I've gotten more data to run tests on while I'm on flight. I'll let you guys know in a bit. I think they may have tried to somewhat haphazardly fix ArP or use level-based suppression as dysent mentioned.
Are we sure about that constant A? Like vs a boss dummy, shouldn't it be 16635? And 16635 produces incorrect data...
Armor reduction is a value depending on the attacker, so it makes sense that A is half armor value for a lvl 80.
There are many reasons why it can be different vs lower level targets, but we need progressive tests from a lvl 75 to 80 attacker versus a lvl 75 to 83 defender. This could lead to some appropriate result.
Anyway it can easily be a particular factor for boss targets, like crit depression, and maybe the .81 value of arp can depend on that too. we should see if it scales with different levels.
Unfortunately target dummies are only either level 70, 80 or 83. The ideal targets would be 75 to 83 with a 1 level increment.
While could be easy to find beast mobs (a hunter can precisely measure their armor) between 75 and 80, it won't be so easy to test 81 and 82 targets outside instances.
Alright, here's what I got from some testing earlier today that I've been mulling around in my head:
Here's what I got vs Heroic dummy, which perfectly fits the model.
Gear
zerk
battle
zerk+5S
battle+5S
ArP
BT
set 1
726
751
789
818
0
1234
set 2
1072
1112
1194
1247
90
1534
set 2+GT
1216
1267
984
1020
702
1534
set 3
1009
1045
1115
1163
218
1573
set 3 + GT
1301
1359
925
958
830
1573
Here's what I got from a lev 80 dummy, which the model doesn't match. By manipulating A, I can make the 0 ArP items line up, but then whenever ArP is introduced, the numbers are wrong.
What I got when I tweaked a bit was B~= 9710, x[L80]~=.8535x
gear
zerk
battle
zerk+5S
battle+5S
ArP#
Base BT
set 1
753
779
817
845
0
1234
set 2
960
994
1041
1077
90
1534
set 2+GT
1156
1205
1254
1307
702
1534
set 3
1020
1057
1106
1146
218
1573
set3 + GT
1238
1294
1342
1402
830
1573
This means that the level 80 dummy values need to be explained using a different correction factor for x than the level 83 dummy values.
Which raises an interesting question of why in the world the correction factor would be different... and throws a great big monkey wrench in the whole "ArP is bugged by 19%" thing...
I'll try testing vs beasts like Hellord said - and also against players as I have time. Anyone else who can provide testing results, I would greatly appreciate it.
Also: test at 0-31-0 if possible, not taking any talents that give a global % DIM to your abilities. This gives us as close to a "pure" test as we can get.
I went to the L83 Heroic dummy just now. I have 2419 AP (1209.5 base BT) and I keep hitting for 830 and critting for 1827. That is completely inconsistent with your hits for 726 on 1234 base BT and I have no idea why.
Edit: I was an idiot and forgot about the 10% bonus to BT from talents. That being said, 830 on base 1330.45 is still relatively inconsistent with 726 on 1234 base.
I went to the L83 Heroic dummy just now. I have 2419 AP (1209.5 base BT) and I keep hitting for 830 and critting for 1827. That is completely inconsistent with your hits for 726 on 1234 base BT and I have no idea why.
Edit: I was an idiot and forgot about the 10% bonus to BT from talents. That being said, 830 on base 1330.45 is still relatively inconsistent with 726 on 1234 base.
You're indicating the boss dummy has 62.4% armor reduction. Multiple testing has shown it has 58.87% reduction. http://elitistjerks.com/f31/t29453-c...7/#post1180655 is the post where Rallik nailed it down to 10643 armor.
I suggest using a 0-31-0 spec without % changes to damage via talents. These multipliers have confused your data :\
---------
Talent issues aside, I'm testing at 0-31-0 vs the 80 dummy with the same equipment that gets me expected results on the 83. I presented the data set earlier, but here's some math to help see where my concerns are coming from:
First, let's examine the armor on the dummy. To get an exact value, I'll need to repeat Rallik's process, but we can get a range from my limited initial testing:
Math: 1234 BT base, 753 to 754 dmg observed
753/1234 = 61.0211% dmg remains. Solving A/(A+B) = 61.10211% for B gives us 9730.179
754/1234 = 61.1021% dmg remains. Solving A/(A+B) = 61.11021% for B gives us 9697.118
So the range of armor for L80 dummy is 9698 to 9730. I'll be using 9720 until we get an exact number, because my data tracks well against it and the difference is going to be fairly minute.
