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Old 09/26/08, 1:57 PM   #1
Vontre
Mr. Sandman
 
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Vontre
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Vontre's Deathgraf - DK theorycraft tool (beta)

DEATHGRAF HAS BEEN DISCONTINUED

I didn't realize this post was the top search result on google. Sorry for any confusion!











Greetings fellows and sirs! I've just completed a stable and working beta of magegraf built specifically for Deathknights! Oh joy!

I'm going to copy my post from the magegraf thread because it's basically the same thing:

How it works
Deathgraf is almost a simulator, providing incredible detail and accuracy while still being fast enough to recalculate on a whim. Deathgraf calculates an optimal sequence of ability firing and individualy calculates each ability's damage over x amount of time. However, the things we know; crit/hit averages, average damage, proc rates; are averaged out for each ability, so you always get the same perfect result. It then makes a graf of fite (tm) that looks something like this:



Do you see that shit? It's a fucking beautiful graph. Er, graf. That's what this shit does, it makes grafs and they tell you stuff.

The tool comes with a variety of output and fact checking options, so other theorycrafters can verify what's going on under the hood. With peer review, we know we're getting the right results.

Deathgraf is in beta right now, we are still pounding out bugs to make sure everything is accurate. This is now the official deathgraf thread, so post any questions, comments or suggestions here.

Edit: I forgot to mention one of the best features, the ability to instantly share your results. Every calculation has a unique url hash associated to it, so just copy the url out of your browser to show other people what you're seeing.

http://www.magegraf.com/deathknight

Important note here. IF YOU ARE POSTING AN ERROR, please include a link to your results so I can quickly find out what the problem is. Thank you.


Notes
Pets fire their abilities in tandem with player abilities, and a percentage of the damage is applied based on the timing compared to how often it would actually fire. This process isn't visible right now, sorry. Also claw is simply counted as a 4 second cooldown, there is no energy model.

All the values are based on the most recent PTR build as of 01/01/2008.
Things That Still Need To Be Done

Empower Rune Weapon and Blood Tap.

Last edited by Vontre : 01/15/10 at 1:05 PM.

Raiding is full of challenge. Sometimes there is fire. You have to not be in the fire.

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Old 09/26/08, 2:14 PM   #2
 frmorrison
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Ashstrike
Human Paladin
 
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Did you list what spec you are using for each build?

edit: Listed updated builds:


For Blood I use 51/13/7

For Frost I use 14/50/7

For Unholy I use 16/0/55


This may help with items: RapidShare: Easy Filehosting

Last edited by frmorrison : 10/13/08 at 10:35 PM.

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Old 09/26/08, 2:14 PM   #3
 vank
Slumlord
 
Blood Elf Warlock
 
Whisperwind
I thought you were cool before, but now... thanks Vontre. I didn't know you were doing anything for DKs on account of I never saw you posting.

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Old 09/26/08, 8:18 PM   #4
Vontre
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I think I need to review the talent allocations, actually, I believe blood is using unholy as the secondary (bad).

Raiding is full of challenge. Sometimes there is fire. You have to not be in the fire.

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Old 10/05/08, 10:09 AM   #5
Acix
Glass Joe
 
Human Death Knight
 
Silvermoon (EU)
Thanks vontre. You have been very helpful to me as a mage, infact the reason I specced Arcane. And now when I'm about to reroll Death knight you come and post this beautiful graf Thanks alot!

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Old 10/13/08, 5:23 PM   #6
Vontre
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I'm currently fixing a ton of bugs in the implementation. More updates posted later.

Raiding is full of challenge. Sometimes there is fire. You have to not be in the fire.

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Old 10/27/08, 7:34 PM   #7
Vontre
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Just got finished with a major update here. Vulajin helped clean up some of the melee calculations, and I added all the melee raid synergies. Also added custom spec support you can copy specs from mmo-champ or wow official and compare them.

http://www.magegraf.com/deathknight/...0afb7d24e2cac4

The degree of accuracy should be pretty high now.

Master of Ghouls is really overpowered, though I'm not 100% on these pet calculations, I think they are pretty close.

Oh and I should also mention Vulajin and I are collaborating on a roguegraf using the magegraf engine. That's my idea of a press release, suck it.

Raiding is full of challenge. Sometimes there is fire. You have to not be in the fire.

