I'm currently in the process of writing an addon that serves primarily as a gear comparison tool. Its purpose is to allow you to compare two gear loadouts and determine the average sustained DPS change resultant from wearing one piece of gear over the other, given your current gear. I primarily wanted to write this as a way to quantify the relative values of a change in crit, hit, and AP at my current crit/hit/AP levels. So far, I think it's succeeding.
(I don't have a screenshot - the one I took I posted to Imageshack, and I can't find the link now. I'll post one if I can find one.)
I've currently got rogues about 90% implemented, with full implementation for non-dagger rogues (and the framework to finish implementation pretty easily).
To give you an example of what I'm looking for:
- MH white DPS (SnD active) is calculated as: ((((base + APDamage) * (1-crit) + ((base + APDamage) * 2 * crit)) * (0.76 + toHitBonus > 1 ? 1 : 0.76 + toHitBonus)) / (weapon speed / 1.3)
- Sinister Strike DPS is calculated as: (((base + SSRankBase + NormalizedAPDamage) * (1-crit)) + (((base + SSRankBase + NormalizedAPDamage) * (1+ LethalityRanks*0.06)) * 2 * (crit))) * (1 + 0.02*AggressionRanks) * (1 + 0.1*SurpriseAttacksRanks) * (0.95 + hit > 1 ? 1 : 0.95 + hit) / (45 - (ImprovedSSRanks
My total combat rogue damage cycle is currently:
MH (SnD) DPS + OH (SnD) DPS + SS DPS + 5-point Evis DPS (Evis damage / Energy per cp * 5, with energy requirements boosted appropriately if you have less than 5% +hit). I'm not currently accounting for Combat Potency (or other energy gains) or poison damage, and all numbers are assumed on an even-leveled mob. This doesn't factor in things such as the energy costs and time delay for SnD renewal, but my initial impressions were that since all gear calculations assumed SnD was up, it wouldn't be a factor in the relative power of two pieces of gear.
As you can see, I'm factoring in skill ranks and talent data, both of which are trivial enough to do, but I don't know other class cycles. So, I turn to you all - I am seeking mathematical expression of a damage cycle for each class, and each standard spec for each class (consolidated where possible) in an ideal PVE environment where threat, mana, and the like are not factors. My goal is to turn these into code that any damage class could use to compare the offensive value of a piece of gear; this is especially useful with the advent of the Burning Crusade, and the deluge of new gear that we're being flooded with.
I would eventually like to extend it to provide relative "snapshot" damage values, as well - ie, how much damage will this piece give me in an ideal X-second burst damage cycle, compared to this other piece; this would be primarily useful for PVP gear comparison - but that's a bit down the road.
Currently, I would like to get Hunter values taken care of first. I suspect they are far easier to model than Warriors due to the intricacies of the rage mechanic, and should provide a good second data point for further developing the mod. However, I don't know hunter damage cycles, or the specifics of the class's damage modifiers intricately enough to develop a reliable model myself for the purposes of implementation in a mod. Anyone out there able to help me figure this out?