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> <channel><title>Comments on: Theorycrafting the SV Glyphs</title> <atom:link href="http://www.warcrafthuntersunion.com/2009/04/theorycrafting-the-sv-glyphs/feed/" rel="self" type="application/rss+xml" /><link>http://www.warcrafthuntersunion.com/2009/04/theorycrafting-the-sv-glyphs/</link> <description>A gathering place for WoW hunters who have paid their dues</description> <lastBuildDate>Wed, 08 Feb 2012 18:24:03 +0000</lastBuildDate> <sy:updatePeriod>hourly</sy:updatePeriod> <sy:updateFrequency>1</sy:updateFrequency> <generator>http://wordpress.org/?v=3.3.1</generator> <item><title>By: Myrdreon</title><link>http://www.warcrafthuntersunion.com/2009/04/theorycrafting-the-sv-glyphs/#comment-10203</link> <dc:creator>Myrdreon</dc:creator> <pubDate>Fri, 22 Jan 2010 09:33:29 +0000</pubDate> <guid
isPermaLink="false">http://www.warcrafthuntersunion.com/?p=1423#comment-10203</guid> <description>Just noticed i made an error, but that only adds to the need for an update. I tought you had a 60.6% crit chance (low for sv btw) but seems that was your chance to hit - crit was only 35%-ish. With an 18% crit chance just from talents (22% for explosive without glyph) that is just terribly low. Currently people are talking about hitting 60% unbuffed crit -  without the 10% crit talent, and any buffs that affect agi/crit chance.
So these results seriously need updating: crit is nearly 2x higher then you had back then. dition, that higher crit puts Hunter&#039;s Mark glyph even higher making it possibly the #1 glyph by a large margin due to the scaling (+% damage talents, crit chance, 240% crit damage and every attack you make all benefit from higher AP).
Hawk probably has a disadvantage of this much higher crit (autoshots only hit on 200%, not 240% like attacks) and might not even be worth using anymore.</description> <content:encoded><![CDATA[<p>Just noticed i made an error, but that only adds to the need for an update. I tought you had a 60.6% crit chance (low for sv btw) but seems that was your chance to hit &#8211; crit was only 35%-ish. With an 18% crit chance just from talents (22% for explosive without glyph) that is just terribly low. Currently people are talking about hitting 60% unbuffed crit &#8211;  without the 10% crit talent, and any buffs that affect agi/crit chance.</p><p>So these results seriously need updating: crit is nearly 2x higher then you had back then. dition, that higher crit puts Hunter&#8217;s Mark glyph even higher making it possibly the #1 glyph by a large margin due to the scaling (+% damage talents, crit chance, 240% crit damage and every attack you make all benefit from higher AP).<br
/> Hawk probably has a disadvantage of this much higher crit (autoshots only hit on 200%, not 240% like attacks) and might not even be worth using anymore.</p> ]]></content:encoded> </item> <item><title>By: Myrdreon</title><link>http://www.warcrafthuntersunion.com/2009/04/theorycrafting-the-sv-glyphs/#comment-10194</link> <dc:creator>Myrdreon</dc:creator> <pubDate>Thu, 21 Jan 2010 17:27:55 +0000</pubDate> <guid
isPermaLink="false">http://www.warcrafthuntersunion.com/?p=1423#comment-10194</guid> <description>Hunters mark had an 60AP increase, which is now 100 AP (20% of 500 = 100) and also benefits from crit. Especially important, you took 60.6% as total crit. But you got talents which only affect specific shots so im guessing you had, f.ex. 64.6% (68.6 with explosve glyph) on explosive shot. But still, with people having 80%+ on explosive shot (if using the glyph) it seems like that could use a look-over.
You also forgot to account for crit on hunters mark, which ill demonstrate.
Auto-shot is NOT 4.25dps increase. The un-crit is 4.25dps increase. Anyway, with 100ap its now 7.14 dps increase.
Accounting for your 60.6%crit chance its actually 11.5 dps increase. That difference isnt just 40ap: you really did ignore crit on hunter&#039;s mark (or at least miscalculated it).
Steady shot: 100*0,1 is 10 damage increase.
Hit average: 1,007. That 10 is 0.99%.