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Old 10/27/08, 8:31 PM   #8
Eishara
Piston Honda
 
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Worgen Death Knight
 
The Venture Co (EU)
Are Gargoyles not currently implemented for DeathGraf? I was looking at the Cast Sequence for various specs and noticed that for all ones with Gargoyles that it only listed one instance of Gargoyle Strike at 0 seconds and then nothing for the rest of the duration of the sequence. I realize that it's not quite finished yet but I didn't know where else to mention it.

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Old 10/27/08, 8:33 PM   #9
Zerchi
Von Kaiser
 
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Fray
Orc Death Knight
 
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Hooray a nifty tool. Thanks for this.

One thing I've noticed right off though is that you have rune strike in your rotations and that ability has been made reactive for tanking (only works on target dodge or parry now).

Mind posting the three "reference" specs you include by default (or just adding a "view" link to them like you do for specs we add)?

Edit: found a code error trying to render the stat analysis (happens for your link and any others as far as I can tell):

Warning: include_once(includes/stat_analyze.php) [function.include-once]: failed to open stream: No such file or directory in /var/www/public_html/magegraf.com/public/includes/home.php on line 851

Warning: include_once() [function.include]: Failed opening 'includes/stat_analyze.php' for inclusion (include_path='.:/usr/share/php:/usr/share/pear') in /var/www/public_html/magegraf.com/public/includes/home.php on line 851

Fatal error: Class 'Stat_Analyzer' not found in /var/www/public_html/magegraf.com/public/includes/home.php on line 853

Last edited by Zerchi : 10/27/08 at 8:49 PM.

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Old 10/27/08, 8:43 PM   #10
Lanlaorn
Piston Honda
 
Human Death Knight
 
Khadgar
Looking at the rotations in the Cast Sequence, your rotations just seem to repeat themselves, reapplying diseases every time (not utilizing Epidemic) and not making use of Death Runes.

Needless to say this must be a loss of DPS.

Edit: Posting an example:

Unholy Deathknight
Icy Touch - 0
Plague Strike - 1.37
Blood Strike - 4.29
Blood Strike - 5.79
Scourge Strike - 7.29
Unholy Blight - 8.79
Icy Touch - 15.16
Plague Strike - 16.53
Blood Strike - 18.03
Death Coil - 19.53
Blood Strike - 20.9
Scourge Strike - 22.4
Since I assume your Unholy spec has Epidemic and Reaping, there's a bug in skill priority/rotation somewhere.

Edit #2, How odd, I just looked at the time on those attacks, a 7 second jump from the Unholy Blight to the Icy Touch, perhaps you are using 3x Scourge Strikes there and it's simply not showing in the cast sequence log. There's still something odd going on though.

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Old 10/28/08, 2:59 PM   #11
Vontre
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That seems likely. I'll have to take a look at some of these issues, thank you.

Raiding is full of challenge. Sometimes there is fire. You have to not be in the fire.

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Old 10/30/08, 12:02 AM   #12
Vontre
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I found the answer concerning the rotations with Scourge Strike and Blood Strike. The answer is quite simply that under raid conditions, 2 blood strikes does more damage than one scourge strike. The simulator is smart enough to determine which one does more and pick that option whenever it can.

Why? Scourge Strike's main advantage is that it's magic damage and ignores armor. Because raids assume a huge amount of armor reduction via major and minor armor debuffs (sunder and faerie fire), scourge strike's armor piercing advantage is no longer enough to overcome blood strikes higher base damage (when doubled).

So basically death runes are useless to the unholy raiding DK.

Raiding is full of challenge. Sometimes there is fire. You have to not be in the fire.

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Old 10/30/08, 8:43 AM   #13
Foxx2405
Don Flamenco
 
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Blood Elf Death Knight
 
Moonglade (EU)
Not sure if i can totally agree with that.

That might be true if you do a 5/3 rotation like this:
IT>PS>BS>BS>SS
SS>SS>SS

But im not sure if that still goes if you use a 4/4 rotation:
BS>BS>SS>SS
IT>PS>SS>SS

A lot of tests have shown the latter to be higher dps on boss fights since you don't lose any time switching between single / dual runes. And you generally have more time at each rotation to use RP abilities.

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Old 10/31/08, 1:40 AM   #14
Buanna
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Troll Shaman
 
Hellscream
There's also consternation as to whether Scourge Strike actually outdamages either of its other options (IT+PS or 2 BS).


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Old 10/31/08, 2:07 AM   #15
Vontre
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I may take a look at the 4/4 rotation. In the meantime, I just corrected an error that was attributing way too much damage to the ghoul. Unholy should look more in line now.

Also, the new options for presence and glyphs show up in menus, but they don't do anything yet. =x

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