A Call to Arms - MoP Mechanics Testing

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Re: A Call to Arms - MoP Mechanics Testing

Postby Klaudandus » Thu Jul 19, 2012 4:25 am

well, gab has an 86, and he couldn't break my bubble in a single attack on some of my gear sets.
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Re: A Call to Arms - MoP Mechanics Testing

Postby Gab » Thu Jul 19, 2012 4:44 am

Klaudandus wrote:well, gab has an 86, and he couldn't break my bubble in a single attack on some of my gear sets.


Wearing T13 BiS...

I can level it just might be a week or two considering I have to level on Gilneas first but the CS nerf is going to make breaking the shield even more troublesome. Ret might not be the best class considering Hand of Light adds an extra entry for most attacks.
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Re: A Call to Arms - MoP Mechanics Testing

Postby Klaudandus » Thu Jul 19, 2012 4:48 am

I think it doesn't really matter where you at with a real-id group. we would still be able to see each other... at least, isn't that what they've been saying?
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Re: A Call to Arms - MoP Mechanics Testing

Postby Klaudandus » Thu Jul 19, 2012 4:51 am

Theck, I'll redo CS and Seal of Truth again considering they got nerfed. BUt have you downloaded the data for HoW and the other seals? I posted them a while back
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Re: A Call to Arms - MoP Mechanics Testing

Postby degre » Thu Jul 19, 2012 5:28 am

I've just skipped to the last page so pardon me if has been asked already but, does Theck requires only parses from level 90 characters or are 85 accepted too?

I'm in the Beta but I don't really fancy spending time leveling a toon there while I can spend that time completing the content I've missed, so leveling to 90 is a big nono, but 15 or 20 minutes once in a while to help MT wouldn't be an issue. That is, if possible.
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Re: A Call to Arms - MoP Mechanics Testing

Postby Gab » Thu Jul 19, 2012 2:50 pm

degre wrote:I've just skipped to the last page so pardon me if has been asked already but, does Theck requires only parses from level 90 characters or are 85 accepted too?

I'm in the Beta but I don't really fancy spending time leveling a toon there while I can spend that time completing the content I've missed, so leveling to 90 is a big nono, but 15 or 20 minutes once in a while to help MT wouldn't be an issue. That is, if possible.


Pretty sure all that's left requires level 90, I could be wrong though.
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Re: A Call to Arms - MoP Mechanics Testing

Postby degre » Thu Jul 19, 2012 6:29 pm

Fair enough, thanks for replying :)
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Re: A Call to Arms - MoP Mechanics Testing

Postby Gab » Thu Jul 19, 2012 6:40 pm

degre wrote:Fair enough, thanks for replying :)


Of course, welcome back.
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Re: A Call to Arms - MoP Mechanics Testing

Postby Klaudandus » Thu Jul 19, 2012 7:08 pm

Code: Select all
      Set #9
Str   11695
Sta   19412
AP    23640
SP    11820
Haste 3.72
Hit   3.49
Crit  9.29
Exp   3.89

Weapon
Speed 2.6
5650 - 10495 Damage
3104 DPS


New logs for CS and Seal of Truth (censure) considering things got changed in the last build.

Added an 9th set with a weapon that is definitively not [The Club]
Attachments
CST - Naked.zip
(149.03 KiB) Downloaded 41 times
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Re: A Call to Arms - MoP Mechanics Testing

Postby theckhd » Fri Jul 20, 2012 6:07 am

Gab wrote:
theckhd wrote:One big attack would be better though, since it would consume the entire shield at once (and thus every absorb would be the full amount of the shield, rather than having to sum over several attacks).


Just curious, after beatin' Klaud like he owes me money, is it even possible to get one big attack? AFAIK, even with a /stopattack macro, one white swing is always going to go through and then there's also hand of light...

I don't know if a white swing alone would be enough, even if I were at 90 with a higher ilvl/top end weapon, to break the shield at some of the higher gear sets.

