Theck's MATLAB thread - MoP/5.x

Warning: Theorycraft inside.

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Re: Theck's MATLAB thread - MoP/5.x

Postby sahiel » Tue Sep 11, 2012 2:12 pm

xstratax wrote:Anyone else finding that the extra 10% Stamina we got as part of the GbtL buff is now gone?

Yep, just logged in to mention it seems to have vanished. No sign whether it was deemed too much or if it is a bug or what's happening yet, although I'm presuming it was someone accidentally using data from the previous version of GBtL when they made the latest patch and not the recently updated one with 25% stam, if it was an intended change I'd expect them to have mentioned something, we'll see.

Edit: Yep, fixed already it looks like, back up to 25% though the tooltip still says 15%.
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Re: Theck's MATLAB thread - MoP/5.x

Postby Cema » Wed Sep 12, 2012 8:25 pm

Yup.

I can confirm stamina scaling is now 1.25*1.05 on Beta though the Tooltip says 15% and there is still no sign of Plate Spec in the spellbook
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Re: Theck's MATLAB thread - MoP/5.x

Postby Flitter » Thu Sep 13, 2012 10:38 am

Again some insights directly from Ghostcrawler regarding Divine Purpose:

Ghostcrawler wrote:-- Word of Glory was mistakenly giving two chances to proc Divine Purpose (one for the cast, one for the heal / damage). It now only gives one chance, as you'd expect.
-- As previously mentioned, Divine Purpose's proc chance is supposed to be reduced to 8.33% or 16.66% if you cast a finisher with 1 or 2 Holy Power. That was also incorrectly applying to casts of finishers with Divine Purpose active. For example, suppose you had 4 Holy Power, and cast Light of Dawn (dropping you to 1 Holy Power). That procs Divine Purpose. You then Light of Dawn again. Previously, it would see that you're at 1 Holy Power, and give that second cast only an 8.33% chance to proc Divine Purpose again. This fixes that, so that casts made with Divine Purpose have the full 25% chance to proc Divine Purpose again.
-- Some finishers would proc Divine Purpose instantly when you cast them, and some would have a moment of delay between the cast and you gaining Divine Purpose. Those have been fixed to always proc instantly; it should feel much more responsive now.
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Re: Theck's MATLAB thread - MoP/5.x

Postby theckhd » Wed Sep 19, 2012 7:04 pm

I've posted the first batch of sims on the front page. I still have to do the stat weight and weapon simulations, those I'll get to tomorrow. Once I'm done I'll be copy/pasting them all in here for posterity's sake (so we have a copy once I update them eventually with patches).

I also have to put together the gear sets I used on Wowhead for linking, unless someone wants to be kind and do that for me.
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Re: Theck's MATLAB thread - MoP/5.x

Postby econ21 » Thu Sep 20, 2012 5:19 am

Thanks for the great work, theck.

Are you planning to evaluate the stats in terms of dps as before? Because I think the work you've done on TDR is more interesting. I guess it's already out in your blog, but if tanks come to this forum wanting to know about stat weights, I think showing them numbers relevant to survivability would be better than showing them dps numbers.
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Re: Theck's MATLAB thread - MoP/5.x

Postby theckhd » Thu Sep 20, 2012 5:24 am

Initially, I'm primarily going to look at DPS, since that's what the MATLAB code calculates. I'll probably just link to the blog post and summarize the results for now. Of course, the analytical calculation done in that blog post is all in MATLAB too, so it would be pretty easy to merge it into the bulk of this code, and I plan on doing that in the future.
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Re: Theck's MATLAB thread - MoP/5.x

Postby aresius » Thu Sep 20, 2012 9:30 am

Im glad that you are already updating the 5.0 matlab thread! Ive been checking for updates on a daily basis.
Bits and pieces of feedback:

-Unless im blind, Hammer of Wrath (HoW) listed in the ability damage section does not exist in the glossary.

-In the TLDR of the rotation section the base rotation is discribed as "CS>J>AS>Cons>L90>HW". To me, it is not clear how obvious it would be for someone who didint read that section that "L90" stands for one of the three level 90 talent abilities. Just figured a short explanation line such as "L90 stands for whichever level 90 talent you took" might prevent someone mindlessly asking about it in the thread later on.

-I wanted to also share my view of the WoG glyph:

As expected, a glyphed WoG simulates for less dps then just using the HPs on a SoTR. Yet to me it doesent seem fair to state that the glyph loses value based on that. My view on WoGing is that we will build up buff stacks with SoTR and sit on them, but any time we are soemwhat low on health we just top ourselves off with the WoG: Use it as if it where a mini-LoH. And i cant imagine progression without moments the tank will want to WoG himself.

Considering the premise that we will be using WoG frequently in fights, even if not in a set rotational basis, having the glyph will make the dps loss for the WoGing we are already doing, be smaller. It is probably hard, if not impossible, to math out precisely the dps "gain" of glyphing WoG (comparing Wogging when at low health withought the glyph to wogging with it), since the use of WoG would be a reaction to circunstance (Dont know if one can look at sets of pareses for given fights and reliably give a statistical ammount of times a tank will find himself below X ammount of health).
Point is, putting the WoG glyph in this perspective it seems (to me at least) like an attractive option.

Edit: Case i was unclear, my impression is that paladin tanking in MoP would be similar to DK tanking, but with more mitigation and less frequent heals. For a somewhat simplified example of my thoughts: while a DK would take a big hit for X and then heal it back, repeatedly, a paladin would take 5 X/5 smaller hits and then heal it all back, repeatedly. I imagine the "heal it back" important for both classes so healers would be able to keep each of them alive with inexpensive heals in between the tanks heavy self healing.
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Re: Theck's MATLAB thread - MoP/5.x

Postby Zalaria » Thu Sep 20, 2012 11:02 am

Here's the Wowhead linkage for your gear sets, formatted similarly to the 4.X thread:


Gems are the same for all sets:
Blue Socket: [Solid River's Heart]
Red Socket: [Defender's Imperial Amethyst]
Yellow Socket: [Puissant Wild Jade]
Prismatic Socket: [Solid River's Heart]
Meta Gem: [Austere Primal Diamond]

Enchants are the same for all sets:
Shoulder: [Ox Horn Inscription]
Cloak: [Greater Protection]
Chest: [Superior Stamina]
Wrist: [SuperiorDodge]
Hands: [Superior Mastery]
Legs: [Ironscale Leg Armor]
Feet: [Pandaren's Step]
Ring: [Stamina]
Weapon: [Colossus]
Shield: [Greater Parry]


Starter - Pre-5-mans, ilvl 450
Head: [Masterwork Spiritguard Helm]
Neck: [Badge of the Amber Siege]
Shoulder: [Masterwork Spiritguard Shoulders]
Back: [Blade-Dulling Greatcloak]
Chest: [Masterwork Spiritguard Breastplate]
Wrist: [Masterwork Spiritguard Bracers]
Hands: [Masterwork Spiritguard Gauntlets]
Waist: [Masterwork Spiritguard Belt]
Legs: [Masterwork Spiritguard Legplates]
Feet: [Masterwork Spiritguard Boots]
Finger #1: [Heart of the Earth]
Finger #2: [Thunderstone Ring]
Trinket #1: [Iron Protector Talisman]
Trinket #2: [Ghost Iron Dragonling]
Weapon: [Ook's Hozen Slicer]
Shield: [Impervious Carapace (Heroic)]

T14 LFR, ilvl 483
Head: [White Tiger Faceguard (LFR)]
Neck: [Kaolan's Withering Necklace (LFR)]
Shoulder: [White Tiger Shoulderguards (LFR)]
Back: [Daybreak Drape (LFR)]
Chest: [White Tiger Chestguard (LFR)]
Wrist: [Serrated Wasp Bracers (LFR)]
Hands: [White Tiger Handguards (LFR)]
Waist: [Protector's Girlde of Endless Spring (LFR)]
Legs: [White Tiger's Legguards (LFR)]
Feet: [Deepwater Greatboots (LFR)]
Finger #1: [Ring of the Shattered Shell (LFR)]
Finger #2: [Vizier's Ruby Signet (LFR)]
Trinket #1: [Jade Warlord Figurine (LFR)]
Trinket #2: [Vial of Dragon's Blood (LFR)]
Weapon: [Scimitar of Seven Stars (LFR)]
Shield: [Steelskin, Qiang's Impervious Shield (LFR)]

T14 Normal, ilvl 496
Head: [White Tiger Faceguard]
Neck: [Kaolan's Withering Necklace]
Shoulder: [White Tiger Shoulderguards]
Back: [Daybreak Drape]
Chest: [White Tiger Chestguard]
Wrist: [Serrated Wasp Bracers]
Hands: [White Tiger Handguards]
Waist: [Protector's Girlde of Endless Spring]
Legs: [White Tiger's Legguards]
Feet: [Deepwater Greatboots]
Finger #1: [Ring of the Shattered Shell]
Finger #2: [Vizier's Ruby Signet]
Trinket #1: [Jade Warlord Figurine]
Trinket #2: [Lao-Chin's Liquid Courage]
Weapon: [Scimitar of Seven Stars]
Shield: [Steelskin, Quiang's Impervious Shield]

T14 Heroic, ilvl 509
Head: [White Tiger Faceguard (Heroic)]
Neck: [Kaolan's Withering Necklace (Heroic)]
Shoulder: [White Tiger Shoulderguards (Heroic)]
Back: [Daybreak Drape (Heroic)]
Chest: [White Tiger Chestguard (Heroic)]
Wrist: [Serrated Wasp Bracers (Heroic)]
Hands: [White Tiger Handguards (Heroic)]
Waist: [Protector's Girlde of Endless Spring (Heroic)]
Legs: [White Tiger's Legguards (Heroic)]
Feet: [Deepwater Greatboots (Heroic)]
Finger #1: [Ring of the Shattered Shell (Heroic)]
Finger #2: [Vizier's Ruby Signet (Heroic)]
Trinket #1: [Jade Warlord Figurine]
Trinket #2: [Lao-Chin's Liquid Courage]
Weapon: [Scimitar of Seven Stars (Heroic)]
Shield: [Steelskin, Quiang's Impervious Shield (Heroic)]
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Re: Theck's MATLAB thread - MoP/5.x

Postby theckhd » Thu Sep 20, 2012 3:04 pm

aresius wrote:Im glad that you are already updating the 5.0 matlab thread! Ive been checking for updates on a daily basis.
Bits and pieces of feedback:

-Unless im blind, Hammer of Wrath (HoW) listed in the ability damage section does not exist in the glossary.

-In the TLDR of the rotation section the base rotation is discribed as "CS>J>AS>Cons>L90>HW". To me, it is not clear how obvious it would be for someone who didint read that section that "L90" stands for one of the three level 90 talent abilities. Just figured a short explanation line such as "L90 stands for whichever level 90 talent you took" might prevent someone mindlessly asking about it in the thread later on.

Both good catches, I'll update them shortly.

aresius wrote:-I wanted to also share my view of the WoG glyph:

As expected, a glyphed WoG simulates for less dps then just using the HPs on a SoTR. Yet to me it doesent seem fair to state that the glyph loses value based on that. My view on WoGing is that we will build up buff stacks with SoTR and sit on them, but any time we are soemwhat low on health we just top ourselves off with the WoG: Use it as if it where a mini-LoH. And i cant imagine progression without moments the tank will want to WoG himself.

Considering the premise that we will be using WoG frequently in fights, even if not in a set rotational basis, having the glyph will make the dps loss for the WoGing we are already doing, be smaller. It is probably hard, if not impossible, to math out precisely the dps "gain" of glyphing WoG (comparing Wogging when at low health withought the glyph to wogging with it), since the use of WoG would be a reaction to circunstance (Dont know if one can look at sets of pareses for given fights and reliably give a statistical ammount of times a tank will find himself below X ammount of health).
Point is, putting the WoG glyph in this perspective it seems (to me at least) like an attractive option.

