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Old 02/22/09, 10:49 PM   #16
Malan
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Malan
Tauren Shaman
 
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It seemed like it was enabled by default, that was the first window I opened and the rare gems had a check and was open. I'll check it again though.

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Old 02/22/09, 11:11 PM   #17
Katish
Glass Joe
 
Draenei Shaman
 
Eonar
If that doesn't work I know he just re-uploaded it with a couple of fixes that I had encountered. All the items loaded in the new version. It's still listed as the 2.2.01b so just need to re-download it if you still can't get items.

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Old 02/23/09, 8:11 AM   #18
Malan
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Levva maybe this is just a tooltip error, but the mouseover tips for Blessing of Kings and Improved BoK say that they add 2% and 7.84% stats. So BoK is correct, but Improved BoK should be 10%.

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Old 02/23/09, 8:51 AM   #19
Iku
Von Kaiser
 
Troll Shaman
 
Blackrock (EU)
I guess Imp BoK is implemented as a multiplier to (base * BoK). 102% * 7.84% = 110%. But I agree that the tooltip is confusing.

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Old 02/23/09, 8:56 AM   #20
Malan
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Sure that makes sense. Definitely a tooltip issue then as it doesn't say that it's a multiplier. But that concept is a little counterintuitive and could be worded better regardless.

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Old 02/23/09, 10:57 AM   #21
Levva
In Awe of Shocks
 
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Draenei Shaman
 
Khadgar (EU)
It's a generic Rawr problem that issue is part of Rawr.Base not part of Rawr.Enhance. I'll post an issue on the issue tracker though.


For testing of what I have done with the actual Rawr.Enhance model to date, can testers test thing with the base model first before trying out enhancements with buffs etc. This will find things where the base model is inaccurate before we start to worry about it missing buffs etc. Its so much easier to build up from a tested solid base than to start at the top and not know if the underlying structure is built on sand and about to collapse any minute.

ie: if you are testing please clear the buffs section and see if your base stats agree. Try out the base dps calcs and see if you think the numbers look ok, or they need to be tweaked. The bulk of what is there is Toots' work which I've only tweaked to changed the multipliers for combat ratings to the new lvl 80 ones. Once we have a solid foundation to work from we can test later things, keeping in mind that a fair whack of stuff isn't implemented yet. Most notably totems and meta gems.

I'd also be particularly keen to hear feedback on the Export to EnhSim code and how that is working out for people.

Last edited by Levva : 02/23/09 at 11:17 AM.

Author of ShockAndAwe Enhancement Shaman max dps addon
Please use the EnhSim by Ziff & others to simulate what gear, priorities etc are the best dps. You can use ShockAndAwe to export your paperdoll stats to EnhSim.

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Old 02/23/09, 11:19 AM   #22
Malan
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Where exactly is this export code, I couldn't locate an option for it in the 2.2.01 beta.

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Old 02/23/09, 11:35 AM   #23
Levva
In Awe of Shocks
 
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Draenei Shaman
 
Khadgar (EU)
Yeah not entirely obvious. Go to the options tab, and select the EnhSim tab then click the button to copy your config to clipboard. Then just paste the data into the config as you would with ShockAndAwe.

Btw make sure you have selected the Enhance model it seems to default to Elemental on load. I'm investigating why.

Edit: Hmm seems to just select first model alphabetically. I'll post a suggestion that it defaults to the right model.

Last edited by Levva : 02/23/09 at 11:47 AM.

Author of ShockAndAwe Enhancement Shaman max dps addon
Please use the EnhSim by Ziff & others to simulate what gear, priorities etc are the best dps. You can use ShockAndAwe to export your paperdoll stats to EnhSim.

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Old 02/23/09, 2:29 PM   #24
OnosKT
Piston Honda
 
Tauren Shaman
 
Kel'Thuzad
Looking at the weapon buffs code the yellowattackspersecond looks weird. I noticed the comment next to it, but not sure if its' yours or from the cat model.

