When can we expect to see documentation for Rawr3? There's a number of options that could use some documentation/clarification (e.g., the interpolation methods under Edit Options).
Also, are modules going to be standardized in Rawr3? It seems that way - I'm assuming a standardized boss fight handler, a standardized buff list, and I'm hoping that simulations will be standardized (i.e., DPS is calculated the same way for each module - calculating out to 100 hours and then dividing the total into the actual fight time? I'm unsure of Rawr's actual mechanics but different models have seemed to have handled it differently in the past - I'd like to see the pervasive haste problem go away).
How is the focus on making it work offline?
Today I had to download the source, edit and recompile til make it point at eu.wowarmory.com.
Seemed it wasn't working at all because the US armory was down.
Maybe it should have some kind of "work offline" toggle. So that it doesn't try to get all the missing icons and such.
Rawr is not a simulator, nor should/will it be. There's definitely alot of standardation we want to do, but that doesn't apply.
I'm mildly confused here. If Rawr doesn't simulate fights, how does it arrive at its endpoint data? I've read all the documentation, and I never saw anything to suggest it doesn't simulate fights - wouldn't that make setting up fight parameters pointless? What is it I'm missing here?
Conq[SUN], can you clarify? Rawr expects you to have an internet connection, to download any data that it doesn't have, be it icons or item data. Are you talking about Rawr2 or Rawr3? Rawr3 doesn't even talk to the armory, it talks to Elitist Armory.
Capstone, it simply doesn't simulate fights. It models them. Very big difference. Maybe you're thinking that the only want to theorycraft is through simulating, and that's simply not true.
Example: You can cast a fireball every 2sec, for 500 damage, with a 25% chance to crit for double damage, for a fight length of 60 seconds.
DPS = (500 * (1.25)) / 2 = 312dps
var t = 0;
var damage = 0;
while (t < 60)
damage += 500;
if (rand() <= 0.25)
damage += 500;
t += 2;
DPS = damage / 60;
One of those is useful for comparing gear, enchants, buffs, talents, etc. One of them is not. From a user perspective, they may appear to reach the same goal, but they do so in very different ways.
Rawr 3 seems way to slow for me. Hope it's just because it's beta.
What I changed was with Rawr 2.3.13. I didn't know it needed an Internet connection to work.
But guess what I would like is for it to test what armory responds the fastest and use that when looking for missing icons and such. So that I dont have to recompile to use the EU armory when the US is down.
Conq[SUN], images already load asynchronously in Rawr3, and we won't be making any changes to Rawr2 for that. If there's a significant performance difference between Rawr2 and Rawr3, that's something that should be looked at, not ignored.
Destrali, if "parsing character data" takes more than 10sec, it's crashed, and you should report that. Some models may be broken or something, and we need to know that.
Checked a few pages back but couldn't find any mention - my Cat module is showing Mongoose to be MILES ahead of anything else (about 3 times better than Berserk that comes in second). Now, if it was a tad ahead, I could accept it, but 3 times better leads me to believe something's wrong.
Also, there still isn't a Survival Soft Cap recommendation for ICC for the Bear module. I'm currently running an all-out stamina gemming set, which I initially figured to try for kicks (as we were on BQL/Sindragosa where most of the issue is spell damage) and I'm sticking with it as it's worked quite well for me. However, considering LK's Reaper, I think a T10 survival soft cap could easily be orientated around that (or perhaps exist as a separate option as it's kind of an important fight).
I know I can set the cap myself at custom but frankly I'm not sure exactly how to set it up to make sense and not screw up the results. I've currently set it up at 317k (the number's real touchy though, 1k over and Stamina rushes forward, 1k back, Agility gets its turn), a number I came up with by calibrating it so that Agility and Stamina gems are about neck to neck with Stamina coming slightly ahead (as that's about how I'm gemming so sorta makes sense to gear like it as well) but I'm not sure if I'm doing it right.