Rawr.ProtPaladin

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Re: Rawr.ProtPaladin

Postby solieu » Mon Apr 06, 2009 2:22 pm

When you are compiling from source, it does not automatically move the DefaultDataFiles to it's necessary locations. In the base directory, there is a folder called DefaultDataFiles or somesuch. move the contents of that into /bin/Debug/Data/ and it'll show.
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Re: Rawr.ProtPaladin

Postby Imbabubble » Tue Apr 07, 2009 10:40 pm

Super, thank you :)

After playing around with the initial tankadin module a log and the new propaladin a bit, I have the following questions/feedback:
o Why use the terms mitigation/survival? I rarely see these terms used on the boards, usually the talk goes to Effective Healt (same as survival?), avoidance, BV etc.
o Options for optimizing for unhitable would be great...cant seem to find it, but maybe thats just be being blind
o Sort options in lists based on TankPoints/Unhitable rating/etc would be nice
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Re: Rawr.ProtPaladin

Postby solieu » Tue Apr 07, 2009 11:37 pm

I'm trying to come up with the best way to answer this.. Mitigation and Survival ratings aren't my creation, they were (by my understanding) made by the Rawr coordinator, Astrylian. The easiest way to explain it is it's how *Rawr* does ratings, and if I am to work on a model for Rawr, it's one of the things I have to abide by. I think that gets the message across well enough without getting too deep into it.

Survival Rating *is* Effective Health, Mitigation Rating *is* a Damage Taken %, merely scaled up to match Effective Health in a method to be able to compare the two. The common number is something like 7000 * (1 - Mitigation%)^-1 = Mitigation Rating.. it's actually a bit more complex than that, and the number changes according to gear level and such.

There is optimization for Unhitability, but in the form of "Avoidance" or "Avoidance + Block".. I suppose we can add "% Chance to be hit" or something, but that might overcrowd the list of optimizable options.

Sorting based on TankPoints is (in ProtPaladin) by going to the Options Tab, under Rankings select TankPoints. At that point Mitigation Rating on the charts is now equal to Tank Points. I don't like the way that works at the moment, but I'll look into making it a bit more apparent that it's now TankPoints.

In ProtPaladin there is also a setting to show just the raw DPS an item provides. I can modify that to show the raw Avoidance / Avoidance + Block an item provides as well, if we're all that interested in sorting it.
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Re: Rawr.ProtPaladin

Postby Imbabubble » Tue Apr 07, 2009 11:54 pm

Ok, I was afraid that the mitigation and survival was part of the base rawr.

I had not seen "Avoidance + Block" in ProtPaladin, it is a nice addition compared to tankadin and will do nicely :)

Regarding sorting on TankPoints, yeah its a bit backwards but as long as we get some discussion going on this board about how to use Rawr.ProtPaladin I dont think its a big issue.

Thank you for your quick responses...now I just have to figure out why TankPoints (in game addon) says that I am unhittable and ProtPaladin says that I still need about 4% to reach 102.x% :)
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Re: Rawr.ProtPaladin

Postby Neganur » Wed Apr 08, 2009 5:09 am

I've got my fingers in those hit numbers at the moment, I was surprised as well first time I saw that.
Back then, I realized I was all cool with DR on parry and dodge but had completely forgotten about miss.
(I hate the Paperdoll frame and all that comes with it /cry, it just shows numbers and never tells you what they represent)

Use Tankpoints to check your miss chance and be sure to check the Target level in both Tankpoints and ProtPaladin is set to the same value.
A boss has a higher chance to hit you than a level 80 mob.

The addon Tankpoints is assumed to be spot on, barring bugs of couse but I trust Whitetooth to have enough people poking him in case there's something off in his addon.


Regarding those ranking terms....I was preparing to post about it here to get an idea of what we need to add.
We can't change that Rawr uses those terms as ranking default (= numbers = some % chance * some number to make pretty bars) and to be frank, they do make sense if you believe in certain model strategies.
I completely agree though, it's not the most common strategy. To make Rawr really cool for those who believe in Tankpoints, EH or TTL there's the option to change to that ranking model.

On top of that, for what it's worth, I'd prefer to let the user set the caps he believes in manually.
Like for example the 1h / special attack hit cap against Boss Level Mobs:
Do you believe in 8% ?
Are you from EJ and believe in 8.2% ?
Are you from the past and cling to 9% ?