I think the enh. model needs to consider both talents - the imp SS talent, and weapon speed for yellow attacks. I was thinking about the problem today and this is what I came up with. Not 100% sure if flametongue can proc. weapon buffs (I assume it can't).

2 points in Imp SS: (3 + 4)*chanceToHitYellow/24 (in 24 seconds you would get 3 SS and 4 lava lashes)
1 points in Imp SS: (2 + 3)*chanceToHitYellow/18 (in 18 seconds you would get 2 SS and 3 lava lashes)
0 points in Imp SS: (3 + 5)*chanceToHitYellow/30 (in 30 seconds you would get 3 SS and 5 lava lashes)

To that we need to add the WF hits per second, which I think can be approximated as:

(2*chanceToHitYellow)/(MHspeed*5)

This assumes that every 5th hit we get a windfury (which should hold true for a 20% hit chance).

Thinking about it, this should probably also consider the glyph of windfury in which case it becomes:

(2*chanceToHitYellow)/(MHspeed*100/WFProcChance) where WFProcChance is the value of the proc so 18 or 20 or 22 (not as a percentage)

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Old 02/23/09, 6:02 PM   #25
Pitbuller
King Hippo
 
Tauren Shaman
 
Wildhammer (EU)
Originally Posted by OnosKT View Post

(2*chanceToHitYellow)/(MHspeed*5)
)
With 20% chance and with weapon speed 1.5-3.0s. The avarage procs is only 1 / 6 = 16.66%.
(2*chanceToHitYellow)/(MHspeed*6)

Slow, slower, shaman weapon.

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Old 02/24/09, 6:30 AM   #26
Levva
In Awe of Shocks
 
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Draenei Shaman
 
Khadgar (EU)
Originally Posted by OnosKT View Post
Looking at the weapon buffs code the yellowattackspersecond looks weird. I noticed the comment next to it, but not sure if its' yours or from the cat model.

I think the enh. model needs to consider both talents - the imp SS talent, and weapon speed for yellow attacks. I was thinking about the problem today and this is what I came up with. Not 100% sure if flametongue can proc. weapon buffs (I assume it can't).

2 points in Imp SS: (3 + 4)*chanceToHitYellow/24 (in 24 seconds you would get 3 SS and 4 lava lashes)
1 points in Imp SS: (2 + 3)*chanceToHitYellow/18 (in 18 seconds you would get 2 SS and 3 lava lashes)
0 points in Imp SS: (3 + 5)*chanceToHitYellow/30 (in 30 seconds you would get 3 SS and 5 lava lashes)

To that we need to add the WF hits per second, which I think can be approximated as:

(2*chanceToHitYellow)/(MHspeed*5)

This assumes that every 5th hit we get a windfury (which should hold true for a 20% hit chance).

Thinking about it, this should probably also consider the glyph of windfury in which case it becomes:

(2*chanceToHitYellow)/(MHspeed*100/WFProcChance) where WFProcChance is the value of the proc so 18 or 20 or 22 (not as a percentage)
Ok so...
 
                    float whiteAttacksPerSecond = (1f - chanceWhiteMiss - chanceDodge) / baseHastedMHSpeed;
                    float yellowChanceHit = (1f - chanceYellowMiss - chanceDodge);
                    float yellowAttacksPerSecond = getYellowAttacksPerSecond(character, yellowChanceHit, baseHastedMHSpeed, true);
where getYellowAttacksPerSecond is :

        private float getYellowAttacksPerSecond(Character character, float yellowHitChance, float weaponSpeed, bool mainhand)
        {
            float yellowAttacksPerSecond = 0f;
            CalculationOptionsEnhance calcOpts = character.CalculationOptions as CalculationOptionsEnhance;
            switch (character.ShamanTalents.ImprovedStormstrike)
            {
                case 0:
                    // 3+5 etc is number of SS and number of LL per time interval
                    yellowAttacksPerSecond = (3 + 5) * yellowHitChance / 30;
                    break;
                case 1:
                    yellowAttacksPerSecond = (2 + 3) * yellowHitChance / 18;
                    break;
                case 2:
                    yellowAttacksPerSecond = (3 + 5) * yellowHitChance / 30;
                    break;

