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06/02/09, 7:19 PM
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#1051
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I didn't do it
Kalroth
Orc Warrior
No WoW Account (EU)
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Originally Posted by MikHaven
Either way, ignoring 100% of the armor, without sunders, would eliminate the need to sunder, ff.
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This is a pretty moot point even if this was possible (which it isn't), since Sunder Armor and Faerie Fire aren't applied just for you. Both debuffs benefit the entire raid; warriors, feral druids, rogues, hunters, enhancement shamans and so on. So you're doing it wrong if you're gearing for 100% ArPen in a raid enviroment.
Now if you're doing it because you want to solo mobs more efficient then I think you'll find that there are other stats that benefit you more, simply because ArPen is less of a damage increase on NPCs with lower armor.
Free free to play around with numbers in my ArPen calculator, which to my knowledge is pretty accurate. As long as you use the capped summary, of course.
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06/02/09, 7:22 PM
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#1052
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Glass Joe
Draenei Warrior
The Venture Co (EU)
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Originally Posted by MikHaven
Thats exactly my point but worse off, but still probable.
Your saying the mob has 10k armor, sunders ignore 3k, their armor is 7k. Numbers are just representative.
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It's not exactly your point since the value your armor penetration is affecting is Min(armor, (armor+15232.5)/3), not armor directly. Above 7616 armor sunder will be effective regardless of your armor penetration. At any armor rating and any choice of debuffs armor penetration will be effective up to the 100% cap. How effective is the only concern, but this distinction is generally more interesting in pvp.
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06/02/09, 9:46 PM
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#1053
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Von Kaiser
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Thank You.
First of all I wanted to thank the Warrior Community, for allowing me to hash this out, it answered a TON of questions I had about armor, and I appreciate the feedback and patience. I've been wrong a lot today, and appreciate the right direction to head now.
Originally Posted by Kalroth
Free free to play around with numbers in my ArPen calculator, which to my knowledge is pretty accurate. As long as you use the capped summary, of course.
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This website REALLY helped me in the problems I was having, and shows armor to be a much more complicated stat than I made it out to be. The information and depth of the problem is nicely laid out, and while this is a page dedicated to the amazing job Landsoul is doing, this is a community effort, and hope eventually I can help.
Anyways thanks, Heres to the community and the people in this thread that are patience and helpfull.
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06/03/09, 3:22 AM
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#1054
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Glass Joe
Draenei Shaman
Ravencrest (EU)
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Hi, I recently dinged with my warrior to 80 and playing arms. I've always been a big fan of Loot Rank and using it daily for my shaman. I've been trying to find an easy way to see what gear I want for arms, but I haven't been able to find it.
I've tried the spreadsheet in this thread but it involves some macros, which I cannot use on my Mac.
And I haven't been able to find any post on arms warrior itemization as of 3.1
So if anyone could give me a "default" EP or input my warriors gear in the spreadsheet (Hayak - Kilrogg EU) it would be greatly appreciated.
Thanks in advance.
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06/03/09, 4:56 AM
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#1055
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Glass Joe
Human Warrior
Aszune (EU)
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Blessing of Kings in Fury and Arms is not the same I have not delved very deep into which is correct but I think Kings is not correct in Fury.
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06/03/09, 5:34 AM
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#1056
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Von Kaiser
Undead Warrior
Balnazzar (EU)
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Anyone else having issues with selecting gears / gems themselves, pressing for SEP calculation and ending up with #DIV/0! text in the stats-window? I tend to get these errors now and then, but I`m not sure whats causing them. Could just be that the spreadsheet gets confused when I first try to import, fail (with a run-time error) and then try to update manually.
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06/03/09, 5:42 AM
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#1057
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Piston Honda
Orc Warrior
Burning Legion (EU)
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Originally Posted by Hamburglar
Anyone else having issues with selecting gears / gems themselves, pressing for SEP calculation and ending up with #DIV/0! text in the stats-window? I tend to get these errors now and then, but I`m not sure whats causing them. Could just be that the spreadsheet gets confused when I first try to import, fail (with a run-time error) and then try to update manually.
