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Old 02/06/10, 9:46 AM   #401
dedmonwakeen
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dedmonwakeen
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Just updated SampleOutput - simulationcraft - Project Hosting on Google Code


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Old 02/22/10, 8:35 AM   #402
Fizzl
Glass Joe
 
Troll Mage
 
Stormreaver (EU)
You don't seem to have glyph of eternal water (or at least eternal_water didn't give me a permanent water elemental)

Also the 3.3.3 frost mage build
Spec: The World of Warcraft Armory
1 point in Magic Absorption can go where you like, it's just padding.
2 spare points could be put into Enduring Winter for replenishment but this talent is no longer a damage increase as your water elemental is always up.
Glyphs: Frost bolt, Eternal Water, Molten Armor
Rotation change: Use Frostfire bolt instead of Fireball when you proc brain freeze.

Last edited by Fizzl : 02/22/10 at 9:01 AM.

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Old 02/22/10, 10:26 AM   #403
dedmonwakeen
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Originally Posted by Fizzl View Post
You don't seem to have glyph of eternal water (or at least eternal_water didn't give me a permanent water elemental)

Also the 3.3.3 frost mage build
Spec: The World of Warcraft Armory
1 point in Magic Absorption can go where you like, it's just padding.
2 spare points could be put into Enduring Winter for replenishment but this talent is no longer a damage increase as your water elemental is always up.
Glyphs: Frost bolt, Eternal Water, Molten Armor
Rotation change: Use Frostfire bolt instead of Fireball when you proc brain freeze.
I see the glyph implemented, but perhaps there is a bug. Thanks for the profile recommendations. We'll have a 3.3.3 version out shortly.


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Old 02/25/10, 12:19 AM   #404
dedmonwakeen
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simc-332.1 available for download

Complete support for 3.3.3 changes. To experiment, set patch=3.3.3 in the Overrides tab.


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Old 02/25/10, 11:36 AM   #405
dedmonwakeen
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simc-332.2 available for download

My apologies for the whip-lash, but I wanted to get in a hack for the EU Armory problem. (It also includes the changes for Fire Mages mentioned by GC.)


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Old 03/08/10, 11:47 AM   #406
dedmonwakeen
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simc-332-3 available for download

Most notable change is in the build environment:
* Moved to Qt 4.6.2
* Moved to MSVC 2008 from MinGW

Some small tweaks to bring us up to date with recent PTR findings.


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Old 03/15/10, 11:45 AM   #407
Maje
Don Flamenco
 
Gnome Mage
 
Naxxramas (EU)
It seems the modeling for [Phylactery of the Nameless Lich] and the heroic version is wrong, it's modeled as 90s ICD, however the ICD looks to be 100 seconds. I've parsed half a dozen WoL logs (various classes) the shortest duration between the procs was 100s.

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Old 03/18/10, 2:04 PM   #408
Ilthana
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Human Warlock
 
Silver Hand
I just tried the simulCraft for my lock and I was going to use a RAWR xml file, but I couldn't get it to load from the popup dialog box.

I'm unsure if this is a bug, or it hasn't been implemented yet. I just thought I'd let you know about it, i'm using the latest version of RAWR 2.3.12, and i just loaded the xml file recently using it.

I'd love to run a sim with the stuff I chose in RAWR.

Thanks for all the hard work with this simulator!

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Old 03/18/10, 2:23 PM   #409
dedmonwakeen
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Originally Posted by Ilthana View Post
I just tried the simulCraft for my lock and I was going to use a RAWR xml file, but I couldn't get it to load from the popup dialog box.

I'm unsure if this is a bug, or it hasn't been implemented yet. I just thought I'd let you know about it, i'm using the latest version of RAWR 2.3.12, and i just loaded the xml file recently using it.

I'd love to run a sim with the stuff I chose in RAWR.

Thanks for all the hard work with this simulator!
There have been a number of enhancements to match recent changes in Rawr xml export..... I just need to get them released.


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Old 03/21/10, 9:38 AM   #410
Amonra
Piston Honda
 
Human Priest
 
Hellscream
I made a post on the shadowpriest.com forums, but thought I would post it here as well in case you didn't see it there. Basically I'm having a problem in that the results given out by simcraft are exactly he same every time.

Even if I reduce the simulation to 1 iteration, I still get the exact same result every time, both for the dps done and the scaling factors (although the results for 1 iteration are different to the results for 100 or 1000 iterations).

It seems to exhibit the same behaviour for any raid setup, but the specific one I was using for most of my tests was Simcraft v332.4. I was using it straight from the download, using the priest T10 264 BiS item set and turning on scaling for spirit and spellpower. All other settings were unchanged from the default.

