Account erstellen | Login | Download / How To Play | FAQ | Support
Zitat
*Not actually 0%, but for all intents and purposes mobs cannot Parry nor
- Miss - 28% (9% for specials or when not dual wielding)
- Dodge - 5.6% (see below)
- Parry - 0%*
- Glancing - 25% (25% vs a mob 3 levels above you, unchangeable)
- Block - 0%*
- Critical - Varies (this varies from player to player)
- Crushing - 0% (players cannot Crush)
- Normal Hit - [100% – {Miss + Dodge + Parry + Glancing + Block + Critical + Crushing}] (this is the leftover)
Block attacks made from behind, which is where you should be dps'ing
from.
Dieser Beitrag wurde bereits 7 mal editiert, zuletzt von »Igzoan« (29. November 2012, 09:53)
Falsch! Mit den 3% aus dem specc braucht man nur noch 95 Hit fürs cap (9%).Zitat
Trefferwertung
Die Trefferwertung ist höchst wichtig, bis zum Erreichen des
Caps. Hit sorgt dafür,dass wir den Gegner treffen. Sowohl mit Style,als auch
mit dem Autohit.
Das (Style-)Hitcap liegt bei 9%. Dieser Wert ist mit 142 Hitwertung erreicht. (bei 3 Punkten
in Präzision) Sobald dieser Wert erreicht ist,nimmt der Nutzen von Hit ab, da
er ab dort nurnoch den Whitedmg beeinflusst. Dies ist zwar gut für den
Wutaufbau, allerdings sollte Wut bei steigendem Equip und korrekter Spielweise keine
großen Probleme bereiten.
Als Furorkrieger hört man bei 142 Hitwertung auf!
Falsch!Zitat
Rein rechnerisch ergibt sich somit eine Uptime von 100% bei 34% Crit.
Quelle: http://elitistjerks.com/f81/t22705-dps_compendium/Zitat
Flurry:
Contrary to popular belief, 33%
chance to Crit will not guarantee 100% Flurry up-time, not even close. A
relatively close formula to calculate Flurry up-time is:WhereZitat
1 - ( 1 - c ) ^ x
'c' is your Crit chance expressed in decimal (i.e: 35% crit = 0.35) and
'x' is the number of attacks made in one cycle of Flurry (3 from auto
attack swings, and generally one additional from instant attacks; 4 is a
commonly used number).
Example: 35% crit yieldsCritZitat
1 - ( 1 - 0.35 ) ^ 4 = 0.8215 which translates to 82.15% Flurry up-time.
past 33% will of course increase your Flurry uptime, any amount of Crit
under 100% (or the crit cap) is less than 100% Flurry up-time, and
therefore additional Crit will increase your up-time. It is important to
note that while additional Crit will increase Flurry up-time, it is
subject to diminishing returns. The amount of Flurry up-time gained
going for 1% crit to 11% crit is much greater than going from 40% to 50%
(in both cases an increase in 10% Crit chance).
21crit / 3% critdmg meta? 21 agi meta? Gibts in TBC nicht, hier empfielt sich der 12 Agi / 3% critdmg metaZitat
Meta: 21Crit/3%Critdmg
21Agi/3% Critdmg (mit SdK und Sockelvorraussetzungen höherwertig)
just my 42 centsZitat
3.6.2 Agility vs Run Speed for Boots
For PvE, either [Formula:
Enchant Boots - Boar's Speed] or [Formula: Enchant Boots - Cat's
Swiftness] are going to be big payoffs. Increased run speed is hands
down the best enchant you can get for PvE. Derivation:
Let D be your dps without a boot enchant. For the run speed to provide more benefit, we need:
(D+12A)(T-t) < (D+6A)(T-t/1.08)
which simplifies to
T < [(1-k)D + (2-k)6A]t/(6A)
where k = 1/1.08. For example, gives A = .16286, and so we have
T < (.07581D + 1.074) t
Using some actual data, a shaman that does betwen 900 and 1000 dps will have T < 76.88t
For 5 minutes, we would need t > 3.90 seconds and for 6 minutes we would need t > 4.68 seconds.
