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A Call to Arms - MoP Mechanics Testing

Warning: Theorycraft inside.

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Re: A Call to Arms - MoP Mechanics Testing

Postby Klaudandus » Fri Jun 22, 2012 6:13 pm

Here you go, from 10K to 16.5K AP.
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Re: A Call to Arms - MoP Mechanics Testing

Postby Klaudandus » Fri Jun 22, 2012 6:40 pm

Str 9354

Parry 14.38%
Parry of 785 adds 0.76%

Parry 14.84
Parry of 1252 adds 1.21

Parry 15.10%
Parry of 1516 adds 1.46%

Parry 15.29
Parry of 1714 adds 1.66%

Parry 15.48
Parry of 1902 adds 1.84%

Parry 15.77
Parry of 2202 adds 2.13

Parry 15.98
Parry of 2420 adds 2.34%

Parry 16.28
Parry of 2724 adds 2.63%

Parry 16.65
Parry of 3106 adds 3.00%

This is the best I can do without changing my STR zilch
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Re: A Call to Arms - MoP Mechanics Testing

Postby theckhd » Fri Jun 22, 2012 8:51 pm

I'll incorporate that data tomorrow, but what I asked for was the opposite - vary strength while keeping parry rating constant.
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Re: A Call to Arms - MoP Mechanics Testing

Postby Klaudandus » Fri Jun 22, 2012 8:54 pm

theckhd wrote:I'll incorporate that data tomorrow, but what I asked for was the opposite - vary strength while keeping parry rating constant.


Blah, I'll think of something then.

does the amount of parry rating mater? or as long as its the same its ok?

Like... having 700 parry rating but varying the amount of str as much as I can...
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Re: A Call to Arms - MoP Mechanics Testing

Postby Klaudandus » Sat Jun 23, 2012 5:36 am

Parry of 2178 adds 2.10% (Will remain the same)

Str - 3638
Parry chance of 9.50%

Str - 4242
Parry chance of 10.17%

Str - 4752
Parry chance of 10.74%

Str - 5477
Parry chance of 11.55%

Str - 6115
Parry chance of 12.25%

Str - 6606
Parry chance of 12.79%

Str - 7210
Parry chance of 13.44%

Str - 7935
Parry chance of 14.23%

Str - 8779
Parry chance of 15.13$


----

I'd have more data but I got no bagspace
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Re: A Call to Arms - MoP Mechanics Testing

Postby Klaudandus » Sat Jun 23, 2012 7:54 am

Had to sell a bunch of my gear, I had no more bagspace... So my sets will be limited from now on.
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Re: A Call to Arms - MoP Mechanics Testing

Postby theckhd » Sat Jun 23, 2012 8:39 am

Thanks Klaud, I'll take a look at the whole data set later today, hopefully that's enough spread of data points to nail down the parry details.
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Re: A Call to Arms - MoP Mechanics Testing

Postby Sagara » Sat Jun 23, 2012 9:00 am

Coming out of the blue: my beta's running again, so I'll be able to log some time.

Any particular element a 87 pal can check that is needed rght now?
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Re: A Call to Arms - MoP Mechanics Testing

Postby theckhd » Sat Jun 23, 2012 9:38 am

#28 and #29. As far as I can tell, spell coefficients are static, so any level character can do #28. Just be sure to report your level and the dummy level, along with all of the other info I requested.
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Re: A Call to Arms - MoP Mechanics Testing

Postby tlitp » Sat Jun 23, 2012 9:45 am

From Klaud's data sets, the armor coefficient @93 seems to be roughly 25050. That's good enough for now, we'll check the exact formula and the level scaling later on.
Sagara wrote:Any particular element a 87 pal can check that is needed rght now?

If the level 90 dummies have finally been implemented, we'll definitely need a level 88 anything (i.e. a Paladin is mighty fine) to check the scaling of glancing blows. For now, lower-level Paladins can tackle the weapon enchants (see leading post), as those test are basically level-agnostic (tests #3, #4, #21).



@Theck : please edit test #29. We don't need the +3 scaling, but the +2 one (i.e. level 88 on level 90 dummies); also, increase the duration to 1h+ and specify that the gear must be crit-heavy, as I'd like to snipe data to see if block events are indeed one-roll in the case of AAs.
EDIT : Here's how it should look like.
  • Level : 88 (exactly 88).
  • Gear: Crit-heavy (Ret-oriented).
  • Target: Any level 90 dummy (exactly 90, not 93), attacking from the front.
  • Attack Sequence: just Auto-attacks.
  • Goal: 60+ minutes worth of auto-attacks.
  • Report: total physical crit (character sheet), upload the combat log.
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Re: A Call to Arms - MoP Mechanics Testing

Postby Spazzo » Sat Jun 23, 2012 10:58 am

Here are some attempts we did yesterday. I haven't had a chance to really delve into uptimes and what not but here you go.


http://www.worldoflogs.com/reports/rt-l ... 425&e=2598
http://www.worldoflogs.com/reports/rt-llbz58stty2jdenc/
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Re: A Call to Arms - MoP Mechanics Testing

Postby theckhd » Sat Jun 23, 2012 12:50 pm

tlitp wrote:@Theck : please edit test #29.

Done
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Re: A Call to Arms - MoP Mechanics Testing

Postby Klaudandus » Sat Jun 23, 2012 12:54 pm

I got a question in #28

How bad is it gonna affect that there are no lvl 90 dummies, seeing as there's only lvl 85 and 93 dummies out there, AND do we have to scrap the log if someone hits our dummies while we hit them, or puts a debuff on them? Just want to make sure.

It was not much of a big deal on tiltp's logs as he only required 1+ mins per AP set, and I did have to scrap some of them actually because of a lock just went around dotting everything...
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Re: A Call to Arms - MoP Mechanics Testing

Postby tlitp » Sat Jun 23, 2012 1:17 pm

@Theck :
1. Please update #29 again (sorry). As the lovely Dal.Sword got changed to 1.8 in MoP, the fastest weapon purchasable from vendors is now Tomahawk. Please add it as a requirement for this test suite, as we want to get as many swings as possible within a given time frame.
2. Remove #31, as it's been covered here.


@Klaud on #28 : use isolated low-level dummies for anything else but CS/HotR. Use boss-level dummies (again, isolated) for CS/HotR alone. In other words, you can avoid the crowded dummies if testing anything that doesn't deal physical damage (thus not being affected by armor).
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Re: A Call to Arms - MoP Mechanics Testing

Postby Klaudandus » Sat Jun 23, 2012 1:23 pm

Gotcha. I'll work on that as soon as I feel better from my migraine...

You need 30 mins of each at least, one for CS/HotR and one for the rest, right?

Should I be casting SotR on the CS/HotR log or not?
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