Beta 15.1:
- Fixed Resistances in several models
- Added several resistance enchants, including glyphs, armor kits, shoulder inscription, and cloak enchants
- Fixed a bug with the cached values in the popup item selector not being reset on character loads
- Reduced the scale of thoroughness for the Build Upgrade List feature, in order to give results in reasonable times, compared to Optimze
- Added class restrictions to engineering goggles in armory lookups
- The Batch features now allows you to choose a different model for each character file
- Added a significant amount of (relevantly gemmed) items to the default itemcache for the new models
- Rawr.Bear:
- Fix for edge conditions with anti-crit and avoidance affecting damage taken
- Rawr.DPSWarr:
- Added importing talents, and fixed loading of talents in the Talents window
- Fixed weapon DPS calculations
- Rawr.RestoSham:
- Fixed value of haste
- Rawr.Healadin:
- Fixed value of haste
- Increased the maximum fight duration to 60min from 20min
- Rawr.HolyPriest:
- Increased the maximum fight duration to 60min from 20min
- Fixed some calculations that were slightly off with basic stats
- Rawr.Warlock:
- Fixed title on Shadow Priests box in Raid ISB
- Enabled the Enforce Metagem Requirements checkbox
- Rawr.Hunter:
- Added ranged weapon enchants (scopes)
- Cloth and throwing items are no longer considered relevant
- Rawr.Tree:
- Implemented Bangle, Blue Dragon, Prayerbook, and on-use +healing effects
- Introduced a scaling factor for average/temporary +healing
- Implemented IED cooldown and fixed a bug in the calculations for it
- Items with just spellcrit or health are no longer considered relevant
- Rawr.Mage:
- Parsing for Vengeance of the Illidari and fix for Shifting Naaru Sliver cooldown
- Stability and performance improvements for SMP
I tried your tool and here's my feedback from my first look. I imported my tankadin "Staudamm" from "Kargath"
- My defense is at 493 and the program still says that the chance to be crit is 0.48%.
- Block value has a "%" after it.
- Retribution aura isn't selectable to calculate threat.
- Hands: No +2% threat-enchant available
I know it would be a tremendous amount of work, C# -> Objective C, and a completely different API. I was just curious to know if you'd considered it at all.
I know it would be a tremendous amount of work, C# -> Objective C, and a completely different API. I was just curious to know if you'd considered it at all.
Rawr.RestoSham doesn't have leather items marked as available. Most of them may not be worth much because of spirit and no mp5, but there are some (like [Guise of the Tidal Lurker]) that may be viable until something better drops.
Has anyone else noticed that the only stat showing up in the right pane for Rawr.Tree is MP5? The little icon at the top says it should have HpS, Survival, and ToL as well. Do I need to enable these attributes somehow? Is this just a problem with my setup or are other people having this problem too?
Added Cloth and Leather for Rawr.RestoSham, for the next version. Not sure if we're going to do a b15.2, or just wait til b16, yet.
Regarding MP5 in Rawr.Tree, did you load your character from the armory, or fill out all item/enchant slots manually, and did you choose buffs? If all of those, could you send me the character file you're seeing this with?
Also, one known issue with RestoSham. There's currently no way to select talents in a character, other than loading from the armory. So for now, start with loading your character from the armory, with your resto spec. Sorry about that.
Has anyone else noticed that the only stat showing up in the right pane for Rawr.Tree is MP5? The little icon at the top says it should have HpS, Survival, and ToL as well. Do I need to enable these attributes somehow? Is this just a problem with my setup or are other people having this problem too?
You probably have setup a rotation that's not sustainable over the fight length you selected, thus it's weighting regen over anything else, leading to the situation you describe.
With a relatively simple LBx2, Rejuv rotation (2 tanks, each with an LB stack and rejuv) HpS is displaying the largest value for me with regen and ToL being less important.
That was it, thanks Charriu. With a default fight length of 6m and no rotations selected (I don't think), you'll always run out of mana and the only thing that matters is MP5.
Wow, the options tab looks complicated to my kitty brain. I have a feeling my resto buddies won't be too inclined to figure all this out on their own. I've been telling them about Rawr.Cat/Rawr.Bear for a while and they want to try our Rawr.Tree. Is the only way to understand it to read through the "Raiding as a Tree" thread in it's entirety, or is there a quicker shortcut? Some of the options make sense, but I'm confused about the survivability scaling (Fight Tab) and basically the entire Rotation tab.
Am I simply confused because I'm feral and not resto?
