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Old 10/27/09, 10:43 AM   #576
 vank
GW2 or Bust
 
Voland
Orc Death Knight
 
No WoW Account
I ran some tests last night and my spell hit was well below my regular hit rating. In fact, the numbers looked perfect. I'll run 3 more tests and post the data later.

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Old 10/27/09, 10:59 AM   #577
Bensch78
Von Kaiser
 
Blood Elf Death Knight
 
Zirkel des Cenarius (EU)
I am just playing with a few Rotations and stuff.

For this reason i am just curious, if you could get somthing like this to be simmed:

This 10 second rotation should be executed once:

PS-IT-SS-BS-Pest-DC-DC

This 10 second rotation should be used the rest of the fight.

SS-SS-BS-Pest-DC-DC

One of this SS could be changed for MAX-AP PS and IT.

Would implementing something like this be possible?

When simming Unholy Prio with Pestilence without Reaping, it just does not use any reasonable number of Blood Strikes. (100h sim... there should be about 36k bloodstrikes, as many as reaping, but there are only 246)

Last edited by Bensch78 : 10/27/09 at 11:04 AM.

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Old 10/29/09, 1:52 PM   #578
Descended
Glass Joe
 
Blood Elf Death Knight
 
Durotan
With version 1.1.7.3, using the below config, I always get the same EP results, even if I close the application between runs. It appears that no RNG reseeding is occurring. Changes to stats or latency do result in different EP results.

<config>
  <Character>2h Ulduar.xml(C:\Downloads\Installs\DKSimulator\Kahorie's DK Simulator 1.1.7.3\Characters\2h Ulduar.xml)</Character>
  <template>Blood 51-0-20.xml(C:\Downloads\Installs\DKSimulator\Kahorie's DK Simulator 1.1.7.3\Templates\Blood 51-0-20.xml)</template>
  <mode>priority</mode>
  <priority>Blood.xml(C:\Downloads\Installs\DKSimulator\Kahorie's DK Simulator 1.1.7.3\Priority\Blood.xml)</priority>
  <rotation />
  <presence>Blood</presence>
  <sigil>Virulence</sigil>
  <mh>FallenCrusader</mh>
  <oh />
  <latency>300</latency>
  <simtime>100</simtime>
  <log>False</log>
  <logdetail>False</logdetail>
  <ghoulhaste>False</ghoulhaste>
  <WaitFC>False</WaitFC>
  <pet>True</pet>
  <Enemies>1</Enemies>
  <BShOption />
  <BoneShield3.3>False</BoneShield3.3>
  <txtManyFights>530</txtManyFights>
  <chkManyFights>True</chkManyFights>
  <txtAMSrp>0</txtAMSrp>
  <txtAMScd>60</txtAMScd>
</config>

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Old 10/29/09, 6:17 PM   #579
Afabar
Don Flamenco
 
Draenei Death Knight
 
Chants Eternels (EU)
Originally Posted by Descended View Post
With version 1.1.7.3, using the below config, I always get the same EP results, even if I close the application between runs. It appears that no RNG reseeding is occurring. Changes to stats or latency do result in different EP results.
You have to restart your computer if you want to change the RNG. Each strike/ white hit and proc have their own RNG, this assure that you will have consistent simulation when you change haste or some thing like that.

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Old 10/31/09, 5:52 PM   #580
Descended
Glass Joe
 
Blood Elf Death Knight
 
Durotan
Originally Posted by Afabar View Post
You have to restart your computer if you want to change the RNG. Each strike/ white hit and proc have their own RNG, this assure that you will have consistent simulation when you change haste or some thing like that.
It would be nice to have an option to choose to reseed the primary. I can see huge swings in haste EP between reseeds, and crit/agi and weapon speed to a lesser extent.

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Old 11/02/09, 3:28 AM   #581
Veldin84
Banned
 
Human Death Knight
 
Saurfang
I tried restarting my computer and then re-running a 1000 hr sim without any changes to the settings, and I got the exact same results. So I'm not sure if there is a reseed at all, as it stands currently.

