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#1 |
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This just in: Fire still hot
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WotLK Hunter DPS Spreadsheet
Quick link:
Latest version: Version 93k (3 July 2010) Last Change log: Code:
- Added proxy settings to the settings tab. Only use if you have a version of Excel that supports ServerXMLHTTP 4.0. - Implemented Culling the herd - Changed Wolverine Bite to proc on pet crits, 10s cd - Added new ICC items, taken from Wowhead, need to check MMO. - Added new crafted ammo - Implemented Tier10 2-set/4-set bonuses. ASSUMED 45 sec ICD, NEEDS TESTING - Adjusted cell width on Gear Planner because Blizzard keeps giving us longer and longer set names. V93a: - Aldriana's Gloves of Secrecy fixed - Removed ICD on Zod's Repeating Bow - More items added, heroic versions of a lot - Sorted gems to only show epic gems by default V93b: - Zod's repeating longbow (Heroic) now has a separate calculation with 5% proc chance - Shadowvault slayer's cloak (normal) now has a yellow socket and a +4 agility bonus - A few more items/heroic versions added - Ashen Band revered/exalted added + proc, assumed 10% proc rate, 45s ICD for now V93c: - Whispering Fanged Skull (normal and heroic) added + proc implemented - Fixed overview tab stat calculations for ArP. No properly caps and reaches 0 when the cap is passed - Saurfang's ring (normal) now has a yellow socket and +8 AP socket bonus - Runed Band of the Kirin Tor stats updated - Added option on gear planner to ignore items above a defined iLevel - More items added/stats corrected - Setting "Use Dragon Eyes" to No and resorting the gems will remove dragon's eyes from the list of gems in the drop down menus - Pauldrons of Lost Hope (normal) now has a 2nd socket (blue) v93d: - Deathbringer's will now 105s ICD and 35% proc chance - Removed duplicate Icecrown Rampart Bracers - More gear added - Fixed custom trinket agility proc - Added setting to disable progress bar frame V93e: - On changing gear the rotation test is run as well - Added setting to change behavior of the regemmer. Prefer single socket item for Tears gem or not. - Fixed overflow number with ArP CalcAttributes calculations - Tier10 set bonus changed to have no ICD - Fix to steady shot cast time logic for rotaton test. If cast time < GCD + Latency, then the next shot will not fire till GCD + Latency has passed V93f: - Gangrenous Leggings (H) removed 9 haste - Added Rowan's Rifle of Silver Bullets - Mixology values for Elixir of Might Thoughts/Armor Piercing fixed - Focused Aim now adds pet expertise - Rotation test will now use the rapid fire glyph if used - Adjusted Rotation test LnL calculations to correspond to Rivkah's website - Bloodfall (normal/heroic) sockets fixed, socket bonus still unknown - Hunter shots now are crit-capped (for now it is 104.8%) - Added a textbox to the gear tab that will display the changes the Regemmer made - Precious' Putrid Collar stats fixed - Taldron's Long-neglected boots now have correct socket bonus V93g: - The rotation test will now automatically remove racials you don't have - Vengeful Noose stats fixed, Hauberk of a Thousand Cuts sockets fixed - Progress bar will properly show again - 2t10 now uses hasted auto-shot speed to account for Impr. Aspect of the Hawk procs - corrected itemID on waistguard/belt of deathly dominion - Talent tab now has crit/hit percentages in the top-left corner - Disabled haste cap+1 value on the overview tab because it's horribly broken for now - Fixed cosmetic typo on the pet calculations tab regarding expertise - Added Taldaram's Soft Slippers and corrected Wodin's Lucky Necklace stats V93h-k: - Tier10 2-set bonus now affects pets - Fixed iLevel on Soulthief Braided Cord normal/heroic versions - Added option to roll %damage modifiers on Serpent Sting with chimera shot (currently affects 2t10 and culling the herd), defaults on. - Added season 8 arena ranged weapons (both 1800 and 2200 versions) - Added Lich King weaponry loot - Regemmer will re-run rotation if the item equipped changes the haste value in any way (which would lead to changes in the rotation) - Chimera Shot now uses normal Culling the Herd/T10 2p bonus values instead of full values when serpent sting is refreshed to carry %damage bonuses. - Wodin's Lucky Necklace location updated to be both 10/25-man ICC - Aldriana's Gloves of Secrecy (normal) stats corrected - Nerub'ar Stalker's Cord socket bonus corrected - 3.3.3 PTR: Ferocious Inspiration change setting added to settings page (default ON) - Added more detailed drop location information (thanks to Leggo of EJ) - Regemmer fix to deal with items with only red sockets which have a +hit bonus (Handgrips of Frost and Sleet) - Plague-soaked Leather Leggings stats (normal and heroic) corrected per Armory - Njordnar -> Njorndar - Handgrips of Frost and Sleet/Scourge Stranglers, heroic versions now marked as such for gear planner - removed PTR tag for Ferocious inspiration changes, now always on - Serpent Sting crit damage bonus changed to 100% base - Added distant land (h) to gear drop down menu - Fixed bug with regemmer involving ArP gems and shifting dreadstones - Added Halion loot - Seal of Many Mouths stats fixed (normal version) - Vengeful Noose socket bonus fixed Last edited by Shandara; 07-03-2010 at 12:14 AM. |
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#2 |
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I assume all pre-LK features are unchanged?
