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09/20/08, 11:47 AM
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#151
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Piston Honda
Human Rogue
Teldrassil (EU)
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Setting "use envenom" to false exhibits the same behavior.
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09/20/08, 1:51 PM
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#152
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Soda Popinski
Ramala
Orc Rogue
No WoW Account
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I don't see Wound Poison implemented in the spreadsheet. I think this ends up being important for builds that don't take Improved Poisons.
Instant Poison IX is 300 + 0.1*AP damage 20% of the time. So it's 60 + .02*AP damage average per attack.
Wound Poison VII is 231 + 0.04*AP damage 50% of the time. So it's 115.5 + .02*AP damage average per attack.
Untalented, they scale the same but Wound Poison has a 55.5 damage per attack bonus for it.
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Before you start to drift, and your soul begins to scream.
I just wanted to tell you, that you're listening to a dream.
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09/23/08, 10:48 AM
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#153
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Don Flamenco
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I have located a bug in the envenom modeling of the sheet related to the eviscerate glyph on the LK 0.2.6.xls sheet.
The DPS sheet lists envenom and eviscerate in the same column for per sec stats, presumably because the sheet is assuming eviscerate and envenom will never be used in the same cycle. The crit/sec stat for this column is listed as
Where F32 is Swings/sec as derived from Miss, Doge and Parry stats for eviscerate and the cycle selected. This stat is then multiplied by the crit rate J17. However J17 is the crit rate of eviscerate, not envenom. Since the eviscerate glyph increases the crit rate of eviscerate this coding causes the glyph of eviscerate to incorrectly increase the crit rate of envenom when envenom is selected as a finisher and the eviscerate glyph is selected as a major glyph.
This can be confirmed by using any gear and build set up, manually setting the cycle to anything with 'e,' setting 'Use envenom instead of eviscerate' to TRUE, and switching from a 0 DPS glyph to the eviscerate glyph. This will cause DPS to increase by a small amount in all cases even though it should have no effect.
Suggested fix:
Change the formula in F34 to
It may be prudent to either list eviscerate and envenom seperatly for these stat calculations or to add this conditional code to every calculation in this column in case additional finisher specifc talents/glyphs that adjust crit, hit, miss, doge, or parry are included later.
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My vanity is justified.
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09/23/08, 3:25 PM
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#154
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Vula'jin the Void, blessed by the loa
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I'm not likely to separate out Envenom/Eviscerate modeling entirely in the sheet (it's also merged on the Cycle calc sheets), as that would cause a huge increase in the sheet's size, but I'll take your suggestion and split them up on the DPS Calc sheets.
0.3.0 is coming within a couple hours.
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Originally Posted by Enervate
Yep, still a fucking idiot.
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09/23/08, 9:00 PM
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#155
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Vula'jin the Void, blessed by the loa
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Version 0.3.0 LK is now available via the download link in the first post! Changes:
- Removed all BC gear, enchants, and gems except for selected legacy items.
- Implemented a reasonable selection of Wrath gear, enchants, and gems including all epic items and most rares.
(Note: exact criteria used were uncommon items of ilvl ≥ 167, rare items of ilvl ≥ 154, epic items of ilvl ≥ 141.)
(Note: trinkets were not handled specifically by the above rule. Some lower level trinkets were retained.)
- Implemented level 80 stats for all races, level 80 base health, and level 80 Blood Fury.
- Implemented Blood Pact and Commanding Shout.
- Implemented profession-specific benefits for all professions.
The default gear set is what I found to be the best setup for 10-man tier 7 (i.e. item level 200), including enchants and gems. For a Mutilate build, the top DPS gem is always Bright (straight AP gem), followed by Wicked (AP+Crit) and Deadly (Agility+Crit). The best gem for your single blue to meet the meta requirement is Balanced (AP+Stamina). It is still always best to gem for socket bonuses only if they don't require blues, except the one blue for your meta gem (or, if you're a Jewelcrafter, use a Bright Dragon's Eye and you don't have to use a blue).
I compared this build using Hateful Gladiator's Shanker/Shiv against a Combat swords build using Hateful Gladiator's Slicer/Quickblade. The Combat build fell over 16% behind in DPS using the optimal cycle. However, I did not change the gems or enchants for Combat, and it's very likely that the stat priorities between the two builds differ significantly. As a result, some of my optimal gear selections for Mutilate may not have been optimal for Combat. I'll revisit the question later on to determine how significant the scaling difference really is between the two builds.
