Elitist Jerks
Register
Blogs
Forums


Go Back   Elitist Jerks » Public Discussion

Reply
 
LinkBack Thread Tools
Old 05/05/08, 9:40 PM   #526
Astrylian
Rawr
 
Astrylian's Avatar
 
Night Elf Druid
 
Stormrage
Originally Posted by Ugljesa View Post
Sorry if it's already been posted, but I wanted to report a small bug...
I entered my tanking gear into Rawr (bear model) to have it handy for some comparisons and stuff and noticed that the "complex stats" are a bit off. While the armor is the same (31283) in both WoW and Rawr, WoW shows a mitigation of 74.77%, while Rawr shows 72.80%. Dodge is similar, 139 rating on both, but complex stats show a dodge of 45.80% while WoW shows 46.39%.
Not a bug, those are the correct values for combat against a lvl 73 mob (boss).

Offline
Reply With Quote
Old 05/05/08, 11:19 PM   #527
seminarca
Don Flamenco
 
Retired
Tauren Druid
 
No WoW Account
Going back to the possibility of an Enhancement module. From what I understand (and correct me where wrong), the way rawr does item comparisons for a particular slot is by calculating base dps for the character/gear/buffs with nothing equipped in that slot, then it equips all eligible items for that slot one by one and calculates the total dps for each one (item dps). The comparison charts are merely the delta between base dps and item dps.

Now, the reason people hesitated to work on an Enhancement module is that the sim takes ages to calculate EP values, 1000 hours is the minimum recommended and you still get variations. People typically use averages of multiple 5000-10000 hour runs to settle on EP values.

However, rawr doesn't actually need to do that, since all it needs is an accurate dps number for each gear combination, not EP values. And I believe Yo! has said in the past that the actual "dps" outputted by his sim stabilizes far quicker than EP values (100 hours or so?), which obviously runs far quicker.

So, is it feasible to port the sim code as a module in rawr, given that you'd need to run ~100 hour (maybe less) tests for each item in a slot, or would it still be prohibitively slower than a closed form model?

Offline
Reply With Quote
Old 05/05/08, 11:28 PM   #528
Astrylian
Rawr
 
Astrylian's Avatar
 
Night Elf Druid
 
Stormrage
No, while the current Enh tools being slow are a problem, the main problem is that they're non-deterministic. Rawr models are required to be deterministic. Some work on the first couple pages of this thread showed that it should be possible to build a deterministic model, but I haven't heard of anyone continuing that work.

EDIT: Here's the post: http://elitistjerks.com/650960-post50.html

Offline
Reply With Quote
Old 05/06/08, 11:35 AM   #529
Xeres
Glass Joe
 
Tauren Hunter
 
Kult der Verdammten (EU)
Is there any news about the Hunter Implementation, how can I contact JohnnyXEl about that?

Offline
Reply With Quote
Old 05/06/08, 12:46 PM   #530
 Shalas
Bald Bull
 
Shalas's Avatar
 
Tauren Druid
 
Mal'Ganis
Originally Posted by seminarca View Post
So, is it feasible to port the sim code as a module in rawr, given that you'd need to run ~100 hour (maybe less) tests for each item in a slot, or would it still be prohibitively slower than a closed form model?
At the speed required for Rawr's approach, you'd be able to simulate about one second of combat with Yo!'s sim. Getting accurate results out of Rawr requires that the model never produce (a > b && b > a), which might require sims more along the lines of 10k hours. I haven't looked that closely at how Rawr works, but it's entirely possible that variations too small for us to care about could cause problems for it. For the purposes of Rawr, tornhoof's closed-form models are probably good enough, though. They aren't perfect, but other than possibly the weapon and trinket slots they're precise enough that they're unlikely to give meaningfully wrong results.

I do believe that a nearly perfect closed form model exists, but I don't have the math skills to find it if it does.

Offline
Reply With Quote
Old 05/06/08, 1:21 PM   #531
Astrylian
Rawr
 
Astrylian's Avatar
 
Night Elf Druid
 
Stormrage
Originally Posted by Xeres View Post
Is there any news about the Hunter Implementation, how can I contact JohnnyXEl about that?
JohnnyXEl is no longer working on a hunter model, and we don't have one in development. If any hunter theorycrafters with C# experience would like to take on the project, that'd be most welcome. Let me know if so.

