In previous version hit raiting was very close to haste, usually needed lower than 20 hit rating to increase 1% dps, now its saying 94 so im comfused. I checked with locks aswell and it also had this high amounts into hit raiting.

I thought about this for a while after noticing it on my druid, and I believe it's because as you approach the "hit cap", additional hit rating won't really increase your damage ouptut. In kitty gear I have 141 hit rating, which is 1 rating under the cap, and DrDamage reports something along the lines of 399 hit rating needed to add 1% to my damage. I think it's displayed this way because DrDamage is now aware of the hit cap; it's aware that adding 1 hit rating will get you to the point of never missing (at least for melee) but since you already miss so infrequently, reaching that point won't add very much damage, so that 1 hit rating will only give you a tiny fraction of 1% damage. DrDamage then multiplies that number the amount necessary to reach 1%. In your case it's 93.7; in my case it's 399 or so. :P

I thought about this for a while after noticing it on my druid, and I believe it's because as you approach the "hit cap", additional hit rating won't really increase your damage ouptut. In kitty gear I have 141 hit rating, which is 1 rating under the cap, and DrDamage reports something along the lines of 399 hit rating needed to add 1% to my damage. I think it's displayed this way because DrDamage is now aware of the hit cap; it's aware that adding 1 hit rating will get you to the point of never missing (at least for melee) but since you already miss so infrequently, reaching that point won't add very much damage, so that 1 hit rating will only give you a tiny fraction of 1% damage. DrDamage then multiplies that number the amount necessary to reach 1%. In your case it's 93.7; in my case it's 399 or so. :P

Makes it much more accurate. Before, it showed hit as the same value going from 1 to 2 as from 163 to 164, which is clearly not the case.

Im not sure if its a bug or not, maybe was a correction that was recently introduced. Im using DrDamage-r75374 and the the 1% line and 1dmg line changed drastically over previuos versions,

In previous version hit raiting was very close to haste, usually needed lower than 20 hit rating to increase 1% dps, now its saying 94 so im comfused. I checked with locks aswell and it also had this high amounts into hit raiting.

It's just the result of you being very close to the hitcap (0.17% from), so one more point percent of hit only gives you that advantage. The value of 1% hit is now compared to 0.17% hit rating even if technically any hit over cap doesn't give you any advantage, so the number is artificial. Still it is to indicate that hit isn't worth increasing by anything more than the amount missing.

This functionality has been like this for a very long time now, maybe you just haven't noticed due to not being close to hit cap.

Surv Hunters with Improvisation get wrong Dps(CD) for the fire traps

i have 720 dmg so far with my twink, results in 48 dps (15 sec duration) and 24 dps(cd) (cd is 30 seconds unskilled)
but with Improvisation the CD lowers by 2/4/6 Seconds. so the dps(cd) should be 30.

Surv Hunters with Improvisation get wrong Dps(CD) for the fire traps

i have 720 dmg so far with my twink, results in 48 dps (15 sec duration) and 24 dps(cd) (cd is 30 seconds unskilled)
but with Improvisation the CD lowers by 2/4/6 Seconds. so the dps(cd) should be 30.

You mean resourcefulness? I'll add the cooldown reduction to the next version.

the hitcap is 99% this is on equal target (95%) with 3% from talents and another 5% from items.
however it shows 100% as maximum hit

and the +1% dmg from hit is negative, should also be capped to minimum of zero to show "no more hit needed to improve dmg"

EDIT2:
ok the mechanics of raptorstrike say difference, and while dualwield i get 19% hit and 20% krit with the autoattak from the strike. so the differnce get bigger if the dualwielded mainhand make less dmg while raptorstrike stay on the hitcap. so its not really a bug :>

EDIT3:
and it seems the dmg bonus from focused fire is missing (2% extra dmg to everything while pet is active), so the coeff should be at least 1,02

the hitcap is 99% this is on equal target (95%) with 3% from talents and another 5% from items.
however it shows 100% as maximum hit

and the +1% dmg from hit is negative, should also be capped to minimum of zero to show "no more hit needed to improve dmg"

