My main is a lock and I love DrDamage for him. It is much better imho than Theorycraft. Is there a DrDamage for non casters?
Thanks in advance.
Currently, there isn't. I'm not against the idea of adding a melee module (or a melee version) but personally I don't currently have the time (or the inspiration, at least until summer) to start this module from scratch. Also I'm not too familiar with melee/hunter theorycraft.
I'm up for helping if anyone wants to create this module. Or even sending me melee calculation data for each skill would increase chances of it happening.
damn. Sure wish I could help with this but I don't know much of the mathematics of the melee classes. Such is why I would love this addon for melee classes.
I also wish I knew enough to help make it.
I guess I will just have to be patient. Thanks for the response.
I like DrDamage better because it's got a better breakdown of tooltip information, and I can remove the data for classes I don't play. I do miss TheoryCraft's equipment tab, though, where I can dress myself up in gear and see how my spells would be affected.
Not exactly the same, but what more do you need than to see:
Health +100
Mana +350
Spelldamage -10.2
Spell crit +1.3%
Spell hit -0.5%
Do you want the item tooltip (or any other tooltip, really) to show all the effects it will have on all your spells? It should be enough to say "Ok, so I guess I'll be doing more overall damage due to the higher crit rate even though my spelldamage dropped. The difference between 700 and 689.8 spelldamage is rather insignificant, all told...." Do you see my point? And then once you equip the item, you can see the new "damage until oom" or whatever it is you're interested in.
As someone mentioned in another thread, when you're dpsing or healing, nothing is ever pure numbers. You have to know what you're doing. Addons make several assumptions, among the greatest of which is that you'll be spamming a given spell as frequently as possible (which is hardly an acceptable assumption in many cases) and that you have no other duties that you must be discharging (read CC). And then I haven't mentioned the synergy of all the abilities that you use in conjunction with one another, such as frost nova and ice lance, or scorch and (well) whatever else fire mages do.
Some of the most staple spells -- at least for pallies -- is somewhat broken with respect to how DrD renders it. Avenger's Shield shows total damage done to one or three targets (not sure which, and I don't have access to it atm) but not two targets. Granted, you're not likely to find a 2-man pull in an instance but you might want to use AS in the field too. -- So how much damage does it do? Oh, noes!!! the tooltip doesn't show that info! -- And there's Holy Shield, which assumes either that it gets hit once or all four (now eight with imp HS) times. Again, I'm not sure which; I'm not protection anymore. For HPS with Divine Grace and Holy Light... not to mention the fact that Flash of Light is what is most commonly used to heal unless you downrank which may still be unfavorable in a clutch where Flash would be that necessary half a second quicker.
DrDamage was made for us, to help us make a decision here and there. It should be used as a tool so that we can make the necessary judgement call -- do we esteem spell hit, spell crit, or spell damage (healing) higher? But even if DrDamage says we'll get more mileage out of one gear set it doesn't mean we really will, and vice versa. RatingBuster helps in another way to make that same decision.
Currently, there isn't. I'm not against the idea of adding a melee module (or a melee version) but personally I don't currently have the time (or the inspiration, at least until summer) to start this module from scratch. Also I'm not too familiar with melee/hunter theorycraft.
I'm up for helping if anyone wants to create this module. Or even sending me melee calculation data for each skill would increase chances of it happening.
Anyone up for taking up the job? I too would love a Dr. Damage module for meelee.
Do you want the item tooltip (or any other tooltip, really) to show all the effects it will have on all your spells? It should be enough to say "Ok, so I guess I'll be doing more overall damage due to the higher crit rate even though my spelldamage dropped. The difference between 700 and 689.8 spelldamage is rather insignificant, all told...." Do you see my point? And then once you equip the item, you can see the new "damage until oom" or whatever it is you're interested in.
But what if I don't have the item right now, or am trying to make a decision as to whether to get it? Or what if I'm trying to compare entire sets of gear? RatingBuster can only show me the difference in stats for one piece of gear at at time, and it can only show me the difference in stats. As a healer, I really don't care how much more mana a new cloak will give me, or even how much more bonus healing or mana regen. The only thing that really matters is how much more healing I can to in total, which DrDamage can tell me, but RatingBuster cannot. It was also fun to dress up in T3 when Naxx first came out and my guild wasn't getting anywhere near it. :)
Like I said, Phanx: How much more healing you can do in total can be estimated by DrDamage, but its estimation is assuming that you're going to be spamming a single skill until you're oom. Will that really happen? Probably not. Not if you're a smart healer. It doesn't take into account that you'll have down time, and you'll need to kick in that trinket and any other cooldown to boost healing in the clutch. All this taken into account, DrDamage might be able to help you decide which item to use, but it can't accurately tell you how much healing you can really do, logically and practically speaking. It's only theoretical numbers which are helpful to a point, and then after that useless.