In that sort of scenario, the WoG glyph doesn't perform too well. Consider that in the case where we're using all of our HP on WoG to keep up the 6-second 10% damage buff, we only get a ~4k DPS increase over not having the glyph. If we're casting WoG every ~30 seconds instead of every ~7.5 seconds, the effect is going to be a quarter as strong. So in this hypothetical case, the glyph is only worth 1k DPS, and it gets progressively worse as you use WoG less frequently.

So it's a little damage boost to help mitigate the fact that we had to use WoG instead of SotR, but it's still a smaller benefit in those scenarios than Alabaster Shield or Focused Shield would be. If we're willing to run three DPS glyphs, it's arguably a decent choice (though I think you could make equally good arguments for Harsh Words or Final Wrath). But if we're going to take any utility glyphs at all, GoWoG is the one to go.
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Re: Theck's MATLAB thread - MoP/5.x

Postby theckhd » Thu Sep 20, 2012 6:45 pm

OK, all of the front page posts that I have done are updated. The AOE sim is next on the list, but it still needs to be written. Enchant/Food sim is still waiting on a dynamic effects module, which has no ETA at this point. Hopefully sooner rather than later, though.

I still need to update the gear sets as well, thanks for compiling them Zalaria.

Let me know if I've missed any weapons of interest in the weapon sim - I think I got them all, but it's entirely possible that I skipped some of the agi or crit weapons, as I compiled the list quite some time ago and may have overlooked them.
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Re: Theck's MATLAB thread - MoP/5.x

Postby Schroom » Sat Sep 29, 2012 4:53 pm

any news on weapon enchants?

- River's Song (I guess no, as the DR on dodge is immense!)
- Windsong or
- Colossus

last thing I read was that Windsong was buggy and the PPM on colossus was very low, but that was beta...
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Re: Theck's MATLAB thread - MoP/5.x

Postby Celyn » Sun Sep 30, 2012 9:15 pm

Im sorry if this has been asked before but im confused on something with the single target rotations....err priority queues.

Why does the priority queue with Cons>ES generate more damage than the one with ES>Cons?

According to the ability damage section Cons does 72047 damage at 50k and 121971 damage at 100k vengeance. Execution sentence does 273858 at 50k and 456788 damage at 100k.

So wouldnt ES have a higher dpct than Cons and be a better and more efficient use of GCDs than cons? Yet according to the sims on page one at 7.50% hit, 7.50% exp, SoT

Code: Select all
| 14 | CS>J>AS>ES>Cons>HW>SotR               |  96124 |      0 |  59239 |      0 |   0.0 |   6.6 | 0.3948 |
| 15 | CS>J>AS>Cons>ES>HW>SotR               |  96318 |      0 |  59351 |      0 |   0.0 |   6.1 | 0.3948 |


Why is this? When up ES does over 2x as much damage, shouldn't 14 beat 15?

One last thing. Could HaNova be added to the glossary. Took me a while (and going back to the cata thread) to figure that out >.<
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Re: Theck's MATLAB thread - MoP/5.x

Postby Fenrìr » Mon Oct 01, 2012 5:15 am





Is there any reason behind you going for, effectively, stam over say...parry/mastery (red), straight mastery (yellow/prismatic)? At the current lvls, I don't necessarily see the DR on Avoidance stats being that bad that stam will outweigh it like I imagine it to towards the end of the xpac.
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Re: Theck's MATLAB thread - MoP/5.x

Postby theckhd » Mon Oct 01, 2012 8:10 am

Celyn wrote:So wouldnt ES have a higher dpct than Cons and be a better and more efficient use of GCDs than cons? Yet according to the sims on page one at 7.50% hit, 7.50% exp, SoT

Code: Select all
| 14 | CS>J>AS>ES>Cons>HW>SotR               |  96124 |      0 |  59239 |      0 |   0.0 |   6.6 | 0.3948 |
| 15 | CS>J>AS>Cons>ES>HW>SotR               |  96318 |      0 |  59351 |      0 |   0.0 |   6.1 | 0.3948 |


Why is this? When up ES does over 2x as much damage, shouldn't 14 beat 15?

Yes, ES has a higher DPCT. However, you don't get a max-DPS rotation by simply prioritizing in order of DPCT. For example, CS is terrible DPCT, yet we get higher DPS with CS>J than with J>CS. Why is that? They both generate HP after all.

You also have to consider cooldowns. It's usually a larger DPS loss to push back a shorter cooldown than a longer one. In CS/J's case, this means you generate more Holy Power and fill more GCDs with CS>J. In the case of Cons/ES, it's because ES has such a long cooldown that a few extra GCDs doesn't make a huge impact in its overall DPS, while pushing back CS by a few GCDs does.

See also: Ret in Wrath, Prot/Ret in Cataclysm, and many other classes.


Celyn wrote:One last thing. Could HaNova be added to the glossary. Took me a while (and going back to the cata thread) to figure that out >.<

Yup, I can do that.

Fenrìr wrote:Is there any reason behind you going for, effectively, stam over say...parry/mastery (red), straight mastery (yellow/prismatic)? At the current lvls, I don't necessarily see the DR on Avoidance stats being that bad that stam will outweigh it like I imagine it to towards the end of the xpac.

Because choosing stamina over avoidance never had anything to do with diminishing returns in the first place. DR on avoidance is more or less irrelevant for most of the choices here.

The reason I choose stamina is because it's good. Serious tanks always gem EH when approaching progression content (perhaps less so on 10's, but damage intake on 10's has always been a joke compared to 25's). In general that means stamina, except under odd or special circumstances (ex: block-capping, which was still gemming for EH). And since it doesn't matter how you gear if you're killing things after it's been nerfed to hell, it seems reasonable to focus on theorycrafting the cases that matter.

More importantly, perhaps, these are primarily DPS simulations. I'll leave it to you to guess how much of an impact it has on your DPS whether you gem stamina (which has no DPS benefit) or parry (which has no DPS benefit) or dodge (which has no DPS benefit) or mastery (which has no DPS benefit unless you use Alabaster Shield, in which case it has a really pathetically small DPS benefit that doesn't affect anything since it's tied to an off-GCD ability).
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Re: Theck's MATLAB thread - MoP/5.x

Postby Phonic » Tue Oct 02, 2012 2:02 pm

Theck, thank you for all your hard work and for everyone's contributions. It's been tough to find quality information these days and it seems like there just aren't as many posts/guides, etc. these days...

Been having a blast in MOP and can't wait to try out some raids tonight!
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Re: Theck's MATLAB thread - MoP/5.x

Postby Galtea » Wed Oct 03, 2012 5:52 am

I'm using Hit>Expertise(till soft-cap)>Mastery>Dodge=Parry for my mitigation stats at the moment. Where, if at all, should I include haste in there?
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Re: Theck's MATLAB thread - MoP/5.x

Postby theckhd » Wed Oct 03, 2012 5:56 am

Arguably, above mastery. And it looks like you should keep going with expertise to hard-cap for mitigation.

For DPS, I'd use Hit>Exp(soft-cap)>Haste.
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Re: Theck's MATLAB thread - MoP/5.x

Postby Nayru » Wed Oct 03, 2012 5:57 am

With SoT nerfed by 80%, the tradeoff between DPS/HPS has shifted heavily towards SoI, so I'm a bit curious on the Glyph of the Battle Healer. Could it be viable to spend a glyph slot on that if SoI becomes the generally recommended seal?
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Re: Theck's MATLAB thread - MoP/5.x

Postby theckhd » Wed Oct 03, 2012 6:00 am

It will be included in the updated Glyph analysis I put together this morning/afternoon.
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Re: Theck's MATLAB thread - MoP/5.x

Postby JoeBravo » Wed Oct 03, 2012 6:02 am

Theck, afterreading your latest blogpost I was wondering the following:
how do the various stat-priorities you evaluated effect vengeance?
The way I understand it, your dodge/parries reset the timer on your current vengeancestack and (mitigated) hits either lower or raise it, depending on the size of the hit (and vengeance you have).
I can imagine both taking more hits and avoiding more hits (to reset the timer) can be a benefit to vengeance. Would it even be possible to model such a thing, or are there too many variables involved (bossmechanics) to be worth the trouble?
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Re: Theck's MATLAB thread - MoP/5.x

Postby Sagara » Wed Oct 03, 2012 6:09 am

theckhd wrote:Arguably, above mastery. And it looks like you should keep going with expertise to hard-cap for mitigation.

For DPS, I'd use Hit>Exp(soft-cap)>Haste.


Based on what I understood of you blog post, I'd have tought that it was pretty moot wether we chose Haste or Mastery. The trade-off between Exp/Mast and Exp/Haste seems to be mostly about upping the tank's DPS, right? I can see that being critical in bleeding edge progression, but not for your average Tankadin (although the idea of rolling on all the DPS pieces appeals to my inner wiseass :lol: )
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Re: Theck's MATLAB thread - MoP/5.x

Postby Petrus » Wed Oct 03, 2012 8:47 am

Sagara wrote:
theckhd wrote:Arguably, above mastery. And it looks like you should keep going with expertise to hard-cap for mitigation.

For DPS, I'd use Hit>Exp(soft-cap)>Haste.


Based on what I understood of you blog post, I'd have tought that it was pretty moot wether we chose Haste or Mastery. The trade-off between Exp/Mast and Exp/Haste seems to be mostly about upping the tank's DPS, right? I can see that being critical in bleeding edge progression, but not for your average Tankadin (although the idea of rolling on all the DPS pieces appeals to my inner wiseass :lol: )


What I got out of it is that if you're only softcapping expertise, haste isn't really going to factor into anything. However, we may be wanting to try to hardcap expertise, at which point it is at least as useful if not twice as useful to go with haste instead of expertise.


I am loving the change in our damage sources either way. I hated not having a hard-hitting attack, and now (especially glyphed) AS fills that void. Definitely a fan.

I'm guessing the new rotation looks something like this for HP gen:

CS>J>AS>HW>HoW>Cons

And this for straight DPS:

AS>HW>HoW>CS>J>Cons

I'm basing this mostly off of my own experiences last night; my AS was just barely under 30k (glyphed) and HW was ~20k with HoW a bit behind. I'm really not sure how Consecration fits into the picture, and I could definitely see Holy Wrath falling way behind in a situation with anything more than two targets.
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Re: Theck's MATLAB thread - MoP/5.x

Postby theckhd » Wed Oct 03, 2012 10:42 am

JoeBravo wrote:Theck, afterreading your latest blogpost I was wondering the following:
how do the various stat-priorities you evaluated effect vengeance?
The way I understand it, your dodge/parries reset the timer on your current vengeancestack and (mitigated) hits either lower or raise it, depending on the size of the hit (and vengeance you have).
I can imagine both taking more hits and avoiding more hits (to reset the timer) can be a benefit to vengeance. Would it even be possible to model such a thing, or are there too many variables involved (bossmechanics) to be worth the trouble?

It's really not worth modeling. Dodges and parries reset the timer, hits reset the timer and update the value. In the steady state it makes no difference whatsoever.
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theckhd
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Re: Theck's MATLAB thread - MoP/5.x

Postby theckhd » Wed Oct 03, 2012 12:01 pm

Archiving the existing articles:
Ability Damage

Setup:
Race: Human (hardly matters)
Talents: Irrelevant
Glyphs: None
Seal: None/Irrelevant
Gear: 496 (T14 Normal raid set)
Rotation: N/A
Buffs: Full raid, 50k and 100k Vengeance
Code: calc_abilitydmg.m
Revision: r534
Patch: 5.0.5
Date: 18 Sept 2012

This sim just calculates the damage of each ability under certain circumstances. This is mostly for sanity-checking, as these are the numbers that end up going into the simulations that matter.

