Showing posts with label Technical info. Show all posts
Showing posts with label Technical info. Show all posts

[Guide] Agility or attack power? (no maths)

(This guide was created by Haimun, level 70 dwarf of the eu server, Die Todeskrallen. All credit is due to him for this wonderful guide. Date: 22/07/2007)

When should one focus on stacking agility, and when is stacking attack power better than stacking agility? This thread answers these questions.


As we all know, one can choose between X agility vs. 2*X attack power. The X agility provides X attack power and also increases crit chance a bit (other benefits of agility are not considered in this guide, as it discusses benefits for DPS only). To answer which one is better, one must understand the following first:

BOTH, crit chance and attack power, scale:

* Crit chance scales with attack power (the more attack power you have, the more
is crit chance worth).

* Attack power scales with crit chance (the more crit chance you have, the more
is attack power worth).


Hence:

If you have too much attack power, then:
Increasing you crit chance is much more worth than increasing your attack power.

If you have too much crit chance, then:
Increasing your attack power is much more worth than increasing your crit chance.


When do you have to much crit chance or to much attack power?

It is very hard to tell, as it depends on many things: your gear, your spec, your current crit chance and attack power. Every hunter must calculate his damage for his own. No guide in the world can bring up a solid formula, which is correct for everybody

The best thing to do is finding the median for attack power and crit chance. Many hunters think, this is achieved by just stacking agility (as agility gives both). This is not true. Depending on your current stats, it may be better to focus on crit rating or to focus on attack power alone.

[Guide] Hit Rating & You

(This list was created by Zeisha, level 70 Night Elf hunter on the Suramar server. Date: 05/15/2007)

:: The Basics ::

Ranged physical damage uses a pretty different set of mitigations and, in some cases, lack thereof. Take a look at the difference between rogues and hunters for recommended Hit Rating, most rogues aim for 250 minimum! We don't get as much gear with HR on it that still directly improves our damage though, so things even out in the end. Here's how it works though:

:: 15.77 Hit Rating = 1% Hit (Most of the time you will see this as 15.8, but if you get a minor disparity, that 0.03 rating is why)
:: 1 Hit Rating = 0.063% Hit (Rounded down very slightly)
:: 79 Hit Rating = 5% Hit
:: 5% = Hit % needed to almost never miss same-level opponents.*
:: 142 Hit Rating** = 9.0% Hit
:: 95 Hit Rating + Sure Footed*** = 9.0% Hit
:: 9.0% = Max Hit % needed to "never miss"**** on Level 73 Boss Mobs. :: Weapon Skill - See Below (it's a little convoluted).

Also See - http://www.tkasomething.com/hitrating.php -- This HR guide has some more in depth info on weapon skill and some other explanations. Be sure and check it out.

* This gets altered in PvP because some opponents will have defense which changes that amount, but typically by a small amount.
** 142 HR is the currently “proven” standard for Hit % Cap.
*** Sure Footed is a 3 point ability in the survival tree that gives 1% to hit and 5% snare resist per point. Minimum 15 points in SV talents to get Sure Footed.
**** Never Miss is only on non-automatic misses, resisted shots, etc. Your standard shots will never miss the target, though they can be mitigated through specific effects.

So what does this mean for the "average" hunter?

It means that you need to know what you plan on doing. If you are going to be raiding, you really should aim for maxing out your Hit % as quickly as possible, because 1% Hit is a solid increase to overall DPS. Before counting crit (in regards to it's value to your overall damage) Hit's value is slightly over 1%, though including crit it is less than 1% since a hit is never a crit by Blizzard's calculation of hit/crit method.* If you only PvP, then you can get away with sticking to around 5%, which is much easier to do even in PvP specific gear.

* One Roll Method - The prevailing theory is that blizzard uses a one-roll system. What this means is the system "rolls randomly" one time to determine if the ability is a crit, miss, dodge, parry, block, etc... if it is one of those, then so be it. If it is not, then it is a regular hit. It's kind of hard to wrap your head around at first, but basically just think of it like this: Crits, Hits, and Misses are all mutually exclusive, and they have a "downward stacking priority" meaning that crit % takes over hit %, and hit % takes over miss %.

