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11/06/08, 2:34 PM
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#76
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Great Tiger
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Originally Posted by erragal
Dedemonwakeen: I'd suggest running/showing balance numbers without faerire fire. In a balanced raid there should be no reason to cast it, and the DPS hit is fairly significant. For the sample output at least, it'd be appropriate to show the maximum potential DPS similar to affliction locks with and without CoE. It'll make for good comparison in non-feral raids with shadow priests to see whether affliction locks or balance druids take more of a DPS hit by applying the minor armor debuff. Starfire being better than wrath is probably more related to the heavy penalty you get from latency when chain casting wrath.
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That's a good point. I'll add a NoFF profile.
I have people waiting in the wings to get started on Druid-Feral, Rogue, Hunter.... waiting for me to put together a template for them. (Actually, Hunter got tired of waiting..... and is already started.) Hopefully, we'll be able to make the Boomkin-vs-Feral tradeoffs soon.
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11/06/08, 8:35 PM
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#77
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Bald Bull
Gnome Mage
Argent Dawn (EU)
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Felguard
Felguard spec DPS is very lacking in the sims, some bugs I've found:
* Pet is unaffected by Windfury Totem (Should be 20% melee haste)
* Effect of Strength Totem looks low to me. Probably correct.
* Strength Totem doesn't add any crit (it should via Agi; unknown Agi:crit?)
* Possible to give the pet another 5% crit (LotP/Rampage)?
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11/06/08, 8:46 PM
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#78
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Great Tiger
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Originally Posted by Roywyn
Felguard
Felguard spec DPS is very lacking in the sims, some bugs I've found:
* Pet is unaffected by Windfury Totem (Should be 20% melee haste)
* Effect of Strength Totem looks low to me. Probably correct.
* Strength Totem doesn't add any crit (it should via Agi; unknown Agi:crit?)
* Possible to give the pet another 5% crit (LotP/Rampage)?
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Thanks! I've been tearing my hair out over the physical dps.... and you pointed me the perfect direction.
There is a MAJOR problem with haste and attacks in general..... bah, I suck.
Also, it looks like I did not define the Agi:Crit ratio for pets.......... bah, i really suck.
I knew it was time to start giving the melee mechanics some lovin.... No time like the present!
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11/06/08, 11:03 PM
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#79
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Great Tiger
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Originally Posted by Roywyn
Felguard
* Strength Totem doesn't add any crit (it should via Agi; unknown Agi:crit?)
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Know any Warlocks and Shaman/Paladin who can buff the pet and check out the change in crit stats?
I really have no idea what ratio to use...... For now I'll go with the Warlock ratio.
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* Possible to give the pet another 5% crit (LotP/Rampage)?
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Forgot to mention: This is already implemented.... I just forgot to put it in the config file. Just add "leader_of_the_pack=1" after each player/pet of interest.
EDIT: Bah.... Well.... I know I never tested this because the released version of the code looks for leader_of_the_ pact.....
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11/08/08, 12:35 AM
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#80
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Great Tiger
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SimulationCraft r1073 available for download..... SampleOutput has been updated.
A few minor tweaks to modeling.... Revamp of RNG system to improve multi-thread performance.
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11/10/08, 9:13 AM
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#81
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Von Kaiser
Undead Warlock
Wrathbringer (EU)
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You seem to have a bug somwhere ...
The variance I see when running simcraft multiple times is significantly larger than the predicted error. I tested this with 10 runs of simcraft, 10,000 iterations per run. The deviation I see is larger than the computed error (yes, I divided your error by 2 to get std_dev/sqrt(iterations) ) for all of all raid_70.txt's default players.
I believe this only happens since you introduced multi-threading. However, compiling with -DNO_THREADS doesn't solve the problem.
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11/10/08, 9:48 AM
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#82
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Von Kaiser
Blood Elf Rogue
Undermine
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Originally Posted by Troffel
The central limit theorem is not applicable, because the conditions a not satisfied.
Mainly, I expect a not necessary a Gaussian distribution, because the random variables are not (in general) independent. It has to be proven that the distributions are Gaussian and this will be a interesting fact.
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This would be very similar to stochastic simulations in finance. Basically you are running a multitude of scenarios (say 10000) of 3 minutes fights, pick the worst 10% and find an average DPS for these. So instead of take a blunt average, we would try to find which spec/gear/whatever gives the best worst case scenario. At some point, you have to ask yourself: is higher average DPS better then more stable DPS?
As mentionned above, this is usually how finance people run the liabilities on fund guarantees (spelling on that); for the math savvy the 10% pick would be called CTE(90).
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11/10/08, 11:04 AM
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#83
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Great Tiger
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Originally Posted by Kalle
You seem to have a bug somwhere ...
The variance I see when running simcraft multiple times is significantly larger than the predicted error. I tested this with 10 runs of simcraft, 10,000 iterations per run. The deviation I see is larger than the computed error (yes, I divided your error by 2 to get std_dev/sqrt(iterations) ) for all of all raid_70.txt's default players.
