A Call to Arms - MoP Mechanics Testing

Warning: Theorycraft inside.

Moderators: Fridmarr, Worldie, Aergis, theckhd

Re: A Call to Arms - MoP Mechanics Testing

Postby theckhd » Fri Mar 23, 2012 10:20 am

Mechanics changes are about all we can test right now. Things like seal behavior and triggers are unlikely to change with tuning. Damage values are much more volatile (and frankly, I'm not even interested in them until lvl 90 in the first place).
"Theck, Bringer of Numbers and Pounding Headaches," courtesy of Grehn|Skipjack.
Simcraft 6.x, Call to Arms 6.0, Talent Spec & Glyph Guide 6.x, Blog: Sacred Duty
User avatar
theckhd
Moderator
 
Posts: 6211
Joined: Thu Jul 31, 2008 3:06 pm
Location: Harrisburg, PA

Re: A Call to Arms - MoP Mechanics Testing

Postby tlitp » Fri Mar 23, 2012 1:35 pm

1. Weapon normalization.
Grab a DS and a BA, use the default gear set, cast 2 SoT and 2 HotR on a low-level dummy (one for each weapon, respectively). Report if the damage values are dissimilar or not.

2. EF and Cons as triggers for dynamic effects.
Enchant any weapon with HS, find any isolated low-level dummy (no clustering, you must hit only one target), proceed to pound it with a sequence of HotR>Eternal Flame (1 HoPow). Use SoI and autoattacks freely. Stop after 30 EF casts (or after the first proc, whichever happens first) and upload the log.
Repeat the procedure using only AAs and Cons. Stop at 50 Cons casts, irregardless of the occurring procs (if any).

3. GrCr.
Being naked (0 hit/exp), using SoI, cast CS on a boss-level dummy. Stop after 30 CS casts and upload the log.

4. AW.
Stack Censure on a low-level dummy, cast a Cons, interrupt any attacks, wait ~3s, cast AW. Report if Cens/Cons update their damage values on-the-fly or not.

5. SoR.
Being naked (0 hit/exp), using SoR, grab a DS and pound a boss-level dummy from the front. Use only autoattacks. Position yourself so that you're able to cleave SoR (a second target in proximity). Stop after 500 AAs (~10 mins) and upload the log.
User avatar
tlitp
 
Posts: 487
Joined: Mon Jul 27, 2009 3:25 pm

Re: A Call to Arms - MoP Mechanics Testing

Postby Jaannaa » Fri Mar 23, 2012 3:39 pm

Rhiannon wrote:Using a weapon with a random haste proc is probably not a great idea for testing proc rates.


My bad >.<

I tested again...

Test #7: Seal of Insight proc rate

Build: 5.0.1 (15464)
AP: 7859
SP: 3908
Weapon: Venerable Dal'Rend's Sacred Charge (2.8) (http://www.wowhead.com/item=42945)
Glyphs: None
Toon level: 85
Dummy level: 60 (attacked from behind)

WoL: http://www.worldoflogs.com/reports/eku7 ... details/0/
Jaannaa
 
Posts: 7
Joined: Thu Mar 22, 2012 12:46 pm

Re: A Call to Arms - MoP Mechanics Testing

Postby theckhd » Fri Mar 23, 2012 6:51 pm

Jaannaa wrote:
Rhiannon wrote:Using a weapon with a random haste proc is probably not a great idea for testing proc rates.


My bad >.<

I tested again...

Test #7: Seal of Insight proc rate

Build: 5.0.1 (15464)
AP: 7859
SP: 3908
Weapon: Venerable Dal'Rend's Sacred Charge (2.8) (http://www.wowhead.com/item=42945)
Glyphs: None
Toon level: 85
Dummy level: 60 (attacked from behind)

WoL: http://www.worldoflogs.com/reports/eku7 ... details/0/

278 procs out of 420 attacks.
Expected proc rate for 15 PPM is 15*2.8/60=0.7000
Observed proc rate is p=0.6619, 95% CI is [0.6167 0.7071]
"Theck, Bringer of Numbers and Pounding Headaches," courtesy of Grehn|Skipjack.
Simcraft 6.x, Call to Arms 6.0, Talent Spec & Glyph Guide 6.x, Blog: Sacred Duty
User avatar
theckhd
Moderator
 