Nothing is worse than getting numbers based on a model someone else made. Without the option to change the basic caps, there's just too many people who will say "can't use Rawr...it's doing it wrong" etc.
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Re: Rawr.ProtPaladin

Postby Imbabubble » Wed Apr 08, 2009 6:13 am

Hmmm, I will have a good look at TankPoints values and the ProtPaladin values when I get home from work and try to figure out the difference. Although I am pretty sure that TankPoints was configured for lvl 83 mob...Ill post my findings :)

Regarding the difference in terminology, Im not sure how important it is. As a first time tank, I found it hard to see through. However, given a bit of advice from you guys, its really no problem.

Regarding user defined caps...I belive the Rawr.Mage module has something like that on an advanced tab...personally Im not that strong of a theorycrafter that I beg to disagree with the makers ;)
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Re: Rawr.ProtPaladin

Postby Imbabubble » Wed Apr 08, 2009 11:45 am

Ok found the "problem" :)

The rawr armory character importer is having a bit of trouble translating the current talent choices to the 3.1 talent trees in the current version of ProtPaladin...fair enough. With the talents corrected Protpaladin, TankPoints and Maintankadin2 all agree that I am 0.34% short of being unhittable :oops:
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Re: Rawr.ProtPaladin

Postby solieu » Tue Apr 14, 2009 8:50 am

Beta 2.2.0.7 is out, with ProtPaladin finally replacing Tankadin.
get it by following the download link at the rawr website (http://rawr.codeplex.com/)

ProtPaladin is our new, 3.1 ready, Tanking/Protection Spec Paladin model for Rawr, with a great emphasis on accuracy and frequent updates, maintained by active Paladin tanks.

If there are *any* missing features from Tankadin or especial changes that make you dislike ProtPaladin over Tankadin, please let us know!

Since we last reported in, Negarine/Neganur has been working diligently on refining the accuracy of our threat calculations, giving Hit% a much more realistic (and damned huge) value as a threat stat.

Don't forget that when optimizing your set, the default Boss Attack Value is still set for "Standard Naxx 25 Bosses" (Grobbulus/Anub'Rekhan) at 25,000 base attack. For a better fit, set Boss Attack Value to either 50,000 (Malygos and standard tier 8) or in the 80,000 range for bosses like Steelbreaker hard mode.

To look at Ulduar items, they are currently unspecified and thus under the Unknown filter. The best way to do it is to make custom filters that encase iLvl 219 items for normal mode Ulduar, and iLvl 216-232 for heroic Ulduar, iLvl 239 for hard mode.

Expect a filter and item cache update in the near future to make up for the Ulduar loot display issue.

Your feedback in reporting bugs and requesting features is greatly appreciated here. Negarine and I are frequent visitors to Maintankadin and respect this community a great deal; your words have a large weight on the direction and management of Rawr.ProtPaladin!
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Re: Rawr.ProtPaladin

Postby Neganur » Fri Apr 17, 2009 12:59 pm

Current release is : 2.2.0.9
Released: Apr 17 2009
Link: Rawr v2.2.0.9.zip

check it out :-)
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Re: Rawr.ProtPaladin

Postby Modal » Wed Apr 22, 2009 1:28 pm

So, something seems off to me in the tankadin rawr module, and has for some time. In particular, it seems that the contribution of armor is weighted way, way too heavily.

For example, Rawr tells me that 240 armor is far and away the best possible glove enchant. This disagrees with the judgment of most knowledgeable tankadins and also with blizzard's (wouldn't the 800 armor enchant available to engineers be completely OP if this were accurate)?

It also recommends gemming Agility over Dodge, even with the threat scale turned all the way down, and this seems to be true no matter where you set the mitigation scale.

If you turn the mitigation scale way up, you get more reasonable rankings for enchants (armor vs. agility/defense to cloak, for example), but then stamina seems to be vastly undervalued (at 400% mitigation scale, it tells you to gem parry before stamina).

I wonder why this is? My best guess would be that the original author copied some code from the bear module which included the bear armor multiplier or something. Any thoughts?
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Re: Rawr.ProtPaladin

Postby solieu » Wed Apr 22, 2009 2:34 pm

Please, please be specific about which model you are using because:

RAWR.TANKADIN IS NO LONGER UPDATED OR SUPPORTED. IT IS OLD. IT IS INNACCURATE.
Excuse the caps, but it's necessary to stress. Ermad, the original author, has stopped playing prot and works on holy and ret. Negarine and I (Solieu) have completely dropped support of Tankadin to work on our rewrite, ProtPaladin.