I believe this only happens since you introduced multi-threading. However, compiling with -DNO_THREADS doesn't solve the problem.
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When it "worked right" were you ever running with multiple threads? (The sfmt package was not previously thread-safe.)
Can you try something: Re-run the experiment with "sfmt=0" in the config file. This will use the libc rand() function. Run with "threads=0" or simply not set because the mutex locking in rand() destroys any benefit you'll get from multiple threads.
I stole the guts of sfmt (with proper acknowledgment of credit, ofc) and made it thread-safe.
I'm not sure if our error-analysis is/was off because the rng package was behaving oddly..... but more unfortunately, in cases like this "more variance" is probably the "more correct" scenario.
Let me know how the rand() experiment goes. I'll do some research on how our "error calculation" is performed. BTW: I welcome your input on this. I make no claims to be being a statistics expert.
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11/11/08, 3:22 PM
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#84
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Von Kaiser
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Are there any plans for a resource timeline? I know I would find this very useful.
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11/11/08, 4:22 PM
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#85
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Great Tiger
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Originally Posted by Eleven
Are there any plans for a resource timeline? I know I would find this very useful.
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To be honest, I hadn't even thought about it..... but that's a good idea. Roywyn has been asking about reporting the amount of mana left when the target dies and I wasn't sure where I was going to put it..... This expands on that idea very nicely.
I'd promised myself to stop messing around with the existing architecture so that I could focus on adding more class support..... but this one intrigues me.
FYI..... The current DPS timeline is average of all iterations. I would do the same for monitoring resource levels.
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11/16/08, 8:41 PM
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#87
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I'm not crazy, no, really, I'm not.
Askledarea
Blood Elf Shaman
No WoW Account
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Are you still using your modified Elemental settings, or are they as they are in-game?
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Originally Posted by Nite_Moogle
my surpriseometer isn't registering anything here
is it broken
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11/17/08, 11:47 AM
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#88
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Great Tiger
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Originally Posted by Binkenstein
Are you still using your modified Elemental settings, or are they as they are in-game?
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Could you elaborate? I've been a bit distracted lately so I may have missed a key modeling discussion.
If SimulationCraft does not model in-game behavior it is usually due to the following reasons:
(1) The simulator is bugged.
(2) The simulator is executing as intended..... but the author is unaware of a modeling change.
(3) The in-game mechanics do not match tooltip/intent and the simulator chose to model the intended behavior as opposed to the actual behavior.
Which of those categories apply here?
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11/17/08, 3:30 PM
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#89
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I'm not crazy, no, really, I'm not.
Askledarea
Blood Elf Shaman
No WoW Account
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You changed Chain Lightning to put all jumps into the single target once, just wondering if that is still the case.
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Originally Posted by Nite_Moogle
my surpriseometer isn't registering anything here
is it broken
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11/17/08, 11:42 PM
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#90
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Great Tiger
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Originally Posted by Binkenstein
You changed Chain Lightning to put all jumps into the single target once, just wondering if that is still the case.
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Ah.... that. Actually, I implemented it as a "glyph" so that it could be optional.
However..... I just peeked at the code and it looked like I removed that functionality...... I didn't want to give anybody the wrong idea......
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11/20/08, 6:14 AM
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#91
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Great Tiger
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SimulationCraft r1111 available for download:
* Multi-threading performance scaling significantly improved
* Support for two new static debuffs (until DK support comes along): Rune of Razorice, Crypt Fever
* Work around size limitation of GoogleCharts to fix _DPS Ranking_ charts
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11/25/08, 1:17 PM
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#92
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Don Flamenco
Night Elf Druid
Echo Isles
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Is it possible to specify an action list that will "weave" two spells? For instance, a "rotation" of
Starfire Wrath Starfire Wrath ...
is interesting when trying to proc Eclipse. You don't know which Eclipse you'll get, but when Eclipse procs, you won't waste your first cast on the wrong spell (reaction time problem).
If there is no current support, perhaps an action list of
action= ... /starfire+wrath,eclipse=trigger/ ...
would be appropriate?
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11/25/08, 2:48 PM
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#93
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Great Tiger
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Originally Posted by Erdluf
Is it possible to specify an action list that will "weave" two spells? For instance, a "rotation" of
Starfire Wrath Starfire Wrath ...
is interesting when trying to proc Eclipse. You don't know which Eclipse you'll get, but when Eclipse procs, you won't waste your first cast on the wrong spell (reaction time problem).
If there is no current support, perhaps an action list of
action= ... /starfire+wrath,eclipse=trigger/ ...
would be appropriate?
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I've considered supporting a "fixed rotation" as a possible "sub-action".....
I've considered custom spell-pairs that intrinsically know what spell was cast last.....