Now, let's examine some of the numbers I got, using B[80] = 9720:
gearset: 0 ArP, 1234 Base BT
Mdl1: using x[base] : what we think ArP "should" be
Mdl2: using x[LIVE] = x[base]*.81 : what ArP is vs an 83 dummy on live
Mdl3: using x[TEST] = x[base]*.8535 (trial and error value)
Observed values were 5 tests for each gearset for each sunder/stance. They're averaged
_______
_______
_______
_______
_______
info
zerk
battle
zerk+5S
battle+5S
observ
753.0
779.0
817.0
845.0
x[base]
753.31
783.84
816.95
850.07
x[LIVE]
753.31
777.85
816.95
843.57
x[TEST]
753.31
779.21
816.95
845.05
So... x[TEST] appears to be a more reliable predictor than x[LIVE], the current model vs the 83 dummy.
Using a bunch more ArP, we'll take a set with 218 ArP, 1573 BT
_______
_______
_______
_______
_______
info
zerk
battle
zerk+5S
battle+5S
observ
1019.6
1057.6
1106.0
1146.6
x[base]
1031.36
1076.40
1118.50
1167.35
x[LIVE]
1017.05
1052.22
1102.99
1141.12
x[TEST]
1020.30
1057.60
1106.75
1147.45
Now note that the predictor isn't perfect. x[TEST] was correct to +/- 1 damage, but it's still not exactly right. I couldn't find a value that improved the x[TEST] model for all values - it'd improve some and push others further off.
Any level scalar might not even be to x, it might be to x and y both, or to the entire result.
Here's a test with significantly more ArP, so more variance can be observed:
Set above + GT: 830 ArP (I didn't get 5 tests for all values here, so the averages are between 2-3 values. It became very time consuming waiting for GT procs and then getting 2 BT's in and praying for noncrit)
_______
_______
_______
_______
_______
info
zerk
battle
zerk+5S
battle+5S
observ
1238.0
1293.3
1342
1402
x[base]
1302.06
1374.67
1412.07
1490.81
x[LIVE]
1219.58
1270.49
1322.62
1377.83
x[TEST]
1237.32
1292.66
1343.51
1403.95
Note that we start to see more variance between the test model and observation at 830 ArP, but primarily when the target is also sundered. I tried both extremes of B and this variation is not explained by small variations of B within the range above.
Either way, that's my data and analysis for a ~ .8535 scalar (or a 14.65% penalty) vs level 80 targets. I've got it all on a spreadsheet, so if anyone wants a spreadsheet that will do repetitions of the various ArP formulas for test data, just msg me and I'll shoot you what I have.
Next step is coming up with a formula that works against many different enemy levels and armor values, and ensuring there's no differences based on fighting players instead of mobs or based on "boss" status or some other variable. For that, we need as much data, data, data as we can get from testing BT with a 0-31-0 spec against targets with known and varying armor values.
Went back and fixed modifiers in my Excel sheet. Data matches the expected on the L83 dummy.
What I intend to do when I get some time tonight is to conduct some more tests, specifically:
L80 dummy with multiple levels of ArP to get a sort of regression data for that.
L80 player with multiple levels of armor and ArP to get more data on that.
L81/82 mobs [both elite and non-elite to see if we get different results with that] with 0 ArP (to find their armor) and ArP equipped
Perhaps we should coordinate data collection to minimize the amount of time it takes us?
I'll try to get a bunch of data for 100% tooltip ArP. As it's going to take a lot of time and effort to do that, because I have to wait on GT posts, I'll collect any other data I can while hitting for non-GT proc hits, but I'll focus on players and the 80/83 target dummies. I'll make a serious attempt to do this after raid tonight if I can convince enough players to let me beat on them.
It would be good if you could get data on beasts from L75 - L83 with a 0 ArP set and a some# ArP set. The reason to use beasts is that - as Hellord said - you can bring a hunter to 100% verify their Armor value.
I don't think we need to test zerk and battle stance both. Just zerk stance testing is enough. We are very certain that battle stance is additive and functions exacty like 123 ArP.
ok so what is really better for PVE, is it arms not that titans grip got nerfed or is fury still better?
