- It's really hard to see what's a DPS increase and what isn't when two simulation sessions with 1000 iterations end up varying by up to 100 DPS (well outside of expected error).
When I've been running at 1000 iterations with Yellowsix, I haven't seen the result fluctuating by more than 10-20 DPS in either direction, which is within the estimated margin of error... I don't claim to be a statistics wizard though. I'll try it with some different characters and cases, but as of now I cannot reproduce this behavior. I'll keep an eye on it.
- You shred to 5 CP, constantly. This will lead to dropping Rake uptime a lot and dedicating more CP to FB than it's really optimal to do.
This is just an assertion... I can't really do anything with this statement. So say I lose 10% rake uptime, which is about 10 ticks in a 5-minute fight. Why is it obvious that this is a problem? There are too many variables to just assert this as truth. Same for dedicating more CPs to FB... just saying that it is not optimal does not make it so... thus simulators! It would be better if you were to create a rotation with higher rake up-time and less FBs that does more damage, and show it to me.
- You may attack twice without an SR buff if you don't crit the first one. That's just a bad idea.
Same as above -- tell me why, or better yet, show me why with a custom rotation -- don't just assert that it is true, or I can't do anything with it. Let me try and think about this particular statement though... let's estimate this potentially bad scenario: I get 4 auto-attacks, 2 rip ticks, 1 rake tick, and 2 shreds without SR up. With Yellowsix, I would have done ~13,000 extra total damage had SR been up. So then the question becomes... what did I gain by allowing that gap in SR up-time? Say I gained one FB. My average FB damage is ~19,500. Thus, I gain 6,500 damage overall.
While I agree that gaps of SR downtime is probably a bad thing... it is not trivial to determine at what point 100% up-time is worth potentially sacrificing an extra FB during the fight.
Something is wrong with the "Target missing SR or less than X seconds remain". With X = 8, a 4 CP SR is being refreshed after ~14 seconds. Either your SR length is computed wrong or the phrase simply isn't doing what it's designed to do. Is it triggering the "missing SR" after the 1-point SR has expired?
I checked the code, and it was possible that an SR could be executed as if the player had less CPs than they actually had. I have fixed this, so this situation shouldn't happen anymore. Good catch.