May 18th 2011 8:25PM 5%?
The EDU discount is in the 5-10% range in it's own right. An iPod is 200. 200 dollars back on a 1500 dollar laptop (average) is ~13%. Add that to the EDU discount of ~6% on a machine in that price range and you're looking at 20% savings.
That's... pretty damned good.
May 26th 2010 12:35PM Theck:
What I think thebitterfig was pointing out was that, in BC, what testing was availiable indicated the thesis laid out in this article is correct - that is, that PPM affects are based on hasted attack speed.
Sometime in Wrath, new testing proved the contrary to be true. Whether the mechanics changed (across the board) from BC to Wrath, or whether the assumption in BC was flawed, I'm unsure.
May 26th 2010 12:33PM Umm.... wat.
Haste does not affect the GCD of melee abilitites. The only affect haste should have on your DK's GCD is on 'spell' abilities such as Icy Touch, Death and Decay, Death Coil, etc.
i.e. not core rotation abilities like Scourge Strike or Blood Strike.
And besides, all that shortened GCD's mean is that you have more 'dead time' in the rotation to dump RP via Death Coils.
Heroism will /never/ be a DPS loss. It might not be as much of a gain as for somebody else, but you will /never/ lose DPS by attacking faster.
May 26th 2010 2:35AM Yea, sorry Tyler, but you're dead wrong with respect to PPM effects and Haste. In general, PPM have a proc rate determined by weapon speed before haste, and haste will in turn effect the frequency of procs seen.
The best way to see this in action is to look at Rogue direct damage poisons. For example, Wound Poison is normalized to about 20 PPM (Specifically, the proc rate on a 1.4 speed weapon is 50%, and on a 2.8 it's 100%.) The chance to proc is unchanged with any amount of haste, however it /is/ affected by base weapon speed.
May 19th 2010 7:21PM Saidear, 30 seconds of research could answer all of those questions:
What poisons is iDPS using?
Instant Poison in your slow weapon, Deadly in the fast one. If they have the same speed, Deadly is used in the Main Hand.
This is always the way poisons should be set up so there's no reason to bother with anything complicated to tell you.
As for the other factors, quite frankly, they aren't relevant. Fight duration will affect the impact of certain cooldowns and the actual 'DPS' number, but the directional impact of gear selection is generally not impacted by this outside of trinket selection w/r/t ICD management - and that's a far thornier issue than /any/ modeling tool is going to be able to handle.
Rotation is the same regardless of gear, so again, RAWR isn't really doing anything extra for you. The only exception to this is whether you use Rupture, and in this case, iDPS, with it's 'rupture uptime' slider essentially allows /you/ to input the rotation.
Stat equivalencies in iDPS are represented numerically. I'm sorry that isn't pretty enough for you.
And last but not least, as for boss level, /every/ DPS modeling tool of worth assumes a level 83 Mob, because quite frankly, there's no point in optimizing for anything else.
May 19th 2010 7:13PM The problem isn't so much that it doesn't work for weapons or trinkets - the problem is that by not taking weapons or trinkets into account you can vastly skew results. Specifically there are a number of trinkets and weapon choices that will have a substantial impact on the specific gearing choices you make.
A suggested change to your method: When determining stats for [Chase's Cool Gloves] unequip weapons and trinkets, and then, add them in the sheet normally and select them from the drop downs properly. You'll get substantially better results.
May 19th 2010 5:45PM And on top of that, the trinket includes some fairly complex modeling details for slots like weapons, trinkets, enchants, and various procs like the Ashen Verdict rep ring and Heartpierce.
Just copypasting the stats of those items weakens the sheets accuracy considerably.
May 19th 2010 5:42PM Short answer: It isn't, and don't use it. It's got an active dev now... kinda, but he barely plays a rogue and there's still a lot of fundamental issues as a result. It's got a long way to go.
Feb 5th 2010 9:43PM Thanks for fixing it. I still think the hit debuff from Choking Gas bears mention, and a note that just about all but the very highest of DPS raids need to collapse for Green oozes is within reason and not getting into the nitty gritty varies with every guild details of things like positioning, whether to use aggrodrops/immunities/movement abilities (Vanish, Iceblock, Blink, Demonic Port, etc. etc.) to cause a second kite.
I just think it's important that a site like wow.com get this sort of thing right. Fact is, the audience here is that much less likely to realize the information is incomplete or inaccurate than at a site like, say, Stratfu or Tankspot - the broader the audience and focus (and the audience and focus of wow.com is broad indeed!) the more likely it is that an omission or mistake in an article like this will simply go unnoticed and accepted as accurate by those most in need of the correct info.
Thanks for the quick fix! :)
Feb 5th 2010 6:39PM It's perfectly normal for the first person targetted to be reached by the Green Ooze and to have one explosion go off. Your raid needs to stack on the targetted person to soak the damage (it's split between everyone in range, and is easily healable at 5+ targets).
One alternative strat, popular in melee heavy, or very high DPS raids, is to tank Putricide right at the Green Ooze spawn point, and have all melee jump on it instantly as it spawns - if you have enough melee to survive the first explosion without other ranged getting in there, you can do a significant chunk of damage before the first explosion, lose less DPS time on Putricide, and still avoid the second explosion. YMMV with that strat however.