There is no "original author" but Negarine and Myself for Rawr.ProtPaladin, and it is generally accurate given the way that the ratings system works.

There are two or three major issues with armor that have popped up and we are working on one of the major ones.

First of all, our definitions of ratings.. Survival and Mitigation rating, uses a double dipping system on Armor and anything that provides armor, since Survival Rating is EH (Health * Guaranteed Mitigation), and Mitigation Rating is a Damage Taken % scale.. which also includes that Guaranteed Mitigation.

It is something we've put a lot of thought into and resistance over, but when it comes down to it, there needs to be more voices with good arguments with experience with the terms that base Rawr insists on using.

The other issue, which is being worked on right now, is the presence of magic attacks, which in themselves are unblockable and have no armor benefits. We should have magic attack support ready within the next release. It's a complex thing that requires a fair amount of rewriting of our damage taken calculations (to provide conformity to our own standards) so it might not be ready.

So please, again, is it Tankadin that you are referring to with the armor problem, or is it ProtPaladin (in the absolute most recent release)?
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Re: Rawr.ProtPaladin

Postby Modal » Wed Apr 22, 2009 3:01 pm

Sorry, I mean whatever is in the latest release of Rawr (2.2.0.9).

So, for example, this module tells me that 120 armor or 12 agility is a better cloak enchant than titanweave (16 defense). This is true even with threat scale turned all the way down, so that the crit from agility shouldn't matter. That suggests to me that armor is being over-valued.

Edit: the double-dipping effect you mention is I think what I'm seeing. I was coming around to that view myself in discussing rawr's gear rankings on my guild forums.
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Re: Rawr.ProtPaladin

Postby solieu » Wed Apr 22, 2009 4:40 pm

Yes, we already know that it is rated high.. do you have any suggestions though? Survival Points includes Armor reduction, Mitigation Points, by definition, include Armor Reduction. Rawr has it defined as such and I can't make a model without conforming to it. I'd either need some better calculations or some people with the knowledge to help argue it.
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Re: Rawr.ProtPaladin

Postby Modal » Wed Apr 22, 2009 8:00 pm

I'll think about it; the main reason I asked is that I was having a guild-forum debate about the trustworthiness of Rawr and I pointed out that it has always seemed to me to overvalue armor; I was wondering if I could find out why this is so.

What I think I don't really understand is, why do you need to use these pre-defined quantities to rank gear if they have this unfortunate result? Is there some barrier to just combining an EH rating and an avoidance rating? (Block complicates things, of course, but I mean in principle you're locked into this terminology and this way of calculating?)
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Re: Rawr.ProtPaladin

Postby solieu » Wed Apr 22, 2009 9:14 pm

The way that situation works is complex.

Rawr was based off of Astrylian's bear model, which uses "Survival Points" which is EH purely, "Mitigation Points" which is a scaled version of the damage taken %, and "Threat Points" which is a scaled version of tps.

Currently Rawr.ProtPaladin is *incredibly* accurate about the actual underlying calculations. Threat and resists and partial resists and all of that jazz is now at the best it's ever been. Incoming damage is getting better as we speak. Optimizing (given the correct input values) gives greatly ideal sets with agreed upon conjectures...

but..

No matter what I do underneath, we still have to conform under the standards that Rawr places in order to keep in good standing as a developer on the project. I have caught plenty of hell trying to fight for base changes like that, and it comes down following the rules.

I agree entirely with the idea of "Survival" "Mitigation" and "Threat" Ratings. because you are not optimizing for plain ol stats, you're going through a complex process of balancing both EH and Damage Reduction, which play off each other in an odd way. I can't just have the ratings be "EH" "Avoidance" "TPS" because you can't really look at it without an effective scalar (how much EH is equal to avoidance?)

Now, luckily, ProtPaladin and ProtWarr both have alternate ranking options. We do have our Mitigation Scale set as default to comply, but we also have Tankpoints and Burst Time ranking opttions for those who would like to do it that way.