If you have any questions about the items I've chosen to add, the items I've chosen to leave in from BC, or the items I've chosen to remove, or requests for me to add an item back, please let me know. Hope you enjoy it.
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Originally Posted by Enervate
Yep, still a fucking idiot.
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09/24/08, 1:07 AM
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#156
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Glass Joe
Human Rogue
Burning Blade
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Just a curious question about EPS. How exactly do I calculate it? I remember there being some magic formula that shows your average EPS that takes into account talents, OH speed, rotation, etc. But I can't find it anywhere. You set the default energy per second at 12.65. I assume it's the passive 10 energy + 2.65 (I have no idea where to get this number).
By the way, it's the first time I've ever posted on this forum, but I've been reading your material for a long time. Big fan. Have my babies.
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09/24/08, 3:44 AM
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#157
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bad game
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One small thing: Massacre being able to be put on 1h weapons is a bug. The high-end AP weapon enchant is 65 AP.
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09/25/08, 4:03 AM
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#160
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Vula'jin the Void, blessed by the loa
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Version 0.3.1 LK is available via the link in the first post. Changes:
- Changes incorporated per build 8982.
- Implemented Murder Spree.
- Fixed main hand Instant Poison damage.
- Fixed an error incorporating swings performed by Envenom in poison calculations.
Murder Spree amounts to about a 2.5% boost to Combat builds, which now still come in behind Mutilate by around or above 7%. Also, declined to implement the Massacre change just for now until it becomes explicitly clarified as being for two-handers only (also because I sort of forgot).
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Originally Posted by Enervate
Yep, still a fucking idiot.
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09/25/08, 8:12 AM
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#161
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Von Kaiser
Night Elf Rogue
Kilrogg (EU)
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Thanks for the hard work on this useful spreadsheet. It's very interesting for me, watching things develop through the WotLK beta process and getting a head start on understanding how best to spec/gear for lvl80 raiding.
I have a bug report/query. Changing the number of talent points spent on Master Poisoner does not change the DPS value at all.
I looked at the total crit chance formula (cell C5 on "DPS" tab) and it doesn't seem to include any contribution from that talent?
A simple fix would be to change the formula as below (my change in bold), though this assumes the target is continually poisoned and doesn't take into account downtime from Envenom removing Deadly Poison.
=(B5/(crbase*conv)+tmalice+B2/agicrit+critbase+tmp)/100+bmcrit+bcrit+bgsoe
I note you compute the chance to be at zero stacks of Deadly Poison (cell P13 on "DPS" tab) so I guess this could be factored in. When I tried this I got a "circular reference" error.
This was using latest spreadsheet, 0.3.1 LK.
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09/25/08, 8:17 AM
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#162
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Vula'jin the Void, blessed by the loa
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Master Poisoner does not directly feed into your own DPS because you activate the buff on the "Buffs" sheet under "Critical Strike Chance." Your fix would result in Master Poisoner getting counted twice in the event of specifying both 3/3 Master Poisoner and activating the debuff on the "Buffs" sheet.
I'll make it notice your talents for those purposes in the next version. But it's most likely never going to account for your poison uptime, because that's a huge pain.
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Originally Posted by Enervate
Yep, still a fucking idiot.
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09/25/08, 8:51 AM
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#163
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Von Kaiser
Night Elf Rogue
Kilrogg (EU)
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Originally Posted by Vulajin
Master Poisoner does not directly feed into your own DPS because you activate the buff on the "Buffs" sheet under "Critical Strike Chance."
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Thanks, that makes sense.
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09/25/08, 12:12 PM
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#164
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Von Kaiser
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Originally Posted by QControl
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I believe this to be the case. Enchanting is full of bugs right now. The Titanium rod requires the Eternium Rod you used to make the Cobalt rod they seem too be neglecting fixing some of the bugs in enchanting at the moment.
Also, Enchant Weapon - Icebreaker - Spell - World of Warcraft does nothing right now. I tried testing it on a training dumb for about 15 minutes had zero procs. When they fix it I will get some test data.
I Should Have the mats to do Enchant Weapon - Berserking - Spell - World of Warcraft tonight to get some test data if it is actually implemented. I am guessing from my experience so far in enchanting it will also be NYI, but I will try to get some test data.
I also want to Add this:
BS Socket And Fur Linning
It Appears for now Fur linning is considered a enchant and over rides current enchants. The sockets Bracers and Gloves are not considered enchants and work with Enchants. I can confirm the Socket bracers and gloves from my own experience in beta. I does make sense that the sockets do not take up a enchanting slot other wise they would be worthless.
