theorycrafting

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  • Enter at Your Own Rift: Evaluating events

    by 
    Karen Bryan
    Karen Bryan
    04.06.2011

    If there's one color that sums up my RIFT experience lately, it's purple. Purple loot, purple dye for my armor, and of course, the purple glow of a death rift on the horizon. One month after launch, players are faced with the decision of whether to subscribe and continue the pursuit of purple or leave Telara's struggles to another Ascended. Of course, Trion was all-too-ready to help influence that decision. With a one-two punch, the devs unveiled two big events this past weekend: The River of Souls world event and The Allies of the Ascended weekend. The world event highlights RIFT's first major game update, and it unfolds in a series of phases over the next couple of weeks. Allies of the Ascended was essentially a "recruit-a-friend" trial weekend, and players were given codes to pass along to their friends and guildmates. It's probably not a coincidence that these two events were launched together at a time when MMOs normally start to face a dip in population. So did these events deliver? Read on for a closer look!

  • Encrypted Text: Even rogues have homework

    by 
    Chase Christian
    Chase Christian
    02.16.2011

    Every week, WoW Insider brings you Encrypted Text for assassination, combat and subtlety rogues. Chase Christian will be your guide to the world of shadows every Wednesday. Feel free to email me with any screenshots you'd like to see featured here or any questions you might have! I hate homework. When I was in school, I was always finding creative ways to turn my assignments in as late as possible. I completed most my English assignments the night before they were due, and I've solved a few calculus questions in the car on my way to class. No matter how important the assignment was, there was always something more interesting that I would rather do. When it comes down to a heads-up match between playing Warcraft 2 and studying biology flashcards, there's really no contest. Playing a rogue successfully in the endgame of World of Warcraft requires a lot of homework. We've talked before about the very math-centric natures of rogue theorycrafting. Without a spreadsheet or other mathematical tool, it's almost impossible to create a working model for testing DPS and checking gear. Boss abilities are constantly changing and being added, and they often interact with our abilities in non-standard ways. Blizzard's developers are implementing fixes on a daily basis. In order to keep up with the pace of WoW's development, you simply have to do your homework.

  • In defense of gear simulations

    by 
    Josh Myers
    Josh Myers
    02.04.2011

    Josh Myers is not a scientist. The closest he's ever come to being one is winning the Science Fair in 8th grade and getting straight As in physics in high school. Despite these clear signs telling him to look for a career in science, he decided instead to go for a degree in English. His wallet hasn't forgiven him since. "Just sim it" is a phrase almost everyone who has played World of Warcraft in the past few years is familiar with. Should my enhancement shaman use Tunic of Failed Experiments or Voltage Source Chestguard? Sim it. How much of a DPS increase is the four-piece Firelord's Vestments bonus? Spreadsheet it. How much DPS am I losing since I can't afford a Flask of the Winds on my hunter? SIM IT! I'll be the very first to say that saying "just sim it" isn't a constructive thing to say. Beyond being slightly rude, it doesn't explain why simming is such a good idea. However, while I find "just sim it" to be in poor taste, the actual act of simming or spreadsheeting gear choices is a really good idea. This post aims to address why we encourage spreadsheeting your DPS choices.

  • Spiritual Guidance: The calculus of shadow priest hit in Cataclysm

    by 
    Fox Van Allen
    Fox Van Allen
    12.29.2010

    Every week, WoW Insider brings you Spiritual Guidance for discipline, holy and shadow priests. Every Wednesday, the shadow specced Fox Van Allen takes over Spiritual Guidance, doing all the hard work so you don't have to. So you can spend more time ... I dunno, trolling trade chat or something. NOTE (Feb. 8, 2011): With patch 4.0.6 now having gone live, I recommend all raiding shadow priests cap at 17% (1,742 points of hit). Every once in a while in my heroic PUGs, people get talkative. That can be a good thing or it can be a bad thing. It depends entirely on the person talking. See, I've learned a lot of good information about bosses and strategy from complete strangers. I don't play a warrior, so it never occured to me that disarming Forgemaster Throngus would make the encounter so much easier on the healer. It was a pretty good day when an impatient healer showed me a shortcut around the Lockmaw trash in the Lost City. And it took me far longer than I'd like to admit to notice the slipstream teleporters in the Vortex Pinnacle. But for all the good advice, there's been just as much bad advice. The worst of it came from a healer who said, in a copy-and-paste that he likely shared with every random group he was thrown in, "Cataclysm heroics are hard. If you are not hit-capped, you do not belong here. Please drop group, re-gem, and re-enchant until you are at the cap and re-queue." That's bad advice for shadow priests on multiple levels. Managing hit caps in Wrath was easy -- get to 263 (or 289) points of hit and you were done. Cataclysm is a whole different animal, though. There are a number of important hit cap numbers to know. And getting to the ridiculously high new raiding hit cap doesn't improve your DPS. But you should probably cap out anyway. Unless you're running heroics. Shadow priest hit in Cataclysm is a complex beast. Let's ... discuss.

