Yo!, thanks for your work -- it looks like your sim is quickly becoming the best tool around for gear selection. Anyway, I noticed that in the changelog you have added WFT/Rockbiter/Mongoose/Crusader but these options aren't yet selectable from the "Procs & Stuff" menus.
Yo!, thanks for your work -- it looks like your sim is quickly becoming the best tool around for gear selection. Anyway, I noticed that in the changelog you have added WFT/Rockbiter/Mongoose/Crusader but these options aren't yet selectable from the "Procs & Stuff" menus.
Hit refresh button in the browser. If it is not helping - delete applet from cash. It is called JavaLibrary1.jar
Originally Posted by Malan
They're fully selectable for me Rob.
How about AEP values - are they properly shown now on Mac?
I can now actually see the AEP values, which is much appreciated. Thanks so much for making the changes for us mac folks. One small remaining improvement would be if the text boxes for input and also AEP results were about 1 character width wider. As it stands right now, I have to place the cursor in the boxes and arrow left and right to see the whole value.
On another related note, I am seeing DPS numbers that are about 300 short of actual raid performance results in WWS. Is this due to buffs like drums of battle, bloodlust, etc? Am I underestimating my raid buffed numbers? I've left crit/hit at their unbuffed values and put in AP at 2600 instead of my unbuffed 1560. If anyone could shed some light on how to optimize this approximation, I would be most grateful.
This is my first post on Elitist jerks, however in the past I have often come here for help regarding the math and mechanics of my classes.
before I ask my question, let me point out that I have just recently begun playing this enhancement Shaman. I am comfortable with the obvious math and mechanics, it is the selection of finer points that I am more concerned with. I desire to maximize the character to the best of my ability, because that is the goal of raiding is it not?
I realize the important of hit rating, especially in the dual wielding sense. I am also aware of an enhancement shamans raid survivability being somewhat hindered and sticky at times.
My question is the following. Would Spec 1 not clearly out DPS spec 2, however be less raid friendly? Can the hit gained from Nature's guidance, not be overcome by gear and the 9% to crit off of shock crits not be more desireable. I am also aware of the shamans Threat problem, however if the shocks cost less, would you not then have that mana recycled to drop tranquil air totem for additional threat reduction?(assuming you were dropping windfury)
I can now actually see the AEP values, which is much appreciated. Thanks so much for making the changes for us mac folks. One small remaining improvement would be if the text boxes for input and also AEP results were about 1 character width wider. As it stands right now, I have to place the cursor in the boxes and arrow left and right to see the whole value.
On another related note, I am seeing DPS numbers that are about 300 short of actual raid performance results in WWS. Is this due to buffs like drums of battle, bloodlust, etc? Am I underestimating my raid buffed numbers? I've left crit/hit at their unbuffed values and put in AP at 2600 instead of my unbuffed 1560. If anyone could shed some light on how to optimize this approximation, I would be most grateful.
Thanks,
Kresh
Obviously enter your buffed values:
2600 ap is a bit on the low end for 1560 AP, you can usually add 1200 AP (flasked)
hit is fine, just make sure you actualy add the 9% +hit from talents.
You can also easily add 9% crit if you have a feral and goa.
Again, the easiest way is simply to look at your stats while buffed
This is my first post on Elitist jerks, however in the past I have often come here for help regarding the math and mechanics of my classes.
before I ask my question, let me point out that I have just recently begun playing this enhancement Shaman. I am comfortable with the obvious math and mechanics, it is the selection of finer points that I am more concerned with. I desire to maximize the character to the best of my ability, because that is the goal of raiding is it not?
I realize the important of hit rating, especially in the dual wielding sense. I am also aware of an enhancement shamans raid survivability being somewhat hindered and sticky at times.
My question is the following. Would Spec 1 not clearly out DPS spec 2, however be less raid friendly? Can the hit gained from Nature's guidance, not be overcome by gear and the 9% to crit off of shock crits not be more desireable. I am also aware of the shamans Threat problem, however if the shocks cost less, would you not then have that mana recycled to drop tranquil air totem for additional threat reduction?(assuming you were dropping windfury)
What's your spellcrit rate? I'm lucky to see more than 2-3 crits per fight on my shocks (granted I just keep flameshock up unless the mob is <5% and my mana is >20%). So, you're looking at ~6% spell crit raid buffed? So on a 10 minute fight and by some miracle you get a shock off every cd you get 120 shocks, 6% crit -> 7 crits. Go for another miracle and say that your crits are perfect and you regain Devastation as it fades; you have 70 sec uptime in 6000 seconds, grats on 11.6% uptime, or 1.044% crit. Going on main page aep #'s you are at 44.2 with Devastation and 66.36 + whatever 3% spellhit = with Nature's Guidance.
