How to play your hunter and complicated math bollocks.
Index
Last big update: June 1st, 21:30 CET
2.1.0 update.
* GENERAL
o Stats
o Haste
o Spell Damage
o Attack Tables
* SHOTS
o Paperdoll
o Auto Shot
o Arcane Shot
o Multi-Shot
o Aimed Shot
o Scatter Shot
o Silencing Shot
o Steady Shot
o Legend
* TALENTS
o Slaying and PvP
o Mortal Shots and Slaying
o Frenzy and Master Tactician
o Factoids
* PETS
o Scaling
o Training Points
o Factoids
* CHANGELOG
General
STATS
1 Stamina gives 10 Hit Points
1 Strength gives 1 Melee Attack Power (MAP)
1 Intellect gives 15 Mana
1 Spirit gives 1/4 Mana per 5 seconds - Spirit regen only happens if you have not used any ability requiring mana the last 5 seconds.
1 Agility gives 1 MAP, 1 Ranged Attack Power (RAP), 2 Armor, and some Crit and Dodge (see table below).
1 Weapon Skill gives 0.04% Crit, and 0.24% Hit, and 0.1% crit per Weapon Skill you have more than your target's Defense Skill (so 355 Weapon Skill vs 350 Defense will yield 0.5% bonus Crit).*
*These values are not 100% confirmed, but current reports point in this direction.
Level 60
Level 70
1% Crit gained from
14
22.08
Crit Rating
1% Crit gained from
33.33
40
Agility †
1% Hit gained from
10
15.77
Hit Rating
1% Haste gained from
6.66
10.51
Haste Rating
1% Dodge gained from
12
18.92
Dodge Rating
1% Dodge gained from
20
25
Agility ††
1% Parry gained from
20
31.54
Parry Rating
1 Weapon Skill gained from
2.5
3.94
Weapon Skill Rating
† Crit% starts at -1.53%.
†† Dodge% starts at -5.45%.
14 (R)AP gives a damage bonus equal to 1 DPS. The actual damage bonus per attack depends on weapon speed. Note that this is before modifiers like haste effects (quiver / ammo pouch, Rapid Fire, etc). In the case of many abilities, the Attack Power contribution is normalized.
HASTE
Haste effects work like this:
HastedSpeed = WeaponSpeed / (1 + Haste%)
So, with a 2.9 weapon and a 15% quiver, you get:
HastedSpeed = 2.9 / (1 + 15%)
HastedSpeed = 2.9 / 1.15
HastedSpeed = 2.52
Multiple haste effects work like this:
HastedSpeed = WeaponSpeed / ([1 + aHaste%]*[1 + bHaste%]*...)
So, using a 2.9 weapon, with a 15% quiver with Rapid Fire (40% haste) active:
HastedSpeed = 2.9 / ([1 + 15%]*[1 + 40%])
HastedSpeed = 2.9 / (1.15*1.40)
HastedSpeed = 1.80
There is an exception to the above - the Troll racial Berserking. A x% Berserking haste works like this:
HastedSpeed = WeaponSpeed*(1 - x%)
This can be rewritten into:
HastedSpeed = WeaponSpeed / (1 / [1 - x%])
So, using a 2.9 weapon, with a 15% quiver and 30% Berserking active:
HastedSpeed = 2.9 / ([1 + 15%] * [1 / (1 - 30%)])
HastedSpeed = 2.9 / (1.15*[1/0.70])
HastedSpeed = 2.9 / (1.15*1.42857)
HastedSpeed = 1.77
All haste effects affect both Aimed Shot and Steady Shot casting time.
A Shaman's Bloodlust / Heroism haste also affects the global cooldown.
SPELL DAMAGE
What does +spell damage affect, and to which degree?
Serpent Sting -- Nature, 100% of listed bonus (spread across all ticks).
Volley -- Arcane, ~33% of listed bonus (spread across all ticks).
Wyvern Sting -- Nature, 100% of listed bonus (spread across all ticks).
+Arcane damage -- Applies to Volley.
