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#1 Apr 07 2009 at 1:28 PM Rating: Good
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Read this, like.. right now.
If you have any desire to understand how stats work for hunters, how stats interact with each other and how they affect talents you really want to read it.

Although the math parts are probably too complicated to fully understand (they are for me at least) it's still a very good read when you skip those parts.
You'll just have to trust that the math is correct.

The amount of graphs in the article make certain things very visual and much easier to understand than they would be otherwise.
#2 Apr 07 2009 at 1:36 PM Rating: Excellent
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I saw that last night...yeah, it's a bit complicated for me (and I had a nightmare afterwards about my high school math teacher yelling at me), but the pretty graphs do help make it a little easier to understand.
#3 Apr 07 2009 at 2:25 PM Rating: Decent
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It wasn't THAT good, really.

But if you wrote it it would be ;)

No but seriously, I think it's time that we had a stat/talent scaling/uptime resource, it's probably one of the most pivotal things with end-game gearing.

Edit: ♥

Edited, Apr 7th 2009 7:25pm by Yuppley
#4 Apr 07 2009 at 3:27 PM Rating: Good
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Fairly straight forward. Well written and laid out. This was part of the discussion that went on in the very long thread about AP vs Agi we had in TBC, and it's why AP is now better for non SV specs.

It's essentially a nice visual representation of some of the math in the spreadsheet. Thanks for the link
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#5 Apr 07 2009 at 11:25 PM Rating: Default
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Woah ! headache time .

I guess it says if there are two pieces of armour one with + AP and one with + Agi or any other useful stat then Ap is always better , so lets all bow down to our new god AP.

Very well written and thought out but i wish it had been written in plain english but that is EJ for you , i would rather it just had given a list of stats needed at end game , but hey that is why i read up here for what is needed as it is usually in english i can understand easier.
#6 Apr 08 2009 at 12:54 AM Rating: Decent
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sandralover wrote:
I guess it says if there are two pieces of armour one with + AP and one with + Agi or any other useful stat then Ap is always better , so lets all bow down to our new god AP.
No it doesn't.... it says anything but that.
In fact, nowhere is there a comparison between the values of different stats in that thread.
The only thing he shows is how stats scale and how they affect/are affected by other stats.
#7 Apr 08 2009 at 9:07 AM Rating: Good
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I glanced over it and came up with "The higher your AP (whether from AP or Agility), the better your other stats (like crit, haste, ArP)."

Looking at the exact values as a hunter with good gear would probably be more useful, but as my highest is only level 60, not so much use for me. Good link though.
#8 Apr 08 2009 at 10:04 AM Rating: Decent
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I was just saying what i saw from that thread , but hey i am not good at working out that stuff as i never ever did anything in maths at school that included anything they show on EJ that is why i wait for you Aethien or a few others to explain it in simple english so i can understand it.
#9 Apr 10 2009 at 11:31 AM Rating: Good
I'm surprised you find that math complicated Aeth, I took you to be more numerically inclined Smiley: wink

And sandra, while it is true that at first glance he appears to put a heavy weight on AP, his evidence is quite clear that all stats are created equal and have the same equivocal effect on your overall damage output (save for ArP, but the difference is so small as not to be noticed in a practical scenario). This is a necessary element of the game's design, otherwise you would not be able to have "item budgets" in such a way that two E200 items are comparably close to eachother.

If you (this being a collective hunter forums 'you') would like, I can break down his formulae here into longer chunks, identifying each part if you want to better understand what makes WoW "tick". I won't bore anyone with it if you're satisfied with what you've read and seen via the spreadsheets though. Smiley: cool
#10 Apr 10 2009 at 11:48 AM Rating: Decent
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Overlord Norellicus wrote:
I'm surprised you find that math complicated Aeth, I took you to be more numerically inclined Smiley: wink
I'll quote my high school math teacher here "You've got talent for math and you could become good at it, if only you did something"
Which is true.. I just couldn't be bothered doing homework, paying attention or in general doing anything but goof off and listen to music during math classes as I got good grades anyway.
I get the idea behind it, but since I picked the easiest version of math I could Δ is a completely alien thing to me.

The fact that it's been 5 years since I last attended a math class doesn't help much either. Smiley: grin

edit: and feel free to explain the formula he uses in detail, I'm interested to see if my thoughts are going in the right direction.
And if anyone doesn't care to read it they can skip the text.

Edited, Apr 10th 2009 9:50pm by Aethien
#11 Apr 10 2009 at 12:18 PM Rating: Excellent
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I think I figured out what had me so confused about the Hunting Party graph--Hunting Party is a 5-point talent but he only shows three. I know three is what most people go with, so I guess that makes sense--showing why putting more than that into it isn't worth it would have been interesting, too, though.

