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Thread: WoD - Protection Warrior Spreadsheet

  1. #61
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    I'll double check later tonight. From memory, I know that i implemented racial haste to be 1% base haste plus 1% increase to all rating.

  2. #62
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    gnome
    577 haste rating
    6.83% haste (spreadsheet matches character sheet)
    12.17% character sheet with haste buff, spreadsheet says 11.83%


    so... what is happening
    it's an increase of 5.34%
    5% of 6.83 is .3415


    so the buff should be:
    = 5+(6.83*1.05)

    i'll have to double check the other buffs too.

  3. #63
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    v6.01.016
    • 2014-08-24 parry calculation now accounts for level difference
    • 2014-08-23 fixed bug with haste buff calculation
    two bugs i found during the buff review. i have a few more things i want to go over, but will get to it in the morning.

  4. #64
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    Ah yes, I was wondering about the parry suppression from level difference.
    Do you happen to know if there is block or critical block suppression similar to how dodge/parry is known to work? (1.5% per level)

    Also, isn't "miss" a thing when the level difference between player and enemy is less than 3?
    This post seems to suggest block/miss suppressions apply based on level differences http://us.battle.net/wow/en/forum/topic/13087818929#16
    Admittedly, most of the time we're plugging in 103 boss level to 100 player level, so miss goes away.


    I see you've got crit suppression (1% per level diff), but any idea if a similar thing should apply to multistrike? I couldn't find a definitive answer to this and don't really feel like gathering dummy statistics.

  5. #65
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    there is block suppression.
    i doubt there is multistrike suppression - since it is inherently suprressed by the other rolls. but haven't seen a clear post saying "no"

    combat table calcs are outlined here:
    http://us.battle.net/wow/en/forum/topic/13087818929#16
    http://us.battle.net/wow/en/forum/topic/13087818929#33

    i don't believe any of our attacks can miss or glance, though they can be blocked.
    http://www.warcraftlogs.com/reports/...=1&view=events

  6. #66
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    Based on the bottom of this post:
    http://us.battle.net/wow/en/forum/topic/13087818929#16


    The armor mitigation constant is supposed to use the source level. In the spreadsheet v 6.0.1.014 cell B59 it looks like the player's level is being accessed instead. Using boss level changes the armor mitigation from 63% to 54% or so and is probably making your mean physical DTPS too low by like 20%.

  7. #67
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    tichphys, thanks for all the effort double checking my work.

    v6.01.017
    • 2014-08-24 Armour K value now correctly uses source level not player level.

  8. #68
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    v6.01.018
    • 2014-08-27 Tidied up haste calculation, so that it is easier to troubleshoot
    • 2014-08-27 Touch of the Grave is no longer modified by resolve
    • 2014-08-27 removed revenge perk (20% damage)
    • 2014-08-27 removed shield slam perk (20% damage)
    • 2014-08-27 Armour K value for boss now correctly uses source level from player, not boss level

  9. #69
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    Was really hoping our tanking nerfs would be in today's patch. Yeargh.

  10. #70
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    been busy, but this should be up to date.
    haste seems to be valued higher than it was, can't reconcile why that would happen with the mastery nerf... couldn't find a bug. i'll think about it.

    released v6.01.019
    • 2014-09-10 added sorted lists on result page for stat weights
    • 2014-09-10 updated mastery crit block calculations (build 18837)
    • 2014-09-10 spike index is now always calculated on a six second window based on shield block gaps
    • 2014-09-10 updated resolve calculation (build 18837)
    • 2014-09-10 fixed bug in expected damage reduction per rage from shield block
    • 2014-09-10 added support for tier 17 2 piece bonus
    • 2014-09-10 modified shield block uptime input to be time between casts
    • 2014-09-10 improved defensive stance armour bonus reduced from 15% to 10% (build 18837)
    • 2014-09-10 removed old shield barrier perk
    • 2014-09-10 shield barrier scaling reduced from 2.75 to 2.35 (build 18837)
    • 2014-09-10 defensive stance damage reduction reduced to 20% (build 18837)
    edit:
    also on the servers blood craze is only healing for 1.2%, my spreadsheet has it healing for 3%. though i will note my multistrike value seems rather high.
    i'll compare these against simC, and if they still seem out i'll do some bug searching
    Last edited by buoy; 09-11-2014 at 10:43 AM.

  11. #71
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    simC results are matching spreadsheet.
    once beta stabilizes, i'll likely make a more formal post comparing the results.

    in the mean time.
    i'm expecting another shield barrier nerf, pretty out of control at the moment.

  12. #72
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    I am kinda wondering if they're now trying to push us towards the DK sort of Play where it's not the number of absorbs that count, but the timing of them. I am glad Haste is doing better, hilst levleing on the PTR going full haste makes for a very fun playstyle, even when it was the most meh of our stats.

