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09/29/09, 3:47 PM
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#501
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Don Flamenco
Draenei Death Knight
Chants Eternels (EU)
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I would be useful for rotation mode but I am not found of this idea because it would be hard to manage for the users and it would be impossible into a rotation to say to the sim to recast when every proc aligns. That is why I have concentrate my effort on the GoDisease on the priority module. I suggest you to activate the combat log, you will be able to see the "rotation" the sim has used. It recast disease when you have an higher AP than the last time they have been put. If you think there is something in the rotation the sim manages to do that seems incorrect, we can talk about it.
Last edited by Afabar : 09/29/09 at 4:17 PM.
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09/29/09, 4:50 PM
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#502
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Glass Joe
Orc Death Knight
Kazzak (EU)
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I am aware that currently (when GoD applies) the simulator recasts diseases whenever ap becomes higher than when current diseases were applied.
On very long single session simulations, the total time before the "perfect" diseases were applied is negligible, and thus the current simulator is accurate (however not really interesting, since there aren't that many 500 hour long patchwerk fights in the game  )
The problem arises when we wish to simulate a GoD spec in a short (let's say 5 minutes) fight.
when using most (as far as I could test, all but a few dw specs) rotations or priorities, it takes a considerable amount of disease recasts to reach perfect diseases, if at all. This results in skewed numbers both from lower hitting diseases, and excessive use of PS+IT.
In the game however, we can use a specific rotation during the first 10 seconds of the fight, to ensure that with high probability we set up perfect diseases right away, and very strong diseases otherwise.
One example would be for blood GoD: DS-DS-BS-BS and then go into the normal blood rotation/priority (which would of course cast diseases since they are not). This sequence would, with high probability, have [Virulence-2pcT9-Fallen Crusader-Death's Choice/Greatness] up by the time it casts the first diseases (which should be kept up with Pestilence for the duration of the fight). Similar starting sequences exist for Frost/Unholy GoD specs.
Such sequences (i.e no proc checks used) are by no means optimal starting sequences, but should be easier to implement than the alternatives, and would simulate GoD specs much more realistically.
I also want to take the chance and thank you for your amazing work on the simulator thus far 
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10/01/09, 1:00 AM
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#503
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Glass Joe
Ryûuk
Human Death Knight
Frostmourne
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Just a couple of questions again.
I ran a simulation earlier and when I looked my Gargoyles crit was at 12.5-13.2% crit. I was under the assumption that the Gargoyle got the crit that I had when casted it (33% Spell, 38% Melee) and did not have its own crit rating. Would appreciate some correction if this is wrong and the simulation is correct. I also noticed that swapping from a rotation to a priority BP>FF>SS>BS>DC I gained ~260 DPS and changing that priority to BP>FF>BS>SS>DC raised that DPS by another 47.
Could someone please clarify for me how the simulator works a rotation compared to a priority. Does it wait till diseases fall off, effectively becoming a 15 second rotation or am I missing something really obvious in the way it does the calculations?
Thanks
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10/01/09, 6:00 AM
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#504
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King Hippo
Orc Death Knight
Jaedenar (EU)
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Gargoyle scales only with haste, AP and (if I am not mistaken) also STA. Actually crit from sim compared to combat logs is way to high and should be around 6% (before "miss") for both spell and melee.
Here is some data from instances (normal ToC, VoA, Onyxia 10/25) this and last week:
Ebon Gargoyle: Gargoyle Strike - 5.9%, 4.8%, 5.4%
Ebon Gargoyle: Melee - 1.6%, 3.2%, 6.2%
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10/01/09, 10:26 AM
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#505
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Glass Joe
Ryûuk
Human Death Knight
Frostmourne
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Ah I see, I've always assumed that it was based off one of my 2 crit types not its own independant value. However im still wondering why the priority is showing much higher DPS than the rotation by 250-300. Can anyone clarify how the program does its calculations on priorities?
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10/01/09, 10:40 AM
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#506
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Don Flamenco
Draenei Death Knight
Chants Eternels (EU)
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Originally Posted by Ryûuk
Ah I see, I've always assumed that it was based off one of my 2 crit types not its own independant value. However im still wondering why the priority is showing much higher DPS than the rotation by 250-300. Can anyone clarify how the program does its calculations on priorities?
