I've been going nuts trying to get the AEP DAEP, and MAEP formulas from ShadowPanther converted into ItemValues. I wanted something that could compute the numbers and output them exactly as an established source, so I could compare gear on the fly without having to reference the chart.

However, several values in the charts at SP do not have multipliers, or are multipliers that are hard to arrive at, such as the Defense Rating being rated as (1 Agi = 66.67 DefR).

If someone could suggest an alternate series of values for Rouges, I'd be incredibly happy.

Also, as was suggested earlier, adding values for sockets as representative of potential would be desireable, even if it was just a flat value.

obviously, im a dagger rogue, change that if you need to. and I eye my weapons, because im usually grinding towards my upgrade.
looking closer, his values have some more decimal places and some of them things i missed. i just took the whole numbers of the top of his spreadsheets.

the gem thing i found easy. weather it aep, daep or maep i socket the same things in the same slots. i do not put as high a value on stam as he does, so i dont socket solid star of elunes, i just set up default gems and it works for me :D

I appreciate that, but I'm looking to reproduce perfectly the results on his spreadsheets, so I can have the game compute the results for me without having to check the charts all the time. I'm geting pretty close, the Chestguard of the Dark Stalker computes as 100.2 instead of the chart's 103, so I'll keep working on it.

Okay, something in this isn't reading right then. I'm certain I have the values correct, and when I crunch the numbers with a calculator, I get SP's 103.5.

But, when I use ItemValues, I get a 100.2 returned. I wrote the formula as follows:

(ARMOR*.01)+(STA)+(CR_CRIT*.085)+(ATTACKPOWER*.5) and get 100.2

If I substitute the numbers in making the equation read: (285*.01)+(31)+(32*.85)+(84*.5) I then get 103.5 returned by ItemValues, so it is doing the math correctly, something is getting screwed up along the way.

There was a change regarding armor parsing in ItemBonusLib recently. It's now broken into base and bonus armor (which the StatSet currently not lists). I think is the reason of the little differences. I just committed a new version which includes the armor identifier changes, made a test MAEP StatSet

I have take the formulas from the spreadsheet. The formulas documented on the web page appears to be out of date. A few things to note: I'm a dagger rogue so I didn't input the other Weapon Skill bonuses. Shadow Penter doesn't use DPS for main hand, he use Average damage instead (it took me a while to realise it :-). DPS is used for the off-hand.

So far, I'm dead on the Shadow Panther numbers except when there are sockets or for non usual stuff for which Shadow Panther attribute specific values (like the Slow Proc from the Riftmaker).

Second, does anyone have good formulas to share for Priest (Shadow and/or Healer) and mages?

Lao, with your formula: "(2.9-WEAPON_SPEED)*50+(WEAPON_MIN+WEAPON_MAX)/WEAPON_SPEED+AGI+.05*STA+.5*STR+1.15*CR_HIT+.85*CR_CRIT+.5*ATTACKPOWER+CR_HASTE+CR_WEAPON_DAGGER+.015*CR_DEFENSE+.01*CR_RESILIENCE+.01*CR_DODGE+.01*CR_RESILIENCE+.01*CR_PARRY+.01*ARMOR"

Applied to the Claw of the Netherwing Flight, ItemValues returns 250. The item is rated at a value of 581 on the spreadsheet.

Variables without values were removed to simplify the equation. Crunching this yields approximately 250.02

Even assuming the proper order of operations to yield the highest number, this is off by quite a lot. Any suggestions, or am I doing something wrong here?

Lao, with your formula: "(2.9-WEAPON_SPEED)*50+(WEAPON_MIN+WEAPON_MAX)/WEAPON_SPEED+AGI+.05*STA+.5*STR+1.15*CR_HIT+.85*CR_CRIT+.5*ATTACKPOWER+CR_HASTE+CR_WEAPON_DAGGER+.015*CR_DEFENSE+.01*CR_RESILIENCE+.01*CR_DODGE+.01*CR_RESILIENCE+.01*CR_PARRY+.01*ARMOR"

Applied to the Claw of the Netherwing Flight, ItemValues returns 250. The item is rated at a value of 581 on the spreadsheet.

Variables without values were removed to simplify the equation. Crunching this yields approximately 250.02

Even assuming the proper order of operations to yield the highest number, this is off by quite a lot. Any suggestions, or am I doing something wrong here?

