No, I haven't modeled the 4-piece set bonus on the arena set yet, I realize now that a lot of moonkin use that set so I'll work on that for the next release.
Seems the 4-piece set bonus from arena moonkin gear set hasnt been modelized in version 14
Any hope to get it done in the future ?
Firstly, thank you for putting the time and effort into creating Rawr. It is appreciated!
Would it be possible to get some more relevant temporary buffs added to the moonkin module? Currently all of the temporary buffs are tanking related (either health or agility increases). If possible could you add heroism, drums of battle/war and destruction potions?
Seems the 4-piece set bonus from arena moonkin gear set hasnt been modelized in version 14
Any hope to get it done in the future ?
Thanks for your work so far
I apologize for not getting it in b14. It's somewhat of a trick to model, but hopefully I'll be able to find a way to slip it into the new calculation engine.
[edit] And to the poster above: I'll have to check. I think the buffs are in there, they're just not being filtered properly. Or something like that.
Couple items as I fiddle with the new b14 version. Druid. Jheusse from Silver Hand if you want to load and see.
I get some items listed that can't be equipped, specifically 2 crossbows show up in the ranged slot in the comparison window.
Also get a few isolated cases of items that rawr can't find and pops up a dialogue saying so, with "reverting to previous data" when I try to refresh the info. Ring of Hardened Resolve in bear model is one example.
I see a threat component now, will have to tinker with it and find the TPS report.
Is Rawr tuned enough that I can use it to figure out an optimal mixed resist set? (Hydross offtank, which I've been obsessing over prep for weeks). I assume I'll have to edit in AH green resist pieces manually to build my "pool of available gear" and then delete out the pieces in my primary set that I won't regem from the Optimizer list. Or is there a better way?
edit:
The optimizer also seems to have this love of putting in all epic gems even when I went through and carefully made only blue gems available and clicked known gemmings in the optimizer setup. What am I doing wrong?
I get some items listed that can't be equipped, specifically 2 crossbows show up in the ranged slot in the comparison window.
Aye, sorry about ranged weapons showing up for Ferals in b14, we'll have that fixed for b14.1 on Wednesday.
Originally Posted by Jheusse
Also get a few isolated cases of items that rawr can't find and pops up a dialogue saying so, with "reverting to previous data" when I try to refresh the info. Ring of Hardened Resolve in bear model is one example.
Right, those are items which aren't on the Armory yet.
Originally Posted by Jheusse
Is Rawr tuned enough that I can use it to figure out an optimal mixed resist set? (Hydross offtank, which I've been obsessing over prep for weeks). I assume I'll have to edit in AH green resist pieces manually to build my "pool of available gear" and then delete out the pieces in my primary set that I won't regem from the Optimizer list. Or is there a better way?
It should work fine for building a resist set. Let me know if you have any trouble with it.
Eek, Ast, you replied so quickly my edit didn't have time to get done. (I got excited when Legionkiller showed as an upgrade, then laughed at myself).
For the optimizer could we get an option that forces gems to only Rare quality, or somehow avoids the problem I noted above?
I also ran a cat optimization and it equipped two copies of my quest prize ring, any way to avoid that, or is it just a quirk to be accepted and overcome?
For further down the road could the ability to flag an item as potential dual use (Vind Dragonhide bracer, some of the S3 and badge loot) be viable? un-socketed gloves are always dual capable since the enchant is agi, chests and cloaks can also often be dual use.
Eek, Ast, you replied so quickly my edit didn't have time to get done. (I got excited when Legionkiller showed as an upgrade, then laughed at myself).
For the optimizer could we get an option that forces gems to only Rare quality, or somehow avoids the problem I noted above?
I also ran a cat optimization and it equipped two copies of my quest prize ring, any way to avoid that, or is it just a quirk to be accepted and overcome?
For further down the road could the ability to flag an item as potential dual use (Vind Dragonhide bracer, some of the S3 and badge loot) be viable? un-socketed gloves are always dual capable since the enchant is agi, chests and cloaks can also often be dual use.
