marksman pvp wotlk wow

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Jäger. Marksman. PvP'ness Stats eintragen ohne Alles, ohne Aura, Aspekt etc. In[1]:= Agi = 123; Int = 123; WaffenDPS = 289; WaffenSpeed = 3; HasteRating = 153; AP = 6467; Crit = 53.93; In[8]:= BuffedAgi = HAgi H*+155+51+40*L LH1.1*L; H* DK-Horn, Drood-Buff, Buffood, SDK*L BuffedInt = HInt H*+60+51*L LH1.1*L; BuffedAP = HHBuffedAgi - AgiL + HBuffedInt - IntL + AP H*+ H500+687+180L·1.1 *LL; H* Mark, skilled SdM, Flask*L In[11]:= BuffedHaste = 1 + HasteRating 3279 ; Skillskalierungen Arcane Shot Ungeskillt. In[12]:= ArcaneShot @ap_D := 1.05 * H492 + 0.15 * apL Serpent Sting Glyphed & Skilled In[13]:= SerpentSting @ap_D := 1.05 * 1.3 * H242 * 7 + H0.04 * 7L * apL Weapon Damage In[14]:= WeaponMin = 731; WeaponMax = 1003; In[16]:= WeaponAPMin @ap_D := WeaponMin + ap 14 + 91.2 * WaffenSpeed * 1.05 In[17]:= WeaponAPMax @ap_D := WeaponMax + ap 14 + 91.2 * WaffenSpeed * 1.05 In[18]:= WeaponAvgDmg @ap_D := WeaponAPMax @apD + WeaponAPMin @apD 2 Resilience / ArPen In[19]:= CritChanceReduction @resil_ D := resil * 0.1305 1230 In[20]:= CritDamageMultiplier @resil_ D := 1 - resil * 0.2870 1230

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Kinda pointless Theorycrafting in WoW regarding the case of 7.5s maximum Burst-Dmg as Marksman PvP Hunter.Disregards Trinket-Procs, but could be implemented.

TRANSCRIPT

  • Jger. Marksman. PvP'nessStats eintragen ohne Alles, ohne Aura, Aspekt etc.

    In[1]:= Agi = 123;Int = 123;WaffenDPS = 289;WaffenSpeed = 3;HasteRating = 153;AP = 6467;Crit = 53.93;

    In[8]:= BuffedAgi = HAgi H*+155+51+40*L LH*1.1*L; H* DK-Horn, Drood-Buff, Buffood, SDK*LBuffedInt = HInt H*+60+51*L LH*1.1*L;BuffedAP = HHBuffedAgi - AgiL + HBuffedInt - IntL + AP H*+ H500+687+180L1.1 *L L;H* Mark, skilled SdM, Flask*L

    In[11]:= BuffedHaste = 1 +HasteRating

    3279;

    Skillskalierungen

    Arcane Shot

    Ungeskillt.

    In[12]:= ArcaneShot@ap_D := 1.05 * H492 + 0.15 * apL

    Serpent Sting

    Glyphed & Skilled

    In[13]:= SerpentSting@ap_D := 1.05 * 1.3 * H242 * 7 + H0.04 * 7L * apL

    Weapon Damage

    In[14]:= WeaponMin = 731;WeaponMax = 1003;

    In[16]:= WeaponAPMin@ap_D := WeaponMin +ap

    14+ 91.2 * WaffenSpeed * 1.05

    In[17]:= WeaponAPMax@ap_D := WeaponMax +ap

    14+ 91.2 * WaffenSpeed * 1.05

    In[18]:= WeaponAvgDmg@ap_D :=WeaponAPMax@apD + WeaponAPMin@apD

    2

    Resilience / ArPen

    In[19]:= CritChanceReduction@resil_D := resil *0.1305

    1230

    In[20]:= CritDamageMultiplier@resil_D := 1 - resil *0.2870

    1230

  • In[21]:= DamageMultiplier@resil_D := 1 - resil *0.2609

    1230

    In[22]:= PhysicalDamageMultiplier @armor_, arpen_D

    Out[22]= PhysicalDamageMultiplier @armor_, arpen_D

    Armor-Penetration-Mechanix

    Wie funktioniert eigentlich Armor-Penetration? Zu jedem Rstungswert gibt es einen Wert der maximal ignorierbarenRstung. Auf diesen Basis-Rstungswert wirken auch Dinge wie Sunder-Armor und Fairy-Fire. Ab 7616 Rstung (nachSunder Armor / Fairy-Fire) ist es nicht mehr mglich 100% der gegnerischen Rstung zu ignorieren. Fr Raid-Bosse ndertsich jedoch die eine Konstante (nachzulesen auf http://wow.gamepedia.com/Armor_penetration ) und man kann 8317.5Rstung, also 11090 vor den Debuffs, was weniger als 10643 ist, was Raidbosse haben.

    In[23]:= ArPenReductionCap@armor_D := MinBarmor,armor + 15 232.5

    3F

    Bis zum entsprechenden Punkt kann man die komplette Rstung ignorieren, danach weniger.

    In[24]:= Plot@ArPenReductionCap@armorD, 8armor, 1, 46 000

  • Hier nochmal der Schaden, der ankommt.