At the risk of getting an infraction for replying to this abortion of a post, I'll answer with my own experience since it seems to be a popular question. I tried both arms and fury with the same gear (I don't really have multiple sets) and while arms came out about 150-200 dps ahead on a target dummy, in an actual raid I found fury outdid my best arms attempts by 300-400 dps. I'd say the main reason(s) for this are gear and rotation.
An arms rotation is a lot more GCD intensive, and relies on being able to track rend, and keep your eyes open for what's procced or coming off CD. This can be very hectic in fights that require a lot of movement and/or target switching. If you really want to make arms work you'll need a DoT timer for rend, and power auras or a similar addon to keep track of TFB/SD/MS or what have you. For the majority of the population, staying fury and mashing BT/WW will probably produce more DPS in most cases.
I haven't tested extensively, but it would seem they broke shockwave in the patch - it would appear that if the target is immune to stuns, he's also immune to the damage portion. At least that's what I saw after a "few" tries on XT-002 Deconstructor. Concussion Blow seemed to work fine.
I haven't tested extensively, but it would seem they broke shockwave in the patch - it would appear that if the target is immune to stuns, he's also immune to the damage portion. At least that's what I saw after a "few" tries on XT-002 Deconstructor. Concussion Blow seemed to work fine.
Actually there are a lot of fights in Ulduar where you can utilize Warbringer and sweeping strikes as arms, which are huge heads up against fury. Vezax also has a -20% haste debuff which kills the Fury rotation. Yogg-Saron is a big frontload burst fight and the first two phases you are often attacking 2-3 mobs at once (can't say anything specific go find out for yourself). If you were a dps warrior for Ulduar, I'd totally recommend dual speccing into both and picking the spec that favors the fight or trash even. You can make the differring caps with like a ring or belt or bracer swap. Also, you might want to carry around extra cleave and execute glyphs (if you are rich) with you to switch out.
I definately think movement fights favor arms a lot more because of warbringer/charge/mortal strike. Fury rotation with the 10% nerf is really really tight and you have to be on target 100% of the time to get proper rage for a proper damage rotation. Arms you can just jump on something and spam whatever and guaranteed the rage for it all, and hit bladestorm in between MS, execute, and overpower, and rend refresh.
I'd definitely agree with Landsoul from my experience so far - he's done more of the instance than me, but from running the first 2 wings so far, Arms ran better against everything that wasn't Razorscale (constant pummels needed, always near 3-4 mobs, time to move around). So many mobs have reposition effects or knock you back or around, and most AoE is either 2 mobs or inconsistent enough that you can use bladestorm on most of the AoE's anyhow.
Going back to ArP, I got a bunch of ArP data last night post-raid...
Looks like effectiveness of ArP varies by armor. I was at 1435 ArP incl battle/mace (that's 116.5% tooltip or 94.38% from bossdummy Formula), and was hitting a 21544 armor target for 978 BTs from a 1445 Bt tooltip.
That works out to 66.24% of his armor ignored, with 1445 frickin' ArP.
Hitting him w/o a shield got me 1233 dmg vs 13954 armor, which winds up being 81.23% armor ignored.
Rocking the same set on a boss dummy got me 1390 dmg (94.34% armor ignored), which the bossdummy formula expects.
It looks like the scalar for x (.81 vs bosses) is a result of some factor of the target's armor value, and has nothing to do with target's level. This might be why Blizz is so silent about our ArP complaints. They made ArP intentionally worse vs high armor targets. Is this a new change?
I think I posted this in the wrong spot earlier...
Since the 3.1.0 Patch I am trying to figure out what the heck I am supposed to do to respec in such a way to minimize the 10% penalty to damage for dual wielding 2H weapons. It seems like my strength is a lot more since the patch and my AP is great. Just looking for advice. I am currently spec 18/53/0 My current spec is as follows:
After looking at a couple of specs I noticed some choose to use the Improved Cleave. Is this the way to go or not? Thanks all. I appreciate the help.
I am also struggling with my rotation. Specifically i am being told that I should be doing tonnes more DPS than I am right now. My overall DPS in the last instance I ran was about 2101. I have mostly Epic gear now (from Heroics not Naxx). My AP is about 4500 buffed, crit is over 35% I think and str is like 1189. If I am doing it right.. what type of DPS should I be doing. Currently my rotation is as follows:
BR, Intercept, BS (if buffs from other party members are not better otherwise CS), DW, WW, BT (Slam if it procs) and then spamming HS until cd is up for BT or WW again. I occasionally throw in Heroic Throw, and VR if they are available. I have also heard that Demoralizing shout should be used but have not found this has been much help. I should also mention that when my other enrage effects are available I pop those as well.
