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Old 12/20/08, 11:44 PM   #121
dedmonwakeen
Bald Bull
 
dedmonwakeen
Undead Priest
 
No WoW Account
Originally Posted by Mandalay View Post
Being new to simcraft I have some questions that are not answered on either the HowToUse page or in any EJ thread that I can find.

1. Why does "blessing_of_might=550", instead of "=1" like other buffs?
2. How can I find a comprehensive list of supported buffs and procs? E.g. potions/flasks/trinkets
3. Does warlock_2_13_56 conflagrate default to casting at time "immolate duration<3sec"?
4. Can I and if so how do I model specific cast sequences? E.g. warlock_2_13_56 backlash ---> chaos bolt/immolate/incinerate.
5. Are there any plans to support doomguard and infernal?
1. No good reason....... It was one of the earlier "static" buffs I implemented before I switched to simple "boolean" options. I did not change it because I didn't feel like dealing with backward-compatibility issues AND I've been under the (foolish) assumption that Paladin support was "just around the corner".

2. simcraft.h (yes, I know how lousy of an answer that is.... )

3. yes: conglagrate_t has a conditional "ticks_lost" that defaults to 1...... but I should really add that to the config file just so that people can see it

4. there is no way at all to model a specific cast SEQUENCE...... only priority lists at the moment...... however, i have seen people ask for spell conditionals that essentially enabled them to force sub-sequences from time to time

5. it felt like an archeology dig just trying to get all the raw detail i needed for the "ordinary" pets....... adding support is very very very easy...... finding the level of detail that simulationcraft requires is very very very hard....... long story short: if you (or anybody) finds me the mechanics, it will be present in the code the next day.

BTW...... I encourage you to document bugs (and "features" that are so necessary that they might as well be bugs) at the Issues tab on the project:

Issues - simulationcraft - Google Code

This will make sure your concerns are not lost in the cracks.


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Old 12/22/08, 12:13 PM   #122
Starfox
King Hippo
 
Starfox's Avatar
 
Tauren Druid
 
Destromath (EU)
Originally Posted by Mandalay View Post
2. How can I find a comprehensive list of supported buffs and procs? E.g. potions/flasks/trinkets
I'm trying to make lists of possible options with a little description etc.
Just took the options table from player.cpp and formatted it a little bit and wrote to some options what they do.
PlayerOptions - simulationcraft - Google Code
Hope that helps a bit

If you have a Use:-trinket you can specify them easily, also the engi tinker Hyperspeed Accelerators is just haste_trinket,rating=340,length=20,cooldown=120 in the action string for example

Hello.
Light the fuse.
For all my homies.
Do not run, we are your friends.
SimulationCraft Druid Guy

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Old 01/05/09, 12:01 AM   #123
dedmonwakeen
Bald Bull
 
dedmonwakeen
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No WoW Account
SimulationCraft r1255 now available for download

Many thanks to Starfox for the detailed documentation and to Zakalwe for the tricky Doomguard/Infernal support!

Detail on recent updates: RecentUpdates - simulationcraft - Google Code

Lots of pretty charts: SampleOutput - simulationcraft - Google Code


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Old 01/06/09, 8:13 AM   #124
Tauraherion
Glass Joe
 
Human Warlock
 
Gurubashi
Why is that Simcraft returns a scale factor of 0.89 for spell hit even if i set default_hit_rating=446 at the gear point parameters?

Shouldn´t it return a value of 0 for it, assuming 446 means I´m hit capped?
I´m also keeping the "scale_hit_rating=-200" portion of the scale factors parameters. Is that correct?

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Old 01/06/09, 11:10 AM   #125
dedmonwakeen
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dedmonwakeen
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Originally Posted by Tauraherion View Post
Why is that Simcraft returns a scale factor of 0.89 for spell hit even if i set default_hit_rating=446 at the gear point parameters?

Shouldn´t it return a value of 0 for it, assuming 446 means I´m hit capped?
I´m also keeping the "scale_hit_rating=-200" portion of the scale factors parameters. Is that correct?
The +/- of the scale factors matters.....

For stats that can be "capped", use negative scale deltas.

So..... In your example, you LOSE 0.89dps for every unit of Hit Rating you REMOVE from your gear.


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Old 01/07/09, 12:34 AM   #126
dedmonwakeen
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dedmonwakeen
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SimulationCraft r1268 now available for download

* Added support for missing Tier 7 bonuses
* Tier 7 2pc and 4pc set bonuses now on by default in raid_80.txt config file
* SampleOutput regenerated with Tier 7 bonuses
* After being beaten into submission, I finally acquiesced to provide a "CLICK_ME_TO_RUN.bat" file for windows

Detail on recent updates: RecentUpdates - simulationcraft - Google Code

Lots of pretty charts: SampleOutput - simulationcraft - Google Code

Last edited by dedmonwakeen : 01/07/09 at 12:41 AM.


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Old 01/08/09, 6:24 PM   #127
nife
Von Kaiser
 
Night Elf Druid
 
Skywall
I can't find a simple repro, but there seems to be some issue with Warlocks and Infernals.
Having too many warlocks in a raid with infernals gives some very weird dps numbers. Warlocks who don't even summon infernals are doing like 1-2k dps less then if there were no infernals up. And the dps distribution plot is no longer a bell curve. Instead it is several.

I'll try and pair down my raid_80 file to try and get a better bug report for you.

Is anyone else seeing this ?