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I'm currently working on making the sim to manage better the diseases on a Epidemic less template that is why you are getting better results on a strict rotation. For your second question, I advise you to take a look at the readme file include in the package, it's a good overview of how sim works.
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10/01/09, 11:21 AM
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#507
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Piston Honda
Tauren Death Knight
Dath'Remar
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Could you confirm which attack power entry should used in the character xml? The left-most readout as shown in this screenshot, or the tiny AP readout on the right?
The readme says "For the Attack power, copy the green value inside tooltip of Attack power" and because this is a bit counter-intuitive I wanted to confirm.
If it's the smaller figure, then " bonus attack power" or similar phrase should be used so it's not confusing.
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10/01/09, 11:24 AM
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#508
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Glass Joe
Human Rogue
Silvermoon (EU)
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Gravity, you're supposed to use the "bonus attack power".
Add any food buffs to it also as you can't select food in the possible buffs
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10/01/09, 12:37 PM
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#509
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King Hippo
Draenei Death Knight
Dragonblight
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I was calculating EP values at varying gear points, and came across some odd anomalies with WeaponDPS. One such example below:
| Average for DryRun | 8266 | | Average for AttackPower | 8332 | | Average for Strength | 8368 | | Average for Agility | 8307 | | Average for CritRating | 8339 | | Average for HasteRating | 8333 | | Average for ArmorPenetrationRating | 8305 | | Average for ExpertiseRating | 8231 | | Average for HitRating | 8179 | | Average for SpellHitRating | 8290 | | Average for WeaponDPS | 8304 | | Average for WeaponSpeed | 8277 |
| EP:50 | AttackPower | 1 | | EP:50 | Strength | 3.09 | | EP:50 | Agility | 1.24 | | EP:50 | CritRating | 2.21 | | EP:50 | HasteRating | 2.03 | | EP:50 | ArmorPenetrationRating | 1.18 | | EP:50 | ExpertiseRating | 1.06 | | EP:50 | BeforeMeleeHitCap<8% | 2.64 | | EP:50 | SpellHitRating | 1.4 | | EP:10 | WeaponDPS | 1.67 | | EP:0.1 | WeaponSpeed | 166.67 |
Everything there is more or less fine and normal (except Expertise, but that was fine other times around, so doesn't worry me too much), with the exception of Weapon DPS which is excessively low. I bolded everything relevant, and then went ahead and did three EP calculations with the same exact gear for weapon dps and nothing else:
| Average for DryRun | 8266 | | Average for AttackPower | 8332 | | Average for WeaponDPS | 8304 |
| EP:50 | AttackPower | 1 | | EP:10 | WeaponDPS | 5.76 |
(I received the same exact results three times in a row, as expected)
This number is much more normal and realistic.
I'm not sure why/how it's getting a different Weapon DPS value when the average for the DryRun, AttackPower run, and WeaponDPS run are identical between having done the "full" EP calculation and the WeaponDPS only one? I had some other odd WeaponDPS EP values with other gear sets and such. Not sure where the sim is going wrong (or where I'm going wrong, if that's it!), but something is strange.
Last edited by Consider : 10/01/09 at 12:47 PM.
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10/01/09, 11:31 PM
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#510
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Piston Honda
Orc Death Knight
Thaurissan
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A couple of requests that might make simulating some builds easier:
1) A priority to blood strike only when desolation is down. If you want to go even further then one to blood strike when the 2 piece T9 is available to proc. You could also do the same thing for the T9 sigil and the spells that proc it.
2) One way of handling the GoD disease issue in rotations would be to allow the user to fix the initial AP for the diseases and then use it normally.
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10/02/09, 4:27 PM
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#511
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Glass Joe
Human Paladin
Shadow Council
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Hi... I had a question for the sim developers, and hopefully this is the best place to ask it, rather then PM  Would it be possible for you to model the weapon proc effects from the 'new' Onyxia weapons? If so, what information do you need? Personally as a DWing DK I'm most interested in the Vis'Kag and Deathbringer procs, but it would be useful for the other procs too I'd imagine. I understand that these are a handful of special cases that are unlikely to be repeated, so I was hoping to make it as easy as possible for you to model
Along those lines, for example, here's the data I've gathered regarding the [Singed Vis'kag the Bloodletter]: - Proc has no cooldown
- Damage is physical, and affected by Armor Penetration, as well as most (all?) effects that increase physical damage. Specifically, Bloody Vengeance and Blood Presence both increase the damage it does.