This might be why Blizz is so silent about our ArP complaints. They made ArP intentionally worse vs high armor targets. Is this a new change?
There isn't a good reason to be silent when you make a change.
Assuming landsoul's fury sheet is using the formula on live, I am getting an ArP cap of ~1220 rating. I can only get about 1000 rating with gear from wowhead though. I wonder if they realized with the ArP change that people would cap too easy and nerfed it without telling anyone. They could double boss armor and no one would notice because it was all ignored.
The .81 modifier vs boss armor is strange design by itself.
The fact that it appears to vary with armor is stranger.
To repeat: Formula is
\frac{A}{A+B((1-Zx)-y(1-\frac{B}{A+B}Zx))}
armor
armor%
Z value
lvl
~9720
61%
0.85
80
10634
59%
0.81
83
13954
52%
0.70
80
21544
41%
0.57
80
This is what I have so far. I used the data I had and used the 'solver' function to solve for the multiplier to x. Because we don't see fractional damage, there's a little uncertainty in these numbers as well. Going to take a bunch more data to nail down a formula for Z that can calculate it using armor or armor & level.
Possibly the best test case will be exactly 10% ArP. So 0 ArP on gear, use battle stance, BT noncrit vs various armor values.
The formula for rating needed to penetrate 1% of target's armor is almost certainly based off the defender's level and not the attacker's level. If you increase the amount of rating needed to ignore 1% of a level 83 target's armor by about 23.5% your numbers should be bang on.
Originally Posted by CheshireCat
Eh, my nostalgia goggles aren't as good as they used to be.
To be clear:
Sometimes 116.5% armor pen gave 66% ignore (21544 armor)
Sometimes it gave 80% ignore (13954 armor)
Sometimes it gave 94.3% ignore (lvl 83 dummy, 10643 armor)
Sometimes it gave 99.9% ignore (lvl 80 dummy, ~9720 armor)
This fits an exact formula:
y = ( a * e^bx) / (c * x)
a = -2.8572402797891482E+03
b = 3.2184725882343662E-05
c = -4.0160140627435144E-03
Where Y = the actual percent ignore and X = the armor. What is buried in here is your ArP amount (either 116.5 or 1445). So either a, b, c OR any combination of them is derived from 116.5/1445. We would need more data points for different ArP to test this, but it is safe to say they are intentionally using an exponential function with linear backoff to calculate your actual armor penetration.
The formula for rating needed to penetrate 1% of target's armor is almost certainly based off the defender's level and not the attacker's level. If you increase the amount of rating needed to ignore 1% of a level 83 target's armor by about 23.5% your numbers should be bang on.
It's showing the greatest variance vs level 80, actually... removing the one level 83 item from that data set doesn't make it match a linear model for the coefficient for x.
But this:
y = ( a * e^bx) / (c * x)
a = -2.8572402797891482E+03
b = 3.2184725882343662E-05
c = -4.0160140627435144E-03
is exactly the kind of thing I'm looking for.
What we need is a huge set of some 100-200 test cases where we keep ArP a constant (I still like 10%), and test vs multiple different armors, including a smattering of 10-20 tests where the level was what changed, not the armor.
Then we determine the formula that fits all that data and we'll also at the same time figure out if level plays a role in the equation, based on whether the tests for levels that aren't 80 fit the formula or not.
If (level<60)
C=400+85*targetlevel
Else
C=400+85*targetlevel+4.5*85*(targetlevel-59);
For a level 80 target, C=15232.5. For a level 83, C=16635.
The cap for Armor Penetration then is: (armor + C)/3.
===============
So 100% ArP is only possible on a "warrior" target if they have ~5000 armor or less and you have 100% ArP if you're dueling a prot warrior with 30,000 armor and you have 100% ArP you only ignore (30,000 + 15232.5)/3= 15,077.5 or 50 a hair over 50% ArP. Looks like the value of ArP gems just dropped.
Sorry for repeating what others have asked before, but in light of this new information, is it still applicable to stack completely ARP gems into your gear as Arms PVE spec?
