[10/25] Highest dps on Patchwerk as Tank

Moderators: Fridmarr, Worldie, Aergis, guillex

Postby Fridmarr » Fri Feb 20, 2009 1:07 am

Amaranthea wrote:Thanks for the quick reply - I'm still a little surprised that the difference was that large, but I mostly wanted to make sure that there wasn't some major mechanic I was misunderstanding or unaware of.

Might have to run Naxx with Broken Promise next week.


If you guys are running a reckoning build with Broken Promise, I'd be interested to see the results with Seal of Blood.
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Postby Meloree » Fri Feb 20, 2009 1:25 am

Damn you, Adanel, I was pretty pleased with 4092.

Next week I'll remember consumables.

http://wowwebstats.com/1po4o26a3erzm?s=179103-205313

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Postby Adanel » Fri Feb 20, 2009 2:15 am

Fridmarr wrote:If you guys are running a reckoning build with Broken Promise, I'd be interested to see the results with Seal of Blood.

I'm going to push some aproximated numbers of my log to see how much damage seal of blood would do:

1.1k is my average white swing that isn't a glancing(assuming this due 2.2k average crit).
120 swings landed.
22 times hammer landed, seals procs from hammer.
0.27 is the multiplier for blood(taken from wowhead, is this true?).
40% crit chance(assume i would get luck with blood)
5.5% parries (same as white swing)
6% magical partial resists.

(120+22) * 1110 * 0.27 * 1.40(crits) * 0.945(parries) * 0.94(resist)
= 52.925 (this assuming double roll for specials)
Corruption in my log did 52.952.

There are always hidden mechanics that could affect this and the results, does one hand spec multiplies seal of blood also just like the ´problem´ that was making deep wounds so good? I'm almost sleeping now so i won't do judgement numbers butat the end i don't think it would boost the DPS by anything significant, a log would be nice anyway... judging things only by formulation is dangerous and may lead to wrong assumptions.

Meloree wrote:Damn you, Adanel, I was pretty pleased with 4092.

Next week I'll remember consumables.

http://wowwebstats.com/1po4o26a3erzm?s=179103-205313

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Meloree, <Edge>, Garona

Hey, welcome to the 4k club :!:

I did a video back in 3.0.3 of 4k+ dps and people laughed at telling that was only possible due the shor bug but here we are now :wink: took only some cds to find the right gear to reach that again.

And if it's from the interest of anyone i was using consecration glyph for the lolz into that log.
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Postby majiben » Fri Feb 20, 2009 2:38 am

Adanel wrote:(120+22) * 1110 * 0.27 * 1.40(crits) * 0.945(parries) * 0.94(resist)
= 52.925 (this assuming double roll for specials)
Should be


Code: Select all
(120+22) * 1110 * 0.27 * 0.545(Normal hits - Crits - parries) * 0.94(resist) +(120+22) * 1110 * 0.27 * 2 *.40(crits) * 0.94(resist) =53,805.


Even this is a bit off as SoB would be a double penalized by parries. You would have to have your normal melee hits to connect and of those melee hits that do connect, each SoB could be parried. I'm sure there is more modeling to be done. For instance does SoB double dip in 1HS? Does only the base weapon + that from AP used to calculate SoB or do modifiers affect the number used?

This certainly be useful but there much more to be done.
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Postby Adanel » Fri Feb 20, 2009 3:06 am

I'm still here.

The double penalty was factored since only the hits that landed were accounted, your formula is for a single roll system, EJ melee and ranged mechanics posts aren't clear from what i understood they suggest that specials are in a two roll system. Have the rets pulled numbers to know exactly how it is for blood?( i'm not doubting, i'm interested) At lower hit and expertise levels the difference of the system would be significant.
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