  • Knowledge, newbies, and why kindness pays off

    by 
    Michael Sacco
    Michael Sacco
    12.28.2010

    I played WoW on dial-up for a while, and during that time, it was close to impossible for me to raid anything but add-light 10-man content. So I did the only thing that seemed doable: leveled alts. A lot of them. While previously I had vowed to only level my rogue (my original main) to max level in any given expansion, I was suddenly the proud owner of six level 80 characters. Even after I got back on actual broadband internet, Cataclysm's introduction of new races (especially Races That Are Worgen) gave me some more incentive to bring my number of max-level characters up to, well, its maximum level. So I finally listened to Matt Rossi and made a worgen warrior. He's awesome. And he tanks, a first for me. I've been leveling him almost exclusively through the dungeon finder, taking advantage of the instant queues for a dog what wears plate armor. I'm still pretty new to tanking, but between new talent trees, heirlooms, and questing/dungeon gear with better stat balance, most low-level instances are a breeze. So I move fast. Sometimes a little faster than other people. The same kinds of people who attack from the front as a melee class or hit "need" on spirit weapons as a mage. And I would make snide remarks to those kinds of people. Then I realized something. I was being kind of a jackass.

  • Encrypted Text: Theorycrafting basics for the studious rogue

    by 
    Chase Christian
    Chase Christian
    11.17.2010

    Every week, WoW Insider brings you Encrypted Text for assassination, combat and subtlety rogues. Chase Christian will be your guide to the world of shadows every Wednesday. Feel free to email me with any rogue questions you would like to see answered. In the immortal words of our favorite crab, "WoW is a game about upgrading your stuff." While achievements and professions allow for your character to grow, they don't make you any stronger. If you want to increase your power, you need to upgrade your stuff. Gear improvements are often the difference between success and failure on cutting-edge encounters, when your raid needs to meet specific raw damage and healing numbers to pull off a win. While it sounds easy, it's not always as simple as it seems to upgrade your stuff. While the advent of the ilvl system allows for us to quickly judge the rough quality of an item, it doesn't provide any help when comparing two items from the same dungeon. It also doesn't assist us in our gemming or reforging choices. Making intelligent gear decisions is a part of every rogue's life. In order to make the best choices for our characters, we use what's known as theorycrafting to evaluate the various stats in the game. The end result allows us to make educated gearing strategies and ensure we're doing the most DPS we possibly can. But how do we get from evaluating stats to choosing an actual piece of gear?

