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Old 12/11/09, 8:36 AM   #346
Starfox
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Tauren Druid
 
Destromath (EU)
Originally Posted by Dhaos21 View Post
Is there something wrong with the 330 v2 release? Im using the same configuration as the v1 release for my DK and it is only counting 2 abilities, Melee hand damage and blood caked blade. 17-0-54 spec.


Edit: As requested, i am also using the GUI (Simcqt.exe) if that matters.

The World of Warcraft Armory
actions=flask,type=endless_rage
actions+=/food,type=dragonfin_filet
actions+=/presence,choose=blood
actions+=/snapshot_stats
actions+=/auto_attack
actions+=/raise_deadif=dot.frost_fever.remains<=0.1
actions+=/plague_strike,if=dot.blood_plague.remains<=0.1
actions+=/pestilence,if=dot.blood_plague.remains<=5|dot.frost_fever.remains<=5
actions+=/blood_strike,death=0
actions+=/blood_strike,death=1,blood=2
actions+=/scourge_strike
actions+=/summon_gargoyle,time<=20
actions+=/summon_gargoyle,if=buff.bloodlust.react
actions+=/death_coil
actions+=/horn_of_winter
=>
actions=flask,type=endless_rage
actions+=/food,type=dragonfin_filet
actions+=/presence,choose=blood
actions+=/snapshot_stats
actions+=/auto_attack
actions+=/raise_dead
actions+=/icy_touch,if=dot.frost_fever.remains<=0.1
actions+=/plague_strike,if=dot.blood_plague.remains<=0.1
actions+=/pestilence,if=dot.blood_plague.remains<=5|dot.frost_fever.remains<=5
actions+=/blood_strike,death=0
actions+=/blood_strike,death=1,blood=2
actions+=/scourge_strike
actions+=/summon_gargoyle,time<=20
actions+=/summon_gargoyle,if=buff.bloodlust.react
actions+=/death_coil
actions+=/horn_of_winter
unholy default actions had a bug, fixed in r4108

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Old 12/14/09, 8:38 AM   #347
dedmonwakeen
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dedmonwakeen
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simc-3330-v3 released

bug-fix for initial_nearby_adds and scale-factor gen
bug-fix for str plotting
phylactery of the nameless lich
performance enhancements


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Old 12/17/09, 11:48 AM   #348
dedmonwakeen
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dedmonwakeen
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simc-330-v4 released

Major chances worth mentioning:
Bug fix for Druid Savage Roar
Bug fix for arithmetic operators used in action conditionals
Several new items such as Zods Repeating Longbow, Whispering Fanged Skull, Ashen Verdict rings, etc
Optionally use positive scale factor deltas for those classes with "soft" caps.


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Old 12/17/09, 7:49 PM   #349
necro_potence
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Human Warlock
 
Shadowsong (EU)
Edit: nevermind, found the item procs in the sc_unique_gear.app file under the engine folder.

Last edited by necro_potence : 12/17/09 at 7:56 PM.

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Old 12/23/09, 8:20 AM   #350
Glutton
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Blood Elf Paladin
 
Kalecgos
I'm not sure how difficult this will be to implement, but I think we finally have a comprehensive idea of how Bryntroll works with Death Knights and Paladins.

The Drain Life procs operates at 2 PPM, which comes out to 11.3(repeating)% chance on hit. In addition to procing on white and melee range yellow hits, it can proc on the application/refresh of a DOT (e.g. DK diseases, Righteous Vengeance), as well as the application/refresh of certain non-damaging debuffs (e.g. Ebon Plague, Judgement of Wisdom).