Offline
Reply With Quote
Old 05/06/08, 2:37 PM   #532
Ugljesa
Von Kaiser
 
Night Elf Druid
 
Nordrassil (EU)
Originally Posted by Astrylian View Post
Not a bug, those are the correct values for combat against a lvl 73 mob (boss).
You mean, bosses have base armor penetration/expertise? Sorry if I'm asking something obvious, just never came across the info

Offline
Reply With Quote
Old 05/06/08, 3:20 PM   #533
Astrylian
Rawr
 
Astrylian's Avatar
 
Night Elf Druid
 
Stormrage
Originally Posted by Ugljesa View Post
You mean, bosses have base armor penetration/expertise? Sorry if I'm asking something obvious, just never came across the info
Not really penetration/expertise, rather the mitigation from armor varies by level. The tooltip on the character screen is calculated for combat against equal level (70) mobs. For 73s, the cap is 35880. Every point of defense above your target's attack rating (5*level for mobs, aka 365 for 73s) gives you dodge and miss. Again, the character screen tooltip is calculated against 70s, so against 73s you're losing 15pts of Def, or 0.6% dodge and 0.6% miss. That's also the same reason you need 5.6% crit reduction against bosses. They have a 5% crit chance, plus they reduce your crit reduction by 0.6% because they're 73s.

Offline
Reply With Quote
Old 05/06/08, 7:02 PM   #534
Kaldrin
Glass Joe
 
Kaldrin's Avatar
 
Draenei Mage
 
Shadow Council
Hi, I love what you've done with this thing, but I've got a question.
Rawr.Mage, unless I've done something completely dumb, gives value to spellhit up to 13% instead of 12% as a Draenei fire mage with inspiring presence. Is this an error in the coding somewhere (I should have an intrinsic +4 to hit unless I'm crazy) that makes it think you can get 100% spell hit instead of 99% or do I have something checked incorrectly somewhere i may have missed? Mind you I was always told there was an inherent 1% miss rate. Is this wrong?

Yes I have inbspiring presence checked
Yes I have myself set as a draenei (which I guess shouldn't matter)
Yes I have my talents set with 3/3 elemental precision)

Thanks for any assistance.

Offline
Reply With Quote
Old 05/06/08, 8:59 PM   #535
Aldor
Glass Joe
 
Undead Mage
 
Jubei'Thos
Rawr Mage

How come rawr.mage doesn't have
[Item not found!]
Assuming a hit cap, it comes down to int vs damage.

--EDIT--

For the Warlock template it doesn't have the ZG enchant, which some locks favor if they are Scryers.

[Zandalar Signet of Mojo]

Last edited by Aldor : 05/06/08 at 9:24 PM.

Offline
Reply With Quote
Old 05/07/08, 12:20 AM   #536
Kavan
Bald Bull
 
Gnome Mage
 
Kilrogg
Originally Posted by Kaldrin View Post
Hi, I love what you've done with this thing, but I've got a question.
Rawr.Mage, unless I've done something completely dumb, gives value to spellhit up to 13% instead of 12% as a Draenei fire mage with inspiring presence. Is this an error in the coding somewhere (I should have an intrinsic +4 to hit unless I'm crazy) that makes it think you can get 100% spell hit instead of 99% or do I have something checked incorrectly somewhere i may have missed? Mind you I was always told there was an inherent 1% miss rate. Is this wrong?

Yes I have inbspiring presence checked
Yes I have myself set as a draenei (which I guess shouldn't matter)
Yes I have my talents set with 3/3 elemental precision)

Thanks for any assistance.
The displayed value is just total hit you have from all sources that applies to all spells. Same as your in-game paper-doll it does not display the cap. If you mouse over specific spells in spell info you will see hit chance for that specific spell and that will include talents and is capped at 99%.

