With some help from yet another mathmatician, we now have the following equation –

AWDAS = [((AD + (RAP/RAPF)) * WS) + ((WMIN + WMAX)/2)] * (1 + ([MODS]))

Average White Damage Auto Shot = [((Ammo DPS + (Ranged Attack Power/Ranged Attack Power Conversion Factor)) * Weapon Speed) + ((Weapon Minimum Dmg + Weapon Maximum Dmg)/2)] * (1 + ([Modifiers from talents]))

AD = Mammoth Cutters (67.5)

Raid-buffed RAP = 6053

RAPF = 14

Weapon = Envoy of Morality + Haste @ 2.24

Min/Max Weapon Damage for Envoy of Morality = 314-584

Talent Modifiers = Focused Fire @ 2% (0.02), Improved Tracking @ 5% (0.05), Ranged Weapon Specialization @ 5% (0.05), Marked for Death @ 5% (0.05)

Average Auto-Shot = [((67.5 + (6053/14)) * 2.24) + ((314 + 584)/2)] * (1 + (0.02 + 0.05 + 0.05 + 0.05))

Average Auto-Shot = [((67.5 + 432) * 2.24) + (898/2)] * (1 + 0.17))

Average Auto-Shot = [(499 * 2.24) + 449] * 1.17

Average Auto-Shot = [1117 + 449] * 1.17

Average Auto-Shot = 1832

Knowing this, we can then do the equation adding 60 Attack Power, which yields:

Average Auto-Shot = [((67.5 + (6113/14)) * 2.24) + ((314 + 584)/2)] * (1 + (0.02 + 0.05 + 0.05 + 0.05))

Average Auto-Shot = [((67.5 + 436) * 2.24) + (898/2)] * (1 + 0.17))

Average Auto-Shot = [(503 * 2.24) + 449] * 1.17

Average Auto-Shot = [1126 + 449] * 1.17

Average Auto-Shot = 1842

The difference between the two is 10 total damage points. That’s pretty insignificant considering that within a 4:48 fight against Kologarn, I landed a total of 109 Auto Shots.

109 * 10 = 1,090 damage, which is almost 4 DPS.

But then you have to think about the rest of your shots. Most of them are scaled by your RAP, and some are directly affected by your Shot Damage as well. For instance, look at Volley –

((RAP/14) + 353) * (1 + (MODS)) = Volley Damage

((6053/14) + 353) * (1 + (0.02 + 0.05 + 0.05 + 0.05)) = Volley Damage

(432 + 353) * (1 + 0.17) = Volley Damage

918 = Volley Damage

Adding 60 Attack Power would give you:

((6113/14) + 353) * (1 + (0.02 + 0.05 + 0.05 + 0.05)) = Volley Damage

(436 + 353) * (1 + 0.17) = Volley Damage

923 = Volley Damage

This gives us a difference of 5 Damage per hit. From the same 4:48 Kologarn fight, adding 5 DMG per hit to all my Volley hits (83 total hits) means 415 total damage, which is >1 DPS.

Chimera is also affected by Attack Power. The equation for Chimera is simply 125% Damage, and 125% of our 1832 Auto Shot is 2290. Add 60 AP to that and it becomes 2302, for a difference of 12 DMG. Add 12 DMG to all of my Chimera Shots (total of 24 shots) and it becomes 288, which is exactly 1 DPS.

Arcane Shot = RAP * 0.15 + 492, which with 6053RAP is 1400, and with Improved Arcane talents, we get an extra 15% of that, which becomes 1610. If we add 60 RAP to this, it becomes 1620, a difference of 10 DMG. Adding 10 DMG to each Arcane shot (21 total shots) gives us 210 DMG, which is just shy of 1 DPS.

