Let's face it, AEP already gives misleading results by overvaluing redundant stats like def rating after the cap (i know it gives a small bonus to avoidance).
I am making the same argument for stamina (and armor, which has a cap). How often have you seen PUG raids look at the tanks they have and judge them by their stamina or gear score? Tanks even do it to themselves. "You have more stamina so you should tank the boss" even though the MT only has about 2k more health.
I'm not here to QQ about pug behavior, what I am asking for is a slight paradigm shift in the way we think about stamina. We need a better way to model our need for it.
Also, I think the gear spreadsheet is most effectively used as a gear simulation tool based on the encounter. For example, I can plug in all of my best tanking gear and enchants and gems into the spreadsheet, and change the boss profile to anub'arak with parry haste, and it will tell me that these lower iLevel gloves give me a better gear score because they have expertise. In addition, it tells me that I have a better gear score if I enchant them with expertise over armsman, heavy borean, or reinforcements. Now, I also have some leggings with expertise on them in the bank, and I can move some gear around on the sheet to see if I can use higher iLevel gloves (without expertise on them but keep the expertise enchant). In this case, it tells me that I get a better gear score with the expertise gloves and the expertise enchant over any other combination.
The spreadsheet should not be used to determine what drops you should be rolling on from bosses. Item level (along with keeping an expertise set, hit set, parry set, dodge set, and block set in the bank) should make that decision for you. Then once you have a collection of items in the bank, you can use the spreadsheet to simulate the best gear setup for an encounter.
YES, I do think that a tank's goal needs to be setting up the best gear combination for each boss and bringing along all need pieces to swap for each fight (thanks to the squire pony you even have access to your bank once every 4 hours ).
The idea I was having with the in-depth boss rotation was to use it to base the non-linear equation on that would devalue stamina and armor in relation to avoidance stats. My reasoning behind having that functionality is based on the idea that having an extra 300-500 health (picked a random low amount) becomes a wasted stat if it isn't enough to survive the boss hit that kills you. Basically, if you were to graph the value of health as I'm describing it, you would see repeating sets of sharp peaks and rounded valleys, with an overall decreasing trend to the graph. I wish I could insert a paint image .
I think it's not entirely clear that this is a thing that actually happens, though. Boss attacks include a reasonably large random factor, the various "multiple attacks" hit at unpredictable intervals, and healing isn't always "up to full". A dude with 29k HP isn't going to survive two 15k hits any better than a guy with 16k HP, but he is going to survive getting hit, getting a single tick of Lifebloom, and then getting hit again.
Essentially, I think that while there may be some value in modeling this, you're essentially asking to model not only the tank, but the boss in greater detail than anyone even really understands, and every single healer that may touch the tank in any way. (In the 29k HP case, a druid is arguably more valuable than a paladin, since the chance of getting a single tick of anything is vastly higher than getting a paladin heal landing.)
As for adjusting weights based on the user's gear, I agree there's some stuff required there, but I'm mostly just leaning on the user's ability to adjust themselves. Those numbers vary dramatically based on the user's guild makeup and progression and there is just no way I can try to instrument it. That's why I moved the "custom boss" interface into the setup page
Originally Posted by Executation
Let's face it, AEP already gives misleading results by overvaluing redundant stats like def rating after the cap (i know it gives a small bonus to avoidance).
Defense is actually an avoidance stat which fights with dodge for being the best. It's not a small bonus, it's a very, very large bonus.
Originally Posted by Executation
The spreadsheet should not be used to determine what drops you should be rolling on from bosses. Item level (along with keeping an expertise set, hit set, parry set, dodge set, and block set in the bank) should make that decision for you.).
I used to use the spreadsheet to determine how much DKP to bid on certain slots That's actually why I added the delta-EP column - now I can just say things like "hmm I think I will bid one DKP per delta-EP at most."
Wouldn't it be nice if we could add a major piece of functionality to the spreadsheet in the way of calculating the best gear setup based on the pieces we tell it we have available?