+Nature damage -- Applies to Serpent Sting and Wyvern Sting.
+Damage and healing -- Applies to all of the above.
Arcane Shot, Viper Sting and the various traps do not gain anything from +spell damage.
ATTACK TABLES
Whenever you make a ranged attack, you have a chance of the following:
* Miss
* Crit
* Hit
The above all have a chance to happen, based on your and your target's stats.
Base miss rate against an equal leveled target is 5%.
Against a mob 3 levels higher than you, you have 8.6% miss rate.
Bosses are considered to be 3 levels higher than you when it comes to calculations regarding hit, crit, resists (and glancing blows, parries and dodges - melee only).
If you have 20% Crit rate, and no +Hit% against an equal leveled target, you'll have the following attack results:
5% missed shots
20% crits
75% hits
If you gain 1% Hit, you'll have the following:
4% missed shots (5% - 1%, hit eats miss)
20% crits
76% hits (75% + 1%)
If you then gain 1% Crit, you'll have the following:
4% missed shots
21% crits (20% + 1%)
75% hits (76% - 1%, crit eats hit)
The above theory is 1 roll system - only 1 roll is used to determine the result of your attack.
More recent observations suggest a 2 roll system is being used for special attacks: First a roll to see whether you hit or not, then another roll to determine if you crit or made a regular hit.
The exact roll system used for Hunters is hard to determine. The results are, in the case of Hunter attacks, very similar.
Melee attacks, which suffer from parries and dodges, and often a higher miss rate than our ranged attacks, have results differing much more.
I assume a standard 1 roll system for all attacks for my calculations.
Shots
PAPERDOLL
Paperdoll damage is calculated like this:
MinimumDamage = DamagePercentageBonus*(AmmoDPSLow*WeaponSpeed + RWSMod*((RAP/14)*WeaponSpeed + WeaponMinimumDamage) + ScopeDamage)
MaximumDamage = DamagePercentageBonus*(AmmoDPSHigh*WeaponSpeed + RWSMod*((RAP/14)*WeaponSpeed + WeaponMaximumDamage) + ScopeDamage)
Paperdoll DPS = ((MinimumDamage + MaximumDamage)/2)/HastedSpeed
The Paperdoll damage is your damage to any generic enemy before armor, etc, is applied. If you have any items adding damage to only some types of mobs (for example Seal of the Dawn, +81 AP against undead, or one of the Slaying talents), this is not added in the Paperdoll. It is added in the other shots, where applicable.
AUTO SHOT
Basically the same as Paperdoll damage, with the mob-specific things added in where applicable. However, unlike the Paperdoll, ammo does seem to be affected by Ranged Weapon Specialization ingame. Most likely, ScopeDamage is as well.
Auto Shot's damage is affected by armor.
AutoShotDamage = DamagePercentageBonus*RWSMod*(AmmoDPS*WeaponSpeed + (RAP/14)*WeaponSpeed + WeaponDamage + ScopeDamage)
ARCANE SHOT
Instant shot, 6 second cooldown. Cooldown can be reduced to 5 seconds with 5 talent points in Improved Arcane Shot. Arcane Shot deals Arcane Damage, and its (partial) resist rates seem to be based on your Weapon Skill, resulting in a 2% total DPS loss per Level your target outlevels you. Other than that, it works by the same rules as your other shots.
Since it deals Arcane Damage, anything boosting damage from the Arcane spell school, for example Curse of Shadows, will boost Arcane Shot's damage. This does not, however, include +Spelldamage or +Arcane damage; Arcane Shot deals spell damage, but is not a spell.
Its listed tooltip damage is incorrect.
Arcane Shot's damage is not affected by armor.
ArcaneShotDamage = DamagePercentageBonus*RWSMod*(ArcaneShotBonus + RAP*0.15)
ArcaneShotBonus depends on rank used:
Rank 1 = +14
Rank 2 = +22
Rank 3 = +36
Rank 4 = +64
Rank 5 = +91
Rank 6 = +125
Rank 7 = +158
Rank 8 = +200
Rank 9 = +273 [TBC ONLY]
Using ranks lower than your max rank will result in reduced damage gained from RAP.