Serpent Sting = RAP * 0.2 + 1210 over 15 seconds (tics every 3 seconds), so our Serpent Sting total damage is 2420, add 30% from Improved Stings and you get 3146. Add 60 RAP to this and it becomes 3161. Then those numbers get divided by 5 to learn how much each Tic is worth. The original tics for 629. The +60RAP tics for 632, for a difference of 3 damage per tic. My Serpent Sting ticked a total of 62 times, which is 186 DMG. This is 1/2 DPS, and we’ll be nice and round that to 1DPS.

Chimera/Serpent Damage = 40% of total Sting damage. This is 1258, and adding 60 RAP to this gives us 1264 for a difference of 6 DMG. My Chim/Serpent went off 16 times (ouch, my bad) for a total of 96 DMG. This is 1/3 DPS. We will be nice and round to 1DPS.

Aimed Shot = Ranged Dmg + 408. Using our average damage from above, that’s 2240. Adding 60 AP gives us 2250 for a difference of 10 DMG. In the Kologarn fight, Aimed Shot was fired a total of 22 times for a total of 220 DMG, just short of 1DPS.

Steady Shot = RAP * 0.1 + 252 + unmodified weapon damage. I am relatively unclear as to what constitutes as “unmodified weapon damage” in this situation, but I’m assuming that overall, we’ll see about a 1DPS increase from adding 60RAP…seem fair? =P I will have to revisit this when I am sure about the equation.

Kill Shot = 200% Weapon Damage + (RAP * 0.4) + 650, so it will initially be 6735 damage, and adding 60RAP to this gives us 6779 for a difference of 44DMG. I fired Kill Shot 7 times for a total of 308DMG, which is >1DPS.

Attack power also affects our Pet DPS. Our pet gets a percentage of our Attack Power. 1RAP gives our pet 0.22AP, meaning 60RAP gives Ceallach 13.2AP. Since Ceallach was 15% of my total DPS, giving him 13AP will increase his damage slightly, thereby, of course, increasing my damage slightly. Unfortunately, I can’t find the equations for Swing or Bite, so I will have to revisit this one as well.

Wild Quiver is also affected by RAP. Wild Quiver gives us 80% weapon damage. 80% of 1832 is 1465. 80% with the 60RAP is 1473 for a difference of 8 DMG. Wild Quiver was fired 10 times for a total of 80DMG. This is approximately 1/4DPS.

Piercing Shots will be affected, as well, but this would be hellish to calculate using that Kologarn fight, since I’d have to dig for which shots triggered PS at which times, then add the 60RAP to each of those. I won’t be doing that. We’ll just say it gives us slightly less than 1DPS.

Adding everything together, we find that 60RAP gives us approximately 13DPS in that particular scenario.

Now let’s take our non-60RAP-buffed numbers for Serpent Sting and figure out what Glyph of Serpent Sting will yield.

3146 total Serpent dmg, each tic for 629. Six seconds from Glyph gives us 2 more tics, totalling at 1258 DMG per Serpent Sting added. 1258 + 3146 = 4404. 40% of 4404 is 1761, therefore each Chim/Serpent we fire gives us 1761 damage instead of 1258 for a difference of 503DMG. Multiply that by our 16 hits and we have 8048 total damage. 8048 damage during a 288 second fight is approximately 28DPS.

*Therefore, Glyph of Serpent Sting is most definitely superior to Glyph of Hunter’s Mark by approximately, and probably more than 15DPS. Glyph of Hunter’s Mark will be close to equal with two hunters of similar damage, and superior with three hunters, so long as the other hunters don’t have the same glyph.*

***EDIT** Fennec brought up a good point – in my haste, I didn’t mention that I tested ALL shots against 60 RAP because I was quite simply interested in seeing what it would do. I did not add Volley, Steady Shot, or Pet Damage to the approximate Glyph of Hunter’s Mark DPS, and that is just a rounded, estimated number based on the averages I’ve found. **END EDIT***

Excuse me while I scoop my eyeballs back into my head.

❤ Nass

Posted in Damage

Tags: attack power, dps, hunter, marksman, math, scaling

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