As a side note: Your pet will miss pretty often, and a lot of people see their pet miss via scrolling combat text and will think it's them missing.

That's really all there is to it as far as the basic ideas of hit and hit rating are concerned.

:: The Confusing Part ::

Diminishing returns... I hate, and at the same time love, that term. It really does cover a wide variety of problems with anything that is based on percentages. When you're dealing with probabilities, there is always a "curve" involved. One way or another, at some point, you simply stop getting as much out of gains as you were earlier on. That's how it works. Let's dive into the confusing part for a bit...

You start at a base of 5% to miss. This assumes same level, same skill to defense ratio (L70 is 350 to 350), and without any secondary modifiers. What affects this? Skill rating, Opposing Defense, Opposing Level, Hit Rating & Hit Percent, and secondary effects.

Skill Rating – Oh how things change, am I right? A ton of testing and research has been done in relation to the hit cap and how skill affects it. As of the latest revision of this guide, there is more information out there than I feel comfortable pouring into here, so I’m going to keep this short and sweet.

The first 5 Weapon Skill (Not skill RATING) count for 3% increase in hit!! 3%!!! This means that Trolls & Dwarves have 3% higher hit with Bows & Guns respectively. Awesome.

Skill Rating relates to Weapon Skill fairly simply: 3.9 Skill Rating = 1.0 Weapon Skill. In terms of actual game increases, basically figure every 4 Rating will give you +1 Skill. +5 Skill is the golden mark where you gain a monumental +3% hit.

Hit Rating & Hit Percent - This is how you counter act any miss percentage you've built up against your opponent. Currently all gear with hit gains use Hit Rating, and there is one Hunter talent that directly adds Hit Percent (Sure Footed, noted above). See the totals at the top for more information on the numbers for these two.

Secondary Effects - There are times where you're just not going to hit... when the opponent is immune, shielded, during certain boss "phases" and so on. But if you are maxed on hit rating/percentage and none of these are active, you won't miss.

Ok, so now that we have the concepts... lets get back to those nasty diminishing returns. Beware: If you hate math, just skip this. :P

Lets say you are starting at 92.4% and no crit. You gain 1% to hit. What you're actually gaining is (1.00 / 0.924 = 1.082%) 1.082% DPS. Now let's say you're at 93.4% and you gain another 1% to hit. (1.00 / 0.934 = 1.070%) 1.070% DPS gain! Oh noes!! But wait... here's the good part of this. While you do suffer some minor diminishing returns, you will always gain at least 1% dps gain from 1% more hit until you hit 100%, then of course you gain nothing. To figure your DPS gain after crit, simply subtract your crit damage differential multiplied by your crit % from the DPS gain.

E.G.: 1.082% DPS gain pre-crit from 92.4 to 93.4. You have 20% crit and have Mortal Shots.
1.3 * 0.2 = 0.26
1.082 - 0.26 = 0.822% DPS increase overall.

If you understood that from conception to inception, then you can do the rest of the math yourself, but the really big thing to take away from this is this: When you gain 9.0% hit, you are gaining a ton of dps as well. Less annoying “miss” notifications and more damage? Sign me up.

Does this mean you should always have max HR? It has to come down to comparative value... crit and hit are completely mutually exclusive with blizzard calculations, if you miss, it's a miss... it's not a miss that could have been a crit. If it was a crit, it will be a crit. Confusing, I know, but it's important to understand that SOMETIMES it really is better for you to take the extra damage stats then to take the extra Hit... but only if it's a considerable difference, in my opinion at least.

-----

Because some people asked me to...

