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A Call to Arms - Cataclysm Mechanics testing

Warning: Theorycraft inside.

Moderators: Fridmarr, Worldie, Aergis, theckhd

Re: A Call to Arms - Cataclysm Mechanics testing

Postby tlitp » Mon Jan 17, 2011 2:42 pm

Eia's parse :
Code: Select all
1 HoPow WoG (non-crit)
direct : min 2892, max 3076
tick : min 765, max 766

2 HoPow WoG (non-crit)
direct : min 5784, max 6135
tick : min 1531, max 1532

Coupling with Theck's parses, the formulation for the direct component seems to be :
Code: Select all
wog = (base+0.1984*ap+0.2086*sp)*hopow*divin*gbtl*(1+gWoG+gSoI-gLW), where

divin=1.1236 (multiplicative)
gbtl=0.1
gWoG=0.1
gSoI=0.05
gLW=0.5

The ap/sp coefficients are a bit weird because I don't know the exact base value. I haven't seen anywhere the DBC values of WoG, so we have to work with WH's tooltip.

As for the gLW-based ticks, I haven't figured out yet the underlying pattern.
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Re: A Call to Arms - Cataclysm Mechanics testing

Postby eia » Mon Jan 17, 2011 3:23 pm

Just say if you want another parse with different ap/sp values or something if you want to narrow something down.
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Re: A Call to Arms - Cataclysm Mechanics testing

Postby tlitp » Mon Jan 17, 2011 6:53 pm

Instead of stripping down, it would probably be better to eliminate the other variables. Pick a build without Div/GbtL, drop SoI/WoG glyphs, cast one 1HoPow WoG (with Long Word active, of course).
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Re: A Call to Arms - Cataclysm Mechanics testing

Postby eia » Tue Jan 18, 2011 1:09 pm

Realise now that I stupidly enough got an upgrade and sold off an item in that build, so I can't reproduce the exact set to easily test it.
If all you need is a few/a single cast though, I can easily do that in whatever set and then add one glyph/talent at a time.
Would that help, and does it matter in what order I add the glyphs/talents?
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Re: A Call to Arms - Cataclysm Mechanics testing

Postby tlitp » Tue Jan 18, 2011 2:08 pm

The gear set is irrelevant, as long as you're not naked. Only one cast is needed, and only one g/t setup (LW active, WoG/SoI inactive; no points in Div or GbtL).
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Re: A Call to Arms - Cataclysm Mechanics testing

Postby eia » Tue Jan 18, 2011 3:31 pm

Since you can't have a full prot spec without having at least one point in Divinity, I'm going for a 0/0/0 prot spec for first casts (having chosen prot as spec for the spec bonuses if no talent bonuses)
Also, I'm not sure the stats I reported yesterday are the actual stats I had... when I checked today I had to have normal prot set -1 trinket and with kirin tor "hs" ring to get similar stats... So that's the gear I'm wearing now, trying to get as similar a parse as possible, or at least to know if the one yesterday was messed up, if possible.

Relevant info:
STR: 2904
AGI: 164
STA: 7086
INT: 156
SPI: 117

Melee:
Axe of the Eclipse with Mending enchanted
6043 AP
2.60 speed (2.59 on char-sheet after haste)
0.22% Haste (28 Rating)
0.33% Hit (40 Rating)
1.66% crit (36 Rating giving 0.20%)
5 Expertise (157 rating)

Spell:
1888 SP
0.22% haste (28 Rating)
8.97% hit (99 Rating)
3.78% crit (36 Rating)

I don't seem to be able to upload the file though, but since it's only a couple of casts, here it is:
Word of Glory: 1829-1897 (1 critical of 2798)
Long Word ticks: 621 (with about every 6th ticking for 622)
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Re: A Call to Arms - Cataclysm Mechanics testing

Postby eia » Tue Jan 18, 2011 3:35 pm

Btw, sorry if I messed up my stats, hope that doesn't mess up any calculations.
Saving this set in eq manager now so I can get the exact same one if needed.
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Re: A Call to Arms - Cataclysm Mechanics testing

Postby tlitp » Tue Jan 18, 2011 4:14 pm

You've confirmed my suspicions, the DoT effect ignores gSoI/gWoG altogether :
Code: Select all
wog.tick = (base*+0.1984*ap+0.2086*sp)*hopow*divin*gbtl*gLW/3, where

base* - average value of base (~2133@85)
gLW=0.5


Don't worry about retesting/consistency, you've provided coherent data sets. Thanks.
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Re: A Call to Arms - Cataclysm Mechanics testing

Postby eia » Wed Jan 19, 2011 11:43 am

I guess (hope) you mean that it just isn't double-dipping from them, that is, not first being based on the higher values (by WoG getting bonuses from them) and then getting the bonuses again?
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Re: A Call to Arms - Cataclysm Mechanics testing

Postby theckhd » Wed Jan 19, 2011 1:10 pm

No, according to the formula he posted, the ticks aren't being affected by either glyph at all. Presumably the "leftover" direct heal still does, though he hasn't said so explicitly.
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Re: A Call to Arms - Cataclysm Mechanics testing

Postby eia » Sat Jan 22, 2011 8:31 am

I did the JotJ/Fiery weapon test, no mention on any data except for the parse needed, so that's all I give you now. Going from much too much info to none. :P
Valha is a lvl 68 pala btw, with not much talent, only have Divinity, Eternal Glory and 2/2 JotJ.
Hope this helps.

Are the parses for Long Word ok btw, or do you need more info about that one?

edit: oh and btw, I found it amusing that I bought the slowest Axe that exist from Hegnar Swiftaxe. :P
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Re: A Call to Arms - Cataclysm Mechanics testing

Postby tlitp » Sat Jan 22, 2011 11:57 pm

I've looked at Benebarba's parse. I've looked at Eia's. I've scratched my head. I then swiftly proceeded to make good use of a double facepalm. Fiery Weapon works only in melee range; the test explicitly states to attack from afar. The two aforementioned victims are free to call us incompetent. :P
Joking aside, the bugger still stands - FW must simply be replaced with Avalanche.

@Theck : WoG/SoI/modifiers are all sorted out, take down any mention of them from the front page.
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Re: A Call to Arms - Cataclysm Mechanics testing

Postby eia » Sun Jan 23, 2011 2:44 am

Ok, I'll redo the parse with avalanche instead.
Only problem with that is that you can't enchant that on anything lower than ilvl 300, and thus you can't use the proposed axe.
I'll just do it with my current weapon equipped instead.
I'll do it on eia though, who are lvl 85, but the lvl suggestion was only because of the enchant, and with a cata enchant I guess that makes it irrelevant.
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Re: A Call to Arms - Cataclysm Mechanics testing

Postby eia » Sun Jan 23, 2011 2:46 am

Oh btw, Avalanche states "melee" as well, though not in the same wording as Fiery weapon, so I wonder if it will help.. but I guess I can see that fairly soon hopefully. :P
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Re: A Call to Arms - Cataclysm Mechanics testing

Postby eia » Mon Jan 24, 2011 12:15 pm

I did the "Fiery Weapon" parse with Avalanche now.

Best weapon I could find was my Wild Hammer.

AP: 6205
SP: 1937
Weapon speed: 3.6, actual speed 3.54
2/2 in JotJ
lvl 60 dummy
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