Project 1999

Go Back   Project 1999 > Class Discussions > Tanks

Closed Thread
 
Thread Tools Display Modes
  #1  
Old 04-09-2019, 02:29 PM
Cerate Cerate is offline
Orc


Join Date: May 2013
Posts: 42
Default

@Dillusional You're not considering haste, which would improve the performance of white hate generation. Consider this formula for swings per minute, following from the wiki's haste guide:

60/((DLY/10)/(1+Haste)) = swings per minute

Haste is expressed as a decimel, so 100% haste would be 1.00 here. You can use 0.21 if you want to figure it unbuffed with, say, an FBSS, but I don't think that's the situation for most warriors, most of the time, in raids.

Into the whole formula for total hate per minute with 100% haste:

60/((DLY/10)/(1+Haste)) * (DMG + Bonus) + (Proc Hate) * 2 (rate @255 Dex) = Total Hate per minute.

As for DoTs, I'm simply adding on 10 ticks, considering continuous uptime but that's really liberal and probably not realistic.
Last edited by Cerate; 04-09-2019 at 02:32 PM..
  #2  
Old 04-10-2019, 10:44 AM
Dillusional Dillusional is offline
Kobold


Join Date: Jun 2018
Posts: 113
Default

Quote:
Originally Posted by Cerate [You must be logged in to view images. Log in or Register.]
@Dillusional You're not considering haste, which would improve the performance of white hate generation. Consider this formula for swings per minute, following from the wiki's haste guide:

60/((DLY/10)/(1+Haste)) = swings per minute

Haste is expressed as a decimel, so 100% haste would be 1.00 here. You can use 0.21 if you want to figure it unbuffed with, say, an FBSS, but I don't think that's the situation for most warriors, most of the time, in raids.

Into the whole formula for total hate per minute with 100% haste:

60/((DLY/10)/(1+Haste)) * (DMG + Bonus) + (Proc Hate) * 2 (rate @255 Dex) = Total Hate per minute.

As for DoTs, I'm simply adding on 10 ticks, considering continuous uptime but that's really liberal and probably not realistic.

Sure, factoring haste into the formula is a good thing. I'm glad you were able to put together the formula out of my rambling post. I'd like to point out though, that many warriors tank with 99% haste, not 100%. The best worn haste items are 41% and most people ask enchanters for the 42minute spell Visions of Grandeur that gives 58% haste 20 attack and 25dex.....In fact, in my years of raiding as an enchanter, I've only ever had one warrior consistently ask for a different haste spell when he didn't need to use null aura.

I don't know what you meant by "adding 10 ticks." What I was doing was saying that you get all of the hate from a DoT effect up front. 1 hate per damage. Not as the ticks occur. The assumption was you get this whether there is a resist or not. The durations and damage per tick data was taken from the wiki even though I have all those dot weapons in game =/ (yeah, lazy right).

Weapons I am unsure about how to calculate: Feverblade and Wess. Do each of the non-damage components of Wess count separately (they might). I have a Feverblade but haven't tested how the dot or "heal" actually works here.
  #3  
Old 04-10-2019, 03:20 PM
Cerate Cerate is offline
Orc


Join Date: May 2013
Posts: 42
Default

Sure, 99% haste would be more accurate.

DoTs deal aggro both up-front and on ticks. It's not very apparent for warriors because most DoT ticks we get are quite small, but it's obvious for shamans, necros and druids. NPCs turn on ticks. I've added 10 ticks of damage to represent one minute of DoT damage with the initial proc hate. As I said, if it's not continuously maintained (resists or unlucky with procs) then that's going to overestimate the value. Ticks also do less damage when the NPC is moving, so that's a factor, too. Thankfully, even the upper bound for tick hate is relatively small.

I'm also not sure about Feverblade ticks yet. When I parsed it, I had my control wait until I got the worn off message, then told him to start swinging. So the Feverblade proc plus any hidden ticks, if they generate hate or not, added up to about 550. I'm not sure what all the ticks are even supposed to add up to, from the description it sounds like it starts at 22 then the ticks go down in damage from there, like shaman epic in reverse? So that's just kind of a mess.

WESS parses for me to about 400-450, probably getting capped at 400 as per the new post-chardok cap for non-damaging procs. I don't have access to a bio orb or ragefire BP, but that might be a way to try to isolate a blind's hate for warriors, if it's less than that cap.
  #4  
Old 04-10-2019, 08:40 PM
baakss baakss is offline
Sarnak


Join Date: Jul 2014
Posts: 421
Default

Unless they changed it from EQEmu, there should be no difference between 99% haste and 100% haste ever.

Haste rounds down to the nearest whole number because of integer math.
  #5  
Old 04-12-2019, 01:44 PM
Dillusional Dillusional is offline
Kobold


Join Date: Jun 2018
Posts: 113
Default

Quote:
Originally Posted by baakss [You must be logged in to view images. Log in or Register.]
Unless they changed it from EQEmu, there should be no difference between 99% haste and 100% haste ever.

Haste rounds down to the nearest whole number because of integer math.
I don't believe this to be the case.

I just looked at the emu source and it seems to work like this....

attackSpeedInMillisecond = (originalDelayInMilliseconds / hasteMod)

speed and delay are both integers but hasteMod was a floating point (number with a decimal point)


if you have 99% haste, your hasteMod value would be 1.99 if you have 100% haste, your haste mod would be 2.0

So let's say you have a 35 delay weapon with 100% haste

3500 / 2 = 1750 ....so you will attack once every 1.75 seconds

and let's say you have 99% haste

3500 / 1.99 = 1758.79.... rounded down to 1758 ....

you are taking 8 fewer milliseconds between swings with 100% haste versus 99% haste on a 35 delay weapon. The server will round down to the nearest millisecond because of the Integer math but you'll still have an 8 millisecond difference. I'm pretty sure the attack timer can handle 8 milliseconds of precision and there will be a tangible difference.
Last edited by Dillusional; 04-12-2019 at 02:00 PM..
  #6  
Old 04-12-2019, 02:37 PM
Dillusional Dillusional is offline
Kobold


Join Date: Jun 2018
Posts: 113
Default

I guess it is possible that the timer implementation doesn't have 8milliseconds of precision but that would be the reason the haste would be negligible rather than integer math. Because the server does calculate the attack delay down to the millisecond.
Last edited by Dillusional; 04-12-2019 at 02:41 PM..
Closed Thread


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 06:00 PM.


Everquest is a registered trademark of Daybreak Game Company LLC.
Project 1999 is not associated or affiliated in any way with Daybreak Game Company LLC.
Powered by vBulletin®
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.