In the tables below, "Raw" is the raw (i.e. tooltip) damage done by the ability. For most abilities, this is for a single cast, but for a few of them I've used tick values (Sacred Shield, EF, Censure). The logic behind this is rooted in the code - things that I track by uptime are modeled per tick, things that I track by casts are modeled per cast. Consecration and Light's Hammer are both tracked by cast rather than uptime, so their "Raw" values are the total damage done by the spell over all ticks.

"Dmg" is the net damage one expects to deal with the ability after hit/miss and crit considerations.

"AoE" is the average amount of "splash" damage one expects to deal to a secondary target with the ability in a 4-target scenario. For Consecration, this is the same as the single-target damage (up to the 10-target AoE cap). For Avenger's Shield, it hits 2 additional targets, so the average splash damage it does is twice its dmg value (because it hits 2 additional targets) divided by 3 (the number of additional targets), or 2/3 of the single-target value.

"Heal" is the amount of healing one expects to do with the spell. The only caveat here is that Holy Prism assumes you're targeting an enemy (thus you're getting the radiated healing). The ability is symmetric, so if you use HPr as a targeted heal, just swap the "Dmg" and "Heal" numbers.

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---50k Vengeance ---

| Ability |    Raw |    Dmg |    AoE |  Heal |
|         |        |        |   (4T) |       |
|      CS |  21143 |  18942 |      0 |     0 |
|    HotR |   3293 |   2951 |      0 |     0 |
|  HaNova |   8550 |   7716 |   7716 |     0 |
|       J |  54575 |  54655 |      0 |     0 |
|      AS |  63030 |  61664 |  41109 |     0 |
|    Cons |  73643 |  72047 |  72047 |     0 |
|      HW |  45337 |  44355 |  11089 |     0 |
|     HoW |  74154 |  73670 |      0 |     0 |
|    SotR |  56235 |  50381 |      0 |     0 |
|     WoG |  87359 |      0 |      0 | 88253 |
|      EF |  87359 |      0 |      0 | 88253 |
| EF(HoT) |   9022 |      0 |      0 |  9114 |
|      SS |  39203 |      0 |      0 | 39203 |
|     HPr |  81002 |  79247 |  79247 | 52514 |
|      LH | 145692 | 142534 | 142534 | 96955 |
|      ES | 279925 | 273858 |      0 |     0 |
|     SoT |   3085 |   3165 |      0 |     0 |
|     SoR |   1466 |   1504 |   1504 |     0 |
|     SoI |  19226 |      0 |      0 | 12497 |
| Censure |  21646 |  22206 |      0 |     0 |
|   Melee |  17331 |  14557 |      0 |     0 |


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---100k Vengeance ---

| Ability |    Raw |    Dmg |    AoE |   Heal |
|         |        |        |   (4T) |        |
|      CS |  30244 |  27095 |      0 |      0 |
|    HotR |   4749 |   4255 |      0 |      0 |
|  HaNova |  12330 |  11128 |  11128 |      0 |
|       J |  92438 |  92574 |      0 |      0 |
|      AS | 103980 | 101726 |  67817 |      0 |
|    Cons | 124673 | 121971 | 121971 |      0 |
|      HW |  74002 |  72398 |  18100 |      0 |
|     HoW | 124869 | 124053 |      0 |      0 |
|    SotR |  95106 |  85206 |      0 |      0 |
|     WoG | 135869 |      0 |      0 | 137260 |
|      EF | 135869 |      0 |      0 | 137260 |
| EF(HoT) |  14287 |      0 |      0 |  14433 |
|      SS |  62603 |      0 |      0 |  62603 |
|     HPr | 125984 | 123253 | 123253 |  81669 |
|      LH | 226584 | 221672 | 221672 | 150781 |
|      ES | 466909 | 456788 |      0 |      0 |
|     SoT |   4489 |   4605 |      0 |      0 |
|     SoR |   2114 |   2168 |   2168 |      0 |
|     SoI |  32726 |      0 |      0 |  21272 |
| Censure |  36451 |  37394 |      0 |      0 |
|   Melee |  25218 |  21182 |      0 |      0 |



Since some people see things better graphically, here's the "Raw" values plotted. First, the "base" abilities:
Image
There are a few things to note here.
1) CS and Hammer hit like wet noodles. They're really a very small part of our damage compared to our "filler" abilities. That said, they power SotR, which is a decent chunk of damage. If you added 1/3 of a SotR to each CS cast, it's not all that bad. Note that this excludes Alabaster Shield effects, which make SotR stronger yet.

2) Cons is almost our hardest-hitting single-target ability (slightly behind HoW). I'd rather see some of that damage moved to Hammer and CS, but them's the breaks. Note that these are all unglyphed values, nor do they include seals. If you glyph AS, it sneaks ahead of Consecration to become our hardest-hitting single-target ability. We'll see later that the glyph is a pretty significant DPS increase, so I expect it to be pretty common.

3) Holy Wrath has scaling now thanks to the AP->SP conversion of Guarded by the Light. It's still a weaker filler, but at least it's not pathetic anymore.

4) Hammer of Wrath is incredibly strong now, which will shake up filler priorities during execute range. Expect it to take precedence over Cons.

Now, let's look at our L90 talents:
Image
This plot is a little misleading, in that it's damage and not DPS. Execution Sentence obviously has a huge lead, but you can get 3 Holy Prisms off in a minute compared to one Execution Sentence. That said, the damage of 3 Holy Prisms is still less than one ES, and costs 2 fewer GCDs. If you're going for raw DPS, we'd expect ES to win on a single target. HPr is kind of neat in that we can cast it on a friendly target (i.e. ourselves) to do AoE damage, making it an interesting choice for an AoE rotation. Light's Hammer also fills the AoE role, but does less overall damage per minute than Holy Prism. It would still be the go-to talent for short, <20-second AoE bursts though, as you can compact all of that damage into one cast.

Next, a plot of the seals:
Image
This plot is a little screwy, because SoI and Censure are so large compared to SoT/SoR. Censure's per-tick damage is gigantic, which as we'll see later puts a large opportunity cost on swapping to SoI. Note that the heal here is misleading, SoI's proc is that large, but it's a 15 PPM effect, so you don't get a proc on every swing.

Finally, our healing abilities:
Image
I wrote this sim back when WoG and EF had different formulas, so it's a bit redundant to have them both on the plot now that they're identical. The EF tick is very small, but you can see that ten ticks of it is more than the base cast. Note that this is without any Bastion of Glory interaction either, and our gear set has no haste on it (which will give EF extra ticks).

That said.... that Sacred Shield bar is one tick, i.e. one absorb bubble. We get 5 of them, 6 if we have enough haste (and an interesting note: the "increased casting speed" from SoI counts here, even though it doesn't for Sanctity of Battle). That's one reason Sacred Shield is so strong, it's got a raw numerical advantage over EF right out of the starting gate.

Light's Hammer is kind of interesting here as well. That's a huge amount of healing, and even though it's over 18 seconds, it's sort of like having a mini-Tranquility. I can see LH being used as a semi-raid-cooldown on certain fights. It's not clear yet whether LH has any sort of target cap, on offense or on "defense." Once I know more, I'll update accordingly.

theckhd wrote:Single-Target Rotation Simulations

Setup:
Race: Human (hardly matters)
Talents: L45 and L90 talents as dictated by queue
Glyphs: Alabaster Shield, Focused Shield
Seal: SoT and SoI
Gear: 496 (T14 Normal raid set)
Rotation: N/A
Buffs: Full raid, 50k and 100k Vengeance
Code: calc_rot_st.m
Revision: r534
Patch: 5.0.5
Date: 18 Sept 2012

This simulation uses the FSM code to calculate DPS values for a variety of different priority queues. For information on how the FSM code works, see this post. The simulation has extremely tight error tolerances, giving us accuracy down to ~1 DPS. So any difference in the output of two queues can be considered statistically significant from a purely mathematical point of view. However, keep in mind that the results are only as good as the model, and the model is a perfect player killing Patchwerk with no latency. So talking about differences smaller than 10-25 DPS is probably still meaningless, even if our numerical accuracy is better than that.

Most of the abbreviations found in the following tables can be found in the glossary, but there are a few that are specific to this sim:
  • The + suffix represents "only if this will grant Holy Power." For the moment, it's only relevant to AS. "AS+" thus means "AS if it will grant holy power" (i.e. Grand Crusader is active).
  • SotR# stands for a SotR cast at # holy power. If the number is omitted, it's assumed to be a 3-pointer. The same goes for EF and WoG.
  • We can add more complicated conditionals for each spell in brackets. The formalism is [<property><ability><relation><value>]. As an example, if we want to only use an ability if the cooldown on AS is 10 seconds or longer we'd write the conditional [cdAS>10], and if we want to use something only if Sacred Shield is active we'd write [buffSS>0]. If we only wanted to cast EF if we had 5 stacks of BoG, we might write EF[#BoG=5].

Damage, self-healing, DPS, and TPS are calculated in post-processing. The tables below show two columns for DPS, and two columns for Self-Healing Per Second (SHPS); the first in each case is for 100k Vengeance and the second is for 50k Vengeance.

I've also included some informational fields. "Empty GCD%" is the percentage of empty GCDs in a queue, while "SS/EF Up%" is the uptime on Sacred Shield or Eternal Flame. Holy power generation rate is also shown in the last column. Note that your SotR uptime is equal to your HPG as long as you're not using any of it on WoG or EF.

To make sifting through the queues easier, I've put a short list of the most relevant queues first. Complete queue lists for each Seal/talent/hit/expertise combination are given afterward.

Abbreviated list using SoT, 7.50% hit, 7.50% exp

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|    |                                       |    DPS |   SHPS |    DPS |   SHPS | SS/EF | Empty |        |
| Q# | Priority                              | V=100k | V=100k |  V=50k |  V=50k |   Up% |  GCD% |  HPG/s |
|  3 | CS>J>AS>Cons>HW>SotR                  |  89440 |      0 |  55234 |      0 |   0.0 |   7.5 | 0.3948 |
| 10 | CS>J>AS+>Cons>AS>HW>SotR              |  89637 |      0 |  55343 |      0 |   0.0 |   7.0 | 0.3948 |
| 16 | CS>J>AS+>Cons>AS>ES>HW>SotR           |  96502 |      0 |  59452 |      0 |   0.0 |   5.8 | 0.3948 |
| 19 | CS>J>Cons>ES>AS>HW>SotR               |  96696 |      0 |  59560 |      0 |   0.0 |   5.4 | 0.3901 |
| 37 | ^WB>CS>J>AS>Cons>SS[buffSS<5]>HW>SotR |  87966 |  10185 |  54286 |   6378 |  93.0 |   4.6 | 0.3948 |
| 43 | HoW>CS>J>AS>Cons>HW>SotR              | 101211 |      0 |  61982 |      0 |   0.0 |   0.0 | 0.3517 |
| 44 | HoW>CS>J>AS>Cons>ES>HW>SotR           | 106828 |      0 |  65336 |      0 |   0.0 |   0.0 | 0.3517 |


