Today is a sad day as Karthis, of my original home server, Garona, will be hanging up his claws. It seems the game has lost it's pull for him. I will miss perusing his blog for some great feral information.
Good luck, Karthis, and as always, may Nature guide your Path!
/salute
In other news, Graylo has pumped out a very nice excel spreadsheet for modeling purposes. I'm gonna link his post, and not the spreadsheet so that you can understand what it is and what its purpose is.
Moonkin Stats and Graylo's New Model
There will be a series of blogs coming shortly that deal with the theoretical damage of both eclipse cycles, some interesting thoughts (hopefully) on DoT uptime, and other such rotation based musings. See you soon!
DOUBLE EDIT: I updated the spreadsheet, took out all of the separate gear lists, cleaned up the interface a little bit, double-checked some of my pointers and feel a lot better about it as a whole.
Download it here!
If you're interested in helping make the spreadsheet better, leave me a message with gear you think I'm missing. I'm no good at crawlers or automation so I'm doing most of this by hand and I'm sure I've missed bits and pieces.
Showing posts with label spreadsheet. Show all posts
Showing posts with label spreadsheet. Show all posts
Friday, May 15, 2009
Tuesday, May 12, 2009
Murmur's Minor Glyph
Eclipse Proccing for Lunar Eclipse
Wouldn't this significantly increase the time it takes to proc a lunar eclipse?
Theoretically yes. Although theoretically this would allow you to use higher values of haste with wrath before GCD clipping. With 600 haste, a 2 second cast with Nature's Grace would become:
2.0 / ((1.2 * 1.05 * 1.03 * 1.03)(1 + (600 / 3297)) = 1.27 seconds
And throw in BL/Heroism you're looking at
2.0 / ((1.4 * 1.2 * 1.05 * 1.03 * 1.03)(1 + (600 / 3297)) = 0.94 second which would still trigger a 1 second global cooldown
That's faster than the possible GCD. And without NG under BL/Heroism:
2.0 / ((1.4 * 1.05 * 1.03 * 1.03)(1 + (600 / 3297)) = 1.08 second
@45% crit we're looking at
(1.00 * 0.6975) + (1.08 * (1 - 0.6975)) = 1.02 seconds for the average cast.
And throw in BL/Heroism you're looking at
2.0 / ((1.4 * 1.2 * 1.05 * 1.03 * 1.03)(1 + (600 / 3297)) = 0.94 second which would still trigger a 1 second global cooldown
That's faster than the possible GCD. And without NG under BL/Heroism:
2.0 / ((1.4 * 1.05 * 1.03 * 1.03)(1 + (600 / 3297)) = 1.08 second
@45% crit we're looking at
(1.00 * 0.6975) + (1.08 * (1 - 0.6975)) = 1.02 seconds for the average cast.
As you can see, we'd still be hitting the hard cap of the GCD during Nature's Grace. This means that despite the increase in cast time, increasing the proc rate on Eclipse would probably cause Lunar rotations to be easier to proc. (Although there would be a significant increase in Solar eclipse damage at higher values of haste, allowing that to scale as well so maybe that would be a balance). So to answer your question, not really. Especially considering most Lunar Boomkins run with higher haste anyway.
Solar Rotation Impact
As mentioned above, I was worried about what would happen to the damage of a Solar eclipse rotation once the cast time got bumped up and we could fire off wraths with larger benefits from haste. For the following calculations, I will assume that my raid buffed druid has 3000 spell power, 45% crit, and 600 haste. Yes, I realize this set may not exist, but it is entirely for demonstrative purposes.Here are some numbers that I'm gonna be using throughout to calculate this.
Normal Wrath Damage: (658 * (3000 * 0.6714))*(1.13 * 1.04 * 1.03) = 3234.58
Critical Wrath Damage: (658 * (3000 * 0.6714))*(1.13 * 1.04 * 1.03)*(2.09) = 6760.27
Eclipse Normal Wrath: (658 * (3000 * 0.6714))*(1.13 * 1.04 * 1.03)*(1.30) = 4204.95
Eclipse Critical Wrath: (658 * (3000 * 0.6714))*(1.13 * 1.04 * 1.03)*(1.30)*(2.90) = 8788.36
Normal Wrath Cast Time: 1.5 /((1.05 * 1.03 * 1.03)(1 + (600 / 3297))) = 1.14
Normal NG Wrath Cast Time: 1.5 /((1.2 * 1.05 * 1.03 * 1.03)(1 + (600 / 3297))) = 0.95 which we round to 1 since the GCD is 1.