EDIT2:
ok the mechanics of raptorstrike say difference, and while dualwield i get 19% hit and 20% krit with the autoattak from the strike. so the differnce get bigger if the dualwielded mainhand make less dmg while raptorstrike stay on the hitcap. so its not really a bug :>

EDIT3:
and it seems the dmg bonus from focused fire is missing (2% extra dmg to everything while pet is active), so the coeff should be at least 1,02

I believe hitcap for melee attacks is 100%.
And yes, the negative value is in fact explainable due to the fact that white melee damage will go up, while raptor strike stays the same.. meaning raptor strike is less of a boost and actually gets worse.

I've assumed focused fire is taken into account in the UnitDamage("player") 7th return, if this isn't the case (as it seems to be) I'll need to manually add it. Could you please make sure it's active and see what that return is?

hey great addon, extremely helpful and im glad you have a warlock to test this on because i found a problem with calculations for warlocks!

it is not considering the affect of touch of shadow or other demonic sacrifice buffs the warlock gains in relation to the effect on the spell damage to haste/crit/hit numbers and vice versa.

for instance since haste and damage values are dependent on the amount of each stat you have when i activate fel armor which increases my spell damage by an amount it will change the values of haste to damage/crit/hit

now when i sacrifice a demon with fel armor on those numbers do not change as they should becasue there has been a change in the stat values.

also if i click the fel armor off and view the unbuffed numbers then sacrifice a demon the numbers do not change as they should.

this means that while the numbers shown for most ds/snf locks are somewhat helpful it is going to undervalue haste and probably cause alot of locks to misgem if they rely on your addon in its current build.

hey great addon, extremely helpful and im glad you have a warlock to test this on because i found a problem with calculations for warlocks!

it is not considering the affect of touch of shadow or other demonic sacrifice buffs the warlock gains in relation to the effect on the spell damage to haste/crit/hit numbers and vice versa.

for instance since haste and damage values are dependent on the amount of each stat you have when i activate fel armor which increases my spell damage by an amount it will change the values of haste to damage/crit/hit

now when i sacrifice a demon with fel armor on those numbers do not change as they should becasue there has been a change in the stat values.

also if i click the fel armor off and view the unbuffed numbers then sacrifice a demon the numbers do not change as they should.

this means that while the numbers shown for most ds/snf locks are somewhat helpful it is going to undervalue haste and probably cause alot of locks to misgem if they rely on your addon in its current build.

If you gain +15% shadow damage, all your stats effects are increased by 15% meaning, their relative values are exactly the same. Fel armor gives you 100 spell damage, which is totally different and only increases +dmg, not every stat the same way as a buff like demonic sacrifice does. I can't see any error there?

Currently, since ds/snf DPS is relatively straight forward (sb spam or immo + incinerate spam), the damage comparisons (excluding crit, which also gives imp. shadowbolt procs) are actually quite accurate. Haste isn't undervalued.

If you gain +15% shadow damage, all your stats effects are increased by 15% meaning, their relative values are exactly the same. Fel armor gives you 100 spell damage, which is totally different and only increases +dmg, not every stat the same way as a buff like demonic sacrifice does. I can't see any error there?

Currently, since ds/snf DPS is relatively straight forward (sb spam or immo + incinerate spam), the damage comparisons (excluding crit, which also gives imp. shadowbolt procs) are actually quite accurate. Haste isn't undervalued.

Does this answer satisfy you?

not really, when i sacrifice a succubus it does not cause my shadowbolts to cast any faster, meaning demonic sac does not do anything for cast time = haste ..... they do hit harder i understand how it works.... but because they do hit harder and it does not increase my haste rating as it does the shadow power of my spells.... it should be reflected as an increase in shadow damage which actually does make it very much like fel armor in relation to how damage/haste/crit are related because while demonic sac benefits the damaging power of your sb it does nothing for haste. do you understand what i am saying?