Crit average: 2,412. But 230% dmg on crit so the 10 becomes 23 damage. Thats 0.95% increase on crit damage.
That makes a 0.95% increase in steady dps. So with 440dps that makes 4.2dps increase.
Explosive shot: 100*0,14 is 14 damage increase.
Hit average: 1,383. 14 damage increase makes 1% increase.
Crit average: 3,435 . 14 damage becomes 32 damage. Thats 0.93% increase.
Explosive now also has 0.93% increase. With 1202dps that makes 11.2dps increase.
Multi shot is 100/14 or 7.14dps increase. With 2.8 normalized that is 20 damage per shot.
Hit average: 1,498. 20 damage makes 1.3% increase.
Crit average: 3,340. 20 damage becomes 46 damage. That is 1.3% increase.
Lets keep it easy, 1.3% increase overall. With 221dps that makes 2.8dps increase.
Serpent is 100*0,2 or 20 damage increase. You said 2130 is normal, so 20 damage makes 0.94% increase. With 150dps that is 1.4dps increase.
Black arrow is also 10 damage increase. You said 4192.5 is normal. The 10 damage, with talent, adds 13 damage or 0,3% increase. With 230.3 dps that makes 0.7dps increase.
Totalling: 11.5 + 4.2 + 11.2 + 2.8 + 1.4 + 0.7 = 31.8dps. Thats nearly twice the old damage increase.
Note that this is without Kill Shot dps increase. Also notice i always took the lowest contribution, so actual damage should be higher. It also scales on other glyphs, as practically everything benefits from it.
So im thinking that Hunter&#039;s Mark is actually a good contender now. Most likely in favor of Explosive Shot as 60% crit is rather low currently.
Another good choice is dumping hawk. Its not 100% but more towards 60-70% uptime depending on your current gear which puts it below hunter&#039;s mark in contribution and the damage is less then 6% due to other haste sources and built-in haste from being a hunter. To boot, hunter&#039;s mark also benefits you while moving which hawk wont.
At the moment its looking more like Hunter&#039;s Mark, steady shot, kill shot are still competing for good dps. Hawk/explosive have fallen a bit behind, but i suspect hawk is still better.
And i wouldnt be surprised if the best setup is hunters mark with 2 from steady/kill/hawk/explosive depending on gear and playstyle (unless another hunter already has the glyph).
Also, did you account for pet input? Being the 3% damage proc (culling the herd) and occasional CotW/Howl.</description> <content:encoded><![CDATA[<p>Hunters mark had an 60AP increase, which is now 100 AP (20% of 500 = 100) and also benefits from crit. Especially important, you took 60.6% as total crit. But you got talents which only affect specific shots so im guessing you had, f.ex. 64.6% (68.6 with explosve glyph) on explosive shot. But still, with people having 80%+ on explosive shot (if using the glyph) it seems like that could use a look-over.<br
/> You also forgot to account for crit on hunters mark, which ill demonstrate.</p><p>Auto-shot is NOT 4.25dps increase. The un-crit is 4.25dps increase. Anyway, with 100ap its now 7.14 dps increase.<br
/> Accounting for your 60.6%crit chance its actually 11.5 dps increase. That difference isnt just 40ap: you really did ignore crit on hunter&#8217;s mark (or at least miscalculated it).</p><p>Steady shot: 100*0,1 is 10 damage increase.<br
/> Hit average: 1,007. That 10 is 0.99%.<br
/> Crit average: 2,412. But 230% dmg on crit so the 10 becomes 23 damage. Thats 0.95% increase on crit damage.<br
/> That makes a 0.95% increase in steady dps. So with 440dps that makes 4.2dps increase.</p><p>Explosive shot: 100*0,14 is 14 damage increase.<br
/> Hit average: 1,383. 14 damage increase makes 1% increase.<br
/> Crit average: 3,435 . 14 damage becomes 32 damage. Thats 0.93% increase.<br
/> Explosive now also has 0.93% increase. With 1202dps that makes 11.2dps increase.</p><p>Multi shot is 100/14 or 7.14dps increase. With 2.8 normalized that is 20 damage per shot.<br
/> Hit average: 1,498. 20 damage makes 1.3% increase.<br
/> Crit average: 3,340. 20 damage becomes 46 damage. That is 1.3% increase.<br
