Forum Settings
       
Reply To Thread

Warrior Level 70 PvE DPS F.A.QFollow

#27 Sep 06 2007 at 12:03 PM Rating: Good
***
2,580 posts
Indeed that is true, very good point. Socketing hit over crit gems will indeed give more rage gain, be it a very small amount but still more none the less.

The respective dmg they add though is also a factor to consider.

8/15.8 = ~.5% Lets say your white dmg makes up 60% of your total dmg.

.60 * .005 = .3% increase in total dps.

8/22.8 = ~.35% crit.

Since crit increases all of your dps, not just white, you get a increase of .35% in total dps.

So given your white/yellow dmg distribution is 60/40 (fairly common for DW warriors) +8 hit rating gems will increase total dps by ~.3% while +8 crit rating gems will increase total dps by .35% (the more your dps is made up of white dmg the more +hit affects your total dps)

You have to factor in the extra rage from the +hit gems to get an exact percentage since more rage = more dps done. But that calculation is better left to someone who has a better attention span than me lol.

Once you factor in that crit helps keep flurry up and yellow crits are affected by impale it would seem (can't be absolutely sure without the math) that crit gems still comes out on top for total dmg done.

Edited for spelling and clarification of gems.

Edited, Sep 6th 2007 4:30pm by Jimpadan
#28 Sep 07 2007 at 12:59 PM Rating: Default
***
1,331 posts
So... if crit = 0.35% and hit = 0.3% wouldn't 8 str be something to consider putting in sockets as well?

1.14 dps per 8 str and increase to bloodthrist damage. Or 4 str 4 crit rating gems? Seems to me that the more AP I have the base damage goes up, makes those crits hit harder, more rage, more damage.

So to equal 8 str with a .35% from crit we'd need to have;

If .35% of X is >= 8 Str (16 ap or 1.14 DPS) then we can say 8 crit rating is better than 8 strength. X is equal to AP breakpoint.

So .0035 * X = 16 (ap)

You need to have 4571 or more AP for .35% increase to out DPS 16 ap.

Edited, Sep 8th 2007 3:36am by devioususer
#29 Sep 08 2007 at 2:30 AM Rating: Decent
***
1,331 posts
Ok so now i'll apply impale math to your yellow crit damage (this will help bring in line the AP breakpoint for 8 Crit gems vs 8 Strength gems).

.35% ... 40/60 yellow/white.

40% * .35% = .14% increase to yellow dps

With 30% crit (assumed) * 20% increased damage = 6% yellow crit dps increase.

0.14% + 0.21% = total .35% increase.

6% * 0.14% = 0.0084% increase again.

total .3584% increase with impale and 30% crit rate, per 8 crit rating gem after.

So .003584 * X = 16 (ap)

X = 4464

A total of 107 AP difference with 30% crit rate and 2/2 Impale.

Still seems that 8 Strength gems out perform 8 Crit rating gems.
#30 Sep 08 2007 at 3:05 AM Rating: Default
***
1,331 posts
Another thing to consider. While your Flurry is proc'd your (non-heroic strike/cleave) yellow attacks do not eat your remaining ticks of flurry. So with a decent crit rate (25-30% plus) and 'fishing' for crits with yellow attacks, you'll have good odds to keep flurry up.
#31 Sep 08 2007 at 11:10 AM Rating: Decent
***
2,580 posts
Quote:
So... if crit = 0.35% and hit = 0.3% wouldn't 8 str be something to consider putting in sockets as well?

1.14 dps per 8 str and increase to bloodthrist damage. Or 4 str 4 crit rating gems? Seems to me that the more AP I have the base damage goes up, makes those crits hit harder, more rage, more damage.

So to equal 8 str with a .35% from crit we'd need to have;

If .35% of X is >= 8 Str (16 ap or 1.14 DPS) then we can say 8 crit rating is better than 8 strength. X is equal to AP breakpoint.

So .0035 * X = 16 (ap)

You need to have 4571 or more AP for .35% increase to out DPS 16 ap.


You have to convert 1.14 dps into a percentage of your total before you can compare the .35% increase of the crit gem. If your going to compare in dps terms you have to consider how much dps your doing before the .35% increase. Lets say 1000 (nice round number and not extremely hard to achieve)

1000 * .35% = 3.5 dps increase.

8 str increases dps by 1.14

8 str is always 1.14 dps increase, plus the very small amount it adds to BT dmg.

Since the 8 crit rating is a straight percentage increase it scales, while 8 str does not.

