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04/19/09, 1:07 AM
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#76
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Glass Joe
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Are you talking about full 3 points in either, or partial pointing both? I realize that in many ways TtT and MP are fairly equal and dependant somewhat on the tank, but I was curious if partial pointing might be more effective than putting full points into either.
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04/19/09, 1:07 AM
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#77
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Don Flamenco
Human Rogue
Kor'gall (EU)
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By the way is there any plans on implementing the 15% arp from Mace Spec?
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Fans glory to the Gladiators,
Gods glory to the Heroes.
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04/19/09, 1:20 AM
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#78
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Great Tiger
Night Elf Rogue
Lightning's Blade
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Originally Posted by Acaelus
Are you talking about full 3 points in either, or partial pointing both? I realize that in many ways TtT and MP are fairly equal and dependant somewhat on the tank, but I was curious if partial pointing might be more effective than putting full points into either.
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In my spreadsheet the difference between swapping all three points is insignificant, in Aldriana's one, you actually gain dpsby swapping all three points. I did not check if you get even higher dps increase if you keep partial in MP.
And yes I have a new version with mace spec, sword spec, new armor reduction formula and all that good stuff. But I have been doing checking of some results with dedmonwalkeen and wanted to wait a couple days before next release.
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04/19/09, 1:55 AM
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#79
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Glass Joe
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If you get a chance to check it out I would much appreciate it. I tried it using 2 in MP and 1 in TfT, and seemed to get a small but definitive increase, and know a few other rogues that have tried the spec live and said they seemed to do a bit better.
Thanks for your input and the useage of your spreadsheet, it's great.
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04/19/09, 2:05 PM
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#80
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Glass Joe
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Does the spreadsheet take into account the energy loss when a special is dodged? It seems that with a mutilate build it values expertise very very lowly. Thanks!
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04/19/09, 3:51 PM
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#81
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Great Tiger
Night Elf Rogue
Lightning's Blade
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Originally Posted by SkyIron
Does the spreadsheet take into account the energy loss when a special is dodged? It seems that with a mutilate build it values expertise very very lowly. Thanks!
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A dodged combo point move does not cost full energy. Unless it has changed, a dodged combo move costs only 20% of it's full energy cost (so 12 energy for a mutilate). Aldriana could correct me, but the value of expertise for mutilate build is mostly in reducing the number of dodged white attacks and increasing poison application. It should be significant, but I can't tell you the exact EP since it requires higher precision that what I can get from 1000 iterations.
I doublechecked that simulation of dodged attacks is working properly.
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04/19/09, 6:07 PM
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#82
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Glass Joe
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Alright, thanks man, just was wondering since it had me at 5 expertise instead of getting around 15 to 20 for fewer dodged combo moves. Great job with the spreadsheet by the way.
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04/20/09, 2:25 PM
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#83
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Piston Honda
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Originally Posted by Mavanas
A dodged combo point move does not cost full energy. Unless it has changed, a dodged combo move costs only 20% of it's full energy cost (so 12 energy for a mutilate). Aldriana could correct me, but the value of expertise for mutilate build is mostly in reducing the number of dodged white attacks and increasing poison application. It should be significant, but I can't tell you the exact EP since it requires higher precision that what I can get from 1000 iterations.
I doublechecked that simulation of dodged attacks is working properly.
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The value of Exp for Mut is both in preventing full energy loss from dodged finishers, and preventing cycle breakdown from the same. Having an Envenom dodged with 40 energy and 3 seconds on SnD is a pretty big deal, and Expertise prevents that.
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04/20/09, 2:44 PM
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#84
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Glass Joe
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I've been reading all of the new stuff for 3.1, and i have definitely noticed an increase in my DPS. I am a combat rogue with CG/WD, and close to full BiS naxx gear. In my gear, and according to all of the spreadsheets, i should be pulling roughly 6.2k DPS. I am not seeing that. I am seeing more like 5k. I have been following all of the guides re combat rotations, and am very puzzled as to what I am doing wrong. Is there any way someone could start up an in-depth combat rotation thread, simmilar to the one for mutilate? I am totally confused as to where the extra 1k dps i should be getting is disappearing to.