You can position yourself so that the target is outside of your auto-attack zone, but still able to be hit by melee abilities (such as CS).

The Hand of Light proc isn't a big deal, especially if the ability that triggers it is big enough to consume the shield's charge by itself. What I'm looking for is a combat log with entries like:

X Spell hits Y for Z (A: W)

That way I can just look at the W values to see how much each charge absorbs, and not have to bother summing full absorbs with partial absorbs for each measurement.
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Re: A Call to Arms - MoP Mechanics Testing

Postby Klaudandus » Fri Jul 20, 2012 6:25 am

Don't forget the HoW logs I posted on page 17. (They also include Light's Hammer and Execution Sentence)

Also, if you need anything else, right now is the time to ask -- much easier to whack things mindlessly for hours on the weekend =P
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Re: A Call to Arms - MoP Mechanics Testing

Postby theckhd » Fri Jul 20, 2012 7:03 am

I haven't forgotten, I just haven't had very much time to look at logs while on vacation. I'll take a look at them now quickly though.
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Re: A Call to Arms - MoP Mechanics Testing

Postby Klaudandus » Fri Jul 20, 2012 7:03 am

oops, my bad then =P
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Re: A Call to Arms - MoP Mechanics Testing

Postby theckhd » Fri Jul 20, 2012 7:07 am

Just to clarify, the 7 gear sets mentioned are the ones in these two posts, correct?
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Re: A Call to Arms - MoP Mechanics Testing

Postby Klaudandus » Fri Jul 20, 2012 7:15 am

Yeah. I figured it would be easier to use the same sets for the sake of consistency.

Added them to your spreadsheet, that prolly helps more.
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Re: A Call to Arms - MoP Mechanics Testing

Postby theckhd » Fri Jul 20, 2012 8:32 am

Results for HoW, ES, and LH, fitting against spellpower:

Fitting min and max for HoW, expecting (1749-1930)+1.61*SP
Code: Select all
how_fit =

     General model:
     how_fit(x) = a*x+b
     Coefficients (with 95% confidence bounds):
       a =        1.61  (1.61, 1.611)
       b =        1927  (1925, 1929)

how_gof =

           sse: 7.6154
       rsquare: 1.0000
           dfe: 6
    adjrsquare: 1.0000
          rmse: 1.1266


how_fit2 =

     General model:
     how_fit2(x) = a*x+b
     Coefficients (with 95% confidence bounds):
       a =        1.61  (1.61, 1.611)
       b =        1749  (1744, 1753)

how_gof2 =

           sse: 40.9196
       rsquare: 1.0000
           dfe: 6
    adjrsquare: 1.0000
          rmse: 2.6115

(1749-1927)+1.61*SP, in accordance with the tooltip


Execution sentence doesn't have any useful tooltip info (at least, on wowdb). However, it does constant damage (within +/- 1 damage), so it's easy to fit.
Code: Select all
es_fit =

     General model:
     es_fit(x) = a*x+10000+b
     Coefficients (with 95% confidence bounds):
       a =       4.564  (4.562, 4.567)
       b =       35.62  (19.5, 51.74)

es_gof =

           sse: 587.1460
       rsquare: 1.0000
           dfe: 6
    adjrsquare: 1.0000
          rmse: 9.8923

So the Execution Sentence formula is 10035+4.564*SP, with very tight bounds on the SP scaling and an uncertainty of +/- 20 or so on the base damage.


