I run a macro. Over 300k damage they will both be very close. RFD hunter does sub 100k damage.
I’m not complaining. Just putting the numbers up.
Munter is still the best spec hunters have with runes. This was with Lion/Beast Mastery on gloves both times. I was solo farming mobs for coins in stv.
Daggers will still be bad for melee hunter.
The normalization coefficients:
1.7 for daggers
2.4 for other one-handed weapons
3.3 for two-handed weapons
2.8 for ranged weapons
normalized_damage = base_weapon_damage + (X * Attack Power / 14)
That’s a very dumb way to compare. Your uptime between two events is completely different. The stats of your targets are completely different. None of the variables are controlled for. Your data is worthless.
For a given weapon type, if all stats are identical except the dps amount then the weapon with the higher dps will give normalized weapon abilities higher damage.
I edited the previous post with the formula. The normalization only effects the attack power weight.
A non-normalized attack, the X value would be the speed of the weapon.
Typically for instant attacks, you want the weapon with the higher top end damage.
For example, comparing Honed Darkwater Talwar, Sword of Omen, and Vanquisher’s Sword with keeping the same attack power and using top end damage for simplicity. The first is the normalized value, while the second isn’t.
Normalization helps faster weapons stay somewhat relevant, and keeps slow weapons from scaling too much.
Keep in mind, that white hits aren’t normalized, so that damage would remain consistent with the weapon speed. Windfury/wildstrike procs are treated as auto attacks in that regard as well.
If this is your testing methodology, your data is worthless. It is very messy as you haven’t controlled for your opponents stats such as relative level and HP/TTK. You haven’t accounted for others targeting your target or if they started in combat with someone else or a mob.
It’s very messy and I can see no meaningful details that can be learned.
I wrote it. I didn’t link it. It was me sitting in stormwind typing it in. There is no Minutes.
Damage done / DPS / 60 is your time logged in combat, in minutes. Your second sample was in combat approximately 28% longer.
Is what it is. What I did doing the same thing for 300k damage before and after a change.
Did you kill the same people under the same buffs and debuffs for all involved? Did you run with the same group against the same opponents and fight in the same area with the same strategy used? Did you make sure no PvE mobs were involved in both combats?
Just giving numbers. I said 20% nerf. Closer to 25%.
Based on the numbers, it’s just over 28%. However your data is very messy and it’s hard to say how much of your damage going down is adjustment, and how much was just random noise. There’s definitely a nerf there, that’s about all any can confidently say with what you provided.
I was killing the lvl 36 troll mystic/hunter/whatever for an apples to apples comparison.
What I had prior so post could be compared. Don’t like it? Feel free to go get your own data.
You don’t seem to understand what what happening: I’m in north stv killing trolls non stop for 30 min in both logs during a 30 min bloodmoon timer. Just getting all the coins I could.
No. Just mobs. First one I believe I had 150 coins, second I stopped at 140. After turn in I hearthed. No actual pvp. Just the same mobs. Both were very similar in time with 1 min left in turn it on the even prior and the later I just ran out the clock.
I tried it the previous bloodmoon and I ran into a 4man. That data was not mentioned and discarded.
I was in combat constant only fighting the same mobs. Perfect? No but that is why 300k damage. Almost no downtime and that is enough consistancy to give an idea of what to expect.
Is what it is. You made a lot of presumptions and asked very little questions.
TBF, Melee Hunter is so insanely RNG based that a difference of 60dps is actually well within margins for you to just have had a little less luck than you did previous lmao.