Wosser wrote:So...
As a very raw calculation, ToeP would give an average of 29,166 spelldmg IF it comes off cooldown the second the bossfight ends, the longer it is on cd at the end of a fight, the higher its uptime was during it and the better is was in general, so i would prefer ToeP over Reed.
Sure, but now you're talking about variables you can't control. If you mean that sometimes ToEP is going to be better than that average, I'm not going to dispute that, but if you're suggesting that its never going to preform under that "raw" calculation, I'm just going to disagree with you. Due to it's relatively short CD ToEP isn't going to be the kind of thing you can just not use and not be penalized. If there is a chance of something that is going to prevent your chain casting during those 15 seconds--even for one second--you're going to miss out on at least one shadowbolt cast (possibly 2 or 3) and then it suddenly has significantly less uptime.
Sure, it would be wise not to pop it directly before such a situation arises, but while you're not losing as much uptime when you use it inteligently, you're still losing uptime and it is preforming worse than the "raw calculation." My point is simply that its not the greatest choice for all fights (I might even be inclined to argue the majority of fights where progression actually matters) and all we can go off with things like this are averages. If you'd like to do a more indepth calculation where you'd calculate the average length of each boss fight and the average probability that your uptime could be interrupted be my guest.
Due to how difficult it would be to calculate the probability of such things, personally I prefer to play it safe. However, I definitely see the merit in using ToEP on certain boss fights (but I believe I originally said that).
For the stat values: If you have the general formula for your dps (dunno if the one i posted somewhere in this thread is completely correct), the hardest thing is probably finding the gradient, so the derivations to spellldmg, hit and crit respectively. Then you just insert your stats and get the proportions to each other. Hope my english doesn't suck too much >.<
Honestly, you don't need to do that at all. You're making this much more complicated than it is. For simplicity sake I'm going to ignore mana and lifetap time and its benefit from spell power (though that isn't all that complicated to figure out either I just want to go to bed).
Since our damage is literally spamming shadowbolt as much as possible, all we need to know is the damage formula for shadowbolt:
where
s= spelldamage
h= hit
c= crit
(481.5+3*s/3.5)*h*c=damage
When we want to see how much of an increase in damage hit/crit is going to give us literally all we need to do is plug in our hit/crit values and then add one to each value one at a time and see the extra damage that is gained. Once we do that, we can easily make a good estimation on how much damage will be added.
Now sure, I'm ignoring a lot of variables in this such as CoS, Shadow weaving, DS, ect. But since those values are just static modifiers it will apply evenly across the board (thank god for PEMDAS).
Really, you don't need to calculate 1k shadowbolts to see how much of a benefit that is (and after all that's quite an arbitrary number). And you don't have to actually graph an equation in 4 dimensional space. It's much simpler and easier just to look at one cast and see how much average damage the increase will be.