The 1 mangle, 3 swipe threat rotation dps/tps values appears to be off for Rawr.Bear. There's some brief discussion on it in the Feral Druid Megathread after v15 came out, and it looks like the main culprit is the addition of non-existent min lacerate dps/tps to the swipe rotation. I think the calculation for mangle uptime should be changed as well. Proc Mechanics shows trinket proc modeling and I think it would be more accurate to model Mangle as if it were a trinket with a 12 sec duration, 6 sec internal cooldown, with a chance to proc equal to the chance to land the mangle. The current source code uses the trinket model of assuming Mangle has no cooldown.
Things I'm not sure of requiring changing are the base swipe and ap scaling values and whether bear yellow attacks are incorrectly using a white attack hit table minus glancings:
(.077f * stats.AttackPower + 92) looks like it should be (.0714f * stats.AttackPower + 84) for Swipe
Some of the options make sense, but I'm confused about the survivability scaling (Fight Tab) and basically the entire Rotation tab.
Basically, survival as a tree is based on max health and some fights require a minimum of health (8500++ for najentus). To make survival an important stat and show up on the bars with T4 gear (when you don't have enough health), the (default) scaling coefficient is a lot lower if your health is below the target (to put some importance on stamina). If you have trouble with the Illidari Council, maybe you'd put a 9500 health target and value health a bit more when you're over the limit. Health is only as important as you make it out to be.
Because all trees I know prefer different spell rotations, you can set them up yourself. To model loss of time due to lag, the default max cycle is 6.5 seconds (with a perfect rotation, you could use lifebloom every 7 seconds).
For each cycle you have 6 timeslots (most people will only be able to cast lifebloom+3 other spells). For each spell slot, you choose what spells are available (the default is to cast a LB Stack and then RJ/RG on the tank followed by LB/RJ/RG as raid heals). If you choose "Nothing" as a spell, it means you can accept the rotation to sometimes contain holes because you know your mana-regen isn't up to par (by default only the basic LB+RJ/RG on tank is required in order for the calculator to work with blue gear/quest rewards for 5 minute fights).
The cycles per rotation would be how thorough the solver should be (it will combine all the cycles with each other and choose the best one). So if you had 16 different cycles, 4 cycles per rotation would be 65536 combinations before trimming them down. If you increase the cycles per rotation, you will see smaller jumps in heal/sec when you increase mp5 and spell haste.
Just downloaded the latest version, and i'm not sure if i'm doing it wrong, but when i select that i have the Mana Attuned Band for Finger 1, it automatically assumes i can use it for Finger 2 as well ie: that i have 2 of this item where i only have the 1 of them, is there anything i can do to specify that i only have one of this item.
Just downloaded the latest version, and i'm not sure if i'm doing it wrong, but when i select that i have the Mana Attuned Band for Finger 1, it automatically assumes i can use it for Finger 2 as well ie: that i have 2 of this item where i only have the 1 of them, is there anything i can do to specify that i only have one of this item.
If you're talking about comparison charts then it is up to you to know that the item is unique and you can't have two. The optimizer takes unique items into account and won't select two of them. Which of these 2 are you referring to?
I just dl'd the new version last night to check out the holypriest model. I noticed that it values +healing way too high for my taste and probably many other end game priests. Im new to the program so maybe I haven't yet figured out all the features but I'm wondering if there is a way I can adjust the values given to healing/regen/haste when viewing Overall value of items. When optimizing my gear it gave me +24 healing gems in every socket leaving me with over 2700 healing and less than 350 mp5 buffed, not good! Also, maybe in the future we could divide regen for in FSR and out FSR for comparing gear?
Also my bf was trying to use the Dpswarr model and it seems to be mainly or only set up for Arms warriors and he is a fury warrior, from what I understand their stat stacking works a little differently. Maybe the model should be specified as an Arms model? Unless we were just doing it wrong.. he couldn't select an offhand weapon and the only ones availabe for MH were 2H weapons for arms which lead us to believe the dps calculations for gear would also be more suitable for Arms?
Last edited by Squishypants : 08/05/08 at 11:21 AM.
Also my bf was trying to use the Dpswarr model and it seems to be mainly or only set up for Arms warriors and he is a fury warrior, from what I understand their stat stacking works a little differently. Maybe the model should be specified as an Arms model? Unless we were just doing it wrong.. he couldn't select an offhand weapon and the only ones availabe for MH were 2H weapons for arms which lead us to believe the dps calculations for gear would also be more suitable for Arms?
From the readme:
Rawr.DPSWarr Info
-----------------
This is the first public release of Rawr.DPSWarr, so please give me feedback on it! Currently, it only models Arms builds accurately, but we intend to finish fleshing it out in the next major release.