First of all very nice addon. I wonder if theres any source on the web for formulas of the diffrent abilites like if you want to know how heroic strike look like etc?

not really, when i sacrifice a succubus it does not cause my shadowbolts to cast any faster, meaning demonic sac does not do anything for cast time = haste ..... they do hit harder i understand how it works.... but because they do hit harder and it does not increase my haste rating as it does the shadow power of my spells.... it should be reflected as an increase in shadow damage which actually does make it very much like fel armor in relation to how damage/haste/crit are related because while demonic sac benefits the damaging power of your sb it does nothing for haste. do you understand what i am saying?

Of course demonic sacrifice also applies to haste in the same manner.

Let's say your spell does 1000 DPS base, without any haste. 1% haste increases DPS by 1%, that is 10 DPS. For each percent unit of haste you gain, you receive that same bonus.

Now you sacrifice your succubus, and you're up to 1150 DPS base. 1% haste still increases your DPS by 1%, that is now 11.5 DPS (10 DPS * 1.15). For each percent unit of haste you gain, you will receive that same bonus. Haste has now received a 15% bonus.

For each point of damage you gain, the damage will efficiently be multiplied by 1.15, netting a 15% increase in the relative value of damage.

You will also crit 15% harder, the value of crit will efficiently be multiplied by 1.15, netting a 15% increase in the relative value of crit.

Same applies to hit.

Do you see why sacrificing your succubus does not affect the relative power of stats?

First of all very nice addon. I wonder if theres any source on the web for formulas of the diffrent abilites like if you want to know how heroic strike look like etc?

Thanks. There is no site, that I know of, with a comprehensive collection of all formulas. But in general Elitist Jerks forums and wowwiki are good resources if you don't mind searching a bit.

Of course demonic sacrifice also applies to haste in the same manner.

Let's say your spell does 1000 DPS base, without any haste. 1% haste increases DPS by 1%, that is 10 DPS. For each percent unit of haste you gain, you receive that same bonus.

Now you sacrifice your succubus, and you're up to 1150 DPS base. 1% haste still increases your DPS by 1%, that is now 11.5 DPS (10 DPS * 1.15). For each percent unit of haste you gain, you will receive that same bonus. Haste has now received a 15% bonus.

For each point of damage you gain, the damage will efficiently be multiplied by 1.15, netting a 15% increase in the relative value of damage.

You will also crit 15% harder, the value of crit will efficiently be multiplied by 1.15, netting a 15% increase in the relative value of crit.

Same applies to hit.

Do you see why sacrificing your succubus does not affect the relative power of stats?

i understand why sacrificing your succubus does not affect the power of crit and spell damage, and while yes those stats have gained in their value by 1.15 you fail to see that haste is also valuable because it reduces cast time. when you sac a demon it does not reduce that cast time any more so saccing a demon does not give the same bonus to haste as it does to crit/hit/damage because while the compounding values that affect the overall benefit of haste are increased the base value of a faster cast is not increased, so it should have an affect on the overall relative value of haste in relation to the other stats.

i understand why sacrificing your succubus does not affect the power of crit and spell damage, and while yes those stats have gained in their value by 1.15 you fail to see that haste is also valuable because it reduces cast time. when you sac a demon it does not reduce that cast time any more so saccing a demon does not give the same bonus to haste as it does to crit/hit/damage because while the compounding values that affect the overall benefit of haste are increased the base value of a faster cast is not increased, so it should have an affect on the overall relative value of haste in relation to the other stats.

I already explained why haste gets the same bonus, according to my understanding, as any other stat. You didn't provide anything countering that argument. Look at my explanation and see before posting your opinion, you haven't provided any math or solid reasoning why it wouldn't work like explained. You fail to see the link between cast time and damage multiplication. It's obvious haste is more valuable the higher the damage of the spell is. If you remove 0.1s (for example) from a 1000 damage spell, compared to removing 0.1s from a 1150 dmg spell (+15% from sac), the effect of the cast speed reduction is greater (by 15%) in the latter example.

