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.
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)
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.
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.
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.
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.
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.
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.
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.
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?
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
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.
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.
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.
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.
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'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.
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.
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.
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.
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.