You are looking at the wrong list. Shadow Panther rate the Claw of the Netherwing Flight at 250 just like the result in the Off Hand list. It is rated 581 in the Main Hand list wich is the other formula.

You are looking at the wrong list. Shadow Panther rate the Claw of the Netherwing Flight at 250 just like the result in the Off Hand list. It is rated 581 in the Main Hand list wich is the other formula.

Thanks. I'm an idiot. I failed to use copy correctly with the Main Hand formula selected, and was thus using the same formula twice.

No worry.

It is worth reminding everyone that my formula only works for dagger as I'm a dagger rogue and to lazy to implement the other version :-). For weapons that are not dagger, Shadow Penther use 3 * Wepon Average Damage instead of 4.25 for dagger.

The Main Hand formula for the other weapons is (drycode only, I haven't tested this):

["Not Dagger Main Hand"] = {
["Formula"] = "(2.9-WEAPON_SPEED)*10+3*(WEAPON_MIN+WEAPON_MAX)/2+AGI+.05*STA+.5*STR+1.15*CR_HIT+.85*CR_CRIT+.5*ATTACKPOWER+CR_HASTE+CR_WEAPON+CR_WEAPON_AXE+CR_WEAPON_FIST+CR_WEAPON_MACE+CR_WEAPON_SWORD+.015*CR_DEFENSE+.01*CR_RESILIENCE+.01*CR_DODGE+.01*CR_RESILIENCE+.01*CR_PARRY+.01*ARMOR",
},

Currently spell haste doesn't seem to be functioning in itemvalue, its rating blue shoulders as higher in value than some black temple epic ones with spell haste on, somehow i don't think thats quite accurate ;)

I appreciate that, but I'm looking to reproduce perfectly the results on his spreadsheets, so I can have the game compute the results for me without having to check the charts all the time. I'm geting pretty close, the Chestguard of the Dark Stalker computes as 100.2 instead of the chart's 103, so I'll keep working on it.

those are the number *exactly* from the spreadsheet. what i meant was he gives value to things here http://shadowpanther.net/aep.htm that i did not account for ie bonus armor and parry rating. should be easy to add in. my numbers come out the same as the ones on the spreadsheet when i set this up.

Any chance we can get ItemValue_DrDamage working for Hunters? It gives strength a value of .28 when I input Auto Shot and other ranged attacks into a DrDamage_Melee set.

How hard would it be to allow for custom plugins for ItemValue that simply takes an item link and a string identifier and return a number.

I have a similar addon that I am working on again after a long hiatus. The approach I have taken gets around problems with nonlinear (crit) and capping ratings (hit) by calculating the stats if you were to replace the item you are currently wearing with the item in question. This kind of holistic approach gives you good values even if, say, the item has +20 hit and you are +10 from the cap. It still takes into account the +10 and the other +10 are valued at 0.

My current addon is not nearly as far along as yours (and is mainly set up for feral druids) and I think it would benefit the community better to redesign my addon to work with an existing general addon like this.

I also prefer the holistic approach. the example you give with the hit cap is a good one. When you look at an item in the tooltip, you want to know how it will affect your overall gear value, not how it compares to the item you currently have in the slot. That may sound like much the same thing, but its not with some things, such as +hit when you reach the cap.

This can actually be done with ItemValue formula currently tho:

math.min(CR_SPELLHIT, 202) * 0.8

202 is (from memory) the hit rating for the gear hit cap, and 0.8 is your weighting for (effective) hit rating. for a hit rating of 202, this formula will give a score of 161.6. for a hit rating of 1337, it will give a score of 161.6.

Its even more complicated for affliction warlocks with the suppression talent, you want to value hit rating at a certain amount for how much is needed to reach the hit cap for affliction spells with suppression, and then you want to rate the rest of your hit rating at a lesser value, and rate it at zero when you reach the gear hit cap. The formula becomes:

202 is again the hit cap rating, 77 is the affliction hit cap rating with 5/5 suppression (adjust it for how many talent points you have in suppression). 0.8 is again how much you value fully effective hit rating, while 0.4 is how much you value hit rating that is above the affliction cap, but still useful for non-affliction spells. adjust the weighting to your own scale.

all of that tho, is useless when comparing an individual item, as is done in the tooltip. It is useful only when applied to your entire gear set, since on no single item will you find > 202 hit rating, or even 77. When you look at the ItemValue display on the character sheet, the value is useful.