7.50% hit, 7.50% exp, SoT
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|    |                                       |    DPS |   SHPS |    DPS |   SHPS | SS/EF | Empty |        |
| Q# | Priority                              | V=100k | V=100k |  V=50k |  V=50k |   Up% |  GCD% |  HPG/s |
|  1 | CS>J>AS>SotR                          |  72348 |      0 |  45005 |      0 |   0.0 |  32.8 | 0.3948 |
|  2 | CS>J>AS>Cons>SotR                     |  83424 |      0 |  51548 |      0 |   0.0 |  19.6 | 0.3948 |
|  3 | CS>J>AS>Cons>HW>SotR                  |  89440 |      0 |  55234 |      0 |   0.0 |   7.5 | 0.3948 |
|  4 | J>CS>AS>Cons>HW>SotR                  |  86348 |      0 |  53199 |      0 |   0.0 |  14.9 | 0.3517 |
|  5 | CS>AS>J>Cons>HW>SotR                  |  88944 |      0 |  54951 |      0 |   0.0 |   7.8 | 0.3774 |
|  6 | J>AS>CS>Cons>HW>SotR                  |  87584 |      0 |  53950 |      0 |   0.0 |  13.9 | 0.3517 |
|  7 | HotR>J>AS>Cons>HW>SotR                |  86745 |      0 |  53330 |      0 |   0.0 |   7.5 | 0.3948 |
|  8 | CS>AS+>J>AS>Cons>HW>SotR              |  89286 |      0 |  55145 |      0 |   0.0 |   7.5 | 0.3899 |
|  9 | CS>J>AS>HW>Cons>SotR                  |  89057 |      0 |  55020 |      0 |   0.0 |   7.5 | 0.3948 |
| 10 | CS>J>AS+>Cons>AS>HW>SotR              |  89637 |      0 |  55343 |      0 |   0.0 |   7.0 | 0.3948 |
| 11 | CS>J>Cons>AS>HW>SotR                  |  89830 |      0 |  55452 |      0 |   0.0 |   6.5 | 0.3931 |
| 12 | CS>Cons>J>AS>HW>SotR                  |  88202 |      0 |  54508 |      0 |   0.0 |   6.7 | 0.3540 |
| 13 | Cons>CS>J>AS>HW>SotR                  |  88447 |      0 |  54646 |      0 |   0.0 |   7.7 | 0.3578 |
| 14 | CS>J>AS>ES>Cons>HW>SotR               |  96124 |      0 |  59239 |      0 |   0.0 |   6.6 | 0.3948 |
| 15 | CS>J>AS>Cons>ES>HW>SotR               |  96318 |      0 |  59351 |      0 |   0.0 |   6.1 | 0.3948 |
| 16 | CS>J>AS+>Cons>AS>ES>HW>SotR           |  96502 |      0 |  59452 |      0 |   0.0 |   5.8 | 0.3948 |
| 17 | CS>J>AS+>Cons>ES>AS>HW>SotR           |  96552 |      0 |  59482 |      0 |   0.0 |   5.8 | 0.3948 |
| 18 | CS>J>Cons>AS+>ES>AS>HW>SotR           |  96641 |      0 |  59525 |      0 |   0.0 |   5.7 | 0.3931 |
| 19 | CS>J>Cons>ES>AS>HW>SotR               |  96696 |      0 |  59560 |      0 |   0.0 |   5.4 | 0.3901 |
| 20 | CS>J>AS>HPr>Cons>HW>SotR              |  92892 |   3547 |  57532 |   2280 |   0.0 |   4.5 | 0.3939 |
| 21 | CS>J>AS>Cons>HPr>HW>SotR              |  93479 |   3394 |  57869 |   2182 |   0.0 |   3.7 | 0.3938 |
| 22 | CS>J>AS+>Cons>HPr>AS>HW>SotR          |  93694 |   3498 |  57996 |   2249 |   0.0 |   3.2 | 0.3933 |
| 23 | CS>J>AS+>Cons>AS>HPr>HW>SotR          |  93725 |   3429 |  58011 |   2205 |   0.0 |   3.1 | 0.3933 |
| 24 | CS>J>AS>LH>Cons>HW>SotR               |  92193 |   2441 |  57044 |   1570 |   0.0 |   6.6 | 0.3948 |
| 25 | CS>J>AS>Cons>LH>HW>SotR               |  92552 |   2338 |  57248 |   1504 |   0.0 |   6.1 | 0.3948 |
| 26 | CS>J>AS+>Cons>LH>AS>HW>SotR           |  92688 |   2400 |  57324 |   1543 |   0.0 |   5.8 | 0.3948 |
| 27 | CS>J>AS+>Cons>AS>LH>HW>SotR           |  92685 |   2371 |  57320 |   1524 |   0.0 |   5.8 | 0.3948 |
| 28 | ^WB>CS>J>AS>Cons>HW>SotR              |  88961 |      0 |  54895 |      0 |   0.0 |   7.5 | 0.3948 |
| 29 | ^WB>CS>J>AS>Cons>HW>SotR5             |  88961 |      0 |  54895 |      0 |   0.0 |   7.5 | 0.3948 |
| 30 | ^WB>^SS>CS>J>AS>Cons>HW>SotR          |  86638 |  10914 |  53472 |   6834 |  99.6 |   6.3 | 0.3754 |
| 31 | ^WB>CS>^SS>J>AS>Cons>HW>SotR          |  86762 |  10675 |  53577 |   6685 |  97.4 |   5.4 | 0.3828 |
| 32 | ^WB>CS>J>^SS>AS>Cons>HW>SotR          |  87295 |  10280 |  53888 |   6437 |  93.8 |   5.2 | 0.3943 |
| 33 | ^WB>CS>J>AS+>^SS>AS>Cons>HW>SotR      |  87291 |  10099 |  53886 |   6324 |  92.2 |   5.4 | 0.3948 |
| 34 | ^WB>CS>J>AS>^SS>Cons>HW>SotR          |  87248 |   9840 |  53861 |   6162 |  89.8 |   5.7 | 0.3948 |
| 35 | ^WB>CS>J>AS>Cons>^SS>HW>SotR          |  88178 |   9212 |  54416 |   5769 |  84.1 |   4.7 | 0.3948 |
| 36 | ^WB>CS>J>AS>Cons>HW>^SS>SotR          |  88961 |   8107 |  54895 |   5076 |  74.0 |   3.6 | 0.3948 |
| 37 | ^WB>CS>J>AS>Cons>SS[buffSS<5]>HW>SotR |  87966 |  10185 |  54286 |   6378 |  93.0 |   4.6 | 0.3948 |
| 38 | CS>J>AS>Cons>HoW>SotR                 |  94138 |      0 |  57911 |      0 |   0.0 |   7.0 | 0.3948 |
| 39 | CS>J>AS>HoW>Cons>HW>SotR              |  97967 |      0 |  60255 |      0 |   0.0 |   0.0 | 0.3948 |
| 40 | CS>J>AS+>HoW>AS>Cons>HW>SotR          |  98159 |      0 |  60351 |      0 |   0.0 |   0.0 | 0.3948 |
| 41 | CS>J>HoW>AS>Cons>HW>SotR              |  98177 |      0 |  60352 |      0 |   0.0 |   0.0 | 0.3923 |
| 42 | CS>HoW>J>AS>Cons>HW>SotR              |  98177 |      0 |  60352 |      0 |   0.0 |   0.0 | 0.3923 |
| 43 | HoW>CS>J>AS>Cons>HW>SotR              | 101211 |      0 |  61982 |      0 |   0.0 |   0.0 | 0.3517 |
| 44 | HoW>CS>J>AS>Cons>ES>HW>SotR           | 106828 |      0 |  65336 |      0 |   0.0 |   0.0 | 0.3517 |
| 45 | HoW>CS>J>AS>Cons>HPr>HW>SotR          | 102620 |   2191 |  62949 |   1409 |   0.0 |   0.0 | 0.3517 |
| 46 | HoW>CS>J>AS>Cons>LH>HW>SotR           | 103392 |   2134 |  63417 |   1372 |   0.0 |   0.0 | 0.3517 |
| 47 | ^WB>CS>J>AS>Cons>HW>WoG               |  74387 |  18064 |  46224 |  11615 |   0.0 |   7.5 | 0.3948 |
| 48 | ^WB>CS>J>AS>Cons>HW>EF                |  74387 |  23116 |  46224 |  14805 | 100.0 |   7.5 | 0.3948 |
| 49 | ^WB>CS>J>AS>Cons>HW>^EF>SotR5         |  85750 |  17422 |  52983 |  11099 |  98.9 |   7.5 | 0.3948 |
| 50 | ^WB>CS>J>AS>^SS>Cons>HW>WoG           |  72675 |  27904 |  45190 |  17777 |  89.8 |   5.7 | 0.3948 |



