Hi !
Originally Posted by Taser
@venyasure
- it seems you are adding the healing bonus of guard (15%) to the absorb shield of guard
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Indeed, i'm adding the Tiger Palm bonus.
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- it would be great to have a counter for PB usage
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You mean a cell where you have the time (in seconds) between two PB ?
- it seems that you calculate 8 energy for a missed Jab. I thought that were 10
- do you calculate the cost of 10 energy for a missed KS?
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Well, i thought it was 8 for a Jab (20% of the initial cost, i think it's the same for feral), and.. 40 for a KS. Did that change to 10/10 in a recent beta build ? I'm pretty sure that last time i tried, a missed Keg Smash didn't refund any energy and you just lost your 40 energy.
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- what is that (0.73*(1/648)) about in your parry calc?
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That must be part of the conversion parry rating -> pre dr parry %. The 0.73 might have something to do with the K and C constants, actually i don't really remember how i came up with this formula ^^. I found it here :
Diminishing Returns for Brewmaster Monks | Sacred Duty
It might change when we know the exact values of the constants involved in the calculation.
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- are calculating with a base dodge of 3.12?
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Yep, the 0.12 comes from the base agi. I used the formula given in the link above.
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- don't you deduct the 1.5% per level difference = 4.5% from dodge and parry?
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Is it not 0.2 per level in MoP ? Did that change too ? Anyway, i take the 2*0.6% (well, 3*0.6% for boss misses) into account in the final avoidance in my "dmg" function, not in the individual parry and dodge calculation.
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- i don't get your vengeance calc. Vengeance=2% of incoming damage before mitigation over the last 20 sec. The formula should look like Boss/vboss*20*0.02
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It's not "over the last 20 sec". The buff lasts 20 sec. When you are hit (say by a H hit), your new Vengeance is calculated this way :
NewVeng = 0.02*H + OldVeng*(VengBuffDurationRemaining)/20
For instance, if take a 100k hit every 2 sec, the formula is :
NewVeng = 2000 + OldVeng*((20-2)/20)
A general formula, if S is the melee swing of the boss, would be :
NV = 0.02*H + OV*(20-S)/20
Thus, you've got a series :
a(n) = ((20-S)/20)*a(n-1) + 0.02*H
This series tends to 0.4*H/S = 0.4*BossDPS
You can also solve a stability equation : OldVen = 0.02*H + OldVen*(20-S)/20, you get the same result.
Errr, actually, your "0.02*20*bossdps" works too ^^ since 0.02*20=0.4
Errr², i think i know what you mean : in my program, "boss" is BossDPS, not BossDamgePerHit : "Boss/vBoss" would be "damage per second per second". BossDamagePerHit is Boss*vboss
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I hope you don't mind that I took a look at your programming
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I'm glad that you did. The more people look at it, the more mistakes we'll find (but i hope there aren't any ^^)
Now, here's quite a big update of my Excel :
http://www.filedropper.com/brewmastergearcopy
It looks like that :
Bux fixes :
- Swift Reflexes couldn't miss ; they can now
- Tiger Palm armor penetration bonus was still 5% per stack ; now it's 10%
New options :
- dual wield / 2H : you can enter 1 for 2H and 0 for 2*1H in the appropriate cell. If you enter 0, you'll need to specify the weapon speed and weapon dps of each of your two weapons. I you choose 2H, you just need to fill in the "main hand" cells. Don't forget to modify the weapon dps in the second line, alongside with your other stats. Note that the 2H/1H option does not take into account the loss of agi (there's less base agi on 2*1H than 2H)
- you can choose which enchant you put on which weapon. I've worked out a formula that is coherent with my simulations of enchants uptime for 2H and 1H, i even tested it for different buff durations. Windsong is not implemented yet.
- options for T14 set bonuses
- the DPS of the Monk is displayed (the second line is not the dps where you would spend all your Chi on Blackout Kick ; you do one BK every 6 sec, and the Chi left is used on PB and Guard)
- sheet 2 :
- you can now choose whether or not the Ox Statue will be taken into account
- once you've done a certain number of Jab, Expel Harm, Keg Smash, Guard and Blackout Kick per second, there's still some space to fill with free Tiger Palms before you're gcd locked. The value 0.8 means 80% of the spare gcd are spent on Tiger Palm
Some remarks :
- 2p set bonus boosts crit quite a lot, it becomes better than haste in some (many ?) cases
- if you don't take the Statue into account, hit/exp falls behind haste/crit in some (many ?) cases
- an amazing remark : yes, 2H Dancing Steel is superior to DW double Dancing Steel. And yes, 2H Dancing Steel is superior to 2H Colossus. But DW double Colossus seems to be better than DW double Dancing Steel (that's because 2H benefits more from Dancing Steel) in some (many ?) cases. And actually... DW double Colossus seems to be better than 2H Dancing Steel in some (many ?) cases. That's true only if you take the Statue into account (DW has a slightly higher dps, not much higher, but sufficiently to boosts the Statue enough for 2H Dancing Steel to be a little behind).
- stat priority is clearly not written in stone : it does depend on gear, on boss dps, and on the options with which you run the program
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Also, has anyone tried simming the impact of using glyphed guard to maintain a very high uptime of the +30% self heal
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That's an excellent idea for the next version of my program.
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has anyone simmed Windsong
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As you said, Windsong is a bit strange, possibly bugged. And i've not yet begun working on it. But i will, hopefully before MoP is released.
A few questions :
- does anybody knows the proc chance of Gift of the Ox ? Since i don't know the proc rate, i didn't include it in my program, but i guess it's an important ability, and it cannot be neglected. Taser said "autoattacks with 5.2% and styles with 10%". Is it still true in the current beta build ?
- i wonder whether the ppm of Dancing Steel is really 1, and if that of Colossus is really 2.4.
- *many questions about Windsong*