Offline
Reply With Quote
Old 05/07/08, 1:38 AM   #537
Tornhoof
Piston Honda
 
Tauren Shaman
 
Die Silberne Hand (EU)
Originally Posted by Astrylian View Post
No, while the current Enh tools being slow are a problem, the main problem is that they're non-deterministic. Rawr models are required to be deterministic. Some work on the first couple pages of this thread showed that it should be possible to build a deterministic model, but I haven't heard of anyone continuing that work.

EDIT: Here's the post: http://elitistjerks.com/650960-post50.html
Afaik I'm the only the one for a while doing closed form models for enh shamans.
So a short first hand experience, while it is possible to do closed form models, they usually overvalue +hit a bit so that EP comparison values for +hit tend to beat +crit. That's why individual item comparisons might be wrong sooner or later, We have identified a few minor glitches in Yo's sim they shouldn't be big enough to skew the result to +hit completly.

Feel free to come up with a better enh model though.


Offline
Reply With Quote
Old 05/07/08, 2:46 AM   #538
Kaldrin
Glass Joe
 
Kaldrin's Avatar
 
Draenei Mage
 
Shadow Council
Originally Posted by Kavan View Post
The displayed value is just total hit you have from all sources that applies to all spells. Same as your in-game paper-doll it does not display the cap. If you mouse over specific spells in spell info you will see hit chance for that specific spell and that will include talents and is capped at 99%.
Then I guess my question becomes if I'm hit-capped with fire spells and frost but not with arcane, is there a way to force it to assume I will use 100% fire for gear comparisons, or would it just be easier for me to set my arcane cap to 99% by using arcane focus as an artificial raise?

Edit - Even setting Arcane focus at 5/5, with 152 hit rating As a Draenei Fire mage (Ie, capped unless I've calculated wrong), I am still getting a value of 15.61 dps per spell hit point. It seems to me that value -should- be 0 as an extra point of spell hit rewards me with no dps at all?

Edit 2 - I just figured out what I've been doing wrong. It manually is adding the 12.62 into that total, so I actually -am- 1% below hit cap. D'uh. Thanks for making me think about this at least and figure out what i'm doing wrong

Last edited by Kaldrin : 05/07/08 at 3:17 AM.

Offline
Reply With Quote
Old 05/10/08, 6:23 AM   #539
Carlos
Piston Honda
 
Night Elf Druid
 
Eredar (EU)
I got a question regarding the Moonkin implementation. I try to suppport one of my guild mates as I am a feral druid not really looking at this aspect before. Whenever I try to optimize her equipment with Rawr I get a ton of Int Gems in the Equipment, when I read the Moonkin thread they talk about Haste and its relation to Spelldamage.

I could imagine that there is some turning point in putting int gems or spinels and haste into the gear but I don't really know if that is the fact.

Offline
Reply With Quote
Old 05/10/08, 7:54 AM   #540
biff
Glass Joe
 
Human Paladin
 
Eredar (EU)
Go to the Options Tab and and adjust the Settings there.
If a Caster runs Oom during a fight, Dps will drop dramatically. Everything which prevents this, will have a high Score.
Int is a very strong Stat for a "Mana capped" Moonkin. It provides starting Mana, Manareg (Dreamstate), Spelldamage (Lunar Guidance) and Spellcrit.

Offline
Reply With Quote
Old 05/10/08, 8:43 AM   #541
Saraya
Piston Honda
 
Night Elf Druid
 
Proudmoore
biff is right, so make sure you have potions, shadowpriests, buffs etc up. Also check the fight duration, which is default 10 minutes I think. If you're running out of mana, spirit, int, and mp5 will have grossly inflated values.

In addition, wait on the b14 release before using rawr to gear your(or your friend's) moonkin. Several calculations are flawed in the b13 version and are almost sure to give you some shaky advice.

Last edited by Saraya : 05/10/08 at 8:55 AM.

Offline
Reply With Quote
Old 05/10/08, 10:16 AM   #542
Greysir
Glass Joe
 
Gnome Warrior
 
Kargath
Good morning.. I recently started looking at Rawr to help a friend (mage) with some theorycrafting, and I have to say I'm impressed! Rawr looks like an awesome tool. I hope it isn't inappropriate to ask here, but what is the status of the warrior module? I saw a post a bit back that there is one under development, but I didn't see any status updates here or on the Rawr site unless I missed it.