His Excellency Aethien wrote:
I'll quote my high school math teacher here "You've got talent for math and you could become good at it, if only you did something"
Which is true.. I just couldn't be bothered doing homework, paying attention or in general doing anything but goof off and listen to music during math classes as I got good grades anyway.


Smiley: lol

/reconsiders Aethien-twin-theory

Of course what my math teacher didn't realize was that I was mostly just really, really good at taking tests.
#12 Apr 10 2009 at 1:56 PM Rating: Decent
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isyris wrote:
I think I figured out what had me so confused about the Hunting Party graph--Hunting Party is a 5-point talent but he only shows three. I know three is what most people go with, so I guess that makes sense--showing why putting more than that into it isn't worth it would have been interesting, too, though.
Nah, he just uses 3.1 versions of talents :P
#13 Apr 10 2009 at 3:12 PM Rating: Excellent
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His Excellency Aethien wrote:
isyris wrote:
I think I figured out what had me so confused about the Hunting Party graph--Hunting Party is a 5-point talent but he only shows three. I know three is what most people go with, so I guess that makes sense--showing why putting more than that into it isn't worth it would have been interesting, too, though.
Nah, he just uses 3.1 versions of talents :P


That works too, and makes a lot more sense. xD

I'm not sure why I thought it was current version.
#14 Apr 11 2009 at 10:11 AM Rating: Good
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His Excellency Aethien wrote:
Read this, like.. right now.
If you have any desire to understand how stats work for hunters, how stats interact with each other and how they affect talents you really want to read it.

Although the math parts are probably too complicated to fully understand (they are for me at least) it's still a very good read when you skip those parts.
You'll just have to trust that the math is correct.

The amount of graphs in the article make certain things very visual and much easier to understand than they would be otherwise.


I wanted to ask this in that thread, but tbh I'm too scared to because I get an infraction every time I post on EJ it seems...

Anyway, do you know if he used the 3.0.x or 3.1 ArP value? If ~1200 is the live cap, the 3.1 cap would be ~1000, which might be achievable with Grim Toll proc (desirable? I dunno, would have to run it through the spreadsheet, but could be interesting, and Toll proc seems to have good uptime from what I've seen).
#15 Apr 11 2009 at 10:40 AM Rating: Decent
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Quote:
The fact that it's been 5 years since I last attended a math class doesn't help much either.


Hehe , last time i did maths of any kind at school was 40 years ago , that is why it goes way above my head and why i came to the wrong conclusion as to what it was trying to say in the post.

And that is why i love the RatingBuster addon as i can see at a glance what i am getting in stats before i equip something that may be worse than i already have , just a pity it does not see enchantments or other modifiers .
#16 Apr 11 2009 at 10:41 AM Rating: Decent
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I think he uses 3.1 everywhere.
Simply because doing all the work for 3.0 when things change in a patch that will hit soon is kind of foolish.
#17 Apr 11 2009 at 1:14 PM Rating: Good
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sandralover wrote:
Quote:
The fact that it's been 5 years since I last attended a math class doesn't help much either.


Hehe , last time i did maths of any kind at school was 40 years ago , that is why it goes way above my head and why i came to the wrong conclusion as to what it was trying to say in the post.

And that is why i love the RatingBuster addon as i can see at a glance what i am getting in stats before i equip something that may be worse than i already have , just a pity it does not see enchantments or other modifiers .
nah, it's good that enchants aren't included. You can put the same enchant on whatever, so it's not relevant.
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#18 Apr 15 2009 at 9:00 AM Rating: Good
Been very busy, sorry I haven't come back to this Smiley: drunk

I'll quote his original stats and then work it into longer terms. Since this is kind of 'for dummies' I'll just state that you need to remember the order of operations, and know that this -> Δ <- symbol is "delta" which simply indicates "total change". Finding this value is usually a matter of newcalc - oldcalc, where newcalc and oldcalc are fully encompassing calculations given your comparative values. Think of it like firing two separate copies of the same shot using the specific stats listed and comparing the outcome.

And I apologize for the table breaking but I can't seem to get it down even without pre tags into a format that still preserves the ability to actually read the formulas...if a mod sees this and really needs it changed, please let me know and I'll find another way to post it (I've got the entire post in a text file since it's taken me a few days to compose it in its entirety :P)

Onward!

Quote:
Stat - Attack Power

Scales linearly. Consider an ability that has 500 base damage and scales with 20% of your Ranged Attack Power (RAP). We can look at the effects of adding 10 AP to a starting point of 4000, 5000, and 6000 AP
1. 4000RAP Δ 4010RAP = (500+4010*.2) - (500+4000*.2) = 2
2. 5000RAP Δ 5010RAP = (500+5010*.2) - (500+5000*.2) = 2
3. 6000RAP Δ 6010RAP = (500+6010*.2) - (500+6000*.2) = 2
Notice that all of these functions can be reduced to 10*.2 or more generally, ΔRAP*Coefficient.


