WoW Feral DPS Model

This World of Warcraft feral druid cat DPS and gear calculator was designed for the Classic Burning Crusade version of WoW. The calculator currently uses your un-buffed cat form stats, and models the optimal sustained DPS attack cycle using only Mangle, Shred, Rip, and shifting in and out of cat form. In the calculator output, one ‘kitty point’ is equivalent to one attack power. Note: the ‘weapon damage’ field is only for bonus weapon damage items like the Crystalforged Trinket or the ring enchant. For a discussion of the underlying formulas and mechanics used in this model, see this post.

10 thoughts on “WoW Feral DPS Model

  1. Graypaw

    Love your feral tank and dps Model <3
    and i specially love the Pawn string you make for tank.
    Is there any chance you could add in a pawn string for dps?=)

    Reply
    1. Toskk Post author

      Hi Graypaw,

      I’m glad you’re making use of the Feral models! It shouldn’t be too difficult to implement that Pawn scale output on the Cat model.. I’ll hopefully get that working and uploaded in the next day or so. Thanks,

      Toskk

      Reply
    2. Toskk Post author

      Hi Graypaw,

      Ok, version 3.2.2 of the cat model implements a Pawn scale. You may have to clear your site cache before the new version appears, though. Hopefully I got all of the naming conventions right, but let me know if the Pawn scale output doesn’t work properly. Thanks!

      Reply
  2. Graypaw

    hmm, some how my pawn now say that pure stat items like [A’dal’s Command] is 47% better then [Band of Eternity].
    And when i sim, it then i drop down in dps with [A’dal’s Command]
    Is the pawn string adding value with kings and raid buffs or something?=)

    Reply
        1. Graypaw

          Tested a bit and separating Attack power and Feral attack power helps on weapons, tho i have NO idea if this is correct values or if they should be the same. =P

          ( Pawn: v1: “Cat Gray”: Strength=0.518, Agility=0.6788, Ap=0.2286, FeralAp=0.2286, HitRating=0.00, ExpertiseRating=0.5659, CritRating=0.4195, HasteRating=0.3573, ArmorPenetration=0.0683, Intellect=0.3947, Spirit=0.3942, RedSocket=5.4302, YellowSocket=5.4302, BlueSocket=5.4302, ColorlessSocket=5.4302, MetaSocket=30.6913, )

          Reply
          1. Toskk Post author

            Hi Graypaw,

            Ah yeah, it sounds like Pawn treats ‘feral attack power’ as a separate stat from regular attack power. They are indeed mathematically interchangeable, so you have that right in your modified output text. ๐Ÿ™‚ Did it need to be written as ‘Ap=’ to get it to recognize the stat? I used ‘AttackPower=’, as I wasn’t sure how Pawn references the stat. ๐Ÿ˜› I can get both of those fixed in model output easily.

            For the relative stat values list, I think you’ll probably want to check the box to ‘ignore hit/exp caps’ before getting your Pawn values. Otherwise it looks like Hit Rating has zero value (because you’re already hit capped), which will definitely affect the relative values of some items.

            Beyond that, hopefully everything will ‘work’ as well as it can for Pawn. Just keep in mind that Pawn doesn’t understand set bonuses, item procs, idols, etc. i.e. The model gear lists here will be much more accurate for those kinds of items. Also, because of how Pawn works, it’s generally going to (very slightly) undervalue most items. The way Pawn works, if it sees, for example, 10 Agility on an item, it will take the value for 1 Agi * 10.. which is very slightly inaccurate. Because attack power scales with critical hit chance (and vice versa), as one increases, the relative value of the other increases too. So 10 Agility is very slightly better than 1 Agility * 10. Or 10 Strength + 10 Crit Rating will be a little bit higher than 10 * the baseline relative stat values of each of those. Does that make sense? ๐Ÿ™‚ The model gear lists take this scaling into account, so I always recommend using them over something like a Pawn scale when accuracy really matters (to the limits of the accuracy of the feral models themselves, of course).

            If you have any other questions about the cat or bear models, please feel free to post them! I’ll get those Pawn values fixed in the output shortly. ๐Ÿ™‚

            Toskk

  3. Graypaw

    It looks like the String saying “AttackPower” it wont register.
    When i compared rings, the ring with Str was WAY better, because the one with attack power only registered as having agi and stam.
    So yeah i think the string need to rename it as “AP”and “feral attack power”.
    I manually changed them and now it seems to work just fine, even without using the box to โ€˜ignore hit/exp capsโ€™
    Other then that it seems to work great.
    And yes i know it is not going to be 100% accurate but it is to quickly see what i need to swap in a jiff =)

    Thank you again for making this, it is just amazing to have a good feral sim like this.
    <3

    Reply

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