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Old 01/08/09, 7:16 PM   #128
dedmonwakeen
Bald Bull
 
dedmonwakeen
Undead Priest
 
No WoW Account
Originally Posted by nife View Post
I can't find a simple repro, but there seems to be some issue with Warlocks and Infernals.
Having too many warlocks in a raid with infernals gives some very weird dps numbers. Warlocks who don't even summon infernals are doing like 1-2k dps less then if there were no infernals up. And the dps distribution plot is no longer a bell curve. Instead it is several.

I'll try and pair down my raid_80 file to try and get a better bug report for you.
Thanks for the analysis. If you don't have a google id for the issue, just PM it to me.


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Old 01/12/09, 9:34 AM   #129
dedmonwakeen
Bald Bull
 
dedmonwakeen
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SimulationCraft version r1297 available for download. (includes latest PTR discoveries)

Recent Updates: RecentUpdates - simulationcraft - Google Code

Sample Output: SampleOutput - simulationcraft - Google Code


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Old 01/14/09, 12:19 PM   #130
Thane
Glass Joe
 
Tauren Druid
 
Hydraxis
Originally Posted by Roywyn View Post
You enter the stats purely from gear, and from outside sources.
I.e. you add food buffs and average trinkets/item proc, but you don't add flask (the sim drinks a defines flask) or totems or auras (the sim casts totems and applies auras).

For the hit rating:
The default gear set has 11% hit rating, so that you cap with 3% misery and a 3% talent that most classes have.
Druids have a 4% hit talent, so they only need 10% hit from gear.
The sim then pretends that the unneeded 25 hit rating on gems are replaced by 25 haste rating.
I'm sure the answer is in this thread or on the wiki site but I haven't been able to find it so I'm going to ask a question that you guys are probably going to shoot me for...

Do you have a list of the "default gear set" that used for these test? I saw that you have this:

# When comparing a variety of classes at the exact same gear point, it is more convenient to simply specify
# a default gear point to use. Please note that these values MUST be present in the config file BEFORE the
# definition of the player profile.
default_stamina=708
default_intellect=777
default_spirit=411
default_spell_power=2200
default_crit_rating=461
default_hit_rating=290
default_haste_rating=452

But what did you use to come up with those numbers?

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Old 01/14/09, 2:54 PM   #131
dedmonwakeen
Bald Bull
 
dedmonwakeen
Undead Priest
 
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Originally Posted by Thane View Post
Do you have a list of the "default gear set" that used for these test? I saw that you have this:

# When comparing a variety of classes at the exact same gear point, it is more convenient to simply specify
# a default gear point to use. Please note that these values MUST be present in the config file BEFORE the
# definition of the player profile.
default_stamina=708
default_intellect=777
default_spirit=411
default_spell_power=2200
default_crit_rating=461
default_hit_rating=290
default_haste_rating=452

But what did you use to come up with those numbers?
Roywyn put together a Naxx kit with the best enchants/gems. I don't know where the actual gear list list..... I simply trusted Roywyn's summation....


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Old 01/15/09, 11:45 AM   #132
sjogren
Piston Honda
 
Blood Elf Paladin
 
The Sha'tar (EU)
I checked out the source and since there was nothing there about hunters at all, I started tinkering with adding ranged shots and stuff. Now that I got here I see that there's a hunter module in the works. Is the code for that on a branch, or somewhere else? And any chance I can look at it and lend a hand?

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Old 01/15/09, 1:17 PM   #133
dedmonwakeen
Bald Bull
 
dedmonwakeen
Undead Priest
 
No WoW Account
Originally Posted by sjogren View Post
I checked out the source and since there was nothing there about hunters at all, I started tinkering with adding ranged shots and stuff. Now that I got here I see that there's a hunter module in the works. Is the code for that on a branch, or somewhere else? And any chance I can look at it and lend a hand?
Na-Oma actually created a separate branch for the Hunter module: simulationcraft - Google Code

He has been plugging along slowly with (impressively) very little help at all from me. I haven't seen any changes in some time, so I've considered stepping in to help out...... but I didn't want to scare him away.

In general, the best working model has been for me to put together the initial module and then hand it off to others for tweaking, profile generation, and PTR updates. The order of classes I support is pretty much defined by the level of interest someone displays when contacting me. I recently just finished my first pass at Rogue because there is a highly motivated individual for me to pass it off to once it seems reasonably clean.

We have a pretty relaxed development environment: I know I listed class "owners" in OP, but in practice I'm comfortable with many people covering many areas. I'm very free with handing out commit access to anyone who seems genuinely interested. The googlecode setup allows me to very easily keep a close eye on commits as they occur. There is barely 30k lines of code, so compared to real commercial project SimulationCraft is quite tiny.

Send Na-Oma a PM and see if you can work out a co-dev arrangement. If you guys are struggling I can step in and build more of the infrastructure for you. I was already considering folding it into the main trunk and adding the pet infrastructure just to give Na-Oma a jump-start.

Send me a google ID and I'll hook you up with commit access..............


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Old 01/22/09, 7:48 AM   #134
dedmonwakeen
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dedmonwakeen
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SimulationCraft r1350 available for download.


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Old 01/23/09, 10:37 AM   #135
Koshir
Glass Joe
 
Orc Warlock
 
Свежеватель душ (EU)
Could someone explain me why intellect scaling for Warlock_2_13_56 raised from 0.12-0.17 (as I remember) in 3.0.3 to 0.35 in 3.08?

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