A Call to Arms - MoP Mechanics Testing
Moderators: Fridmarr, Worldie, Aergis, theckhd
Re: A Call to Arms - MoP Mechanics Testing
I may have been mixing up blue posts. This is the one I was thinking of that mentioned dodge/parry, but it looks like it was only relevant to River's Song and Colossus:
http://us.battle.net/wow/en/forum/topic ... page=8#154
The RPPM post doesn't mention dodge/parry at all. So we'll have to wait until 5.1 to test whether that remains the case with the RPPM implementation of RS and Colossus.
I got logged off while doing the melee attack speed test. Is the data collected sufficient? If not, I'll have to try and log another hour or two Friday or Saturday.
http://us.battle.net/wow/en/forum/topic ... page=8#154
[list][*]River's Song: 2PPM on melee attacks that land, or are dodged, or parried.[*]Dancing Steel: 1PPM on melee attacks that land.[*]Colossus: 3PPM on melee attacks that land, or are dodged, or parried, with a 3-second cooldown.[*]Elemental Force: 5PPM on melee damage, or non-periodic spell damage/healing, with a 0.1-second cooldown.[*]Jade Spirit: 10% chance on spell damage or healing, 50-second cooldown.[*]Windsong: 1PPM on melee damage, or non-periodic spell damage/healing, with a 1-second cooldown.
The RPPM post doesn't mention dodge/parry at all. So we'll have to wait until 5.1 to test whether that remains the case with the RPPM implementation of RS and Colossus.
I got logged off while doing the melee attack speed test. Is the data collected sufficient? If not, I'll have to try and log another hour or two Friday or Saturday.
"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:
theckhd wrote:Current Parse Requests:
Test #34: Light's Hammer target cap
- Level: 90
- Gear: Any
- Target: A group of exactly N mobs. Mob level is irrelevant.
- Attack Sequence: Cast a single Light's Hammer once all mobs are in range and grouped up.
- Goal: Repeat this for N=5, 7, 9, 10, 11, 15.
- Report: build, AP/SP, upload combat log. Preferably a different log for each N.
Does it matter if they are friendly (healing) vs hostile (damage)? Or should this be tried with both?
- benebarba
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Re: A Call to Arms - MoP Mechanics Testing
I was mostly interested in hostile targets, but testing both would probably be a good idea.
"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: A Call to Arms - MoP Mechanics Testing
In the hotfixes for Dec 3, there was a change listed for Holy Wrath (I think...I can't verify from here). Might be worth checking out.
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jere - Posts: 2877
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Re: A Call to Arms - MoP Mechanics Testing
Wording was "now scales correctly with attack power and spell power". Definately needs retesting.
- KysenMurrin
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Re: A Call to Arms - MoP Mechanics Testing
As opposed to how it worked with 5.1, which broke scaling from AP and SP.
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Nooska, Blood Elf BM/SV Hunter on Argent Dawn (EU)
Morosin, Bloody freezing orc death knight on Argent Dawn (EU)
Niisca, Shady forsaken "priest" on Argent Dawn (EU)
Keeper of the BM hunters guide on ElitistJerks and the wowhead version untill Patch 5.3.
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Nooska - Posts: 847
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Re: A Call to Arms - MoP Mechanics Testing
My Holy Wrath (no glyphs that interact with the ability) is doing 25740-25741 (does one or the other) damage to a level 90 training dummy right now (18:29 CET, 4th Dec). It deals the same amount of damage to a boss level training dummy.
Blood Elf paladin (176 base strength)
11655 strength
23560 melee attack power
11780 spell power
If you want a combatlog, then say so
Blood Elf paladin (176 base strength)
11655 strength
23560 melee attack power
11780 spell power
If you want a combatlog, then say so
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Fetzie - Posts: 1646
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Re: A Call to Arms - MoP Mechanics Testing
jere wrote:In the hotfixes for Dec 3, there was a change listed for Holy Wrath (I think...I can't verify from here). Might be worth checking out.
It was just a bugfix. 5.1 accidentally removed the AP/SP scaling. They just re-instated it, the formula hasn't changed since 5.0.5. Fetzie's data is consistent with the current model (4300+0.91*AP).
"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: A Call to Arms - MoP Mechanics Testing
New test for the SOI proc rate buff:
Test #51: SoI proc rate buff
- Gear: any
- Seal: SoI
- Buffs/Talents/Glyphs/Etc: Any
- Target: Any dummy
- Attack sequence: auto-attacks only, faster weapons preferable
- Goal: Over 100 successful auto-attacks against the dummy.
"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: A Call to Arms - MoP Mechanics Testing
Answered my own question:
http://www.worldoflogs.com/reports/rt-7 ... etails/16/
200 melee attacks, 179 SoI procs, 89.5% proc rate. For such a small sample size, that's reasonably good confirmation that we're now at 20 PPM.
http://www.worldoflogs.com/reports/rt-7 ... etails/16/
200 melee attacks, 179 SoI procs, 89.5% proc rate. For such a small sample size, that's reasonably good confirmation that we're now at 20 PPM.
"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: A Call to Arms - MoP Mechanics Testing
theckhd wrote:Answered my own question:
http://www.worldoflogs.com/reports/rt-7 ... etails/16/
200 melee attacks, 179 SoI procs, 89.5% proc rate. For such a small sample size, that's reasonably good confirmation that we're now at 20 PPM.
I assume that's good
The Element of Forum Hyperbole