7.50% hit, 7.50% exp, SoI
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|    |                                       |    DPS |   SHPS |    DPS |   SHPS | SS/EF | Empty |        |
| Q# | Priority                              | V=100k | V=100k |  V=50k |  V=50k |   Up% |  GCD% |  HPG/s |
|  1 | CS>J>AS>SotR                          |  55095 |  16885 |  34371 |   9920 |   0.0 |  32.8 | 0.3948 |
|  2 | CS>J>AS>Cons>SotR                     |  66171 |  16885 |  40914 |   9920 |   0.0 |  19.6 | 0.3948 |
|  3 | CS>J>AS>Cons>HW>SotR                  |  72187 |  16885 |  44600 |   9920 |   0.0 |   7.5 | 0.3948 |
|  4 | J>CS>AS>Cons>HW>SotR                  |  69308 |  15440 |  42711 |   9071 |   0.0 |  14.9 | 0.3517 |
|  5 | CS>AS>J>Cons>HW>SotR                  |  71796 |  16765 |  44389 |   9849 |   0.0 |   7.8 | 0.3774 |
|  6 | J>AS>CS>Cons>HW>SotR                  |  70545 |  15440 |  43462 |   9071 |   0.0 |  13.9 | 0.3517 |
|  7 | HotR>J>AS>Cons>HW>SotR                |  69493 |  16885 |  42696 |   9920 |   0.0 |   7.5 | 0.3948 |
|  8 | CS>AS+>J>AS>Cons>HW>SotR              |  72063 |  16852 |  44531 |   9900 |   0.0 |   7.5 | 0.3899 |
|  9 | CS>J>AS>HW>Cons>SotR                  |  71805 |  16885 |  44386 |   9920 |   0.0 |   7.5 | 0.3948 |
| 10 | CS>J>AS+>Cons>AS>HW>SotR              |  72384 |  16885 |  44710 |   9920 |   0.0 |   7.0 | 0.3948 |
| 11 | CS>J>Cons>AS>HW>SotR                  |  72580 |  16874 |  44820 |   9913 |   0.0 |   6.5 | 0.3931 |
| 12 | CS>Cons>J>AS>HW>SotR                  |  71179 |  16604 |  44031 |   9754 |   0.0 |   6.7 | 0.3540 |
| 13 | Cons>CS>J>AS>HW>SotR                  |  71418 |  16630 |  44166 |   9770 |   0.0 |   7.7 | 0.3578 |
| 14 | CS>J>AS>ES>Cons>HW>SotR               |  78871 |  16885 |  48605 |   9920 |   0.0 |   6.6 | 0.3948 |
| 15 | CS>J>AS>Cons>ES>HW>SotR               |  79065 |  16885 |  48717 |   9920 |   0.0 |   6.1 | 0.3948 |
| 16 | CS>J>AS+>Cons>AS>ES>HW>SotR           |  79249 |  16885 |  48818 |   9920 |   0.0 |   5.8 | 0.3948 |
| 17 | CS>J>AS+>Cons>ES>AS>HW>SotR           |  79300 |  16885 |  48848 |   9920 |   0.0 |   5.8 | 0.3948 |
| 18 | CS>J>Cons>AS+>ES>AS>HW>SotR           |  79391 |  16874 |  48893 |   9913 |   0.0 |   5.7 | 0.3931 |
| 19 | CS>J>Cons>ES>AS>HW>SotR               |  79450 |  16853 |  48931 |   9901 |   0.0 |   5.4 | 0.3901 |
| 20 | CS>J>AS>HPr>Cons>HW>SotR              |  75645 |  20414 |  46902 |  12190 |   0.0 |   4.5 | 0.3939 |
| 21 | CS>J>AS>Cons>HPr>HW>SotR              |  76233 |  20260 |  47239 |  12091 |   0.0 |   3.7 | 0.3938 |
| 22 | CS>J>AS+>Cons>HPr>AS>HW>SotR          |  76451 |  20356 |  47368 |  12153 |   0.0 |   3.2 | 0.3933 |
| 23 | CS>J>AS+>Cons>AS>HPr>HW>SotR          |  76481 |  20286 |  47383 |  12108 |   0.0 |   3.1 | 0.3933 |
| 24 | CS>J>AS>LH>Cons>HW>SotR               |  74941 |  19326 |  46410 |  11489 |   0.0 |   6.6 | 0.3948 |
| 25 | CS>J>AS>Cons>LH>HW>SotR               |  75300 |  19223 |  46614 |  11423 |   0.0 |   6.1 | 0.3948 |
| 26 | CS>J>AS+>Cons>LH>AS>HW>SotR           |  75436 |  19285 |  46690 |  11463 |   0.0 |   5.8 | 0.3948 |
| 27 | CS>J>AS+>Cons>AS>LH>HW>SotR           |  75432 |  19256 |  46686 |  11444 |   0.0 |   5.8 | 0.3948 |
| 28 | ^WB>CS>J>AS>Cons>HW>SotR              |  71708 |  16885 |  44261 |   9920 |   0.0 |   7.5 | 0.3948 |
| 29 | ^WB>CS>J>AS>Cons>HW>SotR5             |  71708 |  16885 |  44261 |   9920 |   0.0 |   7.5 | 0.3948 |
| 30 | ^WB>^SS>CS>J>AS>Cons>HW>SotR          |  69931 |  27627 |  43192 |  16648 |  98.4 |   5.5 | 0.3890 |
| 31 | ^WB>CS>^SS>J>AS>Cons>HW>SotR          |  69931 |  27627 |  43192 |  16648 |  98.4 |   5.5 | 0.3890 |
| 32 | ^WB>CS>J>^SS>AS>Cons>HW>SotR          |  70231 |  27123 |  43365 |  16332 |  93.7 |   5.4 | 0.3930 |
| 33 | ^WB>CS>J>AS+>^SS>AS>Cons>HW>SotR      |  70245 |  27049 |  43375 |  16285 |  92.9 |   5.5 | 0.3938 |
| 34 | ^WB>CS>J>AS>^SS>Cons>HW>SotR          |  70245 |  27014 |  43375 |  16263 |  92.6 |   5.5 | 0.3939 |
| 35 | ^WB>CS>J>AS>Cons>^SS>HW>SotR          |  70843 |  26672 |  43732 |  16049 |  89.5 |   4.9 | 0.3941 |
| 36 | ^WB>CS>J>AS>Cons>HW>^SS>SotR          |  71628 |  25609 |  44212 |  15383 |  79.7 |   3.8 | 0.3943 |
| 37 | ^WB>CS>J>AS>Cons>SS[buffSS<5]>HW>SotR |  70854 |  27281 |  43738 |  16430 |  94.9 |   4.6 | 0.3945 |
| 38 | CS>J>AS>Cons>HoW>SotR                 |  76886 |  16885 |  47277 |   9920 |   0.0 |   7.0 | 0.3948 |
| 39 | CS>J>AS>HoW>Cons>HW>SotR              |  80715 |  16885 |  49622 |   9920 |   0.0 |   0.0 | 0.3948 |
| 40 | CS>J>AS+>HoW>AS>Cons>HW>SotR          |  80907 |  16885 |  49717 |   9920 |   0.0 |   0.0 | 0.3948 |
| 41 | CS>J>HoW>AS>Cons>HW>SotR              |  80928 |  16868 |  49721 |   9909 |   0.0 |   0.0 | 0.3923 |
| 42 | CS>HoW>J>AS>Cons>HW>SotR              |  80928 |  16868 |  49721 |   9909 |   0.0 |   0.0 | 0.3923 |
| 43 | HoW>CS>J>AS>Cons>HW>SotR              |  84171 |  15440 |  51495 |   9071 |   0.0 |   0.0 | 0.3517 |
| 44 | HoW>CS>J>AS>Cons>ES>HW>SotR           |  89788 |  15440 |  54848 |   9071 |   0.0 |   0.0 | 0.3517 |
| 45 | HoW>CS>J>AS>Cons>HPr>HW>SotR          |  85580 |  17631 |  52461 |  10480 |   0.0 |   0.0 | 0.3517 |
| 46 | HoW>CS>J>AS>Cons>LH>HW>SotR           |  86353 |  17574 |  52929 |  10443 |   0.0 |   0.0 | 0.3517 |
| 47 | ^WB>CS>J>AS>Cons>HW>WoG               |  57695 |  33133 |  35976 |  20518 |   0.0 |   7.5 | 0.3948 |
| 48 | ^WB>CS>J>AS>Cons>HW>EF                |  57695 |  38438 |  35976 |  23867 | 100.0 |   7.5 | 0.3948 |
| 49 | ^WB>CS>J>AS>Cons>HW>^EF>SotR5         |  68902 |  34698 |  42602 |  21296 |  98.6 |   7.5 | 0.3948 |
| 50 | ^WB>CS>J>AS>^SS>Cons>HW>WoG           |  56258 |  43226 |  35105 |  26838 |  92.6 |   5.5 | 0.3939 |



2.00% hit, 5.00% exp, SoT
Code: Select all

|    |                                       |    DPS |   SHPS |    DPS |   SHPS | SS/EF | Empty |        |
| Q# | Priority                              | V=100k | V=100k |  V=50k |  V=50k |   Up% |  GCD% |  HPG/s |
|  1 | CS>J>AS>SotR                          |  66668 |      0 |  41450 |      0 |   0.0 |  33.0 | 0.3653 |
|  2 | CS>J>AS>Cons>SotR                     |  76878 |      0 |  47481 |      0 |   0.0 |  19.8 | 0.3653 |
|  3 | CS>J>AS>Cons>HW>SotR                  |  82464 |      0 |  50903 |      0 |   0.0 |   7.6 | 0.3653 |
|  4 | J>CS>AS>Cons>HW>SotR                  |  79817 |      0 |  49150 |      0 |   0.0 |  15.1 | 0.3265 |
|  5 | CS>AS>J>Cons>HW>SotR                  |  81970 |      0 |  50621 |      0 |   0.0 |   7.9 | 0.3487 |
|  6 | J>AS>CS>Cons>HW>SotR                  |  80979 |      0 |  49855 |      0 |   0.0 |  14.0 | 0.3265 |
|  7 | HotR>J>AS>Cons>HW>SotR                |  80002 |      0 |  49164 |      0 |   0.0 |   7.6 | 0.3653 |
|  8 | CS>AS+>J>AS>Cons>HW>SotR              |  82330 |      0 |  50826 |      0 |   0.0 |   7.7 | 0.3612 |
|  9 | CS>J>AS>HW>Cons>SotR                  |  82139 |      0 |  50721 |      0 |   0.0 |   7.6 | 0.3653 |
| 10 | CS>J>AS+>Cons>AS>HW>SotR              |  82669 |      0 |  51018 |      0 |   0.0 |   7.1 | 0.3653 |
| 11 | CS>J>Cons>AS>HW>SotR                  |  82839 |      0 |  51114 |      0 |   0.0 |   6.6 | 0.3639 |
| 12 | CS>Cons>J>AS>HW>SotR                  |  81338 |      0 |  50243 |      0 |   0.0 |   6.8 | 0.3272 |
| 13 | Cons>CS>J>AS>HW>SotR                  |  81517 |      0 |  50343 |      0 |   0.0 |   7.8 | 0.3303 |
| 14 | CS>J>AS>ES>Cons>HW>SotR               |  88612 |      0 |  54588 |      0 |   0.0 |   6.7 | 0.3653 |
| 15 | CS>J>AS>Cons>ES>HW>SotR               |  88794 |      0 |  54693 |      0 |   0.0 |   6.2 | 0.3653 |
| 16 | CS>J>AS+>Cons>AS>ES>HW>SotR           |  88991 |      0 |  54802 |      0 |   0.0 |   5.9 | 0.3653 |
| 17 | CS>J>AS+>Cons>ES>AS>HW>SotR           |  89041 |      0 |  54832 |      0 |   0.0 |   5.8 | 0.3653 |
| 18 | CS>J>Cons>AS+>ES>AS>HW>SotR           |  89106 |      0 |  54862 |      0 |   0.0 |   5.8 | 0.3639 |
| 19 | CS>J>Cons>ES>AS>HW>SotR               |  89177 |      0 |  54906 |      0 |   0.0 |   5.5 | 0.3611 |
| 20 | CS>J>AS>HPr>Cons>HW>SotR              |  85654 |   3553 |  53026 |   2285 |   0.0 |   4.6 | 0.3645 |
| 21 | CS>J>AS>Cons>HPr>HW>SotR              |  86187 |   3406 |  53333 |   2190 |   0.0 |   3.8 | 0.3643 |
| 22 | CS>J>AS+>Cons>HPr>AS>HW>SotR          |  86427 |   3519 |  53474 |   2263 |   0.0 |   3.3 | 0.3639 |
| 23 | CS>J>AS+>Cons>AS>HPr>HW>SotR          |  86460 |   3449 |  53491 |   2218 |   0.0 |   3.2 | 0.3638 |
| 24 | CS>J>AS>LH>Cons>HW>SotR               |  84994 |   2443 |  52566 |   1571 |   0.0 |   6.7 | 0.3653 |
| 25 | CS>J>AS>Cons>LH>HW>SotR               |  85329 |   2339 |  52758 |   1504 |   0.0 |   6.2 | 0.3653 |
| 26 | CS>J>AS+>Cons>LH>AS>HW>SotR           |  85478 |   2405 |  52841 |   1547 |   0.0 |   5.8 | 0.3653 |
| 27 | CS>J>AS+>Cons>AS>LH>HW>SotR           |  85470 |   2377 |  52835 |   1528 |   0.0 |   5.9 | 0.3653 |
| 28 | ^WB>CS>J>AS>Cons>HW>SotR              |  81993 |      0 |  50570 |      0 |   0.0 |   7.6 | 0.3653 |
| 29 | ^WB>CS>J>AS>Cons>HW>SotR5             |  81993 |      0 |  50570 |      0 |   0.0 |   7.6 | 0.3653 |
| 30 | ^WB>^SS>CS>J>AS>Cons>HW>SotR          |  79926 |  10881 |  49306 |   6814 |  99.3 |   6.3 | 0.3482 |
| 31 | ^WB>CS>^SS>J>AS>Cons>HW>SotR          |  79997 |  10675 |  49373 |   6685 |  97.4 |   5.5 | 0.3541 |
| 32 | ^WB>CS>J>^SS>AS>Cons>HW>SotR          |  80499 |  10280 |  49667 |   6437 |  93.8 |   5.3 | 0.3649 |
| 33 | ^WB>CS>J>AS+>^SS>AS>Cons>HW>SotR      |  80482 |  10117 |  49657 |   6335 |  92.3 |   5.5 | 0.3653 |
| 34 | ^WB>CS>J>AS>^SS>Cons>HW>SotR          |  80418 |   9835 |  49618 |   6159 |  89.8 |   5.8 | 0.3653 |
| 35 | ^WB>CS>J>AS>Cons>^SS>HW>SotR          |  81279 |   9226 |  50133 |   5777 |  84.2 |   4.8 | 0.3653 |
| 36 | ^WB>CS>J>AS>Cons>HW>^SS>SotR          |  81993 |   8199 |  50570 |   5134 |  74.8 |   3.7 | 0.3653 |
| 37 | ^WB>CS>J>AS>Cons>SS[buffSS<5]>HW>SotR |  81075 |  10184 |  50008 |   6377 |  92.9 |   4.8 | 0.3653 |
| 38 | CS>J>AS>Cons>HoW>SotR                 |  86799 |      0 |  53372 |      0 |   0.0 |   7.2 | 0.3653 |
| 39 | CS>J>AS>HoW>Cons>HW>SotR              |  90373 |      0 |  55562 |      0 |   0.0 |   0.0 | 0.3653 |
| 40 | CS>J>AS+>HoW>AS>Cons>HW>SotR          |  90568 |      0 |  55660 |      0 |   0.0 |   0.0 | 0.3653 |
| 41 | CS>J>HoW>AS>Cons>HW>SotR              |  90593 |      0 |  55667 |      0 |   0.0 |   0.0 | 0.3632 |
| 42 | CS>HoW>J>AS>Cons>HW>SotR              |  90593 |      0 |  55667 |      0 |   0.0 |   0.0 | 0.3632 |
| 43 | HoW>CS>J>AS>Cons>HW>SotR              |  93576 |      0 |  57282 |      0 |   0.0 |   0.0 | 0.3265 |
| 44 | HoW>CS>J>AS>Cons>ES>HW>SotR           |  98759 |      0 |  60377 |      0 |   0.0 |   0.0 | 0.3265 |
| 45 | HoW>CS>J>AS>Cons>HPr>HW>SotR          |  94880 |   2205 |  58177 |   1418 |   0.0 |   0.0 | 0.3265 |
| 46 | HoW>CS>J>AS>Cons>LH>HW>SotR           |  95589 |   2140 |  58606 |   1376 |   0.0 |   0.0 | 0.3265 |
| 47 | ^WB>CS>J>AS>Cons>HW>WoG               |  69510 |  16715 |  43144 |  10747 |   0.0 |   7.6 | 0.3653 |
| 48 | ^WB>CS>J>AS>Cons>HW>EF                |  69510 |  21767 |  43144 |  13937 | 100.0 |   7.6 | 0.3653 |
| 49 | ^WB>CS>J>AS>Cons>HW>^EF>SotR5         |  79066 |  16629 |  48827 |  10594 |  98.7 |   7.6 | 0.3653 |
| 50 | ^WB>CS>J>AS>^SS>Cons>HW>WoG           |  67935 |  26551 |  42192 |  16906 |  89.8 |   5.8 | 0.3653 |