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Old 11/02/09, 12:01 PM   #582
GravityDK
Piston Honda
 
GravityDK's Avatar
 
Tauren Death Knight
 
Dath'Remar
With the upcoming Icecrown dodge radiance, it would be very helpful for tanks to have an "always retain 20 RP" option. Perhaps a good place for it is in the XML priority file rather than in the UI. I guess you would add a conditional test around Death Coil / Frost Strike to say IF XML says "save RP" and IF RP > (20 + cost of DC or FS) then do DC/FS.

It would help because the value of rune strike relates to avoidance/swing speed, yet with a 3.3 Unholy priority (so I can use Glyph of Disease easily and reliably, prefer priority to rotation files), the system will burn too much RP and I get a consequently lower damage from RS.

I can confirm the IT Glyph for 3.3 works too in latest version, thanks for making that easier.

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Old 11/03/09, 10:04 AM   #583
Afabar
Don Flamenco
 
Draenei Death Knight
 
Chants Eternels (EU)
1.1.7.4 Release notes
* Some optimization on summoning DRW and Gargoyle
* Added a priority called <SaveRPForRuneStrike/> to save 20 RP for rune strike.
* Option to change the RNG seed. If the sim is restarted it will go back to the first RNG.
* Possibility to have introduction rotation. Check Intro.xml for sample.

Kahorie's DK Simulator 1.1.7.4

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Old 11/03/09, 3:57 PM   #584
Azuwraith
Glass Joe
 
Orc Death Knight
 
Kazzak (EU)
Is there a way to add the new intro part to a priority as well?

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Old 11/04/09, 7:37 AM   #585
Bensch78
Von Kaiser
 
Blood Elf Death Knight
 
Zirkel des Cenarius (EU)
Originally Posted by Afabar View Post
1.1.7.4 Release notes
* Some optimization on summoning DRW and Gargoyle
* Added a priority called <SaveRPForRuneStrike/> to save 20 RP for rune strike.
* Option to change the RNG seed. If the sim is restarted it will go back to the first RNG.
* Possibility to have introduction rotation. Check Intro.xml for sample.

Kahorie's DK Simulator 1.1.7.4
Thx for the possibility of an Intro-Rotation, but i get some odd numbers:

Ability Total % Landed Hit% Crit% Miss% Average
MainHand 588677521 30,8 141002 61,4 38,6 0 4175
Ghoul 307218261 16,1 343658 87 13 0 894
DeathCoil 302868636 15,8 54149 59,3 40,7 0 5593,2
ScourgeStrike 277685125 14,5 70948 46,1 53,9 0 3913,9
Gargoyle 171292456 9 36496 87 13 0 4693,5
Necrosis 117743696 6,2 141002 100 0 0 835
BloodStrike 79663391 4,2 35474 52 48 0 2245,7
BloodCakedBlade 34326905 1,8 42279 100 0 0 811,9
UnholyBlight 30283513 1,6 54149 100 0 0 559,3
ScourgeStrike Magical 964288 0,1 70948 46,1 53,9 0 13,6
BloodPlague 371160 0 208 59,1 40,9 0 1784,4
FrostFever 340101 0 207 100 0 0 1643
WanderingPlague 295939 0 173 100 0 0 1710,6
PlagueStrike 6242 0 2 50 50 0 3121
IcyTouch 3986 0 1 0 100 0 3986
Pestilence 0 0 35474 100 0 0 0
BoneShield 0 0 1182 100 0 0 0
BloodTap 0 0 1182 100 0 0 0
DPS 5310         
Total Damage 1911,74m in 100h         
Threat Per Second 2433         
Generated in 83s         
Template: Unholy 3_3 17-0-54 NoReapingNoEpidemic         
Rotation: Intro         
Presence: Blood         
Sigil: Virulence         
RuneEnchant: FallenCrusader         
Pet Calculation: True         

I am using the Glyph of disease and your sample intro.xml file.

The pestilence (glyphed) does not seem to refresh the diseases, when used in a rotation.

