The OP is currently in a rewrite process. If you think some section need to be corrected/added you can post in this thread or send me a PM.
[top] Introduction
This simulator has been created to easily compare talent spec, presence, rotation. It can also generate EPs (Equivalence Points) value that give an simulated value of each main character stats and compare them to what 1 Attack power would give you.
As other features, the simulator can help you analyze how your stats are scaling, what is the DPS value of each of your talent points.
[top] Installation
The simulator is available on
Cata DK Simulator . No installation are required, this will ensure you always run the latest version.
For the live client:
Hard Client:
http://dksimulator.googlecode.com/fi...0Simulator.zip
Silverlight :
Wotlk DK Simulator
[top] Pre-requisite
Microsoft Silverlight
[top] Running the first simulation
The first time you run the sim, you have to fill all those empty field.
[top] The character editor
1) Select a premade character and click on the Edit button next to him. This will show you the character editor tab.
2) Import from armory by clicking on the Armory butotn.
3) Select the consumable you use.
4) Select if you are a 2 Hand wielder or Dual on the radio box on the right of the screen .
5) By moussing-over an item, an item editor will appears allowing you to change gems and enchants
6) Clink on an item will open the Item selector that will allow you to change the selected item.
7) Click on "Save as" to create a new profile, or Save to overwrite the one you are editing.
8) The program redirect you to the main tab.
[top] The template editor
1) Select a premade template and click on the Edit button next to him. This will show you the template editor tab.
2) Edit talent points as you wish. Take note that it do not verify if you have the prerequisite for each talent and is not caped to 41points.
3) Click on "Save as" to create a new template, or Save to overwrite the one you are editing.
4) The program redirect you to the main tab.
1) If you don't know what to chose, select NoIntro.xml
2) Else, select Intro.xml, and click on edit. This will take you to the Rotation/Priority Editor.
3) There you can customize, a "cast sequence" that the sim will use at the beginning of the run. More details later.
[top] Priority/Rotation
On Priority mode, the sim on each GCD will check what is the better to do according to the priority set up. Most of the premade include Frost Fever and Blood Plague as top priority. So the sim will use the best ability to put it on the mob.
Normally, PS is used to set Blood Plague, IT to set Frost Fever. If you have selected Glyph of Disease, Disease will be refreshed using Pestilence, if you have selected Glyph of Howling Blast, HB is used if not on CD to set Frost Fever.
On Rotation mode, the sim will just follow the cast sequence as set up.
Priority/rotation mode is mutually exclusive.
1) Before getting familiar with the tool I recommend to use one of the available Priorities.
2) If you want to edit a priority, select it and click on the Edit button next to him. You are redirected to the Priority Editor
3) On the left your actual priority, on the right all implemented ones. The ones on the top are the most important abilities.
4) Click on "Save as" to create a new profile, or Save to overwrite the one you are editing.
Select a Presence.
Select a Sigin in the one available.
Select for Main hand, and for a DW character the offhand enchant/rune forge
By default, the scenario only contains the fight ending time. It's also possible to add events like temporary damage bonus, adds arrival... More options will be available once we know better how the cataclysm encounter look like.
[top] Simulation Settings
- Latency: Must include in game latency + Player input time. Between 100 and 200 ms are generalized value.
- x RP every y s: If you want some Druid revitalize or some AMS soaking.
- Use of BS/UA: Tell the sim how it use this abilities.
- Use pet: Tell the sim to use or not pets (Ghoul, Gargoyle).
- Wait for FC: Tell the sim to wait to have enough proc before launching Gargoyle and DRW.
[top] Report Settings
- Merge Strike: If you want that Main Hand/ Offhand strike appears in the same line on the report., Same for physical and magical scourge strike
- Show Proc: Detailed in the report, procs like trinkets, talents (Killing machine...), pestilence use and so on.
- Generate combat log: Record the fight and allow you to wee it using the "Show last log" button. Only the GCD consummating ability are recorded.
- Very detailed combat log: Log most of the actions, procs into a file.
[top] Run the simulation
Click on the Start button then wait for the progress bar to complete. A html report is generated summarizing the fight.
[top] Additional tools and parameters
[top] Buff/Debuf tab
By default all raid buff are enabled. You may want to unselect 1% Draenei buff if you are an horde player.
The player is acting like not providing any raid buff. Imp Icy Talons, Abomination's Might, Horn and EbonPlague Bringer do not provide the raid buff. Only Cryptic Fever does.
[top] Tank options tab
In Blood presence, the sim will collect some threat data and report them.
Avoidance influence mainly Rune Strike, Scent of blood proc, and Bone shield up time.
Allow you to select for which stats you want an EP value. The EP value are normalized with 1 Attack power. The value can be exported to external tools like Pawn for in game items comparison. The EP given for trinket are only accounting the proc and not the static stat. How the sim is calculating EP value.
[top] Strength, Agility, Haste rating, Crit rating, ArP rating
A first simulation is done with the character config giving a DPS called baseDPS, a second is done with the character + 100 AP giving APDPS. Then for each stats a simulation is run by adding 50 (default value) of this stat on the character.