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04/20/09, 4:08 PM
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#85
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Piston Honda
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Originally Posted by Stunlox
I've been reading all of the new stuff for 3.1, and i have definitely noticed an increase in my DPS. I am a combat rogue with CG/WD, and close to full BiS naxx gear. In my gear, and according to all of the spreadsheets, i should be pulling roughly 6.2k DPS. I am not seeing that. I am seeing more like 5k. I have been following all of the guides re combat rotations, and am very puzzled as to what I am doing wrong. Is there any way someone could start up an in-depth combat rotation thread, simmilar to the one for mutilate? I am totally confused as to where the extra 1k dps i should be getting is disappearing to.
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Things to consider:
1) The spreadsheets listed dps is meant to be a theoretical upper bound on what you could do, on average, if you and everyone else in your raid perfectly executed their roles and you never had to move. If you're not running with a full compliment of raid buffs, if from time to time people let buffs/debuffs fall off, or if you have to stop DPSing for any reason you won't manage what the spreadsheet is telling you.
2) Use a WWS parse rather than trusting recount for your actual dps. Recount is great, but WWS tends to have a slightly more accurate view of how long you were DPSing for. In particular, if it takes you a second or two to get in position after the pull, recount counts that against you whereas WWS won't, and it makes a difference.
3) The RNG is still a big factor on any given fight, especially the short ones.
4) If you're still falling short, take a look at how the spreadsheet breaks down it's calculations into different abilities and compare the individual portions against what you got.
In general, 6.2k dps isn't out of the question for something like a 3 minute patchwerk -- I got about 6.1 last night in a pug with what sounds like very similar gear. That being said, in my 10 man ulduar that immediately followed I was only at ~5k on deconstructor and I don't think I played it all that badly. If you have a WWS and want someone to take a look, feel free to PM me.
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04/20/09, 4:30 PM
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#86
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Great Tiger
Night Elf Rogue
Lightning's Blade
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I just want to add that it is a question often asked about all DPS spreadsheets. They often come up with DPS numbers that are higher than what you observe in game. Simulation method is an easiest way to model instability of cycles due to RNG, because if due to your stats and talents your cycle drops in game, it will have a chance to drop in the simulation too, and it will affect your average DPS.
In addition to what was already mentioned as reasons to explain discrepancy between a model and reality, I want to add reaction time and lag. I know SimCraft has already implemented some of those factors, and it's something I am going to consider. For now do view these results as upper bound you should strive for if you do a perfect execution of your cycle. The spreadsheets are still accurate tools for choosing gear and comparing specs, at least to the extent they model cycle instability accurately, such as for instance the effect of expertise on probability of SND dropping we talked about a few posts above.
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04/20/09, 4:35 PM
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#87
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Glass Joe
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I'm just noting that the download is currently 503 erroring.
Have you hit a capacity problem with the file?
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04/20/09, 4:42 PM
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#88
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Great Tiger
Night Elf Rogue
Lightning's Blade
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Seems like the server is down at the moment. There should not be any capacity issues. Just wait a bit, it will be back up soon. Besides, I am planning to roll out next version today or tomorrow, so if the server is not back up by then, I will move it to FileFront.
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04/25/09, 2:19 PM
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#89
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Great Tiger
Night Elf Rogue
Lightning's Blade
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3.1h is out
New version 3.1h is out with some bug fixes, interface improvements, massive calculation speed improvement and new gear from ulduar.
Change log has all the changes for this new version. From interface point of view, less experienced players should find this version much easier to use. On the other hand, combat tab has been redesigned to give advanced users more information about damage breakdown and uptime. Bug fixes include instant poison damage and interaction of envenom, eviscerate and cut to the chase. Thanks for bringing those problems up. Another rule to delay lower priority finishers if rupture is about to expire improved cycles of mutilate and combat. HaT users will see that I implemented new crit/sec rates for hunters and took out pets.
If you see any problems or have any questions about the new interface, let me know.
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04/26/09, 1:34 PM
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#90
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Glass Joe
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If i choose stonerender as offhand (Ulduar mace) the worksheet bugs. Can someone confirm that?
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04/26/09, 1:48 PM
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#91
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Glass Joe
Human Rogue
Norgannon (EU)
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I get an error anytime I select anything else then a dagger :/ (not able to simulate sword-combat dps)
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04/27/09, 7:22 AM
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#92
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Glass Joe
Night Elf Rogue
Blood Furnace
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Same can't get the ss to run a simulation, i just get errors after i input my gear and set it up.