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Old 11/04/09, 7:57 AM   #586
Afabar
Don Flamenco
 
Draenei Death Knight
 
Chants Eternels (EU)
That is strange, your diseases fade after 10 minutes for no visible or logical reason. But I can't reproduce it on my side.

Ability Total % Landed Hit% Crit% Miss% Average
ScourgeStrike Magical 5846846 19.5 719 43.4 56.6 0 8131.9
MainHand 5763310 19.3 1370 60.6 39.4 0 4206.8
ScourgeStrike 3202418 10.7 719 43.5 56.5 0 4454
DeathCoil 3103386 10.4 549 59.4 40.6 0 5652.8
Ghoul 2784192 9.3 3369 86.9 13.1 0 826.4
FrostFever 1691789 5.7 1199 100 0 0 1411
Gargoyle 1482746 5 350 87.2 12.2 0.6 4236.4
BloodPlague 1281731 4.3 1199 100 0 0 1069
BloodStrike 1189858 4 349 53 47 0 3409.3
WanderingPlague 1180394 3.9 950 99.6 0 0.4 1242.5
Necrosis 1152619 3.9 1370 100 0 0 841.3
BloodCakedBlade 924338 3.1 414 100 0 0 2232.7
UnholyBlight 310194 1 549 100 0 0 565
PlagueStrike 6559 0 2 50 50 0 3279.5
IcyTouch 3501 0 1 0 100 0 3501
Pestilence 0 0 360 100 0 0 0
BoneShield 0 0 11 100 0 0 0
BloodTap 0 0 11 100 0 0 0
DPS 8312         
Total Damage 29.92m in 1h         
Threat Per Second 3348         
Generated in 1s         
Template: 17-00-54-GoDD-GoD-GoIT         
Rotation: Intro         
Presence: Blood         
Sigil: Virulence         
RuneEnchant: FallenCrusader         
Pet Calculation: True         

Do you reproduce it with another RNG seed?

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Old 11/04/09, 8:06 AM   #587
Bensch78
Von Kaiser
 
Blood Elf Death Knight
 
Zirkel des Cenarius (EU)
It was just the RNG... Thank you.

Ability Total % Landed Hit% Crit% Miss% Average
MainHand 589847309 18,4 141002 61,3 38,7 0 4183,3
ScourgeStrike Magical 551190485 17,2 71999 45,7 54,3 0 7655,5
DeathCoil 339374731 10,6 54995 59,7 40,3 0 6171
ScourgeStrike 308789724 9,7 71999 46,4 53,6 0 4288,8
Ghoul 306737577 9,6 343658 87,2 12,8 0 892,6
BloodPlague 210770835 6,6 119999 61,3 38,7 0 1756,4
FrostFever 197158357 6,2 119999 100 0 0 1643
Gargoyle 170712415 5,3 36139 87,1 12,9 0 4723,8
WanderingPlague 158799889 5 93415 100 0 0 1699,9
Necrosis 117977732 3,7 141002 100 0 0 836,7
BloodStrike 117702185 3,7 34801 52,2 47,8 0 3382,1
BloodCakedBlade 94694985 3 42526 100 0 0 2226,8
UnholyBlight 33932568 1,1 54995 100 0 0 617
PlagueStrike 9053 0 2 0 100 0 4526,5
IcyTouch 3986 0 1 0 100 0 3986
Pestilence 0 0 36000 100 0 0 0
BoneShield 0 0 1199 100 0 0 0
BloodTap 0 0 1199 100 0 0 0
DPS 8883         
Total Damage 3197,7m in 100h         
Threat Per Second 3662         
Generated in 88s         
Template: Unholy 3_3 17-0-54 NoReapingNoEpidemic         
Rotation: Intro         
Presence: Blood         
Sigil: Virulence         
RuneEnchant: FallenCrusader         
Pet Calculation: True         

That looks much better.

One Question:

It uses just one IT, why does it use 2x PS?? Just curious...

Edit:

I was able to reproduce the failure:

When setting BoneShield to be used after BS/BB you lose your diseases after 10 minutes.

