I just did some simulations today and it showed that dual DeathChoise (normal + heroic) are better than the new ICC trinket Deathbringer's Will.
But in the Unholy DPS 3.3 thread it said that Deathbringer's Will should be superior. So I dont really know which of those trinkets would be in my BiS set.
The difference was that DeathChoise is 100dps better than Deathbringer's Will
I just did some simulations today and it showed that dual DeathChoise (normal + heroic) are better than the new ICC trinket Deathbringer's Will.
But in the Unholy DPS 3.3 thread it said that Deathbringer's Will should be superior. So I dont really know which of those trinkets would be in my BiS set.
The difference was that DeathChoise is 100dps better than Deathbringer's Will
The sim take only into account the proc, not the passive stats. As ArP become much better at end game gear, the 155 passive ArP should make the difference.
Hi. Sorry if this has been explained somewhere, but how exactly is the green bit of attack power that we input for the simulator get calculated? Is it the sum of the enchants only or is there more to it? Socket bonuses? Thanks.
Hi. Sorry if this has been explained somewhere, but how exactly is the green bit of attack power that we input for the simulator get calculated? Is it the sum of the enchants only or is there more to it? Socket bonuses? Thanks.
Mouse over your attack power tooltip ingame and there is a green number in the tooltip
I mean for situations where you want to use a character builder (chardev, wowhead) to compare a potential gear set to your own. Wowhead's AP calculation looks off to me and chardev doesn't give me a tooltip (or maybe I'm blind)?
I mean for situations where you want to use a character builder (chardev, wowhead) to compare a potential gear set to your own. Wowhead's AP calculation looks off to me and chardev doesn't give me a tooltip (or maybe I'm blind)?
To my knowledge, bonus AP (Green AP) is anything on your gear that gives +ap. Agi items, enchants, etc.
Wowhead's tooltip in their profiler seems accurate for me.
I mean for situations where you want to use a character builder (chardev, wowhead) to compare a potential gear set to your own. Wowhead's AP calculation looks off to me and chardev doesn't give me a tooltip (or maybe I'm blind)?
It doesn't matter where you input your AP value I think.
1.2.0.3 Release notes
* Cinderglacier now has benefit on disease.
* A new Priority element: CinderDisease, to cast disease on Ciderglacier proc.
* Deathbringer hot fix.
* Spell partial resist tuning.
* The ghoul only benefit from some raid buff if the ghoul is permanent(BoK and MotW).
Hey folks, maybe I'm doing something wrong, but when i run the EP values I seem to get REALLY high results for Expertise. I use a pretty generic Blood + GoD build/rotation, and STR, ARP, & everything else is around the 2.0-3.0 mark as seems normal, but in every version I've tried Expertise gets a rating >5.0. It used to also give hit rating a very high EP value, but this seems to've stopped in the 1.2 release. I don't know if I've got some box checked or a setting wrong or something like that, but the results seem pretty skewed compared to most of the info on these boards.
The Simulator results as far as combat sim goes seem pretty normal, I'm almost at expertise cap anyway so I only miss/dodge/parry <1% of attacks anyway, but the sim says expertise is by far my heviest weighted stat and that seems odd and/or backwards compared to the threads & stat weights in this forum. This of course messes w/ my results from the DK optimizer, so I'm not sure just to use existing blood weights or the customized ones from the sim. Any advice would be appreciated.
Edit: Example from one I just did
EP AttackPower | 1 (0.61 DPS/per AP)
EP Strength | 2.92
EP Agility | 1.51
EP CritRating | 2
EP HasteRating | 1.45
EP ArmorPenetrationRating | 2.59
EP ExpertiseRating | 5.26
BeforeMeleeHitCap<8% | 2.62
EP SpellHitRating | 0
EP WeaponDPS | 9.84
EP WeaponSpeed | 459.02
In addition to Seroster's post I'm also getting odd numbers with GoD and blood.
EP AttackPower
1 (0,45 DPS/per AP)
EP Strength
3,47
EP Agility
3,07
EP CritRating
4,09
EP HasteRating
3,27
EP ArmorPenetrationRating
2,98
EP ExpertiseRating
19,33
BeforeMeleeHitCap<8%
6,4
EP WeaponDPS
18,22
EP WeaponSpeed
44,44
EP 4T9
486,05
EP 2T10
623,26
EP 4T10
765,12
Now all the numbers are a little odd compared to a normal set, but the stats are from BiS with ArP gems (2301 STR and 1240 ArP). Which should be around 20 from hard cap. (13.99 * 90 = 1259.1 ??)
