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Old 10/24/07, 7:05 AM   #26
Vasquez
Glass Joe
 
Blood Elf Mage
 
Hellscream (EU)
Originally Posted by Baruk View Post
Unfortunately I can not compile it at the university (Linux machines). I'll have at look at it at home.
But it looks definitely nice and on the long run it should have more versatility than a spreadsheet...
The source compiles on Linux after a few modifications. Copy Makefile.win to Makefile, throw out all Windows specific stuff, replace backslashes with slashes in the path to MersenneTwister.h in a few files, make clean, make.

If you want to get rid of MSD and Shiffar's procs, comment out all passiveBuff, spellProc and theCaster.addProc lines in main.cpp.

Suggestion: would be nice to have a config.h file where you can select which buffs/trinkets you have available, instead of manually changing the main.cpp.
 
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Old 10/24/07, 7:25 AM   #27
marloz
Feed Me A Stray Cat
 
Human Mage
 
Twilight's Hammer (EU)
Originally Posted by zurmagus View Post
Like I said the intention of the current ignite mechanics is for all fire spells to deal 210% more damage. The issues you are referring to are bugs in the current ignite and they don't always occur so I don't see any point in simulating it.
If it was acknowledged by Blizzard as a bug, I would agree. But as far as I know it isn't, and for all we know it might be intended.
 
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Old 10/24/07, 10:55 AM   #28
Soraia
Glass Joe
 
Human Mage
 
Stormrage
Originally Posted by zurmagus View Post
Like I said the intention of the current ignite mechanics is for all fire spells to deal 210% more damage. The issues you are referring to are bugs in the current ignite and they don't always occur so I don't see any point in simulating it.
Extracted from a combat log I have readily available:

10/11 19:55:12.523 Your Scorch crits Krosh Firehand for 1396 Fire damage.
10/11 19:55:15.273 Krosh Firehand suffers 279 Fire damage from your Ignite.
10/11 19:55:15.773 Your Scorch crits Krosh Firehand for 1375 Fire damage.
10/11 19:55:18.133 Your Scorch hits Krosh Firehand for 955 Fire damage.
10/11 19:55:18.539 Krosh Firehand suffers 415 Fire damage from your Ignite.
10/11 19:55:20.211 Your Scorch hits Krosh Firehand for 935 Fire damage.
10/11 19:55:20.555 Krosh Firehand suffers 415 Fire damage from your Ignite.
The behavior with a second crit refreshing Ignite and increasing its damage has existed since before 2.0. In my experience, this behavior is also consistent. (There is an edge condition where Fireball or Pyroblast is cast but the last tick of Ignite triggers before the spell hits. However, this issue with landing time affects other things as well, e.g. Darkmoon Card: Crusade.) Are you suggesting that this behavior is a bug in Blizzard's implementation of Ignite?


Aside from that and comparatively minor details about the code itself, I think you've gotten off to a good start.
 
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Old 10/24/07, 11:09 AM   #29
Roywyn
Bald Bull
 
Roywyn's Avatar
 
Gnome Mage
 
Argent Dawn (EU)
Uh, the log you linked is perfectly fine.

You did 1396 + 1375 initial crit damage from your two scorches.
That's 2771 total. 40% of that is 1108 fire damage.
That means your total ignite damage should be ~1108.
279 + 415 + 415 are your ignite ticks. 1109 total.

So, that's fine. If you crit while a previous ignite is still on the mob, the remaining ignite damage is split over the two new ticks**. The total damage of your crit is still 210%.

I don't really see the need to model ignites, the only case that matters is when the mob dies before the last ignite tick, or when an ignite delays the point where a mob drops under 20% of it's health (molten fury).

Both cases seem really inconsequential to me, unless you want to calculate bursting down something as low as 10k HP or simulate a 10 second burst or something.