  • Totem Talk: Post-patch enhancement shaman still waiting for buffs

    by 
    Rich Maloy
    Rich Maloy
    11.01.2010

    Every week, WoW Insider brings you Totem Talk for elemental, enhancement, and restoration shamans. Rich Maloy lives and breathes enhancement: his main spec is enhance, his off-spec is enhance. He blogs about the life and times of enhance and leads the guild Big Crits (Season 2 Ep 06 now out!) as the enhancement shaman Stoneybaby. We're now two full weeks into patch 4.0.1 with our new and improved enhancement spec. Improved? Actually, no. Our DPS is only marginally improved over the previous incarnation, while our fellow melee brethren were buffed to the teeth. My rough analysis shows the difference between us and top melee DPS, usually warrior and death knight, has widened significantly since the patch. I'm going to preface all of this analysis by saying that I am not the top enhancement shaman, by far. I play well, I study my class, I optimize my spec, gems, forging, gear and rotations. I don't die to stupid stuff -- well, at least not often! In other words, I try to push my damage without sacrificing myself. Be forewarned that some of these numbers I'm embarrassed to post in such a public manner, and while I'm hardly the benchmark for DPS, I can at least provide a baseline of what your average progression raider's numbers look like. On average across eight of 12 hard-mode fights in ICC (excluding the gimmick fights Gunship, VDW and BQL, and excluding H-LK because we're just now working on him), the top melee DPS was doing 50 percent more damage than me pre-patch and 64 percent more post-patch. I could narrow that gap down to about 15 percent on a standstill fight such as Deathbringer Saurfang, but on high-movement fights such as Sindy, the top melee would do as much as 80 percent more damage than me overall. As much as it pains me to say this, as a raid leader I have to ask the question: Am I dead weight in raids right now? Will level 85 with Unleash Elements bring better output?

  • Spiritual Guidance: Shield spam and Divine Aegis, a theorycrafting story

    by 
    Dawn Moore
    Dawn Moore
    09.05.2010

    In the beginning there were priests. Then Blizzard said "Let there be other classes!" Things have been a lot more complicated ever since. Fortunately, there is Spiritual Guidance, WoW.com's bi-weekly guide for priests. On Sundays you can enjoy discussion on discipline, holy, and healing in the company of Dawn Moore. We don't have cookies here, but only because we call them biscuits, and serve them with tea, sandwiches, and scones. Did you want one lump, or two? A couple of months ago I found myself talking to a non-priest about the gems I had slotted on my character. He was of the understanding that disc priests wanted nothing but crit, and thought it was strange that I had gemmed straight spellpower on all my gear. Figuring he was behind on the times, I happily explained to him that I was using the standard gem set up for shield spamming disc priests, which works around the premise that if the majority of what we do is cast shields, then we should stack as much spellpower as possible in order to make our most used spell (Power Word: Shield) absorb more. This is the standard practice advised to shield spammers throughout the priest community, and I've advised it here on Spiritual Guidance before as well. The non-priest still didn't understand though. He kept insisting "but crit ..." which inclined me to gently stroke back his hair and say "there there, poor little confused non-priest, it's all right." I allowed him his dignity though, and instead went on with my explanation. I told him that alternative stats like crit and haste didn't do much for shield spamming since Power Word: Shield can't crit, and Borrowed Time removes the necessity for haste since the talent carries us down to the 1 second GCD soft cap whenever we cast Power Word: Shield. The non-priest still didn't understand, so I explained to him that a disc priest's primary interest in crit was Divine Aegis, a talent which applies a second shield whenever one of your spells crits. "But shields don't crit," I reiterated. "The heal from the Glyph of Power Word: Shield can, but that would only add say ... 500 extra absorption from Divine Aegis. The spellpower is still better." As I typed out those last words, they boomeranged back and hit me square in the face. Startled, I peeled the sans serif off my nose and and reexamined the limp letters in my hands. Suddenly I wondered, "is that really true?"

  • TheoryCraft 101: Caster haste

    by 
    Tyler Caraway
    Tyler Caraway
    05.18.2010

    TheoryCraft101 is here to introduce the more hardcore aspects of theorycrafting in a more casual approach. Do you need to know how quickly you can get that spell to cast? We've got your answers right here! Welcome back once again to another installment of TheoryCraft 101. Past TheoryCraft 101 articles have already covered aspects of spellpower and melee hit; this week we are going to be discussing the ins and outs of caster haste. Haste, unlike other mechanics within the game, is a rather flat system. Haste is universal. There isn't a long list of exceptions, as you find with spellpower; every spell's cast time is changed by haste in the exact same way. Although boring, there is something beautiful in the simplicity of haste. The stat is so clean, the rules so set, that it is actually easy to predict. For how simple the mechanic is theoretically, it is far more convoluted in practice. Haste is an odd stat in that it is the only DPS stat people stack that doesn't directly increase the damage potential of their spells. A hasted Fireball will do exactly the same amount of damage as an unhasted Fireball; it will merely do it faster. For this reason, haste is something of a fickle mistress. Haste is beautiful in that is holds no RNG variables in theory. 1% haste is always 1% haste; a spell's cast time will always be changed by the exact same amount without fail.