If you'd like to discuss this further, and possibly look into helping make Rawr a better program, feel free to PM me, or open a Discussion thread on the Rawr website (http://rawr.codeplex.com)
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Re: Rawr.ProtPaladin

Postby Malthrax » Thu Apr 23, 2009 11:12 am

What do the "default" values for Threat Scaling and Mitigation Scaling imply?
For the Mitigation scale, does "1.0" imply 1 Mitigation point = 1 effective health point?
What does changing the Threat scale do (besides make large numbers larger). Should I just leave the sliders alone?

I'm trying to take 3 backpacks full of iLvl200 &213 gear and put together a gear set thats going to give me half a chance to live through main tanking the first half of Ulduar-10 this coming week. Do I need to change the Base Attack and Target Armor values for these bosses?


Sorry for the nub questions. Really like the tool, just not sure I know how to use it just yet.
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Re: Rawr.ProtPaladin

Postby Modal » Thu Apr 23, 2009 12:16 pm

Now, luckily, ProtPaladin and ProtWarr both have alternate ranking options. We do have our Mitigation Scale set as default to comply, but we also have Tankpoints and Burst Time ranking opttions for those who would like to do it that way.


The problem with mitigation scale is that while you can use it to decrease the value of effective health, this just makes armor look even better compared with stamina than it otherwise would, since only stamina factors into "survival" while armor is counted in both "mitigation" and "survival," right?

I'm interested in these other Tankpoints and Burst Time ranking options, but I did not see a way to use these categories in 2.2.0.9. Am I just missing them? Can you point me in the right direction? More importantly, can you explain to me in more detail what these measure?
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Re: Rawr.ProtPaladin

Postby Slept » Thu Apr 23, 2009 4:01 pm

It's under the Options tab -> Ranking tab.

I'm also interested in seeing some more transparency with the rankings. Having extremely accurate calculations is great, but the confusing ranking system undermines all that good work.
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Re: Rawr.ProtPaladin

Postby Neganur » Thu Apr 23, 2009 4:47 pm

I think I've said it somewhere before, the rankings are actually cool but sadly not what the majority of the community has agreed on using.
There have been some tough fights and misunderstandings all along in the history of the Maintankadin forum about the definition of terms and what stats affect them.

The Ranking Points we use are:

Overall Points = Mitigation Points + Survival Points + Threat Points

Those subpoints can have different weighting, which happens when you select a Ranking Model.

Rawr.Protpaladin supports these Ranking Models:

    1. Mitigation Scale (Mitigation Scale*Customizable scale which allows you to weight mitigation vs. effective health.)

    • Mitigation Points = (17000 * MitigationScale) / Mitigation

      Mitigation* = (1 - %damageTaken)

      Main trouble here, lies in how people define the term "mitigation".
      For this Ranking Model it's a measure of how much of the incoming damage the tank takes, on average.
      An avoided attack is less damage taken, being crit is more damage taken. Blocking attacks partially is less damage taken.
      If you don't agree mith this definition of what mitigation is, then don't use this ranking model.

      So at the default MitigationScale (= 1.0 * 17000):
      One Mitigation Point is roughly on scale with Survival Point in this ranking mode.
      This means you're supposed to be able to compare the average mitigation of an avoidance tinket to the effective health of a stamina trinket etc. Armor is double dipping in that it both mitigates damage and increases your EH.
      Yeah Armor is really that good.

      So by changing the MitigationScale you decide how important it is for you
      to not take damage in relation to the Health you have, when you look at Overall Points.
      Increasing the scale to 2.0 means you favor mitigation twice as much.



    • Survival Points = EffectiveHealth

      EffectiveHealth = (Health / guaranteedReduction)

      Things that are guaranteedReduction = armor, defensive stance, BoSanc, Righteous fury...stuff like that
      No avoidance, no block, nothing random.
      Effective Health is a constant. There is no soft cap implemented yet, which would prevent EH from continiously gaining in value.

    • Threat Points = ThreatPerSecond * ThreatScale

      ThreatPerSecond depends on the rotation you use.
      At this time we only support the basic 9696 with either SoV or SoR active.