There's a lot of data there, so let me summarize some of the more important features.

  • CS>HotR against a single target, no surprise there. The DPS cost is around 2700 @ 100k Veng. However, keeping up Weakened Blows is a much smaller cost, around 500 DPS.
  • The standard order for HP generator priority is CS>J>AS+. The one exception is during Sanctified Wrath (if talented), where J>CS, but that's not covered here.
  • Cons hits hard enough that it's our go-to filler. In fact, it's a slight DPS increase (~200 DPS) to prioritize it above AS, at the cost of a little HP gain. It's not worth prioritizing above Judgment.
  • There seems to be a slight (~350 DPS) advantage to using CS>J>AS+>Cons>AS over CS>J>AS>Cons.
  • Execution Sentence is the high-DPS talent option, and it gets prioritized above Holy Wrath and non-HP generating AS casts, but behind Consecration.
  • Hammer of Wrath hits like a truck. It hits harder than anything else in our arsenal except for glyphed AS, and it's got a very short cooldown. Maximum DPS puts this at the top of our priority queue (but costs us ~4% SotR uptime). In practice, putting it behind our HPG (CS>J>AS+>HoW) costs about 3k DPS, but doesn't cut into our HPG at all.
  • Sacred Shield has a minimal impact on DPS. It costs 1k-2k DPS to put it anywhere in the queue. My suggestion is to put it ahead of Holy Wrath, which costs ~200 DPS and should still give you a respectable 84% - 93% uptime depending on whether you're diligent about refreshing it during the last tick.
  • Using EF as a maintenance buff costs around 4k DPS, and only grants about 7k HPS. Spamming it is only about 5k more healing per second than WoG is. Thus, the buff itself is around 5k healing per second. Compare to Sacred Shield's 10k absorption per second, which doesn't cost holy power (i.e. SotR uptime). Also note that this assumes no overheal (bad assumption).
  • SoI is about 17k healing per second at the cost of 18k DPS from SoT. Note that it also buffs EF's HoT and SS by about 10%.


TLDR Summary
  • CS>J>AS>Cons>L90>HW is the "base" rotation. "L90" refers to whichever level 90 talent you choose.
  • For those seeking to optimize without sacrificing HPG, CS>J>AS+>Cons>L90>AS>HW will be a slight DPS increase.
  • Maximum DPS would be CS>J>Cons>ES>AS>HW>SotR.
  • For those looking for more defensive options, ^WB>CS>J>AS+>Cons>^SS>HW>SotR is the most efficient way to min-max DPS while keeping nearly maximum survivability.

theckhd wrote:Talent Comparison

Setup:
Race: Human (hardly matters)
Talents: As dictated by sim
Glyphs: Alabaster Shield, Focused Shield
Seal: SoT, SoI, and SoR (see configuration)
Gear: 496 (T14 Normal raid set)
Rotation: ^WB>CS>J>AS>Cons>HW>SotR, modified by talents
Buffs: Full raid, 50k and 100k Vengeance
Code: calc_talents.m
Revision: r534
Patch: 5.0.5
Date: 18 Sept 2012

This sim has obviously changed fairly drastically with the revamp of the talent system. It's a little more involved now, but the premise is similar. We start with a L90 human paladin with no talent (heh), and then apply each talent we care about one at a time to calculate our output with that talent. In some cases, we have to tweak the rotation some to properly evaluate the talent. The rotations used are:

  • ^WB>CS>J>AS>Cons>HW>SotR (default)
  • ^WB>EF[buffEF<2.5]>CS>J>AS>Cons>HW>SotR5 (Eternal Flame)
  • ^WB>CS>J>AS>Cons>SS[buffSS<5]>HW>SotR (Sacred Shield)
  • ^WB>SotR>J>CS>AS>Cons>HW (Sanctified Wrath)
  • ^WB>SotR>CS>J>AS>Cons>HPr>HW (Holy Prism)
  • ^WB>SotR>CS>J>AS>Cons>LH>HW (Light's Hammer)
  • ^WB>SotR>CS>J>AS>Cons>ES>HW (Execution Sentence)

We calculate all of the usual values - DPS, HPS, HPG - as well as explicitly tracking Shield of the Righteous uptime. I've reported this uptime two ways. The first, "SBU%" is "instantaneous" uptime, or the uptime during the effect. The second, "AvgU%" is time-averaged uptime. So for example, Holy Avenger will give you 100% uptime during the effect, but only about 50% uptime in the steady state (i.e. over a two-minute period, or an even multiple of two minutes).

We do this in three configurations:
#1: 7.5% hit, 7.5% exp, Seal of Truth
#2: 7.5% hit, 7.5% exp, Seal of Insight
#3: 7.5% hit, 7.5% exp, Seal of Righteousness, 5 targets

Here are the results:

---50k Vengeance ---
Code: Select all

|                    |  cfg1 |  cfg1 |   cfg1 |  cfg2 |  cfg2 |   cfg2 |  cfg3 |  cfg3 |   cfg3 |
|             Talent |   DPS |   HPS |    HPG |   DPS |   HPS |    HPG |   DPS |   HPS |    HPG |
| Base (no talents)  | 52.0k |  0.0k |  0.395 | 41.4k |  9.9k |  0.395 | 41.1k |  0.0k |  0.395 |
|      Eternal Flame | -1928 | 10633 |      0 | -1677 | 10910 |     -0 | -1874 | 10633 |      0 |
|      Sacred Shield |  -609 |  6378 |     -0 |  -522 |  6511 |     -0 |  -122 |  6378 |     -0 |
|       Holy Avenger |  2897 |     0 |  0.118 |  2731 |   479 |  0.118 |  2800 |     0 |  0.118 |
|   Sanctified Wrath |  3650 |     0 |  0.036 |  3235 |    89 |  0.036 |  3688 |     0 |  0.036 |
|     Divine Purpose |  2181 |     0 |     -0 |  2065 |   480 |     -0 |  2120 |     0 |     -0 |
|         Holy Prism |  2641 |  2182 | -0.001 |  2644 |  2171 | -0.001 | 16575 |  2182 | -0.001 |
|     Light's Hammer |  2015 |  1504 |     -0 |  2015 |  1504 |     -0 | 11316 |  1504 |     -0 |
| Execution Sentence |  4118 |     0 |     -0 |  4118 |     0 |     -0 |  4332 |     0 |     -0 |

Code: Select all

|                  |   cfg1 |   cfg1 |   cfg2 |  cfg2 |   cfg3 |   cfg3 |
|           Talent |   SBU% |  AvgU% |   SBU% | AvgU% |   SBU% |  AvgU% |
|             Base |  39.48 |  39.48 |  39.48 | 39.48 |  39.48 |  39.48 |
|    Eternal Flame | -10.50 | -10.50 |  -9.64 | -9.64 | -10.50 | -10.50 |
|    Sacred Shield |   0.00 |   0.00 |  -0.03 | -0.03 |   0.00 |   0.00 |
|     Holy Avenger | 100.00 |  48.56 | 100.00 | 48.56 | 100.00 |  48.56 |
| Sanctified Wrath |  51.00 |  43.12 |  51.00 | 43.12 |  51.00 |  43.12 |
|   Divine Purpose |  51.36 |  51.36 |  51.36 | 51.36 |  51.36 |  51.36 |




---100k Vengeance ---
Code: Select all

|                    |  cfg1 |  cfg1 |   cfg1 |  cfg2 |  cfg2 |   cfg2 |  cfg3 |  cfg3 |   cfg3 |
|             Talent |   DPS |   HPS |    HPG |   DPS |   HPS |    HPG |   DPS |   HPS |    HPG |
| Base (no talents)  | 84.1k |  0.0k |  0.395 | 66.9k | 16.9k |  0.395 | 65.9k |  0.0k |  0.395 |
|      Eternal Flame | -3236 | 16697 |      0 | -2836 | 17087 |     -0 | -3158 | 16697 |      0 |
|      Sacred Shield |  -994 | 10185 |     -0 |  -852 | 10396 |     -0 |  -199 | 10185 |     -0 |
|       Holy Avenger |  4810 |     0 |  0.118 |  4568 |   816 |  0.118 |  4668 |     0 |  0.118 |
|   Sanctified Wrath |  6184 |     0 |  0.036 |  5543 |   151 |  0.036 |  6272 |     0 |  0.036 |
|     Divine Purpose |  3661 |     0 |     -0 |  3492 |   818 |     -0 |  3572 |     0 |     -0 |
|         Holy Prism |  4048 |  3394 | -0.001 |  4053 |  3375 | -0.001 | 25743 |  3394 | -0.001 |
|     Light's Hammer |  3113 |  2338 |     -0 |  3113 |  2338 |     -0 | 17592 |  2338 |     -0 |
| Execution Sentence |  6878 |     0 |     -0 |  6878 |     0 |     -0 |  7227 |     0 |     -0 |

Code: Select all

|                  |   cfg1 |   cfg1 |   cfg2 |  cfg2 |   cfg3 |   cfg3 |
|           Talent |   SBU% |  AvgU% |   SBU% | AvgU% |   SBU% |  AvgU% |
|             Base |  39.48 |  39.48 |  39.48 | 39.48 |  39.48 |  39.48 |
|    Eternal Flame | -10.50 | -10.50 |  -9.64 | -9.64 | -10.50 | -10.50 |
|    Sacred Shield |   0.00 |   0.00 |  -0.03 | -0.03 |   0.00 |   0.00 |
|     Holy Avenger | 100.00 |  48.56 | 100.00 | 48.56 | 100.00 |  48.56 |
| Sanctified Wrath |  51.00 |  43.12 |  51.00 | 43.12 |  51.00 |  43.12 |
|   Divine Purpose |  51.36 |  51.36 |  51.36 | 51.36 |  51.36 |  51.36 |



Let's take a look at what this means.

Level 45 talents
First of all, using Eternal Flame as a HoT sacrifices 3236 DPS for ~17k HPS, though there's also an opportunity cost in terms of SotR uptime (a whopping 10% drop). Sacred Shield, on the other hand, is a ~1k DPS loss for 10k HPS, plus any additional HPS you get by choosing to use WoG. If you recall from the rotation sim, the EF HoT is worth about 7k HPS, so that means if our WoG usage was equivalent to the EF usage required to keep up the HoT, we'd have 19k HPS from SS.