  • TheoryCraft 101: The melee hit table

    by 
    Tyler Caraway
    Tyler Caraway
    05.10.2010

    TheoryCraft101 is here to introduce the more hardcore aspects of theorycrafting in a more casual approach. Ever wondered what the deal is with hit rating? Is expertise giving you a bit of a headache? TheoryCraft 101 has all your answers and more, as we explore the depths of the melee hit table. Back by popular demand, and loads of begging on my part, TheoryCraft 101 is here once again to teach you the ins and outs of the fickle little systems that drive World of Warcraft. Due to numerous requests, we'll be tackling one of the more complex systems within the game, the melee hit table. For all of the hate that armor penetration has taken for being "too mathy," melee hit honestly isn't any better. Caster hit is very simplistic. You have a specific chance to miss a mob, and getting more hit mitigates that amount. Melee hit holds very different values than that. Why just talk about it? Saying that it's complex is all well and good, but let's actually see it, shall we? As a preface to every TheoryCraft 101 installment, this post is going to contain calculations, figures, theoretical values/situations and other math-related information that, at times, can get a bit confusing. I will always attempt to simplify everything to the best of my abilities and explain the information as clearly as possible. After reading, if you still have any questions about the topic, then just ask. I'll do my best to address every question that you may have.

  • Theorycraft 101: Spellpower

    by 
    Tyler Caraway
    Tyler Caraway
    04.13.2010

    Theorycrafting was once just a thing for the geekiest of geeks, the hardest of the hardcore, the most nerdiest, basement dwelling-est, living with mom-est gamers out there. As the World of Warcraft has grown in popularity and end-game raiding content has become more and more accessible, however, theorycrafting has become something that is relevant to the everyday casual gamer as well. Through sites such as Elitist Jerks, more and more people have become exposed to the deeper mathematical concepts that drive this game. Such sites, however, are often fraught with convoluted, difficult-to-follow information and strings of calculations that can be hard for users to understand. I will admit that there are many times when the math some of the players post in these places can go way over my head. To that end, there have been many easy-to-use tools developed in order to simplify the aspects of theorycrafting into a practical application that players can use. Things such as Rawr or Simcraft have become a very popular source of information regarding theoretical data and how it can be used within the game, giving access to information such as talent spec choices and gearing upgrades. Even still, such programs are not without their flaws, and often the theoretical mechanics used by such programs can be rather confusing to follow. It's my wish to bring theorycrafting to the general population in a different approach. Instead of merely tossing out information at random with the hopes that someone out there will grasp the concept, I wish for people to understand the basics that fuel theorycrafting by presenting it in such a way that is easy to understand. To that end, I wish to present the theory behind the mathematical calculations for spellpower. How does spellpower scaling function? What effect does the stat really have for increasing a player's power? Why does spellpower behave the way that it does? These are all questions that form the basic principles behind theorycrafting, and it is the allure of figuring such things out that draws people to theorycrafting. As the game becomes more accessible to more people, so too should the theory that drives it.

  • Blood Pact: Be a raider not a robot

    by 
    Dominic Hobbs
    Dominic Hobbs
    03.08.2010

    Each week Dominic Hobbs brings you Blood Pact. "Alert! You are marked for extermination! Calculating force parameters... Alternative measure commencing..." ~ Void Reaver Having been a raid leader for a long time now, I'm very keen for everyone in my raids to be aware of the strategy we plan to execute. I get pretty frustrated when people deviate from it. I'm also interested in the theory and maths involved in maximizing gear choices and spell selections. When changes to warlock spell mechanics come along I always try and calculate the impact this would have on my gameplay -- and then do some research to find out what I missed or miscalculated. I believe that entering a boss fight with these things prepared is the foundation of good raiding. You can't live on foundations though, you need a house. Being able to execute a perfect, DPS-maximizing spell rotation on a target dummy doesn't fully prepare you for dealing with a more chaotic situation. Knowing the strategy for a fight can still leave you floundering when something forces a change to your expectations. Today I want to have a look at how to prepare for the unscripted, how to be a raider and not just a robot.