The higher the dps you put out the more favorable the crit rating gems are.

Breakeven point being:
X * .35% = 1.14
X = 325.71 dps

I just woke up and I'm nursing a hangover so I may have made a mistake but I've checked it a few times and can't find any.
#32 Sep 08 2007 at 1:49 PM Rating: Default
***
1,331 posts
4500 / 14 = 321

So if your main hand is 92 DPS
Offhand is 57.5 DPS

Thats 1288 AP equivalant and 805 AP.

4500 - 2093 = 2407 AP. Ok. That sounds more reasonable.

But... Offhand doesn't get all that added DPS from AP... 62.5%. So 100% to MH and 62.5% to OH (with 5/5 d/w talent).

With only 2k AP; And d/w gladiator season 2, thats 381.5 DPS.

2000/14 = 143, + 92 MH
2000/14*62.5% = 89, + 57.5 OH

Ok. So ...

1500/14 = 107, + 92 MH = 200 DPS
1500/14*62.5% = 67, + 57.5 OH = 124.5 DPS

~325 DPS.


So the breakpoint is 1500 AP or so. (good whole round number) with season 2 gladiator weapons (5/5 d/w talent).

Edited, Sep 8th 2007 3:13pm by devioususer
#33 Sep 08 2007 at 2:29 PM Rating: Decent
***
2,580 posts
So your agreeing that crit gems are better than str gems past 1500 AP?

I'm sorry I'm still kinda out of it. I definitely can't hang like I used to.
#34 Sep 08 2007 at 9:00 PM Rating: Default
***
1,331 posts
Depending on your base weapons, yes.

With Lvl 70 blues, 71.7 DPS MH OH, the maths a little different.

71.7 MH,
44.8 OH.
116.5 DPS Total.
One needs ~325+ DPS. 325 - 116.5 = 208.5 DPS to make up for with AP.

208.5 x 14 = 2919 AP.
So I'll start with 1800 AP;

1800/14 + 71.7 = ~200 DPS
1800/14 * 0.625 + 44.8 = ~125 DPS.


~1800 AP with lvl 70 blues.
~1500 AP with lvl 70 epics.

Greens... 65 DPS MH 40.6 OH, 105.6 DPS Total. Need 220 DPS to make up. 3080 AP.
Not as much of a difference as 71.7 dps is to 92.
so... 1900/14 + 1900/14 * 0.625 + 105.6 = ~326

So ~1900 AP for lvl 70 greens.

(this reads as most of a yes. I think we're forgetting something else as well, like that miss rate affects real dps vs theorycraft dps).
#35 Sep 08 2007 at 10:28 PM Rating: Default
man i need to go to college all this math is killing me. i think when i get closer to 70 (at 32 atm) i'll just make a thread "tell the moron what he is missing" and then i'll just link gear. looks like nice work from what i get of it i'll have to take time to really read it at home instead of at work on breaks.
#36 Sep 09 2007 at 1:17 AM Rating: Default
***
2,580 posts
I'm sure we are forgetting stuff but bottom line is percentage increases vs. static increase.

The figures I used were from "real" dps. Basically the dps you parce yourself at.

The crit gem will net you .35% dps increase, scaling with your dps output.

At any dps the str gem will still net you 1.14 dps reguardless.


Crit gems win because they are a straight percentage increase and scale with your dps output. While str gems increase your dps by a set amount, 1.14, regardless of how much dps your putting out beforehand.

Breakeven point being 325.71 dps.
#37 Sep 09 2007 at 3:54 AM Rating: Excellent
**
433 posts
Aren't you forgetting that +str also scales with your current crit rate?

Say you put out 500 DPS without any crits. If you then have a 25% crit chance, your DPS will be 625. Now, in terms of gems, 1 str = 1 crit rating = 2 AP. You're comparing +8 str vs. +8 crit rating? 16 AP vs. 0.35% crit. Now, if I may calculate this in another way:

Forget about the 500 DPS example above (or anything calculating just your DPS). We'll look at attacks only.

First, which attack scales best with AP? Easy one: BT. Say you've got 2k AP selfbuffed, without Imp. Berserker Stance (since that would make +str scale). Your BT's then hit for 900. If you are to calculate crit chance: [900 * 1.25 = 1 125] (We'll be assuming at least +8.5% hit, so special abilities won't get hit reduction).

So, 1 125 is our starting point. Lets add 16 AP to that: [2 016 * 0.45 * 1.25 = 1 134]. 9 more damage.

Lets do the crit instead: [2 000 * 0.45 * 1.2535 = 1 128.15]. A little over 3 more damage.

