[PvP] The BiS for the current content (updated for 1.8!)

Re: The BiS for the current content (updated for 1.7 and ZG!

by vinceyoung » Tue Dec 01, 2015 7:11 am

Pizzashoes wrote:
sumail wrote:---


Just do partial derivatives of the damage equation with respect to spell power, crit, and hit.


Not really sure if that would be more accurate are you talking about using the derivatives then multiplying it by the spellpower or crit you want to increase to?

For example lets rewrite this equation as f(x,y,z) = (0.83+z)(A+Bx)(1+y)
where z = hit%/100, x = Spell power, y = crit%/100

so df/dx = B(0.83+z)(1+y) and df/dy = (0.83+z)(A+Bx)

So then you plug in your values ( x = 750, B = 0.814, A = 446.5 z = 0.16), and do df/dx*21 and df/dy*0.02 (21 spell dmg added with Ringos vs 2% crit added with bloodvine)?

When I did this for 20% crit still shows bloodvine is better but at 25% it shows Ringos is better. Anyway I think this is more of an approximation method kinda like Taylor series expansion. Not really sure though my calculus knowledge is really rusty. Also not sure if this is what you had in mind.
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Re: The BiS for the current content (updated for 1.7 and ZG!

by sumail » Tue Dec 01, 2015 10:11 am

Honestly though does it make any difference? I just wanted to show that Ringo's is competitive with bloodvine boots and is even better in most cases (unflasked).
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Re: The BiS for the current content (updated for 1.7 and ZG!

by MageQT » Wed Dec 02, 2015 7:31 pm

you guys really using calculus to find out which item is better? smh fucking nerds
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Re: The BiS for the current content (updated for 1.7 and ZG!

by iii » Wed Dec 02, 2015 7:33 pm

Hey OP, did you take into account that the R13 gear was updated? It seems really powerful now
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Re: The BiS for the current content (updated for 1.7 and ZG!

by Dreez » Wed Dec 02, 2015 10:06 pm

Lazermon wrote:
FiveWeeksOneMinute wrote:Assuming the OP is not yet changed for updated r12 and r13 pieces?


I could add the r13 helm to honorable mentions, thats about it. The set is very good, but in terms of pure damage, it's not the best available.
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Re: The BiS for the current content (updated for 1.7 and ZG!

by Pizzashoes » Thu Dec 03, 2015 7:39 am

I was saying that the way to do Stat weights is by taking partial derivatives. That's not an approximation; that's just correct. The way it works out is that the more spellpower/crit you have, the more damage each point of hit will do, and so forth.
vinceyoung wrote:
Pizzashoes wrote:
sumail wrote:---


Just do partial derivatives of the damage equation with respect to spell power, crit, and hit.


Not really sure if that would be more accurate are you talking about using the derivatives then multiplying it by the spellpower or crit you want to increase to?

For example lets rewrite this equation as f(x,y,z) = (0.83+z)(A+Bx)(1+y)
where z = hit%/100, x = Spell power, y = crit%/100

so df/dx = B(0.83+z)(1+y) and df/dy = (0.83+z)(A+Bx)

So then you plug in your values ( x = 750, B = 0.814, A = 446.5 z = 0.16), and do df/dx*21 and df/dy*0.02 (21 spell dmg added with Ringos vs 2% crit added with bloodvine)?

When I did this for 20% crit still shows bloodvine is better but at 25% it shows Ringos is better. Anyway I think this is more of an approximation method kinda like Taylor series expansion. Not really sure though my calculus knowledge is really rusty. Also not sure if this is what you had in mind.


I was being an elitist prick looking down at someone using algebra to solve a calculus problem.

I think Stat weights are way less useful than just plugging in sets of items and comparing the total damage output anyway, because items have changes in more than one variable which will lead to approximations for the weights, unless you're integrating it.
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Re: The BiS for the current content (updated for 1.7 and ZG!

by sumail » Thu Dec 03, 2015 8:42 am

No idea why you think this isn't an algebra problem. I mean between using Ringos and Bloodvine the difference is 2% crit vs 21 Spell power. We have an equation that lets us compare 2% crit vs 21 spell power in damage output.

DMG = (0.83 + z)(A+Bx)(1+y), so just make some assumptions for your spell power, crit, and hit (hit doesn't even matter anway since we're gonna compare spellpower to crit). Plug in increase crit by 2% and compute the DMG get a number, then back calculate using the original crit value and find the spell power needed to achieve the same number. Now you have an "equivalant spellpower" at these conditions to 2% crit. Then check if this equivalent spellpower is higher or lower than 21 spell power. This problem is simple and doesn't require any calculus.
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Re: The BiS for the current content (updated for 1.7 and ZG!

by Lazermon » Thu Dec 03, 2015 10:53 am

You seem to treat spellpower as damage, stop doing that. (and to add to that, dont bother trying to calculate average damage, just hit some frostbolts in a raid environment, it will give you more reliable information)
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Re: The BiS for the current content (updated for 1.7 and ZG!

by sumail » Thu Dec 03, 2015 11:59 am

Not sure I understand. Spell power is damage in the sense that it can be converted into what you see when you attack a mob. Spell power gets multiplied by your frostbolt coefficient (0.814) and added to your spells base damage, I think we all agree with that right? Correct me if i'm wrong but I believe for fireball the spell power coefficient is 1 so the spell power you get from gear literally just adds 1:1 to the damage you do on hits.

The equation isn't really meant as a way of calculating your average damage I probably chose poor wording by calling it that. It's used to show how crit/hit/spell power relate to each other for the damage you do. Because anything else not shown in this equation used to increase your damage will simply be a multiplier to the equation (Arcane power/COE/nightfall) and will have no impact on how crit/hit/spell power relate.
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Re: The BiS for the current content (updated for 1.7 and ZG!

by Lazermon » Thu Dec 03, 2015 12:36 pm

The higher your damage, the better hit and crit becomes.

If you ignore things that make you deal more damage, how are you supposed to know how good hit and crit is?

Is your reasoning that it increases the worth of your crit, hit and spell power by exactly the same amount?
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