-Enchants added: mongoose, crusader, executioner.
AFAIK, haste effects affect the proc chance on these enchants. In this sim, proc chance is recalculated on every haste change. I believe Yo's sim does not do this. I am not sure which one is right?
Quick question on EP values. Gearing up almost exculsively from badges (and a few lucky drops here and there) has brought my gear level up to where I'd probably be alright in T6 content. Unfotunately, my guild just now finally has enough members to start on T5 content. Are the EP values based on the content you're in, or the content you're geared for? I'm guessing I should still be going on T5 values, but I just want to make sure.
The best thing to do is to use the sim to generate your own EP values. The static ones in the guide are based on average gear levels at that particular raiding point, so you would use the ones based on your own gear. However, my understanding is that those static numbers were all created prior to the 2.4 badge gear, so they may not prove to be very accurate in your case. If you have the means at all it is much better to run the sim for your own specific gear and go from that.
It is a good idea to simulate your own values. The static EP numbers for T5 were based off guestimates of averages for that tier, and the T6 numbers are based off best-in-tier gear. Both were generated before the latest round of badge gear. Badge gear has different stats than "real" t6 gear does, and as a result can't really fit either the t5 or the t6 mold.
Alright, sounds good, thanks guys. But the questions just keep coming . As resto I've got to build up multiple gear sets, one for straight +healing, one for haste, one for mana regen, one for stam, etc. There isn't really much of a point to pulling together another set other than a stam one for enhance, right? Well, other than resist gear.
It is my understanding that, yes, all post-BC on-procs have their chance recalculated based on current weapon speed.
It is pretty important to model that, so as not to overvalue haste.
Hmmm...... But what about specials like SS and procs like WF?
SS is limited by cooldowns...... Allowing haste to affect the proc on SS strikes seems "unfair".... for lack of a better word.
Or perhaps I'm totally off-base: Do weapon enchants only proc on auto-attack?
EDIT: Bah! I need to go read the ThinkTank before asking questions...... It confirms Hepcat's comment and also says that Haste does not affect proc chances on specials attacks.
Now this simulator is 1% margin off from Yo's but like 10-100 times faster.
Go and test it. This simulator has potential be our next "check Yo's sim before asking/posting!"
I believe I did my "due-diligence" this time..... researching everywhere I can...... but I'm still short some details:
Are Windfury Totem procs considered "special attacks" (ie: no glance, no DW penalty) or simply extra auto-attacks?
Are Windfury Weapon procs considered "special attacks" or simply extra auto-attacks?
After looking at some WWS parses and combat logs, it appears that WF Totem proc damage is just piled into "melee damage", while WF Weapon proc damage seems to get its own line-item, as if it were a special.
-Trinkets added: Dragonspine Trophy, Ashtongue Talisman, Madness of the Betrayer, Hourglass of the Unraveller, Tsunami Talisman, Shard of Contempt, Berserker's Call, Bloodlust Brooch, Abacus of Violent Odds, Badge of Tenacity, Shadowsong Panther.
On use trinkets are not supposed to show uptime.
-Totems added: Stonebreaker's Totem, Totem of the Astral Winds.
Totem of Astral Winds obsoletes the old option: windfury_ap.
Stonebreaker's totem currently works only with real shock models, not with approximations.
So on pitbuller's recommendation I Dled this, and like Malan I was most unhappy to see that it requires Win32. I haven't looked at the code, but... is that really necessary? It's a CLI app, so really what could it possibly need besides libc and a couple other "normal" libraries?
I know you want to make a GUI for it, and that's great, but there's no reason to windowsfy it because you anticipate adding a GUI. You should make it a run-anywhere CLI program, and then if you have to to write a GUI, make that a separate front-end that writes the config file and then executes the CLI.
That said, I can probably make this work with WINE... what DLLs does it need?
On another note, some minor things I noticed in the config file:
- the shaman weapon "enchants" are actually called "imbues".
- The Darkmoon card that grants stacking physical AP and spelldamage is a pretty good one for shams. I used it for a long time until I got the shard of contempt and ZJ's trinket. In fact, it will get a lot better in WotLK, since our spell hit will go way up and MW, added to our regular shocks, will nearly guarantee our spelldamage stack won't fall off, the way it does now. My guess is that it will outperform all other current trinkets except possibly DST, in any combat where you have prolonged contact with mobs.