Now, what scales badly with AP, as a DW warrior? WW. You've been using merciless weapons so far, so I'm going to do the same. A WW will hit for 597, adding crit to that will make it 746.

Add 16 AP: [((2 016 * 2.4 / 14) + 254) * 1.25 = 749.5]. 3.5 more damage.

Use +0.35% crit instead: [((2 000 * 2.4 / 14) + 254) * 1.2535 = 748.16]. Slightly more than 2 damage.

Let's do it with white attacks. Now, forgive my noobishness, but I was under the impression that the offhand gets full AP bonus, but only does 50% of its tooltip DPS. I'm gonna calculate it your way though, since you're probably much more experienced DW warriors than I.

MH (Merciless Gladiator's Slicer):

[((2 000 * 2.6 / 14) + 254) * 1.25 = 782]
+8 str: [((2 016 * 2.6 / 14) + 254) * 1.25 = 785.5]. 3.5 more damage.
+8 crit rating: [((2 000 * 2.6 / 14) + 254) * 1.2535 = 784]. Slightly less than 2 more damage.

OH (Merciless Gladiator's Quickblade):

[((2 000 * 1.5 / 14 * 0.625) + 146.5) * 1.25 = 350.53571428571 (~350.5)]
+8 str: [((2 016 * 1.5 / 14 * 0.625) + 146.5) * 1.25 = 351.875 (~352)]. ~1.5 more damage.
+8 crit rating: [((2 000 * 1.5 / 14 * 0.625) + 146.5) * 1.2535 = 351,51721428571 (~351.5)]. 1 more damage.

Just realized I forgot hit penalty. Aaw @#%^ it!



Now, if every one of these abilities benefit more from +AP than +crit, I don't see how crit could up your DPS more than AP. If you then consider that +str scales with BoK, and Imp. Berser. Stance, where as +crit doesn't... You get the point.

Are we supposed to find a break point in this? I must confess I'm not adept as such things. First, lets see if the we get the same increase, or if the AP mysteriously scales with the rest of your AP:

Some nub wrote:
Your BT's then hit for 900. If you are to calculate crit chance: [900 * 1.25 = 1 125] (We'll be assuming at least +8.5% hit, so special abilities won't get hit reduction).

So, 1 125 is our starting point. Lets add 16 AP to that: [2 016 * 0.45 * 1.25 = 1 134]. 9 more damage.

Lets do the crit instead: [2 000 * 0.45 * 1.2535 = 1 128.15]. A little over 3 more damage.

Lets assume twise as much AP:

[4 000 * 0.45 * 1.25 = 2 250]
[4 016 * 0.45 * 1.25 = 2 259]. 9 More damage (and so it's true, the increase is static in this case).
[4 000 * 0.45 * 1.2535 = 2 256.3]. 6.3 more damage.

So, the break point for BT should be [X * 0.0035 = 9] X = 2 571,42857142857

[2 571 / 1.25 / 0.45 = ~4 572]


Yeah... 4.6k AP should do it. However, that's only true with this particular crit rate. Lets see if it's correct in the other cases:

First, the scale control.

1337 h4xx0r wrote:
Now, what scales badly with AP, as a DW warrior? WW. You've been using merciless weapons so far, so I'm going to do the same. A WW will hit for 597, adding crit to that will make it 746.

Add 16 AP: [((2 016 * 2.4 / 14) + 254) * 1.25 = 749.5]. 3.5 more damage.

Use +0.35% crit instead: [((2 000 * 2.4 / 14) + 254) * 1.2535 = 748.16]. Slightly more than 2 damage.

[((4 000 * 2.4 / 14) + 254) * 1.25 = 1 174,64285714286 (~1 175)
[((4 016 * 2.4 / 14) + 254) * 1.25 = 1 178,07142857143 (~1 178). ~3.5 more damage (again: it fits).
[((4 000 * 2.4 / 14) + 254) * 1.2535 = 1 177,93185714286 (~1 178) ~3 damage increase (3.289)

Lets try with the BT break point:

[((4 600 * 2.4 / 14) + 254) * 1.25 = 1 303,21428571429 (~1 303)
[((4 616 * 2.4 / 14) + 254) * 1.25 = 1 306,64285714286 (~1 307). ~3.5 more damage (3.43).
[((4 600 * 2.4 / 14) + 254) * 1.2535 = 1 306,86328571429 (~1 307). 3.649 more damage.

