Hello everyone,
That's quite some time since I posted something on ej, probably more than a year, but I just recently began to play wow again with my death knight.
Simulationcraft is a fantastic tool in theory, but to be honest, it really lacks some basic ingame number validation. I perfectly understand that the devs do not have the time to do it, so it would be great if the community could handle it in their place.
Here's a little sample feedback, knowing that I always build simcraft from the latest svn with the ui.
Issue : Obliterate damage is completely off of what it's really doing in game (only tested for frost dps).
Way obliterate damage is calculated in game :
(((AP/14*3.3 + weapon_damage) * 1.6 + 1040) * (1+(annihilation*0.15 + MotFW*0.04 + GoOB*0.2))) * (1+number of disease*0.125)
fully talented with OB glyph, obliterate damage without disease = (normalized_weapon_damage * 1.6 + 1040) * 1.77
a sample of the checks I did :
AP = 9935
Weapon = large club 4-6 dmg 3.2 speed
Obliterate damage witout any disease ((9935/14*3.3+5)*1.6+1040)*1.77 * 0.7012 ~=
5951
0.7012 is the damage reduction via armor on a lvl 85 dummy target
In game average number =
5954
deviation < 0.05%
Way the bugged obliterate tooltip is calculated in game, fully talented with OB glyph :
160*1.77 = 283% + 1040*1.77*1.77 = 3258,216 -> Yes there is a "double dip" in the tooltip
IG : 283% + 3257
Way obliterate is currently calculated in the simulator without disease :
((AP/14*3.3 + weapon_damage) * 1.6 + 1040) * (1+annihilation*0.15) * (1+MotFW*0.04) * (1+GoOB*0.2)
fully talented with OB glyph, obliterate damage = (normalized_weapon_damage * 1.6 + 1040) * 1,9488
So the simulated OB does 10.1% more damage than what it should, which is quite a lot when the goal is to have an accurate simulation to be able to determine the optimal abilities priority.
I checked that it really did 10.1% more damage by putting my gear in the simulator, with thoses lines in addition :
optimal_raid=0
override.improved_icy_talons=1
target_level=85
talents=http://www.wowhead.com/talent#jbhMZGcR0fuRdbub
glyphs=frost_strike/obliterate/howling_blast/death_grip/pestilence/dark_succor/resilient_grip/raise_ally/horn_of_winter
actions=/presence,choose=unholy
actions+=/snapshot_stats
actions+=/obliterate,if=frost=2&unholy=2
actions+=/obliterate,if=death=2
main_hand=large_club,ilevel=3,quality=common,weapon=mace2h_3.20speed_4min_6max
Notes :
- no Merciless combat talent to have perfectly stable damage
- no str/ap proc items
- only obliterates without disease
average simulated obliterate hit : 6525
the stats tab shows 9900 AP. -> ((9900/14*3.3+5)*1.6+1040)*1.9488*0.7012 ~= 6534
Issue : Blood Strike seems to do less damage than what it should (only tested for frost dps).
This issue is a little strange, and is probably linked to a blizzard bug.
in game blood strike without disease = 2010
in game blood strike with 1 diseases = 2387 = 1,1875 * 2010
in game blood strike with 2 diseases = 2875 = 1,204 * 2387 = 1,430 * 2010
It should be +12.5% for each additional disease, but it's clearly not the case here.
I didn't take the time to determine what's the (bugged ?) in game formula, but whatever it be, simcraft does not have the same one, and from the tests I did, underestimate the blood strike damage as expected.
On another note, here's a line to add in the action list to gain a little more dps :
actions+=/blood_tap,if=buff.killing_machine.react&((frost>=1&unholy=0&death=0)|(frost=0&unholy> =1&death=0)|(frost=0&unholy=0&death=1))
before :
actions+=/obliterate,if=buff.killing_machine.react
it justs blood tap only if there is a KM proc, to do an obliterate crit instead of a frost strike crit. The gain is nearly inexistant on the live, but present on the PTR. I added it because it's probably the way the majority of the players use their bloodtap.
And here is a feature request :
Make cooldown._rune_.remains works, that would be great to know if waiting some runes can be a dps gain, like the wait command in the paladin dps rotation with crusader strike.
That's all for now, because it takes quite some time to check things talent point per talent point in game