The numbers with GoDD instead of GoD gives a bit more sense but still seem a bit off.
EP AttackPower
1 (0,82 DPS/per AP)
EP Strength
2,8
EP Agility
1,66
EP CritRating
2,24
EP HasteRating
2,13
EP ArmorPenetrationRating
1,56
EP ExpertiseRating
4,98
BeforeMeleeHitCap<8%
2,73
EP WeaponDPS
9,63
EP WeaponSpeed
390,24
EP 4T9
234,18
EP 2T10
286,08
EP 4T10
408,86
The EP values with STR gems (2681 STR and 840 ArP) and GoD makes a lot more sense and seems reasonable enough, except expertise again:
From past experiences, expertise and spell hit in general seem to give wonky numbers some of the time. I'm not sure of the exact cause - sometimes it gives EP values that seem normal, sometimes it will overvalue them or undervalue them (and sometimes it will give negative values !). I don't think it's you doing anything wrong in particular.
I don't know if you can help me out or not, but whenever I try to run the simulator after configuring my character, I get an error from windows saying it has stopped working. I would love to test out your sim as it's much better than team robot's, but I can't get it working. Thanks in advance. (I have 3.5.1 .net framework on windows 7)
Dont know if its a bug or not but expertise doesnt seem to influence dps at all. When i run my sims, it doesnt matter if i set expertise to 200 value or 0. I still get the same dps number. Boss should dodge more attacks with lower expertise, hence i would have less possibilities to do damage to boss. It should result in lower dps. What am i missing??
Thx in advance for help
Edit: Might be something with the orc racial expertise bonus...
Edit2: If i convert orc racial bonus into expertise rating and puts racial expertise number to zero, i get results where boss dodge more strikes if i put a lower number on expertise.
Hello, first I wanted to thank Kahorie for doing this awesome work for all of us.
Now, after editing the character and talent xml's and running the EP calculation, it's giving me a -9.3 value for expertise rating. Is it normal to output negative values, and if so, is it telling me that expertise is shite?
1.2.0.4 Release notes
* Tinyn Abomination trinket
* Rune Grace Time tweak
* Racial expertise correction
* A new Haste EP value is now calculated and labeled as "EP HasteEstimated".
* Brynthol Proc corrected
Good Evening,
it would be possible to implemet [Mark of Supremacy] trinket as well? I'm not a lucky one who got the DV or any ICC trinket, so I'd like to gauge the Mark with the ones avalaible to me.
Thank you.
First off I would like to give a big thanks to Afabar and whoever else has contributed to this DK tool. It's been great getting to learn it and use it to try and help myself gear, gem, and understand my character a lot better. I was wondering how or if Herkuml War Token could be added into the trinkets? I run 10 man only raids because of time, alts play, and a really horrible ability with dice rolls(i know mostly this is my own issue). So Death's Choice, Deathbringers Will and other 25 man trinkets really are not items i can easy get. I just mainly want to see how it really compares to other 10man trinkets I am able to get.
Testing the sim with the newly implemented TAiaJ, I've noticed that the bonus swings generated by it do not appear to generate other procs such as FC at the moment.
I've also noticed that the simulator seems to get much higher numbers out of BCB. At least part of this appears to be that BCB is currently programmed to benefit from Tundra stalker, but using a single [Mace] I can confirm that BCB only benefits from multipliers that affect white swings.
Tests were done with no trinkets and no str-affecting procs - data over 1009 white swings
white swings damage - 496-503
Diseaseless BCB hits - 124-126
Frost Fever BCB hits - 186-189
Blood Plague BCB hits - 186-189
both diseases BCB hits - 248-252
The simulator also doesn't appear to be treating offhand procs of BCB correctly, not treating the swings as offhand hits (-50%). This Sim parse is from my current gear/spec (2/3 BCB) with the points from Nerves of cold steel removed, so offhand swings from BCB should be ~50% of the mainhand ones:
1.2.0.4 Release notes
* Tinyn Abomination trinket * Rune Grace Time tweak
* Racial expertise correction
* A new Haste EP value is now calculated and labeled as "EP HasteEstimated".
* Brynthol Proc corrected
Looks like the Rune Grace Time bug was the culprit that was causing the sim to be way off on 15-sec DnD rotations. I just plugged a few 15-sec DnD rotations into the 1.2.0.4 sim and got back the expected rotation length (instead of the 10% longer than expected rotation lengths I got with earlier releases). 13-GCD rotations are also no longer slightly off after this fix.