Last edited by Amerilina : 09/25/08 at 12:28 PM.
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09/25/08, 6:57 PM
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#165
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Vula'jin the Void, blessed by the loa
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Version 0.4.0 BC is now available for download. Changes:
- All WotLK changes merged back in, in preparation for 3.0 patch on live servers.
This sheet is for use in planning for the 3.0 patch hitting the live servers. The day Wrath of the Lich King launches, this spreadsheet is obsolete. In addition, many aspects of level 80 theorycrafting are not implemented in this sheet. If you want to plan for level 80, you must use the 0.3.1 LK sheet. There are no quick tweaks you can do to change this version of the sheet into a level 80 theorycrafting tool. Don't bother trying.
Interesting things discovered in this version include the seemingly optimal builds for level 70 raiding in 3.0: 51/5/5, and 5/51/5. 51/5/5 comes out ahead by a small margin, which you can see from the default build and gear (the saved DPS is from a 5/51/5 build). It seems that Combat exhibits a poorer scaling than Mutilate, where it starts at roughly equivalent, by the time you hit 80 in Sunwell gear it is about 5% behind, and then by Naxx 10 gear it seems to be about 7% behind. I'm not sure what's causing this.
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Originally Posted by Enervate
Yep, still a fucking idiot.
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09/25/08, 9:36 PM
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#166
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hey there good lookin'
Dwarf Shaman
Dragonblight
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@Vulajin; Feedback on 0.4.0 spreadsheet.
Base Gearset from Pewsey/Dragonblight T6/Sunwell gear. I also have Shard of Azzinoth/Trackers Blade, Shard of Contempt, DST, AtoL, WSC (armory was showing the 'leet DPS riding crop which I've worn to at least one Brutallus kill - go me!)
Using 51/5/5 with Azzinoth/Trackers, Shard/AtoL i get 3k DPS (about where I expected based on previous numbers). If I equip a sword in MH, my DPS goes up (this seems like a bug).
Using Talon of Azshara/OH Glaive, DST/AtoL i get 2.8k DPS (bit lower than I expected) however on the front page there is "combo point builder using Mutilate". If I change that to Sinister Strike, DPS becomes 2.4k DPS. I modify my gemming for both the daggers and swords to get the optimal set for my current gear.
I'd just like a bit of confirmation as to this being expected behaviour (weird, but expected) before I invest any time to try for a Fist/Sword or Mace/Sword build (or even Mace/Mace - I've got the BT mace pair)
I've also noticed that Angelista's has overtaken Stormrage Signet Ring as second best (for my gear behind HKB).
[e] Imp Sinister Strike does not appear to be working (or nothing changes - related to Mutilate bug mentioned?)
Imp SnD does not appear to do anything either.
Last edited by pewsey : 09/25/08 at 9:50 PM.
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Pewsey has heard about tact and discretion, but tends to regard them much as children view vegetables.
There are only two kinds of MMOs: the ones people complain about and the ones nobody plays. (inspired by Bjarne Stroustrup)
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09/25/08, 9:39 PM
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#167
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Vula'jin the Void, blessed by the loa
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Yes, you must set the combo point builder to Mutilate or Sinister Strike as appropriate. If you equip a sword while using Mutilate, it will simply assume that you are performing Mutilate with a sword in your main hand. It is technically impossible but the spreadsheet doesn't make that distinction for you. Losing 600 dps to switching to swords doesn't seem to correlate with what I've seen, though. The difference should be much less between 51/5/5 and 5/51/5.
And yes, armor pen rating is pretty mediocre using the conversion rate they've given. I expect it to be changed in the near future. Hit rating also loses a lot of value due to the Windfury change.
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Originally Posted by Enervate
Yep, still a fucking idiot.
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09/25/08, 10:01 PM
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#168
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hey there good lookin'
Dwarf Shaman
Dragonblight
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Found it.
You also need to change the Cycle Type from a Mutilate Cycle to Xs/Yr
Sorry for the confusion - at least I hope that helps somebody.
Final numbers with my gear gemmed and trinkets swapped around;
51/5/5 - 3001 with Azzinoth/Tracker
5/51/5 - 2970 with Talon/Glaive
Pretty close - but with doing adds on M'uru - I'm going to probably do the 51/5/5 at least for a change of pace, and 30dps is nothing to be sneezed at. Picking up the MH glaive would make it 3100 in favour of having 2 legendaries.
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Pewsey has heard about tact and discretion, but tends to regard them much as children view vegetables.
