piece as defined in Gear.U19: COUNTIF($L$12:$L$94;"=Terrorblade")>=2
17) Implemented 4 piece bonus (rupture crits):
I assumed Rupture crits were affected by Relentless Earthsiege Diamond and Prey on the Weak and copied the crit modifier equation from DPS.K12 (Envenom) into DPS.I12:
2*(1+0.03*red)*(1+0.02*tmurder*OR(btype="Humanoid";btype="Beast";btype="Dragonkin";bt ype="Giant"))*(1+0.05*AND(crace="Troll";btype="Beast"))*(1+0.04*tprey)
Next I set DPS.I17 (Rupture crit) to:
C5*(1-I13-I14-I15-I16)*t84pc
Note #5: I'm not sure whether CQC would affect rupture crits. I assumed it didn't.
Set the DPS.I24 (Rupture damage multiplier) to I12*I17+I18.
Then added *I24 to the end of I25:I29, e.g. (580+0.06*B$3)*(1+2/4*grup)*I24 for DPS.I25.
Repeated the above in DPSCalc1 and DPSCalc2.
Note #6: I don't think Rupture without 4 piece crits is getting taxed twice by not being expertise capped (hit not 100) and then having a DPS.I24 multiplier under 100% using this approach; after comparing with an older version Rupture DPS is roughly the same. It's a possibility.
18) Savage Combat up to 4% increased physical damage.
Changed Buffs.D24 to =0.02*IF(AND(tbp>0;... from =0.01*IF...
PTR Testing
To make sure my spreadsheet was accurate I recorded some DPS parses on the PTR, then simulated the fight with the spreadsheet. I found that the current version is highly accurate. These parses were not intended to compare specs, and are not reflective of raid buffed conditions.
-Parses are 10-15 minutes long, 2-4 of them were averaged.
-Only self buffed, no debuffs from other players on dummy (Heroic boss level).
-Combat weapons: CG/WD
-Combat glyphs: SS, SnD, Rup
-Mut weapons: SR/WD
-Mut Glyphs: HfB, Mut, Rup
-Other gear unchanged
Spec...........Poisons..........Modeled DPS..........Observed DPS...........Deviation
15/51/5.......WP/DP...........3239.....................3211 (3)..................-0.8%
15/51/5.......WP/WP..........3162.....................3054 (2)..................-3.5%
18/51/2.......WP/DP...........3282.....................3303 (4).................+0.6%
18/51/2.......WP/WP..........3189.....................3252 (2)..................+1.9%
7/51/13.......WP/DP...........3245.....................3207 (2)..................-1.2%
7/51/13.......WP/WP..........3166.....................3086 (2)..................-2.6%
51/13/7.......IP/DP............3144......................3142 (3)..................-0.0%
51/13/7.......WP/DP...........3005.....................3033 (2)..................+1.3%
51/18/2.......IP/DP............3074......................3073 (2).................-0.0%
51/18/2.......WP/DP...........2950.....................2903 (2).................-1.6%
At this point I think the spreadsheet is "done" for 3.1, aside from adding some unknown loot tables. I would highly appreciate any feedback. Please PM me about minor issues. Credit to Vulajin for creating a great spreadsheet that's intuitive and easy to work with. Credit to Rallik for the armor penetration formula. Thanks to Armanewb for helping me with Excel basics. Thanks in advance for any comments and criticisms.