For Retribution it can proc on:
Auto attack
Seal of Vengeance Seal Proc (in effect adding an additional chance to proc for every auto attack, Divine Storm, Crusader Strike)
Crusader Strike
Divine Storm
Judgement
Applying/refreshing the Holy Vengeance DOT (in effect adding an additional chance to proc for every auto attack)
Applying/refreshing the Righteous Vengeance DOT (in effect adding an additional chance to proc from every Judgement, Crusader Strike, and Divine Storm crit)
Applying/refreshing the Judgement of Light/Wisdom/Justice debuff (in effect adding an additional chance to proc from every Judgement hit and crit)

Effectively this results in the following number of chances to proc on each attack:
3x on Judgement crit (Judgement, Judgement debuff, Righteous Vengeance refresh)
2x on Judgement hit (Judgement, Judgement debuff)
3x on CS crit (CS, Righteous Vengeance refresh, SoV seal proc)
2x on CS hit (DS, SoV seal proc)
3x on DS crit (DS, Righteous Vengeance refresh, SoV seal proc)
2x on DS hit (DS, SoV seal proc)
3x on auto attack (melee, SoV DOT refresh, SoV seal proc)

For an Unholy Death Knight it can proc on:
Auto attack
Blood-Caked Strike
Scourge Strike (physical)
Scourge Strike (magical)
Blood Strike
Plague Strike
Applying/refreshing Blood Plague
Applying/refreshing Frost Fever
Applying/refreshing Ebon Plague

Last edited by Glutton : 12/23/09 at 8:43 AM.

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Old 12/23/09, 8:53 AM   #351
dedmonwakeen
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Regarding Bryntroll:
Thanks for the analysis! This is exactly the level of detail SimC requires. I believe we should be covering everything except the non-damaging debuffs at the moment. Supporting that may require some architectural changes. I'll take a closer look and get back with a development estimate.


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Old 12/23/09, 2:48 PM   #352
tripp6sic6
Von Kaiser
 
Human Warrior
 
Shattered Hand
Are Spicy Mammoth Treats and other pet foods implemented? I didn't see it in the source code or in any profiles.

Edit: Just noticed a couple of things regarding potion use. First, conditionals such as "if=" don't appear to work for them. Second, using a potion prior to the start of combat doesn't allow for a second potion to be used.

Second Edit: It appears that the conditionals work, but that the Indestructible Potion triggers a Speed Potion instead of the correct potion.

Third Edit: Found the problem in the source. Line 607 makes indestructible_potion reference speed_potion. Still not sure how to make the potions not trigger Potion Sickness out of combat.

Last edited by tripp6sic6 : 12/24/09 at 12:32 AM.

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Old 12/24/09, 4:05 AM   #353
Glutton
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Blood Elf Paladin
 
Kalecgos
Would it be possible to add a "target_race=" drop down menu in the simcqt Options>Global section? I know we can manually enter it in the simulate section, but it's a nice cosmetic feature for classes that have % modifiers and mechanics that vary based on a target's race.

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Old 12/24/09, 7:52 AM   #354
dedmonwakeen
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dedmonwakeen
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Originally Posted by tripp6sic6 View Post
Are Spicy Mammoth Treats and other pet foods implemented? I didn't see it in the source code or in any profiles.

Edit: Just noticed a couple of things regarding potion use. First, conditionals such as "if=" don't appear to work for them. Second, using a potion prior to the start of combat doesn't allow for a second potion to be used.

Second Edit: It appears that the conditionals work, but that the Indestructible Potion triggers a Speed Potion instead of the correct potion.

Third Edit: Found the problem in the source. Line 607 makes indestructible_potion reference speed_potion. Still not sure how to make the potions not trigger Potion Sickness out of combat.
Thanks for the investigation! I'll fix the bug add the poison sickness feature.

Originally Posted by Glutton View Post
Would it be possible to add a "target_race=" drop down menu in the simcqt Options>Global section? I know we can manually enter it in the simulate section, but it's a nice cosmetic feature for classes that have % modifiers and mechanics that vary based on a target's race.
Certainly.

EDIT: These fixes/enhancements have been made and will be present in the next release.

Last edited by dedmonwakeen : 12/24/09 at 11:49 PM.


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Old 12/25/09, 12:46 AM   #355
tripp6sic6
Von Kaiser
 
Human Warrior
 
Shattered Hand
Would it be possible to implement it in a way that allowed for use of any potion prior to the start of combat? Maybe in the same way that Bone Shield is for Unholy Death Knights (a few seconds removed from the duration of the buff and cooldown to simulate popping the potion a few seconds before combat's start).