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In Excel:
Tools > Options > Calculation > Check Iteration option
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peace MK
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06/03/09, 9:00 AM
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#1058
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Banned
Orc Warrior
Lightning's Blade (EU)
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main hand offhand
first of all i must thank you for the insane amount of work you putted
in this spreadsheet....
but theres one thing i dont understand...
yesterday i got lucky and i dropped a rune edge, so now i have rune edge plus betrayer
why i obtain an higher dps if i put rune edge in offhand??(on the spreadsheet)
has more max damage should be my main hand...
im confused now
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06/03/09, 9:20 AM
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#1059
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Glass Joe
Draenei Warrior
The Venture Co (EU)
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Originally Posted by derfél
first of all i must thank you for the insane amount of work you putted
in this spreadsheet....
but theres one thing i dont understand...
yesterday i got lucky and i dropped a rune edge, so now i have rune edge plus betrayer
why i obtain an higher dps if i put rune edge in offhand??(on the spreadsheet)
has more max damage should be my main hand...
im confused now
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Armory is down for me but you are an orc, so racial expertise for your mainhand would only be active when using the betrayer there. Is it possible you're not expertise capped?
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06/03/09, 9:25 AM
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#1060
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Banned
Orc Warrior
Lightning's Blade (EU)
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im 2 points lower on off hand and 1 point overcap on axe
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06/03/09, 10:05 AM
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#1062
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Glass Joe
Human Warrior
Ravencrest (EU)
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Originally Posted by muramid
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I think thats complete speculation and no definitive answer can be given. I still think the 12hit/12crit enchant is far superior in a raid environment, especially if you pop that extra talent point into heroic fury as a fury warrior. I more or less never ever have to move in the normal slowpoke way in more than one direction on any Ulduar encounter (like Mimiron, XT or Algalon), since intercept is always up for me. So IMO Tuskarr's Vitality is a waste. Even if you are well above the hitcap, I would still go for 12hit/12crit.
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06/03/09, 10:17 AM
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#1063
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I didn't do it
Kalroth
Orc Warrior
No WoW Account (EU)
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Originally Posted by muramid
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Just select 'None' to simulate the DPS gain from 15 stamina.
There's an entire religion behind enchanting boots with minor speed, but personally it comes down to this: being able to move a little faster (depending on your guilds strategy of course) will not only increase your overall DPS, but also make you take less damage and get out of harms way quicker. The DPS of a dead warrior is usually pretty shit.
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06/03/09, 11:17 AM
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#1064
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Great Tiger
Night Elf Warrior
Silvermoon (EU)
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Well, the math is simple enough for run speed really.
If you do X DPS, and you run for Y seconds per minute, you will gain (X*Y*0.08)/60 DPS
So, if you do 5766 DPS (just using my Arms spreadsheet DPS for ease) and run for 4 seconds every minute, you'll gain:
(5766 * 4 * 0.08) / 60 = 30.752 DPS
If I remove Icewalker on the sheet, I lose 33 DPS (mostly because it drops me below the hit cap, so will be less if you were above the hit cap enough that you didn't need the +12 crit).
So, considering it lowers the risk of death from the plethora of void zones and Bad Stuff (tm) in many fights, it's probably a worthy trade-off to consider. (The problem with relying on Charge/Intercept is that while they are good at getting you back, they usually can't move you out of stuff!)
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06/03/09, 11:30 AM
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#1065
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Glass Joe
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Originally Posted by Lantador
I think thats complete speculation and no definitive answer can be given. I still think the 12hit/12crit enchant is far superior in a raid environment, especially if you pop that extra talent point into heroic fury as a fury warrior. I more or less never ever have to move in the normal slowpoke way in more than one direction on any Ulduar encounter (like Mimiron, XT or Algalon), since intercept is always up for me. So IMO Tuskarr's Vitality is a waste. Even if you are well above the hitcap, I would still go for 12hit/12crit.