Think of haste as increasing the spell's DPS based on the base DPS of the spell. If base DPS is boosted, also the effect of every point of haste is boosted. Demonic sacrifice increases this 'base DPS' by 15%.

If you still feel it's not being handled correctly you need to provide a more solid basis for your argument than the link between cast time and damage that you say isn't there.

Would it be possible to get an option to add to the tooltip what the coefficient numbers for the coefficients line mean?

Also, what happened to the line that turned things around and showed how much of a stat would be required to gain 1 DPS? That made gear comparisons on paper much easier to do than using things like the provided "+100 RAP = +33.28 DPS" info as conversion factors.

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I thought about this for a while after noticing it on my druid, and I believe it's because as you approach the "hit cap", additional hit rating won't really increase your damage ouptut. In kitty gear I have 141 hit rating, which is 1 rating under the cap, and DrDamage reports something along the lines of 399 hit rating needed to add 1% to my damage. I think it's displayed this way because DrDamage is now aware of the hit cap; it's aware that adding 1 hit rating will get you to the point of never missing (at least for melee) but since you already miss so infrequently, reaching that point won't add very much damage, so that 1 hit rating will only give you a tiny fraction of 1% damage. DrDamage then multiplies that number the amount necessary to reach 1%. In your case it's 93.7; in my case it's 399 or so. :P

Makes it much more accurate. Before, it showed hit as the same value going from 1 to 2 as from 163 to 164, which is clearly not the case.

It's just the result of you being very close to the hitcap (0.17% from), so one more point percent of hit only gives you that advantage. The value of 1% hit is now compared to 0.17% hit rating even if technically any hit over cap doesn't give you any advantage, so the number is artificial. Still it is to indicate that hit isn't worth increasing by anything more than the amount missing.

This functionality has been like this for a very long time now, maybe you just haven't noticed due to not being close to hit cap.

Yes.

/dance. Ugly, ugly little gnome /dance.

i have 720 dmg so far with my twink, results in 48 dps (15 sec duration) and 24 dps(cd) (cd is 30 seconds unskilled)

but with Improvisation the CD lowers by 2/4/6 Seconds. so the dps(cd) should be 30.

You mean resourcefulness? I'll add the cooldown reduction to the next version.

EDIT

and found another one:

the hitcap is 99% this is on equal target (95%) with 3% from talents and another 5% from items.

however it shows 100% as maximum hit

and the +1% dmg from hit is negative, should also be capped to minimum of zero to show "no more hit needed to improve dmg"

EDIT2:

ok the mechanics of raptorstrike say difference, and while dualwield i get 19% hit and 20% krit with the autoattak from the strike. so the differnce get bigger if the dualwielded mainhand make less dmg while raptorstrike stay on the hitcap. so its not really a bug :>

EDIT3:

and it seems the dmg bonus from focused fire is missing (2% extra dmg to everything while pet is active), so the coeff should be at least 1,02

I believe hitcap for melee attacks is 100%.

And yes, the negative value is in fact explainable due to the fact that white melee damage will go up, while raptor strike stays the same.. meaning raptor strike is less of a boost and actually gets worse.

I've assumed focused fire is taken into account in the UnitDamage("player") 7th return, if this isn't the case (as it seems to be) I'll need to manually add it. Could you please make sure it's active and see what that return is?

it is not considering the affect of touch of shadow or other demonic sacrifice buffs the warlock gains in relation to the effect on the spell damage to haste/crit/hit numbers and vice versa.

for instance since haste and damage values are dependent on the amount of each stat you have when i activate fel armor which increases my spell damage by an amount it will change the values of haste to damage/crit/hit

now when i sacrifice a demon with fel armor on those numbers do not change as they should becasue there has been a change in the stat values.

also if i click the fel armor off and view the unbuffed numbers then sacrifice a demon the numbers do not change as they should.

this means that while the numbers shown for most ds/snf locks are somewhat helpful it is going to undervalue haste and probably cause alot of locks to misgem if they rely on your addon in its current build.