Assumptions:
- Average Damage per Shot of 500.
- Firing 100 Shots against a same level opponent with no +/- hit. So 5% to miss base.
- Weapon Speed of 3.0.
- 0% Crit (Obviously Impossible, go with it for a second)

Fire 100 shots over 300 seconds (3.0 speed)...
95 * 500 = 47500
3.0 * 100 = 300 Seconds
47500 / 300 = 158.33^ DPS

Gain 1% hit and do the same...
96 * 500 = 48000 3.0 * 100 = 300 seconds
48000 / 300 = 160.00 DPS
-- Gain of 1.66 DPS. 1% of 158.33 ~ 1.583. 1.66 / 1.583 = 1.048% increase in non-crit damage.

Gain another 1% hit and do the same...
97 * 500 = 48500
3.0 * 100 = 300 seconds
48500 / 500 = 161.66^ DPS -- Gain of 1.66 DPS.
1% of 160.00 ~ 1.600. 1.66 / 1.60 = 1.038% increase in non-crit damage.

This is how you start to understand the relationship of Diminishing Returns to % based valuation, but how Actual Value calculations have no diminishing returns. Your DPS went up 1.66 both times, but the relative % increase got smaller. I hate to confuse some of you, but this was requested.

Now let's add in 20% crit rate, and assume 5/5 mortal shots, and do the exact same thing...
75 * 500 = 37500
20 * 1150 = 23000
3.0 * 100 = 300 seconds
(37500 + 23000) / 300 = 201.66 DPS


Now gain 1% hit...
76* 500 = 38000
20 * 1150 = 23000
3.0 * 100 = 300 seconds
(38000 + 23000) / 300 = 203.33 DPS. Increase of 1.66 DPS (notice a pattern here :P).

1% of 201.66 ~ 2.02
1.66 / 2.02 = 0.821% increase in OVERALL dps.

Hopefully that clears some things up that people had asked me for (not just on the forums).

Complete calculation of AP / Crit% conversion

(This guide created by Grunticus, level 70 orc hunter of the Mal'Ganis server. All credit is due to him for this wonderful guide. Date: 04/11/2007)

GRUNT's FORMULA:

Tired of reading people guessing how much crit = AP based on their gear and not having any mathematical means of proving things one way or the other (other than the crude 2 AP = 1 Crit Rating technique), I have done the math for you. "Instinct", "I heard that...", and "but my dps box shows..." are irrelevant statements. There is too much misinformation going around and the only solution is pure crude math.

Note:
This is a mathematical derivation with a proof of concept calculation examples. Everything below is based on a simple steady/autoshot rotation. Because DPS for the most part derives from the total damage output of a steady/autoshot, the formulae below are 100% valid. Haste/quiver speed/ etc are 100% irrelevant to this total damage output (but are rather just linear adjustments to your dps).

(A) Formula for autoshot damage:
AutoShotDamage = DamagePercentageBonus*RWSMod*(AmmoDPS*WeaponSpeed + (RAP/14)*WeaponSpeed + WeaponDamage + ScopeDamage)

(B) Formula for steadyshot damage:
SteadyShotDamage = DamagePercentageBonus*RWSMod*(150 + 2.8*WeaponDamage/WeaponSpeed + 0.2*RAP )

(C) Formula for steady/autoshot rotation damage:
White damage w/o crits:
AutoSteadyDamage = AutoshotDamage + SteadyShotDamage = DamagePercentageBonus*RWSMod*[ AmmoDPS*WeaponSpeed + WeaponSpeed*RAP/14 + WeaponDamage + ScopeDamage + 150 + 2.8*WeaponDamage/WeaponSpeed + 0.2*RAP ]

(D) Now accounting for Crits (remember 22 crit rating = 1% basecrit):
TotalDamage = AutoSteadyDamage * (100 + BaseCrit*MortalShotModifier)/100

(E) Grunt's Formula: (basic multivariable calculus) Deriv(TotalDamage)/deriv(ap) = (weaponSpeed/14 + 0.2) * DamagePercentagebonus * RWSMod * (100 + BaseCrit*MortalShotModifier)/100

Deriv(TotalDamage)/deriv(crit)= DamagePercentagebonus * RWSMod * MortalShotModifier*[weaponSpeed*(AmmoDamage + BaseAP/14) + weaponDamage + scopeDamage + 150 + 2.8*WeaponDamage/Weaponspeed + 0.2*BaseAP]/100

Note: MortalShotModifier = 1.00 w/o Mortal Shots, or 1.30 with Full Mortal Shots (30% crit damage bonus). Humanoid/beast slaying would add even more on those targets.