Light's Hammer isn't hard to fit either. The expected value is (2,792 + 0.247*SP) per tick, but it has a pretty wide damage range. Fitting both min and max values:
Code: Select all
lh_fit =

     General model:
     lh_fit(x) = 0.247*x+b
     Coefficients (with 95% confidence bounds):
       b =        3080  (3076, 3084)

lh_gof =

           sse: 171.9105
       rsquare: 1.0000
           dfe: 7
    adjrsquare: 1.0000
          rmse: 4.9557


lh_fit2 =

     General model:
     lh_fit2(x) = 0.247*x+b
     Coefficients (with 95% confidence bounds):
       b =        2540  (2532, 2549)

lh_gof2 =

           sse: 687.1040
       rsquare: 0.9999
           dfe: 7
    adjrsquare: 0.9999
          rmse: 9.9075

That gives us (2540-3080)+0.247*SP. The base damage averages to 2810, which is close enough to validate the tooltip given the low sample size.

I don't think I'll get to the next data sets today or tomorrow. I'll probably start catching up on Sunday/Monday.
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Re: A Call to Arms - MoP Mechanics Testing

Postby Klaudandus » Fri Jul 20, 2012 8:34 am

sure, no prob, just let me know if you need anything else that I can work on in the time being.
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Re: A Call to Arms - MoP Mechanics Testing

Postby theckhd » Fri Jul 20, 2012 8:39 am

If you want to do a bunch of gruntwork in World of Logs, you can save me some time by combing through the logs and putting the data I need in a google spreadsheet. I'll even start the spreadsheet and give you instructions.
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Re: A Call to Arms - MoP Mechanics Testing

Postby Klaudandus » Fri Jul 20, 2012 8:55 am

fire away, just tell me what to do
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Re: A Call to Arms - MoP Mechanics Testing

Postby theckhd » Fri Jul 20, 2012 8:55 am

In case you decide gruntwork sounds fun:
https://docs.google.com/spreadsheet/ccc ... 2Z6RHRvSlE

Instructions: Go to the maintankadin WoL site; I've already uploaded the Seal and Prism data sets, and named them according to the gear set used (i.e. naked, set 1, set 2, etc.). From each data set, fill in the appropriate row/columns in the spreadsheet. For example, the Seal of Righteousness data will only have one column since it hits for a fixed amount, and each data set will fill in one cell of that column. You can pick the values off of the log browser, or simply from the "Damage Done" part of your breakdown (use the non-crit values).

For something with a damage range, I use the expression editor and the following string:
Code: Select all
sourceName ="Klaudandus" and spellID =24275 and type=1 and isCritical=false and blocked=0 and (amount <=4300 or amount >=9200)

spellID is the id of the spell you're looking at (which can be found by mousing over it in the log browser or any of the breakdowns - the link in your browser when you mouse over the spell and see the tooltip will be http://<junk>/spell/spellID/. I adjust the min and max amount values until only the min and max entry show in the results pane, and then record them. The mean value I just get from the Player->Damage Done breakdown, as explained earlier (average value of a normal hit).
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Re: A Call to Arms - MoP Mechanics Testing

Postby Klaudandus » Fri Jul 20, 2012 9:03 am

ok, will start working on that once i come back from the groceries.

BTW, can you link me to the maintankadin wol link?
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Re: A Call to Arms - MoP Mechanics Testing

Postby theckhd » Fri Jul 20, 2012 9:03 am

Just uploaded the EF and CST data sets as well. I skipped the Sacred Shield data set since I wasn't sure if it would be useful yet with only two data points. Is that EF data set before or after the recent changes to how EF works (replacing WoG)?
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Re: A Call to Arms - MoP Mechanics Testing

Postby theckhd » Fri Jul 20, 2012 9:04 am

And again, don't feel obligated. But sifting through the logs to compile the data is 80%-90% of the time I spend on these data sets, fitting is actually rather quick most of the time.
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Re: A Call to Arms - MoP Mechanics Testing

Postby Klaudandus » Fri Jul 20, 2012 9:10 am

The EF was from 2 days ago, so that is when it replaced WoG
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Re: A Call to Arms - MoP Mechanics Testing

Postby Klaudandus » Fri Jul 20, 2012 1:43 pm

Updated sotr, hotr, hw, as, j and conc, filled most of prism. I am surprised how much damage prism does.

Will finish later, my back is killing me.
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