Posts: 6211
Joined: Thu Jul 31, 2008 3:06 pm
Location: Harrisburg, PA

Re: A Call to Arms - MoP Mechanics Testing

Postby tlitp » Sat Mar 24, 2012 12:57 am

tlitp wrote:2. EF, HW, Cons as triggers for dynamic effects.
Enchant any weapon with HS, find any isolated low-level dummy (no clustering, you must hit only one target), proceed to pound it with a sequence of HotR>Eternal Flame (1 HoPow). Use SoI and autoattacks freely. Stop after 30 EF casts (or after the first proc, whichever happens first) and upload the log.
Repeat the procedure using only AAs and Cons. Stop at 50 Cons casts, irregardless of the occurring procs (if any).

Repeat the procedure for HW too. Stop at 30 casts or the first proc.

tlitp wrote:3. GrCr.
Being naked (0 hit/exp), using SoI, cast CS on a boss-level dummy. Stop after 30 CS casts and upload the log.

Partly a typo, partly not noticing that GrCr is back to 20% in the latest beta build. The target is 120 casts (~9 mins). Sorry for the confusion.
Last edited by tlitp on Sat Mar 24, 2012 11:34 pm, edited 1 time in total.
User avatar
tlitp
 
Posts: 487
Joined: Mon Jul 27, 2009 3:25 pm

Re: A Call to Arms - MoP Mechanics Testing

Postby Sabindeus » Sat Mar 24, 2012 11:09 pm

http://dl.dropbox.com/u/294821/rotation-test.log.txt

Test #1: General Rotation

Build: 5.0.1 (15464)
AP: 563
SP: 260
Weapon: Longsword
Glyphs: None
My level: 85
Dummy level: Boss (attacked from behind)

Notes:
- My character sheet has the following to say:
Hit Chance: 0%, Miss chance against 88/Skull: 7.50%
Expertise: 1% (from Human racial) Dodge and Parry chance against 88/Skull: 6.50%
- Shield of the Righteous is off the global cooldown (Apparently you all were aware of that but I wasn't so I thought that was significant)
- Holy Wrath has a 9s cooldown. I didn't see it in your list of things to cast so I only started casting it later on.


where can I find 3 dummies close enough to test HotR?
Image
Turn In, an NPC interaction automator - http://wow.curse.com/downloads/wow-addo ... rn-in.aspx
User avatar
Sabindeus
Moderator
 
Posts: 6047
Joined: Mon May 14, 2007 9:24 am

Re: A Call to Arms - MoP Mechanics Testing

Postby tlitp » Sat Mar 24, 2012 11:38 pm

For the moment we're interested in #2 and #8-13. Do note the updated #10-11. As the boss-level dummies seem to be hardcoded at 93 on the beta, #11 is particularly attractive.

We're also interested in Sanctity of Battle. Stuff haste/attack speed wherever possible (spell haste, melee attack speed, haste rating, but no Bloodlust-type effects), and then cast a few CS/HoTR on cooldown; I assume the tooltip won't be "working as intended". Report latency, haste rating, upload the log.
User avatar
tlitp
 
Posts: 487
Joined: Mon Jul 27, 2009 3:25 pm

Re: A Call to Arms - MoP Mechanics Testing

Postby theckhd » Sun Mar 25, 2012 12:14 am

Sabin's log: http://www.worldoflogs.com/reports/hcx2h9038nf3xkk8/

I'm about to go to bed, but I'll look at it in the morning.
"Theck, Bringer of Numbers and Pounding Headaches," courtesy of Grehn|Skipjack.
Simcraft 6.x, Call to Arms 6.0, Talent Spec & Glyph Guide 6.x, Blog: Sacred Duty
User avatar
theckhd
Moderator
 
Posts: 6211
Joined: Thu Jul 31, 2008 3:06 pm
Location: Harrisburg, PA

Re: A Call to Arms - MoP Mechanics Testing

Postby Mirawen » Sun Mar 25, 2012 10:46 am

I'm going to have a look at some stuff, probably tonight. Do you want WoL parses, or are raw logs ok?
Image
User avatar
Mirawen
 
Posts: 15
Joined: Tue Jul 12, 2011 9:38 pm
Location: Kolding, Denmark

Re: A Call to Arms - MoP Mechanics Testing

Postby theckhd » Sun Mar 25, 2012 11:26 am

Something seems funny with Sabin's log. Unfortunately, there are no parries - that's my fault, I should have specified attacking from the front (the whole point of this test is to determine what types of avoidance apply to each ability). However, even beyond that, there are some oddities.