So
for a 5 minute fight if you spend roughly 4 seconds moving between
adds, running to the boss, etc, Run Speed provides a superior DPS
benefit.
1x Agi bringt 0,03% Crit -> 33 Agi = 1% Crit / ohne SdKZitat
"Wir wissen:
21Crit = 35 Agi= 1% Kritische Trefferchance"
Zitat
"Under 9% hit, talents included, Hit yields the highest dps increase.
Hit Rating requirements are:
- 142 hit rating with 0 points in Precision
- 127 hit rating with 1 point in Precision
- 110 hit rating with 2 points in Precision
- 95 hit rating with 3 points in Precision
Da Stylecap bei 95 liegt mit Präzision, sollte man darauf schließen das man da aufhören sollte. Ich persönlich denke das 95 Hit viel zu wenig ist. Habe auf nem anderem Server dazu einige Tests gemacht. Einen Richtwert von 150 kann man schon anpeilen, da man wie gesagt 3% skillt 3% durch ne Eule bekommt -> knapp 15% melee hitZitat
"Als Furorkrieger hört man bei 142 Hitwertung auf!"
Hau lieber die 2 Punkte in Blood Craze, reggst bissl HP, weil ab un an wirst ma nen AoE oder nen Cleave abkriegen so als Melee
War es bei Waffenkunde nicht so, dass es die Parieren- und Ausweichen-Chance eines Bosses reduziert?Waffekundewertung is nur relevant wenn man von vorne angreift und da man generell sowieso versuchen sollte HINTER dem Boss zu stehen is des auch zu vernachlässigen, also kein must-have Stat.
somit finde ich die im elitistjerks gegebene Stat-Prioritätsliste recht sinnvoll:Zitat
*Not actually 0%, but for all intents and purposes mobs cannot Parry nor
- Miss - 28% (9% for specials or when not dual wielding)
- Dodge - 5.6% (see below)
- Parry - 0%*
- Glancing - 25% (25% vs a mob 3 levels above you, unchangeable)
- Block - 0%*
- Critical - Varies (this varies from player to player)
- Crushing - 0% (players cannot Crush)
- Normal Hit - [100% – {Miss + Dodge + Parry + Glancing + Block + Critical + Crushing}] (this is the leftover)
Block attacks made from behind, which is where you should be dps'ing
from.
natürlich kann man nicht sagen, dass 1 Armor Pen = 1 Stärke, da muss dann eine entsprechende "Übersetzung", je nach Gear gefunden werden, aber das sollte ja klar sein.Zitat
Stats:
Depending on gear level and current items, stat priority is:
<9% hit and <6.25% Dodge reduction
Expertise/Hit > Crit/AP/Armor Pen > Haste
>9% hit and <6.25% Dodge reduction
Expertise > Crit/AP/Armor Pen > Haste/Hit
>9% hit and >6.25% Dodge reduction
Crit/Ap/Armor Pen > Haste/Hit (Expertise yields no dps increase past the cap)
Expertise caps out at 6.25%* with no talents or racials. Hit soft caps at 9% with no talents.
Haste reduziert den GCD nur bei Caster Klassen, jedoch nicht beim Krieger.
Zitat
The list of weapon normalization speeds is:
Daggers: 1.7
One-Hand Weapons: 2.4
Two-Hand Weapons: 3.3
Ranged Weapons: 2.8
The formula therefore after 1.8 is:
normalized_damage = base_weapon_damage + (X * Attack Power / 14)
where X is the listed value for the specific weapon type. While the normalization of Attack Power greatly reduced the impact of having a slow weapon for instant attacks, slower same-dps weapons still produce a slight dps increase for instant attacks. This is because a weapon with 100 dps and a fast attack speed has a relatively low damage range, while a 100 dps weapon with a slow attack speed has a higher damage range. Therefore the increase in base weapon damage used in the formula makes the slower weapon come out slightly on top. In short: instant attacks still benefit from slow weapons, just the difference is not as large as it once was.