Hi !
I've been doing some stuff about 5.2 recently.
2P T15 bonus
The bonus makes crit give some additionnal Stagger. And i'm interested in knowing how much Stagger one point of crit gives, on average. Here are the four steps to calculating the average Stagger gained by Elusive Brew, which is simply 0.12 multiplied by the uptime of EB. The calculations are made with a 2H weapon (note that actually weapon speed "ws" does not affect the uptime of EB), knowing 1H weapons generate about 1% less stacks.
We now have the average Stagger given by Elusive Brew depending on agility, haste and crit (remember weapon speed does not matter). We just have to calculate the Stagger given by mastery (well, that's an easy one !) which is buffed by 25% in 5.2, and calculate derivatives. As you will see, the exact values depend on your current agi/crit/haste levels. I calculated results with 6k haste, 6k crit and 18k agi :
As you can see, the results are as follow : Agi 14.7 ; Crit 29.3 ; Haste 12.2 ; Mastery 104.2
So this 2p bonus makes crit a bit less than 30% as effective as Mastery for Stagger. On a side note, these results also mean that agi is about 50% as effective as Crit to increase EB uptime, and Haste is just under that.
4P T15 bonus
So, this bonus looks like it gives 6 free PB per minute. But it actually procs on Stagger ticks, and the uptime of Stagger is not 100%. For a precise analysis of this set bonus, we need to calculate the average uptime of Stagger. To do this, we need to know the average time it takes for the boss to hit you after you purify your Stagger.
S = boss swing timer
A = avoidance
Pc = averabe number of chi-consuming Purifying Brew per second
Pp = averabe number of free Purifying Brew per second
T = average time between two Purifying Brew ( T = 1/(Pc + Pp) )
U = Stagger uptime
I'll consider that we purify our Stagger half a melee swing after the boss hits. This is both the average delay observed if one randomly purifies Stagger independently of the time since the last hit, and a reasonable delay for the interface to tell you that your Stagger has been updated, for the player to analyse it and for him to press PB. So, the next boss attempt to hit you will happen after half a swing timer.
The average time between two boss hits is S * 1 / (1 - A). You can calculate this by knowing that probability tells us that this is the result, or by calculating sum( S*(1-A)*n*A^(n-1) , n=0..infinity ). And by substracting half a swing timer, you get : S*(A+1)/(2*(A-1))
And the uptime is U = ( T - S*(A+1)/(2*(A-1)) ) / T. For example, if you purify every 10 seconds, with 40% avoidance and a boss swing timer of 1.5 seconds, the uptime is 82.5%.
We also have the equations : T = 1/(Pc + Pp) = 1/(Pc + U/10) By solving this we get :
T = ( 10 + S*(A+1)/(2*(A-1)) ) / ( 1 + 10*Pc )
We now have an expression of the average time between two Purifying Brews depending on Pc (the Chi per second you have left once you have maintained a certain Shuffle uptime and Guard use), S and A (average avoidance). We can then use this number to know the percentage of Stagger you'll purify if you have the 4p t15 bonus.
So, we'll purify quite a lot with this 4p set bonus !
Mastery looks appealing compared to stats like Armor because it doesn't have diminishing returns. But still, there are hidden diminishing retuns, in the way Stagger is purified ; and these diminishing returns are actually affecting Chi generating abilities. The more you purify, the less each purification is effective. This has been known since MoP beta, but i'd like to illustrate it. If you purify on average every 10 seconds, you purify half the staggered damage :
(yeah, i know, Paint...)
While if you purify every 5 seconds, you purify 75% of the staggered damage :
But in between you stagger half the damage you had staggered when you purified every 10 sec. And you use twice more resources to purify every 5 seconds. So the efficiency of each PB is (1/2) for PB every 10 seconds, and (3/4)/2 = (3/8) < (1/2) for PB every 5 seconds.
Note that this is an average calculation. If you purify 6 times per minute, it does not mean that you purify every 10 sec ; you might use PB 5 sec after the last PB, and then not use PB for 15 sec. But we need to make calculations with averages, otherwise we wouldn't make any calculation. And from what i've tested, they work quite well.
My main point is that if you purify twice more often, Stagger won't be twice more efficient. This means that once you get to a point where you purify abundantly, you won't want to purify further ; i won't be profitable. Hence the "diminishing returns" on Chi generating abilities, namely haste, and to a lesser extent, hit and expertise. It has already been suggested here and on other forums ; once you get the 4p t15 bonus, haste will loose some value.
But still, this set bonus will make Mastery a good stat, right ?
