Originally Posted by PessimiStick
Can you explain the rupture output to me? For both specs I would expect similar numbers since the only real difference is the AP from Savage Combat and Find Weakness from Mut, yet the numbers in that row are very different for each spec.
What kind of in-game stats does that gear equate to?
Also, the Evisc numbers seem a bit high, and Envenom very low, again assuming I'm reading the output correctly.
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The gear_xxx values represent the "green mouse-over" numbers on your character sheet..... essentially, the contributions from gear alone excluding base values and talents.
The Rupture output was bugged..... but the real difference was that the Combat Rogue was waiting for a 5pt Rupture and the Assassination Rogue was going at 4pt. I've changed the Combat Rogue to trigger Rupture/Evis at 4ps and the damage seems more in line.
Well.... At least the Ruptures and Evis/Envenoms seem in line...... but the Assassination Rogue is hitting is triggering Envenom every 5.7sec while the Combat Rogue is hitting Evis every 12.0sec.
The Combo-pt generation seems to weigh too far in favor of the Assassination Rogue: Every 0.9sec vs 1.5sec. That just doesn't seem right.....
Originally Posted by Aldriana
Looks to me like you're getting too much yellow damage relative to the amount of white damage for Mutilate, and your Relentless Strikes regen seems high relative to the Focused Attacks regen - typically my Relentless Strikes regen is not significantly higher than my Focused Attacks Regen (within 10%, say). So just as an off-the-cuff guess: are you giving Relentless Strikes regen for both the Envenom and the SnD for a CttC Envenom? As it should apply only once in that case.
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I have a feeling that my combo-point generation is to high for Assassination, resulting in far too frequent Envenoms.... resulting in too much gain from Relentless Strikes.
Regarding damage calculation.... Perhaps my core formula is off:
weapon_speed = normalize_weapon_speed ? weapon -> normalized_weapon_speed() : weapon -> swing_time;
hand_multiplier = ( weapon -> slot == SLOT_OFF_HAND ) ? 0.5 : 1.0;
power_damage = weapon_speed * direct_power_mod * total_power();
direct_dmg = base_direct_dmg + ( weapon -> damage + power_damage ) * weapon_multiplier * hand_multiplier;
direct_dmg *= total_dd_multiplier();
"direct_power_mod" defaults to 1.0/14
"base_direct_dmg" is the constant "special" damage associated with some attacks (note that I do not multiply this by the weapon_multiplier)
"total_power" is the total Attack Power from all sources
"total_dd_multiplier" is the total direct-dmg multiplier from all sources (talents, buffs, debuffs, etc)
I use a target armor of 13000, a Sunder debuff of 3925, and a FF debuff of 1260.
Resistance calculation:
double action_t::resistance()
{
if( ! may_resist ) return 0;
target_t* t = sim -> target;
double resist=0;
double penetration = base_penetration + player_penetration + target_penetration;
if( school == SCHOOL_BLEED )
{
// Bleeds cannot be resisted
}
else if( school == SCHOOL_PHYSICAL )
{
double adjusted_armor = armor() * ( 1.0 - penetration );
if( adjusted_armor <= 0 ) return 0;
double adjusted_level = player -> level + 4.5 * ( player -> level - 59 );
resist = adjusted_armor / ( adjusted_armor + 400 + 85.0 * adjusted_level );
}
else
{
double resist_rating = t -> spell_resistance[ school ];
resist_rating -= penetration;
if( resist_rating < 0 ) resist_rating = 0;
resist = resist_rating / ( player -> level * 5.0 );
if( ! binary )
{
int delta_level = t -> level - player -> level;
if( delta_level > 0 )
{
double level_resist = delta_level * 0.02;
if( level_resist > resist ) resist = level_resist;
}
}
}
return resist;
}
Results post has been updated.