Here are the hit/dodge/miss rates for the different abilities:
Code: Select all
  Percentage
Abil  Total  Hit    Dodge  Miss
SotR   92    72.83  14.13  13.04
CS    267    70.41  19.48  10.11
AS    100    31.00   0.00  69.00
J     183    27.87   0.00  72.13
HW     42    33.33   0.00  66.67
Cons  909    30.69   0.00  69.31
Melee 579     0.00  19.34  13.99  (66.67% glancing)


There are a few things of note here. The formula for miss/dodge/parry chance is 3% + 1.5% * (npc_level - player_level). For a 93, that should be 15% dodge/parry/block. Spell miss is 6% + 3% * (npc_level - player_level), which should be 30%. Since Sabin has 1% expertise from racials, we'd expect 14% dodge/parry, 15% melee miss, and 29% spell miss.

The low sample sizes make it tough to draw too many conclusions, because the 95% CI is about +/- 5%. CS's dodge and miss rates fall just outside the CI, but on different sides. However, we're seeing similar dodge results from the melee data. It may be that there's an additional bump for bosses 4+ levels higher.

This is more apparent from the Cons data, which should have a 29% miss rate. From the data, the 95% confidence interval is [66.31% 72.31%] - still a wide range, but way off. Again, we're probably seeing some sort of discontinuity in the formula for level differences greater than 4.

The most curious aspect, however, is the J and AS data. Despite the low sample size, the CI for J misses is [55.13% 82.87%], way over anything we're observing for melee. The fact that J and AS both match the Consecration data strongly suggests that these have been changed from melee attacks that cannot be dodged/parried to spells.

Unfortunately, to narrow down the percentages more finely, we'll need sample sizes of ~5k casts, which is a bit excessive, but possible to do in batches (i.e. if multiple people submit logs of several hundred casts). However, it's not necessary (or useful) to collect this data against a 93 target, since we're rarely going to care about bosses 8 levels higher. Ideally we'd want to test against a level 88 (or a level 82 paladin against an 85 dummy). So let's put this on hold unless someone finds one of those two special circumstances.

I'm going to update test #1 to make it clearer and more specific, and add a test for conclusively determining the nature of J/AS.
"Theck, Bringer of Numbers and Pounding Headaches," courtesy of Grehn|Skipjack.
Simcraft 6.x, Call to Arms 6.0, Talent Spec & Glyph Guide 6.x, Blog: Sacred Duty
User avatar
theckhd
Moderator
 
Posts: 6211
Joined: Thu Jul 31, 2008 3:06 pm
Location: Harrisburg, PA

Re: A Call to Arms - MoP Mechanics Testing

Postby theckhd » Sun Mar 25, 2012 11:28 am

Mirawen wrote:I'm going to have a look at some stuff, probably tonight. Do you want WoL parses, or are raw logs ok?

Either is fine.
"Theck, Bringer of Numbers and Pounding Headaches," courtesy of Grehn|Skipjack.
Simcraft 6.x, Call to Arms 6.0, Talent Spec & Glyph Guide 6.x, Blog: Sacred Duty
User avatar
theckhd
Moderator
 
Posts: 6211
Joined: Thu Jul 31, 2008 3:06 pm
Location: Harrisburg, PA

Re: A Call to Arms - MoP Mechanics Testing

Postby rodos » Sun Mar 25, 2012 5:06 pm

theckhd wrote:The most curious aspect, however, is the J and AS data. Despite the low sample size, the CI for J misses is [55.13% 82.87%], way over anything we're observing for melee. The fact that J and AS both match the Consecration data strongly suggests that these have been changed from melee attacks that cannot be dodged/parried to spells.