            }
            if (calcOpts.GlyphWF)
            {
                 // do something if WF glyph would ofc need to check if WF imbue on that weapon
           }

            yellowAttacksPerSecond += (2 * yellowHitChance) / (weaponSpeed * 6);
            return yellowAttacksPerSecond;
        }

Author of ShockAndAwe Enhancement Shaman max dps addon
Please use the EnhSim by Ziff & others to simulate what gear, priorities etc are the best dps. You can use ShockAndAwe to export your paperdoll stats to EnhSim.

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Old 02/24/09, 9:43 AM   #27
OnosKT
Piston Honda
 
Tauren Shaman
 
Kel'Thuzad
That looks good, but you copy pasted case 0 in case 2 also. Of course with the change to SS base and Imp SS. for 3.1, one day after all those calculations they become irrelevant. On the bright side you no longer need that switch/case.

So that sections should become just:

(3 + 4)*chanceToHitYellow/24

Also if I could make a suggestion. I think the windfury proc should be done something like this:

(2*chanceToHitYellow) / ( MHspeed*100 / WFProcChance )

and WFProcChance should be calculated separetely. This should allow for easier code changes to include the glyph and possible other WF improvements Blizz could add via tier bonuses / glyphs / etc.

So atm. WFProcChance would start as 16.6, and in the glyph option you would add the correct value (I know it is less than 2 due to the 3 min CD but not 100% sure what the exact value is).

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Old 02/24/09, 11:23 AM   #28
Levva
In Awe of Shocks
 
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Draenei Shaman
 
Khadgar (EU)
Thanks, fixed the copy/paste error.

I'll need to work out the right formula for WF main, WF offhand and WF both. With and without glyph/set bonus, so I agree your formula is step in right direction.

            float WFProcChance = 1f / 6f;
            if (calcOpts.GlyphWF)
            {
                // need to modify WFProcChance if WF Glyph
            }
            // now add WF yellow attacks
            if (calcOpts.MainhandImbue == "windfury" & mainhand)
            {
                if (calcOpts.OffhandImbue == "windfury")
                {
                    // wf on both need to modify chances
                }
                else
                    yellowAttacksPerSecond += (2 * yellowHitChance) / (weaponSpeed * 100 / WFProcChance);
            }
            else if (calcOpts.OffhandImbue =="windfury" & !mainhand)
                yellowAttacksPerSecond += (2 * yellowHitChance) / (weaponSpeed * 100 / WFProcChance);
Don't mind admitting I'm struggling to see where the proc chance relates to the weapon speed to give 20% observed proc 36% observed dual proc. This is different to how I previously understood it worked of course doing the actual maths will help, pointers to what I'm missing?

Author of ShockAndAwe Enhancement Shaman max dps addon
Please use the EnhSim by Ziff & others to simulate what gear, priorities etc are the best dps. You can use ShockAndAwe to export your paperdoll stats to EnhSim.

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Old 02/24/09, 12:06 PM   #29
OnosKT
Piston Honda
 
Tauren Shaman
 
Kel'Thuzad
One small thing. If you use WFProcChance as 1f / 6f you need to remove the 100 in (weaponSpeed * 100 / WFProcChance) since it should either be

100 / 16.66 or

1 / 0.1666

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Old 02/24/09, 7:54 PM   #30
Malan
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Malan
Tauren Shaman
 
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I'm actually impressed with the latest version of the module in the 2.2.01 beta. It's identified the few upgrades remaining to me and pretty much correctly IDd my Best In Slot stuff that I already have.

Gems are totally out of whack though, the module is recommending AP gems for every slot even with 'Enforce metagem' checked, and seems to have very little regard for expertise and spell hit capping.


The enhance sim export option seems to work pretty well!

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