- I'd assume that indicating the demonslaying pot gives you all the AP, on the assumption that you'd only use it for demons. Correct?
One feature that might be very nice (though I'd say improving the mechanics takes priority) would be to allow for a series of values on one stat, which would cause the sim to be run once for each value and a report on EAPs of stats with those varying values. The obvious candidate for that report right now would be MH and OH weapon speeds. Come WotLK, assuming the mechanics are changed appropriately, it would be great to vary toon levels. (which of course suggests that you'd have to implement the per-level rating-per-stat tables).
Another feature that *might* be useful (and might not, I'm not clear on this) is a report on how much mana you need for your rotation, and how likely you are to stay above zero with your SR. Again, this is more likely to be useful with WotLK, when there are more options for affecting mana pool size and use: imp SS 1/2, 1-5 pts in faster shocks, MW, the 51-point NYI talent, LS vs. WS (or mixing the two, possibly, to balance mana use), 16-20% haste totem (increases # of swings during SR), various glyphs, clear casting (11-pt ele), etc.
Lastly, are you working on a WotLK version? While it's still early to be min-maxing, I know everyone's already wondering...
So on pitbuller's recommendation I Dled this, and like Malan I was most unhappy to see that it requires Win32. I haven't looked at the code, but... is that really necessary? It's a CLI app, so really what could it possibly need besides libc and a couple other "normal" libraries?
I know you want to make a GUI for it, and that's great, but there's no reason to windowsfy it because you anticipate adding a GUI. You should make it a run-anywhere CLI program, and then if you have to to write a GUI, make that a separate front-end that writes the config file and then executes the CLI.
That said, I can probably make this work with WINE... what DLLs does it need?
There shouldn't be any problem to compile it on Linux or Mac. I have included the necessary boost headers in the package(there might be problem with other platforms if they have divided the boost headers to different files, depending on the platform).
In the future, compiling will be a little harder, because I will use ZThread for multithreading. Although, thats not on highest priority.
I haven't decided anything with the GUI yet. Your idea is good.
On another note, some minor things I noticed in the config file:
- the shaman weapon "enchants" are actually called "imbues".
- The Darkmoon card that grants stacking physical AP and spelldamage is a pretty good one for shams. I used it for a long time until I got the shard of contempt and ZJ's trinket. In fact, it will get a lot better in WotLK, since our spell hit will go way up and MW, added to our regular shocks, will nearly guarantee our spelldamage stack won't fall off, the way it does now. My guess is that it will outperform all other current trinkets except possibly DST, in any combat where you have prolonged contact with mobs.
- I'd assume that indicating the demonslaying pot gives you all the AP, on the assumption that you'd only use it for demons. Correct?
-Ok, I will change that sometime.
-Darkmoon Cards need some special attention with the code, which I have been lazy to give. I will implement them sometime though.
-Yes
One feature that might be very nice (though I'd say improving the mechanics takes priority) would be to allow for a series of values on one stat, which would cause the sim to be run once for each value and a report on EAPs of stats with those varying values. The obvious candidate for that report right now would be MH and OH weapon speeds. Come WotLK, assuming the mechanics are changed appropriately, it would be great to vary toon levels. (which of course suggests that you'd have to implement the per-level rating-per-stat tables).
Another feature that *might* be useful (and might not, I'm not clear on this) is a report on how much mana you need for your rotation, and how likely you are to stay above zero with your SR. Again, this is more likely to be useful with WotLK, when there are more options for affecting mana pool size and use: imp SS 1/2, 1-5 pts in faster shocks, MW, the 51-point NYI talent, LS vs. WS (or mixing the two, possibly, to balance mana use), 16-20% haste totem (increases # of swings during SR), various glyphs, clear casting (11-pt ele), etc.
Thanks for the EAP idea.
I don't think I will implement different levels. Too much work for too little reward I would say. Who cares to min max during leveling? Everyone knows the basic principals and that should be enough until you hit 80.
Lastly, are you working on a WotLK version? While it's still early to be min-maxing, I know everyone's already wondering...
Is there any chance of adding [Blackened Naaru Sliver] as a trinket option in your sim? Based on what the search results tell me, it has a 45 second cooldown, 10% chance to proc when not on cooldown, and each hit from windfury and stormstrike stack the buff.