/> Lets keep it easy, 1.3% increase overall. With 221dps that makes 2.8dps increase.</p><p>Serpent is 100*0,2 or 20 damage increase. You said 2130 is normal, so 20 damage makes 0.94% increase. With 150dps that is 1.4dps increase.</p><p>Black arrow is also 10 damage increase. You said 4192.5 is normal. The 10 damage, with talent, adds 13 damage or 0,3% increase. With 230.3 dps that makes 0.7dps increase.</p><p>Totalling: 11.5 + 4.2 + 11.2 + 2.8 + 1.4 + 0.7 = 31.8dps. Thats nearly twice the old damage increase.</p><p>Note that this is without Kill Shot dps increase. Also notice i always took the lowest contribution, so actual damage should be higher. It also scales on other glyphs, as practically everything benefits from it.<br
/> So im thinking that Hunter&#8217;s Mark is actually a good contender now. Most likely in favor of Explosive Shot as 60% crit is rather low currently.<br
/> Another good choice is dumping hawk. Its not 100% but more towards 60-70% uptime depending on your current gear which puts it below hunter&#8217;s mark in contribution and the damage is less then 6% due to other haste sources and built-in haste from being a hunter. To boot, hunter&#8217;s mark also benefits you while moving which hawk wont.</p><p>At the moment its looking more like Hunter&#8217;s Mark, steady shot, kill shot are still competing for good dps. Hawk/explosive have fallen a bit behind, but i suspect hawk is still better.<br
/> And i wouldnt be surprised if the best setup is hunters mark with 2 from steady/kill/hawk/explosive depending on gear and playstyle (unless another hunter already has the glyph).</p><p>Also, did you account for pet input? Being the 3% damage proc (culling the herd) and occasional CotW/Howl.</p> ]]></content:encoded> </item> <item><title>By: Krakkinheds(Whisperwind)</title><link>http://www.warcrafthuntersunion.com/2009/04/theorycrafting-the-sv-glyphs/#comment-7915</link> <dc:creator>Krakkinheds(Whisperwind)</dc:creator> <pubDate>Fri, 13 Nov 2009 15:10:37 +0000</pubDate> <guid
isPermaLink="false">http://www.warcrafthuntersunion.com/?p=1423#comment-7915</guid> <description>I disagree on your probability for the Hawk glyph.  Statistical Law, particularly those Laws surrounding conditional probability don&#039;t support your conclusion.  If you accept that each shot is an independant event, then the probability of having the buff up is not 100%, but is instead only P(buff)=P(crit)*P(proc).  For example,  I have paper crit rate of 36.75% and the buff has a 10% chance to proc if I crit, therefore,
0.3675 * 0.1 = 0.03675
or, I have a 3.7% chance that the buff will proc for any given shot.  It does not matter if the buff lasts for 12 seconds or not, I don&#039;t believe you can count having the haste bonus all the time with only a 4% chance to proc.  Therefore, I see less benefit to having this glyph.</description> <content:encoded><![CDATA[<p>I disagree on your probability for the Hawk glyph.  Statistical Law, particularly those Laws surrounding conditional probability don&#8217;t support your conclusion.  If you accept that each shot is an independant event, then the probability of having the buff up is not 100%, but is instead only P(buff)=P(crit)*P(proc).  For example,  I have paper crit rate of 36.75% and the buff has a 10% chance to proc if I crit, therefore,</p><p>0.3675 * 0.1 = 0.03675</p><p>or, I have a 3.7% chance that the buff will proc for any given shot.  It does not matter if the buff lasts for 12 seconds or not, I don&#8217;t believe you can count having the haste bonus all the time with only a 4% chance to proc.  Therefore, I see less benefit to having this glyph.</p> ]]></content:encoded> </item> <item><title>By: DiaXXion</title><link>http://www.warcrafthuntersunion.com/2009/04/theorycrafting-the-sv-glyphs/#comment-3648</link> <dc:creator>DiaXXion</dc:creator> <pubDate>Wed, 10 Jun 2009 22:28:51 +0000</pubDate> <guid