Avg Wrath Cast Time: (1 * 0.6975) + (1.14 * (1 - 0.6975)) = 1.04
Glyphed Wrath Damage: (658 * (3000 * 0.6714))*(1.13 * 1.04 * 1.03)*(1.35) = 4366.68
Glyphed Crit Wrath Damage: (658 * (3000 * 0.6714))*(1.13 * 1.04 * 1.03)*(1.35)*(2.09) = 9126.36
Glyphed Eclipse Wrath: (658 * (3000 * 0.6714))*(1.13 * 1.04 * 1.03)*(1.35)*(1.30) = 5676.68
Glyphed Eclipse Crit Wrath: (658 * (3000 * 0.6714))*(1.13 * 1.04 * 1.03)*(1.35)*(1.30)*(2.90) = 11864.29
Glyphed Wrath Cast Time: 2.0/((1.05 * 1.03 * 1.03)(1 + (600 / 3297))) = 1.52
Glyphed NG Wrath Cast Time: 2.0/((1.2 * 1.05 * 1.03 * 1.03)(1 + (600 / 3297))) = 1.27
Avg Glyphed Wrath Cast Time: (1.27 * 0.6975) + (1.52 * (1 - 0.6975)) = 1.35
Now on to the actual details. I am just focusing on the 30 seconds of the fight that we are either in Eclipse or on an Eclipse cooldown. Given the increased cast time, I'm going to assume that Solar rotations are now filling the cooldown time with Wrath spam. For sake of comparison, I will assume that we manage to predict when Starfire was going to crit and did not waste a cast in Eclipse on Starfire. We open by refreshing IS. Then we refresh IS and MF after the Eclipse proc expires.
Critical Wrath Damage: (658 * (3000 * 0.6714))*(1.13 * 1.04 * 1.03)*(2.09) = 6760.27
Eclipse Normal Wrath: (658 * (3000 * 0.6714))*(1.13 * 1.04 * 1.03)*(1.30) = 4204.95
Eclipse Critical Wrath: (658 * (3000 * 0.6714))*(1.13 * 1.04 * 1.03)*(1.30)*(2.90) = 8788.36
Normal Wrath Cast Time: 1.5 /((1.05 * 1.03 * 1.03)(1 + (600 / 3297))) = 1.14
Normal NG Wrath Cast Time: 1.5 /((1.2 * 1.05 * 1.03 * 1.03)(1 + (600 / 3297))) = 0.95 which we round to 1 since the GCD is 1.
Avg Wrath Cast Time: (1 * 0.6975) + (1.14 * (1 - 0.6975)) = 1.04
Glyphed Wrath Damage: (658 * (3000 * 0.6714))*(1.13 * 1.04 * 1.03)*(1.35) = 4366.68
Glyphed Crit Wrath Damage: (658 * (3000 * 0.6714))*(1.13 * 1.04 * 1.03)*(1.35)*(2.09) = 9126.36
Glyphed Eclipse Wrath: (658 * (3000 * 0.6714))*(1.13 * 1.04 * 1.03)*(1.35)*(1.30) = 5676.68
Glyphed Eclipse Crit Wrath: (658 * (3000 * 0.6714))*(1.13 * 1.04 * 1.03)*(1.35)*(1.30)*(2.90) = 11864.29
Glyphed Wrath Cast Time: 2.0/((1.05 * 1.03 * 1.03)(1 + (600 / 3297))) = 1.52
Glyphed NG Wrath Cast Time: 2.0/((1.2 * 1.05 * 1.03 * 1.03)(1 + (600 / 3297))) = 1.27
Avg Glyphed Wrath Cast Time: (1.27 * 0.6975) + (1.52 * (1 - 0.6975)) = 1.35
Normal Wrath Eclipse
Wrath Casts under eclipse effect: 13.96 / 1.04 = 13.42 which we shall down up to 13 since the 14th cast ends while no longer under the eclipse effects.
Average Wrath DPC Under Eclipse: (4024.95 * (1 - 0.45)) + (8788.36 * 0.45) = 6168.49
Avg Wrath Damage Under Eclipse: 6168.49 * 13 = 80190.37
That leaves 30 - (1.04 * 13 + 1.04) = 15.44 seconds of Eclipse cooldown. In that 15.44 seconds we will refresh IS and MF taking a total of 2.08 seconds, leaving 13.36 seconds left to cast wrath spells. Thus we have 13.36 / 1.04 = 12.85 casts which we must round down to 12 in order to avoid accidentally proccing the wrong Eclipse type.
