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03/27/09, 1:54 PM
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#51
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Glass Joe
Blood Elf Death Knight
Cenarius
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There appears to be a problem with DnD. The following is a combat log with 4T7, butchery, RPM and dirge:
1 D&D
1 PS crit for 3098
151 IT crit for 3640
282 BS crit for 3752
1000 SS hit for 4001
1150 Gargoyle use, RunicPower.Value=65
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This should add up to 15+15+10+10+30 = 80. DnD doesn't appear to be awarding any RP. Also it didn't cause a GCD
It continues on like so and reveals another issue with RP calculation:
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1150 Gargoyle use, RunicPower.Value=65
1150 Summon Gargoyle
1281 SS crit for 9202
1431 BS crit for 3909
1672 PS fail
1822 PS crit for 3247
2000 IT hit for 1938
2281 SS crit for 9202
2431 SS hit for 4001
2581 DC crit for 7077 RP=84
2712 DC hit for 3538 RP=41
...
Knowing the RP calc for DnD was off and starting at 65-50=15 after the gargoyle, it should now add up to:
15+30+10+2+15+10+2-3-3+30-3-3+30-3+2=131, which should be capped at 130 (max rp) before the first DC. The first DC should leave us at 80, and the second at 34 (-6 for two more gargoyle upkeep costs).
It would swell the logs a bit, but it would be nice to have an option to have the log record every change in RP so we could more easily track errors like this. The RP changes could be inlined for abilities, like you do DC, which wouldn't make it too bad.. then the only additional lines would be from butchery every 5 seconds, gargoyle upkeep and scent of blood (if that's implemented).
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03/27/09, 2:54 PM
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#52
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Glass Joe
Human Death Knight
Hellscream
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Just wanted to say thank you for doing this - especially the fast and frequent updates. It's obvious you're putting a lot of work into it.
One small suggestion: It would be nice if the report textbox automatically scrolled to the bottom when stuff is printed on it. =)
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03/27/09, 4:14 PM
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#53
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Don Flamenco
Night Elf Death Knight
Chants Eternels (EU)
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Rayven01,
I have localized the 2 errors on Death and Decay.
I upload the corrected version here :
http://dksimulator.googlecode.com/fi...ator0.7.0a.zip
But for your second issue, I need more time.
Shadowstar,
I was thinking of it too.
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03/27/09, 6:22 PM
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#54
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Glass Joe
Blood Elf Death Knight
Cenarius
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That fixed those errors with DnD, thanks. Something is still fishy with it though. Even though SS & BB combined do more damage than 10 ticks of DnD, a DnD priority (DnD>BP>FF>SS>BB>UB>DC) consistently comes out 3-400 dps higher than a standard unholy priority (BP>FF>SS>BB>UB>DC). It's hard to believe that 1 extra GCD and 25 less RP accounts for any increase at all, let alone 300+... I'll try and do some PTR testing tonight and see what stands out.
Edit: Glyph of Death and Decay doesn't appear to be working. Average DnD damage is the same with it on or off.
Last edited by Rayven01 : 03/27/09 at 6:50 PM.
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03/27/09, 7:25 PM
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#55
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Glass Joe
Orc Death Knight
Cho'gall
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Nice tool. I was wondering what is the scope of the simulation ? From what I gathered in the readme and all, you mention some simulations details like boss armor, talent abilities uptime and such, and you provide a mean to customize stats, weapon dps/speed, spec and rotation, which results in great flexibility of custom user inputs.
From what I've seen so far, it can pretty much give a good estimation on what seems like boss dummies dps sessions, is there a way you could factor in more raid buffs that other classes bring ? thinking about stuff like Savage Combat's +4% phys and the like of. Was wondering because their existance could alter the EP values to somethind more realistic. Or would you rather stay within the scope of boss dummies simulation.
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03/27/09, 8:36 PM
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#56
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Glass Joe
Blood Elf Death Knight
Cenarius
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Silverscar: Check the readme again. Under the Buffs and Debuffs section raid buffs are listed. All are permanently on until Kahorie eventually adds gui elements to toggle them.
