It's obvious that we need exact description of both spells. Unfortunatelly I couldn't find any usefull info about Vanilla theorycrafting. There are too few and not valid sources in internet. Also I have tried to find any formulas in source codes of such addons like Theorycraft - unsuccessfully.
[Rip] is going first.
All recieved information is pretty similar with the next one, except the formulas keep in mind - we use 1.12 spell data base
With the help of ItemRack addon I created more than 40 item sets where my attack power in cat form varies between 350 and 850. Here you can check the base for further calculations.
Here are my measured control values there were a lot more of them, I left the most usefull ones
For [Rip] rank 6 ability, applied after 1 combo point is generated, I got next result:
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[RIP, r6, 1cp, 399ap] = 48(damage per tick)x6(ticks) = 288
[RIP, r6, 1cp, 400ap] = 49(damage per tick)x6(ticks) = 294
[RIP, r6, 1cp, 499ap] = 49(damage per tick)x6(ticks) = 294
[RIP, r6, 1cp, 500ap] = 50(damage per tick)x6(ticks) = 300
[RIP, r6, 1cp, 599ap] = 50(damage per tick)x6(ticks) = 300
[RIP, r6, 1cp, 600ap] = 51(damage per tick)x6(ticks) = 306
[RIP, r6, 1cp, 699ap] = 51(damage per tick)x6(ticks) = 306
[RIP, r6, 1cp, 700ap] = 52(damage per tick)x6(ticks) = 312
[RIP, r6, 1cp, 799ap] = 52(damage per tick)x6(ticks) = 312
[RIP, r6, 1cp, 800ap] = 53(damage per tick)x6(ticks) = 318
As you can see we recieve +6 dmg per 100 ap. It's an arithmetic progression where initial term is 270. So the formula looks like 270 + 6 * ( ap / 100 ) By (ap/100) I meant the number of hundreds of ap. The result of devision is rounded down. For example: 1454 / 100 -> 14; 32 / 11 -> 2; 5.68 / 2 -> 2
In this case if you have 723 ap your formula for 1cp [Rip] looks like 270 + 6 * 7 = 312. This also means that you will not recieve damage improvement untill you gather atleast 77 more ap. Each step is 6 dmg. Plot of dependence between damage and ap looks like stairs, not the line
[Rip] rank 6 ability, applied after 2 combo points are generated:
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[RIP, r6, 2cp, 399ap] = 80(damage per tick)x6(ticks) = 480
[RIP, r6, 2cp, 400ap] = 81(damage per tick)x6(ticks) = 486
[RIP, r6, 2cp, 499ap] = 82(damage per tick)x6(ticks) = 492
[RIP, r6, 2cp, 500ap] = 83(damage per tick)x6(ticks) = 498
[RIP, r6, 2cp, 599ap] = 84(damage per tick)x6(ticks) = 504
[RIP, r6, 2cp, 600ap] = 85(damage per tick)x6(ticks) = 510
[RIP, r6, 2cp, 699ap] = 86(damage per tick)x6(ticks) = 516
[RIP, r6, 2cp, 700ap] = 87(damage per tick)x6(ticks) = 522
[RIP, r6, 2cp, 799ap] = 88(damage per tick)x6(ticks) = 528
[RIP, r6, 2cp, 800ap] = 89(damage per tick)x6(ticks) = 534
We recieve +6 dmg per 50 ap.
The formula is 438 + 6 * ( ap / 50 )
[Rip] rank 6 ability, applied after 3 combo points are generated:
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[RIP, r6, 3cp, 399ap] = 112(damage per tick)x6(ticks) = 672
[RIP, r6, 3cp, 400ap] = 113(damage per tick)x6(ticks) = 678
[RIP, r6, 3cp, 499ap] = 115(damage per tick)x6(ticks) = 690
[RIP, r6, 3cp, 500ap] = 116(damage per tick)x6(ticks) = 696
[RIP, r6, 3cp, 599ap] = 118(damage per tick)x6(ticks) = 708
[RIP, r6, 3cp, 600ap] = 119(damage per tick)x6(ticks) = 714
[RIP, r6, 3cp, 699ap] = 121(damage per tick)x6(ticks) = 726
[RIP, r6, 3cp, 700ap] = 122(damage per tick)x6(ticks) = 732
[RIP, r6, 3cp, 799ap] = 124(damage per tick)x6(ticks) = 744
[RIP, r6, 3cp, 800ap] = 125(damage per tick)x6(ticks) = 750
We recieve +6 dmg per 33.(3) ap.