So the only change I request is (an option perhaps) to make it so that the tooltip can display the difference it would make to your overall gear score if it were to replace the item you currently have equipped (2h versus 1h and rings and trinkets make it a little more interesting).

I'll post a documentation soon...
To get the value of an item you can just do

local value = ItemValue.SetByName["SomeSetName"]:GetItemValue("SomeItemString")

An ItemLink should work, too.

It's been a while and I'm not sure if the documentation was ever posted :-). The piece of code above works well. Now I just need a way to create sets that will not be displayed in tooltips and that ignore enchant and use a particular Jewel options. I tried looking at you code and I just can't figure it out. Thexod, do you think you can throw a poor soul some hint? (If you posted the doc somewhere, I'm very sorry I missed it).

Can the author setup a wiki page for common formulas and itemset values. I think one of the barriers of entry is making a set, having a basic one for a hunter or warlock would be a good start. Of course people could tailor it to their needs but starting from scratch is anoying.

The ItemBonus lib has been updated so ItemValue automagically support Expertise if you update the library. With WAU, it's already there if you install without embedded lib.

The ItemBonus lib has been updated so ItemValue automagically support Expertise if you update the library. With WAU, it's already there if you install without embedded lib.

I use the WOWACE updater, and I have been unable to use the new expertise rating.

I'm still getting SwordSkill, 2 Handed Sword Skill and all that trash. =/

Are you able to please explain how installign withotu embedded lib is different to what I migth be doing. (Clicking the addons I want and having them install automatically)

--
On a slightly different note. I couldn't seem to spot where I could assign a value to a weapons DPS rating. Is it there? Or do I have to do something with formulas and the wepaons max + min damage / delay etc?

Thanks

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AEP:.01*ARMOR+.5*STR+AGI+STA+CR_HIT+CR_CRIT+.5*ATTACKPOWER+CR_RESILIENCE+.01*CR_DODGE+CR_WEAPON_DAGGER

DAEP:.01*ARMOR+.5*STR+AGI+.5*STA+CR_HIT+CR_CRIT+.5*ATTACKPOWER+.01*CR_RESILIENCE+.01*CR_DODGE+CR_WEAPON_DAGGER

MAEP:.01*ARMOR+.5*STR+AGI+.05*STA+CR_HIT+CR_CRIT+.5*ATTACKPOWER+.01*CR_RESILIENCE+.01*CR_DODGE+CR_WEAPON_DAGGER

obviously, im a dagger rogue, change that if you need to. and I eye my weapons, because im usually grinding towards my upgrade.

looking closer, his values have some more decimal places and some of them things i missed. i just took the whole numbers of the top of his spreadsheets.

the gem thing i found easy. weather it aep, daep or maep i socket the same things in the same slots. i do not put as high a value on stam as he does, so i dont socket solid star of elunes, i just set up default gems and it works for me :D

Okay, something in this isn't reading right then. I'm certain I have the values correct, and when I crunch the numbers with a calculator, I get SP's 103.5.

But, when I use ItemValues, I get a 100.2 returned. I wrote the formula as follows:

(ARMOR*.01)+(STA)+(CR_CRIT*.085)+(ATTACKPOWER*.5) and get 100.2

If I substitute the numbers in making the equation read: (285*.01)+(31)+(32*.85)+(84*.5) I then get 103.5 returned by ItemValues, so it is doing the math correctly, something is getting screwed up along the way.

I have take the formulas from the spreadsheet. The formulas documented on the web page appears to be out of date. A few things to note: I'm a dagger rogue so I didn't input the other Weapon Skill bonuses. Shadow Penter doesn't use DPS for main hand, he use Average damage instead (it took me a while to realise it :-). DPS is used for the off-hand.

So far, I'm dead on the Shadow Panther numbers except when there are sockets or for non usual stuff for which Shadow Panther attribute specific values (like the Slow Proc from the Riftmaker).

Second, does anyone have good formulas to share for Priest (Shadow and/or Healer) and mages?

TIA

Applied to the Claw of the Netherwing Flight, ItemValues returns 250. The item is rated at a value of 581 on the spreadsheet.

