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12/08/09, 8:36 PM
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#1891
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Mike Tyson
Night Elf Rogue
Doomhammer
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Originally Posted by Kilgore
I've unhide all sheets in the combat spreadsheet and cannot find a way to select Wound poison, but I noticed that your calcs are still there in the calc sheet. Is it just that much inferior now?
If there is an easy fix, I'd love to know. It still would be nice to see the dps gain from the patch and the dps loss we'd take if we had to use wound for a fight.
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Wound poison is still modeled, and will be used when it's better. It almost always isn't.
Originally Posted by MassMan
I read the Q&A at the start but I was unable to find the answer to my question.
Does the Mutilate sheet work with 2 trinkets that have crit-modifying procs?
Asking because it's pretty odd if you follow these steps:
- Use Dark Matter + Herkuml's War Token (or any other non-crit trinket)
- Switch gear/gems to get crit capped, should be pretty easy with Dark Matter
- Gem hit until the crit box is no longer red, meaning you are JUST below the crit cap
- Switch Herkuml's War Token with Death's Verdict
Being just below the crit cap and equipping a 2nd crit-proc trinket ought to get you crit capped again?
(same thing happens with DMC:Greatness and others, but it's easier to spot if the trinket has no passive base crit value)
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Modeling assumes you manually desync your trinkets if you have two crit proc trinkets, as it's way way easier to model that way.
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12/08/09, 9:28 PM
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#1892
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Glass Joe
Undead Rogue
Sanguino (EU)
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Originally Posted by Aldriana
Modeling assumes you manually desync your trinkets if you have two crit proc trinkets, as it's way way easier to model that way.
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This may be a really stupid question but it's been bothering me since i first read that when you released 1.4 beta 1.... ¿How exactly do you manage to desync your trinkets ingame?
Last edited by Plaga : 12/08/09 at 9:36 PM.
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12/08/09, 9:33 PM
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#1893
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Mike Tyson
Night Elf Rogue
Doomhammer
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De-equpping and re-equipping a trinket resets its internal cooldown. So do so 15 seconds before pulling, and your trinkets are now 15 seconds out of sync.
Of course, you need the cooperation of your guild to pull this off, as if they pull when you have it off that would suck; but realistically modeling all possible combinations of crit-capping trinket is just way too painful for me to be super-enthusiastic about modeling it, particularly when it (should) soon be moot, due to the ease of obtaining Herkuml.
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12/08/09, 10:07 PM
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#1894
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Von Kaiser
Draenei Shaman
Thunderlord
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I am noticing toskk's maximized wristguards are missing a yellow socket, according to mmo-champ DB and spreadsheet it does not have a socket on the 264 however in game it currently has a yellow socket.
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12/08/09, 11:09 PM
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#1895
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Glass Joe
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Just curious as to how you unhide the gearlist sheet to add in gear.
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12/09/09, 12:22 AM
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#1896
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Glass Joe
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Wodin's Lucky Necklace is missing a yellow socket in the newest sheet. Got it tonite.
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12/09/09, 12:24 AM
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#1897
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Chef
Ramsay
Orc Rogue
No WoW Account
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Cultist's Bloodsoaked Spaulders have had their stats changed. Spreadsheet has it as:
112 agi
120 stam
Yellow socket (+4agi)
161 ap
80 crit
72 haste
The live stats are:
112 agi
120 stam
Yellow and Red socket (+6agi)
145 ap
80 crit
64 haste
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12/09/09, 1:01 AM
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#1898
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Great Tiger
Night Elf Rogue
Lightning's Blade
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When you notice an item is missing a socket compared to wowdatabase and spreadsheets, could you also indicate its socket bonus in addition to socket color. I can confirm that Wodin's Lucky Necklace indeed has a yellow socket with 4ag socket bonus. What was the socket bonus for toskk's maximized wristguards ? I am guessing 4ag as the heroic version?