Yup. Adds up, if you've got 25% crit, you need 4.6k AP for crit to be more effective than crit AP. (Edit)



Now I've gotten myself curious... lets make a quick check to see if this is somewhat accurate with other crit rates. Say 33%, since that's said to be optimal for Flurry.



BT: (Edit: More precise numbers)

[2 000 * 0.45 * 1.33 = 1 197]
[2 016 * 0.45 * 1.33 = ~1 207]. 10 (9.576) more damage.
[2 000 * 0.45 * 1.3335 = ~1 200]. 3 more damage.

[4 000 * 0.45 * 1.33 = 2 394]
[4 016 * 0.45 * 1.33 = ~2 403]. 9 more damage (slight difference, but nevermind) (9.576).
[4 000 * 0.45 * 1.3335 = ~2 400]. 6 more damage.

[4 600 * 0.45 * 1.33 = ~2 753] (2 753.1)
[4 616 * 0.45 * 1.33 = ~2 763]. 10 (9.576) more damage.
[4 600 * 0.45 * 1.3335 = ~2 760]. 7 more damage.

Not quite, but I can't be ***** to calculate a new breakpoint... or can I?

[X * 0.0035 = 9.576] X = 2 736.

[2 736 / 1.33 / 0.45 = ~4 571]. So, the new break point is still ~4.6k? Can't be. We'll try with 4.8k:

[4 800 * 0.45 * 1.33 = ~2 873]
[4 816 * 0.45 * 1.33 = ~2 882]. ~9 more damage.
[4 800 * 0.45 * 1.3335 = ~2 880]. ~7 more damage.

No? Close enough... maybe it's at 5k. If so, you can theorize about the break point being +50 AP per 1% crit. I can't be ***** doing more maths now though.

Edit: Did some more maths, turns out you have to have a bit over 6k AP at 33% crit chance for crit to be more effective than AP. (The AP case was still 0.126 damage higher than the crit case at exactly 6k AP and 33% crit).

Edited, Sep 9th 2007 3:20pm by Xordon
#38 Sep 09 2007 at 8:07 AM Rating: Default
**
842 posts
so, let me try to simplify... if you have 25% crit, then you need more than 4.6k AP for crit to benefit greater than AP. so, in this case, you would need more AP, or more accurately, go for the +8 str gems. if you don't have 25% crit, then go for crit over AP.

if you have 33% crit, then you need more than 6k AP for crit to be more effective than AP. so, at this point, you should go for more +8 str gems. if you don't have 33% crit, then go for crit over AP.

i hope those cliffnotes work for everyone.

ps. funny how devious started the post saying "..... using as little math as possible" XD
#39 Sep 09 2007 at 8:18 AM Rating: Good
**
433 posts
fromanthebarbarian wrote:
so, let me try to simplify... if you have 25% crit, then you need more than 4.6k AP for crit to benefit greater than AP. so, in this case, you would need more AP, or more accurately, go for the +8 str gems. if you don't have 25% crit, then go for crit over AP.

...

Well, since you seem to think it needs simplification:

devious said that 25% crit will be sufficient for flurry use (although I've always heard 33, or at least 30%). So, basicly:

If your crit chance is lower than 25%, go for crit.

If your crit chance is 25% and your AP is lower than 4.6k (fully raid buffed, with shaman, pally, self and pot buffs) go for crit.

If your crit chance is 33% and your AP is lower than 6k (again, with any buffs imaginable) go for crit.


Now, I've only heard about RP getting the odd 4k AP (was is 4.2k?) so getting 4.6k would indeed be an acievement. Don't beat yourself up about it though, since all you have to do to compensate is go for +str gems instead of +crit gems.

fromanthebarbarian wrote:
ps. funny how devious started the post saying "..... using as little math as possible" XD

Heh... I tend to get a little carried away :P



Oh, and I just realized I'm quoted at (at least) 2 places in the OP. Cheers devious ;)
#40 Sep 09 2007 at 8:51 AM Rating: Default
So here's the simplest form I can think of based on Xordon's post. Go for Crit. After all, thats what you said regardless of what your AP or crit is. Think about it =)

Quote:
If your crit chance is lower than 25%, go for crit.

If your crit chance is 25% and your AP is lower than 4.6k (fully raid buffed, with shaman, pally, self and pot buffs) go for crit.

If your crit chance is 33% and your AP is lower than 6k (again, with any buffs imaginable) go for crit.


When do we go for AP?
#41 Sep 09 2007 at 9:25 AM Rating: Good
**
433 posts
Ah sorry, I'll edit that to make more sence:

Xordon wrote:
If your crit chance is lower than 25%, go for crit.

