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[Elemental] ESSE stat spreadsheet (updated to 4.0.1)

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#41 tufy


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Posted 14 December 2009 - 01:14 PM

What I don't know is how the 10-target AoE cap works.

Take spell's maximum damage on single target, multiply it by 10 - that's your maximum damage on any number of targets. On ten or fewer, you won't feel a difference, it's the eleventh mob that begins lowering the damage per target so that the total maximum damage remains 10 x [single target maximum damage]
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#42 lrdx


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Posted 07 March 2010 - 01:34 AM

I have updated the spreadsheet to reflect the 3.3.3 PTR changes to Flame Shock. A few stuff is still needs testing and fix if necessary:
  • 4T10 (currently always 2 extra tick)
  • 2T9
  • How does the new stack with Elemental Fury
This version has also lots of tweaks and fixes here and there, and defaults were changed significantly, so results are not directly comparable to previous versions.

As a side note, there is also a 3.3.2 live version for weeks now. Updated the OP so people won't go to outdated versions.

Also question: What would you think about a tool like shaman_hep from stassart, i.e. a combat log parser, but for elemental (or actually any caster DPS in the long run)? I have got a veeeeeeeeeeeery early alpha version for that, would like to know if people would like to use such a tool.
My elemental shaman sheets: ESSE

#43 Moshne


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Posted 07 March 2010 - 10:57 PM

I think a personalized parser for our stats would be VERY helpful. I toyed with trying to put it together about a year ago and found myself just not skilled enough to do it. Provided its easy enough to use, it would go a long ways towards perfecting our gemming optimization and other little quirks that happen with subtle gear changes.

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#44 Zamir


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Posted 07 March 2010 - 11:03 PM

Yeah, I agree with Moshne - I think a log parser would be a fantastic tool if you can get it to maturity, and very interesting to compare with the sims and formulations. Could potentially help bridge the gap between theory and praxis.
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#45 lrdx


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Posted 16 October 2010 - 09:46 PM

It lives!

I have updated ESSE to 4.0.1 - details are in the updated original post. However, there is one issue I already know of.

I am not really sure about the new spell power coefficients - I have found this spreadsheet, but not really know if that contains the info I need - is it Live or PTR/Beta? lvl 80/85? Does it include stuff like Concussion/Elemental Precision?

Anyone know / tested the new coefficients?
My elemental shaman sheets: ESSE

#46 Jessamy


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Posted 16 October 2010 - 10:15 PM

This might be what you're looking for. These are the raw datamined coefficient values used by simcraft.

sc_scale_data.inc - simulationcraft - Project Hosting on Google Code

#47 Althor


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Posted 17 October 2010 - 02:21 PM

This might be what you're looking for. These are the raw datamined coefficient values used by simcraft.

sc_scale_data.inc - simulationcraft - Project Hosting on Google Code

Just to clarify:

sc_scale_data.inc - simulationcraft - Project Hosting on Google Code contains things like combat ratings, intellect to crit scalars, and the class and level based multipliers that are used to determine things like the base damage and damage range of most spells.

If you're after the actual spell *coefficients* then you need to instead look in:

That file lists all of the spells and spell effects that SimulationCraft is currently importing from the DBC files (which is pretty much every class ability and as many pet abilities we can find).

The format of the data in sc_spell_data.inc is detailed in:
data_definitions.hh for those familiar with C/C++.

SimulationCraft of course has access functions to simplify getting things like the coefficients etc. for a spell but to give an example of how it can be used, let's find the coefficient for Lightning Bolt.
Here's how we can go about it.

1) Find the spell id for Lightning Bolt. As there can be a few abilities and effects with the same name it's important to make sure we're starting with the right one. So first, let's check sc_spell_lists.inc. This gives a list of all the "clickable" abilities for each class giving the spell id. We see the line:
        403, // Lightning Bolt
i.e. The spell id for Lightning Bolt is 403.

2) Search the spell list in sc_spell_data.inc for spell 403.
The line is:
  { "Lightning Bolt"                    ,   403, 0x00, 20.0, 0x08,  0, 0x040, 0x000,  7,   1,     0.0,    30.0,       0, 1500,    0,         0,   6, 0x000,   0,   0,   0,  0,  1500,  2500, 20, {   151,     0,     0 }, { 0x00010000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000 }, "Casts a bolt of lightning at the target for $s1 Nature damage.", 0 },

3) This a pretty simple spell. It only has 1 effect and we can see from $s1 that its damage is based off that 1 effect. The effect id for effect 1 is 151. We also see that the Scaling Type is 7 (which is the Shaman one).
We now find effect 151 in the effect list.
It has the line:
  {   151, 0x00,   403, 0, E_SCHOOL_DAMAGE             , A_NONE                                     ,  0.7670000196,  0.1330000013,  0.0000000000,  0.7139999866,     0,     0.0,     0.0,      12,       0,       0,     0,   0.0, 0.400,  3 },
Now, the relevant numbers in this line for us at present are: 0.7670000196, 0.1330000013 and 0.7139999866.
The first is used to calculate the average base damage and is also used to calculate the base damage range.
The second number is also used to calculate the base damage range.
The third number is its coefficient.

4) Next we need to check sc_scale_data.inc to get the correct multiplier for our level. Let's say we're level 80.
We know that Lightning Bolt is using Scaling Type 7 (i.e. Shaman) so we check __gt_spell_scaling[][] for that entry and get: 900.120300292968750.

5) We can now calculate the average base damage, its damage range and of course we have the coefficient already.
The average base damage is the first number in 3) multiplied by the number from 4).
i.e. 0.7670000196 * 900.120300292968750 == 690.3922879670649169921875.
The damage range is the first number in 3) multiplied by the second number in 3) multiplied by the number from 4).
i.e. 0.7670000196 * 0.1330000013 * 900.120300292968750 == 91.822175197129608317145329589844

Thus the minimum value is: avg - range/2 and the max is avg + range/2.
i.e. min == 690.3922879670649169921875 - 91.822175197129608317145329589844/2 == 644.48120036850011283361483520508 which on the tool-tip iirc would be 644.
max == 690.3922879670649169921875 + 91.822175197129608317145329589844/2 == 736.30337556562972115076016479492
which on the tool-tip will likely be 737 (But it might only be 736, I forget. Doesn't matter too much as the actual amount will vary between the floating point numbers).

So for a Level 80 Shaman, Lightning Bolt has a base damage of around 644 -> 736 and has a spell power coefficient of 0.714 (pretty much all of the coefficients are set at 3 decimal places and it's just the inaccuracies of floating point numbers that makes them slightly different).

Not every spell is as easy as something like Lightning Bolt of course, but it's an example of how the data values are used by the client. It's important to remember of course that all of these figures come from the *client's* DBC data. It's the information the client uses to determine what numbers to show on the tool-tips. The server of course can have completely different values with hot-fixes and the like but usually this isn't the case. And if a spell doesn't show any damage ranges in its tool-tip at all (say with the Flame Elemental's melee attacks I guess) then usually that also means there's no data in the client DBC files for it and the numbers for that need to be tested manually and can't be just pulled from the DBC files and quickly verified.

If something is still unclear about my example let me know.

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