    2. Tankpoints (The average amount of unmitigated damage which can be taken before dying)

    • MitigationPoints = TankPoints - EffectiveHealth

      TankPoints = Health / (1 - Mitigation)
      Mitigation = (1- %damageTaken)

    • Survival Points = EffectiveHealth
    • Threat Points = ThreatPerSecond * ThreatScale * 3

    3. Burst Time (average amount of time between events which have a chance to result in a burst death)

    • MitigationPoints = 0
    • Survival Points = TTL * 100

      TTL = ((1 / a) * ((1 /(1 - a)^(h / H)) - 1) * s) as time to live in seconds,
      a = DefendTable.AnyMiss, h = Health, H = AverageDamagePerHit, s = Parry hastened BossAttackSpeed / BossAttackSpeed
      EDIT:
      I find the fomula for Burst to be strange, since it doesn't change with BossAttackSpeed.
      To my shame, I ninjaed it from the warrior model, so I now have to create a better one.

    • Threat Points = (ThreatPerSecond / (BossAttackValue / 25000)^4 ) * ThreatScale * 2

    The weird formula for threat points in this model just scales it down to something that isn't abysmally large compared to time to live. That way an Overall Points value still makes sense.


    4. Damage Output (The average amount of DPS which can be produced)

    • MitigationPoints = 0
    • Survival Points = 0
    • Threat Points = TotalDamagePerSecond
    TotalDamagePerSecond is the amount of damage your 9696 rotation deals.


    5. ProtWarr Mode (A similar model to Mitigation scale, but here mitigation points are a measure of average damage mitigated)

    • MitigationPoints = Mitigation * BossAttackValue * MitigationScale * 100.
      Scale is different here, for 1.0 (default) scale = 1.0 / 8
    • Survival Points = Effective Health.
    • Threat Points = ThreatPerSecond * ThreatScale
    Note that trying to optimize for Mitigation Points alone in this model is not a good way to rate gear. Also the value of EH never changes in value, while you mitigate more for harder hitting mobs.

    6. Damage Taken Mode (The average amount Damage Taken post mitigation, of total incoming damage pre mitigation)

    • MitigationPoints = DamageTaken * BossAttackValue * scale
      Default scale is 1.0 which means scale = 10 ^1.0 the trackbar can not be changed for now.
    • Survival Points = Effective Health
    • Threat Points = ThreatPerSecond * ThreatScale
    10 Mitigation Points are identical to 1 point of damage taken.
    Be aware that trying to maximize Mitigation Points in this model means, you're trying to mitigate as much as possible on average, of incoming damage. Set BossAttackValue to represent your boss and watch what your single items are worth in terms of damage taken

Some people believe Block value is Effective Health in some cases.
I am willing to implement an option to choose wether or not you want to rate block value that way.
Be aware of the fact that block value is only EH if you can guarantee a block.
Block Value already increases your average mitigation though, so this will cause BV to double dip.
Also, I find a block to be unreliable (stuns, attacks from behind, special attacks etc) so the user really needs to know what the hell he is doing if he wants to calculate EH from Blocks. It practically defeats the purpose of EH which is to be a constant used for all types of physical attacks.

Special Remarks:

(*) Mitigation* = (1 - %damageTaken)

%damageTaken = (AverageDamagePerAttack / BossAttackSpeed*) / (BossAttackValue /BossAttackSpeed)

(BossAttackSpeed* is a different value than BossAttackSpeed, if the Parry Haste Model is enabled)

By the way, this is how Rawr.ProtPaladin generally calculates the physical damage you take:

AverageDamagePerAttack = DamagePerHit * DefendTable.Hit + DamagePerCrit * DefendTable.Critical + DamagePerBlock * DefendTable.Block

So you can see, DamagePerBlock is usually smaller than DamagePerHit, but only when you block.

DefendTable values are the roll chances for an attacker. They depend on your Defensive Stats.

It's really important to acknowledge the difference between the terms Avoidance, Mitigation, Damage Reduction and how they interact.

Oh and yes, about Boss Attack Value.
I personally set the value to 80k when I plan a set for Ulduar 25man Bosses.
For trash mobs, which generally are level 80-82, I set it to ~30k.

solieu wrote:...set as default to comply...


Halp Halp, we are being whipped by bearz ! *giggle*

EDIT: Updates for 2.2.2
Last edited by Neganur on Sun May 03, 2009 10:10 am, edited 10 times in total.
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Re: Rawr.ProtPaladin

Postby Neganur » Thu Apr 23, 2009 6:22 pm

Speaking of average mitigation...

I find it mildly annoying that so many things and abilities we have, like Libram of Obstruction, are not active all the time.
It all needs to be averaged at some point.