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I think it's a better enchant than Icewalker because you simple will move faster away from the void zones etc, and if you have a bad computer and you are lagging the Tuskar's enchant is must.
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06/03/09, 11:55 AM
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#1066
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King Hippo
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Originally Posted by landsoul
It's not a simulation, rather a statistical distribution of effective decisional rotational periods. I'm starting to work out each individual one, and then finding the chance of each one occuring, and then averaging them all together very carefully.
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Last night on a few fights where my rotation was not in such a way where I would get exactly seconds/4 Bloodthirsts over the fight due to Slams, I would lose approximately 40 DPS over the fight from Bloodthirst. The thing I can't tell though is if it was more than made up by Deep Wounds, 2pc and Flurry. I was trying to prioritize Bloodthirst, but even if a Slam would cause a delay, I simply won't wait an extra 1.0 - 1.5 seconds for an ability. Rarely did Bloodthirst and Whirlwind not collide the same as usual. I'm assuming the 4pc bonus would have a larger impact on this.
Last edited by Graul : 06/03/09 at 2:55 PM.
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06/03/09, 12:00 PM
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#1067
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Piston Honda
Human Warrior
Arthas (EU)
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(The problem with relying on Charge/Intercept is that while they are good at getting you back, they usually can't move you out of stuff!)
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For this you have Intervene. In the end, runspeed is nice to have, but not really necessary and not a bigger DPS gain than Icewalker. It was different in the past however, where you had to choose between 12 agility and 6 agility/speed, where latter enchant was clearly better most of times. A new DPS/Speed enchant is sadly missing.
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06/03/09, 12:07 PM
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#1068
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Great Tiger
Night Elf Warrior
Silvermoon (EU)
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Originally Posted by Kaan
For this you have Intervene. In the end, runspeed is nice to have, but not really necessary and not a bigger DPS gain than Icewalker. It was different in the past however, where you had to choose between 12 agility and 6 agility/speed, where latter enchant was clearly better most of times. A new DPS/Speed enchant is sadly missing.
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Wouldn't you lose some DPS anyway due to the rage cost of Intervene + stance swapping penalty?
I'd also say that sometimes I find it very hard to find a valid target for Intervene, as many people stand further than 28 yards away. (I struggle with this on Vezax if I have to tank and Intervene out of Surge of Darkness casts. I always have to prod some ranged into actually getting to a spot where I can use it.)
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06/03/09, 12:23 PM
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#1069
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Piston Honda
Human Warrior
Arthas (EU)
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Intervene is more for emergency situations, I think. I use it often when fighting Iron Council to go out of the Overload. Runspeed makes you faster, but the question is, is it really needed? I don't even use Heroic Fury atm, the standard intercept is most times enough for me. However, the enchant is unquestioned for tanking (7 stamina vs. speed... I would always prefer the latter).
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06/03/09, 12:27 PM
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#1070
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Great Tiger
Night Elf Warrior
Silvermoon (EU)
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Yeah, I actually don't have this on my DPS set as I've been going back and forth about it myself. I use run speed for my tanking set without question, and it is pretty handy...
I don't usually get to DPS on fights which need a lot of movement, so I haven't really prioritized trying to sort out how much of a bonus it is or isn't. It would seem that the DPS potential is there on a number of fights such as Freya, Yogg (actually, this is probably the fight where it would be exceptional), Iron Council, Mimiron, and possibly Hodir and Thorim.
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06/03/09, 2:49 PM
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#1071
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Glass Joe
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Spreadsheet Settings
I'm having some trouble using Landsoul's Spreadsheet atm. It seems that changing the gear in the sheet is not being reflected in the DPS calculation and i am also not able to calculate my SEP values. It may be the computer's settings that i am using currently. I dont usually open it on this (work computer ) Anyone have some advice as to how to fix this issue?