I'll give you a pally example. I found out (using DrDamage) that if I use blessing of kings instead of wisdom I can get a better grand total healing, because the "true mana cost" (whatever-tf that is) is lowered, because my crit rate is higher, so I get Illumination to proc more, which gives me more mana.... The truth is that if I did that in an instance and trusted that observation, I would use blessing of kings. My better grand total healing would be observed only if I spammed that specific heal and rank. If there was no down time, kings would be better.
But what if, using kings, I ran out of mana? That's pretty much it for me. If I was using wisdom, I would be able to recover mana much, much faster and I would be much more useful. Also, there would be (and I've observed this) very little downtime between pulls in an instance, and in fact sometimes I have had to consume maybe 5 drinks. If I used kings, that would be 25 or more drinks instead.
Does this help demonstrate (what I consider) the silliness of your request, or whatever you call it?
Edit: Also, you say what if you don't have the item yet? RatingsBuster does tell you even if you don't have the item (or it should, if it doesn't) the differences of spell damage, healing, hit percent, crit percent, and so on. So in a way, it does (or should) show whether you have the item or not. But it doesn't need to show what effects it will have on any given spell or other ability. (I do know that it works on items that you see in AH and at any vendor and any quest reward; whether it shows up for item chat links is something I never noticed.)
No, not really. I'm fully aware that the "healing until OOM" number DrDamage calculates assumes I do nothing but stand in one spot and spam a single spell. I'm fully aware that RatingBuster shows me data on tooltips for items I don't have. However, your original post stated that I could look at the "healing until OOM" number after I equipped the item, which is why I mentioned the case of items I don't actually possess. Sure, I can get out a piece of paper and write down the differences in stats between five pieces of gear I have and five pieces of gear I'm considering spending my DKP on by scrutinizing the RatingBuster tooltip for each item, and then do a bunch of math to calculate whether X bonus healing is more useful than X mana regen for fights of varying durations, but it was a lot easier simply to "try on" those five pieces of gear in TheoryCraft and see a full battery of every theoretical number I could ever want, not just the stat summaries I can get from adding up a bunch of RatingBuster numbers.
RatingBuster also doesn't tell me how a new piece of gear will affect a single individual spell -- more math to calculate the gain from X healing on a spell with a bonus coefficient of Y.
RatingBuster is great, and I love it, but it simply doesn't do what TheoryCraft's equipment tab did. I don't consider my pseudo-request (more an observation, as if I wanted to make a formal request of it I'd have posted it in the official DrD thread) silly at all. Your example doesn't really render a full equpiment comparison feature useless, anyway -- DrDamage takes your buffs into consideration, and as a reasonably competent healer it should be fairly obvious that more mana regen = less downtime. I don't need DrDamage or RatingBuster to tell me that. I'm not even remotely concerned about the effectiveness of a new piece of gear for an instance anyway... there's not a 5-man instance in the game I can't heal in my sleep. My main concern is for long fights in raids, where as a shaman I actually have to work to keep up with other healing classes (cough, paladin), and where that "healing until OOM" number is actually fairly accurate, since I pretty much will be standing in one place spamming max rank heals on my tank.
And anyway, it'd just be fun to dress myself up in, say, drops from Hyjal, and see how much more healing my spells would do.
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Thanks in advance.
Currently, there isn't. I'm not against the idea of adding a melee module (or a melee version) but personally I don't currently have the time (or the inspiration, at least until summer) to start this module from scratch. Also I'm not too familiar with melee/hunter theorycraft.
I'm up for helping if anyone wants to create this module. Or even sending me melee calculation data for each skill would increase chances of it happening.
I also wish I knew enough to help make it.
I guess I will just have to be patient. Thanks for the response.
It's not exactly the same though, is it?
Health +100
Mana +350
Spelldamage -10.2
Spell crit +1.3%
Spell hit -0.5%
Do you want the item tooltip (or any other tooltip, really) to show all the effects it will have on all your spells? It should be enough to say "Ok, so I guess I'll be doing more overall damage due to the higher crit rate even though my spelldamage dropped. The difference between 700 and 689.8 spelldamage is rather insignificant, all told...." Do you see my point? And then once you equip the item, you can see the new "damage until oom" or whatever it is you're interested in.