Given that Expertise is now supposed to reduce spell miss chance, I guess this is understandable.
User avatar
rodos
 
Posts: 480
Joined: Mon Sep 24, 2007 8:20 pm

Re:

Postby Mirawen » Sun Mar 25, 2012 9:30 pm

theckhd wrote:Current Parse Requests:

Test #1: Determine J, AS, CS, Cons, SotR, HW ability types
  • Gear: None (0% hit/exp) except for a fast weapon (Dal Sword, Dal Axe, or Dal Cudgel, pick one that doesn't give you racial expertise). Any shield w/o hit/exp.
  • Seal: Truth
  • Glyphs: None
  • Target: any isolated level+3 dummy, attacking from the front.
  • Attack Sequence: Full rotation: CS>J>AS>Cons>HW with SotR as HP dump
  • Goal: several hundred J, AS, CS, Cons, SotR casts, the more the better. Overall goal is to collect >5k casts cumulatively from multiple sources
  • Report: AP, SP, hit/exp (should both be 0%!), weapon details, upload the combat log


Tested. Results here; disregard the first 196 lines.


Seal used is Truth. I chose to use GoFS to avoid my shield bouncing to the other two dummies nearby (take this into account). Holy Wraths hit the second dummy immediately to my right as well (there are no completely isolated dummies in Orgrimmar, but at least I kept my Consecrations on only one dummy).

MH: Dalaran Sword
Shield: Blackhorn's Mighty Bulwark (HC), reforged dodge => parry, gemmed +25 Mastery, 37 Stamina and +75 Stamina. Otherwise naked.

Level 85 Blood Elf Paladin, giving no additional expertise.

AP: 1,089
SP: 526
Hit: 0%
Exp: 0%
Target: ?? Raid Dummy

Talents:

Tier 1 - Pursuit of Justice
Tier 2 - Fist of Justice
Tier 3 - Sacred Shield
Tier 4 - Hand of Purity
Tier 5 - Sanctified Wrath
Tier 6 - N/A

I think that covers it.
Image
User avatar
Mirawen
 
Posts: 15
Joined: Tue Jul 12, 2011 9:38 pm
Location: Kolding, Denmark

Re: A Call to Arms - MoP Mechanics Testing

Postby theckhd » Sun Mar 25, 2012 10:08 pm

Mirawen's log. Will look at it in detail tomorrow morning.
"Theck, Bringer of Numbers and Pounding Headaches," courtesy of Grehn|Skipjack.
Simcraft 6.x, Call to Arms 6.0, Talent Spec & Glyph Guide 6.x, Blog: Sacred Duty
User avatar
theckhd
Moderator
 
Posts: 6211
Joined: Thu Jul 31, 2008 3:06 pm
Location: Harrisburg, PA

Re: A Call to Arms - MoP Mechanics Testing

Postby Sabindeus » Mon Mar 26, 2012 8:38 am

tlitp wrote:As the boss-level dummies seem to be hardcoded at 93 on the beta,


ohhhhhhh That's why I was missing so damn much.
Image
Turn In, an NPC interaction automator - http://wow.curse.com/downloads/wow-addo ... rn-in.aspx
User avatar
Sabindeus
Moderator
 
Posts: 6047
Joined: Mon May 14, 2007 9:24 am

Re: A Call to Arms - MoP Mechanics Testing

Postby Sabindeus » Mon Mar 26, 2012 8:42 am

tlitp wrote:For the moment we're interested in #2


So where do I find 3 dummies close enough for HotR?
Image
Turn In, an NPC interaction automator - http://wow.curse.com/downloads/wow-addo ... rn-in.aspx
User avatar
Sabindeus
Moderator
 
Posts: 6047
Joined: Mon May 14, 2007 9:24 am

Re: A Call to Arms - MoP Mechanics Testing

Postby theckhd » Mon Mar 26, 2012 9:33 am

theckhd wrote:Mirawen's log. Will look at it in detail tomorrow morning.


Avoidance matrix:

Code: Select all
   hit/tick block glance dodge miss parry total
cens  90.80  0.00  0.00  0.00  9.20  0.00  250
SotR  43.33 10.00  0.00 20.00 10.00 16.67   30
as    25.00  0.00  0.00  0.00 75.00  0.00   44
hw    31.73  0.00  0.00  0.00 68.27  0.00  104
cs    34.68 12.10  0.00 16.13 11.29 25.81  124
j     23.60  0.00  0.00  0.00 76.40  0.00   89
cons  26.61  0.00  0.00  0.00 73.39  0.00  575
sot  100.00  0.00  0.00  0.00  0.00  0.00  254
melee  0.00  0.00 39.48 23.61 12.23 24.68  466


Again, limited info since this is a 93 boss rather than level+3. More confirmation that J/AS/HW/Cons are all spells. SotR and CS are the only things that can be parried, but the sample size is again too small to say anything accurate about the rate. As we acquire more samples, we'll be able to say something more definitive.