Thanks, and keep up the great work!

Offline
Reply With Quote
Old 05/10/08, 2:21 PM   #543
thedopefishlives
Don Flamenco
 
Dwarf Paladin
 
Baelgun
Originally Posted by Carlos View Post
I got a question regarding the Moonkin implementation. I try to suppport one of my guild mates as I am a feral druid not really looking at this aspect before. Whenever I try to optimize her equipment with Rawr I get a ton of Int Gems in the Equipment, when I read the Moonkin thread they talk about Haste and its relation to Spelldamage.

I could imagine that there is some turning point in putting int gems or spinels and haste into the gear but I don't really know if that is the fact.
Also, b14 (which will be released on Sunday) has a vastly reworked calculation engine that I think everyone here should at least try. I worked hard and had lots of back-and-forth with a very knowledgeable theorycrafter on what needed to be changed in the model, and I feel completely comfortable with where the numbers are at right now. It also includes a "raw DPS" optimizer/display option that lets you ignore mana regen completely and focus on raw DPS stats, if that is what you're looking for. This should help out with those of you (and there are many) who have been asking why mana regen has been so dominant in the model.

United States Offline
Reply With Quote
Old 05/10/08, 3:01 PM   #544
Astrylian
Rawr
 
Astrylian's Avatar
 
Night Elf Druid
 
Stormrage
Originally Posted by Greysir View Post
Good morning.. I recently started looking at Rawr to help a friend (mage) with some theorycrafting, and I have to say I'm impressed! Rawr looks like an awesome tool. I hope it isn't inappropriate to ask here, but what is the status of the warrior module? I saw a post a bit back that there is one under development, but I didn't see any status updates here or on the Rawr site unless I missed it.

Thanks, and keep up the great work!
Well, if you're asking about Prot warriors... You have but 1 day to wait. If you're asking about DPSWarrs... We don't have a DPSWarr model in development yet. Spread the word to other warriors though, if any are experienced C# devs and want to build it, let me know.

Offline
Reply With Quote
Old 05/11/08, 9:45 PM   #545
Astrylian
Rawr
 
Astrylian's Avatar
 
Night Elf Druid
 
Stormrage
Beta 14 posted!

DOWNLOAD: Rawr - Release: Rawr b14


Beta 14:
- Added the ProtWarr and Healadin models! These are our first versions of these models, so please report any bugs you find with them!
- Mac support! See the readme for details.
- Major improvements to the intelligence of the Optimizer
- Added a new feature in the Optimizer: Build Upgrade List. This feature will take longer than the normal Optimizer (so you'll want to run it at a lower thoroughness, most likely), but will produce a chart of how much value you could gain if you had each item that you don't already have available.
- Added a Direct Upgrades chart, which shows what the biggest upgrades for you would be, considering just direct upgrades, no other gear swaps. For a comprehensive upgrades evaluation, use the new Build Upgrade List feature of the optimizer.
- Significantly improved performance all across Rawr, especially in the Optimizer
- Added a Delete Duplicates function. By right clicking on an item or using the Item Editor, you can Delete Duplicates for an item, which will delete all gemmings of the item except for the one you selected, and any that are equipped.
- Reworked how Rawr stores calculation options. This means that when you load your characters created with previous versions of Rawr, the Options tab will be reset to default, please be sure to fill that out again.
- Rawr now correctly handles mainhand and offhand enchants, as appropriate by equipped items.
- Improved the loading performance of the Item Editor on successive loads. The first time you open it, it should be faster than before, and the second+ time should be nearly instant.
- Fixed a bug that made the Fill Sockets functionality of the Item Editor not work.
- Fixed a bug that made the chart render as a big red X occasionally.
- Made some changes that may help with the UI for users of high-DPI resolutions. High DPI is still not supported (as Windows' support for it is retard and broken), but this should help somewhat.
- Fixed a leak of control handles in the item selector, should improve performance and prevent crashes related to this.
- Fixed the Armor Penetration values of Imp/Expose Armor.
- Reloading the current character from the armory will now load enchants and talents, in addition to items.
- The Item Selector should no longer extend off the screen when there's room available, on very low resolution displays.
- Added support for loading characters from KR and TW realms.
- Load Upgrades from Armory will no longer create duplicates.
- Added some warnings to the Optimizer to help people use it properly (such as pointing out when you've forgotten to mark any choices in a slot as available). These can be disabled in the Options.
- Rawr.Bear changes:
- - Added Threat rating
- - Made the Defense Rating to Defense Skill conversion stepwise, so that partial Defense Skill don't count. Adjusted the amount needed to be uncrittable to match (previously, Rawr.Bear may have told you that you'd need 1def rating more than you really did, that's fixed by this).
- - Added several new relevant buffs and debuffs
- Rawr.Cat changes:
- - Made the calculations of the SSO Exalted Scryer neck accurate.
- - Added a Survivability rating
- - Added several new relevant buffs and debuffs
- Rawr.Mage changes:
- - Added value to labels in item budget comparison
- - Added innervate option
- - Added mana tide totem option
- - Added options for optimization requirements based on stamina and resistances
- - Fix for Arctic Winds talent
- - Added dps fragmentation option
- - Added Mind Quickening Gem and Wrath of Cenarius parsing
- - Improvements in performance and stability of LP solver
- - Added sequence reconstruction
- - Added SMP solver
- - Added additional information to spell tooltips and when copying stats to clipboard
- - Added 2T4 set bonus
- - Added survivability rating
- Rawr.Retribution changes:
- - Include more customizable buff options
- Rawr.Moonkin changes:
- - Calculation model overhauled. Should give much more accurate results now.