isPermaLink="false">http://www.warcrafthuntersunion.com/?p=1423#comment-3648</guid> <description>I can tell you from experience, that you will go OOM during General Vazex if you don&#039;t manage your mana and it&#039;s replenishment with Viper.  They key for me was switching to Viper when running back from Shadow Crash and when not under the effects of Shadow Crash.  Good luck!</description> <content:encoded><![CDATA[<p>I can tell you from experience, that you will go OOM during General Vazex if you don&#8217;t manage your mana and it&#8217;s replenishment with Viper.  They key for me was switching to Viper when running back from Shadow Crash and when not under the effects of Shadow Crash.  Good luck!</p> ]]></content:encoded> </item> <item><title>By: dangphat</title><link>http://www.warcrafthuntersunion.com/2009/04/theorycrafting-the-sv-glyphs/#comment-3049</link> <dc:creator>dangphat</dc:creator> <pubDate>Wed, 20 May 2009 10:46:33 +0000</pubDate> <guid
isPermaLink="false">http://www.warcrafthuntersunion.com/?p=1423#comment-3049</guid> <description>&quot;Maybe this is just me, but on any fight where things are going right, I do not run out of mana with raid buffs.&quot;
frost i know its a very specific example but for general vazex mana is certainly going to be an issue!</description> <content:encoded><![CDATA[<p>&#8220;Maybe this is just me, but on any fight where things are going right, I do not run out of mana with raid buffs.&#8221;<br
/> frost i know its a very specific example but for general vazex mana is certainly going to be an issue!</p> ]]></content:encoded> </item> <item><title>By: Tups</title><link>http://www.warcrafthuntersunion.com/2009/04/theorycrafting-the-sv-glyphs/#comment-3045</link> <dc:creator>Tups</dc:creator> <pubDate>Wed, 20 May 2009 05:45:50 +0000</pubDate> <guid
isPermaLink="false">http://www.warcrafthuntersunion.com/?p=1423#comment-3045</guid> <description>If you can’t even get the boss to 20%, I’d argue you have bigger problems than the choice between glyphs
That made me laugh.  I am beginning to like this site even more given the way you responded to that particular post.  I do agree on using the target dummy to test ideas.  I mean if you keep arguing about other factors, the only answer you can derive is a big unfathomable unknown.
I am currently doing some decent dps at the moment beating much better geared locks and mages in guild (i suspect an inability to execute a good rotation cycle).  Thanks for the info on this site - will indeed come in handy to squeeze out that last bit of dps boost.  You never know, those mages and locks might just get an epiphany one of these days and actually learn to rotate skills properly.</description> <content:encoded><![CDATA[<p>If you can’t even get the boss to 20%, I’d argue you have bigger problems than the choice between glyphs</p><p>That made me laugh.  I am beginning to like this site even more given the way you responded to that particular post.  I do agree on using the target dummy to test ideas.  I mean if you keep arguing about other factors, the only answer you can derive is a big unfathomable unknown.</p><p>I am currently doing some decent dps at the moment beating much better geared locks and mages in guild (i suspect an inability to execute a good rotation cycle).  Thanks for the info on this site &#8211; will indeed come in handy to squeeze out that last bit of dps boost.  You never know, those mages and locks might just get an epiphany one of these days and actually learn to rotate skills properly.</p> ]]></content:encoded> </item> <item><title>By: Frostheim</title><link>http://www.warcrafthuntersunion.com/2009/04/theorycrafting-the-sv-glyphs/#comment-2788</link> <dc:creator>Frostheim</dc:creator> <pubDate>Thu, 07 May 2009 15:44:11 +0000</pubDate> <guid
isPermaLink="false">http://www.warcrafthuntersunion.com/?p=1423#comment-2788</guid> <description>1-3: Testing was done on the boss, level 83 target dummy. This is pretty much the only reliable way to get reliable numbers, because in a raid environment your numbers will vary radically from boss to boss -- or even from fight to fight on the same boss depending on buffs and circumstance. Your damage will certainly be higher in raids, but will go up mostly proportionately.
Crit: Fair enough, but the 12% difference doesn&#039;t change the results.
Mana: Maybe this is just me, but on any fight where things are going right, I do not run out of mana with raid buffs. The combination of good crit, BoW, resourcefulness, and replenishment keeps me full.