MULTI-SHOT
A shot with a 0.5 casting time, 10 seconds cooldown. It can hit up to 3 targets at a time.
Multi-Shot is normalized to have its damage from Attack Power be as if the weapon were a 2.8 speed weapon.
Multi-Shot's damage is affected by armor.
MultiShotDamage = DamagePercentageBonus*RWSMod*(AmmoDPS*WeaponSpeed + (RAP/14)*2.8 + WeaponDamage + ScopeDamage + MultiShotBonus)
DamagePercentageBonus here also includes Barrage.
MultiShotBonus depends on rank used.
Rank 1 = 0
Rank 2 = +40
Rank 3 = +80
Rank 4 = +120
Rank 5 = +150
Rank 6 = +205 [TBC ONLY]
AIMED SHOT
A shot with a 3.5 second casting time (affected by hastes), 6 + HastedSpeed cooldown.
Obtained by investing in the talent "Aimed Shot", found in the Marksman Tree (requires 10 points already invested in the Marksman Tree).
With a 2.9 weapon and 15% quiver, this becomes:
CastingTime = 3.5 / 1.15
CastingTime = 3.04
Cooldown = 6 + 2.9/1.15
Cooldown = 8.52
Aimed Shot is normalized to have its damage from Attack Power be as if the weapon were a 2.8 speed weapon.
Aimed Shot resets your Auto Shot timer - after firing an Aimed Shot, you have to wait for [WeaponSpeed] seconds before Auto Shot is ready to fire.
Aimed Shot's damage is affected by armor.
AimedShotDamage = DamagePercentageBonus*RWSMod*(AmmoDPS*WeaponSpeed + (RAP/14)*2.8 + WeaponDamage + ScopeDamage + AimedShotBonus)
AimedShotBonus depends on rank used.
Rank 1 = +70
Rank 2 = +125
Rank 3 = +200
Rank 4 = +330
Rank 5 = +460
Rank 6 = +600
Rank 7 = +870 [TBC ONLY]
SCATTER SHOT
An instant shot, 30 second cooldown.
Obtained by investing in the talent "Scatter Shot", found in the Marksman Tree (requires 20 points already invested in the Marksman Tree).
Deals damage and adds a disorient effect to the target if possible.
Targets immune to the disorient effect still receive damage as normal.
Scatter Shot, opposed to every other Hunter Shot, does not have a dead zone.
Scatter Shot's damage is affected by armor.
ScatterShotDamage = AutoShotDamage*0.5
SILENCING SHOT
An instant shot, 20 second cooldown.
Obtained by investing in the talent "Silencing Shot", found in the Marksman Tree (requires 40 points already invested in the Marksman Tree, including 5 points invested in the talent "Master Marksman").
Deals damage and adds a silence effect to the target if possible.
Note that it does not have an interrupt effect - it does not interrupt spells if the target is immune to silence. Targets immune to the silence effect still receive damage as per normal rules.
Silencing Shot's damage is affected by armor.
SilencingShotDamage = AutoShotDamage*0.50
STEADY SHOT [TBC ONLY]
Taught by Hunter trainers at Level 62.
A shot with a 1.5 second casting time (affected by hastes). No cooldown, but the global cooldown prevents firing faster than every 1.5 seconds. It deals additional damage if the target is dazed.
Its listed tooltip damage is incorrect.
Steady Shot's damage is affected by armor.
Testing has given the following formula for its damage range:
SteadyShotDamage = DamagePercentageBonus*RWS*(150 + (WeaponDamage/WeaponSpeed)*2.8 + 0.2*RAP + [Dazed: 175])
LEGEND
For ammo giving 7.5 DPS:
AmmoDPSLow = 7
AmmoDPSHigh = 8
For ammo giving 13 DPS:
AmmoDPSLow = 13
AmmoDPSHigh = 13
After Paperdoll, I'll use average damage instead of showing minimum and maximum damage. These are labeled AmmoDPS, WeaponDamage, etc.