    TBH I'm more concerned about the butchery of mobility skills.
    Harsh Words and Steel: A Protection Warrior Guide
    MoP RPS Calculator

    Hunters, Just get a Sporebat, most LFRs will be missing that buff.

  13. #73
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    just as an fyi, the ss is missing a 60% mutlipleir against resolve affected spells. should get around to it tomorrow.

  14. #74
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    v6.01.020
    • 2014-09-14 t17 4 piece was supported in v.019, forgot to document - blah
    • 2014-09-14 resolve affected spells will now correctly be reduced by 60%
    • 2014-09-14 life leech shouldn't have been affected by resolve
    • 2014-09-11 verified that touch of the grave's damage is modified by versatility (heal does not double dip)
    • 2014-09-11 verified that touch of the grave is not modified by resolve

  15. #75
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    v6.01.021
    • 2014-09-24 fixed bug where if you selected gladiator's resolve you would have 30% reduction
    • 2014-09-24 shield barrier coefficient reduced from 2.35 to 1.125 (build 18927)
    • 2014-09-18 adjusted bladestorm damage 1.4*0.6*weapon damage/tick (build 18898)
    • 2014-09-18 bladestorm hits 7 times, not 6
    • 2014-09-18 sudden death proc chance increased from 10% to 20% (build 18898)
    • 2014-09-18 execute damage increased by 40% (build 18888)
    • 2014-09-17 blood craze no longer affected by resolve or versatility (build 18888)
    • 2014-09-17 revenge AP coefficient increased to 3.0 from 2.22 (build 18888)
    • 2014-09-17 unyielding strikes now stacks to six, and each stage only lasts 5 seconds (build 18888)
    • 2014-09-17 heavy repercussions modifier reduced from +50% to +30% (build 18888)
    • 2014-09-17 unwavering sentinel armour bonus reduced from 10% to 5% (build 18888)
    • 2014-09-17 ravager AP coefficient reduced from 1.5 to 0.825 (build 18888)

  16. #76
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    v6.01.022
    • 2014-09-25 added sorting mechanism to results page
    • 2014-09-25 fixed rps bug on crit/haste/strength/race pages introduced last revision
    • 2014-09-25 added shield block vs shield barrier (per rage) tab
    • 2014-09-25 fixed a bug in the calculation shield block's expected damage reduction calculation

  17. #77
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    v6.01.023
    • 2014-09-26 changed t17 4 piece to increase block value by 5% (down from 30) (build 18935)
    • 2014-09-26 changed t17 2 piece to have an 8% chance to proc shield block (down from 25) (build 18935)
    • 2014-09-26 t17 four piece bug fix - is now correctly additive not multiplicative

  18. #78
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    Sep 2014
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    I don't understand your formula for resolve in blockBarrier, column E:

    ((max(0,8.5*(1-EXP(-0.045*(((B27/A27))/3615.3)))-1))+1)*0.4)/20

    Thats supposed to be the multiplicator for resolve, right? That doesn't seem to be right. Whats the *0.4 and the /20 for?

    I'd suggest:

    DamageMod = ((SwingSize/SwingSpeed)/2)/3615.3
    Resolve = MAX(0;8.5*(1-EXP(-0.045*DamageMod))-1)
    ResolveMulti = (1+Resolve)

    DamageMod includes a multiplicator of 1/2, because half of the damage from the last 10 Seconds is already decayed. The resulting amount of resolve seems to be right, if you check your resolve at the dungeon tank dummy.

  19. #79
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    the 0.4 is the flat 60% reduction on all resolve affected spells.
    the /20 is to provide absorb per rage (base 20 rage cost on barrier)

    resolve's time-weighted calculation approaches damage taken in the last 10 seconds (assuming equal damage events - which mine are)

    edit:
    http://us.battle.net/wow/en/forum/to...7204?page=3#47
    http://us.battle.net/wow/en/forum/topic/13087818929#2

    e
    dit2:
    using the average value in your DamageMod calculation would be correct if you also included the '2' multiplier.
    Last edited by buoy; 09-27-2014 at 02:48 PM.

  20. #80
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    Where does that 60% reduction come from? Was it mentioned in a blue post or discovered by testing?

    What '2' multiplier?

    The "dungeon raid dummies" in shattrath hit for 60-90k (75k average) every 1.5sec with some Dummy Strike for 50%. Your resolve according to the tooltip ranges from 140% to 200%.

    Calculating the resolve without the dummy strikes:
    DamageMod = (SwingSize/SwingSpeed)/3615.3 = (75.000/1.5)/3615.3 = 13.83011

    Resolve = MAX(0;8.5*(1 - e^(-0.045*13.83011))-1) = 2.938

    293.8% resolve would be roughly double the amount of resolve observed. So there can't be a multiplier of 2.

    Edit: Or has the damage of the tank dummies been adjusted, too?

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