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Simplify & consolidate DPR calculations #45

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vigo2 opened this issue Jul 10, 2021 · 0 comments
Open

Simplify & consolidate DPR calculations #45

vigo2 opened this issue Jul 10, 2021 · 0 comments
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enhancement New feature or request

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@vigo2
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vigo2 commented Jul 10, 2021

There's quite a bit of complexity to support the DPR mode for all abilities, and I believe the resulting DPR values aren't any more meaningful than those calculated by simpler methods:

a) statistical calculation, essentially average damage / average rage cost. For HS, Cleave, and Slam, this typically includes the hidden rage and damage costs of lost MH swing time, and the rage and damage gains from a queued OH swing. Execute also needs additional averaging. Most procs or external buffs are ignored.

b) sim with auto attacks only, and calculate damage (d0), rage gained (rg0), and rage spent (rs0); then, to find a "second order" DPR value for an ability, sim again with only auto attacks and that ability enabled, calculating damage (d), rage gained (rg), and rage spent (rs). DPR value is (d - d0) / ((rg - rs) - (rg0 - rs0)). It includes all procs or external buffs, e.g. higher Flurry uptime, extra attacks, Deep Wound damage.

I'm actually leaning towards a), since that's already enough to establish ability priorities, which is - as far as I know - the primary use of the DPR metric. Having those values upfront might also - one day ;) - allow to cut down the rotation configuration.

@TheGroxEmpire TheGroxEmpire added the enhancement New feature or request label Jul 13, 2021
@TheGroxEmpire TheGroxEmpire self-assigned this Jul 13, 2021
@vigo2 vigo2 changed the title [Enhancement] Simplify & consolidate DPR calculations Simplify & consolidate DPR calculations Oct 30, 2021
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