Looking closer, all of the Censure misses seem to be missed applications of the debuff. The log doesn't seem to be giving me entries for Censure refreshes, but the initial ramp-up confirms that AS and Cons not stack Censure. It seems reasonable to assume that J and HW do not either based on SoT triggers (see below). If we assume that only damaging melee attacks (CS, SotR, melee) stack Censure, then the observed miss rate is 23/258=8.91%. Large error bars on that, of course, but it's likely that Censure's application is still a melee attack that cannot be dodged or parried, and that Censure damage automatically succeeds.

Mechanical stuff:
-Seal of Truth and Censure damage seems to lag the attack by up to 1 second. Not sure if this is a logging issue or an actual in-game delay.

-Seal of Truth does 22-27 damage regardless of Censure stacks, even on the first hit. Damage is as expected for 0.14.*([42 79]+1089/14.*1.5), or 14% of un-normalized weapon damage. Was able to confirm that Judgement, AS, HW, Cons do not trigger it (and thus likely don't stack Censure). SotR, CS, melee attacks are all confirmed triggers.

-Each Censure stack adds 76 damage to the tick, which is exactly 1.6x what the tooltip formula (0.018*sp+0.035*ap) suggests. I don't know of an effect which would give exactly that modifier, so it could just be an old tooltip. We'll have to check/confirm the formula later, once we're farther along.

-Grand Crusader still grants HP on cast, independently of whether AS succeeds or fails.

Let's hold off on doing any more repeats of Test #1 until we can get true level+3 data.
"Theck, Bringer of Numbers and Pounding Headaches," courtesy of Grehn|Skipjack.
Simcraft 6.x, Call to Arms 6.0, Talent Spec & Glyph Guide 6.x, Blog: Sacred Duty
User avatar
theckhd
Moderator
 
Posts: 6211
Joined: Thu Jul 31, 2008 3:06 pm
Location: Harrisburg, PA

Re: A Call to Arms - MoP Mechanics Testing

Postby theckhd » Mon Mar 26, 2012 9:57 am

Sabindeus wrote:
tlitp wrote:For the moment we're interested in #2


So where do I find 3 dummies close enough for HotR?


The boss-level dummy in SW is part of a set of 3 iirc, arranged like (85) (boss) (85)

If you attack the 85 with HotR while standing on the side closest to the boss dummy, I think it should cleave to hit all 3. That would be great, because the boss dummy has a much higher chance of spell miss. So if the HammerNova attack is independently determined (i.e. has its own attack roll), it should be apparent rather quickly.
"Theck, Bringer of Numbers and Pounding Headaches," courtesy of Grehn|Skipjack.
Simcraft 6.x, Call to Arms 6.0, Talent Spec & Glyph Guide 6.x, Blog: Sacred Duty
User avatar
theckhd
Moderator
 
Posts: 6211
Joined: Thu Jul 31, 2008 3:06 pm
Location: Harrisburg, PA

Re: A Call to Arms - MoP Mechanics Testing

Postby Jaannaa » Mon Mar 26, 2012 4:47 pm

Test #13: SoR

Build: 5.0.1 (15464)
AP: 563
SP: 260
Weapon: Dalaran Axe ( 1.5 ) http://www.wowhead.com/item=44642
Other gear: None
Glyphs: None
Toon level: 85
Dummy level: Boss (attacking from the front), cleaved to one lvl 70 dummy (test done in Exodar)

WoL: http://www.worldoflogs.com/reports/uu03jwbmpubz2fer/
Jaannaa
 
Posts: 7
Joined: Thu Mar 22, 2012 12:46 pm

Re: A Call to Arms - MoP Mechanics Testing

Postby theckhd » Tue Mar 27, 2012 6:49 am

Jaannaa wrote:Test #13: SoR

Build: 5.0.1 (15464)
AP: 563
SP: 260
Weapon: Dalaran Axe ( 1.5 ) http://www.wowhead.com/item=44642
Other gear: None
Glyphs: None
Toon level: 85
Dummy level: Boss (attacking from the front), cleaved to one lvl 70 dummy (test done in Exodar)