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Klaudandus - BE Protection Paladin, Feathermoon (Semi-retired)

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Flüttershy - Draenei Protection Paladin, Aerie Peak
Klaudandus - BE Protection Paladin, Feathermoon (Semi-retired)
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Klaudandus - Posts: 9042
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Re: A Call to Arms - MoP Mechanics Testing
Well, it's unquestionably a buff. 
"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: A Call to Arms - MoP Mechanics Testing
While we've exhaustively tested offensive armor formulas, it seems we haven't done our due diligence on the defensive side. So far we've been using K=58370 for the armor constant of a level 90 player. Technically we use a formula which gives this number, but I don't remember testing the formula during beta (nor documenting it in this thread). My best guess is that it's from another source, either early beta datamining or it's the equation we've been using since Cataclysm.
In any event, it seems pretty clear that it's wrong. I was testing some things today and noticed that with 57030 armor, I had 55.21% damage reduction on my character sheet rather than the 49.42% predicted by A/(A+K). I took a quick data set of armor and character sheet mitigation:
Throwing that into matlab and fitting to 100*x/(x+K) gives me the following result:
A further fit to 100*x/(x+46260+K) narrows down the last digit some:
From this, it seems that the armor constant at L90 is actually K=46259 +/-3. I would appreciate some additional data sets from anyone who's got 5-10 minutes to spare. All I need is the character sheet armor values and mitigation percentages (from the armor tooltip). Level 90 paladins only, class/race/spec shouldn't matter. As many data points as you can submit would be great, ideally everything from naked to fully geared.
Actually, skip naked and go right to one piece of armor equipped. I don't need 100 data points to tell me that 0 armor gives 0% mitigation.
In any event, it seems pretty clear that it's wrong. I was testing some things today and noticed that with 57030 armor, I had 55.21% damage reduction on my character sheet rather than the 49.42% predicted by A/(A+K). I took a quick data set of armor and character sheet mitigation:
- Code: Select all
0 0
5160 10.04
6494 12.31
12845 21.73
18261 28.3
25605 35.63
31277 40.34
37663 44.88
42305 47.77
45855 49.78
49724 51.81
52485 53.15
57030 55.21
Throwing that into matlab and fitting to 100*x/(x+K) gives me the following result:
- Code: Select all
General model:
f(x) = 100*x/(x+K)
Coefficients (with 95% confidence bounds):
K = 4.626e+004 (4.626e+004, 4.626e+004)
Goodness of fit:
SSE: 9.676e-005
R-square: 1
Adjusted R-square: 1
RMSE: 0.00284
A further fit to 100*x/(x+46260+K) narrows down the last digit some:
- Code: Select all
General model:
f(x) = 100*x/(x+46260+K)
Coefficients (with 95% confidence bounds):
K = -1.048 (-4.834, 2.737)
Goodness of fit:
SSE: 9.676e-005
R-square: 1
Adjusted R-square: 1
RMSE: 0.00284
From this, it seems that the armor constant at L90 is actually K=46259 +/-3. I would appreciate some additional data sets from anyone who's got 5-10 minutes to spare. All I need is the character sheet armor values and mitigation percentages (from the armor tooltip). Level 90 paladins only, class/race/spec shouldn't matter. As many data points as you can submit would be great, ideally everything from naked to fully geared.
Actually, skip naked and go right to one piece of armor equipped. I don't need 100 data points to tell me that 0 armor gives 0% mitigation.
"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: A Call to Arms - MoP Mechanics Testing
i blame that on GC, he's the one that gave us the armor value.
The Element of Forum Hyperbole

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Flüttershy - Draenei Protection Paladin, Aerie Peak
Klaudandus - BE Protection Paladin, Feathermoon (Semi-retired)

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Flüttershy - Draenei Protection Paladin, Aerie Peak
Klaudandus - BE Protection Paladin, Feathermoon (Semi-retired)
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Klaudandus - Posts: 9042
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Re: A Call to Arms - MoP Mechanics Testing
Klaudandus wrote:i blame that on GC, he's the one that gave us the armor value.
Did he? That would explain why we didn't test it (shame on us, though!).
If you could dig up a link to that post, I'd appreciate it. Once we have enough data to be convinced of this, I might write a short blog post to spread the word.
"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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