Avg Wrath DPC: (3234.58 * (1 - 0.45)) + (6760.27 * 0.45) = 4821.14
Avg Wrath Damage: 12 * 4821.14 = 57853.68
Total Wrath Damage For Normal Eclipse Cycle: 57853.68 + 80190.37 = 138044.05
Total Wrath DPS For Normal Eclipse Cycle: 138044.05/30 = 4601.47
Glyphed Wrath Eclipse
Average Wrath DPC Under Eclipse: (4024.95 * (1 - 0.45)) + (8788.36 * 0.45) = 6168.49
Avg Wrath Damage Under Eclipse: 6168.49 * 13 = 80190.37
That leaves 30 - (1.04 * 13 + 1.04) = 15.44 seconds of Eclipse cooldown. In that 15.44 seconds we will refresh IS and MF taking a total of 2.08 seconds, leaving 13.36 seconds left to cast wrath spells. Thus we have 13.36 / 1.04 = 12.85 casts which we must round down to 12 in order to avoid accidentally proccing the wrong Eclipse type.
Avg Wrath DPC: (3234.58 * (1 - 0.45)) + (6760.27 * 0.45) = 4821.14
Avg Wrath Damage: 12 * 4821.14 = 57853.68
Total Wrath Damage For Normal Eclipse Cycle: 57853.68 + 80190.37 = 138044.05
Total Wrath DPS For Normal Eclipse Cycle: 138044.05/30 = 4601.47
Wrath Casts under eclipse effect: 13.96 / 1.35 = 10.34 which we shall round down to 10 since the 11th cast finishes while no longer under the eclipse effects.
Avg Glyphed Wrath DPC Under Eclipse: (5676.68 * (1 - 0.45)) + (11864.29 * 0.45) = 8461.10
Avg Glyphed Wrath Damage Under Eclipse: 8461.10 * 10 = 84611
That leaves 30 - (1.35 * 10 + 1.04) = 15.46 seconds of Eclipse cooldown. In that 15.46 seconds we will refresh IS and MF taking a total of 2.08 seconds, leaving 13.38 seconds left to cast wrath spells. Thus we have 13.38 / 1.35 = 9.91 casts which we must round down to 9 in order to avoid accidentally proccing the wrong Eclipse type.
Avg Glyphed Wrath DPC: (4366.68 * (1 - 0.45)) + (9126.36 * 0.45) = 6508.54
Avg Glyphed Wrath Damage: 9 * 6508.54 = 58576.86
Total Wrath Damage For Glyphed Eclipse Cycle: 58576.86 + 84611 = 143187.86
Total Wrath DPS For Glyphed Eclipse Cycle: 143187.86/30 = 4772.93
Avg Glyphed Wrath DPC Under Eclipse: (5676.68 * (1 - 0.45)) + (11864.29 * 0.45) = 8461.10
Avg Glyphed Wrath Damage Under Eclipse: 8461.10 * 10 = 84611
That leaves 30 - (1.35 * 10 + 1.04) = 15.46 seconds of Eclipse cooldown. In that 15.46 seconds we will refresh IS and MF taking a total of 2.08 seconds, leaving 13.38 seconds left to cast wrath spells. Thus we have 13.38 / 1.35 = 9.91 casts which we must round down to 9 in order to avoid accidentally proccing the wrong Eclipse type.
Avg Glyphed Wrath DPC: (4366.68 * (1 - 0.45)) + (9126.36 * 0.45) = 6508.54
Avg Glyphed Wrath Damage: 9 * 6508.54 = 58576.86
Total Wrath Damage For Glyphed Eclipse Cycle: 58576.86 + 84611 = 143187.86
Total Wrath DPS For Glyphed Eclipse Cycle: 143187.86/30 = 4772.93
TL:DR
So it seems to me that the glyphed version of the solar eclipse cycle would allow for an increase of 4772.93 - 4601.47 = 171.46 DPS which is clearly a nice increase. This "extra" dps came from the glyphs ability to allow wrath to scale with haste. This allows the solar rotation to continue to scale with stats just as well as the lunar rotation does, where currently the lunar rotation begins to scale better after 400 haste when wrath casts begin to clip the GCD.
