bagelbite

04-17-2008, 12:49 AM

Haste effects has been said to lower the rage per hit for quite a while now. This includes the haste effect from flurry, as well as haste from haste rating. I beleive this false, and I assert that haste does not affect rage per hit at all. This post is strictly about rage per hit, I'm not talking about rage per second at all.

I encourage all criticism of testing methods, and I discourage people from using my conclusions until others have tested and verfied.

Formulas:Rage generation - WoWWiki - Your guide to the World of Warcraft (http://www.wowwiki.com/Formulas:Rage_generation)

The current belief is that the hasted weapon speed is used in the rage formula when calculatiing rage per hit. This specific detail is what I beleive to be false, and I am asserting that the origional weapon speed found on an item tooltip is used.

I made a quick calculator to aid me in doing the math for how much rage I should receive per hit. It handles all the math of figuring out what your rage per hit should be given the parameters it accepts inputs for.

http://rehfeld.us/wow/rage-test.html

If you prefer to do the math yourself, the following links contain the information needed.

Formulas:Rage generation - WoWWiki - Your guide to the World of Warcraft (http://www.wowwiki.com/Formulas:Rage_generation)

Combat rating system - WoWWiki - Your guide to the World of Warcraft (http://www.wowwiki.com/Combat_Rating_System)

Haste - WoWWiki - Your guide to the World of Warcraft (http://www.wowwiki.com/Haste)

By studying the rage formula, rage per hit is comprised of 2 seperate calculations. One component is based on your level, and how hard you hit, nothing else. The other componenet is based on weapon speed. The weapon speed portion of the equation is what we care about, since this is the part which would be effected if haste were to alter your rage per hit. Unfortunately, in-game we cannot see how much rage comes from each component of the formula, so we must minimize the impact of the component which deals with the damage you do. We will do this by making sure we have a narrow damage range, which allows us to isolate the rage from the part of the equation we care about.

The narrowest damage range weapon is Battleworn Claymore - Items - World of Warcraft (http://www.wowhead.com/?item=23346)

And by virtue of our weapon with a narrow damage range(3 damage), our rage will only vary by 0.041 rage per hit, which is plenty accurate for testing. The rest of our gear doesn't matter much, so long as no gear can proc. Ideally we have low attack power, so we don't hurt our target too much and dont fill up on rage too fast.

I choose talents which don't interfere with damage or rage, only going up to flurry.

We need an accurate way to measure rage. Unfortunately, the game only provides visible rage in increments of whole integers, not fractions. Even UI script such as

/script DEFAULT_CHAT_FRAME:AddMessage(UnitMana("player"));

only provides rage in whole integers.

So, we first need to establish that the game, internally, does indeed keep rage values accurate to decimal precision, and that the game just rounds for display purposes. We establish this by auto attacking our target for an amount of damage which would yield an amount of rage which should result in a fraction. For example, using our example 2.9 speed 2h weapon, and my provided rage calculator, if I hit my target for 180 damage, I should be awarded 7.396 rage per hit. So the first time I attack them, my rage will increase by 7, but every 2nd or 3rd hit it will increase by 8. This proves the game internally keeps rage to at least 1 decimal precision, and rounds for client display purposes.

With that established, we can test difference in rage per hit, comparing hasted and non hasted hits.

I chose a priest as my beat bag. No buffs involved. I altered my attack power so to where my observed attacks were either 149 or 150 damage.

Plugging this into my calculator, I should receive:

7.123 rage per hit.

6.108 rage per flurry hasted hit, if flurry affects rage per hit.

The key thing to keep in mind here is that your rage will always increase by at least 7, and the occasional 8. The occasional increase of 8 is from when the fraction of rage(.123) adds up enough times to form a whole point of rage, or enough to get rounded up. The game display will not increase by less than 7 rage per hit, because we generate slightly more than 7 rage per hit. I tested this without yet taking the flurry talent, and It proved true.