First off, you would need to be able to use "check boxes" next to each gear piece on the gear list page. Then a user would select every gear piece that they currently have in stock. Then they choose which boss profile they are optimizing for. Click a button that engages a macro which uses all possible gear, gem, and enchant possibilities and then returns with the setup that has the highest gear AEP.
Think how easy it would be to tweak the boss profiles a little bit and see how differently that would effect your optimal gear setup. My mind drools at the thought.
Wouldn't it be nice if we could add a major piece of functionality to the spreadsheet in the way of calculating the best gear setup based on the pieces we tell it we have available?
First off, you would need to be able to use "check boxes" next to each gear piece on the gear list page. Then a user would select every gear piece that they currently have in stock. Then they choose which boss profile they are optimizing for. Click a button that engages a macro which uses all possible gear, gem, and enchant possibilities and then returns with the setup that has the highest gear AEP.
Think how easy it would be to tweak the boss profiles a little bit and see how differently that would effect your optimal gear setup. My mind drools at the thought.
Although it would be nice if Rawr had already 2-3 Bossprofiles included or another easy way to adjust gear ratings (like Icehowl HM or Anub HM Add tanking).
Think about how easy it would be to min/max a different setup for each raid boss, carry in all your gear with you, and swap out in between bosses. For instance, some bosses parry haste... others do not. But over here, this guy swings really fast but not that hard, so you want to stack BV.
Plus, depending on how bursty you feel a fight is, you can up the weighting a little and see how that changes your optimal setup.
I guess if what I'm suggesting has strong elements of Rawr, then maybe what we need is a way to combine the two tools, Rawr and this Tanking Spreadsheet.
On the issue of the number of boss profiles, I have been adding profiles for every boss, 10, 25 and hard mode versions. It's very simple to plug in new bosses, simply insert a new line. The setup page picks up the new entry, allowing you to essentially save new profiles.
Last edited by Executation : 11/20/09 at 12:23 PM.
<aside> The eggheads over at Rawr are creating and beginning to implement a method to define fight variables, such as movement. This is still in the active development stage, so feel free to chime in over in the Discussions page of Rawr with more features that you wish to see in regards to this, especially once we get some more tanking-specific development in this feature. </aside>
Regardless, more on the subject of spreadsheets, optimizing a gearset isn't exactly macroable. Given the sheer exponential possible setups in regards to gear, enchants, gemmings, talent specs, etc., this really isn't a feasible avenue for a spreadsheet to pursue. I won't say that the concept isn't worth it (as evidenced by the Rawr implementation, it is totally doable, and very much "worth it"), but it's really just not something that lends itself to a spreadsheet.
In regards to having one tool support the other, I think it would be totally worth allowing imports/exports of CSV files that would store character setups, so as to provide more portable testing and comparisons between the two tools.
Regardless, more on the subject of spreadsheets, optimizing a gearset isn't exactly macroable. Given the sheer exponential possible setups in regards to gear, enchants, gemmings, talent specs, etc., this really isn't a feasible avenue for a spreadsheet to pursue. I won't say that the concept isn't worth it (as evidenced by the Rawr implementation, it is totally doable, and very much "worth it"), but it's really just not something that lends itself to a spreadsheet.
I actually don't think it's anywhere near as bad as you think. Yes, technically the possibilities are exponential, but back in reality, there isn't a single case where the Saronite Defender is going to beat out the Crystal Plated Vanguard. There's going to be maaaaaybe five viable options for the most contested slots, and in most slots you're going to be looking at one or two viable options. And that's assuming you have every single drop in the game. On top of that, there are very few practical hard discontinuities in warrior tanking - in fact, the only two are the hard expertise cap, the hit cap, and the block set, and you're not really likely to be hitting those in anything besides a top-end gimmick set.
This is one of those cases where a few good heuristics would 99% solve the problem.