If your crit chance is 25% and your AP is lower higher than 4.6k (fully raid buffed, with shaman, pally, self and pot buffs) go for crit.

If your crit chance is 33% and your AP is lower higher than 6k (again, with any buffs imaginable) go for crit.


You've kind of highlighted the wrong parts though... If I only listed when to go for crit, you only need a simple sence of elimination to see when to go for AP. If/Then/Else scenarios, very simple.
#42 Sep 09 2007 at 9:37 AM Rating: Default
***
1,331 posts
Quote:
Aren't you forgetting that +str also scales with your current crit rate?


Yes, that and hit/miss rates for white dps affect it... but I think it's futile to even go that far with this.
#43 Sep 09 2007 at 9:41 AM Rating: Default
***
1,331 posts
Quote:
At any dps the str gem will still net you 1.14 dps reguardless.


Actually it doesn't. "real" dps is affected by debuffs, buffs, miss rate, etc...

1.14 dps from 16 ap, w/ imp berserker stance or BoK is more dps.

Edited, Sep 9th 2007 1:37pm by devioususer
#44 Sep 09 2007 at 9:51 AM Rating: Default
***
1,331 posts
Quote:
I was under the impression that the offhand gets full AP bonus


I was going from the premise;

Quote WoWWiki;

Quote:
A weapon equipped in the main hand will deal full tooltip DPS, while an off-hand weapon will deal 50% of its tooltip DPS. However, rogues and warriors have the talent Dual Wield Specialization, which allows them to increase the damage done by the offhand weapon.


So. 100% / 2 * 125% = 62.5% Offhand DPS w/ 5/5 d/w talent spec. I was assuming the same went for AP to offhand. But if it affects your offhand fully, that would definitely change things.
#45 Sep 09 2007 at 10:26 AM Rating: Default
***
1,331 posts
Changed and updated a few things.

::EDIT::
Damnit I can't spell...

Edited, Sep 9th 2007 11:26am by devioususer
#46 Sep 09 2007 at 11:36 AM Rating: Default
***
1,331 posts
Gotta redo some math. I was going with the season 1 gladiators one hands.

season 2 Onehand is 97.7 DPS, 10 hit rating (0.6% to hit), 19 Crit (0.9% crit%), 30 AP (+2.1 DPS), Making it 99.8 DPS alone, and .6% hit .9% crit afterwards. Somewhere around 100-101 DPS alone. With imp berserker and impale it's more...

100 DPS w/ imp berserker stance, .6% hit and .9% crit (impale; 20% * .9% = .18% to yellow, 50% (for keeping it simple) = .09% increase = .99% to crit dps bonus). So ~102 DPS just to have the weapon equiped.

Edited, Sep 9th 2007 12:36pm by devioususer
#47 Sep 09 2007 at 12:42 PM Rating: Default
***
1,331 posts
I think I gave up on the;

Quote:
Short list (as little math as possible), of good ideas for Warrior PvE DPS


part.

Lets just go ape ****.
#48 Sep 09 2007 at 12:49 PM Rating: Default
***
2,580 posts
Indeed I did forgot about imp zerker, shaman, and kings, forgive me. Though none of said calculations allowed for impale or extra flurry time from crit.

As stated before 33% crit does not mean "perma flurry". I stay in flurry but I have a shade under 40% crit. Not entirely sure the minimum you have to have to be in prema flurry, just know for a fact it is much more than 33%. 33% assumes even crit distribution which we all know isn't the case.

It's very difficult to compare the two in terms of real numbers instead of just theorycrafted numbers. Assuming your already at "perma flurry" and don't have impale the +8 crit gems will net you .35% increase in total dps reguardless of other buffs.

We can take +8 str and add all buffs to it, 8.8str from kings, 17.6 AP, 19.36 im zerker, 21.3 shaman, gives a dps increase of 1.52 forgoing miss, dodge, and glancing. Also forgoing abilities, will be 1.52 dps added to main hand and .95 dps added to off-hand for a total of 2.47 dps increase.

Perhaps xordon will want to go through here and figure out the dps increase factoring in miss, dodge, and glances. But I perfer my head not to steam lol.

There are lots of factors none of us considered like the aforementioned str gems being subject to decreased dps due to miss, dodge, glance; but also being subject to dps increasing buffs like kings, imp zerker, and shaman.

The crit gem however isn't affected by either the ups from buffs or the downs of miss, dodge, glance. However it is affected by the talents of impale and flurry, though the flurry bonus gets weaker and weaker the higher crit chance you have.