Squishypants, right now we don't have any way for the optimizer to correctly use only one of a unique gem, so don't mark the 24healing gems as available, just the 22s. That may reduce how much is suggests using healing gems. Also, make sure you've completely filled out the buffs/enchants, and tweak the fight parameters as needed. Let me know if you aren't able to get the results you're looking for, and please send me the character file in question if so. Thanks for your feedback!
Im new to the program so maybe I haven't yet figured out all the features but I'm wondering if there is a way I can adjust the values given to healing/regen/haste when viewing Overall value of items.
A fundamental part of Rawr is that rather than you filling in arbitary values for healing/regen/haste, the idea is that you set the fight length, buffs and time in FSR and then the model should be able to compute the relative values between those stats in order for you to not to run OOM by the end of the fight. Rawr should then display the overall value of items based on maximum healing throughput. At least, this is the way the excellent mage model works (substituting healing for damage).
I noticed with the priest model however, that even with a fight length of 60 minutes with no time OO5SR that regen gems are still given very poor overall values. Conversely, even on a 1 minute fight with 99% OO5SR that it still does give some weight to mana regen. So, yes, I agree this model could do with some more polishing
It would also be handy to have some more selections under the options tab. Such as: expected AoE healing needed as a percentage, expected PW:S needed, number of mass dispels, etcetera.
Indeed. Remember 6 of these models have been out for only a week, and are still very rough and/or incomplete, whereas our more polished models are months or a year old. We're working on it, we'll get them all up to the same level of quality.
I'm getting some counter-intuitive results in Rawr.Tree, and I haven't been able to figure it out. I fixed the bit where it massively overvalues mp5 if you don't have enough mana for the fight length, but the weightings are still perplexing.
As a sample, on gems, it's rating +10 Spirit significantly higher than +22 Heal. But if I drop down and look at rare gems, I'm getting +18 Heal as significantly better than +8 Spirit. Looking at the breakdown, +10 Spirit is getting 6.75 points for HpS, and +8 Spirit is only getting 1.54 points. I'm fairly noobish on Tree issues, I leveled all the way up as pure Feral, but I can't see anything in the mechanics that would explain why 20% more Spirit would produce 4x as much HpS.
If I'm looking at the Mana Regen options, I get another odd result. Adding Mp5 from a Shadowpriest will boost up the weighting of HpS vs. Regen, which is as I imagine it would work. But if I take away the manapot, it drops the value of the +10 Spirit gem way down. With the manapot not active, the +10 Spirit is scaled to be about 20% better than the +8 Spirit. Which makes more sense, but why would *adding* manapots suddenly make the +10 Spirit gem give those +4x HpS results that I got in the first place?
I've been a longtime convert of Rawr bear, so I was really looking forward to Rawr Tree, since I'm considering a resto switch and am tree clueless.
A few comments/feedback/questions.
1- The optimizer will still try and equip two of an item it's not possible to get two of. In original rawr bear and cat it used to dupe my rings, Rawr tree has tried a few times to equip two copies of the Oshu'gun relic on me.
2- Would it be possible to add a little more description to the various tabs? Either in the bottom of the space (below the Fight, Mana, Rotation tabs) or by the convention of putting an * and popping up the comment window when you hover over it? Would probably save a lot of the questions you get on this thread.
3- How feasible is it to set the build upgrade list to pre-filter results? checkboxes with BG, arena, crafted, T4, T5, T6, badge, world drop as options of where the item comes from would be a big help. It would shorten the run time on the building of the list if for example I'm not looking at T6 upgrades because I'm not going there any time soon. Shorter run and more targeted results. Much of this data is already encoded at wowhead.
4- I'm still tinkering with settings for bear and cat to reflect gear that is used in both, makes the time pass at work.
I think the upgrade list function has a ton of potential even above what it has now
Re LineNoise: I'm not sure but you may be on some odd edge condition where you almost have enough mana for one rotation over another, or something. Could you send the character file to us? (attach it to a new Issue on our codeplex.com/Rawr site)
Re Jheusse:
1- It does now respect uniqueness on items (though still not gems, we're working on that). I'm guessing the specific issue with the Oshu'gun relic is that it's not unique... it just happens to be a quest reward, so there's no way to get a 2nd one. We'll see about turning on unique for quest rewards, but it's kinda a low priority at the moment. Easier would be just allowing you to change the uniqueness of items, and you could just manually fix that one item...
3- We'd really love to provide filtering/sorting by item source, but there just isn't the data available to support it yet. Wowhead doesn't expose their data, so we only have the Armory to work with, whose item source data is flaky, and imposing filtering based on that would open up tons of inconsistency, bugs, issues, etc.