EP is given by the formula: EP stat = ((StatDPS - baseDPS)/50 ) / ((APDPS - baseDPS)/100)
[top] Estimated Haste rating:
A sim is run with the character config multiplying haste sensible ability damages (withe hit, ghoul, DRW, Gargoylle, damaging proc without internal CD) . This is a walk around as haste due to disease clipping and all proc can have a positive or negative incidence even with a small variation of it.
EP is given by the formula: EP stat = ((StatDPS - baseDPS)/50 ) / ((APDPS - baseDPS)/100)
[top] Weapon speed:
A sim is run with a weapon 0.1 second lower and compare it to previous results.
EP is given by the formula: EP stat = ((WeaponSpeedDPS - baseDPS)/0.1 ) / ((APDPS - baseDPS)/100)
[top] Weapon dps:
A sim is run with a weapon 10 dps higher and compare it to previous results.
EP is given by the formula: EP stat = ((WeaponDPSDPS - baseDPS)/10) / ((APDPS - baseDPS)/100)
[top] Expertise rating:
3 simulations are done to calculate this one. One with the character at expertise cap (ExpertiseRatingCap), one with the character at expertise cap + 100 AP (ExpertiseRatingCapAP) and the final one it take the character with Expertise cap minus 50 (ExpertiseRating).
EP is given by the formula: EP stat =
-((ExpertiseRating - ExpertiseRatingCap)/50 ) / ((ExpertiseRatingCapAP - ExpertiseRatingCap)/100)
If you have selected frost presence, the sim generate also a run called ExpertiseRatingAfterCap that take the character with Expertise cap plus 50.
EP is given by the formula: EP stat = ((ExpertiseRatingAfterCap - ExpertiseRatingCap)/50 ) / ((ExpertiseRatingCapAP- ExpertiseRatingCap)/100)
note: As the sim don't take the character real Expertise rating, this explains why a player with high expertise (after the cap) can have an value not null.
[top] Personnal Expertise rating:
A sim is run like any other stat (str, agi) to give the value of expertise at you level of gear. This should not be far different of regular expertise value, but might be an useful information. Keep in mind that by default the EP value are calculated with a +50 delta. Overcapping it will give you lower value than expected.
[top] Hit rating:
Multiple simulations are done to calculate those value. One with the character at melee hit cap, 8% Nerves of cold steel included (HitRatingCap), one with the character at melee hit cap and 100 AP (HitRatingCapAP), one with the character at melee hit cap minus 50 hit rating (HitRating) then one with the character at melee hit cap plus 28 hit rating (SpellHitRating).
If the option to have hit value after spell hit is checked, 3 other simulation are generated; Character at spell hit cap (AfterSpellHitBase), Character at spell hit cap plus 100 AP (AfterSpellHitBaseAP), Character at spell hit cap plus 50 hit rating(AfterSpellHitRating).
Hit before melee hit cap =
-((HitRating - HitRatingCap)/50 ) / ((HitRatingCapAP- HitRatingCap)/100)
Hit after melee hit cap = ((SpellHitRating - HitRatingCap)/28) / ((HitRatingCapAP- HitRatingCap)/100)
Hit after spell hit cap = ((AfterSpellHitRating- AfterSpellHitBase)/50 ) / ((AfterSpellHitBaseAP- AfterSpellHitBase)/100)
note: As the sim don't take the character real hit rating rating, this explains why a player with high hit rating can seems incorrect.
[top] Stats Scaling tab
Select for which stat you want and the sim will run 200 simulations incrementing each stats by 5 at each simulation to see how the stats scale. Choosing "replace stats" make sims from 0 to 1000 rating, choosing "add stats" add to the character config file 0 to 1000 (e.g. ArP at 250, the sim test with 250 to 1250 ArP rating). It might be a good way to see when ArP become better than Strength.
The report is generated under a table form which can be copy/paste to excel or google doc for analysis or graphic generation.
[top] Priority Explanation
Here is details on the less obvious Priorities available in the sim.
- Disease: Blood Plague and Frost fever are applied or refreshed the best way possible regarding to your config. Which means with Pestilence if GoD is set up, Howling Blast is glyphed.
- BloodTap: Use blood tap whenever it's available. Not recommend due to Boneshield/UA interaction.
- DRMObliterate / DRMDeathStrike: Force the sim to use OB or DS only to convert them to Death Rune.
- Desolation: Use Blood strike to refresh Desolation buff.
- Rime: Use Hownling blast only on rime proc.
- DeathCoilMaxRp: Cast DC when charater is at max RP.
- KMHowlingBlast / KMFrostStrike: Cast those abilities only on Killing machine proc.
- KMRime: Cast HB only on rime proc and Killing machine is up.
- FadeRime: Make sure you don't waste a Rime proc and cast it before the rime proc fades.
- CinderDisease: To use with GoD, cast disease and refresh them on Cinderglacier proc.
Deprecated
This is a cast sequence that the sim will execute in loop during the whole simulation. Most of the thinks are obvious except maybe the Retry option. This tells the sim is it has to retry it in case of a miss/dodge. I recommend to uncheck it for RP consuming spell that are not return if failed or for Horn/Ghoul Frenzy that has a long timed CD and could make the sim way too long.
How do I say the sim to use Gargoyle or DRW?
The sim cast those spell only if talented instead of a Death Coil. This assure the runes/rotation are not mixed up when casting it.
Questions needed.
[top] Troubleshooting
Questions needed.
dksimulator - Google Code