Offline
Reply With Quote
Old 05/12/08, 12:36 AM   #546
Nathariel
Piston Honda
 
Night Elf Druid
 
Blackrock
Just a quick question, with the majority of items that have threat on them for tanking stats the amount is too small to be visible.

Is it possible to add the numerical amount of the mitigation/survival/threat stats to the items mouse-over popup?

Offline
Reply With Quote
Old 05/12/08, 12:41 AM   #547
Astrylian
Rawr
 
Astrylian's Avatar
 
Night Elf Druid
 
Stormrage
Hmmm... Yeah, could probably do that. Might be able to get that in for b14.1, but not sure.

Offline
Reply With Quote
Old 05/12/08, 12:44 AM   #548
Nathariel
Piston Honda
 
Night Elf Druid
 
Blackrock
No rush, its more of a nice to have than a problem.

Thanks for all the work you have put into the program as well. Makes all the gear calculations a whole lot easier.

Edit: Looking at one of the guild prot warriors it is showing him as being crittable despite him having 505 defence/321 defence rating. Possibly not including the Anticipation talent in the anti-crit statistics.

Last edited by Nathariel : 05/12/08 at 1:35 AM.

Offline
Reply With Quote
Old 05/12/08, 2:04 AM   #549
ezweb
Glass Joe
 
Orc Warrior
 
Kel'Thuzad
The calculations are taking the talent into account, but the crit reduction tooltip doesn't.

Offline
Reply With Quote
Old 05/12/08, 2:45 AM   #550
kbranch
Von Kaiser
 
Night Elf Druid
 
Shadowsong
Sorry if I missed it somewhere, but what's the difference between limited and unlimited threat? I'd assume limited is with all your rage coming from auto swing where unlimited assumes unlimited rage from incoming damage, but I wasn't entirely sure.

It also looked like the TPS numbers were significantly higher than I generally see in raids (although the limited number comes fairly close to what I'd expect with unlimited rage). Still useful for comparisons, of course, but I'd be interested in knowing more about how the threat calculation works. Am I doing something wrong, or is it using some ideal conditions that you just won't see in an actual raid?

Edit: Forgot to mention I was using the Bear module.

Offline
Reply With Quote
Reply

Go Back   Elitist Jerks » Public Discussion

Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
Rawr Retribution Model Endoscient Paladins 666 07/02/10 5:07 AM
Rawr Healadin Model Endoscient Paladins 252 10/08/09 8:45 PM