Short fights seem to work now. You don't get a detailed report though. The fight statistics are initialized together with cooldowns, timers and similar stuff. Seperating them takes a while and will create new errors.
A small teaser: Blood Standard, DPS: 9645
Blood GoD, DPS: 9168
Unholy Standard, DPS: 9761
Frost Standard, DPS: 9201
1.0.9 Release notes
* Sigil of Virulence works now with Death Strike
* Option for many short fights (No report generated at the moment)
This time obviously affecting spell hit cap the most. How are we supposed to judge these results? Even on very long sims with the same items/stats, spec, and the only difference being a rotation vs priority the results still change quite substantially.
Last edited by Asphyxialol : 09/04/09 at 10:17 PM.
Pastey appears to be having an issue in regards to their MySQL DB at the moment, so I cannot upload there.
I did not change any other files but the character settings, and re-running the program again with a rotation over priority returns the exact same results as my initial post indicated above (ran a 100h test this time).
I was wondering what method Kahorie's DK Simulator is using to calculate the 4P T9 Bonus at the moment.
As pointed out by a posted in the Unholy discussion it seems that current game mechanics are giving our 4P T9 a 1% crit chance.
I was curious if the DK Sim uses that 1% crit chance, melee crit chance, or spell crit chance.
The main reason I am curious is because it seems that Unholy Obliterate only wins against DW Frost when simmed in Best in Slot gear when 4P T9 is applied. Otherwise when both Best in Slot sets are set to only calculate 2P T9 DW Frost wins by about 50dps.
Seems like the Sim is not using Hysteria when simulating Blood dps.
I ran 2h Ulduar gear set with the default Blood talent spec (moved one point from Epidemic to Necrosis however).
I used the "Many" setting with 350 sec fights over a 100 hour simulation. I used Vengeful Heart and the default Blood priority. Set bonii were 2t8 and 2t9 (pretty sure that is in the default gear set as well).
Result: 7000 dps.
Next, I simply took one point out of Hysteria and put it in imp Blood Presence with all the other settings the same.
Result: 7000 dps.
So keep this in mind when evaluating sim results for Blood vs other specs if you do use Hysteria on yourself.
Is it possible to put in an option to let the sim use Hysteria (esp timed with DRW) ?
Last edited by PristineChaos : 09/07/09 at 2:16 PM.
This might seem a bit odd at first glance, but I was wondering: Would it be possible to add Rejuvenation to the buffs you can check on/off?
The reason I ask is because of Revitalize, of course.
If your resto druid isn't running out of mana (quite possible, depending on the fight) and has the free GCD every 18 seconds (pretty likely, certain fights/phases aside), keeping Rejuv up on a DK (or a Rogue/Feral Druid/Warrior) is a direct dps increase, so why not do it? What I am curious about is how much of a dps increase it in fact is (so I have a number I can toss at my resto druids, of course!). Rejuv costs somewhere between 350 and 450 mana (depending on whether or not the druid is using Idol of Awakening and/or Spark of Life), which casted every 18 seconds comes out to ~100 mp5. Over the course of a 6 minute fight, that's only ~7500 mana, the equivalent of a single innervate. It's not much. What if it adds say 100 dps to a DK? Or 150? Or 200? Or really any amount? If the mana is going to go to "waste", why not convert it into dps? It's not like the DK won't benefit from the healing at certain points on some fights anyways.
I know the sim already has an option to add X runic power every 60 seconds, but that doesn't model Revitalize accurately. The feature works one of two ways (I'm not exactly sure which, to be honest, as I rarely use it myself) - either giving you X runic power instantly every 60 seconds, or X/60 runic power every second. I'm assuming the first, which makes it fine for the "AMS" factor of fights, but Revitalize is quite different. Getting 16 RP every handful of time is better than getting, say, 80 RP all at once, as the latter will probably overcap you (depending on where it falls in your rotation), and thus lose value. As such, yeah, it can't really tell one Revitalize's value.
This isn't a huge deal, but it would certainly be interesting to know, if it isn't terribly difficult to add. Not only could it be used in arguments with one's resto druids, convincing them to keep Rejuv on you at all times, whether or not you need the healing, it can also be used for those resto druids who already do toss Rejuv on the melee if they have the extra mana purely for dps, convincing them to make sure it is up on you over a Rogue/FDruid/Warrior.
Edit: To the below - duh. I'm an idiot. That's what I get for thinking about this at 430 am ><. Feel free to delete. God I feel stupid.
Last edited by Consider : 09/08/09 at 4:21 AM.
Reason: I'm a tool
Unless there is a bug, both fields that set the RP gained over the fight the should be editable, not just the value of the gain. Default value is set to 60s but you can change it to what ever you want.
Therefore, ignoring the EP50/10 etc, basically I can say 1 point of Weapon Speed is 539.68x better than Attack Power?
(Once this is answered, you might find it useful to update your OP with clarity on this question for others like me).
Second point, I'm running 3x EP calculations at the same time now. I noticed very low CPU usage. Perhaps you could get the app to use quad-core processors more? Screenshot.