First of all, what i'm saying here is about how Mastery reduces overall damage taken. It's not about its effective health benefit. And as far as overall damage reduction is concerned, Mastery won't become a good stat. As i said, even if you purify twice more often with the set bonus, you won't purify twice more damage. Here is a comparison i once made of Armor and Mastery taken separately from all other sources of damage reductions :
In this calculation, 70% of staggered damage is purified (and you won't purify much more than this with the set bonus). And Armor still has a stat weight of 66 versus 56 for Mastery at 17k5 armor and 4k5 mastery. But well, comparing only these two stats won't help us get a more general picture. That's what bigger spreadsheets are for.
5.2 Spreadsheet
http://www.filedropper.com/brewmaste...sheet52ptrcopy
Bug fixes :
- correction of a bug happening when the spreadsheet was used in a tank switch situation. The 5.1 spreadsheet used to give high values for Chi generating abilities and calculate a rather low optimal Shuffle uptime, using most of the Chi to purify instead of Shuffling. I could suspect it was buggy given that it's quite surprising, but i never searched for that bug. For this new spreadsheet, i found it, and the spreadsheet gives a result that corresponds much more to reality : Shuffle uptime in a tank switch fight is optimal at 100%, and Chi generating stats aren't overvalued as before ; crit and Elusive Brew are winners (assuming you have enough haste to guarantee your Shuffle uptime and a reasonable purification).
- the uptime of Guard giving a 30% healing bonus was too short given the damage taken
Patch changes :
- Mastery is buffed by 25%
- The Ox Statue triggers a shield after 1600% of AP is dealt as damage ; it was already the case in the previous spreadsheet, see my last message above
- T30 healing talents are Chi free and their healing is doubled. The recent PTR patch notes make it hard to guess what the healing of these talents will really be like when 5.2 goes live. Anyway i'll make tests on live realms for the spreadsheet to mirror the real healing, but for now, the healing of these talents is simply twice their 5.1 healing. To select one of these talents, put a number between 0 and 1 in the "Frequency" cell just like before. Only, the cooldown of these spells has increased. Note that you can also enter 1 in the "Frequency" cell and make the cooldown vary, say between 15 and 20 for Chi Wave, if you're more confortable with asking the spreadsheet to use Chi Wave once every 19 seconds rather than 0.8 times every 15 seconds. By default, Chi Wave is selected, and you use it 0.8 times every 15 seconds (which is once every 18.75 seconds).
New features :
- options for T15 set bonuses have been included
- a new cell on the first sheet enables you to force the spreadsheet to keep a 100% Shuffle uptime rather than calculating the optimal Shuffle uptime. If you put 1 in this cell, the uptime will be 100% (and if you put say 0.8, it will be 80%). If you enter 0, the spreadsheet will calculate the optimal uptime.
- item upgrades and 5.2 weapons are
not yet included in the "Fill" button. So if you're using weapons that are not ilvl 463, 470, 476, 483, 489, 496, 502 or 509, you'll have to manually enter their weapon dps value in the appropriate cells.
- This one is not really a new feature since it changes nothing to the calculation and results, but i've completely reworked many of the functions i use in my macros to make them much more clear and simple and reduce their number. Just know that the spreadsheet is clearly improved from a programming point of view. This shouldn't have an impact on the results (but bugs are still possible though), and i did check that, before i fixed the bugs i mention above, the results of the 5.1 spreadsheet and the 5.2 one remain the same after these big changes.
Some results
- When you ask the spreadsheet to maintain 100% Shuffle uptime, the stat weights show the thirst for more Chi to purify more : Haste has a very high value, followed closely by hit/exp. While with an optimal Shuffle uptime which is a bit more than 80% (optimal for overall damage reduction, not necessarily for tank survival), crit and haste are more balanced.
- As i said already, tank switches favor Elusive Brew. So crit is high, but haste isn't too bad because it also contributes to EB ; and also to more PB, but in a tank switch fight, you can already purify a lot now that Chi Wave will be free and since you have a lot of spare Chi thanks to Shuffle stacking, and as i explained, increasing an already abundant number of PB is not required.
- The use of T30 healing talents has huge consequences on the stat weights for Agility and the crit/haste ratio, since the healing is quite big, and it can crit, but it's not affected by haste.
- The 4p t15 bonus has the expected results. A decrease in the value of haste, an optimal Shuffle uptime of 100% and a decent purification. With this bonus in a tank switch fight, haste becomes quite poor. And even if you purify more than 80% of your Stagger, Mastery doesn not become a great stat for overall damage reduction (assuming you do include Chi Wave and Statue which profit a lot from the top stats, agi/crit/hit/exp).
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It would be even more usefull if there was a way to declare some periodic unavoidable/unstaggerable source of damage such as elegon's breath in the boss behavior.
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I'm planning on doing this. The appropriate cells are already in the second sheet of the simulator. But i haven't implemented them in the simulation yet. I will, eventually.
But first, i must understand why the simulator shows a value for Haste that is lower than what one would expect.