Going to negate the mana reduction from Convection because Mental Quickness is all spells, so now you gain 5% shock damage; 39.85 for flame and 33.75 for earth = 7.97 dps for flame and 6.75 dps for earth in the perfect world where you get 12 shocks per minute. Also, you are not even going to be saving mana with that build because you're throwing around an extra 2 shocks (perfect world) at ~460 mana a pop or an additional 76.6 mp/5.
You're looking at 1.044% crit(not realistic), 7.97(see previous) dps, and a 920 mana per minute extra mana sink(see previous previous) vs. 6% mana reduction to all instants(gets better the more you cast), reduced totem cost(I'd call this a necessity, honestly don't know why anyone wouldn't have it for air totems at this point), 3% melee/spell hit, and another 10 yards to totem range.
Last edited by rava : 09/12/07 at 6:21 AM.
Reason: natures guidance + late night math
Personally I'm not comfortable with downloading exe files from users with 1 post that I know nothing about.
How does it compare to the other sims listed on the front page. Considering the testing those have gone through coming close to them feels like a good start.
Enhancer -Ace2- (Totem Timers, configurable AEP, Enhancement Itemization Points, GemPicker and more) RaidSpy -Ace2- (Prints out the checks done by raid officers in chatframe)
Beer is proof that God loves us and wants us to be happy. - Benjamin Franklin
Can a few other people do some testing on Yo's simulator with various gear and values of -Armor and see if you get an AEP value of around 0.25 per point of -Armor?
I've profiled several shaman into Yo's sim and get values for -Armor between 0.25 and 0.27 for pretty much any combo of stats and -Armor value, as well as varying the amount of armor on the boss. If we can confirm that, I'll add that into our "agreed" AEP values.
@Yo! - any way to add some sort of alert as to when the sim is complete? Sometimes the values don't change and the only way to determine if its done is whether or not the Theorycraft! button is stuck down or not. Adding in a drop down for some common weapons would be another huge plus.
I wrote it in Visual Basic 6. The requirement is Windows XP or maybe a Windows emulator. Early Windows versions may need additional VB DLLs, didn't checked yet.
You can test it for virus/trojans, but I think the size is too small for today's average trojan. :P
About the differences, maybe is the most complete, but I only checked 2 or 3 of the current sims listed here. I try to simulate an entire melee fight with combat log and I put several modificators for items, tier bonus, future mechanics like 30% ap to spelldamage or haste nerf.
You can choose your weapons over a mini database and do simple test, try the AEP calc function or a bench with a mini table of results. Too many things to explain with my low english level, just check this screenshot to get an idea.
I tried to be the most precise possible with the info obtained here and wowwiki and my currently major issue is the flurry mechanic, I can't find a detailed description with all the exceptions and rules so I coded a simple 3 hit flurry mechanic meanwhile.
You can check the combat log on screen or dump to a file for a better read, i hope this will help finding bugs.
The set bonuses aspect is nice, as is the AP to spell damage, as are all the options for selection and parameters (attack table and target stats!), and the switch weapons button.
Any chance of seeing the source code of the damage calculations? Every time someone has shown their source code, we've found bugs in it, ranging from trivial to sim breaking.
The "dump to combat log" check box is also very nice.
I'd also be very interested in seeing how well your dps values match up, given the same paramaters, to Yo!'s and Tornhoof's. Maybe the three of you could match up a set of gear to test.
And... and this has been my issue for months now, are all of you willing to take "the real challenge"? In which I give you my stats, my actual crit rate, my actual glance rate, hit rate, a mob's armor mitigation, and avoidance, and calculate what my dps should be? If that matches up to the run's actual values for a few different tests, I'll be pleased.
The only notes about the test setup are:
I have mongoose on one weapon
I have dragonstrike
I use Hourglass of the unraveller
I use (but won't activate, so it shouldn't matter) bloodlust brooch
I won't use heroism for the test
I do know exact armor values and parry/block/dodge rates
I will stromstrike when it's cooldown is up
I will NOT earthshock (unless you tell me that's good to go too)
I will NOT totem twist like I usually do in a raid environment
Let me know who thinks their sim is ready for it ;-)
I was trying to work out what my theoretical maximum AP was, and i'm struggling to get the correct number from what I recall seeing on my character screen recently.