I've also considered simply adding a "prev_cast" conditional
I'm leaning towards the last one since it is the easiest.....
action= .../starfire,eclispe=benefit/wrath,eclipse=benefit/wrath,prev=starfire/starfire
this will
invoke starfire if we are certain it has the eclipse benefit
else
invoke wrath if we are certain it has the eclipse benefit
else
invoke wrath if we just cast starfire
else
invoke starfire
this is not a true alternating of starfire and wrath because a DoT-refresh with higher priority will make "prev=starfire" evaluate to false for the wrath conditional...... but this is probably ok
I've had such fun leveling my Balance Druid to 70 that I think it is becoming my main (gasp!) so expect to see this feature soon.
(Of course, I'll have to level my SP to 75 for Mind Sear no matter what class becomes my main. After four years of waiting for real AoE I can't quit now!)
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11/25/08, 10:30 PM
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#94
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Don Flamenco
Night Elf Druid
Echo Isles
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Originally Posted by dedmonwakeen
action= .../starfire,eclispe=benefit/wrath,eclipse=benefit/wrath,prev=starfire/starfire
this will
invoke starfire if we are certain it has the eclipse benefit
else
invoke wrath if we are certain it has the eclipse benefit
else
invoke wrath if we just cast starfire
else
invoke starfire
this is not a true alternating of starfire and wrath because a DoT-refresh with higher priority will make "prev=starfire" evaluate to false for the wrath conditional...... but this is probably ok
I've had such fun leveling my Balance Druid to 70 that I think it is becoming my main (gasp!) so expect to see this feature soon.
(Of course, I'll have to level my SP to 75 for Mind Sear no matter what class becomes my main. After four years of waiting for real AoE I can't quit now!)
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That sounds like a superior solution, since intervening actions (like DoT refreshes) should reset the sequence.
Does simulationcraft support multiple conditions on an action: /wrath,prev=starfire,eclipse=trigger/ ?
Note that this would need reaction time: The moonkin "thinks" he is casting Wrath to trigger eclipse, but it is possible that the previous SF triggered it. He just doesn't know it at the time he starts casting.
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11/26/08, 9:05 AM
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#95
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Great Tiger
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Originally Posted by Erdluf
That sounds like a superior solution, since intervening actions (like DoT refreshes) should reset the sequence.
Does simulationcraft support multiple conditions on an action: /wrath,prev=starfire,eclipse=trigger/ ?
Note that this would need reaction time: The moonkin "thinks" he is casting Wrath to trigger eclipse, but it is possible that the previous SF triggered it. He just doesn't know it at the time he starts casting.
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The ready() function for any action can be as arbitrarily complex as the class owner wants it to be...... although MOST conditionals are simply of the form:
"Return false if any of these conditions are not met."
In general conditionals from procs all take reaction time into account..... provided the code is not bugged.
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12/01/08, 6:49 PM
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#96
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Great Tiger
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SimulationCraft r1147 available for download.
* Major bug-fix to scaling data for classes with pets
* WotLK flasks
* WotLK foods
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12/01/08, 8:02 PM
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#97
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Don Flamenco
Tauren Druid
Destromath (EU)
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Originally Posted by dedmonwakeen
SimulationCraft r1147 available for download.
* Major bug-fix to scaling data for classes with pets
* WotLK flasks
* WotLK foods
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Can't open the zipfile for windows :/
edit: Oh, it is actually a 7z file.
Last edited by Starfox : 12/01/08 at 8:18 PM.
Reason: Zipfile
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Hello.
Light the fuse.
For all my homies.
Do not run, we are your friends.
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12/01/08, 8:48 PM
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#98
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Great Tiger
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Originally Posted by Starfox
Can't open the zipfile for windows :/
edit: Oh, it is actually a 7z file.
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Oh crap! I'll replace it!
EDIT: It is now a true "zip" file..... Sorry for the confusion!
Last edited by dedmonwakeen : 12/01/08 at 8:54 PM.
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12/02/08, 11:05 AM
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#99
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Don Flamenco
Tauren Druid
Destromath (EU)
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As a moonkin i get serveral bonuses, +10% int, 15% spi/12% int als spellpower, so should i enter the stats from casterform without any buffs i suppose and the simulator calculates the stats in moonkin on itself?
Another thing i noticed in your supplied raid_80.txt, every moonkin got
enchant_hit_rating=-25
enchant_haste_rating=+25
Searched thread and the wiki pages on your project, but can't figure out the reason for these values :/
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Hello.
Light the fuse.
For all my homies.
Do not run, we are your friends.
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12/02/08, 11:42 AM
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#100
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Bald Bull
Gnome Mage
Argent Dawn (EU)
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Originally Posted by Starfox
As a moonkin i get serveral bonuses, +10% int, 15% spi/12% int als spellpower, so should i enter the stats from casterform without any buffs i suppose and the simulator calculates the stats in moonkin on itself?
Another thing i noticed in your supplied raid_80.txt, every moonkin got
enchant_hit_rating=-25
enchant_haste_rating=+25
Searched thread and the wiki pages on your project, but can't figure out the reason for these values :/
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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.
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