- Only procs off auto-attacks - at least, I'm fairly certain. At the moment, I only have an informal ~100 strike test using Death Strike / Heart Strike, and had no procs. Given that my testing so far is showing only a 4% proc chance though, I could've just been unlucky.
- The ability can crit, and seems to crit like a normal physical ability - atm comparing average damage of crits to hits, I'm getting ~206% damage from crits. However, the crit rate seems off, and I'm not sure what the crit rate is based off of - I've got a ~44% crit rate for the proc on a level 55 training dummy, and only a ~35% crit rate from auto-attacks. However... given that I've got only 77 procs, and 1936 auto-attacks, it may be based off melee crit and my results have just been lucky on the crit rate.
- The ability appears to have a 4% chance to proc - after whacking a training dummy 3248 times, I had 133 procs, or a 4.09% proc rate, and I'm assuming (this may be bad of me) that it's an integer value. I'm also assuming that it's a % based proc, not PPM, but afaik weapon procs generally use a % based proc rate (why bother with PPM for a weapon with a fixed attack speed?).
EDIT: I was thinking btw that it'd be nice if it could be done like the trinkets currently - a 0/1 flag in the char setup, and an option to get the "EP value" for it. Was just a thought though, obviously up to the developers of this application as to how it's implemented... if it is at all.
Last edited by Jimmy : 10/02/09 at 5:40 PM.
Reason: Clarify post, add additional information.
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10/02/09, 10:00 PM
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#512
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Glass Joe
Blood Elf Death Knight
Durotan
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Originally Posted by Consider
I was calculating EP values at varying gear points, and came across some odd anomalies with WeaponDPS. One such example below:
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EP:10 | WeaponDPS | 1.67
EP:0.1 | WeaponSpeed | 166.67
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Similar concerning results here. To me, it looks like the same number is being used for DPS and Speed EP, except that the decimal place is moved.
Additionally, the results are exactly the same no matter how many times I run EP calculation. No RNG reseading?
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10/03/09, 8:40 AM
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#513
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Don Flamenco
Draenei Death Knight
Chants Eternels (EU)
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Kahorie's DK Simulator 1.1.5
* Better disease management. Epidemic less priority now work.
* Option to choose how the sim use Unbreakable Armor(same as Bone Shield).
* Added some option on Stat Scaling tab.
* Correction on Weapon DPS value.
* Add a new Glyph: Glyph of Icy touch II, for the 3.3
Thanks for the informations, Jimmy I will try to include that in the next release.
I'm really thinking of working on a rotation/priority editor, because what you ask me to include will make the sim very complex for someone just discovering it.
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10/03/09, 1:59 PM
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#514
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Glass Joe
Gnome Death Knight
Terenas (EU)
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When I tried to use the simulater (which is exactly what I was looking for, thanks a lot for it), I generated some combat logs and I couldn't help noticing the following:
480 BS crit for 3362
480 Greatness proc
480 OH BS crit for 2014
480 Runic Power = 55
480 FS crit for 6549
480 OH FS crit for 3731
If I read this correctly, the character simulated can use a Blood Strike and a Frost Strike without invoking a GCD in-between?
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10/04/09, 3:33 AM
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#515
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Piston Honda
Tauren Death Knight
Dath'Remar
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Can I ask, for the character xml file, the "crit" rating to put in, is it your crit % converted into rating or the small bonus crit rating you get from inside the tooltip?.
I ask because the Read Me file is not specific and obviously AGI is going to be contributing to that total crit, and your sim would have to be adjusting for that.
Last edited by GravityDK : 10/04/09 at 3:39 AM.
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10/04/09, 7:00 AM
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#516
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Don Flamenco
Draenei Death Knight
Chants Eternels (EU)
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1.1.6.0 Release notes
* Vis’kag proc implemented.
* Correction on Blood strike GCD
Critical chance is calculated taking account your crit rating and your agility, just input your crit rating.
Last edited by Afabar : 10/04/09 at 8:27 AM.
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10/04/09, 7:50 AM
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#517
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Glass Joe
Human Paladin
Shadow Council
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Originally Posted by Afabar
1.1.6.0 Release notes
* Vis’kag proc implemented.
* Correction on Blood strike GCD
Kahorie's DK Simulator 1.1.6
Critical chance is calculated taking account your crit rating and your agility, just input your crit rating.