Level 75 talents
The L75 talents are a bit more interesting. We see that Sanctified Wrath is the leader in raw DPS, with Holy Avenger not too far behind it, and Divine Purpose bringing up the rear. The SBU% numbers tell a different story, though. Divine Purpose gives the highest average SotR uptime, with the downside being that it isn't controllable. Holy Avenger is a close second in SotR uptime and has the benefit of being an extra cooldown. Note that the actual uptime observed will be slightly lower than this estimate unless you use HA on cooldown. Sanctified Wrath comes in at a respectable third place in uptime, but also grants the 20% healing taken buff, which offsets that slightly.

Really, any of these three talents are fine as far as survivability. I think that HA and SW are the better choices for control reasons, but DP isn't all that bad either.

Level 90 talents
The L90 talents aren't anywhere near as interesting. Execution Sentence wins by a good margin, as we already expected. Holy Prism is in second, but comes with a slight HPG cost because it's not affected by Sanctity of Battle and we need to cast it 3 times per minute to get the effect, which ends up pushing back the rest of our rotation ever so slightly. That said, the HPG cost is very minor.

Light's Hammer is still the odd man out, performing the weakest in both single-target and AoE situations. It might be the high-DPS choice on a fight where there are adds that get killed in <20 seconds (so only one potential HPr cast) every minute or less, but that's an awfully narrow niche. That said, it's also a mini-Tranquility, so we might take it for use as a raid cooldown rather than for a DPS benefit.

TLDR summary
  • EF is bad, take SS.
  • Any of the L75 talents are fine, but HA is the standout for survivability and SW is the standout for DPS.
  • ES is your single-target DPS choice, HPr is better for AoE damage, LH is primarily a raid cooldown.

theckhd wrote:Glyph Comparison

Setup:
Race: Human (hardly matters)
Talents: None
Glyphs: All of them, one at a time
Seal: SoT and SoR
Gear: 496 (T14 Normal raid set)
Rotation: See configuration section
Buffs: Full raid, 50k and 100k Vengeance
Code: calc_glyphs.m
Revision: r536
Patch: 5.0.5
Date: 18 Sept 2012

We use four configurations:
#1: 7.5% hit, 7.5% exp, SoT ^WB>CS>J>AS>Cons>HW>SotR
#2: 7.5% hit, 7.5% exp, SoT, ^WB>CS>J>AS>Cons>HW>WoG
#3: 7.5% hit, 7.5% exp, SoT HoW>HW>CS>J>AS>Cons>SotR (for testing Final Wrath in execute range)
#4: 7.5% hit, 7.5% exp, SoR HotR>J>AS>Cons>HW>SotR, 5 targets

---50k Vengeance ---
Code: Select all

|                         |  cfg1 | cfg1 |  cfg2 |   cfg2 |  cfg3 | cfg3 |  cfg4 | cfg4 |
|                   Glyph |   DPS |  HPS |   DPS |    HPS |   DPS |  HPS |   DPS |  HPS |
|            Base DPS (k) |  52.0 |  0.0 |  44.7 |   11.6 |  57.2 |  0.0 |  70.9 |  0.0 |
|        Alabaster Shield |  1421 |    0 |     0 |      0 |  1421 |    0 |  4119 |    0 |
|         Double Jeopardy |     0 |    0 |     0 |      0 |     0 |    0 |   829 |    0 |
|             Final Wrath |  1843 |    0 |  1843 |      0 |  2545 |    0 |  1843 |    0 |
|          Focused Shield |  1486 |    0 |  1486 |      0 |  1205 |    0 | -8420 |    0 |
| Hammer of the Righteous |   134 |    0 |   134 |      0 |     0 |    0 |     0 |    0 |
|             Harsh Words |     0 |    0 |  8933 | -11615 |     0 |    0 |     0 |    0 |
|         Immediate Truth | -3028 |    0 | -3143 |      0 | -3141 |    0 |     0 |    0 |
|           Word of Glory |     0 |    0 |  2510 |      0 |     0 |    0 |     0 |    0 |




---100k Vengeance ---
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|                         |  cfg1 | cfg1 |  cfg2 |   cfg2 |  cfg3 | cfg3 |   cfg4 | cfg4 |
|                   Glyph |   DPS |  HPS |   DPS |    HPS |   DPS |  HPS |    DPS |  HPS |
|            Base DPS (k) |  84.1 |  0.0 |  71.9 |   18.1 |  93.1 |  0.0 |  114.8 |  0.0 |
|        Alabaster Shield |  2403 |    0 |     0 |      0 |  2403 |    0 |   6966 |    0 |
|         Double Jeopardy |     0 |    0 |     0 |      0 |     0 |    0 |   1405 |    0 |
|             Final Wrath |  3008 |    0 |  3008 |      0 |  4153 |    0 |   3008 |    0 |
|          Focused Shield |  2451 |    0 |  2451 |      0 |  1988 |    0 | -13890 |    0 |
| Hammer of the Righteous |   190 |    0 |   190 |      0 |     0 |    0 |      0 |    0 |
|             Harsh Words |     0 |    0 | 13893 | -18064 |     0 |    0 |      0 |    0 |
|         Immediate Truth | -5295 |    0 | -5463 |      0 | -5460 |    0 |      0 |    0 |
|           Word of Glory |     0 |    0 |  4046 |      0 |     0 |    0 |      0 |    0 |



There's a few interesting points here. For single targets, Alabaster Shield and Focused Shield are about the same DPS gain. Final Wrath's value is calculated only for execute range, so the true benefit over an entire fight is actually only 20% of the given value. Note that when we're in execute range, the Final Wrath glyph makes Holy Wrath our highest-DPCT ability; if we prioritize it highly (as in set #3) the DPS gain is even larger.

Immediate Truth is an obvious DPS loss. HotR is only a very weak DPS gain, basically because both CS and HotR hit like a wet noodle, making it a convenience glyph moreso than a DPS glyph.

Glyph of Word of Glory isn't a DPS increase if you're just spamming WoG (71.9+4.0=75.9, still less than the baseline 84.1k DPS of cfg #1). Even if you tried to alternate WoG with SotR, it's not likely to be a big gain. SotR just hits too hard to give up that damage. There may be a slight gain to be had by trying to line up an Alabaster-Shield-buffed SotR with the GoWoG buff, but I doubt it. It's almost 10k behind the baseline SotR rotation, and I don't think that interaction is going to be a 15% DPS increase. You could view it as a slight DPS increase to make up for when you have to use WoG, which is fair, but in that situation you'll also be casting it less than in the sim, so the DPS gain will be smaller than Alabaster Shield and Focused Shield. It might be a decent third choice if you run 3 DPS glyphs.

Harsh Words, on the other hand, is interesting. The WoG rotation with Harsh Words does 71.9+13.9=85.8k DPS, about 1800 more than the baseline SotR rotation (cfg #1). Note that this is with the T14 4-piece bonus; without it, it's only about a 400 DPS increase. If we're tanking and have Alabaster Shield glyphed, then the SotR rotation is still better. But if we're off-tanking, we get no benefit from Alabaster Shield. So in theory, there's a slight DPS gain to be had by using Harsh Words while off-tanking.

They've told us that Harsh Words and Glyph of WoG are not supposed to interact. For a time on beta, they still were. I don't know if it's been fixed yet, but if not, you could potentially pair Harsh Words with GoWoG for another 4k DPS, which would clearly put that combination ahead even while tanking (but at a huge mitigation cost). If it's been fixed, then both WoG-related glyphs are probably optional until you get T14 4-piece (and again, assuming it affects Harsh Words and not just the heal - we'll need to test this once people get the gear).

In the AoE configuration, Alabaster Shield gets better because you block more. Double Jeopardy finally puts up numbers here, assuming you're alternating targets (what a weird glyph). Focused Shield loses a bunch of DPS here because of the lost splash damage. Nothing really super interesting going on here.

TLDR summary:
  • Alabaster Shield and Focused Shield are your two best DPS glyphs
  • Harsh Words is a DPS increase if and only if you are off-tanking or don't have Alabaster Shield glyphed.
  • Glyph of WoG is not a DPS increase unless paired with Harsh Words, unless they've fixed the bug that allows them to interact.
  • Final Wrath is probably our next-highest DPS glyph thanks to its significant benefit in Execute range.

theckhd wrote:Stat Comparison

Setup:
Race: Human (hardly matters)
Talents: None
Glyphs: Alabaster Shield, Focused Shield
Seal: SoT
Gear: 496 (T14 Normal raid set)
Rotation: ^WB>CS>J>AS>Cons>HW>SotR
Buffs: Full raid, 50k and 100k Vengeance
Code: calc_statscaling.m
Revision: r536
Patch: 5.0.5
Date: 18 Sept 2012

This sim calculates DPS for a range of strength values (we'll call this the "independent" stat). It then adds the equivalent of 10 itemization points of one "dependent" stat (i.e. 10 strength, agility, intellect, 20 AP, or 10 of any rating) and recalculates DPS. The difference between the two values is the improvement that those 10 itemization points granted us. By doing this for all of the relevant stats on our gear, we can construct a plot showing how those stats scale with the independent stat. We then repeat the calculation three more times with hit, expertise, and haste as the independent stat.

I've artificially set the hit and expertise of the gear set to 5% each to ensure that we get the full valuation of hit and expertise on the plots. I'm also calculating the results at 50k and 100k Vengeance AP so that we can see how things change with boss damage. This might give us an idea whether our stat priorities change depending on whether we run 10-man or 25-man.

First, let's look at the strength plots. The armory strength value of this gear set is 9980.

Image

At 100k Vengeance, each attack is doing so much damage that hit, expertise, and haste become our top DPS stats. Making sure that those attacks land (hit, exp) and getting more of them (haste) simply dwarfs any effect the other stats could have. We see strength in a distant fourth place, followed closely by AP and crit. Agility and intellect grant less crit than crit rating, and thus fall considerably lower on the totem pole.

However, things change drastically when we drop to 50k Vengeance:

Image

Hit retains its top spot, but expertise and strength are now roughly tied for second place. AP trails them slightly, and haste trails AP slightly, but both are still pretty good DPS stats. Crit trails the rest of the pack now, though, and agility and intellect are still on the bottom.

The interesting point to take home here is that your max-DPS gear set will vary from boss to boss. On some bosses, you'll want 7.5% hit and 15% expertise followed by as much haste as you can muster. On other bosses, you might hit-cap and gem/reforge for expertise and strength. If we extrapolate to weaker bosses (which may be most 10-mans), even hit may fall behind strength. This makes gear choice tricky, because we'll have to get accurate estimates of our own damage intake and Vengeance levels for the raid category we care about.

Note that on 10-man content, we're likely to be in the 50k or lower regime, so hit and exp might lag strength slightly in terms of raw DPS. Once we have more accurate estimates of average 10- and 25-man Vengeance levels, we can fine-tune this analysis more.

For now, I've calculated DPS stat weights for both 100k and 50k Vengeance levels. I've included Shield of the Righteous uptime coefficients as well to give you an idea how the stats impact survivability. Note that these values are the change in SotR uptime percent that you get per 1000 points of the stat, whereas the DPS values are per one point. The third column gives DPS benefit in terms of itemization points (which just bumps AP up slightly, since everything else is 1:1).