I was Fury before the patch, I have +16 STR gemmed into everything. I hit up landsoul's DPS spreadsheet, put in my gear, but not sure if I did everything right - changing all the gems to ARP changed by DPS by less than 1.
In addition, with the same gear, it shows me doing more DPS if I had been specced fury than Arms mace spec. (I'm using a Jawbone for Arms. For Fury, I would be using Jawbone+Armageddon. Never got my hands on a Betrayer, sadly.) I calculated the SEP and whatnot for each. Is this because of the new berserker stance +20% STR? I hopped the boat to Arms hoping to stay in the DPS game for Ulduar and not fall behind with my other guildies.
Sorry for repeating what others have asked before, but in light of this new information, is it still applicable to stack completely ARP gems into your gear as Arms PVE spec?
I was Fury before the patch, I have +16 STR gemmed into everything. I hit up landsoul's DPS spreadsheet, put in my gear, but not sure if I did everything right - changing all the gems to ARP changed by DPS by less than 1.
In addition, with the same gear, it shows me doing more DPS if I had been specced fury than Arms mace spec. (I'm using a Jawbone for Arms. For Fury, I would be using Jawbone+Armageddon. Never got my hands on a Betrayer, sadly.) I calculated the SEP and whatnot for each. Is this because of the new berserker stance +20% STR? I hopped the boat to Arms hoping to stay in the DPS game for Ulduar and not fall behind with my other guildies.
The only PvE difference this info makes is:
You can't attempt to go above 100% tooltip value.
Other than that all uses of previous formula with .81 reduction work out precisely still.
Also: GC mathed it wrong the first time; the cap is 81% of 11623 (11623 is the correct boss armor, but using the lvl 83 constant of 16635). In other words you can ignore, at most, ~9419 armor on a boss. We should figure out how this interacts with sunder.
The only PvE difference this info makes is:
You can't attempt to go above 100% tooltip value.
Other than that all uses of previous formula with .81 reduction work out precisely still.
Also: GC mathed it wrong the first time; the cap is 81% of 11623 (11623 is the correct boss armor, but using the lvl 83 constant of 16635). In other words you can ignore, at most, ~9419 armor on a boss. We should figure out how this interacts with sunder.
Is it appropriate to use the same methodology for PvP? It seems that it would be a little different and we don't have a spreadsheet for that.
"Okay, here is a fairly technical explanation we put together for how armor pen works.
We didn’t want Armor Penetration Rating to be too powerful against low armor targets, like it had been in BC. We also didn’t want Armor Penetration Rating to be too powerful against high armor targets.
So, we decided on a system where there is a cap on how much armor the Armor Penetration Rating can be applied to. So, the first X armor on the target is reduced by the percentage listed in the Armor Penetration Rating tooltip, and all armor past that X is unaffected. Another way of understanding that is we multiply the percentage in the tooltip times the minimum of the two values: the cap, and the amount of armor on the target after all other modifiers.
Computing the cap is a little tricky unless you are already familiar with how World of Warcraft armor works. There is an armor constant we’ll call C. C is derived as follows (in some pseudocode):
If (level<60)
C=400+85*targetlevel
Else
C=400+85*targetlevel+4.5*85*(targetlevel-59);
For a level 80 target, C=15232.5. For a level 83, C=16635.
The cap for Armor Penetration then is: (armor + C)/3.
A level 80 warrior creature has 9729 armor. C=15232.5. So, the cap is (9729+15232.5)/3=8320.5. Let’s say a player has 30% armor penetration from armor penetration rating and no other modifiers that complicate the calculation (talents, Battle Stance, Sunder Armor, etc.). The game chooses the minimum of 8320.5 and 9729, so 8320.5. That is multiplied by 30% = 2496.15, and so that much armor is ignored. The effective armor on the target is 7232.85 (9729-2496.15). From a player point of view, the armor penetration rating didn’t ignore the full 30%, but instead ignored 25.66%. (85.5% as effective as expected).
These equations should help you be able to test and verify that Armor Penetration Rating is working correctly and as we designed. The tooltip is not actually inaccurate, as it states: “Enemy armor reduced by up to 30.00%.” That "up to" is key.
Please be sure to test without any other effects which modify the armor calculation (Battle Stance, Sunder Armor, Mace Specialization, etc.) as they may involve other systems that add additional complexity to the calculation. "