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04/27/09, 9:54 AM
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#93
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Great Tiger
Night Elf Rogue
Lightning's Blade
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I hotfixed an error with the range of offhand weapons. Cell M3 in AVDamage should contain links to gear sheet and both ranges should be extended to 40 (currently they end at 33). You can either make the change yourself, or redownload the file in which I have already made that fix. Thanks for bringing this up.
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04/28/09, 7:38 PM
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#94
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Glass Joe
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Is mace spec modeled right?
i did my baseline dps with CQC (NAXX weapons: CG + WD) - 15/51/51.
So i replace Angry dread stats for Vulmir, the Northern Tempest (178.8 dps) stats and choosed it as MH. Also choosed StoneRender as OH (i got it on my last raid), its a 1.6 OH but with a descent dps.
Ran it again and for my surprise i lost around 0.54% dps.
I heard that mace specialization with the right itemization should be head-to-head with CQC/Sword. Is that wrong?
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04/28/09, 8:01 PM
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#95
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Mike Tyson
Night Elf Rogue
Doomhammer
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They're comparable assuming weapons of similar quality. However, for speed reasons, Webbed Death is a vastly superior OH to Stonerender, which is why you're finding your CQC setup to be superior.
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04/29/09, 1:52 AM
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#96
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Great Tiger
Night Elf Rogue
Lightning's Blade
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Originally Posted by obeah
Is mace spec modeled right?
i did my baseline dps with CQC (NAXX weapons: CG + WD) - 15/51/51.
So i replace Angry dread stats for Vulmir, the Northern Tempest (178.8 dps) stats and choosed it as MH. Also choosed StoneRender as OH (i got it on my last raid), its a 1.6 OH but with a descent dps.
Ran it again and for my surprise i lost around 0.54% dps.
I heard that mace specialization with the right itemization should be head-to-head with CQC/Sword. Is that wrong?
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Mace spec is modeled based on our best knowledge about armor penetration and armor reduction as explained in the combat ratings thread. I doublechecked the formulas, just in case. The 15% is properly applied to the cap, the way GC has explained it.
If you really wanna compare mace spec vs cqc, keep the stats of CG and WD and just change their weapon type to Mace, then choose your mace spec talents and see what difference it makes. I actually thought mace spec was still a pvp talent, but would be interesting to see the numbers.
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04/29/09, 4:28 AM
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#97
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Von Kaiser
Human Rogue
Auchindoun (EU)
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I recently tried out the spreadsheet, had some trouble with Sword Specialization though. I was at first confused a bit over the low DPS Swordspec gave me in the spreadsheet. I then tried to remove the 5 points from Sword Specialization and tried running the simulation again. Exactly the same DPS as with Sword Spec. enabled. Does the spreadsheet somehow miss the fact that Sword Spec. has been chosen?
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04/29/09, 1:11 PM
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#98
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Great Tiger
Night Elf Rogue
Lightning's Blade
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There was an error with sword spec in that sword procs reset swing timer, so the net effect of SS was close to zero. I have hotfixed this error, so if you are trying sword spec, please redownload the 3.1h file. Thanks for bringing this up Atroxes.
Now you should see about 3% increase from sword spec.
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04/29/09, 4:30 PM
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#99
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Glass Joe
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Very nice work, thank you!! I was looking for the Pyrite Infuser trinket but didn't see it listed in the gear? Did I miss it?
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04/29/09, 6:06 PM
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#100
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Great Tiger
Night Elf Rogue
Lightning's Blade
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Originally Posted by haburi
Very nice work, thank you!! I was looking for the Pyrite Infuser trinket but didn't see it listed in the gear? Did I miss it?
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I have delayed putting that trinket in because I have not seen anyone report data on its chance to proc and any cooldown if appropriate.
If you are willing to assume that it has same proc stats as mirror of truth, you can hack it in the current spreadsheet by selecting mirror of truth, changing its crit rating to 95 hit rating and then changing attack power formula in AVDamage cell P2. Right now the AP formula has a term 1000*(Gear!$C$136*Gear!$R$136), and you need to change 1000 to 1234. If you want to use both Mirror and Pyrite, you would have to wait for next release in which I'll have Pyrite and Mjolnir trinkets.
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