Now, we add 5/5 flurry and attack our target again. The key thing we are looking for here is that if haste decreases rage per hit, we will see most hasted attacks provide an increase of less than 7 rage. In particular, most hits would be expected to increase rage by 6, and occasionally 7 rage when the fraction adds up enough times. However, I did not come across a rage increase of less than 7, and instead I still got the occasional increase of 8 rage, which is exactly what happened without flurry. I tested for a few minutes, across a good amount of flurry charges.

Now, you may be thinking its possible the first flurry charge which gets used maybe for some reason hasn't yet applied its new speed into the rage formula. Even if we assume this to be true, at least 1 of the following 2 flurried hits would cause an increase of only 6 rage, which didnt happen.

I repeated the test without flurry, but used Abacus of Violent Odds - Items - World of Warcraft (http://www.wowhead.com/?item=28288) instead and again found no evidence that haste reduces rage per hit.

I did another test, this time in blasted lands againts the invulnerable mobs. This time I allowed rage from crits to be included in my data. I hit for 165, this would give me the following expected rage per hit numbers:

7.327 rage per hit

6.312 rage per flurried hit

Remember, a crit is exactly double the rage of a hit. No, I didnt have a +crit dmg meta gem equipped or anything other factor/talent which affects crit damage.

I would attack the mob, saving rage, until he went invulnerable. At this time I would rotate my character to the side, as there is an angle(about 90 degrees) where you will not auto attack, yet you can still use special abilities. I would spam hamstring until flurry procced, at which point I would execute. This would leave me with 3 flurry charges, zero rage, and no auto attacks firing. Then I could liesurely rotate my character back towards the mob, where I could easily observe how much rage I generated from 3 successive flurry attacks. There was no data tainting from damage taken, as when the mob is invulnerable, he doesn't attack me. I repeated this a few times, and each time, it supported that I was getting normal rage per hit. To give an example where i ended up with 36 rage after the 3rd attack:

165 hit

330 crit

330 crit

and the expected rage per hit of each, respectively

7.327

14.654

14.654

add these expected rage numbers together and you get 36.635 rage, which is what I observed on my rage bar.

If flurry reduced my rage per hit for those attacks, my expected rage would have been 31.56, which is quite a bit different than the 36 rage I observed.

I think this test in blasted lands was more simple, and enough all by itself to prove my statements.

Conclusion:

Haste effects do not reduce rage per hit.

I encourage all criticism of testing methods, and I discourage people from using my conclusions until others have tested and verfied.

Formulas:Rage generation - WoWWiki - Your guide to the World of Warcraft (http://www.wowwiki.com/Formulas:Rage_generation)

The current belief is that the hasted weapon speed is used in the rage formula when calculatiing rage per hit. This specific detail is what I beleive to be false, and I am asserting that the origional weapon speed found on an item tooltip is used.

I made a quick calculator to aid me in doing the math for how much rage I should receive per hit. It handles all the math of figuring out what your rage per hit should be given the parameters it accepts inputs for.

http://rehfeld.us/wow/rage-test.html

If you prefer to do the math yourself, the following links contain the information needed.

Formulas:Rage generation - WoWWiki - Your guide to the World of Warcraft (http://www.wowwiki.com/Formulas:Rage_generation)

Combat rating system - WoWWiki - Your guide to the World of Warcraft (http://www.wowwiki.com/Combat_Rating_System)

Haste - WoWWiki - Your guide to the World of Warcraft (http://www.wowwiki.com/Haste)

By studying the rage formula, rage per hit is comprised of 2 seperate calculations. One component is based on your level, and how hard you hit, nothing else. The other componenet is based on weapon speed. The weapon speed portion of the equation is what we care about, since this is the part which would be effected if haste were to alter your rage per hit. Unfortunately, in-game we cannot see how much rage comes from each component of the formula, so we must minimize the impact of the component which deals with the damage you do. We will do this by making sure we have a narrow damage range, which allows us to isolate the rage from the part of the equation we care about.

The narrowest damage range weapon is Battleworn Claymore - Items - World of Warcraft (http://www.wowhead.com/?item=23346)

And by virtue of our weapon with a narrow damage range(3 damage), our rage will only vary by 0.041 rage per hit, which is plenty accurate for testing. The rest of our gear doesn't matter much, so long as no gear can proc. Ideally we have low attack power, so we don't hurt our target too much and dont fill up on rage too fast.

