Slicy wrote:Alright sounds like the most accurate way of modeling Crusader. The "chance on hit" bug is making me think it can lead to more dps than 15 agi² with luck and the ability to play around procs & CDs relatively well.
On this subject, I'm sure it has to be taken seriously as I got a Perd proc from a dodge, same thing with Fiery Weapon enchant for another person, Crusader and poisons can proc from "immune" swings (not 100% sure, but "immune" shouldn't be considered as a "hit" in my opinion). It can also explain why weapons like Vis'Kag with a neat damage proc might in fact result in more dps than weapons we'd consider "better" on the paper.
Then this bug should be reported to the staff and fixed in priority I guess :'(.
Slicy wrote:As for DM & Felwood, I'm guessing the base chance to crit with poisons is indeed 0% as poison crits never happen otherwise. Same thing for DMC:M, never got a single crit so far without DM/Felwood/Ony.
Forgot to mention the 10% more spellcrit from Ony buff too.
EDIT : Base spellcrit chance is indeed 0% for rogues in vanilla. However, a guildmate got a Maelstrom crit without having any buffs directly increasing spellcrit chance like above mentionned ones.
Now the funny part is, rogues aren't supposed to get +spellcrit chance from intellect in vanilla. Yet Maelstrom crit happened with only an Arcane Intellect as buffs. I'm guessing the intellect into spellcrit conversion for rogues was changed from 0 to a >0 amount in TBC and we might have it on Nost. I'll make some tests in couple days with maximum intellect gear/buffs and see if I can reproduce a Maelstrom and/or poison crit.
Any extra information is welcomed ofc.
Alright, I'll put the base crit chance to 0,00% then, waiting for any information related to Intellect
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Well unless the target has Nature Resistance other than the 24 innate R. from being level 63, the TF proc shouldn't change anything regarding IP & DMC:M.
I guess I could add a section where one could edit their target's Resistances & shit to show the impact on IP & DMC:M tho. Not hard to do at all. I'm just too lazy for now, maybe later :p.
Proven wrote:1. Felwood buff
The Felwood buff is currently only modeled with +5% Crit. However, the buff also gives +15 to all attributes.
I indeed overlooked that
, will be fixed, thanks!
Proven wrote:2. Miss-chance for white-hits
In your assumptions you’re talking about 27% miss-chance for white-hits against a raid boss. However, going over your calculations for the critcap, it appears you calculate with 24.6%. So your critcap calculation is correct, but the assumption is not. This also correspondents with the values in Oto’s guide (big props to him aswell!).
I have to admit I'm not following you : in my spreadsheet, I assumed a base Miss chance of 27% for a Rogue with 300 Daggers against a boss.
I did use the formula making the five first points of +Daggers worth 2% hit though, so if you look at a "naked" setup, you'll have a built-in 5% hit from Precision & 305 Weapon Skill from Weapon Expertise, giving you 27 - 2 - 5 = 20% Miss rate in the Details tab (cell I7).
Regarding my critcap calculations, well it isn't actually a "calculation", it just warns you when there isn't any Hit in the Attack Table, and then makes the substraction between the "actual" crit in the table and the "buffed" one you had in the Overview Tab, nothing more (well it just withdraws some crit to take into account the difference between Weapon Skill & Defense, which wasn't down right in the Overview tab to allow a quick check of one's in-game stats with the spreadsheet, as explained in the Read Me tab).
Anyway I might have understood you wrong here, so please tell me if you saw a mistake from me
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Proven wrote:3. Classbuffs
If you are modeling the classbuffs with talents you should do so consistently or give the user a choice of untalented / talented values. Currently there is no way to check except to pull out your calculator.
Battleshout is modeled with a value of 290. This would be the value of rank 7 (released with AQ20) and 5/5 talents (232 base * 1.25 talents = 290). The correct value as of today should be 185 base * 1.25 talents = 231.25.
Blessing of Might is modeled with the untalented value of 185. Talented value would be 185 base * 1.2 talent = 222.
Gift of the Wild is modeled with the untalented value of +16 all attributes. Talented value would be 16 base * 1.35 talent = 21.6.
Well, obviously I've been too careless when setting up these buffs, thanks for the numbers.
It's kind of a choice from me to always assume max Talented values for all buffs, since I assume everyone is playing the best possible PvE spec & shit.
I'll make sure every buff is Talented / Untalented in a consistent way though, or maybe I'll add a way to chose if you want an improved BoM or not, I'll see.
==> On the same matter, can anyone tell me exactly how much Agility / Strength are Grace of Air & Strength of Earth Totems? With / WIthout any talent that might affect them
. And Windfury too, the exact AP bonus.
And most importantly, the stats of some naked Trolls / Orcs / Undead Rogues at level 60 would save me some time and allow me to include them in my spreadsheet!
Proven wrote:4. Questions / Suggestions
Firstly, I can’t find the place in the spreadsheet where you put in the values for worldbuffs. Is there any way to check them apart calculating them from buffed / unbuffed values?
Secondly, it would be really nice to be able to edit the stats in a freeform format (editing all values manually). Sounds like a lot of work to me though.
Oh, you mean getting the Normal / BF / AR / BF + AR & Average DPS gains from Onyxia, Felwood, Hakkar's head & shit? No, indeed, it's not possible to see that apart from checking your DPS with / without them.
It seems pretty easy to add this feature though, so I might add it
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Thank you for your feedback, Proven, much appreciated!
Regards,
Youfie