[Grunt's Formula]
Deriv(ap)/deriv(crit) = MortalShotModifier*[weaponSpeed*(AmmoDamage + BaseAP/14) + weaponDamage + scopeDamage + 150 + 2.8*WeaponDamage/WeaponSpeed + 0.2*BaseAP ] / [ (weaponSpeed/14 + 0.2) * (100 + BaseCrit*MortalShotModifier) ]

(If you don't understand how I computed E, it doesnt matter. 2 Case examples below prove it is correct.)

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Validation of Grunt's Formula (for people who don't know calculus):
If you agree with Formula A, B, C, and D we prove below that formula E is correct.

Example #1: (MM Hunter in PVP type gear)
BaseAP = 2000
BaseCrit = 25% Weapon: Gladiator's Heavy Crossbow
WeaponSpeed = 3.2
WeaponDamage = (202+304)/2 = 253 Scope: +28 crit (we adjust BaseCrit by 28/22 as a result -> baseCrit = 26.27)
ScopeDamage = 0
MortalShotModifier = 1.3 (full 5/5 talents)
AmmoDamage = 37
RWS = 1.05 (5/5 Ranged Weapon Spec)
DamagePercentagebonus = 1.00 (assume no humanoid slaying)


Deriv(ap)/deriv(crit) = 1.3*[3.2*(37+2000/14) + 253 + 0 + 150 + 2.8*253/3.2 + 0.2*2000] / [(3.2/14+0.2)*(100+26.27*1.3)] = 2080/57.5 = 36.17
According to Grunt's Formula, for every 1% crit (22 crit rating), this player gains an effective 36.17 AP.

Lets Prove IT!!!

Ok lets plug in those numbers....
add 5% Crit rating into formula D with our baseStats from Example#1:
TotalDamage = (100 + (26.27+5)*1.3)/100 * 1.05 * [37*3.2 + 3.2*2000/14 + 253 + 0 + 150 + 2.8*253/3.2 + 0.2*2000]
= 1.4065 * 1680 = 2362.9 TotalDamage
Now add 5*36.17 = 181 AP into formula D with our baseStats from Example#1
TotalDamage = (100 + (26.27)*1.3)/100 * 1.05 * [37*3.2 + 3.2*(2000+181)/14 + 253 + 0 + 150 + 2.8*253/3.2 + 0.2*(2000+181)] = 1.3415 * 1761 = 2362.9 TotalDamage

PROOF!!!! 2362.9=2362.9 (181 AP has the same exact TotalDamage as 5% crit (36.17 AP = 1% crit))

FURTHERMORE, because this hunter gets 10% AP bonus from MasterMarksman, 32.88 AP = 1% Crit.

IN OTHER WORDS, 1.5 AP = 1 Crit Rating for this hunter

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Example #2: (AP raid buffer hunter in good gear, say a 0/31/30 type layout)
BaseAP = 2600
BaseCrit = 20%
Weapon: Sunfury
WeaponSpeed = 2.9
WeaponDamage = (157+292)/2 = 224.5 Scope + 12
Damage MortalShotModifier = 1.3 (full 5/5)
AmmoDamage = 37
RWS = 1.0 (0/5)
DamagePercentageBonus = 1.05 (humanoid/beastslaying)

Grunt's Formula produces: 1.3*[2.9*(37+2600/14) + 224.5 + 12 + 150 + 2.8*224.5/2.9 + 0.2*2600] / [(2.9/14 + 0.2)*(100+20*1.3)]
= 2300 / 51.3 = 44.83 AP = 1% Crit

