marksman pvp wotlk wow
DESCRIPTION
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
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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
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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
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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
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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
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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
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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
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ArPen Skalierung vs. ArPen.
In[47]:= Plot@ArPenScale@6467, 0.5393, 1400, 25 000, PEND, 8PEN, 1, 1400
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Serpent Sting Dmg
In[52]:= SerpentStingDmg = 885836, 648