I even tried deleting all the simcraft files and reinstalling it, just in case simcraft was clever enough to realise it had already done this particular simulation and therefore was simply reloading the results rather than recalculating them. But still got the exact same results.

I'm no programming expert but it kind of looks as if the simulation is using the same RND seed for every run (hence leading to the same results). All I could find on the forums was the following:

Originally Posted by dedmonwakeen View Post
Have you considered using seed-based RNG to allow for repeatable results? I deal a lot with simulations for my work, and was surprised that it uses non-repeatable RNG. It seems like that would allow for faster gear/stat comparisons, as you wouldn't need to do as many iterations for each gear set to get consistent mean values.
I guess the short answer question to your first question is "yes". Simply set the parameter "seed" to a numerical value.

It is very very very tricky to add determinism into the RNG without creating edge conditions that result in discontinuities in the scale factor generation. One of our developers (Nenad) invested a considerable amount of time creating so-called "smooth" RNG packages. (See sc_rng.cpp for details.) He successfully reduced the number of iterations required for convergence by two orders of magnitude. This can be experimented with by setting smooth_rng=1.

However....... There were certain stats for certain classes (Shadow Priests and Haste, for example) that did not behave well with smooth_rng=1. Discontinuities began to appear in the DPS/Stat curve that resulted in step-functions in scale factor generation. I still believe that this functionality is vital to gear exploration....... but it needs more investment of my time. Until that happens, I have to turn it off by default.
However, this seems to indicate that the default setting shouldnt be using a particular seed for all runs. I did try messing around with the setting "seed=<number>" but it didn't seem to make any difference.

While playing around with 1 iteration simulations I noticed something else a little odd as well. The priest T10 264 BiS gear ends up with hit% of 10.98%. i.e. about a 1 in 5000 chance of missing a spell.

Now, with 1 iteration (c. 300 casts) this isn't likely to result in a miss. Yet when I turned on the heroic_presence buff the calculated dps actually went down! Fair enough I thought - maybe the buff is doing something which messes with the RNG seed and causes a different result to be calculated (which could well happen to be lower).

However the confusing bit happened when I tried the same test with the priest T10 277 BiS gear which is actually hit capped (has 11.02% hit on the gear). This time the results with heroic presence were exactly the same as without it.


In case you are curious, the only reason I was looking at this at all was during a discussion about scaling factors on the shadowpriest.com forums. Someone seemed to be suggesting that the scaling factors were reliable to 0.01 but I'm not convinced that even 10k iterations is enough for this. I thought the best way to test it would be to try exactly the same simulation a few times and see how variable the scaling factors were. Thats when I noticed they were identical every time and wondered what was happening.

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Old 03/21/10, 1:35 PM   #411
dedmonwakeen
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Thanks for bringing this to my attention. The time-based seed initialization of the RNG package must be broken. It must be platform-dependent because it is working fine on Linux. If you can, please open an Issue to make sure this gets resolved.


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Old 03/23/10, 6:31 PM   #412
dedmonwakeen
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simc-333-0 available for download

Full 3.3.3 support for all classes.


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Old 03/25/10, 1:46 AM   #413
Latas
Don Flamenco
 
Night Elf Druid
 
Uther
SimC seems to never register the ranged weapon of any hunter I try to load even though it actually lists one in the import of the hunters. This even happens with the BiS profiles.

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Old 03/25/10, 3:21 AM   #414
Althor
Great Tiger
 
Troll Priest
 
Jubei'Thos
At some point in the last day or two Wowhead changed the data format of their item tooltips slightly which temporarily broke getting the stats and gems etc. in SimulationCraft.

I've committed a fix to SVN which fixes the problem however:
1) The fix is only for the current source code build of SimulationCraft until Dedmon pushes out a new release (which given this I imagine will happen shortly).

2) When you update to the fixed version, you'll probably need to regenerate any profiles you generated in the last few days. (Though you should do this anyway as then you'll also pick up the heroic=1 flags for heroic items).

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Old 03/25/10, 10:55 AM   #415
dedmonwakeen
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simc-333-1 available for download

* Fixes wowhead item import
* Fixes rawr glyph import
* A few Druid-Cat and DK fixes.....


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Old 03/25/10, 11:36 AM   #416
Althor
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Troll Priest
 
Jubei'Thos
Originally Posted by dedmonwakeen View Post
simc-333-1 available for download

* Fixes wowhead item import
* Fixes rawr glyph import
* A few Druid-Cat and DK fixes.....
It also tags heroic items with a heroic=1 flag in the generated profiles and more support has been added for the heroic versions of some of the ICC trinkets.