    In[28]:= Plot@ArmorReduction@armorD, 8armor, 1, 46 000

  • In[32]:= Plot@8ArmorPenDmgIncrease@armor, 1400D, ArmorPenDmgIncrease@armor, 1050D,ArmorPenDmgIncrease@armor, 700D, ArmorPenDmgIncrease@armor, 350D,ArmorPenDmgIncrease@armor, 0D
  • In[34]:= SequenzDamage@ap_, crit_, resil_, armor_, arpen_D := DamageMultiplier@resilD

    2 H1 * H1 + CritChanceReduction@resilD - critL + H crit - CritChanceReduction@resilDL *

    CritDamageMultiplier@resilD * 2.4 * H 1 + DamageMultiplier@resilD * 0.3 L L H1.25 WeaponAvgDmg@apDL H* Erster Anteil vom CS*L

    +

    2 H1 * H1 + CritChanceReduction@resilD - critL +H crit - CritChanceReduction@resilDL * CritDamageMultiplier@resilD * 2.4 L

    H0.4 SerpentSting@apDL H* SerpS Anteil vom CS, procct keine Blutung *L+

    2 H1 * H1 + CritChanceReduction@resilD - crit - 0.04L +H crit + 0.04 - CritChanceReduction@resilDL * CritDamageMultiplier@resilD *2.4 * H1 + DamageMultiplier@resilD * 0.3 L L 1.12 *

    HWeaponAvgDmg@apD + 408L ArmorPenReduction@armor, arpenD H* Aimed Shot *L+

    H1 * H1 + CritChanceReduction@resilD - crit L +H crit - CritChanceReduction@resilDL * CritDamageMultiplier@resilD * 2.4 L

    H2 * WeaponAvgDmg@apD + 2809L ArmorPenReduction@armor, arpenD H* Killshot *L+

    7.5 * BuffedHaste * 1.15 * 1.4

    WaffenSpeed H1 * H1 + CritChanceReduction@resilD - crit L +

    H crit - CritChanceReduction@resilDL * CritDamageMultiplier@resilD * 2.4 L HWeaponAvgDmg@apDL ArmorPenReduction@armor, arpenD H* Autoshot *L

    In[35]:= SequenzDamage@6467, 0.5393, 1400, 25 000, 414D

    Out[35]= 19 670.

    MMPVP.nb 5

  • Kuchendiagramm.

    In[36]:= Kuuuchen@ap_, crit_, resil_, armor_, arpen_D := PieChart3DB:Labeled@2

    H1 * H1 + CritChanceReduction@resilD - critL + H crit - CritChanceReduction@resilDL *CritDamageMultiplier@resilD * 2.4 * H 1 + DamageMultiplier@resilD * 0.3 L L

    H1.25 WeaponAvgDmg@apDL, "ChimShot"D ,Labeled@2 H1 * H1 + CritChanceReduction@resilD - critL +

    H crit - CritChanceReduction@resilDL * CritDamageMultiplier@resilD * 2.4 L H0.4 SerpentSting@apDL , "ChimSerp"D,

    Labeled@2 H1 * H1 + CritChanceReduction@resilD - crit - 0.04L +

    H crit + 0.04 - CritChanceReduction@resilDL * CritDamageMultiplier@resilD *2.4 * H1 + DamageMultiplier@resilD * 0.3 L L 1.12 *

    HWeaponAvgDmg@apD + 408L ArmorPenReduction@armor, arpenD , "Aimed Shot "D,Labeled@H1 * H1 + CritChanceReduction@resilD - crit L +

    H crit - CritChanceReduction@resilDL * CritDamageMultiplier@resilD * 2.4 L H2 * WeaponAvgDmg@apD + 2809L ArmorPenReduction@armor, arpenD , "Killshot"D,

    LabeledB7.5 * BuffedHaste * 1.15 * 1.4

    WaffenSpeed H1 * H1 + CritChanceReduction@resilD - crit L +

    H crit - CritChanceReduction@resilDL * CritDamageMultiplier@resilD * 2.4 L HWeaponAvgDmg@apDL ArmorPenReduction@armor, arpenD, "Autoshot"F

    >F

    In[37]:= Kuuuchen@6467, 0.5393, 1400, 25 000, 414D

    Out[37]=

    ChimShotChimSerp

    Aimed Shot

    Killshot

    Autoshot

    Skalierungen. Mit ner Ableitung, also quasi Dreisatz fr Fortgeschrittene!

    In[38]:= APScale@ap_, crit_, resil_, armor_, arpen_D :=HaSequenzDamage@a, c, r, m, pD . 8a ap, c crit, r resil, m armor, p arpen

  • In[40]:= AgiScale@ap_, crit_, resil_, armor_, arpen_D :=1.04 H1 + 0.55 CritScale@ap, crit, resil, armor, arpenDL

    In[41]:= ArPenScale@ap_, crit_, resil_, armor_, arpen_D :=IpSequenzDamage@a, c, r, m, pD . 8a ap, c crit, r resil, m armor, p arpen

  • ArPen Skalierung vs. ArPen.

    In[47]:= Plot@ArPenScale@6467, 0.5393, 1400, 25 000, PEND, 8PEN, 1, 1400

  • Serpent Sting Dmg

    In[52]:= SerpentStingDmg = 885836, 648