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I assume thats weight per point
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They are per point, except agi for which it's per 1.05 points (5% stats buff) and per 1.2*1.05*1.05 for stamina (but since the change in Vengeance, stam=0 anyway...).
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I forgot about the TP buff. But in this case you should not calculate a flat 15%. You should calc the number of TP of your optiupti to see if you have enough TP to always have 3 stacks of the buff
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I can assure you you always have enough gcd left to always have the 3 stacks, even with very unusual values for haste, hit, exp, uptime,...
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But it is important to note that these calcs are for a constant physical damage income. In many cases you will have bosses that are hybrids doing also some magical damage.
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True. These calculations are for a "normal" boss doing "normal" melee swings. And for a Monk doing a "normal" number of dodge/parry according to his gear and buffs.
According to Crithto‘s post the GotO mechanics were changed to:
0.03*Weaponspeed for 1h
0.06*Weaponspeed for 2h
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Thanks. Here is a general calculation i've made depending on haste, hit, exp, weapon speed, and yellow hits per second :
The auto attacks of 2h are striclty beween 40% and 85.5% better concerning Gift of the Ox.
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If I'm not mistaken, Colossus ( Enchant Weapon - Colossus - Spell - World of Warcraft ) has been slightly nerfed from 8000 to 7500. As it was not crappy enough.
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And here comes Excel that proves the contrary (unless i've made mistakes, but i've checked everything quite a few times) :
http://www.filedropper.com/brewmastergearcopy_1
Bug fixes :
- block chances on Keg Smash were not implemented properly (it only has an influence on dps - statue)
- Expel Harm suffered from the 4.8% crit supression of melee attacks againts bosses
- the boss now negates 4.5% parry and dodge, up from 0.6%, and the boss cannot miss
- the "OK + Graph" button should update the graph a bit faster
New features :
- armor efficiency is now displayed alongside the other stats
- Gift of the Ox is now implemented
- Windsong is now implemented
- the bonus healing from Guard is now taken into account : i calculate the average uptime of Guard depending on boss damage and tank avoidance (it's a bit less than 10% on the tests i've done), and i multiply healing accordingly
- there is now an option on the second page to include the Glyph of Guard, and the magical damage taken. The uptime of Guard and its absorb are modified accordingly. Guard can do overhealing (well, overabsorb) if the incoming magical damage is not sufficient ; the overhealing is not counted in the final result. Incoming magical damage does not increase Vengeance for now in my program. Should i modify that ?
Remarks :
- 2h is so good for Gift of the Ox that it's now clearly superior to DW in most (many ?) cases, even when DW favors the statue
- it seems it's not optimal to use the Glyphed Guard and a 100% healing bonus uptime if there is no magical damage. But obviously it becomes good when there is enough magical damage for Guard absorb to be useful.
Windsong :
In fact, Windsong is not that good. The reason behind this is that when you have a proc, you only gain one buff, you don't have a chance to gain three, so it's not at all like having three enchants on the same weapon. The only advantage of Windsong is the reduced risk of a buff refreshing an existing one, and its duration. But it has a flaw : it only procs haste, crit, and mastery, whereas DS procs agi. Here is a graph showing the average uptime of these two enchants depending on pph (the uptime of Windsong becomes superior to 1 because i'm adding the uptime of its three buffs) :
For a 3.6 weapon, pph = 6%. At this point, WS uptime is not even twice superior to DS uptime. If we use rough numbers :
- agi = 1.4
- haste = 0.8, crit = 0.7, mas = 0.4 => average of 0.63
- less than twice 0.63 < 2*0.63 = 1.26 < agi
Colossus :
I've searched for mistakes, quite thoroughly. But i haven't found any, and Colossus seems have become better than Dancing Steel even for 2H (whereas it used to be better only for 1H), except for really hard hitting bosses.
Actually, i rather proved Colossus was better
for the default values of gear and boss damage of my Excel :
- Dancing Steel provides an averge of about 650 agi for 2H and for the values of hit/exp/haste given. Agi provides about 1.4 points of damage reduction per point of agi. Dancing Steel value is therefore 650*1.4 = 910 damage avoided per second
- Colossus is slightly more than 1k absorb per second. Colossus > Dancing Steel
Remember, this might change depending on boss damage and gear (and statue or not statue, other options, etc...). And there's one thing i don't take into account for Colossus : overabsorb. I consider the proc is always fully effective, and never refreshed by another proc. I'll investigate on ways to change that, but i'm quite sure it will have little impact.
Questions :
- is the absorb of Colossus increased by Guard's bonus healing ? For now, it is in my program (after all, it's only something like a 3% increase). Removing the bonus healing won't make DS better than Colossus, i think.
- does the glyph of Guard influence the Guard cast by the statue ?
- can Swift Reflexes proc enchants ? Usually, procs cannot proc procs, but are Swift Reflexes considered as procs ? In my Excel, they don't proc enchants.
- can Expel Harm proc melee enchants ? In my Excel, it can.