Originally Posted by ebbv
I like to arrange gingerbread men like they're running away from me in terror and then crush them all.
There shouldn't be any problem to compile it on Linux or Mac.
Cool, I'll give it a shot.
In the future, compiling will be a little harder, because I will use ZThread for multithreading. Although, thats not on highest priority.
Is this really worth multithreading? Why not just run several instances and average the results?
Along similar lines, about the EAP idea, running a series of sims with a varying stat... You might want to have a separate "driver" do that, engaging separate instances of the sim for each varable instance. That gives you clean code separation and easy use of multiprocessing.
I don't think I will implement different levels. Too much work for too little reward I would say. Who cares to min max during leveling? Everyone knows the basic principals and that should be enough until you hit 80.
Understood... I'm still curious because on the road to 80 (and even after getting there, possibly) it may be that fast weapons are either better than slow, or (more likely, as discussed in the WotLK thread) close enough to slow that a lucky dagger drop in an early 10-man might be worth using instead of your blue lvl75 slow axe.
In any case, you have to have constants somewhere for the rating-per-%age at 70 (80 for WotLK), so if you just pull those out into the config file it would make it easier for people to test things at other levels.
So I looked at the source tree. This is not something I'm going to figure out in 5 minutes. No Makefile = not easy. Can you give me a couple of pointers? Assume I've never built anything on a windows box. Direct instructions or URLs explaining what I'm looking at would be helpful. If I get it working I can contribute back a makefile that should work on Macs and unixes.
-Trinkets added: Dragonspine Trophy, Ashtongue Talisman, Madness of the Betrayer, Hourglass of the Unraveller, Tsunami Talisman, Shard of Contempt, Berserker's Call, Bloodlust Brooch, Abacus of Violent Odds, Badge of Tenacity, Shadowsong Panther.
On use trinkets are not supposed to show uptime. enhsim - Google Code
If I calculate the Ashtongue Talisman against Berserker's Call the Talisman always wins. It looks like you are missing the on use effect. (~150 AP against ~137.5 AP)
"Progress just means bad things happen faster." -- Granny Weatherwax
Is there any chance of adding [Blackened Naaru Sliver] as a trinket option in your sim? Based on what the search results tell me, it has a 45 second cooldown, 10% chance to proc when not on cooldown, and each hit from windfury and stormstrike stack the buff.
I'll work on this.
Originally Posted by Wundorn
So I looked at the source tree. This is not something I'm going to figure out in 5 minutes. No Makefile = not easy. Can you give me a couple of pointers? Assume I've never built anything on a windows box. Direct instructions or URLs explaining what I'm looking at would be helpful. If I get it working I can contribute back a makefile that should work on Macs and unixes.
Thanks.
So which platform are you using? For example, if you use g++ to compile, I guess it should work with this? g++ *.cpp -o enhsim. I can't help you with the makefile. You could also download some free IDE and let it do the compiling. Just ram all the files under the source directory(excluding the sub-folders which should be unessessary to include) to your project.
Originally Posted by the_mort
If I calculate the Ashtongue Talisman against Berserker's Call the Talisman always wins. It looks like you are missing the on use effect. (~150 AP against ~137.5 AP)
On my test Berserkers Call wins. On use trinkets do not show uptime currently. Did you remember to add the passive bonus 90ap with Berserkers Call?
On your flow chart you twist at 5 second mark rather than immediately after shock ended. I am assuming that is to avoid the conflict that will happen at 13 second, which you will be shocking at 13.5?
-weapon_enchant was renamed to imbue
-Multithreading support.
-EP value calculation implemented. To calculate EP values, add any parameter when starting the program. Example:
enhsim.exe config.txt (NO EP calculation)
enhsim.exe config.txt ep (EP calculation)
EP calculation ranges can be adjusted in the config file.
Be warned, when calculating EP values, the simulation is actually run 10 times with the hours specified in the config file.
I also changed the report output to dots, because of multithreading.
On my machine, multithreading gave a nice ~40% speed increase. Downside is, that to compile this now, you have to download zthreads, build a static library of it and link it with enhsim. I also removed the boost headers from the package so you also need to download boost if you don't have it. Fortunately, it doesn't have to be built because it's header only.