Lets add 5% Crit Rating into formula D with these baseStats:
Total Damage = (100 + (20+5)*1.3)/100 * 1.05 * [37*2.9 + 2.9*2600/14 + 224.5 + 12 + 150 + 2.8*224.5/2.9 + 0.2*2600]
= 1.325 * 1857.6 = 2461 damage
Instead adding 5*44.83 = 224 AP yields:
Total Damage = (100 + 20*1.3)/100 * 1.05 * [37*2.9 + 2.9*(2600+224)/14 + 224.5 + 12 + 150 + 2.8*224.5/2.9 + 0.2*(2600+224)]
= 1.26 * 1953 = 2461 damage

PROOF!!! 2461 = 2461 (224 AP has the same exact TotalDamage as 5% crit (44.83 AP = 1% crit))

More Proof....
So a Raid buffed 0/31/30 hunter would be just as good off adding 5% Crit (110 Crit Rating) as adding 224 AP.

IN OTHER WORDS, 2.03 AP = 1 Crit Rating for this hunter (note how different it is from the 0/43/18 type hunter in example #1)

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Numbers do not lie. Like I said, if you agree with formulae A-D, formula E [Grunt's Formula] is correct as proven above in 2 separate examples. The results also do match the stats blizzard provided us on gear. (the supposed 2AP =1 crit rating thing).

Guide to building a /castsequence macro V3

(Created by Uncas level 70 Tauren huter of the server Hellscream. All credit is due to him for this wonderful guide. Date: 05/10/07)

How to decide what rotation to fill your /castsequence.

Lately, I have come to realize that using a /castsequence macro maybe necessary to maximize your DPS in the world of weaving.

But, I could not find a guide to how to build one, since we all know that what order we use the cast sequence is going to be dependent on your current weapon speed. AS such, I am writing this general guide to building a cast sequence.

Facts you will need:

/Castsequence macros are meant to be spammed...thats how they work, each successive push will do the next attack in the macro (if the global cooldowns and skill cooldowns allow it.

Weapon auto shot speed WSS – weapon dependent
Global Cool Down(GCD – 1.5sec)
Multi shot Cool Down (MSCD – 10sec , I do not know of a way to speed this us (sans readiness, ZG trinket)
Arcane Shot Cool Down (ASCD 6-5 sec depending on Imp Arcane shot)
Cool down Next shot gap = .1 sec I use this value cause I want to, If you don’t like it, use what value you want and still follow the same steps.

Items you probably will need A piece of paper A metric ruler (1cm = 1 sec)

A brief discussion:

The goal is to squeeze as many abilities during a selected cool down phase. As such two things are true: Any auto shot gap with instant shot in it, should have that instant shot following a steady shot. Since you most likely wont have a WSS slow enough to fit two steady shots in a single auto shot gap, the most effect way to place two steady shots together will be steady, auto steady You want to never delay your Auto Shot, if possible Abilities used at the end of your macro should not result in a skill being on cool down on successive runs through the macro

As you go through this, you will understand the difficulty of making a highly efficient macro for some bow speeds. Remember, you can consider changing the speed of your arcane shot cooldown, if you are so inclined. It may help you find a good rotation for your bow speed.

Step 1 Decide what time cool down you should base your macro on.

Since MS has the highest damage potential when multiple mobs around and Arcane shot ignores armor, these are the obvious choices for what to base your /castsequence on.

Option a. ASCD - probably the cool down that should be used when CC mobs are present and you don’t want to use multi-shot
Option b. MSCD
Option c. 2 ASCD
Option d. 3 ASCD - beyond three ASCDs (about 18sec) you will start to run out of room in your macro.