Hunter&#039;s Mark: Crits were factored. I used the average damage amount taking crits and hits into account. Explosive Shot ticks were factored, because again we took the explosive average dps into account.
Hawk: Good catch on the auto shot. That gives us a 60-65% uptime, though this depends heavily on your weapon speed of course. The reduction in uptime makes this glyph heavily dependent on whether or not you are haste capped. For those of us that are not, it&#039;s still a good choice.
Kill Shot: yes and no. It will remain proportionately accurate; however, there&#039;s a huge difference between getting 2 vs 3. The longer the fight the more it averages. The shorter the fight, the more you hurt your dps gain by clipping one. To me the real question here comes down to how long Ulduar boss fights really are below 20% -- are you really going to get a two shot gain? Or even a 1 shot gain? If not, then steady wins. If yes, then Kill Shot wins. If you can&#039;t even get the boss to 20%, I&#039;d argue you have bigger problems than the choice between glyphs :) However, I am undecided on kill vs steady based on what I&#039;ve seen of ulduar so far.
Many thanks for your comments and especially for the Hawk catch! While I have to disagree with you on the methodology point (unless you can suggest a better way of getting consistent in-game data)  you make some excellent points!</description> <content:encoded><![CDATA[<p>1-3: Testing was done on the boss, level 83 target dummy. This is pretty much the only reliable way to get reliable numbers, because in a raid environment your numbers will vary radically from boss to boss &#8212; or even from fight to fight on the same boss depending on buffs and circumstance. Your damage will certainly be higher in raids, but will go up mostly proportionately.</p><p>Crit: Fair enough, but the 12% difference doesn&#8217;t change the results.</p><p>Mana: Maybe this is just me, but on any fight where things are going right, I do not run out of mana with raid buffs. The combination of good crit, BoW, resourcefulness, and replenishment keeps me full.</p><p>Hunter&#8217;s Mark: Crits were factored. I used the average damage amount taking crits and hits into account. Explosive Shot ticks were factored, because again we took the explosive average dps into account.</p><p>Hawk: Good catch on the auto shot. That gives us a 60-65% uptime, though this depends heavily on your weapon speed of course. The reduction in uptime makes this glyph heavily dependent on whether or not you are haste capped. For those of us that are not, it&#8217;s still a good choice.</p><p>Kill Shot: yes and no. It will remain proportionately accurate; however, there&#8217;s a huge difference between getting 2 vs 3. The longer the fight the more it averages. The shorter the fight, the more you hurt your dps gain by clipping one. To me the real question here comes down to how long Ulduar boss fights really are below 20% &#8212; are you really going to get a two shot gain? Or even a 1 shot gain? If not, then steady wins. If yes, then Kill Shot wins. If you can&#8217;t even get the boss to 20%, I&#8217;d argue you have bigger problems than the choice between glyphs <img
src='http://www.warcrafthuntersunion.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> However, I am undecided on kill vs steady based on what I&#8217;ve seen of ulduar so far.</p><p>Many thanks for your comments and especially for the Hawk catch! While I have to disagree with you on the methodology point (unless you can suggest a better way of getting consistent in-game data)  you make some excellent points!</p> ]]></content:encoded> </item> <item><title>By: Sthellesta</title><link>http://www.warcrafthuntersunion.com/2009/04/theorycrafting-the-sv-glyphs/#comment-2786</link> <dc:creator>Sthellesta</dc:creator> <pubDate>Thu, 07 May 2009 13:53:51 +0000</pubDate> <guid
isPermaLink="false">http://www.warcrafthuntersunion.com/?p=1423#comment-2786</guid> <description>Your methodology on how you got the base numbers is flawed. Dummies are not accurate for getting any sort of DPS numbers for several reasons:
1. You miss out on important mana regeneration buffs such as replenishment, BoW, and JoW. Without these buffs, anything that increases mana efficiency will greatly improve your DPS.
2. You miss out on important straight DPS buffing spells. Examples of such are the 3% haste aura, 3% on target crit, 5% LotP crit, 13% more magical damage debuff, and of course the armor debuffs. Losing or gaining these buffs shifts the balance of shots around greatly, and makes it so certain talents gain or lose value(any chance on hit/crit shot or trinket proc).