** There were some issues where that didn't happen correctly. They were bugs and should be fixed I think.
 
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Old 10/24/07, 11:14 AM   #30
zurmagus
Von Kaiser
 
Undead Mage
 
Lothar
Originally Posted by Vasquez View Post
Suggestion: would be nice to have a config.h file where you can select which buffs/trinkets you have available, instead of manually changing the main.cpp.
Definitely something I on my to-do list.
 
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Old 10/24/07, 11:27 AM   #31
Soraia
Glass Joe
 
Human Mage
 
Stormrage
Originally Posted by Roywyn View Post
Uh, the log you linked is perfectly fine.

You did 1396 + 1375 initial crit damage from your two scorches.
That's 2771 total. 40% of that is 1108 fire damage.
That means your total ignite damage should be ~1108.
279 + 415 + 415 are your ignite ticks. 1109 total.

So, that's fine. If you crit while a previous ignite is still on the mob, the remaining ignite damage is split over the two new ticks**. The total damage of your crit is still 210%.
Wow. You're right. And I feel a little silly now.

For some reason, I had it in my mind that the Ignite ticks were cumulative. (My own previous work didn't include this though since I was aiming for maximum average fireball damage and excluded stacking Ignites.) And I thought this was the issue that marloz was trying to raise.

Originally Posted by Roywyn View Post
I don't really see the need to model ignites, the only case that matters is when the mob dies before the last ignite tick, or when an ignite delays the point where a mob drops under 20% of it's health (molten fury).
I'd be personally interested in this for the sake of accuracy. But I also agree that it's relatively minor.


zurmagus, would it be possible to add in timed buffs? I.e. after x amount of time or x casts, add in the effects of, say, Combustion or Heroism/Bloodlust?
 
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Old 10/24/07, 12:33 PM   #32
zurmagus
Von Kaiser
 
Undead Mage
 
Lothar
Originally Posted by Soraia View Post
Wow. You're right. And I feel a little silly now.

For some reason, I had it in my mind that the Ignite ticks were cumulative. (My own previous work didn't include this though since I was aiming for maximum average fireball damage and excluded stacking Ignites.) And I thought this was the issue that marloz was trying to raise.
They used to be cumulative. It was removed sometime during TBC beta testing




Originally Posted by Soraia View Post
zurmagus, would it be possible to add in timed buffs? I.e. after x amount of time or x casts, add in the effects of, say, Combustion or Heroism/Bloodlust?
Already have timed buffs. My proc system is split into a proc component and buff component. Then the caster has a buff list that is updated with each tick of the simulator.

I could easily create a heorism buff with this system.

Combustion will be doable but slightly more difficult. The logic isn't that hard, in fact I already have that part done in a perl script. I just need to come up with a new dynamic buff class to model it correctly.
 
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Old 10/24/07, 1:27 PM   #33
Ariakis_Uther
Glass Joe
 
Human Warrior
 
Kilrogg
Originally Posted by SMeltn View Post
So I have a question..

Is it REALLY that important that I get my spell hit really high, instead of +dmg ?

Currently Unbuffed I am at:

Bonus Damage : 878
Crit : 28.2%
Hit: 127

Now I have resocketed some of my items JUST to get my hit rating up. But should I go back to having more +dmg sockets? Or continue to work on more +hit?
You should use the mage DPS spreadsheet to get the true answers but if memory serves adding 1 hit rating up to the maximum of 16% adds .9 dps, 1 +dmg adds .71 dps and 1 crit rating adds .41 dps.

Working Theories of Theorycrafting puts it like this.

- +hit will generally provide the best increase in damage per item budget until it is capped at 16%.

Vontre's Mage DPS Spreadsheet

But you could also just put in the values in this simulator and it should show you the answer as well.
 
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Old 10/24/07, 1:40 PM   #34
zurmagus
Von Kaiser
 
Undead Mage
 
Lothar
Originally Posted by Ariakis_Uther View Post
But you could also just put in the values in this simulator and it should show you the answer as well.
Yep this tool makes it pretty easy to do before and after tests so you can expirimentally determine when its better for you to add hit over crit or damage.


