vanilla-wow-addons – Rev 1

Subversion Repositories:
Rev:
Int per Crit @ 60
        Mages have a 0.2% base spell crit rate, and 1% crit per 59.5 int
        Priests have a 0.8% base spell crit rate, and 1% crit per 59.5 int
        Warlocks have a 1.7% base spell crit rate, and 1% crit per 60.6 int
        Druids have a 1.8% base spell crit rate, and 1% crit per 60 int
        Shaman have a 2.3% base spell crit rate, and 1% crit per 59.2 int
        Paladins have 0% base, and 1% crit per 29.5 int
For levels lower then 60 TC will use your melee crit rate divided by your melee crit rate @ 60, multiplied by your int per crit @ 60.
This should be very accurate, as I'm sure they follow the same patterns.  If your attack rating is too low to show a melee crit rate
TC will use a linear relationship.

Agi per Crit                    = Calculated from your crit rate (modified by your attack rating), until 60 where
                                  it uses predefined values.
Crit % for Hunters              = Melee Crit Rate (from attack tooltip, modified by attack rating) + Lethal Shots

Crit Bonus                      = (Average Crit Damage / Average Hit (not inc crits)) - 1

+Damage Coefficient             = All +Damage Coefficients are hardcoded in to theorycraft.  Reason behind this
                                  is because there is no hard and fast rule for determining the coefficient.
                                  Also if they were not, spells like Presence of Mind would alter the coefficient
                                  when activated (via changing the cast time).
                                  By default, talents that modify your spell damage will be multiplied by the
                                  +Damage Coefficient.  Eg, 5/5 firepower will make fireball get 110% of your +dam.
                                  Some spells are hardcoded to not have talents applied on gear, this is from
                                  testing in game.  Eg curse of agony, drain life, every healing spell :).
                                  If you find any spells which have the wrong coefficient, or have talents applied
                                  when they shouldn't (or vice versa), let me know what the correct relationship is
                                  on the Curse Gaming Theorycraft comments section :) Thanks!

Average Hit (not inc crits)     = (Max Damage - Min Damage)/2 + Min Damage
Average Hit (inc crits)         = Average Hit (not inc crits) + Average Hit (not inc crits) * Crit Chance / 100 * Crit Bonus

Cast Time                       = (Base Cast Time - Crit Chance / 100 * Grace) or 1.5 whichever is greater.

ICPercent                       = Percent natural regen that continues in 5 second rule. (Mage armor, innervate, darkmoon trinket, meditation, etc)
Regen from spirit Mages         = (Spirit/8+6.25)*ICPercent
Regen from spirit Priests       = (Spirit/8+6.25)*ICPercent
Regen from spirit Warlock       = (Spirit/10+7.5)*ICPercent
Regen from spirit Druid         = (Spirit/10+7.5)*ICPercent
Regen from spirit Shaman        = (Spirit/10+8.5)*ICPercent
Regen from spirit Hunter        = (Spirit/10+7.5)*ICPercent
Regen from spirit Paladin       = (Spirit/10+7.5)*ICPercent
Regen Per Second                = Regen from spirit + (Mana per 5)/5
True Mana Cost                  = ((Mana Cost - Regen per second * Cast Time) - Crit Chance / 100 * Illumination * (Mana Cost - Regen per second * Cast Time))*(1-Clearcasting)

Real Mana Pool                  = (Total Mana + RotA on use ability)

DPM (inc crits)                 = Average Hit (inc crits) / True Mana Cost
DPM (not inc crits)             = Average Hit (not inc crits) / True Mana Cost
Total Damage til Oom            = DPM * Real Mana Pool

Cast Procs (Wrath of Cenarius)  = Added Amount * (1 - (1-Proc Chance) ^ (Floor(Proc Duration / Cast Time)))
Other Procs (Darkmoon)          = Added Amount * (1 - (1-Proc Chance) ^ (Proc Duration / Cast Time))

DPS (inc crits)                 = Average Hit (inc crits) / Cast Time
DPS (not inc crits)             = Average Hit (not inc crits) / Cast Time
DPS after resists               = ( Average Hit (inc crits) - Average Hit (not inc crits) * Resist Rate ) / Cast Time

Next Crit                       = Average Hit (not inc crits) * Crit Bonus / 100
Next Hit                        = Average Hit (not inc crits) / 100
Next 10 pen                     = Average Hit (inc crits) * (10/(5* Level of Player ))*0.75

Rotation Length                 = Ceiling(7/speed)*speed+3 or 10, if Rotation Length > 10.7
if Ranged Attack Speed < 3 then
        Autoshotcount                   = Floor((Rotation Length - 3) / Ranged Attack Speed) + 1
else
        Autoshotcount                   = Floor(Rotation Length / Ranged Attack Speed)
end
10 sec rotation dps             = (Autoshot Average Hit (inc crits) * Autoshotcount + Aimed Shot Average Hit (inc crits) + Multi Shot Average Hit (inc crits))/10
9 sec rotation dps              = (Autoshot Average Hit (inc crits) * Floor(6/Ranged Attack Speed + 2)*6 + Aimed Shot Average Hit (inc crits) * 6 + Multi Shot Average Hit (inc crits) * 5)/54

Seal unbuffed dps               = Average Melee Hit + Average Melee Hit * Melee crit chance
Seal of Command dps             = Seal unbuffed dps * (7/(60/ Weapon Speed )*0.7)
Seal of Crusader dps            = Average Melee Hit + Attack Power Bonus / 14 * Weapon Speed + (Average Melee Hit + Attack Power Bonus / 14 * Weapon Speed)*Melee crit chance