I don't mean to nit-pick, but this is what I'm testing for Unholy Death Knights at the moment. I want to see which potion is more beneficial to use before combat and during Heroism.

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Old 12/25/09, 12:53 AM   #356
Zimeron
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Finala
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Originally Posted by tripp6sic6 View Post
I don't mean to nit-pick, but this is what I'm testing for Unholy Death Knights at the moment. I want to see which potion is more beneficial to use before combat and during Heroism.
If you compile your own, as of r4166, you can pop an indestructible potion before combat and use another potion during combat. The ability to toggle a potion during bloodlust will exist in any of the current downloads.

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Old 12/25/09, 1:22 PM   #357
tripp6sic6
Von Kaiser
 
Human Warrior
 
Shattered Hand
I do compile my own. What I'm testing is which provides a bigger DPS increase for an Unholy DK:

A: Popping a Speed Potion before combat and during Heroism
B: Popping a Speed Potion before combat and an Indestructible Potion for the end of the fight (including Heroism).
C: Popping an Indestructible Potion before combat and for the end of the fight (including Heroism).
D: Popping an Indestructible Potion before combat and a Speed Potion during Heroism.

If I can just have a clue on how to code it myself, I would. I attempted to do it, but I kept having problems with getting a shared cooldown to work on potions and the simulation would simply continually use Speed Potions and never enter combat. I was able to make a profile work with it, but not make an accurate simulation.

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Old 12/25/09, 9:56 PM   #358
dedmonwakeen
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dedmonwakeen
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Originally Posted by tripp6sic6 View Post
Would it be possible to implement it in a way that allowed for use of any potion prior to the start of combat? Maybe in the same way that Bone Shield is for Unholy Death Knights (a few seconds removed from the duration of the buff and cooldown to simulate popping the potion a few seconds before combat's start).

I don't mean to nit-pick, but this is what I'm testing for Unholy Death Knights at the moment. I want to see which potion is more beneficial to use before combat and during Heroism.
I was reluctant to make all potions available before combat because potions such as Speed last only 15sec. I was uncertain how carefully one could time the use of the potion and how much time would be wasted before action began. Five seconds on a 2min potion is no big deal, but that changes when one considers 15sec potions.

How much of that 15sec is beneficial? To properly model this I may need to steal some time off the front of the buff or perhaps implement an "Enter Combat" action that takes some amount of time, perhaps different for ranged/melee.


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Old 12/25/09, 10:30 PM   #359
tripp6sic6
Von Kaiser
 
Human Warrior
 
Shattered Hand
Stealing about 5 seconds from the potion buff sounds about right. Unless there is a raid-wide event (which should be coded into the simulation through raid events), it should take roughly 3-5 seconds for tanks to position the mob, get enough of a threat lead to allow for DPS, and for the DPS to get into position to attack.

Edit: The cooldown on Indestructible Potions doesn't appear to be working, I run a simulation and it never finishes. It just continually applies the potion buff. Is there a way to add a potion cooldown check and add whether the buff is active to the ready function for indestructible?

Last edited by tripp6sic6 : 12/26/09 at 10:07 PM.

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Old 01/01/10, 1:10 AM   #360
dedmonwakeen
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simc-330-v7 available for download
* General: fix bug introduced in v5 that neutered crit depression for white attacks; enhance conditional expression support
* Rogue: profiles finally updated, smart application of Blade Flurry during "adds" raid events
* Hunter: wait on Chimera Shot if about to come off CD
* Mage: T10 2pc changed to proc on end of AM channel
* Shaman: Action list tweaks
* DK: Fix to Rime procs; Fix for Rawr xml import
* Druid: Fix to T10 identification
* Items: Bryntoll and Deathbringers Will tweaks; potion tweaks (including fix for Indestructible)
* GUI: Allow target race to be specified

Wiki pages updated
* Standard T9 BiS including scale factors
* T9 BiS with T9 bonuses swapped out for T10 bonuses
* T9 BiS under Helter Skelter conditions (movement, stuns,debuff wipes, adds, distractions)


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