4000RAP  Δ    4010RAP   = (        500          +     4010     *       .2        ) - (        500          +   4000   *       .2        ) = 2 
Base RAP Δ Adjusted RAP = ( Base Ability Damage + Adjusted RAP * RAP Coefficient ) - ( Base Ability Damage + Base RAP * RAP Coefficient ) = Total change in damage output for this ability with new stats.


All he does here is demonstrate that a linear function has the same delta value, or change, given the same amount of input (in this case, 10 AP). This rule applies to all his linear demonstrations. Using his equation as an example, simply plug your figures thus and you can use this for any meaningful comparison...but be careful using tooltip values ingame as these often apply calculations for you beforehand; you have to make sure you're using the BASE values. Wowhead can usually help with this. His mention of the reduced formula is convenient as it eliminates the "common denominators"; if you're comparing the same information, they're very useful to save yourself some extra math.

Quote:
Stat - Critical Strike

Scales linearly. With mortal shots and a 3% crit meta, our special shots do 237.8% damage when they crit compared to 100% damage on a normal hit. If your normal hit is 1000, your crit is 2378. The actual crit modifier obviously changes the value of crit, but has no effect on its scaling. Consider a few examples of adding 1% crit to various crit base values.
1. 20% Δ 21% = (.21*2.378+.79) - (.20*2.378+.80) = 0.01378
2. 40% Δ 41% = (.41*2.378+.59) - (.40*2.378+.60) = 0.01378
3. 60% Δ 61% = (.61*2.378+.39) - (.60*2.378+.40) = 0.01378
Notice that all of these functions can be reduced to ΔCrit%*CritMod-ΔCrit%.


20%       Δ      21%      = (         .21        *           2.378            +       .79         ) - (         .20        *           2.378            +       .80         ) = 0.01378 
Base Crit Δ Adjusted Crit = ( Adj. critical hits * Critical damage multiplier + Non-critical hits ) - ( Base critical hits * Critical damage multiplier + Non-critical hits ) = Total change in damage output per-attack


Linear function, same rules as before. The calculation is evenly distributing 100% of all hits made (meaning, this is not like a WWS report; it's only looking at hits that connect successfully and make a critical strike roll) and multiplying the critical ones by the total critical damage multiplier to give a proper value to those hits made at the increased amount. An actual damage value input is not needed because we're not weighing the impact the stat has on any particular thing, and since the calculation is linear it will have the same result on the total output whether we're talking about Autoshot or Aimed Shot. The reduced forumla seems to conflict with the long one, but it's correct; total crit % difference multiplied by crit damage multiplier minus total crit % difference. This is because for every 1% crit you add to the distribution, you remove 1% from your noncrit.

Quote:
Stat - Haste

[snip]

Let's look at a 2.9 second, 500 DPS gun with 15% baked in haste and the effect of adding 1% haste on top of 5%, 10%, and 15% more haste from gear per shot.
1. 5% Δ 6% = 500*2.9/(2.9/1.15/1.06)-500*2.9/(2.9/1.15/1.05) = 5.75
2. 5% Δ 6% = 500*2.9/(2.9/1.15/1.11)-500*2.9/(2.9/1.15/1.10) = 5.75
3. 5% Δ 6% = 500*2.9/(2.9/1.15/1.16)-500*2.9/(2.9/1.15/1.15) = 5.75
The formula here is DPS/100*1.15*ΔCrit% and again we see it is linear.


5%         Δ       6%       = 500 *       2.9         / (       2.9         /             1.15             /      1.06      ) - 500 *       2.9         / (       2.9         /             1.15             /    1.05    ) = 5.75 
Base haste Δ Adjusted haste = DPS * Base weapon speed / ( Base weapon speed / "baked in" haste on autoshot / Adjusted haste ) - DPS * Base weapon speed / ( Base weapon speed / "baked in" haste on autoshot / Base haste ) = Total change in damage output per-shot.


Linear function, blah blah. We use division here because haste reduces the weapon speed value (which thereby inversely increases dps output). And unlike critical hits, the percentage values for are tacked with a 1.0x because we're looking to find the total outcome of the change, not just the difference applied. His reduced formula here has a typo, the last function should be ΔHaste%, not ΔCrit%.