A side note, since editing: The DPS of the glyphed Wrath cycle suffered by essentially one wrath cast in the eclipse cooldown portion. I had .91 of a cast which is easy to imagine that with a good RNG (or even decent RNG) you would garner that cast instead of switching to avoid proccing the wrong eclipse.
Oh Mumurs. I just talked and mathed myself into this as a fix for just about everything excluding our movement issue! How elegant and easy of a solution! Introduce ONE minor glyph that doesn't change the DPS of Wrath and solve a large chunk of our concerns! Well played sir. You have my vote in 2012!
Tuesday, May 5, 2009
Balance Druid Stat Weights
A big thanks goes to Murmurs for the Lunar cycle numbers as well as a plethora of formulas so that we could have a comparative Solar cycle. I have incorporated these values into a page of the spreadsheet based on your current gear and your BiS list.
Percent of Damage:
Insect Swarm: 11%
Moonfire: 7%
Starfire: 32%
Wrath: 46%
Starfall, Force of Nature, proc effects: 3% (ignored due to complications)
Spell Power: 0.877493361
Haste: 0.433181487
Crit: 0.506081945
Spirit: 0.263248008
Int: 0.244704508
Spell Power: 0.87437463
Haste: 0.737575344
Crit: 0.552895115
Spirit: 0.262312392
Int: 0.257225415
Ok, so my synopsis right now is that this wont hold much weight. First, I used Mumurs' theoretical druid to calculate this so that the stats would be relative to his stats. 30% crit, 15% haste, 2700 spellpower. Reading this, we see that under the haste cap, we still benefit most from haste. Once we hit the soft haste cap, crit takes over. Spell power continues to reign supreme (and did so through some very large numbers of haste/crit/SP).
When I ran the calculations for my BiS geared druid, I got some different weights but the rankings stayed mostly constant. I put together one of the highest SP sets I could as well and found that in these instances, crit and haste began to overtake spell power. That said, the high spell power set performed poorly within my DPS model and I would highly recommend against seeking such a thing. Spell power is built in to all of our items with the possible exception of trinkets. You shouldn't actively seek the highest spell power piece, but instead search for the best "secondary" stats on the item. In many cases, the highest spell power piece was NOT the best performing piece given either my weights, Graylo's weights, or Murmurs weights. I'd like to give a nod to Kiliani too, for putting together some very nice dps gear sets. Unfortunately, I could not run his weights because I did not have them.
2. Spellpower is greater than all =]
3. Haste till ~400 then Crit
4. Int~Spi
5. Going too high on haste with a solar rotation causes clipping during the wrath portion of your rotation. This is akin to lost dps.
Lunar Rotation Scaling
Percent of Damage: Insect Swarm: 12% Moonfire: 10% Starfire: 50% Wrath: 25% Starfall, Force of Nature, proc effects: 3% (ignored due to complications)
Spell Power - (0.14957948 * .12) + (.10524679 * .10) + (1.1023188 * .50) + (1.1865983 * .25) = 0.876283192
Haste - (0.0113592254 * .12) + (0.00841851174 * .10) + (1.05240836 * .50) + (0.411537562 * .25) = 0.631293529
Crit - (0 * .12) + (0 * .10) + (0.878345459 * .50) + (1.05686234 * .25) = 0.703388314
Spirit - 0.876283192 * (15/100) = 0.131442479
Intellect - (0.275459945 * 0.703388314) + (0.876283192 * (12/100) = 0.298909289
Okay, so, I know what people are thinking "What!? Crit is so not better than Haste for a Lunar Eclipse rotation! You've done something wrong!" Well, I may have done something wrong, but I don't really think I have, and, if anything, I favored Haste more than Crit in my calculations. The out come isn't all that odd though, and does make some sense. Haste is far better than Crit is when casting Starfire, there is no doubting that, however Haste is essentially worthless for Wrath at this point. However, and here's the fun part, the more Crit you get, the lower a percentage Wrath is going to take up in your rotation, thus increasing the portion of Starfire and netting more gain from Haste. I looked at a wide variety of DPS reports in order to construct these percentages, and I'm quite confident that they are accurate. As I recall, the highest Starfire percentage I saw was from a Druid on Hodir where he had 60% Starfire, and 27% Wrath - although he didn't use Starfall nor Force of Nature (which I thought was odd.)