If you really don't want those average values, I guess you don't like avoidance (which is alright if you don't).
EH tanks will probably choose to set the mitigation scale to zero.

Avoidance however makes your EH worth more when you don't get hit one out of 100 attacks.
Which is what average damage taken is all about.

The default for mitigation scale is 1.0 - and ranks Mitigation Points equal to Survival Points.
Think of the mitigation scale as 1.0 = Survival Points (EH) /Mitigation Points( %damage not taken * BossAttackValue)

So, increasing the Mitigation Scale to say 2.0, makes Overall Points rate gear that makes you take less damage twice as good as gear that increases your ability to take damage.
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Re: Rawr.ProtPaladin

Postby Slept » Thu Apr 23, 2009 6:52 pm

Thanks for the detailed reply, Neganur.

Why do Mitigation Points include the BossAttackValue? My assumption was that the BossAttackValue was just there to give block value a weighting relative to other forms of mitigation.
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Re: Rawr.ProtPaladin

Postby solieu » Thu Apr 23, 2009 7:12 pm

It provides another form of scale.

If you are taking 3000 base hits, you could care less about Mitigation Points.

It is also a way of scaling based on the tier of boss or gear. Had we kept to the basic "7000 x damage reduction" that the other tank models use, the value of mitigation would cease to be useful in higher tiers of gear (with more armor and stamina), even though a missed BIG hit is worth more than a tiny reduction of said big hit.
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Re: Rawr.ProtPaladin

Postby Neganur » Thu Apr 23, 2009 7:31 pm

Slept wrote:Why do Mitigation Points include the BossAttackValue? My assumption was that the BossAttackValue was just there to give block value a weighting relative to other forms of mitigation.


basically, mitigation itself is only a % value (propotion),
from 0.00%...100% as measure of how much damage you didn't take on average.
A % of how much damage you didn't take - of what ? Of BossAttackValue ! :D

It most certainly makes sense now, as Mitigation Points becomes a bigger number, the harder a boss hits.

So 0.01 Mitigation Point is actually 1 point of damage you didn't take on average(of the attack the boss launches at you),
and makes much more sense as a number to maximize than a percentage value.
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Re: Rawr.ProtPaladin

Postby Slept » Thu Apr 23, 2009 7:43 pm

I see what you're trying to achieve, but I disagree with the implementation. Surely boss DPS would be a better measure? With my gear and a base attack of 80,000, I can move the swing speed slider from 1.0s to 5.0s with almost no variation in the ranking of the trinkets. Trinket rankings fluctate wildly with changes to the base attack, but are largely immune to a massive variation in swing speed.

I'll give an example:

80,000 base attack, 2.0s swing speed, 40,000 DPS
Heart of Iron (162 sta) : 6473 survival points
The General's Heart (107 dodge rating) : 5286 mitigation points

40,000 base attack, 1.0s swing speed, 40,000 DPS
Heart of Iron (162 sta) : 6473 survival points
The General's Heart (107 dodge rating) : 2489 mitigation points

So, The General's Heart's ranking is less than half against a 40,000 base attack even though the boss's DPS is the same. Brutallus showed us that avoidance becomes more reliable when bosses swing very fast, so The General's Heart should more effective when halving the swing speed, not less.
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Re: Rawr.ProtPaladin

Postby Neganur » Thu Apr 23, 2009 7:58 pm

The Base code of how special effects from (not only) trinkets are calculated, has changed.

You need to edit the trinket (right click -> edit) then scroll to the section that says 'Base Stats'
In the row for 'Dodge Rating' enter the value you want to use.

On use Dodge Rating = 432.
Average Dodge Rating : 432 * 20s/120s = 72 Dodge Rating for an average uptime of the buff over the duration of its cooldown.

We are changing the trinket effects to let you choose if you want an average effet or a panic-situation soon.
Your issue has nothing to do with how Rawr.ProtPaladin values the avoidance from the trinket
and I assure you, that Mitigation Points are DPS based.
If you enable the 'Use Parry Haste' option, that incoming DPS will even depend on your Expertise.

Your Rawr doesn't know that you trinket has dodge Rating yet, partly due to it being a new item (the item cache needs to be updated) and partly due to me slacking and trying to implement Spell Attacks and guaranteed reduction from spell resistance. :roll:

EDIT: Wait a sec, wrong item, I thought you meant The Heart of Iron
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