  • Blood Pact: Using SimulationCraft for gear selection

    by 
    Dominic Hobbs
    Dominic Hobbs
    02.01.2010

    Blood Pact is your weekly warlock digest brought to you by Dominic Hobbs. "He who loves practice without theory is like the sailor who boards ship without a rudder and compass and never knows where he may cast." ~ Leonardo da Vinci As warlocks, we're used to delving into the mysterious depths of the occult to seek the knowledge that brings us power. This week I'm going to attempt to lift the veil of mystery that covers what is possibly the most powerful theorycrafting tool at our disposal. SimulationCraft is a tool that anyone who has frequented the Elitist Jerks forums will no doubt have run into at least once. In my experience many people take one look and run screaming from all the "maths" that starts to intrude on their game. With this article I would like to reduce the "fear factor" of SimulationCraft and show one way in which it can be very useful. Many of us put together lists of upgrades that we would like to get our hands on and we all do that by comparing the stats on each item. We may also use lists produced by others or even give different values or weights to an item's stats by using scores we find -- these tend to be based on theoretical 'model' warlock's gear set. What I want to show you is how you can generate these lists and scores for yourself based on your own gear.

  • Ask Mr. Robot

    by 
    Eliah Hecht
    Eliah Hecht
    10.07.2009

    Simulators for WoW are nothing new -- Rawr, for instance, has been around for years, and is steadily snowballing into a one-stop shop for simulating all classes (it's not there yet, but I still love it). In case you're scratching your head at this point, a simulator is like a spreadsheet, but much smarter -- instead of using some general approximations to calculate how your gear is going to change your DPS, it basically goes ahead and plays a model version of the game for you. Edit: apparently Rawr is not a simulator -- it uses formulas that come up with the same answer every time, much like spreadsheets. We still love it anyway. What is new about the simulator I want to talk about today, which seems to be entitled "Mr. Robot," is that it runs on the web, in Microsoft's Silverlight framework (Silverlight seems to have come about because someone at MS saw Flash and decided they wanted one too). This means it's cross-platform and there's nothing to install (well, except Silverlight, but you may have that already). They're only doing sims for Death Knights right now, but the team says more classes are coming (I hear Warlock is next, but don't quote me).

  • [1.Local]: In which He-Man and Eddie get pwned

    by 
    Lisa Poisso
    Lisa Poisso
    09.13.2009

    Reader comments -- ahh, yes, the juicy goodness following a meaty post. [1.Local] ducks past the swinging doors to see what readers have been chatting about in the back room over the past week.Sometimes it's the smallest details that people grow attached to. Take, for instance, this note that came in on the news tip line from a dejected reader named Brian. Brian and his compatriots are lamenting a dearly departed Battlemaster - one who seemed strangely reminiscent of a certain Eternian prince.Subject: Adam Eternum is MISSINGSome time around patch 3.2, all the Battlemasters in Shattrath were changed. Gone is Adam Eternum, with his smashing magical loincloth and Gnome sidekick.Instead we have, as a royally ticked-off guildie puts it (after having downed several stiff drinks in despair), "Shome Draenei hussy ... hic!" My guild here on Ysera, at least, has gone into mourning.Oh where, oh where has Prince Adam has gone? Find out what else readers have been mourning or celebrating this week - plus peek at an internal WoW.com team e-mail in which Hunter columnist Eddie Carrington gets soundly pwned - after the break.

  • Yogg-Saron in blues

    by 
    Mike Schramm
    Mike Schramm
    09.02.2009

    This story's from last week, but I love it anyway -- over at the Greedy Goblin, Gevlon's guild was getting a little tired of all of the achievement-checking and gear requirements for endgame raiding, and so they set out to do something that many experienced raiders might admit seems impossible: take down Yogg-Saron with nothing but blues on. That means no epics at all -- no epic gear, dropped or crafted, no epic enchants, no epic gems. They did use profession bonuses, but everyone should have access to those by now (all it takes is money, and all that takes is time). And of course, they did it: toppled Yoggy with the group you see on the page there. The combat log is also posted, and it's about what you'd expect: none of the damage numbers are crazy high, but the group works so well together and plays so evenly that they get it done. That's the message to be taken away here: gear is nice, but nothing will get you farther than a well-oiled group of solid players.