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Woot! I didn't think it would be implemented so quickly  One issue though - I can't seem to edit any character files. Any changes, even just to a # in the stats, results in a "Xml can not be validated" error message. This happens on the default sheets, and in my custom characters from 1.1.5.
Also, some additional information regarding the Vis'kag proc: - After testing with another 500 strikes (Obliterate/Blood Strike/Frost Strike), I think I can safely confirm my previous test that Vis'kag does not proc off our strikes, and most likely only procs off of auto-attack.
- The crit chance is based on your melee crit chance. After additional testing on the boss dummy, I'm getting very similar crit rates for auto-attack and the Vis'kag proc, so it looks like it was just bad luck earlier.
- The proc can be dodged/parried, and I would assume can also miss if not hit capped.
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10/04/09, 8:01 AM
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#518
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Von Kaiser
Draenei Death Knight
Executus (EU)
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I'm getting a strange result, and I was wondering if I did something wrong, or it's just an unintentional bug in the sim.
Version 1.1.2 - In the results, both Frost Fever & Blood Plague have exactly the same crit % (Let's say 34.4% for the sake of an argument) no matter the time/latency
Version 1.1.4 - Same as above
Version 1.1.6 - In the results using 100hr sim & 32ms latency, Blood Plague has 34.4% crit, and Frost Fever 30.4%. Decreasing the latency to 25ms, i get Blood Plague at 34.4% and Frost Fever at 30.5%. Increasing the sim time produced similar results as well with roughly 4% crit difference between the two.
Am I missing something obvious? The only think I can think of is Frost Fever taking the spell crit value (as I get exactly the same result on my Death Coil value), while Blood Plague taking melee crit value (same value as MH crits).
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Remember everything, forget nothing!
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10/04/09, 8:31 AM
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#519
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Don Flamenco
Draenei Death Knight
Chants Eternels (EU)
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1.1.6.1 Release notes
* Correction on the EP module (exp and hit calculation).
Kahorie's DK Simulator 1.1.6.1
I don't have the validation problem message with the Character file. Can you send me via PM your character file.
Frost fever, unless I'm mistaken is based on spell critical chance.
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10/04/09, 8:50 AM
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#520
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Von Kaiser
Draenei Death Knight
Executus (EU)
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Thanks, I'll look into it from any available WMO/WWS parses to confirm it, although very quick look showed results within 0.1% difference in the logs.
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Remember everything, forget nothing!
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10/04/09, 1:37 PM
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#521
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Glass Joe
Blood Elf Death Knight
Burning Steppes (EU)
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DK Simulator Stats Update
*Added Alliance version of Death's Choise
*Added Onyxia Weapons
DK Simulator Stats for v1.1.6.1
It's now updated for version 1.1.6.1 of the simulator
Any bug or sugestion welcome.
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10/04/09, 3:14 PM
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#522
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Glass Joe
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Heroic Death's Choice?
I recently tried using the Heroic Death's Choice option for the DK Sim and it seems like that it doesn't work properly.
I took away the stats and disabled regular Death's Choice, then added and enabled the Heroic's Death's Choice and the DPS results went from 8409 (regular Death's Choice) down to 8067 (heroic Death's Choice).
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10/04/09, 4:07 PM
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#523
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King Hippo
Draenei Death Knight
Dragonblight
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The "Many Xs long fights" option appears bugged. I'm getting single-digit results, regardless of gear or spec or rotation tried.
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10/04/09, 4:22 PM
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#524
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Glass Joe
Blood Elf Death Knight
Burning Steppes (EU)
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Same, getting strange values on many short figths, sometimes 8 dps other 700 dps
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10/04/09, 4:33 PM
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#525
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Piston Honda
Tauren Death Knight
Dath'Remar
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Originally Posted by Afabar
Critical chance is calculated taking account your crit rating and your agility, just input your crit rating.
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Sorry, that's still ambiguous. 
I'd like to be certain everyone's doing it the way you intended, since 'crit rating' could mean either a or b.
(a) Within the tooltip in-game is a 'crit rating' readout but that's not your real total crit rating, because when you convert it to a percentage it's only a proportion of your character sheet crit %.
The tooltip 'crit rating' does not include all sources of crit, it's a subset.
(b) The character sheet shows the total crit chance you have. It's displayed as a % and not as a rating. You can convert that into a rating using crit %: rating.
Feel free to stick these in your read me file.
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