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03/27/09, 8:36 PM
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#57
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Don Flamenco
Night Elf Death Knight
Chants Eternels (EU)
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Silverscar,
All the raid buff are taken into account. At least the one described is the Available buff and debuff section of the readme file. The goal is to simulate a boss fight. Dummy DPS is not very important to my eyes.
Rayven,
DnD have been implemented too fast and is buggy. But with your help I hope there are no more more issue on it with the new version.
Here are the good news:
0.7.1 Release notes
* Template update to match PTR Build 9733.
* Report display improved.
* Lots of Death and Decay problem.
* Option to have a verbose combat log
* From 3.1.0 PTR Patch Notes: Heart Strike: No longer affected by Glyph of Blood Strike.
check the op for a download link
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03/27/09, 9:02 PM
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#58
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Glass Joe
Orc Death Knight
Cho'gall
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Ah, please accept my apologies, must have missed it.
Is the implementation of Sigil of Awareness up to date with its actual value ?
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Equip: Increases the base damage dealt by your Scourge Strike by 189, your Obliterate by 336, and your Death Strike by 315.
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Any chance we might see shorter timespan performances ? As you may already know, cooldown reliance makes some specs perform better according to amount of time the fight lasts. I do find averages values based on a large dataset very interesting, don't get me wrong, but I think with dual spec coming around the corner having fight-length based performance values might turn out be of great interest.
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03/28/09, 7:44 AM
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#59
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Don Flamenco
Night Elf Death Knight
Chants Eternels (EU)
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The Sigil of Awareness is implemented with it's 3.1 modification.
the Random factor on a short fight is very important. Anyway I could add an optional parameter to reset the fight cooldown every x minutes. I'm adding that in my todo list
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03/28/09, 12:05 PM
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#60
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Glass Joe
Human Death Knight
Kazzak (EU)
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I still thank you for your work, few things to add to the list
- Howling blast cd changed from 10sec to 8sec
- If the spec don't have Master of Ghouls the pet should only be up for 2min and then away for 3min and then again. Ofcourse this doesn't take the fact that he might die in a fight.
- Unbreakable armor. Might be good to make a toggle to use it with bloodtap always when off cooldown, but it should cost one GCD. Basicly this could just be done so that it doesn't use a rune, but adds a GCD.
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03/28/09, 3:34 PM
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#61
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Don Flamenco
Night Elf Death Knight
Chants Eternels (EU)
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- The Howling Blast update is already implemented since the 0.7.0 version (2 day ago).
- From my unterstanding, Raise Dead will have a 1 minute duration, for a 3 minute cooldown.
- I Still have to implement Unbreakable Armor.
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03/28/09, 5:06 PM
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#62
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Glass Joe
Human Death Knight
Kazzak (EU)
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edit, no idea what caused the howl cd on mine, works now.
And forgot the change to raise dead on the ptr, it's like you said.
Last edited by Energizr : 03/28/09 at 5:13 PM.
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03/29/09, 1:47 AM
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#63
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Old Timer
Orc Death Knight
Whisperwind
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Very, very nice Kahorie. The report display is much nicer now.
However, I can't seem to get the EP feature to work. It prints out the 10 combat log reports, but no values at the end. Is anyone else able to get values?
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03/29/09, 6:33 AM
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#64
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Don Flamenco
Night Elf Death Knight
Chants Eternels (EU)
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Here are the last correction/addition. Check the OP for download information.
0.7.2 Release notes
* Unbreakable armor implementation.
* The EP result now appears in the new report.
* Add an internal file editor to ease configuration.
* You can now choose between several character config file.
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03/29/09, 5:40 PM
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#65
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Glass Joe
Blood Elf Death Knight
Draenor (EU)
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There seems to be problems with the EP calculator, these are the results im getting.
EP :AttackPower = 100
EP :Strenght = -610
EP :Agility = 60
EP :HitRating = 270
EP :CritRating = 10
EP :HasteRating = 200
EP :ArmorPenetrationRating = -310
EP :ExpertiseRating = 200
EP :WeaponDPS = -1300
You can see my stats in the armory profile, and I am sure I put the correct values to the character template. Using default Blood spec + prio. FC + pets ticked. T8dps sigil. Blood pres.