Divide each of these values by WSS. This will tell you the number of auto shots will be present for each option. Next, decide what you want to go with. IF your macro for is when CC is about, discount option b. Take your calculated values, and take the one that has the highest value in the “tenths” position, because this shot

EX WSS = 2.61 ASCD = 6,12,18 MSCD = 10

MSCD/WSS = 3.83
ASCD/WSS = 2.3, 4.59, 6.88

• NOTE: If your result here is a value slightly over a whole number, you will have a problem where your cool down will be longer then your nearest auto shot and you will need to account for this later. Usually by adding an additional Auto, Steady to the end of your macro
• So, if you use a 2.44 speed weapon, use the 2acsd/wss = 4.92, not a MSCD/WSS 4.09
• In other words, a little bit of free time where all your cooldowns are over before an auto shot > auto shot rotation being done before the cooldowns.

Decide what you want to use now. The best value here is 6.88 (.88 > .83 > .59 > .3) for 3 ASCD, but, I don’t want to have rougly 18-10sec where multishot is on cooldown, since this macro is for when no CC is around. The second best cooldown then is 3.83.

This is your call, and you may have to revisit this step later but is all dependent on what your building your macro for.

OK, we went with the weave based on the MSCD This will mean 1 arcane shot., because 2 arcane shots is a 12 sec rotation.

Step 2:

Use your paper and Ruler and draw of the amount of auto shots that represent the whole number greater then your value. In our example we would draw out 4 auto shot gaps so there would be a zero with 2.61sec spaced points to 10.44

Step 3: Efficiency check

Take your total weave time and divide by (GCD+next shot gap). This tells u the maximum amount of GCDs you can fit in your macro.

In this case…10.44/1.6 = 6.5 So 6 global cooldowns.

Step 4: Get the number of steady shots

Count up your total number of instant shots you will cast, and subtract it from the total global cooldowns that you will have. In this case, 6-2 = 4. So, we have to place 4 steady shots into our macro. NOTE: IF you have a very fast bow, this will be very difficult to achieve but will be accounted for later.

Step 5. Place your shots

At 0.1 place the first steady shot on your graph. Draw a line to 1.6 to account for the GCD of steady shot. Place your first instant (go with what you based your rotation on) and place a mark for where the GCD ends. Continue placing shots. Place your remaining steady shots where ever you can avoid delaying your auto shots. Place any arcane shots so that they do not interfere with each others cooldown. Remember arcane and multi are most efficient when following a steady shot in an auto shot gap. Also, that the most efficient way to space steady shots is steady,auto,steady (This steady shot should always be basically .1 to .2 sec after the proceeding auto) Also, If a GCD ends within .5 sec of an auto shot, do not place a shot .1sec after that GCD ends, because you will delay your auto shot, just fire your next shot .1 sec after that particular auto.

* at this point, If you can fit more then one steady shot into an auto shot gap, feel lucky. You still have already identified the amount of instant shots you have and can probably quickly place all your skills.

Step 6 Write your cast sequence

Double check it to make sure NO auto shots are delayed and no cooldowns overlap.

If you do all this and you can not fit all your steady shots, you basically have three choices.

A. Just take this steady shot out of your macro.
B. Consider that your steady shot actually fires faster then 1.5sec, so you maybe able to squeeze in an auto shot.
B. Go back to step one, and choose to rebuild your macro based on a different set of cooldowns C. Add an additional auto onto the end of your macro and return to step 2. This choice decides to not maximize ACSD or MSCD, but will now attempt to maximize GCDs.
D. Place an extra Auto, Steady on the end...though this ruins the efficiency of your arcane or multishot's cooldowns

** What you do here is up to you, you may want to do play these options out and test which macro will give you the best DPS.

Start on the zero time point and fill in: This particular example lead me to this order.

You should get Auto, steady, instant, Auto, Steady, Auto, Steady, instant, Auto, Steady.

Note that you end with a steady shot, because your last auto shot is also your first auto shot.

What you end up with is a macro that doesn’t delay your auto, and provides the maximum amount of GCD usage.