The calculation with variables filled in is:

"((2.9-1.8)*50)+((83+156)/1.8)+15+(1.15*15)+(.5*30)+15"

Variables without values were removed to simplify the equation. Crunching this yields approximately 250.02

Even assuming the proper order of operations to yield the highest number, this is off by quite a lot. Any suggestions, or am I doing something wrong here?

You are looking at the wrong list. Shadow Panther rate the Claw of the Netherwing Flight at 250 just like the result in the

Off Handlist. It is rated 581 in theMain Handlist wich is the other formula.( 2.9-1.8 )*10 + 4.25*( 83+156 )/2 + 15 + 1.15*15 + .5*30 + 15 = 581.1

Thanks. I'm an idiot. I failed to use copy correctly with the Main Hand formula selected, and was thus using the same formula twice.

No worry.

It is worth reminding everyone that my formula only works for dagger as I'm a dagger rogue and to lazy to implement the other version :-). For weapons that are not dagger, Shadow Penther use 3 * Wepon Average Damage instead of 4.25 for dagger.

The Main Hand formula for the other weapons is (drycode only, I haven't tested this):

those are the number *exactly* from the spreadsheet. what i meant was he gives value to things here http://shadowpanther.net/aep.htm that i did not account for ie bonus armor and parry rating. should be easy to add in. my numbers come out the same as the ones on the spreadsheet when i set this up.

I have the same problem on my hunter.

I also prefer the holistic approach. the example you give with the hit cap is a good one. When you look at an item in the tooltip, you want to know how it will affect your overall gear value, not how it compares to the item you currently have in the slot. That may sound like much the same thing, but its not with some things, such as +hit when you reach the cap.

This can actually be done with ItemValue formula currently tho:

math.min(CR_SPELLHIT, 202) * 0.8

202 is (from memory) the hit rating for the gear hit cap, and 0.8 is your weighting for (effective) hit rating. for a hit rating of 202, this formula will give a score of 161.6. for a hit rating of 1337, it will give a score of 161.6.

Its even more complicated for affliction warlocks with the suppression talent, you want to value hit rating at a certain amount for how much is needed to reach the hit cap for affliction spells with suppression, and then you want to rate the rest of your hit rating at a lesser value, and rate it at zero when you reach the gear hit cap. The formula becomes:

math.min(CR_SPELLHIT, 77) * 0.8 + math.max(math.min(CR_SPELLHIT, 202) - 77, 0) * 0.4

202 is again the hit cap rating, 77 is the affliction hit cap rating with 5/5 suppression (adjust it for how many talent points you have in suppression). 0.8 is again how much you value fully effective hit rating, while 0.4 is how much you value hit rating that is above the affliction cap, but still useful for non-affliction spells. adjust the weighting to your own scale.

all of that tho, is useless when comparing an individual item, as is done in the tooltip. It is useful only when applied to your entire gear set, since on no single item will you find > 202 hit rating, or even 77. When you look at the ItemValue display on the character sheet, the value is useful.

So the only change I request is (an option perhaps) to make it so that the tooltip can display the difference it would make to your overall gear score if it were to replace the item you currently have equipped (2h versus 1h and rings and trinkets make it a little more interesting).

Is it possible/easy?

It's been a while and I'm not sure if the documentation was ever posted :-). The piece of code above works well. Now I just need a way to create sets that will not be displayed in tooltips and that ignore enchant and use a particular Jewel options. I tried looking at you code and I just can't figure it out. Thexod, do you think you can throw a poor soul some hint? (If you posted the doc somewhere, I'm very sorry I missed it).

For the Equipment Value (in the character sheet), I would like chose What values are showed.

The ItemBonus lib has been updated so ItemValue automagically support Expertise if you update the library. With WAU, it's already there if you install without embedded lib.

I use the WOWACE updater, and I have been unable to use the new expertise rating.

I'm still getting SwordSkill, 2 Handed Sword Skill and all that trash. =/

Are you able to please explain how installign withotu embedded lib is different to what I migth be doing. (Clicking the addons I want and having them install automatically)

--

On a slightly different note. I couldn't seem to spot where I could assign a value to a weapons DPS rating. Is it there? Or do I have to do something with formulas and the wepaons max + min damage / delay etc?

Thanks