I choose talents which don't interfere with damage or rage, only going up to flurry.

We need an accurate way to measure rage. Unfortunately, the game only provides visible rage in increments of whole integers, not fractions. Even UI script such as

/script DEFAULT_CHAT_FRAME:AddMessage(UnitMana("player"));

only provides rage in whole integers.

So, we first need to establish that the game, internally, does indeed keep rage values accurate to decimal precision, and that the game just rounds for display purposes. We establish this by auto attacking our target for an amount of damage which would yield an amount of rage which should result in a fraction. For example, using our example 2.9 speed 2h weapon, and my provided rage calculator, if I hit my target for 180 damage, I should be awarded 7.396 rage per hit. So the first time I attack them, my rage will increase by 7, but every 2nd or 3rd hit it will increase by 8. This proves the game internally keeps rage to at least 1 decimal precision, and rounds for client display purposes.

With that established, we can test difference in rage per hit, comparing hasted and non hasted hits.

I chose a priest as my beat bag. No buffs involved. I altered my attack power so to where my observed attacks were either 149 or 150 damage.

Plugging this into my calculator, I should receive:

7.123 rage per hit.

6.108 rage per flurry hasted hit, if flurry affects rage per hit.

The key thing to keep in mind here is that your rage will always increase by at least 7, and the occasional 8. The occasional increase of 8 is from when the fraction of rage(.123) adds up enough times to form a whole point of rage, or enough to get rounded up. The game display will not increase by less than 7 rage per hit, because we generate slightly more than 7 rage per hit. I tested this without yet taking the flurry talent, and It proved true.

Now, we add 5/5 flurry and attack our target again. The key thing we are looking for here is that if haste decreases rage per hit, we will see most hasted attacks provide an increase of less than 7 rage. In particular, most hits would be expected to increase rage by 6, and occasionally 7 rage when the fraction adds up enough times. However, I did not come across a rage increase of less than 7, and instead I still got the occasional increase of 8 rage, which is exactly what happened without flurry. I tested for a few minutes, across a good amount of flurry charges.

Now, you may be thinking its possible the first flurry charge which gets used maybe for some reason hasn't yet applied its new speed into the rage formula. Even if we assume this to be true, at least 1 of the following 2 flurried hits would cause an increase of only 6 rage, which didnt happen.

I repeated the test without flurry, but used Abacus of Violent Odds - Items - World of Warcraft (http://www.wowhead.com/?item=28288) instead and again found no evidence that haste reduces rage per hit.

I did another test, this time in blasted lands againts the invulnerable mobs. This time I allowed rage from crits to be included in my data. I hit for 165, this would give me the following expected rage per hit numbers:

7.327 rage per hit

6.312 rage per flurried hit

Remember, a crit is exactly double the rage of a hit. No, I didnt have a +crit dmg meta gem equipped or anything other factor/talent which affects crit damage.

I would attack the mob, saving rage, until he went invulnerable. At this time I would rotate my character to the side, as there is an angle(about 90 degrees) where you will not auto attack, yet you can still use special abilities. I would spam hamstring until flurry procced, at which point I would execute. This would leave me with 3 flurry charges, zero rage, and no auto attacks firing. Then I could liesurely rotate my character back towards the mob, where I could easily observe how much rage I generated from 3 successive flurry attacks. There was no data tainting from damage taken, as when the mob is invulnerable, he doesn't attack me. I repeated this a few times, and each time, it supported that I was getting normal rage per hit. To give an example where i ended up with 36 rage after the 3rd attack:

165 hit

330 crit

330 crit

and the expected rage per hit of each, respectively

7.327

14.654

14.654

add these expected rage numbers together and you get 36.635 rage, which is what I observed on my rage bar.

If flurry reduced my rage per hit for those attacks, my expected rage would have been 31.56, which is quite a bit different than the 36 rage I observed.

I think this test in blasted lands was more simple, and enough all by itself to prove my statements.

Conclusion:

Haste effects do not reduce rage per hit.