** thank you Ema, your post made me rethink the step wise production of a /castsequence macro

Concerns:

This /castsequence, there is a lot of time where you can use arcane shot, but you don’t.


Yep, This is a value call. Is the lost time of arcane shot better or worse then maximize the efficiency of multishot/auto shot? Only you can decide. Build a second macro then based on the 12sec rotation. I hope you have the skills to do that now and test it out. In this particular case, doing so would actually be a 13.05 sec rotation because you have to account for your auto shot.

Build this macro as well, and do some testing on Dr. Boom. Because the answer will be truly Gear/Spec dependent as to what shot is more valuable to you, but obviously, when there are multiple un-CCed targets, maximizing MS will be in your best DPS interest.

What about when CC is present?

Build a macro based on single arcane shot cool down or maybe multiples of ASCD, depending on your WSS. I think u will know how to do this now.

What about specs/gear/situations where steady shot is fired Noticbly faster then the GCD of 1.5 sec.

Well, I hope you know how to account for that…as long as your WSS > then 1.5 + steady shot Actual firing speed, you can make an more efficient macro for steady shots. Can you see now why a 3.6 speed weapon would really rock for DPS? I hope so.

I am built for speed, cause I am BM,fast bow, troll, rapid firing, haste trinket speed freak

Obviously, these weavings will not be as important to you, your DPS is based on pumping out auto and steady ASAP. In that case, I bet you will be best served by /castsequence Auto Shot, Steady Shot and manually doing arcane and multishot. Its really up to you because with all the hastes, your auto shot gaps get to be quite variable. This /castsequence guide is for building macros under fixed auto shot gap conditions. BUT, it never hurts to build some /castsequence macros and test it out.

Note: A fast casting BM hunter probably should not be worried about tiny delays in auto shot.

Conclusion: This is how to build a macro for your current Gear/Spec/Conditions around you. Since all the possibilities are quite varying, I put this guide up to help you understand how to build a proper /castsequence for yourself.

I am not saying that the one I have here is the BEST, but I know it is pretty dern good. If you understand how I came up with it, then you can either improve on it, or build your own to suit your tastes.

EXTRA:

By popluar demand, here are the macros I use, I have an add-on to handle my error messages.

Full out, no CC 2.52 cast speed

/castsequence reset=5/combat Auto Shot, Steady Shot, Multi-Shot, Auto Shot, Steady Shot, Auto Shot, Steady Shot, Arcane Shot, Auto Shot, Steady Shot
/use Bladefist's Breadth

Full out, with CC 2.52 cast speed

/castsequence reset=5/combat Auto Shot, Steady Shot, Arcane Shot, Auto Shot, Steady Shot, Auto Shot, Steady Shot
/use Bladefist's Breadth

Mana back , with or without CC (1.57 cast speed with BGD)

/castsequence reset=3/combat/Shift Auto Shot, Arcane Shot(Rank 1), Auto Shot, Steady Shot, Auto Shot, Steady Shot, Auto Shot, Steady Shot

Full auto (1.57speed when rapid fire is active..macro built on a 15sec duration) With or without CC, I was running out of room to build both with and with out multi shot.. Do what you want.

/castsequence Auto Shot, Arcane Shot, Auto Shot, Steady Shot, Auto Shot, Steady Shot, Auto Shot, Steady Shot, Auto Shot, Arcane Shot, Auto Shot, Steady Shot, Auto Shot, Steady Shot, Auto Shot, Steady Shot, Auto Shot, Steady Shot

BM macros I use by request

For a 2.9 speed bow

With CC around
/castsequence Auto Shot, Steady Shot, Auto Shot, Arcane Shot, Auto Shot, Steady Shot
/cast Kill Command

With out CC around

/castsequence reset=combat/5 Auto Shot, Steady Shot, Multi-Shot,Auto Shot, Arcane Shot, Auto Shot, Steady Shot, Auto Shot, Steady Shot, Auto Shot, Steady Shot
/cast Kill Command