If you gain +15% shadow damage, all your stats effects are increased by 15% meaning, their relative values are exactly the same. Fel armor gives you 100 spell damage, which is totally different and only increases +dmg, not every stat the same way as a buff like demonic sacrifice does. I can't see any error there?

Currently, since ds/snf DPS is relatively straight forward (sb spam or immo + incinerate spam), the damage comparisons (excluding crit, which also gives imp. shadowbolt procs) are actually quite accurate. Haste isn't undervalued.

Does this answer satisfy you?

not really, when i sacrifice a succubus it does not cause my shadowbolts to cast any faster, meaning demonic sac does not do anything for cast time = haste ..... they do hit harder i understand how it works.... but because they do hit harder and it does not increase my haste rating as it does the shadow power of my spells.... it should be reflected as an increase in shadow damage which actually does make it very much like fel armor in relation to how damage/haste/crit are related because while demonic sac benefits the damaging power of your sb it does nothing for haste. do you understand what i am saying?

First of all very nice addon. I wonder if theres any source on the web for formulas of the diffrent abilites like if you want to know how heroic strike look like etc?

Of course demonic sacrifice also applies to haste in the same manner.

Let's say your spell does 1000 DPS base, without any haste. 1% haste increases DPS by 1%, that is 10 DPS. For each percent unit of haste you gain, you receive that same bonus.

Now you sacrifice your succubus, and you're up to 1150 DPS base. 1% haste still increases your DPS by 1%, that is now 11.5 DPS (10 DPS * 1.15). For each percent unit of haste you gain, you will receive that same bonus. Haste has now received a 15% bonus.

For each point of damage you gain, the damage will efficiently be multiplied by 1.15, netting a 15% increase in the relative value of damage.

You will also crit 15% harder, the value of crit will efficiently be multiplied by 1.15, netting a 15% increase in the relative value of crit.

Same applies to hit.

Do you see why sacrificing your succubus does not affect the relative power of stats?

Thanks. There is no site, that I know of, with a comprehensive collection of all formulas. But in general Elitist Jerks forums and wowwiki are good resources if you don't mind searching a bit.

i understand why sacrificing your succubus does not affect the power of crit and spell damage, and while yes those stats have gained in their value by 1.15 you fail to see that haste is also valuable because it reduces cast time. when you sac a demon it does not reduce that cast time any more so saccing a demon does not give the same bonus to haste as it does to crit/hit/damage because while the compounding values that affect the overall benefit of haste are increased the base value of a faster cast is not increased, so it should have an affect on the overall relative value of haste in relation to the other stats.

I already explained why haste gets the same bonus, according to my understanding, as any other stat. You didn't provide anything countering that argument. Look at my explanation and see before posting your opinion, you haven't provided any math or solid reasoning why it wouldn't work like explained. You fail to see the link between cast time and damage multiplication. It's obvious haste is more valuable the higher the damage of the spell is. If you remove 0.1s (for example) from a 1000 damage spell, compared to removing 0.1s from a 1150 dmg spell (+15% from sac), the effect of the cast speed reduction is greater (by 15%) in the latter example.

Think of haste as increasing the spell's DPS based on the base DPS of the spell. If base DPS is boosted, also the effect of every point of haste is boosted. Demonic sacrifice increases this 'base DPS' by 15%.

If you still feel it's not being handled correctly you need to provide a more solid basis for your argument than the link between cast time and damage that you say isn't there.

Also, what happened to the line that turned things around and showed how much of a stat would be required to gain 1 DPS? That made gear comparisons on paper much easier to do than using things like the provided "+100 RAP = +33.28 DPS" info as conversion factors.