There's also been a bug fix for Enhancement Shaman with the Tiny Abomination in a Jar trinket.

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Old 04/03/10, 8:19 AM   #417
Fizzl
Glass Joe
 
Troll Mage
 
Stormreaver (EU)
Originally Posted by dedmonwakeen View Post
simc-333-1 available for download

* Fixes wowhead item import
* Fixes rawr glyph import
* A few Druid-Cat and DK fixes.....
333-1 Says uploaded 25th March and doesn't have the wowhead fix.

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Old 04/03/10, 10:24 PM   #418
dedmonwakeen
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Originally Posted by Fizzl View Post
333-1 Says uploaded 25th March and doesn't have the wowhead fix.
It has the first "wowhead fix" related to item specification.

The latest problem has to do with a change to their profile encoding.

My kids being off for Spring Break, celebrating Easter, etc, etc.... has left me with very little time to tackle this.

However, given the amount of email I've received on this topic, I'm about ready to trade some sleep to get it solved. No promises, but there is a good chance of a late-night (early-morning?) release.


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Old 04/06/10, 12:51 AM   #419
dedmonwakeen
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simc-333-2-win32 available for download

This release should fix a number of wowhead and language-related issues.

I imagine the mac version will be along shortly.

I extend my apologies for the wait.


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Old 04/06/10, 10:17 AM   #420
dedmonwakeen
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simc-333-3-win32 available for download

Solves a bug related to the use of alternate talent specs in wowhead profiles.

While I was in the code I enabled the use of periods as delimiters so that people can just cut-n-paste wowhead name-based profile urls. Replacing the periods with commas was just tedious....


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Old 04/24/10, 1:00 AM   #421
drivehappy
Glass Joe
 
Tauren Warrior
 
Rivendare
This has been bouncing around in my head for the past two years: Do you know of any work being done of possibly applying a genetic algorithm to make use of simulationcraft as an evaluation function (w/ dps being the fitness function)? My thoughts are that it could optimize gear/talents/(rotation?) pretty well without the usual human method of trial and error.

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Old 08/04/10, 3:17 AM   #422
Latas
Don Flamenco
 
Night Elf Druid
 
Uther
As a moonkin in the simulation (where I am not the one using it) how would I go about specifying when I want bloodlust to actually be used rather than right off the bat? Also we always run with a demo lock which I can approximate his spell power contribution, can I specify demonic pact spell power bonus and uptime or would Ijust override the totem of wrath with a new spell power value or would I just end up having to add raw spell power to myself on the simulation?

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Old 08/04/10, 3:07 PM   #423
 Malefis
(V) (;,,;) (V)
 
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Goblin Warlock
 
Mal'Ganis
I believe bloodlust gets triggered when Target health < 25% or time to die < 60s. (sc_target.cpp:217)

To change it you can specify overrides.bloodlust_early=TIME, where TIME is amount of seconds into the fight you want bloodlust triggered.

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Old 08/04/10, 4:18 PM   #424
dedmonwakeen
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Originally Posted by Latas View Post
As a moonkin in the simulation (where I am not the one using it) how would I go about specifying when I want bloodlust to actually be used rather than right off the bat? Also we always run with a demo lock which I can approximate his spell power contribution, can I specify demonic pact spell power bonus and uptime or would Ijust override the totem of wrath with a new spell power value or would I just end up having to add raw spell power to myself on the simulation?
You could add enchant_spell_power=number to the overrides section and turn off the spell power buff toggle.

Unfortunately, the interface value for all the buffs/debuffs was setup to be boolean. (basically on/off)

When I get the SimC coding juices flowing again, I'll definitely make this configurable.

Alternatively, you can just add your demo lock buddy to the sim:

armory=us,llane,docsuess
quiet=1


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Old 09/02/10, 11:44 AM   #425
dedmonwakeen
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After a four month hiatus, I'm finally starting to code again.

While I've been sleeping the team was busy adding updates for 3.3.4 and 3.3.5. I have just put out a release containing those updates.

This will be the last 3.x release. I'll be making some architectural changes to the main trunk and then start folding in the Cataclysm branch. For those of you who like to sing-along at home doing you own svn-update-plus-build the next couple of weeks will be a little rocky.

Lots of fun things planned for 4.x support. Full Cata support for all classes, of course. The GUI will get a big make-over, allowing for easy/fast incremental gear/talent/glyph changes (with feedback).

Stay Tuned.


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