And 50h simulation time.
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03/29/09, 6:03 PM
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#66
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Don Flamenco
Night Elf Death Knight
Chants Eternels (EU)
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And how much in the tag <EP><base>XX</base></EP> ?
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03/29/09, 6:15 PM
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#67
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Glass Joe
Blood Elf Death Knight
Draenor (EU)
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50 currently. As far as I know that is the default value?
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03/29/09, 7:20 PM
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#68
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Don Flamenco
Night Elf Death Knight
Chants Eternels (EU)
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For this strange EP value, I see 2 options:
1/ There is something that is not well reseted between calculation on a Blood talent or ability.
2/ The calculation length is too short and is too sensible to the RNG. The fisrt calcultation have been very lucky and not the other.
If I was sure there won't be any bug in the simulator I would say it's the second option. But, I will double check that.
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03/31/09, 6:40 AM
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#69
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Don Flamenco
Night Elf Death Knight
Chants Eternels (EU)
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0.7.3 Release notes
* Add an <Rime> priority to use HowlingBlast on Rime proc
PTR Build 9742
* Necrosis: The damage from this ability will no longer benefit multiple times from damage increasing effects.
* Rime now procs from Obliterate instead of Icy Touch.
* Death Strike damage has been increased and now deals 75% weapon damage (up from 60%) plus 222.75 (up from 178.4) for the max Rank.
* Summon Gargoyle now lasts up to 40 sec. (Down from 1 min)
* DPS Set - 2 pieces - Increases the critical strike chance of your Obliterate, Scourge Strike and Death Strike abilities by 5%. (Old - Didn't affect Death Strike)
* DPS Set - 4 pieces - Your Obliterate, Scourge Strike and Death Strike generate an additional 10 Runic Power when used.
Just to let you know I working right now on DRW and after that, there will only be cosmetic addition,bug correction and of course PTR change.
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03/31/09, 9:41 AM
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#70
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Don Flamenco
Orc Death Knight
Jaedenar (EU)
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I found that Ghoul missed in simulator even with melee cap while it should use master melee hit. Gargoyle seems to be working fine with master spell hit.
P.S. What does exactly <EP><base>50</base></EP> does?
Last edited by Fugazor : 03/31/09 at 9:56 AM.
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03/31/09, 10:23 AM
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#71
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Don Flamenco
Night Elf Death Knight
Chants Eternels (EU)
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In fact I don't differ Hit and Dodge in the report. And as far as I know, the ghoul don't inherit from master expertise. That is why you have "missed" even if your are hit capped. They are in fact dodge.
What EP base stand for ? When the simulator calculate Equivalence Point it run the simulator multiple time, each time adding a value to a character stat. The added value is set with this parameter.
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03/31/09, 11:26 AM
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#72
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Glass Joe
Gnome Death Knight
Alleria
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This is really cool, editing the templates isn't so bad, and it actually gives some meaningful output!
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03/31/09, 6:47 PM
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#73
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Von Kaiser
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Amazing work, keep it up with the fast updates, definitely by far the best DK theorycrafting tool I have seen yet.
Two things I would like to see added:
- Glyph of Disease added and rotations supporting this.
- 2+ enemy simulator to compare AoE damage from different specs.
Also, I can't figure out a way to make the simulation time less than an hour.
Last edited by ron9 : 03/31/09 at 7:54 PM.
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04/01/09, 4:59 AM
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#74
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Don Flamenco
Night Elf Death Knight
Chants Eternels (EU)
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The Glyph of Disease is on my todo list and should soon be available.
I may add a multi target mode, but I won't start working on it until the work left on single target mode is over.
There is actually no way right now to make simulation calculating less than a 1 hour fight. And I not convinced that it's needed. A 1 hour simulation is taking less than 1 second to be calculated and is giving very random/unreliant results.
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04/01/09, 6:00 AM
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#75
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Piston Honda
Troll Death Knight
Lightning's Blade
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I'm looking at the Results for some Simulations and it looks as if you don't take the ghoul being non-permanent into consideration with the Blood spec, This may be true with Frost also.
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