There are only two kinds of MMOs: the ones people complain about and the ones nobody plays. (inspired by Bjarne Stroustrup)
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09/26/08, 12:07 AM
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#169
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Von Kaiser
Night Elf Death Knight
Doomhammer
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@Vulajin
I noticed in the mockup build that you had selected the 1.8 speed Brutal Glad's dagger for your main hand and the 1.4 speed for the off hand. From what I gathered from the WotLK thread the thought was that faster daggers, in spite of the lost Mutilate damage, was actually an overall gain to the spec. Is that just at level 80 as we scale or did I miss something further?
As a side note I also noticed that I could not select the Fang of Kalecgos for use in my MH even if I didn't have it selected in my OH. To my knowledge it's not unique.
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09/26/08, 12:18 AM
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#170
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Vula'jin the Void, blessed by the loa
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I don't have fast daggers implemented for the MH slot, which is the reason for that. I'm still sort of holding out hope that Blizzard will make the mechanics not stupid so that we don't have to use fast MH and OH daggers to the exclusion of all else. But we'll see.
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Originally Posted by Enervate
Yep, still a fucking idiot.
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09/26/08, 12:30 AM
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#171
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Raiding for Michelin Stars
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Is FA changed to give only 2 energy now? I don't know how to find it on the sheet.
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09/26/08, 12:37 AM
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#172
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Vula'jin the Void, blessed by the loa
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Yes, it is.
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Originally Posted by Enervate
Yep, still a fucking idiot.
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09/26/08, 12:06 PM
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#173
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Glass Joe
Draenei Shaman
Stormrage (EU)
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I have a question regarding Killing Spree mechanics/damage calculation in the sheet BC 0.4.0. I couldn't find an answer in your posts regarding Killing Spree Testing and I can't perform tests on the PTR myself.
Basically the formula in cell "B45", sheet "DPS", is -simplified- (MH hit + OH hit) * 5 - autoattack damage during those 2.5 seconds. Now I'm not sure if those 2.5 seconds of lost autoattacks are correct. Does Killing Spree also reset the weapon swing timer? Assuming this would be true, we'd have to add 1/2 of an average swing of both MH and OH to the lost white damage. Is this the case, or am I completely wrong?
The results would quite influence the (pretty weak anyway) DPS gain of Killing Spree. Let's assume 2.8 speed main hand and a 1.4 speed off hand. With WF, snd and haste from gear the sheet (settings are mentioned later) calculates weapon speeds to be 1.43 / 0.72. Hence, the time frame of lost damage would increase to 3.215 / 2.86.
Extracting MH/OH DPS with dual warglaives, 5/51/5 spec, SS as CPG, 4s/5r cycle and everything else unchanged I get 1261.47 for MH and 814.31 for OH. Counting in my calculations the lost damage would increase from 5189 to 6385. According to the sheet with the current implementation Killing spree gives 58 DPS, if the swing timer reset is true, it would lower the DPS gain by another 10 to 48 DPS.
I also noticed that lost combat potency and poison procs aren't implemented. Would you estimate that being worth thinking about, or is the difference too small to justify the necessary changes in the sheet?
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09/27/08, 7:41 AM
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#174
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Glass Joe
Troll Rogue
Turalyon (EU)
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I'm still getting better results (level 70 BC, patched) with Combat Swords Shiv than Mutilate, but Multilate still a bit higher than Combat Swords SS.
Note: I'm not using the rupture or shiv glyph since they won't be available before the expansion (To the best of bmy knowledge)
With my gear:
Combat Swords (Shiv): 2702 - Blade of Infamy, S2 OH
Mutilate daggers: 2695 - Badge MH, S2 OH (found this better than badge fast OH dagger)
Combat Swords (SS): 2603 - Blade of Infamy, S2 OH
I'm sure blizz can't leave it so that Shiv > SS for building combo points.
However my gear is low level Tier 6.
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09/27/08, 1:23 PM
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#175
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hey there good lookin'
Dwarf Shaman
Dragonblight
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I can confirm with Deloz. If I use shiv as a CP builder for swords. I go to 3100 from 2970. I'm in middle T6. That does seem horribly broken.
While I trust Vul's spreadsheet it seems that poison is now far too heavily weighted and is causing these sorts of behaviours.
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Pewsey has heard about tact and discretion, but tends to regard them much as children view vegetables.
There are only two kinds of MMOs: the ones people complain about and the ones nobody plays. (inspired by Bjarne Stroustrup)
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