3. Level 80 dummies do not resist nearly as much as a boss level dummy, skewing your data towards the more magical effects. Partial resists are part of a SV hunter&#039;s DPS. On average, every magical attack will be 4.5% lower against a boss level target. This loss of damage is unavoidable in a raid setting, even with CotE up.
About other things: Crit damage for our shots is not 250%, but rather 237.8% with the meta and 5/5 mortal strikes. The only way to get close to 250% crit damage is with marked for death(which makes it 248.4%), but there is no way a SV hunter can go that deep in the MM tree.
Another faulty assumption is that mana isn&#039;t an issue. Doing a full rotation for 5 minutes in Ulduar runs me OOM for sure, even when potting and using a Dark Rune. This gives an edge to glyphs that do pure DPS vs glyphs that do more DPS and give more efficiency. i.e. Steady Shot vs Serpent Sting. Factoring in the mana efficiency part of Serpent Sting greatly raises the value of that glyph.
An error in the Hunter&#039;s Mark glyph. You forgot to factor in crits when you did the DPS gain. Also, explosive shot ticks 3 times; not sure if you factored this in when working on the H&#039;sM glyph. If I&#039;m following you right, it doesn&#039;t look like it.
On Glyph of the Hawk, your method of calculating uptime is completely off. Only auto shots can proc the haste. No other shot can. A more reasonable uptime for IAotH is about 50-60% depending on your haste, weapon speed, and how many points you have in the talent. Also, 6% haste is not 6% more auto shot damage for this glyph. That&#039;s because this glyph is additive to the IAotH glyph instead of multiplicative. An example:
Auto shot hits for 1000 every 2 seconds when IAotH is not procced. Proccing the 15% haste brings it down to 2/1.15 = 1.739 seconds. Using your method, it would then go to 1.739/1.06 = 1.641, which is incorrect. The correct calculation is 2/(1.15+.06) = 1.653, which is a little bit less DPS than your previous method.
On Kill Shot glyph: You say that it is less valuable on shorter fights and more valuable on longer fights, but that is also incorrect. As long as the ratio of time is the same, they will have the same amount of dps increase. A 5 minute fight with 1 minute in kill shot range vs a 10 minute fight with 2 minutes in kill shot range. The ratio of time is still 20% of the fight, and the DPS increase is the same. Granted on a longer fight, you might be able to get another kill shot off when the shorter fight might have one left with 3 seconds left on cooldown, but that could happen on any length of fight. Another note on Kill Shot glyph, I found that on progression content, that the Kill Shot glyph wasn&#039;t very valuable as we never got into kill shot range to be actually able to use it. For learning new content, I much prefer steady shot or serpent sting glyph as they will help you get the boss lower, which may in turn let you see a new phase or something.
Anyways, I&#039;ve made quite a wall of text here. And uh, I&#039;ll keep in touch with you guys.</description> <content:encoded><![CDATA[<p>Your methodology on how you got the base numbers is flawed. Dummies are not accurate for getting any sort of DPS numbers for several reasons:</p><p>1. You miss out on important mana regeneration buffs such as replenishment, BoW, and JoW. Without these buffs, anything that increases mana efficiency will greatly improve your DPS.</p><p>2. You miss out on important straight DPS buffing spells. Examples of such are the 3% haste aura, 3% on target crit, 5% LotP crit, 13% more magical damage debuff, and of course the armor debuffs. Losing or gaining these buffs shifts the balance of shots around greatly, and makes it so certain talents gain or lose value(any chance on hit/crit shot or trinket proc).</p><p>3. Level 80 dummies do not resist nearly as much as a boss level dummy, skewing your data towards the more magical effects. Partial resists are part of a SV hunter&#8217;s DPS. On average, every magical attack will be 4.5% lower against a boss level target. This loss of damage is unavoidable in a raid setting, even with CotE up.</p><p>About other things: Crit damage for our shots is not 250%, but rather 237.8% with the meta and 5/5 mortal strikes. The only way to get close to 250% crit damage is with marked for death(which makes it 248.4%), but there is no way a SV hunter can go that deep in the MM tree.