- Attack Power = Character Level * 2 + Strength + Agility - 20 + Attack Power Bonus from Items
- 14 Attack Power = 1 Damage per Second
- Crit Rate = [(0 | 5 Malice) + 5 + AGI/29]%
- Crit Rate + (Hit Rate - Crit Rate) + Miss Rate = 100%
- Armor = Agility x 2 + Item Armor + Shield Armor
- % Reduction = max{[Armor / (Armor + 400 + 85 * Enemy Defense)] * 100%, 75%}
- Proc Per Hit = Weapon Speed * Proc Per Minute / 60
- Attack Power Modifier for Special Attacks = (1.7 Daggers | 2.4 Other One-Handers)
- Attack Power Modifier for Normal Attacks and Hemorrhage = Weapon Speed
- White Attack Miss Rate = 24%
- Special Attack Miss Rate = 5%
Assuming main hand and off hand weapon shares the same crit and miss rate and poison proc only when hit.
- White DPS = [ (Average MH Damage + Attack Power * MH Weapon Speed / 14) / MH Weapon Speed + (50% | 75% Duel Wield Spec) * (Average OH Damage + Attack Power * OH Weapon Speed / 14) / OH Weapon Speed ] * { (200% * Crit Rate) + [100% - max(24% - Hit Rate, 0) - Crit Rate] }
- Sinister Strike DPS = (100% | 106% Aggression) * {[Average MH Damage + Attack Power * (2.4 | 1.7 daggers) / 14] + 68} * {(200% | 230% Letahlity) * Crit Rate + [100% - max(5% - Hit Rate, 0) - Crit Rate]} / 4
- Backstab DPS = (150% | 180% Opportunity) * {[Average MH Damage + Attack Power * 1.7 / 14] + 210} * {(200% | 230% Letahlity) * [(0% | 30% Imp BS) + Crit Rate] + [100% - max(5% - Hit Rate, 0) - Crit Rate]} / 6
- Hemorrhage DPS = [Average MH Damage + Attack Power * MH Weapon Speed / 14] * {(200% | 230% Letahlity) * Crit Rate + [100% - max(5% - Hit Rate, 0) - Crit Rate]} / 3.5
14 comments:
Thanks for the information, much appreciated. I will be directing other rogues in my guild here : )
I love number crunching, and its nice to see a comprehensive list of them.
Im adding these comments without backing them up myself, but in your basic calculations:
Isn't aggression 2% per talent point? you have the agression mod as 103, I would have thought it would have been 106. probably just a typo thinking 3 talent points :)
Second, it has long been my belief that the Oportunity modifier is applied to the damage % as well as the basic modifier for backstab, although the tool tip does not indicate this. Having finally put this into writing, I guess I'm obligated to test it...I'll be back!
1)
You use 180% damage for Opportunity, the tooltip says it's 20% additional damage. There are/were wrong tooltips in WoW but in this case I'd believe WoW.
2)
This has been noted before...
Have a look at
http://www.sk-gaming.com/wow/rogue/
Their formula is
{(150% | 180% Opportunity) *
[Average MH Damage + Attack Power * 1.7 / 14]
+ 210} * {(200% | 230% Letahlity)
i.e., they add the 210 bonus damage after applying the 150% resp. 180% bonus. (They didn't put the formula there, but it will give their results.)
Also Ming used the same formula in one posting.
So who's right here? Nobody posts any proofs/hints/tests how they got the formula. At least it's 2 vs 1 against you. ;-)
Interesting fact: there's the same mistake for Opportunity, 30% instead of 20%. (Or am I mistaken for some reason?)
Anyway... great job putting all those formulae together, thanks!
Raskhin [Die Silberne Hand]
Raskhin, the additional damage is applied to the 150% weapondamage of backstab. So its 150 + 150/5.. and thats 180.
Raskhin,
1) 150% * 120% = 180%
2) Fixed.
This is fantastic, thanks. Can you clarify the term "Hit Rate" in the hit rate modifier portion of your various formulas to be "Hit Rate Modifier" (granted via Precision, +% to hit items, etc). Also, the game only allows a maximum increase of 5%.
[100% - max(24% - Hit Rate, 0) - Crit Rate]
to:
[100% - (24% - min(5%, Hit Rate Modifier)) - Crit Rate]
And for the special attacks:
[100% - max(5% - Hit Rate, 0) - Crit Rate]
to:
[100% - (5% - min(5%, Hit Rate Modifier)) - Crit Rate]
Thanks.
Well, FYI, hit rate modifiers (or miss rate modifiers for more accuracy) have theoratical maximum of the default miss rate.
thus for white attacks, hit rate modifiers can go up to 24%
for special attacks, hit rate modifiers have effect up to 5%.
but realistically, you want 1-2% over the cap to make sure you can hit those higher level opponents too.
Skill weapon and weapon talent crit % doesn't seem to affect instant attacks.
Example:
25% crit with gear +5% malice +5%dagger spec will give white dmgs with daggers a crit of 35%, but i'm unshure if its 60% for improved Backstab and ambush (25+5+30) and not 65%(25+5+5+30).
This seems true with:
Eviscerate
Sinister strike
possibly Backstab and ambush...
Weapon skill affects special attacks too, as +weapon skill directly increases your spellbook crit rate.
Sometimes it could be fishy as high defense creeps will decrease your crit %. (0.04% crit and 0.04% hit per defense/weapon level difference.)
Hemorrhage DPS = [Average MH Damage + Attack Power * MH Weapon Speed / 14] * {(200% | 230% Letahlity) * Crit Rate + [100% - max(5% - Hit Rate, 0) - Crit Rate]} / 3.5
Where is the +7 dmg from Hemo ?
How does Hemo Crit (Bonescythe 4 piece set: +5 energy with crits from SS, BS, Hemo) and Lethality affects Hemo as well ? How is hemo affecting other physical attacks like SS and rupture (including the Hemo crits and Lethality) ?
My theory on Hemmorrhage:
Hemorrhage is a strike similar to Sinister Strike without AP normalized and adding +7 to attacks if Hemorrhage is already on the mob. Hemorrhage adds +7 to every skill at weapon average damage. As for Rupture, I estimate the +7 dmg directly on the first hit when applied to it and not +7 every tick of Rupture. Hemorrhage doesn't affect or give buff damage to poisons.
"Attack Power Modifier for Normal Attacks and Hemorrhage = Weapon Speed"
Ghostly strike hasn't been normalised either afaik, probably the same with Riposte now I think about it...
Update your blog. : P
oh my god, i must be so stupid - finding it kinda hard to interpret. Can someone explain in simple terms please
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