Ability Total % Landed Hit% Crit% Miss% Average
MainHand 589606107 30,9 141002 61,3 38,7 0 4181,5
Ghoul 307143949 16,1 343658 87 13 0 893,7
DeathCoil 301966177 15,8 54154 59,7 40,3 0 5576,1
ScourgeStrike 276954497 14,5 70946 46,5 53,5 0 3903,7
Gargoyle 170894744 8,9 36440 87,3 12,7 0 4689,8
Necrosis 117929508 6,2 141002 100 0 0 836,4
BloodStrike 79489977 4,2 35473 52,3 47,7 0 2240,9
BloodCakedBlade 34534222 1,8 42526 100 0 0 812,1
UnholyBlight 30193250 1,6 54154 100 0 0 557,5
ScourgeStrike Magical 930968 0 70946 45,8 54,2 0 13,1
BloodPlague 360600 0 208 63 37 0 1733,7
FrostFever 340101 0 207 100 0 0 1643
WanderingPlague 247981 0 147 100 0 0 1686,9
PlagueStrike 9369 0 2 0 100 0 4684,5
IcyTouch 3986 0 1 0 100 0 3986
Horn 0 0 1 100 0 0 0
Pestilence 0 0 35473 100 0 0 0
BoneShield 0 0 1182 100 0 0 0
BloodTap 0 0 1182 100 0 0 0
DPS 5307         
Total Damage 1910,61m in 100h         
Threat Per Second 2432         
Generated in 86s         
Template: Unholy 3_3 17-0-54 NoReapingNoEpidemic         
Rotation: Intro         
Presence: Blood         
Sigil: Virulence         
RuneEnchant: FallenCrusader         
Pet Calculation: True         

Last edited by Bensch78 : 11/04/09 at 8:23 AM.

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Old 11/04/09, 8:44 AM   #588
Afabar
Don Flamenco
 
Draenei Death Knight
 
Chants Eternels (EU)
Originally Posted by Bensch78 View Post
It uses just one IT, why does it use 2x PS??
The 2nd PS is done at the very last second of the simulation for a weird reason. That will be corrected in the next version.

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Old 11/05/09, 11:44 PM   #589
Invaishir
Glass Joe
 
Orc Death Knight
 
Trollbane
Would it be possible to include an option for Empowered/Raging Deathbringer and the Hand-mounted Pyro Rocket that Engineers can slap on their gloves like there is for Viskag?

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Old 11/06/09, 2:41 AM   #590
Lamperouqe
Von Kaiser
 
Lamperouqe's Avatar
 
Orc Death Knight
 
Stormreaver (EU)
Having 2 separate expertise values for offhand and mainhand would be nice. For example as an orc I want to know if it's worth it to pick up a better ilvl weapon which isn't an axe for my offhand hence losing 5 expertise on my offhand. Also you could make an option to sim with selected racials, since now that the race change is possible people would propably like to know if it's worth it to change race for dps.
Sorry if this is too much asked, I'm just making suggestions. :P

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Old 11/07/09, 2:47 AM   #591
Consider
King Hippo
 
Consider's Avatar
 
Draenei Death Knight
 
Dragonblight
The new layout of the report is much appreciated.

I seem to be having an issue in the latest build: When checking off trinkets for EP calculations and nothing else (no stats/set bonuses), it doesn't calculate anything. It will immediately tab it over to the report page and simply show:
  Template 17
  Rotation unholy
  Presence Blood
  Sigil Virulence
  RuneEnchant FallenCrusader /
  RuneEnchant FallenCrusader
  Pet Calculation True
(Or whatever, depending on spec and such)

Not a big deal as it's simply enough to approximate the value of procs, but still. Something to look into when you have the time.

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Old 11/07/09, 10:59 AM   #592
Archonel
Glass Joe
 
Orc Death Knight
 
Shattered Hand
Request

Could you please add Swordguard Embroidery to the sim.

400ap/15sec, 20% proc chance.

Thanks

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Old 11/09/09, 7:19 PM   #593
tripp6sic6
Von Kaiser
 
Human Warrior
 
Shattered Hand
I've been trying to run some simulations to show the effect of Armor Penetration at different amount of Armor Pen and different gear levels. I tried running with the following profiles and consistently got ~-14.5 EP for Armor Penetration. This didn't happen when Grim Toll was not used in the profile. The results were consistent among 5 different RNG seeds.