As someone mentioned in another thread, when you're dpsing or healing, nothing is ever pure numbers. You have to know what you're doing. Addons make several assumptions, among the greatest of which is that you'll be spamming a given spell as frequently as possible (which is hardly an acceptable assumption in many cases) and that you have no other duties that you must be discharging (read CC). And then I haven't mentioned the synergy of all the abilities that you use in conjunction with one another, such as frost nova and ice lance, or scorch and (well) whatever else fire mages do.
Some of the most staple spells -- at least for pallies -- is somewhat broken with respect to how DrD renders it. Avenger's Shield shows total damage done to one or three targets (not sure which, and I don't have access to it atm) but not two targets. Granted, you're not likely to find a 2-man pull in an instance but you might want to use AS in the field too. -- So how much damage does it do? Oh, noes!!! the tooltip doesn't show that info! -- And there's Holy Shield, which assumes either that it gets hit once or all four (now eight with imp HS) times. Again, I'm not sure which; I'm not protection anymore. For HPS with Divine Grace and Holy Light... not to mention the fact that Flash of Light is what is most commonly used to heal unless you downrank which may still be unfavorable in a clutch where Flash would be that necessary half a second quicker.
DrDamage was made for us, to help us make a decision here and there. It should be used as a tool so that we can make the necessary judgement call -- do we esteem spell hit, spell crit, or spell damage (healing) higher? But even if DrDamage says we'll get more mileage out of one gear set it doesn't mean we really will, and vice versa. RatingBuster helps in another way to make that same decision.
Anyone up for taking up the job? I too would love a Dr. Damage module for meelee.
It's coming... be patient.
But what if I don't have the item right now, or am trying to make a decision as to whether to get it? Or what if I'm trying to compare entire sets of gear? RatingBuster can only show me the difference in stats for one piece of gear at at time, and it can only show me the difference in stats. As a healer, I really don't care how much more mana a new cloak will give me, or even how much more bonus healing or mana regen. The only thing that really matters is how much more healing I can to in total, which DrDamage can tell me, but RatingBuster cannot. It was also fun to dress up in T3 when Naxx first came out and my guild wasn't getting anywhere near it. :)
I'll give you a pally example. I found out (using DrDamage) that if I use blessing of kings instead of wisdom I can get a better grand total healing, because the "true mana cost" (whatever-tf that is) is lowered, because my crit rate is higher, so I get Illumination to proc more, which gives me more mana.... The truth is that if I did that in an instance and trusted that observation, I would use blessing of kings. My better grand total healing would be observed only if I spammed that specific heal and rank. If there was no down time, kings would be better.
But what if, using kings, I ran out of mana? That's pretty much it for me. If I was using wisdom, I would be able to recover mana much, much faster and I would be much more useful. Also, there would be (and I've observed this) very little downtime between pulls in an instance, and in fact sometimes I have had to consume maybe 5 drinks. If I used kings, that would be 25 or more drinks instead.
Does this help demonstrate (what I consider) the silliness of your request, or whatever you call it?
Edit: Also, you say what if you don't have the item yet? RatingsBuster does tell you even if you don't have the item (or it should, if it doesn't) the differences of spell damage, healing, hit percent, crit percent, and so on. So in a way, it does (or should) show whether you have the item or not. But it doesn't need to show what effects it will have on any given spell or other ability. (I do know that it works on items that you see in AH and at any vendor and any quest reward; whether it shows up for item chat links is something I never noticed.)
RatingBuster also doesn't tell me how a new piece of gear will affect a single individual spell -- more math to calculate the gain from X healing on a spell with a bonus coefficient of Y.
RatingBuster is great, and I love it, but it simply doesn't do what TheoryCraft's equipment tab did. I don't consider my pseudo-request (more an observation, as if I wanted to make a formal request of it I'd have posted it in the official DrD thread) silly at all. Your example doesn't really render a full equpiment comparison feature useless, anyway -- DrDamage takes your buffs into consideration, and as a reasonably competent healer it should be fairly obvious that more mana regen = less downtime. I don't need DrDamage or RatingBuster to tell me that. I'm not even remotely concerned about the effectiveness of a new piece of gear for an instance anyway... there's not a 5-man instance in the game I can't heal in my sleep. My main concern is for long fights in raids, where as a shaman I actually have to work to keep up with other healing classes (cough, paladin), and where that "healing until OOM" number is actually fairly accurate, since I pretty much will be standing in one place spamming max rank heals on my tank.
And anyway, it'd just be fun to dress myself up in, say, drops from Hyjal, and see how much more healing my spells would do.