But 127 hit rating is enough to reach the cap with Elemental Precision and an Elemental Shaman and even without the shaman you're close enough to the cap that I'd just go for more damage anyway.
 
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Old 10/24/07, 1:45 PM   #35
Ariakis_Uther
Glass Joe
 
Human Warrior
 
Kilrogg
Originally Posted by zurmagus View Post
Yep this tool makes it pretty easy to do before and after tests so you can expirimentally determine when its better for you to add hit over crit or damage.


But 127 hit rating is enough to reach the cap with Elemental Precision and an Elemental Shaman and even without the shaman you're close enough to the cap that I'd just go for more damage anyway.
Pretty sure with elemental precision you need 164 spell hit rating to max hit. If you have the dranei bonus then you could do it with 151.
 
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Old 10/24/07, 2:20 PM   #36
Docjowles
Bald Bull
 
Docjowles's Avatar
 
Gnome Mage
 
Cenarion Circle
Originally Posted by Ariakis_Uther View Post
Pretty sure with elemental precision you need 164 spell hit rating to max hit. If you have the dranei bonus then you could do it with 151.
Hence "with an elemental shaman", which implies you get the benefit of Totem of Wrath - Spells - World of Warcraft.
 
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Old 10/24/07, 2:40 PM   #37
Ariakis_Uther
Glass Joe
 
Human Warrior
 
Kilrogg
Sorry, I never get to have one of those, the shaman are always busy with windfury totems.
 
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Old 10/24/07, 4:06 PM   #38
Soraia
Glass Joe
 
Human Mage
 
Stormrage
Originally Posted by zurmagus View Post
Already have timed buffs. My proc system is split into a proc component and buff component. Then the caster has a buff list that is updated with each tick of the simulator.
Yes, I see that. However, I'm not seeing anything obvious for setting up a proc or buff that would fire at, say, two minutes into the simulation or approximately when the simulated target reaches 20% life or so. (But my C++ is rusty so I may have missed that.)
 
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Old 10/24/07, 5:13 PM   #39
Kythos
Glass Joe
 
Undead Mage
 
Tichondrius
This guy is in my guild! yay!

It is a great basic simulator to factor in theoretical. Its like a Dr. Boom test.

to emphasize he is posting here to find ways to make it better, if any of you are programers or know how to help, please do so.

This could be the next best thing. please help in improving it.
 
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Old 11/02/07, 11:15 PM   #40
Asherett
Glass Joe
 
Tauren Death Knight
 
Defias Brotherhood (EU)
Would it be terribly ungeeky to ask for a compiled win32 executable, preferrably with modifiable support files (for configuration)? Or maybe even some kind of rudimentary GUI? This looks like a great tool, but I haven't the faintest clue how to use the supplied files. I would guess the uncompiled source-code state is the biggest block to the tool being tested and expanded atm.
 
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Old 11/07/07, 4:06 PM   #41
zurmagus
Von Kaiser
 
Undead Mage
 
Lothar
Originally Posted by Asherett View Post
Would it be terribly ungeeky to ask for a compiled win32 executable, preferrably with modifiable support files (for configuration)? Or maybe even some kind of rudimentary GUI? This looks like a great tool, but I haven't the faintest clue how to use the supplied files. I would guess the uncompiled source-code state is the biggest block to the tool being tested and expanded atm.
Here's the last build I made about 2 weeks ago but its just a console app. I'm moving into a new house so I haven't had any time to spend on this project lately.

http://community.nrguild.org/uploads...onsole-exe.zip
 
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Old 11/08/07, 10:11 PM   #42
Fiy
Glass Joe
 
Undead Mage
 
Warsong
I have a lot of interest in helping to develop this. I have years of professional C++ devel. experiences and.. a soon to be 70 mage.

Have you thought about making this into a GUI with something like QT? It would really make it awesome. QT is freely available for open source stuff and is very cross-platform.

Let me know if you're interested in the help..
 
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