The talents used are the standard cookie cutter 17/0/54 3.3 Unholy.

<?xml version="1.0"?>
<character>
<stat>
<Strength>1423</Strength>
<Agility>335</Agility>
<Intel>75</Intel>
<Armor>13463</Armor>
<AttackPower>943</AttackPower>
<HitRating>266</HitRating>
<CritRating>890</CritRating>
<HasteRating>260</HasteRating>
<ArmorPenetrationRating>0</ArmorPenetrationRating>
<ExpertiseRating>72</ExpertiseRating>
</stat>
<weapon>
<count>1</count>
<mainhand>
<dps>222.9</dps>
<speed>3.5</speed>
</mainhand>
<offhand>
<dps>0</dps>
<speed>0</speed>
</offhand>
</weapon>
<EP><base>50</base></EP>
<Set>
<T72PDPS>1</T72PDPS>
<T74PDPS>1</T74PDPS>
<T82PDPS>0</T82PDPS>
<T84PDPS>0</T84PDPS>
<T92PDPS>0</T92PDPS>
<T94PDPS>0</T94PDPS>
<T102PDPS>0</T102PDPS>
<T104PDPS>0</T104PDPS>
<T72PTNK>0</T72PTNK>
<T74PTNK>0</T74PTNK>
<T82PTNK>0</T82PTNK>
<T84PTNK>0</T84PTNK>
</Set>
<ChaoticSkyflareDiamond>1</ChaoticSkyflareDiamond>
<trinket>
<MjolnirRunestone>0</MjolnirRunestone>
<GrimToll>1</GrimToll>
<BitterAnguish>0</BitterAnguish>
<Mirror>0</Mirror>
<Greatness>1</Greatness>
<DCDeath>0</DCDeath>
<Victory>0</Victory>
<Necromantic>0</Necromantic>
<Bandit>0</Bandit>
<Pyrite>0</Pyrite>
<DarkMatter>0</DarkMatter>
<OldGod>0</OldGod>
<Comet>0</Comet>
<DeathChoice>0</DeathChoice>
<DeathChoiceHeroic>0</DeathChoiceHeroic>
</trinket>
<proc>
<MHtemperedViskag>0</MHtemperedViskag>
<MHSingedViskag>0</MHSingedViskag>
<OHtemperedViskag>0</OHtemperedViskag>
<OHSingedViskag>0</OHSingedViskag>
</proc>
</character>



--------------------------------------------------------------------------------

Average for DryRun | 8108
Average for AttackPower | 8179
Average for ArmorPenetrationRating | 7591
AttackPower | 1
ArmorPenetrationRating | -14.56
| Template | Unholy33
| Priority | Unholy
| Presence | Blood
| Sigil | Virulence
| RuneEnchant | FallenCrusader /
| RuneEnchant | FallenCrusader
| Pet Calculation | True

--------------------------------------------------------------------------------

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Old 11/10/09, 10:39 AM   #594
Afabar
Don Flamenco
 
Draenei Death Knight
 
Chants Eternels (EU)
1.1.8.0 Release notes
* New: A character editor. Old Character config files should work on the character editor but not on the sim.
* New: A Priority/Rotation/Intro editor. Select _None to remove an item
* Intro has is own combo box and configuration files and folder. (not having the intro folder can cause crash)
* Some GUI improvement
* Rune Strike: Threat generated increased 17%
* Rune setup into rotation no more used.
* Empower Rune weapon available into intro and rotation.
* Few more premade Character
* Raging Deathbringer and Empowered Deathbringer implemented.
* Hand-Mounted Pyro Rocket implemented and Swordguard Embroidery.
* Proc/Trinket code optimization.
* Fix a calculation problem when character have 0 Penetration armor.

Kahorie's DK Simulator 1.1.8.0


There has been a lot of work on this release, so I wouldn't be surprise if some bug would have been introduced, so feel free to report strange behavior.
I will try to work on racial for the next release.

