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.
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 :-)
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?