Code: Select all
DPS and SBU% stat weights for ^WB>CS>J>AS>Cons>HW>SotR, SoT, 100k Veng

|       |   DPS |  SBU% |   DPS |
|       |   ppt | p1kpt |  pipt |
|   hit | 0.546 | 0.244 | 0.546 |
|   exp | 0.434 | 0.157 | 0.434 |
| haste | 0.374 | 0.178 | 0.374 |
|   str | 0.272 | 0.000 | 0.272 |
|    ap | 0.130 | 0.000 | 0.260 |
|  crit | 0.240 | 0.000 | 0.240 |
|   agi | 0.097 | 0.000 | 0.097 |
|   int | 0.011 | 0.000 | 0.011 |


Code: Select all
DPS and SBU% stat weights for ^WB>CS>J>AS>Cons>HW>SotR, SoT, 50k Veng

|       |   DPS |  SBU% |   DPS |
|       |   ppt | p1kpt |  pipt |
|   hit | 0.338 | 0.244 | 0.338 |
|   exp | 0.271 | 0.157 | 0.271 |
| haste | 0.231 | 0.178 | 0.231 |
|   str | 0.272 | 0.000 | 0.272 |
|    ap | 0.130 | 0.000 | 0.260 |
|  crit | 0.149 | 0.000 | 0.149 |
|   agi | 0.061 | 0.000 | 0.061 |
|   int | 0.007 | 0.000 | 0.007 |


Next, we'll look at the hit rating plots:

Image
Image

These two tell a similar story. At high Vengeance, hit, expertise, and haste dominate; at lower Vengeance levels, strength catches up to expertise and haste falls behind slightly. On both graphs you can clearly see when we cross the melee hit cap at 7.5% and the spell hit cap at 10% (because we have 5% expertise). Hit has no value past the spell hit cap, while expertise continues to improve our melee attacks.

Perhaps it's worth noting that it isn't worth stacking hit above 7.5% just to reach spell hit cap - we're much better off using expertise to get the rest of that spell hit, since we get the added benefit of dodge/parry suppression. That's probably common sense, but this gives us the numbers we need to quantify that thought.


Next up, the expertise plots:

Image
Image

Not much new here. At 10% expertise we reach the spell hit cap (because of our 5% hit), and both hit and expertise see a drop in value. Hit maintains a pretty high value after that point, while expertise drops below haste. Once we hit 15% expertise, expertise drops to zero as expected. The ordering of stats on this plot is pretty similar to those we've already seen.


Finally, let's look at the haste plots:

Image
Image

Now, I've cheated slightly here. I'm using 100 points of each stat here to help smooth the curves out a bit. The haste curve in particular behaves poorly at low stat levels. Some of that is due to some rounding of buff durations in the FSM code that creates artificial haste break points, but some of it is true fluctuations. For example, if we hit a point where we get one more CS-X-X cycle in a 30-second window, then we need one fewer HotR to keep Weakened Blows active, which gives us a discrete jump in DPS. Any buff that isn't haste-modified can cause that sort of a breakpoint, so we get a number of small ripples on the haste curve on this plot. If we crank back down to 10 points of haste, it magnifies these effects because we see a 2x-3x (or larger) change in DPS over a small range in the vicinity of that discontinuity. By using 100 points, we smooth out a lot of that effect and get a better estimate of haste's "true" value.

It's worth noting that while these discontinuities exist in the sim, it's unlikely they're as prevalent in the real world. The simulation doesn't model lag, human reaction time, or the possibility of errors (ex: intentionally letting WB drop for half a second rather than refreshing it 4 seconds early). In practice, those effects should naturally smooth out the discontinuities anyway.

In any event, there's not much new to tell from this plot. Improving haste makes everything better, but the stat priorities don't change significantly. At the 100k Vengeance level, we still want hit>exp>haste; at 50k we still have hit dominating with expertise and strength vying for second place, AP right behind them in fourth, and haste a distant fifth.

A note on gems:
In MoP, the stat budget on gems has changed slightly. Instead of the itemization ratio seen here, we get twice as much of a secondary stat as we should (example: Bold Primordial Ruby vs. Precise Primordial Ruby). This analysis has used the usual itemization budgeting that you'll get on gear pieces, which means that for gemming, you need to double the value of any secondary stats. In a practical sense, this means that expertise, hit, and haste will almost always be the high-DPS choice for gems. Strength simply can't compete with the factor of 2 itemization benefit on gems. Since we're not likely to get enough haste to reach any sort of serious cap, we can always stuff a haste gem into a slot for more DPS than a STR gem (socket bonuses nonwithstanding, but even there, a STR/Haste gem will be superior to pure STR).

TLDR summary:
  • Hit (to 7.5%) and Expertise (to spell hit cap) are generally our best DPS stats (in that order) at reasonable Vengeance levels. At very low Vengeance, they will fall behind Strength and AP.
  • At high Vengeance levels (~100k), haste is our third best stat, followed by strength, AP, and crit.
  • At lower Vengeance levels (~50k), strength and AP are about as valuable as expertise, with haste falling to fifth place and crit trailing it significantly.
  • Agility and intellect are both very weak DPS stats at all Vengeance levels. Avoid them.
  • Remember that since secondary stats on gems are doubled, secondary stats are always the right DPS choice on gems.
"Theck, Bringer of Numbers and Pounding Headaches," courtesy of Grehn|Skipjack.
Simcraft 6.x, Call to Arms 6.0, Talent Spec & Glyph Guide 6.x, Blog: Sacred Duty
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Re: Theck's MATLAB thread - MoP/5.x

Postby theckhd » Wed Oct 03, 2012 12:04 pm

More archive:
theckhd wrote:Weapon Comparison


Setup:
Race: Human (hardly matters)
Talents: None
Glyphs: Alabaster Shield, Focused Shield
Seal: SoT
Gear: 496 (T14 Normal raid set)
Rotation: ^WB>CS>J>AS>Cons>HW>SotR
Buffs: Full raid, 50k and 100k Vengeance
Code: calc_weapons.m
Revision: r536
Patch: 5.0.5
Date: 18 Sept 2012

This sim has changed somewhat since Cataclysm. The guts are pretty much the same, but the weapons we consider are now fairly different. For starters, spellpower weapons have been omitted. We get no benefit from the spellpower on the weapon anymore thanks to Guarded by the Light, and the Intellect on it is nigh-worthless to us as well. It's not even likely that a higher-ilvl spellpower weapon will hold a candle to a significantly lower-ilvl weapon now, because CS is such a weak part of our arsenal. So we're not even going to consider them anymore.

Instead, we'll divide weapons into three categories we care about: "tank," "DPS," and "Agility." Defining what makes a "tank weapon" nowadays is a bit ambiguous in the era of active mitigation, but to be as inclusive as possible I've categorized it as follows. A tank weapon has:
  • strength and stamina
  • Any combination of dodge, parry, hit, expertise, or haste
  • No crit rating

A DPS weapon is basically any strength weapon that has crit on it. An agility weapon is pretty self-explanatory.

For this sim, I run two configurations. The first is at 2% hit and 5% expertise, so that a weapon with hit and expertise on it natively gets an advantage for having those high-DPS stats. The second configuration is at 7.5% hit and 7.5% expertise, which normalizes out hit and expertise somewhat by being at melee and spell hit caps.

The table and plots below contain the results, sorted by category and ilvl.


Code: Select all

|                                            |      |  cfg1 | cfg1 |  cfg2 | cfg2 |
| Weapon                                     | ilvl |   DPS |  HPS |   DPS |  HPS |
| Ook's Hozen Slicer (Heroic)                |  463 | 80459 |    0 | 87295 |    0 |
| Inelava, Spirit of Inebriation             |  476 | 80422 |    0 | 87290 |    0 |
| Elegion, the Fanged Crescent (Raid Finder) |  476 | 81165 |    0 | 88050 |    0 |
| Krol Scimitar                              |  476 | 81193 |    0 | 88086 |    0 |
| Scimitar of Seven Stars (Raid Finder)      |  483 | 81287 |    0 | 88194 |    0 |
| Kilrak, Jaws of Terror (Raid Finder)       |  483 | 81498 |    0 | 88416 |    0 |
| Kilrak, Jaws of Terror (LFR+Gem)           |  483 | 82166 |    0 | 89141 |    0 |
| Elegion, the Fanged Crescent               |  489 | 81898 |    0 | 88729 |    0 |
| Scimitar of Seven Stars                    |  496 | 81993 |    0 | 88961 |    0 |
| Kilrak, Jaws of Terror                     |  496 | 82205 |    0 | 89073 |    0 |
| Kilrak, Jaws of Terror (+Gem)              |  496 | 82874 |    0 | 89798 |    0 |
| Elegion, the Fanged Crescent (Heroic)      |  502 | 82727 |    0 | 89470 |    0 |
| Scimitar of Seven Stars (Heroic)           |  509 | 82788 |    0 | 89699 |    0 |
| Kilrak, Jaws of Terror (Heroic)            |  509 | 83002 |    0 | 89812 |    0 |
| Kilrak, Jaws of Terror (Heroic+Gem)        |  509 | 83673 |    0 | 90538 |    0 |
|                                            |      |       |      |       |      |
| Dubious Handaxe (Heroic)                   |  463 | 80094 |    0 | 86930 |    0 |
| Masterwork Phantasmal Hammer               |  463 | 80194 |    0 | 87035 |    0 |
| Amber Espada of Klaxxi'vess                |  463 | 80191 |    0 | 87031 |    0 |
| Malevolent Gladiator's Slicer              |  470 | 80410 |    0 | 87272 |    0 |
| Malevolent Gladiator's Slicer              |  490 | 81303 |    0 | 88251 |    0 |
|                                            |      |       |      |       |      |
| Crescent of Ichor (Heroic)                 |  463 | 79477 |    0 | 86288 |    0 |
| Masterwork Ghost-Forged Blade              |  463 | 79840 |    0 | 86647 |    0 |
| Amber Sledge of Klaxxi'vess                |  463 | 79796 |    0 | 86600 |    0 |
| Gao's Keg Tapper (Heroic)                  |  463 | 80127 |    0 | 86930 |    0 |
| Siege-Captain's Scimitar (Heroic)          |  463 | 80495 |    0 | 87316 |    0 |
| The Horseman's Sinister Slicer             |  470 | 80979 |    0 | 87629 |    0 |



Image

For the tank plot, I've included each version of Kilrak twice - once with the 500 STR gem, and once without. It's a nice DPS boost, enough to push the LFR versoin of the sword above all normal mode weapons except itself. At the top end, a normal Kilrak with a gem is better than anything except its own heroic version.

Unfortunately... there aren't a lot of options for us starting out. Unlike Cataclysm, which gave us 6 or 7 different weapons to choose from in heroic 5-man content, Ook's Hozen Slicer is pretty much it. Inelava is apparently a rare drop from the last boss of Stormstout Brewery, and Krol Scimitar is a pickpocket item, so it'll be going for a tidy sum on the auction house early on. If you have cash, that's probably your best bet, as raid finder drops are going to be unreliable.

Luckily, there are some options to consider on the "all weapons" plot:

Image

In the "DPS" category (which includes PVP weapons), we get a few more options. While they all have crit, they're all going to be better than leveling greens. The Amber Espada is an exalted reputation reward from the Klaxxi, the Masterwork items are crafted, and the Dubious Handaxe is another 5-man drop.

There are also a few agility weapons that could fill the role in a pinch. Siege-Captain's Scimitar, Gao's Keg Tapper, and Crescent of Ichor are all heroic drops. More interestingly, the Horseman's Sinister Slicer performs quite well thanks to being a reasonably high-ilvl hit/exp weapon, despite having agility. The proc isn't modeled, so presumably it will be a little higher yet once that's factored in. Of course, getting it to drop will be the hard part...


TLDR Summary:
  • Higher-ilvl weapons are generally better, but not as obscenely so as it was in Cataclysm. A good hit/exp weapon can last quite a while.
  • There aren't a lot of true "tank" options to be had before raiding - take what you can get, even if it means an agi or crit weapon.
  • Kilrak with a 500 STR gem is pretty much the best thing you can get your hands on, even the LFR version.
"Theck, Bringer of Numbers and Pounding Headaches," courtesy of Grehn|Skipjack.
Simcraft 6.x, Call to Arms 6.0, Talent Spec & Glyph Guide 6.x, Blog: Sacred Duty
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