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People think I'm sadistic, but when I yell at people and cause them pain it's just so I can get the whaaaambulance on my case. Masochism has never had a better tool than those guys. |
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#3 |
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This just in: Fire still hot
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#4 |
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Mathmagician
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Regarding bandwidth, maybe ask Fritti? I can try to sneak it onto the Allakhazam servers somewhere nobody will notice. They won't miss the bandwidth, I imagine.
I'll take a look at this later on today, hopefully. |
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#5 |
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This just in: Fire still hot
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Big question: Does explosive shot have a percentage based mana cost now? Couldn't find the correct amount
Working on Hunting Party and Lock and Load at the moment. From the new wording on Hunting Party (and assuming no internal CD): You fire X Arcane shots in a minute, Y Explosive Shots and Z steady shots each with crit rate C (for sake of simplicity assume C is equal for all 3 shots, in reality it isn't). That would mean the amount of crits per minute would be X * C + X * Y + X * Z or (X+Y+Z) * C, no? With a 100% chance to proc that would mean you gain: 2 * (X+Y+Z) * C percent mana every minute. I'm basically trying to model it on the shot rotation that you select (or manually input). A 60 second rotation should be long enough to reflect a boss fight really (with the exception of long CDs like Rapid Fire or TBW). Lock and Load Bit trickier. My assumptions is that the person who'd use this would try to keep up Scorpid sting at every CD (i.e. every 20 secs). Serpent Sting actually does decent damage with all the buffs (esp. Imp Stings) and the new ranks. Keeping it up might be tempting. In any case, the model'd be the same. Based on your rotation you fire X Serpent Stings and Y Scorpid Stings in a minute (to a max of X=4 and Y=3). At a 15% proc chance per sting that's an average of (X+Y)*0,15 procs. With 7 stings per minute that's 1,05 ppm. So you get 3 free arcanes and/or explosives each minute. At the same time you'd fire A Explosive Shots and B Arcane Shots. At a max of A=10 and B=10 Assumptions made: 1) The buff from Lock and Load stays up long enough to use all 3 charges (is it charges anyway?) 2) You fire explosives/arcanes whenever the CD is up and your rotation reflects it. 3) Your arcanes/explosives don't interfere with the CDs on Scorpid/Serpent (unlikely) With 1,05 procs per minute you'd get 3,15 specials. In the real world you'd either get 2 free arcanes and 1 free explosive OR 1 free arcane and 2 free explosives, but let's assume an infinite sample here for a second. Your Arcane Shots make up A/(A+B) of the total of specials Your Explosive Shots make up B/(A+B) of the total of specials You'd save: A/(A+B) * 3,15 * ArcaneManaCost + B/(A+B) * 3,15 * ExplosiveManaCost In the spreadsheet I just count the amount of explosives/arcanes per minute, rather than really average it out (since that'd depend on the rotation used). |
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#6 |
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This just in: Fire still hot
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If you look at the following rotation over 75 seconds you get the maximum amount of scorpid/serpent stings you'd want, without refreshing them.