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Old 11/10/09, 8:38 PM   #595
Invaishir
Glass Joe
 
Orc Death Knight
 
Trollbane
Thanks a lot, Afabar, that was really quick for a relatively big update.

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Old 11/11/09, 12:39 PM   #596
kansin
Glass Joe
 
Troll Death Knight
 
Feathermoon
I'm using 1.1.8.0. With the character editor, I can save new character file, but it does not show up on the drop down for for Character under Configuration until I exit the app and relaunch. I have tried the same action with Talents & Priority, both of which work as expected.

Note, the Heading for talents under the "Configuration" tab says "Template", but takes you to the "Talent" tab.

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Old 11/13/09, 6:21 AM   #597
xylotism
Von Kaiser
 
xylotism's Avatar
 
Human Death Knight
 
Proudmoore
Originally Posted by kansin View Post
I'm using 1.1.8.0. With the character editor, I can save new character file, but it does not show up on the drop down for for Character under Configuration until I exit the app and relaunch. I have tried the same action with Talents & Priority, both of which work as expected.

Note, the Heading for talents under the "Configuration" tab says "Template", but takes you to the "Talent" tab.

I noticed this as well, and fixed the problem by moving the character's .xml file from the Kahorie folder to the Characters subfolder, which I assume is where they should be saving to anyway.

But I'm getting a new error, says something about visual basic.

Error Signature
EventType : clr20r3 P1 : kahorie's dk simulator.exe P2 : 1.1.8.0
P3 : 4af987e8 P4 : microsoft.visualbasic P5 : 8.0.0.0 P6 : 4889f422
P7 : 359 P8 : 52 P9 : system.invalidcastexception

It happens whenever I start a fight or EP sim. It's weird because it was working before (I downloaded 1.1.8.0 shortly after it was released) and isn't now, in either of my Windows XP boots.

EDIT: I've isolated it to my character sheet... creating a new one (identical) seems to have worked. Strange.

Last edited by xylotism : 11/13/09 at 6:30 AM.

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Old 11/13/09, 7:46 AM   #598
Afabar
Don Flamenco
 
Draenei Death Knight
 
Chants Eternels (EU)
Originally Posted by xylotism View Post
I noticed this as well, and fixed the problem by moving the character's .xml file from the Kahorie folder to the Characters subfolder, which I assume is where they should be saving to anyway.
It seems that I forgot to refresh the first screen with file list when you save a character. It will be soon corrected, but as walk around you can, after creating a new character, just open a template for edition then save it without modification, the previously created character file should appears.

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Old 11/13/09, 3:17 PM   #599
xylotism
Von Kaiser
 
xylotism's Avatar
 
Human Death Knight
 
Proudmoore
I noticed something else strange this morning... After running a set of EP sims, my results showed that haste is worth almost 8AP and hit (to melee cap) is worth less than 1. Is this just because I'm already at the melee cap? I assumed it would show the proper EP anyway.

This is with a cookie cutter 4p t9 Unholy 2H spec, in 232-245 ToC/tier gear. (see armory)

I didn't get a chance to try it with a different RNG seed, I'll try and do that tonight.

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Old 11/13/09, 6:21 PM   #600
Larisroth
Piston Honda
 
Orc Death Knight
 
Thaurissan
It's very hard to measure the EP of haste accurately as it changes the series of attacks and when you get procs and the like and so is quite noisy. You can see this if you run a stat scaling run with haste.

As for the hit rating I believe the sim starts at the melee cap and compares that in both directions. It's actually quite hard to work out how to measure the value of hit rating, as the break points are pretty close together.

Kahorie, I think that you should actually separate out the hit rating caculations from the rest of the EP values. The main reason for doing this is that if it uses the hit value for that base 2H hit cap rather than what is entered. This can cause problems with getting accurately values especially for GoD based builds.

My other issue was with the soft reset code. When I grabbed the source, and I noticed that the trinkets were now being reset in the soft-reset code, which I was about to request. However it seems while the Bone Shield CD is being reset it isn't prebuffing like the first run through the system.

The feral druid is a different beast altogether.

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