In semi-response to a post on the DW thread questioning how I handle rotations:
- Rime (and Sudden Doom) are modeled in a rather approximate form regarding their effect on RP. Rather than being incorporated into Death Coil and Howling Blast, they are treated as separate additions thereafter. That is to say, the rotation segment IT HB will always be assumed to produce a total of 45 runic power (with appropriate talents/glyphs). The additional GCD and ability produced is modeled separately, such that IT HB Dump would result in IT, HB, DC, 15% chance of an additional HB, and 15% chance of causing a gcd worth of rotational pushback (reduced based on amount of free time at the end of the rotation before the next should begin). Sudden Doom autocrit is modeled separately from the free death coil and applies to the first one cast after the buff is gained. The 5 RP gain from Rime is not modeled.
- Runes are not modeled in any way shape or form. It is assumed that the rotation entered is valid and possible with respect to rune abilities. In the case of the rotations I enter, this is often not true. I'm considering writing some kind of rotation validator but I'm not really sure how to go about it.
- List of valid rotation commands: Begin segment
A segment represents one full rune refresh (10 seconds). Basically, dividing the rotation into segments just says 'After the end of this segment, if it hasn't been 10 seconds yet, wait for runes to refresh.' Plague Strike
Blood Rune Strike
FU Rune Strike
Blood Rune Spell
Pretty self explanatory. The highest average damage per hit ability is calculated and used. One of the options calculated for the FU rune strike is to use Obliterate when Killing Machine is not active and Howling Blast when Killing Machine is active; the effect of this on RP when 4P T7 is worn is averaged out, so that the conditional strike will generate ~27 RP. RP generation is taken into account when deciding. The GCD is also averaged. Blood Rune Spell will always use Pestilence if 5 points are placed in Blood of the North. Single RP Dump
Full RP Dump
If at any time an RP dump is attempted, and Unholy Blight has not been cast at all this rotation, is talented, and is higher total damage than other RP dumps, Unholy Blight is cast. Single RP dumps are binary; they do nothing if RP is less than 40 (or 32 or whatever). Full RP dumps will create multiple GCDs until RP = 0, pushing back the rotation if applicable. If less than 40 (32) RP but greater than 0 RP is present, it adds a corresponding percentage chance of an RP dump and the same percentage of rotation pushback if applicable. Rime / Sudden Doom
This will check the chance that Rime has procced, then add that percentage chance of an HB and that percentage chance of a rotation pushback if applicable; then does the same with Sudden Doom.
---FU Disease Refresh
This is intended to represent using Scourge Strike if diseases are up and using PS/IT if not, for a glyphed 2H Unholy rotation. It doesn't seem to work very well though. I won't go into huge detail as this is not the 2H Unholy thread. 0.1 Sec Delay
Self explanatory. Allows waiting for runes to be in the right spot. Rime or RP Dump
For creating 'tight' rotations that don't go (much) over 10 seconds. This will check the chance that Freezing Fog is active, add that chance of an HB, then add the remainder chance of a single RP dump. RP is removed in full.
- If any RP is remaining at the end of a rotation (which will not be the case if 'Full RP Dump' is used), it is added to the beginning and recalculated.
In typing out this I've definitely noticed some inconsistencies and some areas in which the model is highly inaccurate. I have a few options, and I'm not sure which way to go at this point:
- Leave it generally as is; it's good enough to approximate DPS using a 'standard' rotation. Let the rotation geeks use pen and paper or a separate tool to optimize.
- Fully implement an RP system such that Rime and Sudden Doom procs, as well as the 4P T7 Obliterate vs. Howling Blast discrepancy, are modeled. The only way I can think to do this without starting over and rewriting the entire thing as a full-on simulator is to split off 'scenarios' each time BS/HS or IT is used for each contingency subrotation. I'd end up with a lot of scenarios and quite a bit more complexity.
- Implement an averaging system to Rime and Sudden Doom similar to what I used for 4P T7, so that IT HB Dump results in an average of 42.75 RP instead of 45, et cetera. This may be near accurate but it doesn't account for potential rune delay.
- Fully implement runes. This would have probably more than twice the complexity of just fully implementing RP.
- Fully implement runes and a priority system. This would require significant recoding but allow much more accuracy than before, since most fights necessitate a priority system anyway.
I think I'm going to investigate what is necessary to implement a priority system. It may not be all that bad...
I've updated my sheet. I'm still waiting for some constructive feedback
Great sheet Doc, I haven't run in to any real problems yet. But I was wondering how to add proc's from items like [Darkmoon Card: Greatness]? Also what about adding other races? how do you add in things like racial's?
Nice page, good for quickly generating lists of what you should be getting in general.
Few (constructive) comments:
Might be worth also putting in a modifier for armor, if you spec into blood you will be getting 5 attack power per 180 armor making plate look a lot more attractive then it is currently looking on the page.
Is there a way to code in an expertise and hit cap (or someway of selecting gear so you get a warning when you go over your cap, which you can then input yourself ratingwise)?
Is there a way to code in being a jewelcrafter and having acces to 3 prismatic gems
Is there a way to hard code trinket effects? (assuming uptimes of these effects)
Just some ideas that sprung to mind, but I like the looks of this
Any chance that one of the moderators would be kind enough to post the links to the latest versions of the spreadsheets and other tools at the top of the thread? This thread it no long enough that it is a problem to dig through, but it may get harder over time.