On the other hand I have no interest in actually coding it in OO's wonky programming language.
I was a tad bored at work today so decided to add all the 5 man and emblem items that has already been found. As well as the loot from the first 4 bosses in Icecrown citadel 10/25 on normal difficulty. More so we have something to go with till your revamped sheet is ready, hope you take no offense.
The updated file can be pulled from here
A list of items added can be seen here
Will try and update as more items are being released if no one else beats me to it.
I was not sure on how to model the proc for Unidentifiable Organ. It's a question on how often it falls off. In rawr its modelled based on the boss attack speed but this is not implemented here yet. Guess we could make a lookup to the chosen Boss Profile and the associated attack speed. Anything below or at 1.8 ought to keep it active most of the time. For now it is modelled with a 80% uptime of a full stack
Still haven't found out how easiest to take into account the lowering of dodge when entering Icecrown. Any suggestions?
Regarding the [Unidentifiable Organ] theckhd did some great math already on maintankadin:
For the sake of clarity i'll just post the conclusion, for more in-depth analysis please follow the link.
Originally Posted by theckhd
Running this for 10^7 iterations with 45% avoidance (p=0.55*0.6=0.33 [probability of a proc]), which takes about a minute, gives me 80% uptime and a time-averaged stack count ( mean of the current stack size ) hovering around 4. I also ran it for a few other values of avoidance to see the scaling:
Keep in mind that these values are somewhat fungible, since even with 10^7 iterations we see +/- 1% uptime and about 0.1 stack size.
Not surprisingly, getting hit more raises both the uptime and the mean effectiveness of the trinket, and getting hit less reduces its effectiveness. Unfortunately, this is sort of counter-intuitive; as your gear improves and your avoidance increases, the trinket gets progressively worse.
Even in the best case scenario of an average of 5-stacks, this is only an average of 135 stamina, which is quite weak. It could be a good bit stronger for tanking multiple mobs, or for bosses that attack more quickly. For example, using 45% avoidance and a 2.0 boss attack speed boosts the uptime to 86.6% and the mean stack size to 6.4.
We'll have to see what the attack speed of a normal ICC boss is to determine exactly how effective we expect this to be.
I was a tad bored at work today so decided to add all the 5 man and emblem items that has already been found. As well as the loot from the first 4 bosses in Icecrown citadel 10/25 on normal difficulty. More so we have something to go with till your revamped sheet is ready, hope you take no offense.
I love you forever.
I've actually been procrastinating on this just because I don't want to do the data entry - I've got a version with the dodge debuff included already, I just don't have the files. Unfortunately, your updated-items link appears to be broken, I can't download it. Is there any way you can repost it? I looked through the updated-file version and I just know I'm going to miss stuff if I try scraping that manually.
I'd really be quite happy if you were willing to do the data entry parts for me
I'm putting together a new version right now with the Damage Shield->Deep Wounds thing changed (and I just found a bug causing Deep Wounds to not adjust properly based on hypothetical stat changes, sigh) so I'll post that soon.
No 3.3 equipment is currently included. I don't have any real numbers for bosses, so I made some stuff up to test the Icecrown debuff. I'd love real numbers, and I'd really appreciate it if someone did the data entry bits (please leave them in a single place so I can copy-paste into my sheet easily, don't sort the sheet or it makes it much harder to re-integrate.)
I'm planning to start a new thread for the spreadsheet once I get the 3.3 gear in. If nobody steps up, I'll do it eventually, but I'm kind of crunched on time
Have added all the currently found normal loot in your 3.3 version. They are inserted with an empty row before them after each current list for that type. Futhermore the full list of new items is also added on a new sheet after the proc sheet (remember to insert the new procs as well).
Uploaded here
Edit:Updated link as it was an old version
Missing data:
Proc rate for the revered and exalted rings for Ashen Verdict
Gem stat for Veincrusher Gauntlets
Set bonus for T10 (are they factored in?)