Theck's MATLAB thread - Cataclysm/4.x
Moderators: Fridmarr, Worldie, Aergis, theckhd
Re: Theck's MATLAB thread - Cataclysm/4.x
Octave doesn't throw any errors for that code but it has been running for about 3 minutes without finishing.
Edit: nevermind, it works perfectly in Octave
Edit: nevermind, it works perfectly in Octave
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bentglasstube - Posts: 40
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- Location: Phoenix, AZ
Re: Theck's MATLAB thread - Cataclysm/4.x
Is Vengeance more or less functional on b12759 ? If so, there are a few things that need to be clarified :
I. damage type (physical/magic/environmental)
II. passive damage reduction effects (armor)
III. active DREs (both intrinsic, say AD, and extrinsic, say PS)
IV. absorb effects
Appending :
Is plate spec functional in b12803 ? If so...
I. Does the activation require 8/8 plate ? Is x/x enough, for x<8 ? (mostly of academic interest, to get the mechanics pinned down)
II. How exactly does it interact with the other STA modifiers ?
For reference, the current implementation :
- Code: Select all
player.sta=floor((base.sta+mdf.mining).*(1+(mdf.TbtL./40)).*mdf.BoK)+ ...
floor((gear.sta+mdf.PWF+extra.sta).*(1+(mdf.TbtL./40)).*mdf.BoK);
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tlitp - Posts: 552
- Joined: Mon Jul 27, 2009 3:25 pm
Re: Theck's MATLAB thread - Cataclysm/4.x
tlitp wrote:Appending :
Is plate spec functional in b12803 ? If so...
I. Does the activation require 8/8 plate ? Is x/x enough, for x<8 ? (mostly of academic interest, to get the mechanics pinned down)
II. How exactly does it interact with the other STA modifiers ?
For reference, the current implementation :
- Code: Select all
player.sta=floor((base.sta+mdf.mining).*(1+(mdf.TbtL./40)).*mdf.BoK)+ ...
floor((gear.sta+mdf.PWF+extra.sta).*(1+(mdf.TbtL./40)).*mdf.BoK);
I. Yes, the activation requires every item to be plate. If one slot contains cloth/leather/mail or it's empty, the bonus is canceled.
II. Tested. It follows the same pattern.
- Code: Select all
player.sta=floor((base.sta+mdf.mining).*(1+(mdf.TbtL./40)).*mdf.BoK.*mdf.PlSp)+ ...
floor((gear.sta+mdf.PWF+extra.sta).*(1+(mdf.TbtL./40)).*mdf.BoK.*mdf.PlSp);
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Marblehead - Posts: 202
- Joined: Sun Aug 02, 2009 9:28 pm
- Location: Bloodhoof (EU)
Re: Theck's MATLAB thread - Cataclysm/4.x
tlitp wrote:Is Vengeance more or less functional on b12759 ? If so, there are a few things that need to be clarified :
I. damage type (physical/magic/environmental)
II. passive damage reduction effects (armor)
III. active DREs (both intrinsic, say AD, and extrinsic, say PS)
IV. absorb effects
I. Any damage type. Whenever you take damage, no matter where it came from, Vengeance is generated.
II-IV. Vengeance is based purely on damage taken (i.e. hitpoints lost), not the raw hit. That said, since the effects II-IV reduce damage taken, they reduce the Vengeance generation.
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Marblehead - Posts: 202
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- Location: Bloodhoof (EU)
Re: Theck's MATLAB thread - Cataclysm/4.x
Marblehead wrote:II-IV. Vengeance is based purely on damage taken (i.e. hitpoints lost), not the raw hit.
Did you test explicitly #4 ? Say x (pre-mitigation)->y (post)->z (post-absorb). Does Vengeance scale with y or with z ?
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tlitp - Posts: 552
- Joined: Mon Jul 27, 2009 3:25 pm
Re: Theck's MATLAB thread - Cataclysm/4.x
tlitp wrote:Marblehead wrote:II-IV. Vengeance is based purely on damage taken (i.e. hitpoints lost), not the raw hit.
Did you test explicitly #4 ? Say x (pre-mitigation)->y (post)->z (post-absorb). Does Vengeance scale with y or with z ?
Let's say that a mob hits for 1k damage post-mitigation. Then:
a) For every "full" hit, Vengeance generates 1000*0.05= 50 attack power.
b) If the hit is blocked, Vengeance generates 1000*0.7*0.05= 35 attack power.
c) If the hit is partially absorbed for 500 damage, Vengeance generates (1000-500)*0.05= 25 attack power.
d) If the hit is fully absorbed, Vengeance doesn't generate any attack power.