WoL: http://www.worldoflogs.com/reports/uu03jwbmpubz2fer/


1124 SoR procs (and no misses) from 561 glances - oddly, we have 2 more SoR procs than we should (561*2=1122). At any rate, it seems that SoR automatically hits the primary target if the triggering attack succeeds, otherwise we should see significantly fewer procs (even if the log didn't record SoR misses explicity). Unfortunately, you're cleaving to a level 70 dummy, which you have 0% chance to miss (spell or melee), so we can't conclusively say whether the cleaves make a separate attack roll. It's very unlikely given the primary target behavior, however. To confirm, try meleeing the 70 dummy and cleaving to the boss-level. If you don't see a miss within a minute or so of attacking, SoR doesn't make separate attack rolls for any targets.

Damage consistently falls between 7 and 9, consistent with 5% of normalized weapon damage (=0.05.*([45 84]+ap./14.*2.4)). Crits for double damage. All crits occurred on the 70 dummy, at a rate of 19/561=3.39%. Do you happen to know what your melee and spell crit rates were in that gear set?
"Theck, Bringer of Numbers and Pounding Headaches," courtesy of Grehn|Skipjack.
Simcraft 6.x, Call to Arms 6.0, Talent Spec & Glyph Guide 6.x, Blog: Sacred Duty
User avatar
theckhd
Moderator
 
Posts: 6211
Joined: Thu Jul 31, 2008 3:06 pm
Location: Harrisburg, PA

Re: A Call to Arms - MoP Mechanics Testing

Postby theckhd » Tue Mar 27, 2012 9:39 am

Reposting here so I can find it later.
theckhd wrote:Combining Lumenactio's list with Klaud's list, it looks like base mana is exactly 20k at level 85 (it's 23,422 in Cata).
"Theck, Bringer of Numbers and Pounding Headaches," courtesy of Grehn|Skipjack.
Simcraft 6.x, Call to Arms 6.0, Talent Spec & Glyph Guide 6.x, Blog: Sacred Duty
User avatar
theckhd
Moderator
 
Posts: 6211
Joined: Thu Jul 31, 2008 3:06 pm
Location: Harrisburg, PA

Re: A Call to Arms - MoP Mechanics Testing

Postby Jaannaa » Tue Mar 27, 2012 1:38 pm

theckhd wrote:
Jaannaa wrote:Test #13: SoR

Build: 5.0.1 (15464)
AP: 563
SP: 260
Weapon: Dalaran Axe ( 1.5 ) http://www.wowhead.com/item=44642
Other gear: None
Glyphs: None
Toon level: 85
Dummy level: Boss (attacking from the front), cleaved to one lvl 70 dummy (test done in Exodar)

WoL: http://www.worldoflogs.com/reports/uu03jwbmpubz2fer/


1124 SoR procs (and no misses) from 561 glances - oddly, we have 2 more SoR procs than we should (561*2=1122). At any rate, it seems that SoR automatically hits the primary target if the triggering attack succeeds, otherwise we should see significantly fewer procs (even if the log didn't record SoR misses explicity). Unfortunately, you're cleaving to a level 70 dummy, which you have 0% chance to miss (spell or melee), so we can't conclusively say whether the cleaves make a separate attack roll. It's very unlikely given the primary target behavior, however. To confirm, try meleeing the 70 dummy and cleaving to the boss-level. If you don't see a miss within a minute or so of attacking, SoR doesn't make separate attack rolls for any targets.

Damage consistently falls between 7 and 9, consistent with 5% of normalized weapon damage (=0.05.*([45 84]+ap./14.*2.4)). Crits for double damage. All crits occurred on the 70 dummy, at a rate of 19/561=3.39%. Do you happen to know what your melee and spell crit rates were in that gear set?


From the in-game stats page: melee crit = 0.01% and spell crit = 0.16%
This is wearing nothing but the axe linked.

I tested the cleave-to-boss-dummy bit, no misses in about 3 minutes of cleaving.
Jaannaa
 
Posts: 7
Joined: Thu Mar 22, 2012 12:46 pm

Re: A Call to Arms - MoP Mechanics Testing

Postby theckhd » Wed Mar 28, 2012 5:57 am

Jaannaa wrote:From the in-game stats page: melee crit = 0.01% and spell crit = 0.16%
This is wearing nothing but the axe linked.