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12/09/09, 1:22 AM
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#1899
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Von Kaiser
Draenei Shaman
Thunderlord
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Originally Posted by Mavanas
When you notice an item is missing a socket compared to wowdatabase and spreadsheets, could you also indicate its socket bonus in addition to socket color. I can confirm that Wodin's Lucky Necklace indeed has a yellow socket with 4ag socket bonus. What was the socket bonus for toskk's maximized wristguards ? I am guessing 4ag as the heroic version?
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Yes, the socket bonus is 4 agility.
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12/09/09, 1:33 AM
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#1900
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Glass Joe
Gnome Rogue
Burning Legion
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Short tests on a dummy in darny with Deathbringer's Will (sourfang trinket). Nothing conclusive. Rough estimates would put it on par with Death's Verdict/Choice for combat, little under for mutilate. Don't quote me on that though. Pro is a longer duration so easier to pop cooldowns with, con is the randomness of the buff so crit and arp caps both need to be watched.
static 155 ArP
proc of a random buff of 600 Agi, 600 ArP, 1200 AP, there seems to be no particular order to it.
0:30 duration with ~1:45 internal cooldown.
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12/09/09, 1:54 AM
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#1901
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Glass Joe
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[Scourge Stranglers]
Missing the red socket for this item in the combat spreadsheet.
Edit: BTW thanks for all the hard work you put into these sheets Ald, you have no idea how grateful some of us in the community are.
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12/09/09, 1:57 AM
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#1902
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Mike Tyson
Night Elf Rogue
Doomhammer
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So lets see, 30 sec uptime out of ~1:45 is just shy of 30% uptime; thus, assuming the proc were always useful, it'd be worth ~360 EP. Which, when added to the static ArPen, would make it... pretty darn good for Combat. The problem is that unless you itemize around it, you risk crit capping, ArP capping, or both; and if you *do* itemize around it, you're not stacking stats that are independantly good due to having a proc of it once every 5 minutes.
So: it's good, but fraught with difficulties; we'll have to look at sum total of available gear and see whether it can be worked in.
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12/09/09, 2:22 AM
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#1903
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Glass Joe
Gnome Rogue
Burning Legion
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Originally Posted by Aldriana
So lets see, 30 sec uptime out of ~1:45 is just shy of 30% uptime; thus, assuming the proc were always useful, it'd be worth ~360 EP. Which, when added to the static ArPen, would make it... pretty darn good for Combat. The problem is that unless you itemize around it, you risk crit capping, ArP capping, or both; and if you *do* itemize around it, you're not stacking stats that are independantly good due to having a proc of it once every 5 minutes.
So: it's good, but fraught with difficulties; we'll have to look at sum total of available gear and see whether it can be worked in.
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I agree, just thought I'd pass along the info. I haven't played a whole lot with the new sheets, but in my current gear it was recommended to stack mostly AP for combat (HnS), thus arp or crit capping would not be a huge issue for me with the trinket at this point. As you said, it's a good trinket, but it has its drawbacks.
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12/09/09, 3:13 AM
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#1904
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Glass Joe
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I got the Needle Encrusted Scorpion trinket today and tested it on the training dummy for 10 minutes. It had a 57.8 second refresh rate according to my mod, which means it is on a 1 minute cooldown timer I think. The up time is 10 seconds.
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12/09/09, 8:29 AM
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#1905
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Glass Joe
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Originally Posted by Diefje
Short tests on a dummy in darny with Deathbringer's Will (sourfang trinket). Nothing conclusive. Rough estimates would put it on par with Death's Verdict/Choice for combat, little under for mutilate. Don't quote me on that though. Pro is a longer duration so easier to pop cooldowns with, con is the randomness of the buff so crit and arp caps both need to be watched.
static 155 ArP
proc of a random buff of 600 Agi, 600 ArP, 1200 AP, there seems to be no particular order to it.
0:30 duration with ~1:45 internal cooldown.
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I found a ret pally who tested this trinket and found the following:
I was a the Cow thing (sorry I forget the name) +600 str 4 times in a row, then the Dwarf (600 crit) 4 times, then a Vyrkul twice So far I've only gotten Crit, Strength, and Haste, and I got the 1200 Ap one once.
Order of commoness:
+Crit (Will of the Iron Dwarves)
+Strength
+Haste
+AP
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