As I said there are alot more factors to consider than those we have discussed and done the math on. Knowing this I can't say for certain which will come out on top now. I'm still leaning towards crit since it isn't affected by miss, dodge, glance.
#49 Sep 09 2007 at 8:39 PM Rating: Default
***
1,331 posts
Quote:
I was under the impression that the offhand gets full AP bonus


I specced d/w tonight for the fun of letting another tank tank. No, it does not get full AP.

With 2500 ap and a 91.1 dps offhand I got something like 210 DPS on tooltip (hard to tell sometimes when your paying more attention to the bottle and threat meter than exact numbers).
#50 Sep 09 2007 at 8:53 PM Rating: Default
***
1,331 posts
I feel like breaking my debugging program out, and saving some memory dumps. After finding a fake (free/illegal) WoW server also, to save their memory dumps from.
#51 Sep 10 2007 at 4:38 AM Rating: Good
The hit rating requirements are off. I know it's based off the WoWWiki numbers, but if you go in game with 127/128 hit rating you'll be at the cap as 2H/1H + Shield, not 138. WoWWiki truncates the % needed for 1% hit slightly, resulting in incorrect numbers as you get more and more.

Quote:

Let's do it with white attacks. Now, forgive my noobishness, but I was under the impression that the offhand gets full AP bonus, but only does 50% of its tooltip DPS. I'm gonna calculate it your way though, since you're probably much more experienced DW warriors than I.


It gets the full AP bonus, but the tooltip reflects the DW penalty. If you had a 100 DPS weapon and 200 DPS worth of AP (2800), you'd see the offhand at 150 DPS. With max DW Spec, you'd see it at 187.5 DPS.

Quote:


I specced d/w tonight for the fun of letting another tank tank. No, it does not get full AP.

With 2500 ap and a 91.1 dps offhand I got something like 210 DPS on tooltip (hard to tell sometimes when your paying more attention to the bottle and threat meter than exact numbers).


Are you forgetting to factor in Battle Shout or other buffs? The number is too high for that AP number.

Quote:


As stated before 33% crit does not mean "perma flurry". I stay in flurry but I have a shade under 40% crit. Not entirely sure the minimum you have to have to be in prema flurry, just know for a fact it is much more than 33%. 33% assumes even crit distribution which we all know isn't the case.

It's very difficult to compare the two in terms of real numbers instead of just theorycrafted numbers. Assuming your already at "perma flurry" and don't have impale the +8 crit gems will net you .35% increase in total dps reguardless of other buffs.


"Perma Flurry" is a bit of a misnomer. The better phrase would be Flurry Uptime, and that's not terribly easy to calculate for theorycrafting and is far more suited to simulated testings (much like Shaman Windfury). Too bad nobody's done a Warrior Simulator. =/

Using just autoattacks for a moment, and since I'm nursing my caffeine now I may ***** this up royally...

25% Crit Rate
Going from the first autoattack crit, which can be at any point, and then calculating the probability/percent that Flurry will be active over the next 100 attacks.

.75 * .75 * .75 = 42.2% chance that Flurry will not refresh itself before it expires (75% chance of a combat event that is != a crit).

Over 100 attacks, one would expect 25 of them to be crits. Assuming perfect distribution, this would have a Flurry uptime of 75% (Crit Hit Hit Hit Crit Hit Hit Hit - Flurry expires between the last hit and the next Crit). The chance of that occurring is very, very, very small.

Come to think of it, I have absolutely no idea how to calculate this properly. I'll leave the above up as a testament to _why_ we need to either adapt or write our own simulator, but a whole bunch of factors come into play. Even assuming that you have only autoattacks and a 50% crit rate, the chance of Flurry expiring without refreshing itself is 12.5%.

The mitigating factors are Bloodthirst/Whirlwind/Hamstring (additional attacks which do not consume charges but do increase the number of chances to refresh Flurry), Windfury Totem complicates matters (contrary to popular belief, Windfury _does_ consume a Flurry charge if it procs, but it also provides the additional chance to crit; the benefits far outweigh the cost, but it does slightly counteract the addition of instant attacks when calculating uptime) and when you add in instant attacks you have to make assumptions about the speed of the weapon versus the cooldowns, which means that the dream of theorycrafting any of this with a formula becomes farther and farther away. I don't know about you guys, but if I see a dy/dx in theorycraft my head probably will explode.
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 110 All times are in CST
Anonymous Guests (110)