1702 AP with food
120 Flask
70 4 Piece T6
275 Ashtongue
194 SoE
340 Tsunami
450 Battle Shout?
Equals 3151 + UR 3466
I'm almost certain I saw 39xx the other day, I think I may have SS'ed it.
I was trying to work out what my theoretical maximum AP was, and i'm struggling to get the correct number from what I recall seeing on my character screen recently.
1702 AP with food
120 Flask
70 4 Piece T6
275 Ashtongue
194 SoE
340 Tsunami
450 Battle Shout?
Equals 3151 + UR 3466
I'm almost certain I saw 39xx the other day, I think I may have SS'ed it.
have I missed something?
Blessing of Kings,
Blessing of Might,
Gift of the Wild
These buffs will increase your AP as well, not sure if you included them into your original math.
Additionally, how is t6 treating you? I've been trying to figure out whether or not the stat gain is more beneficial than the 5% haste bonus from 4 piece T5.
Any chance of seeing the source code of the damage calculations? Every time someone has shown their source code, we've found bugs in it, ranging from trivial to sim breaking.
Of course, the main 3 functions of damage calculation:
Function Hit(min As Long, max As Long, apower As Long, speed As Long) As Long
If URage > 0 Then
power = apower * 1.1
Else
power = apower
End If
Hit = ((min + (Rnd * (max - min)) + ((power / 14) * speed / 100)) * 1.1) * (1 - Mitigation / 100)
If StormStrikeHit Then Hit = Hit + SSDamageBonus 'T4 Bonus
End Function
Function WFMain(min As Long, max As Long, apower As Long, speed As Long) As Long
If URage > 0 Then
power = apower * 1.1
Else
power = apower
End If
DWeapon = min + (Rnd * (max - min))
DPower = (power / 14) * speed / 100
DWFPower = (WFBonusAP / 14) * speed / 100
WFMain = ((DWeapon + DPower + DWFPower) * 1.1 * 1.4) * (1 - Mitigation / 100)
End Function
Function WFOff(min As Long, max As Long, apower As Long, speed As Long) As Long
If URage > 0 Then
power = apower * 1.1
Else
power = apower
End If
DWeapon = (min + (Rnd * (max - min))) / 2
DPower = ((power / 14) * speed / 100) / 2
DWFPower = (WFBonusAP / 14) * speed / 100
WFOff = ((DWeapon + DPower + DWFPower) * 1.1 * 1.4) * (1 - Mitigation / 100)
End Function
Bug report will be appreciated.
The only notes about the test setup are:
I have mongoose on one weapon
I have dragonstrike
I use Hourglass of the unraveller
I see 2 main issues here.
First, our damage is toooooooo random, just check several results with 5 or 10 m. of fight.
Second, how this items PPM works? and the hidden cooldown? how you tested it?
I can code a moongose/Hourglass simulator with %X chance to proc on normal/crit attack with an Y hidden cooldown, np about that, but, do we know the exact proc mechanic and the X/Y values?
Let me know who thinks their sim is ready for it ;-)
If you can avoid to use PPM items, I think my sim is ready.
Blessing of Kings,
Blessing of Might,
Gift of the Wild
These buffs will increase your AP as well, not sure if you included them into your original math.
Additionally, how is t6 treating you? I've been trying to figure out whether or not the stat gain is more beneficial than the 5% haste bonus from 4 piece T5.
Couldn't you just convert 5% haste into haste rating and then use your own AEP to compare between the two, or is this haste added/multiplied differently than normal haste rating on account of it being tagged along with Flurry.
Couldn't you just convert 5% haste into haste rating and then use your own AEP to compare between the two, or is this haste added/multiplied differently than normal haste rating on account of it being tagged along with Flurry.
That's where I'm stuck. Additionally, since its is 5% "Haste" increase, I am not sure if this will be affected by the haste changes in 2.2
I would think not since its a flat haste increase, not haste rating increase.
Assuming that, the value of it would actually go up with the patch.
If you use yo!'s sim, figure out your Flurry uptime, multiply that by the haste rating you get if you convert 5% into haste rating and that should help you value the item better. Either give each piece 1/4th of the benefit of the set bonus, or if you're just comparing non-set to set you can gather all the values together and go from there.