</p><p>Another faulty assumption is that mana isn&#8217;t an issue. Doing a full rotation for 5 minutes in Ulduar runs me OOM for sure, even when potting and using a Dark Rune. This gives an edge to glyphs that do pure DPS vs glyphs that do more DPS and give more efficiency. i.e. Steady Shot vs Serpent Sting. Factoring in the mana efficiency part of Serpent Sting greatly raises the value of that glyph.</p><p>An error in the Hunter&#8217;s Mark glyph. You forgot to factor in crits when you did the DPS gain. Also, explosive shot ticks 3 times; not sure if you factored this in when working on the H&#8217;sM glyph. If I&#8217;m following you right, it doesn&#8217;t look like it.</p><p>On Glyph of the Hawk, your method of calculating uptime is completely off. Only auto shots can proc the haste. No other shot can. A more reasonable uptime for IAotH is about 50-60% depending on your haste, weapon speed, and how many points you have in the talent. Also, 6% haste is not 6% more auto shot damage for this glyph. That&#8217;s because this glyph is additive to the IAotH glyph instead of multiplicative. An example:</p><p>Auto shot hits for 1000 every 2 seconds when IAotH is not procced. Proccing the 15% haste brings it down to 2/1.15 = 1.739 seconds. Using your method, it would then go to 1.739/1.06 = 1.641, which is incorrect. The correct calculation is 2/(1.15+.06) = 1.653, which is a little bit less DPS than your previous method.</p><p>On Kill Shot glyph: You say that it is less valuable on shorter fights and more valuable on longer fights, but that is also incorrect. As long as the ratio of time is the same, they will have the same amount of dps increase. A 5 minute fight with 1 minute in kill shot range vs a 10 minute fight with 2 minutes in kill shot range. The ratio of time is still 20% of the fight, and the DPS increase is the same. Granted on a longer fight, you might be able to get another kill shot off when the shorter fight might have one left with 3 seconds left on cooldown, but that could happen on any length of fight. Another note on Kill Shot glyph, I found that on progression content, that the Kill Shot glyph wasn&#8217;t very valuable as we never got into kill shot range to be actually able to use it. For learning new content, I much prefer steady shot or serpent sting glyph as they will help you get the boss lower, which may in turn let you see a new phase or something.</p><p>Anyways, I&#8217;ve made quite a wall of text here. And uh, I&#8217;ll keep in touch with you guys.</p> ]]></content:encoded> </item> <item><title>By: Frostheim</title><link>http://www.warcrafthuntersunion.com/2009/04/theorycrafting-the-sv-glyphs/#comment-2741</link> <dc:creator>Frostheim</dc:creator> <pubDate>Mon, 04 May 2009 13:18:10 +0000</pubDate> <guid
isPermaLink="false">http://www.warcrafthuntersunion.com/?p=1423#comment-2741</guid> <description>Ah, yes - my bad. Multi goes from 10 sec to 9 sec; however, nothing changes in the calculations.
Note that haste does not reduce the GCD; however, it does reduce the cast time of Steady Shot, which is the point :)</description> <content:encoded><![CDATA[<p>Ah, yes &#8211; my bad. Multi goes from 10 sec to 9 sec; however, nothing changes in the calculations.</p><p>Note that haste does not reduce the GCD; however, it does reduce the cast time of Steady Shot, which is the point <img
src='http://www.warcrafthuntersunion.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /></p> ]]></content:encoded> </item> <item><title>By: Charternine</title><link>http://www.warcrafthuntersunion.com/2009/04/theorycrafting-the-sv-glyphs/#comment-2740</link> <dc:creator>Charternine</dc:creator> <pubDate>Mon, 04 May 2009 04:11:52 +0000</pubDate> <guid
isPermaLink="false">http://www.warcrafthuntersunion.com/?p=1423#comment-2740</guid> <description>I got a question: why the cool down of multi-shot is 6 seconds? It supposes to be 10 seconds. BTW, the haste doest reduce GCD.</description> <content:encoded><![CDATA[<p>I got a question: why the cool down of multi-shot is 6 seconds? It supposes to be 10 seconds. BTW, the haste doest reduce GCD.</p> ]]></content:encoded> </item> </channel> </rss>