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Marblehead - Posts: 202
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- Location: Bloodhoof (EU)
Re: Theck's MATLAB thread - Cataclysm/4.x
Do Reckoning-based hits proc Righteousness ? Do they apply Censure ?
For the second one : either track the stack counter, either duel a Rogue (synchronizing Reckoning with Evasion).
EDIT : To clarify the current Vengeance mechanics. Stacking buff, adding 5%*damage per stack (up to a total of 10%*health), 15 sec duration. Correct ?
For the second one : either track the stack counter, either duel a Rogue (synchronizing Reckoning with Evasion).
EDIT : To clarify the current Vengeance mechanics. Stacking buff, adding 5%*damage per stack (up to a total of 10%*health), 15 sec duration. Correct ?
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tlitp - Posts: 552
- Joined: Mon Jul 27, 2009 3:25 pm
Re: Theck's MATLAB thread - Cataclysm/4.x
That doesn't bode well... the more damage we adsorb, block, parry or dodge the less vengeance we generate?
Well crap. That doesn't bode well for gear scaling at all.
Well crap. That doesn't bode well for gear scaling at all.
Ellifain @ Khaz'Goroth does not approve of torture, save where there's experience/rep/loot involved.
- masterpoobaa
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Re: Theck's MATLAB thread - Cataclysm/4.x
@Theck: I have beta access (and have for quite a while now) and will test anything in this thread.
I'll go through a bit more tomorrow and try to test any untested things.
I'll go through a bit more tomorrow and try to test any untested things.
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Petrus - Maintankadonor
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Re: Theck's MATLAB thread - Cataclysm/4.x
I have been doing some testing on the beta with vengeance it appears to decay linearly (10% of the AP value after last increase every 2s) over 20s from the last time you take damage.
- Kierly
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Re: Theck's MATLAB thread - Cataclysm/4.x
Kierly wrote:I have been doing some testing on the beta with vengeance it appears to decay linearly (10% of the AP value after last increase every 2s) over 20s from the last time you take damage.
Discuss the current implementation here, please keep this thread clean.
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tlitp - Posts: 552
- Joined: Mon Jul 27, 2009 3:25 pm
Re: Theck's MATLAB thread - Cataclysm/4.x
I made some pretty major changes to the prio_sim and prio_model modules this morning. I'm still not completely pleased with it, but I've run out of time to spend on it today. I plan on making some more edits later on to make it easier to track and handle procs (like Sacred Duty).
If someone wouldn't mind making another pass through ability_model and updating the base damages and ap/sp coefficients to reflect level 85 in the latest beta build, I'd appreciate it. Bonus points if you make an "ability_model_PTR" version that contains the level 80 values for 4.0.
If someone wouldn't mind making another pass through ability_model and updating the base damages and ap/sp coefficients to reflect level 85 in the latest beta build, I'd appreciate it. Bonus points if you make an "ability_model_PTR" version that contains the level 80 values for 4.0.
"Theck, Bringer of Numbers and Pounding Headaches," courtesy of Grehn|Skipjack.
MATLAB 5.x, Call to Arms 5.x, Talent Spec & Glyph Guide 5.x, Blog: Sacred Duty
MATLAB 5.x, Call to Arms 5.x, Talent Spec & Glyph Guide 5.x, Blog: Sacred Duty
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theckhd - Moderator
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Re: Theck's MATLAB thread - Cataclysm/4.x
Updated the ability_model module today. It's interesting to note that according to wowhead, AS and HammerNova (HotR's aoe component) lost its AP and SP scaling, and exorcism now uses 15% of max([SP AP]) to determine damage instead of 15% of (AP+SP).
"Theck, Bringer of Numbers and Pounding Headaches," courtesy of Grehn|Skipjack.
MATLAB 5.x, Call to Arms 5.x, Talent Spec & Glyph Guide 5.x, Blog: Sacred Duty
MATLAB 5.x, Call to Arms 5.x, Talent Spec & Glyph Guide 5.x, Blog: Sacred Duty
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theckhd - Moderator
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Re: Theck's MATLAB thread - Cataclysm/4.x
Push the commit. I have one waiting in queue.
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tlitp - Posts: 552
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Re: Theck's MATLAB thread - Cataclysm/4.x
I already did earlier today while MT was down. It should be r67.
"Theck, Bringer of Numbers and Pounding Headaches," courtesy of Grehn|Skipjack.
MATLAB 5.x, Call to Arms 5.x, Talent Spec & Glyph Guide 5.x, Blog: Sacred Duty
MATLAB 5.x, Call to Arms 5.x, Talent Spec & Glyph Guide 5.x, Blog: Sacred Duty
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theckhd - Moderator
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