Using the 97-00 version because the computer i am on currently does not have the 2008 version of Microsoft.
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06/03/09, 4:06 PM
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#1072
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Your Huckleberry
Worgen Warrior
Windrunner
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Having downloaded a fresh version of the current iteration of the spreadsheet, I started swapping out various weapon options (i.e. didn't touch any other gear slots) just to see the impact weapons would have in a typical Fury set up. Basically I wanted to see where the poorly itemized (for pure DPS, which should be expected) PvP weapons would be ranked amongst various Ulduar options.
I was a bit surprised to see that dual Death's Bite outperformed dual T1 Furious weapons (203.7 DPS, 3.4 vs. 232.6 DPS, 3.6), until properly gemmed, at which point the PvP weapons pulled ahead by a marginal amount.
From this, I guess I have to make a mental note not to overvalue even large DPS rating differences on weapons at the expense of the stat scaling gained from the weapons themselves. I mean, forget Ulduar weapons, dual BoH blew the T1 stuff out of the water (roughly 10 DPS inferior).
Is this pretty much expected?
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06/03/09, 4:38 PM
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#1073
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Achievements!
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If you're doing hard modes, there's no question between tuskarr's and icewalker. Almost every fight in ulduar involves movement to some degree, and some of them hinge upon DPS's rapid movement.
Yogg-Saron is an excellent example of this. Even if none of the other hard modes in the instance involved lots of movement and bad fiery/shadowy/electrical things, it would be worthwhile to have your boots enchanted with tuskarr's for Yogg-Saron. Phase 1 and Phase 2 are constant movement, and the amount of DPS you put out is directly related to how quickly you can get in and out.
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[13:49] <manly> buu: RIGHT NOW, ALL THE DATA WE HAVE IS 7.3% MULTIPLIER
[13:49] <manly> FUCK
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06/03/09, 8:26 PM
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#1074
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This ain't no place for a hero
Mulack
Orc Warrior
No WoW Account
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Originally Posted by Vosk
If you're doing hard modes, there's no question between tuskarr's and icewalker. Almost every fight in ulduar involves movement to some degree, and some of them hinge upon DPS's rapid movement.
Yogg-Saron is an excellent example of this. Even if none of the other hard modes in the instance involved lots of movement and bad fiery/shadowy/electrical things, it would be worthwhile to have your boots enchanted with tuskarr's for Yogg-Saron. Phase 1 and Phase 2 are constant movement, and the amount of DPS you put out is directly related to how quickly you can get in and out.
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I agree. You shouldn't need a spreadsheet to tell you this kind of stuff. It's common sense after you look at the fight for 5 minutes.
You're definitely going to want it for hardmode XT, since intervening to someone else when you have a bomb on you is a recipe for disaster (who are you going to intervene too? the last guy who had a bomb and is outside the raid clump running back?) With tantrum going you're already slowed, adding to that because you don't want to give up some crit/hit rating on your boot enchant is dumb. Then there's stuff like freya, firefighter, etc. that all involve lots of movement. I can name lots of situations where intervene or charge/intercept are not a viable option in Ulduar and you have to move fast.
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06/03/09, 9:52 PM
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#1075
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Glass Joe
Dwarf Warrior
Krag'jin (EU)
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I've got another question according the spreadsheet.
I finally got it to work and geez, nice work Landsoul! Helped me alot in the first 2 hours playing around with it.
So...
I don't know if I misunderstand how 2pc bonus from t8 works, but the spreadsheet is giving me a plain 70 dps boost when I choose to use that very bonus, while I only have 53 haste-rating on my gear.
Is it correct that the 2pc-bonus only takes your haste-rating from the gear and multiplies it by the factor 1.5 when it procs?
As it's runtime is only 5 seconds and it 'only' procs off of Heroic Strikes+Slams it is kinda hard to understand how I'm getting that appreciable DPS-gain.
Maybe I'm just misunderstanding how the bonus works..
Thanks in advance
edit: grammar.
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