  • Elitist Jerks and Opera team up for WoW browser

    by 
    Nick Whelan
    Nick Whelan
    06.26.2009

    This past Friday, web browser developer Opera announced that they had teamed up with respected theory crafting website Elitist Jerks to create a new browser. The Elitist Jerks browser, as it is titled, is designed to cater to the needs of the World of Warcraft online community, with an array of customized features, pre-selected options, and a sleek skin reminiscent of the site it's named for. The pitch interested me enough that I decided to put away my beloved Firefox for the weekend, and give Opera's Elitist Jerks browser a thorough test. Obviously it would be somewhat insane to expect that this is an entirely new browser built from the ground up. At its core, the browser is Opera 9. So if you've got a strong aversion to that browser, you're not going to find anything here to redeem it. However, if you're ambivalent towards Opera, or if you've never even tried it, the Elitist Jerks browser is definitely worth checking out. It's got all the features we as consumers have come to expect from a browser over the last few years, along with the polish that Opera is known for.

  • Replenishment's wild ride

    by 
    Mike Schramm
    Mike Schramm
    06.24.2009

    Ah, Replenishment. No buff might be more welcomed in raids and reviled in theorycrafting. Ever since Ghostcrawler told us it was a necessary buff earlier this year, Blizzard seems to have twirled it around and around, taunting us like the proverbial carrot on a stick. It's been passed out to many classes, buffed a few times, nerfed even more (that Arena nerf was particularly strange), and in patch 3.2, soon headed to the PTR, it's getting nerfed again, even while MP5 (mana per five seconds) is getting a boost. What's the deal?Merlot, the Shadow Priest behind the Misery blog, has a good breakdown of just why Blizzard is so schizo with Replenishment. The whole point of the buff was to have Blizzard have some control over mana during fights -- instead of worrying about each class' mana separately, they'd just have this buff that gave mana like a big spigot, which they could then control as they saw fit. But players are so different across the board that putting them all under one big buff umbrella hasn't worked so well: a buff to Replenishment helps some and hurts others, and a nerf does the same, meaning Blizzard is flipping back and forth on turning the spigot on or off nearly every patch.

  • Possible hidden mechanics behind Lock and Load

    by 
    Mike Schramm
    Mike Schramm
    05.27.2009

    The Hunter's Mark's Atkallen takes a good look at one of my new favorite Hunter abilities: Lock and Load. I'm pretty late to the party on this one (BigRedKitty showed us all how awesome it was a while back), but ever since I went dual spec and started raiding Survivalist, most of my time is just spent waiting for a Lock and Load proc. And oh boy, when it hits twice in a row and I can throw off Explosive Shots for free on just a global cooldown, look out.But Atkallen's post suggests something a little sneakier about the buff, which procs off of any trap snares or damage, or, more commonly, off of Black Arrow, another Survivalist talent. It used to proc off of Serpent Sting, from 3 to 10 percent of the time according to how many points you put into the talent, and when it was changed to the current form and lowered to 2, 4, and 6 percent, most Hunters worried that they wouldn't see it pop up as much. But here's the thing, and I can attest: it still shows up all the time.

  • Ghostcrawler on the mechanics behind Armor Penetration

    by 
    Adam Holisky
    Adam Holisky
    04.19.2009

    There is a great thread over on the Damage Dealing Forums started by a Rogue about the mechanics of the Armor Penetration cap/observed effectiveness. Armor Pen is a statistic that will allow an attack to ignore a given amount of armor.The thread and the contents inside it are notable in that it is, by my recollection, the first time a Blizzard employee has given out the complete rundown of an in-game formula. While there have been hints and comments about how certain statistics impact the game from patch notes and game designer posts in the past, there has never been a "step a, step b, step c" like algorithmic definition to all those stats contained within the black box of theorycrafting.In giving out the computations behind Armor Penetration, Ghostcrawler makes note to point out that Blizzard is not, and will not, get in a habit of delivering theorycrafting to players. They like the idea that players have to test out game mechanics, and that while the starting and end results are known, what happens in the middle of combat isn't written in stone. In the case of the Armor Penetration rating, they released it due to quite a bit of (somewhat) inaccurate information out there.The armor penetration formula, and an example, after the break.