Do not read this as me saying, or even the data suggesting, that Druids using a Lunar Rotation go out and stack crit and toss out all of their Haste. That isn't the case. Druid should always stack to 400 Haste before anything no matter what rotation they are going to use (and these numbers assume that you already have Wrath Haste capped) - at that point you probably want to focus on getting Crit. Trinkets that have an on-use Haste effect (Haste procs too, although be warry of those as a proc during Wrath spam is sadness and you'd get more out of Crit or Spell Power procs then) and Potions of Speed are still your friend. As is Power Infusion.
Solar Rotation Scaling
Percent of Damage:
Insect Swarm: 11%
Moonfire: 7%
Starfire: 32%
Wrath: 46%
Starfall, Force of Nature, proc effects: 3% (ignored due to complications)
Over 400 Haste
Spell Power: 0.877493361
Haste: 0.433181487
Crit: 0.506081945
Spirit: 0.263248008
Int: 0.244704508
Under 400 Haste
Spell Power: 0.87437463
Haste: 0.737575344
Crit: 0.552895115
Spirit: 0.262312392
Int: 0.257225415
Ok, so my synopsis right now is that this wont hold much weight. First, I used Mumurs' theoretical druid to calculate this so that the stats would be relative to his stats. 30% crit, 15% haste, 2700 spellpower. Reading this, we see that under the haste cap, we still benefit most from haste. Once we hit the soft haste cap, crit takes over. Spell power continues to reign supreme (and did so through some very large numbers of haste/crit/SP).
When I ran the calculations for my BiS geared druid, I got some different weights but the rankings stayed mostly constant. I put together one of the highest SP sets I could as well and found that in these instances, crit and haste began to overtake spell power. That said, the high spell power set performed poorly within my DPS model and I would highly recommend against seeking such a thing. Spell power is built in to all of our items with the possible exception of trinkets. You shouldn't actively seek the highest spell power piece, but instead search for the best "secondary" stats on the item. In many cases, the highest spell power piece was NOT the best performing piece given either my weights, Graylo's weights, or Murmurs weights. I'd like to give a nod to Kiliani too, for putting together some very nice dps gear sets. Unfortunately, I could not run his weights because I did not have them.
TL:DR
1. Hit till capped.2. Spellpower is greater than all =]
3. Haste till ~400 then Crit
4. Int~Spi
5. Going too high on haste with a solar rotation causes clipping during the wrath portion of your rotation. This is akin to lost dps.
Monday, May 4, 2009
BiS and Theoretical DPS spreadsheet
EDIT: This workbook is constantly being updated and I will (hopefully) soon have a user friendly version to bring you full of dropdown selection menus, automated importing of the selected item's stats, and creamy goodness. If you think I missed an item (and I know i did) send me a message or leave me a comment. I'll add it in!
I have been working on modeling this DPS spreadsheet for a little bit now. The long and short of this is that this is an alpha release of this. I'm stuck seeing this as I want to see it. So what I need from any interested reader is a review of it. What buffs/debuffs are missing in my dps calculations? The percentages for the rotation came from my own WWS reports on uptime of DoTs and spellcasts all normalized to 100%. Treants and starfall were ignored. Along with this are some other proposed BiS and some musings on NG uptime. If you don't have a pretty good knowledge of excel, you may not want to tinker with this. PS, this is a total clutter. It needs to have all the names cleaned up and much much more. I'm looking for content at the moment, not succinctness nor aesthetics. Thanks!
Moonkin Spreadsheet
I do realize there is a spreadsheet out there called WrathCalcs. I built this to try to get a better understanding of how to model moonkin damage (and thereby choose stats). It is not intended to correct or compete with WrathCalcs in any way.
I have been working on modeling this DPS spreadsheet for a little bit now. The long and short of this is that this is an alpha release of this. I'm stuck seeing this as I want to see it. So what I need from any interested reader is a review of it. What buffs/debuffs are missing in my dps calculations? The percentages for the rotation came from my own WWS reports on uptime of DoTs and spellcasts all normalized to 100%. Treants and starfall were ignored. Along with this are some other proposed BiS and some musings on NG uptime. If you don't have a pretty good knowledge of excel, you may not want to tinker with this. PS, this is a total clutter. It needs to have all the names cleaned up and much much more. I'm looking for content at the moment, not succinctness nor aesthetics. Thanks!
Moonkin Spreadsheet
I do realize there is a spreadsheet out there called WrathCalcs. I built this to try to get a better understanding of how to model moonkin damage (and thereby choose stats). It is not intended to correct or compete with WrathCalcs in any way.
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