Send me the character file, if you only have rare gems marked as available, it should only use rare gems in All Gemmings results. If you use Known Gemmings, it should ignore what gems you have marked as available, and instead use the known specific item gemmings for items you have available.
Send me the character file, if you only have rare gems marked as available, it should only use rare gems in All Gemmings results. If you use Known Gemmings, it should ignore what gems you have marked as available, and instead use the known specific item gemmings for items you have available.
Actually I know what's happening. He's got epic gems in available gear, but only normal gems as available. We have to disable gem mutations when only existing gemming is used.
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.
I am the one doing the main work on the bear threat model.
The only difference between limited threat and unlimited is Maul. Both assume a Mangle/Lacerate/Lacerate/Lacerate cycle.
As far as the numbers go, the big discrepancy is that it currently doesn't take into account block for bosses. I may be using some of the code from ProtWarrior to handle this.
Dodge and parry are both set to 5.6% which may have to be adjusted as well.
A minor difference will also be your exact cycle and latency (you will probably be throwing out FFF, popping potions, etc in a real situation).
If you have any comments or reference material for modeling block, it would be much appreciated.
For lvl 73 bosses.
Parry is between 14% and 15.25%, currently I'm setting it to 14.25%.
Dodge is much smaller, I'm currently using 6.5%.
Miss is 9% for bosses.
I haven't modeled boss block at all, not sure if all boss mobs block or only certain ones, I know some trash mobs block for ~50 damage.
ProtWarr assumes zero lag, and assumes you don't have to keep up any buffs/debuffs. I might fix that for b15, but won't get it done for b14.1. Also I'm not calculating Rage Per Second (RPS) which will effect your in game threat.
If you guys have more accurate data, please let us know.
Does the Rawr.mage module handle group buffs applying to the Water Elemental? (WoA, ToW, Imp Sanc Aura, Ferocious Inspiration, VT, Heroism, Drums, Inspiring Presence)?
Does the Rawr.mage module handle group buffs applying to the Water Elemental? (WoA, ToW, Imp Sanc Aura, Ferocious Inspiration, VT, Heroism, Drums, Inspiring Presence)?
It does for WoA, ToW, Heroism, IP, WC, CoE, Misery. It assumes infinite mana for elemental.
I'm toying around with sequence reconstruction and noticing two odd things. First of all, I disabled flame caps and destruction pots, enabled SMP and sequence reconstruction. Then added all the buffs I would have in a normal fight (improved everything, except totem of wrath). Using 400mp5 for the spriest (300 from the spriest, 100 from chain potting?)
This gave interestig results. It only used mana gems (serpent coil braid) on the last CD stacking.
Then went and enabled destruction pots... It used destruction pots on the first CD, at 0:00, then skipped the one from 2:00 and went straight for the 5:something one.
Disabled SMP. Without that, first CD is at 1:40, then at 5:something...
I don't know much about the internals of rawr, but that's definitely wrong. All of the solutions are...
Sequence reconstruction does not handle timing dependencies between mana consumables and cooldowns at the moment. One would think that popping a few warnings would do the trick... Next time I'll just keep it disabled.
Yeah, but... there are no mana consumables involved? With flame caps, switching [The Skull of Gul'dan] instead of [Serpent-Coil Braid], I get the same problem. It skips the 2m cooldowns. Turning SMP on crashed it, though :-)
I don't... I tried without it, and it still doesn't do anything on the 2 minute mark.
Send me the xml file where this happens. I already fixed one problem where SMP overrestricted cooldown use, but it looks like you're saying this happens without SMP?
Meh. One other thing, something which annoyed me a lot on rawr b13. You have to shift-tab to get to the EU/US selection... When I saw you changed the order in b14 I was quite happy... until I noticed the tab order is the same. Is that an intended feature? (Wouldn't really seem to me, but, eh) And if so, can it at least remember the last used one?
Is there any chance to get a feature for Resto druids?
just like as healdins?
I would love to see that feature since I have used Rawr since version b3 for my feral gear...
and im glad to see support for other classes and speccs too....