Of course this is without lag and such. Lock And Load'd save you 1531 mana per minute like this, assuming the procs are equally spread out. Code:
1 Scorpid Sting 0,00 0,00 2 Serpent Sting 1,50 1,50 3 Explosive Shot 3,00 3,00 4 Steady Shot 4,50 5,92 5 Steady Shot 6,00 7,42 6 Steady Shot 7,50 8,92 7 Explosive Shot 9,00 9,00 8 Steady Shot 10,50 11,92 9 Steady Shot 12,00 13,42 10 Steady Shot 13,50 14,92 11 Explosive Shot 15,00 15,00 12 Serpent Sting 16,50 16,50 13 Steady Shot 18,00 19,42 14 Steady Shot 19,50 20,92 15 Scorpid Sting 21,00 21,00 16 Explosive Shot 22,50 22,50 17 Steady Shot 24,00 25,42 18 Steady Shot 25,50 26,92 19 Steady Shot 27,00 28,42 20 Explosive Shot 28,50 28,50 21 Steady Shot 30,00 31,42 22 Serpent Sting 31,50 31,50 23 Steady Shot 33,00 34,42 24 Explosive Shot 34,50 34,50 25 Steady Shot 36,00 37,42 26 Steady Shot 37,50 38,92 27 Steady Shot 39,00 40,42 28 Explosive Shot 40,50 40,50 29 Scorpid Sting 42,00 42,00 30 Steady Shot 43,50 44,92 31 Steady Shot 45,00 46,42 32 Serpent Sting 46,50 46,50 33 Explosive Shot 48,00 48,00 34 Steady Shot 49,50 50,92 35 Steady Shot 51,00 52,42 36 Steady Shot 52,50 53,92 37 Explosive Shot 54,00 54,00 38 Steady Shot 55,50 56,92 39 Steady Shot 57,00 58,42 40 Steady Shot 58,50 59,92 41 Explosive Shot 60,00 60,00 42 Serpent Sting 61,50 61,50 43 Scorpid Sting 63,00 63,00 44 Steady Shot 64,50 65,92 45 Explosive Shot 66,00 66,00 46 Steady Shot 67,50 68,92 47 Steady Shot 69,00 70,42 48 Steady Shot 70,50 71,92 49 Explosive Shot 72,00 72,00 50 Steady Shot 73,50 74,92 |
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#7 |
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This just in: Fire still hot
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Wild Quiver
Basically, each auto shot you fire has a chance to deal 60% more damage. Can the extra shot crit though? Is it based on weapon damage or the actual damage your triggering auto shot did? Is it affected by all the modifiers of auto-shot? Basically I think of modelling it like an addition to auto shot damage for ease of viewing. This way it picks up all the modifiers/crit% on the way. |
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#8 |
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Administrator
Site Admin
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Shandara - I can host this for you, if you so desire. PM if you want, to work out the details.
-FT |
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#9 |
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If you need a place to host this, I may also be able to get it mixed into my guild's website but I will have to check in on it first since I don't handle any of the technical stuff there.
[EDIT] Nevermind, Fritti got it, but I will keep the offer out there in case you need it. :P
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Luciellena 70 Hunter Cythera - I even did 1560DPS for the entire Tidewalker fight. That is by far the best I've ever done. Is that considered decent DPS considering my gear? Cheeky - Yeah, that's pretty good. Welcome to BM. Last edited by Luciellena; 08-15-2008 at 10:54 AM. |
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#10 |
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Spreadsheet Troll
No WoW Account
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Advice
Without looking at the spreadsheet itself, it seems you are maintaining the Shot Rotations I added in the original. Don't. The only reason I ever added them was the interfering shot mechanics.
I'd look purely at abstract shot frequencies in WotLK. You can see a little example of that in the WotLK tabs I had added to the last couple of versions. Doing it that way solves all your issues with needing shot frequencies for different abilities, and to make the whole thing a hell of a lot more understandable. The GCD is the only resource you need to factor in. You just provide a simple priority matrix and let the math fall out based on cooldowns, cast times, etc. Shot Rotations have built-in limitations on cycle timing (i.e. when do you restart the rotation?) you can avoid through pure frequency numbers. You can then just augment the frequencies via talents like Lock and Load and everything just falls out in the wash (in terms of overall DPS.)
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Bastard Emeritus
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