RWSMod = Modifier from Ranged Weapon Specialization (RWS):
0 points in RWS --> RWSMod = 1
1 point in RWS --> RWSMod = 1.01
...
5 points in RWS --> RWSMod = 1.05
DamagePercentageBonus: Stuff like Focused Fire, Ferocious Inspiration, etc. These stack multiplicatively. A 2% damage bonus --> 1.02.
TBC ONLY = Only attainable if you have the expansion pack, The Burning Crusade, installed.
The rest should be pretty self-explanatory, but ask if there's any uncertainty.
Talents
Slaying and PvP
Humanoid Slaying works in PvP if the player isn't shapeshifted.
Shapeshifted Druids (except in tree form) and Shaman in Wolf Form are considered to be Beasts, and are affected by Beast Slaying.
Mortal Shots and Slaying
In terms of damage dealt, CritDamage = 2*HitDamage
With 5/5 Mortal Shots: CritDamage = 2.3*HitDamage
With 3/3 Slaying: CritDamage = 1.03*HitDamage
However, with 5/5 Mortal Shots and 3/3 Slaying:
CritDamage = 1.03*(2+0.30*1.03)*HitDamage
CritDamage = 1.03*2.309*HitDamage
Slaying also applying to the Mortal Shots bonus might be a bug.
Frenzy and Master Tactician
The average uptime of these two talents can be calculated in similar ways, by calculating the chance of the buff not being active, then inversing it.
Example:
Master Tactician has a 6% chance on every successful attack to increase your Crit rate by 2/4/6/8/10% for 8 seconds.
If you fire 1 shot per second, you'll fire 8 shots during the proc. (8seconds / 1shot_per_second)
The chance of not having a single proc within this time frame can be described as:
0.94^8 = 0.61
This means Master Tactician is not up 61% of the time. This again leads to Master Tactician's uptime, on average, being 39%. (1 - 0.61)
To give a more universal formula:
Uptime = 1 - (ChanceNotToProc^Attacks)
ChanceNotToProc = 1 - ProcChance
Master Tactician has a 6% chance to proc.
ChanceNotToProc = 1 - 0.06
ChanceNotToProc = 0.94
Attacks = Amount of attacks eligible to activate the proc
For example, for Frenzy, only crits can activate the proc, so with a 20% crit rate, only 20% of your total attacks are eligible to activate the proc.
Uptime = Average uptime of the proc, measured in percentage.
The same principles can be applied to Improved Aspect of the Hawk, but the damage gained from it is much more difficult to model, due to the varying shots, cast delays overlapping with Auto Shot timers, etc. Note that this also is true (to a much lesser degree) in Frenzy's case, due to the change of attack speed before and after the proc, making the above slightly simplified for calculatin Frenzy uptime.
Factoids
Ferocious Inspiration stacks from multiple hunters in the same group.
Expose Weakness does not stack from multiple hunters attacking the same target. The most powerful version takes precedence.
Pets
SCALING
* Pets get about 30% of the hunter's stamina added to their stamina.
* Pets get about 35% of the hunter's armor added to their armor.
* Pets get about 22% of the hunter's ranged attack power added to their melee attack power.
* Pets get about 12.5% of the hunter's ranged attack power added to their spell damage.
* Pets get about 40% of the hunter's resistances added to their own resistances.
Exact stats vary slightly based on pet family.
All scaling is based on total stats (after items, buffs, etc) of the hunter.
Source
TRAINING POINTS
Your pet's Training Points are based on two things, Loyalty Level and Pet Level. To get more Training Points, you have to increase one of these variables.
TrainingPoints = PetLevel * (LoyaltyLevel - 1)
A calculator can be found at the following link, helping you allocate your pet's Training Points:
http://www.the-cluster.org/projects/pet-calculator/index.htmlFACTOIDS
Base focus regen rate = 24 focus every 4 seconds.