I tested the cleave-to-boss-dummy bit, no misses in about 3 minutes of cleaving.

Did you happen to log it? Not that I don't believe you, but there have been occasions in the past where combat log entries weren't being generated for missed attacks. The proof would be to see that you had exactly 2x as many seal procs as you did damaging attacks on the 70 dummy.

Crit numbers aren't conclusive, I guess. I think the formula for increased crit chance against a lower-level mob is still 0.2%*level_difference, which should be 3%. I'm not sure if that's for both spell and melee crit, though, and the 95% confidence interval for a 3% crit rate with a sample size of 561 is +/- 1.41%. So it's too close to determine whether it's using spell or melee crit.

Easiest way to test this is to collect data in full Holy gear. High intellect will significantly increase spell crit without affecting melee crit. Meleeing any dummy from behind should tell us whether it uses melee or spell crit, because melee crit will still be around 3% while spell crit should be much higher. I'll add a parse request for this.
"Theck, Bringer of Numbers and Pounding Headaches," courtesy of Grehn|Skipjack.
Simcraft 6.x, Call to Arms 6.0, Talent Spec & Glyph Guide 6.x, Blog: Sacred Duty
User avatar
theckhd
Moderator
 
Posts: 6211
Joined: Thu Jul 31, 2008 3:06 pm
Location: Harrisburg, PA

Re: A Call to Arms - MoP Mechanics Testing

Postby Jaannaa » Wed Mar 28, 2012 1:08 pm

I logged the cleave-to-boss test....

There is a discrepancy of 6 extra SoR counts. 4 of those were accidental critter kills.
I'm not sure why there's an extra 2 SoR counts.

Build: 5.0.1 (15464)
AP: 563
SP: 260
Weapon: Dalaran Axe ( 1.5 ) http://www.wowhead.com/item=44642
Other gear: None
Glyphs: None
Toon level: 85
Dummy level: level 60 as primary target, cleaved to 1 boss dummy (test done in Darnassus

WoL: http://www.worldoflogs.com/reports/70pxryvmt1r77nry/
Jaannaa
 
Posts: 7
Joined: Thu Mar 22, 2012 12:46 pm

Re: A Call to Arms - MoP Mechanics Testing

Postby theckhd » Thu Mar 29, 2012 6:34 am

519 attacks and 520 Seal procs on "Training Dummy"
520 seal procs on "Raider's Training Dummy"
4 seal procs on "Red-Tailed Chipmunk"

In both of your logs, there are 2 seal procs that precede the first logged melee attack. My guess is that it's not logging the first melee attack on the dummy for some reason - either you started the log while you were already auto-attacking, or there's some sort of combat log bug happening. There seems to be a one-second delay between a melee attack and the next seal proc; from your first log:
Code: Select all
[19:05:36.170] Jaannaa hits Raider's Training Dummy Parry
[19:05:37.672] Jaannaa hits Raider's Training Dummy 13
[19:05:38.557] Jaannaa Seal of Righteousness Training Dummy 1 (O: 8)
[19:05:38.557] Jaannaa Seal of Righteousness Raider's Training Dummy 8


So, at this point, my best guess is that the logging started in the one-second gap between a melee attack and the seal procs? I usually start logging while I'm out of range of the dummy and cast some signal spell (like re-casting my seal) to indicate "this is where the log starts."

In any event, your test confirms that SoR does not make any combat rolls independently - everything is contingent on the attack roll of the ability that procs SoR.
"Theck, Bringer of Numbers and Pounding Headaches," courtesy of Grehn|Skipjack.
Simcraft 6.x, Call to Arms 6.0, Talent Spec & Glyph Guide 6.x, Blog: Sacred Duty
User avatar
theckhd
Moderator
 
Posts: 6211
Joined: Thu Jul 31, 2008 3:06 pm
Location: Harrisburg, PA

Next

Return to Advanced Theorycraft and Calculations

Who is online

Users browsing this forum: No registered users and 1 guest

Who is online

In total there is 1 user online :: 0 registered, 0 hidden and 1 guest (based on users active over the past 5 minutes)
Most users ever online was 380 on Tue Oct 14, 2008 6:28 pm

Users browsing this forum: No registered users and 1 guest