Quote:
Stat - Armor Penetration

[snip]

The percentage of armor penetration you have from gear reduces effective armor from this point - it is not additive nor multiplicative with debuffs. The result is a linear reduction in armor based on armor penetration that follows the formula EffectiveArmor=BaseArmor*(1-ArP/1523*1.25) (there is some debate on the exact formula here). The armor pen cap is thus 1219 regardless of debuffs. However, even though the percentage of armor reduced by this rating stat scales linearly, mitigation from armor is not a linear function. In fact, it follows the formula Armor / (Armor+ (467.5*AttackerLevel-22167.5)). This means that armor penetration scales slightly better than linear. In other words, the more armor penetration you have, the more further armor penetration is worth - but not by much.


I can't verify the formulas here, but if I were to guess at what he's doing, his first formula is using a quick integer conversion from the ArP rating number to an actual percent value of armor reduced. Then it's being multiplied by 25% for the 3.1 patch adjustment to ArP values. So in other words (sorry, this one is long-winded xD)...

EffectiveArmor                                  =                   BaseArmor                      * (                            1                             -           ArP            /                           1523                                 *          1.25          ) 
Effective mitigation value after ArP is applied = Armor before ArP (but after Sunder/Faerie Fire!) * ( "100%" of base armor value represented as a whole number - Armor Penetration rating / Integer conversion from rating to static armor reduction value * 3.1 patch 25% ArP buff )


Once you have that value, you can apply mitigation to your attacks, per his second formula...

Armor                                  / ( Armor            + (               467.5                               *     AttackerLevel       -            22167.5             ) ) 
Effective Armor value as defined above / ( Same as previous + ( Static value applied to scale "target difficulty" * Attacker's level, so 80 - Static reduction for armor cap ) ) = Total amount of mitigation applied to incoming attacks.


To demonstrate how ArP "accelerates" as target armor gets lower, check out this formula I wrote a while back...I wrote it for Faerie Fire, but the numbers are still applicable; just assume you have enough ArP to remove 610 armor. :)

Assume 3000 damage per second, performed against a target with 10,000 armor and then against one with 20,000, both with 4,320,000 Health (note: the 10k one is somewhat applicable to PvE purposes, as boss monsters have approximately 10,000 armor before buffs/debuffs; the 20,000 is just to provide a contrast.) As an interesting aside, this math demonstrates another odd fact that I'm not sure if Blizzard is accounting for: for a given value of armor reduction and a given amount of incoming damage per second, the target's time to live is decreased by exactly the same amount, regardless of their base armor value.

-10,000 Armor-  
Damage output after mitigation: 3000 * ( 1 - ( 10000 / ( 10000 + 15232.5 ) ) ) = 1811.057168334489  
Time to death 100-0: 4320000 / 1811.057168334489 = 2385.347119645495 sec  
  
Damage output after mitigation, with FF(-610 armor): 3000 * ( 1 - ( 9390 / ( 9390 + 15232.5 ) ) ) = 1855.924459335973  
Time to death 100-0: 4320000 / 1855.924459335973 = 2327.68094534712 sec  
  
Delta-damage: ( 1855.924459335973 - 1811.057168334489 ) / ( ( 1855.924459335973 + 1811.057168334489 ) / 2 ) * 100 = 2.447096580082%  
Delta-time: 2385.347119645495 - 2327.68094534712 = 57.666174298375 sec  
  
  
-20,000 Armor-  
Damage output after mitigation: 3000 * ( 1 - ( 20000 / ( 20000 + 15232.5 ) ) ) = 1297.026892783651  
Time to death 100-0: 4320000 / 1297.026892783651 = 3330.694239290991 sec  
  
Damage output after mitigation, with FF(-610 armor): 3000 * ( 1 - ( 19390 / ( 19390 + 15232.5 ) ) ) = 1319.878691602282  
Time to death 100-0: 4320000 / 1319.878691602282 = 3273.028064992614 sec  
  
Delta-damage: ( 1319.878691602282 - 1297.026892783651 ) / ( ( 1319.878691602282 + 1297.026892783651 ) / 2 ) * 100 = 1.746474840742%  
Delta-time: 3330.694239290991 - 3273.028064992614 = 57.666174298377 sec 


The oddity of the time adjustment is likely being "accounted for" in the fact that most armor reduction tools now reduce by a percentage of target armor, as per the earlier formula; this prevents a simple 200 armor reduction from suddenly becoming a massive DPS increase when targets are already perilously low on armor...in effect, the percentage adjustment is probably supposed to "steady" the effect of ArP so it doesn't accelerate, but it seems to continue doing so anyway, albeit at a far slower pace than before. Perhaps because we're dealing with integers in the tens of thousands? I don't know and don't really care. It works for Blizzard, apparently, and that's good enough for me. Smiley: tongue


So there you have it. I hope this is useful to some of you and doesn't just come across like a raving lunatic babbling on :P

And of course if you still have questions I'll try to clear up what I can, just ask Smiley: boozing

Edited, Apr 15th 2009 1:26pm by Norellicus
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