The formula is 606 + 6 * ( ap / 33.(3) )
[Rip] rank 6 ability, applied after 4 combo points are generated:
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[RIP, r6, 4cp, 399ap] = 144(damage per tick)x6(ticks) = 864
[RIP, r6, 4cp, 400ap] = 145(damage per tick)x6(ticks) = 870
[RIP, r6, 4cp, 499ap] = 148(damage per tick)x6(ticks) = 888
[RIP, r6, 4cp, 500ap] = 149(damage per tick)x6(ticks) = 894
[RIP, r6, 4cp, 599ap] = 152(damage per tick)x6(ticks) = 912
[RIP, r6, 4cp, 600ap] = 153(damage per tick)x6(ticks) = 918
[RIP, r6, 4cp, 699ap] = 156(damage per tick)x6(ticks) = 936
[RIP, r6, 4cp, 700ap] = 157(damage per tick)x6(ticks) = 942
[RIP, r6, 4cp, 799ap] = 160(damage per tick)x6(ticks) = 960
[RIP, r6, 4cp, 800ap] = 161(damage per tick)x6(ticks) = 966
We recieve +6 dmg per 25 ap.
The formula is 774 + 6 * ( ap / 25 )
[Rip] rank 6 ability, applied after 5 combo points are generated:
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[RIP, r6, 5cp, 399ap] = 172(damage per tick)x6(ticks) = 1032
[RIP, r6, 5cp, 400ap] = 173(damage per tick)x6(ticks) = 1038
[RIP, r6, 5cp, 499ap] = 176(damage per tick)x6(ticks) = 1056
[RIP, r6, 5cp, 500ap] = 177(damage per tick)x6(ticks) = 1062
[RIP, r6, 5cp, 599ap] = 180(damage per tick)x6(ticks) = 1080
[RIP, r6, 5cp, 600ap] = 181(damage per tick)x6(ticks) = 1086
[RIP, r6, 5cp, 699ap] = 184(damage per tick)x6(ticks) = 1104
[RIP, r6, 5cp, 700ap] = 185(damage per tick)x6(ticks) = 1110
[RIP, r6, 5cp, 799ap] = 188(damage per tick)x6(ticks) = 1128
[RIP, r6, 5cp, 800ap] = 189(damage per tick)x6(ticks) = 1134
We recieve +6 dmg per 25 ap. Same as previous one
The formula is 942 + 6 * ( ap / 25 )
Update #1:
Ability is affected by druid's talent - Natural Weapons. Total outcoming damage of [Rip] is multiplied by 1 + 0.02 * [number of talents invested in Natural Weapons]. After attack power applying, but before further modifiers like warrior's shield wall.
Tested on Nostalrius, 07.12.2015
My Conclusion:
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[RIP, r6, 1cp] = ( 270 + 6 * ( ap / 100 ) ) * ( 1 + 0.02 * [number of talents invested in Natural Weapons] )
[RIP, r6, 2cp] = ( 438 + 6 * ( ap / 50 ) ) * ( 1 + 0.02 * [number of talents invested in Natural Weapons] )
[RIP, r6, 3cp] = ( 606 + 6 * ( ap / 33.(3) ) ) * ( 1 + 0.02 * [number of talents invested in Natural Weapons] )
[RIP, r6, 4cp] = ( 774 + 6 * ( ap / 25 ) ) * ( 1 + 0.02 * [number of talents invested in Natural Weapons] )
[RIP, r6, 5cp] = ( 942 + 6 * ( ap / 25 ) ) * ( 1 + 0.02 * [number of talents invested in Natural Weapons] )
Tested on Nostalrius, 06.20.2015
Feel free to search for mistakes. That's the main reason I post this information.
PS Few more parts of theorycrafting inc