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01/17/10, 2:32 AM
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#701
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Glass Joe
Orc Death Knight
Shattered Hand
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I'm not really the technical type or I would do some digging on my own to figure this out.
Would there be a way to configure the sim to account for a weapon swap?
Basically what I'm going for is a way to sim a weapon enchanted with Cinderglacier to apply diseases (sim already does this), and then swap back to a weapon with FC. In that same light, would there be a way to additionally add in ToT as a modifier in conjunction with the CG proc.
I've been doing a lot of dummy testing and have had little luck in determining the value of this swap. 2gcd's and 2 white attacks from the swap for ~+37%(CG+ToT) disease damage. Of course all of this assumes GoDis. (ToT bonus is carried with GoDis refresh like CG proc)
Sorry for any trouble and thanks ahead of time if this can actually happen within the sim.
Edit: After a lot of dummy tests I have little hope for a (2hand)CG weapon swap to be effective. On paper it seems great, in practice... the proc rate is too unreliable to reproduce efficiently. Only pursue this suggestion as an update to the sim if you need something to keep busy =/.
Last edited by Archonel : 01/17/10 at 4:04 AM.
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01/17/10, 7:10 AM
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#702
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Glass Joe
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Originally Posted by Sarevok115
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)
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I'm no expert, but it likely has to do with the program's character editor failing to input zero values for off-hand weapon stats when you create a two-hand build. You can manually edit the files, and fix it for yourself. I ran into the same problem myself, after upgrading to the newest version today.
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01/17/10, 10:41 AM
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#703
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Piston Honda
Human Death Knight
Eonar (EU)
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I'd also love some help with running the sim. I had no problems using some previous versions, but now when I start a sim with just preset char/build/rotation I get a DKSIMVB windows error.
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01/17/10, 8:57 PM
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#704
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Von Kaiser
Night Elf Death Knight
Dunemaul (EU)
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Found an issue:
When I loaded up the sim, first I saved a new intro file. After doing that, I made and saved 2 char files. When I wanted to select them from the config screen, couldn't find the. Then I dug into sim's folders and found the char files saved into the intro folder.
Can you test if "save char", "save intro" and other save buttons know where exactly to save their files in the sim?
Edit: also, if you create a new 2h char in the sim and then run it, the sim reports an error unless you first select DW, put "0" in both OH dps and OH speed, switch back to 2h and then save the file. Having the sim put "0" in both OH fields by default if you select 2H would prevent creation of an invalid char file that crashes the sim.
Last edited by Fearlezz : 01/17/10 at 9:12 PM.
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01/18/10, 12:21 AM
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#705
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Von Kaiser
Blood Elf Death Knight
Whisperwind
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Originally Posted by Fearlezz
Found an issue:
When I loaded up the sim, first I saved a new intro file. After doing that, I made and saved 2 char files. When I wanted to select them from the config screen, couldn't find the. Then I dug into sim's folders and found the char files saved into the intro folder.
Can you test if "save char", "save intro" and other save buttons know where exactly to save their files in the sim?
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I had a similar issue, however my "new character" was placed in the Templates folder. I also experienced the "DKSIMVB has stopped working" error. Created an Issue on the google source homepage for the project.
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01/18/10, 4:44 PM
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#706
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Don Flamenco
Draenei Death Knight
Chants Eternels (EU)
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1.2.0.5 Release notes
* EP Haste Estimated correction.
* Rune Strike is not proc'ing Necrosis anymore.
* Walk-around for the empty offhand weapon speed on a new character.
* You can now create a new Character/Template without first editing one.
* Some GUI modification.
* New option to show or not non damaging item in the report.
* Unholy-reaping rotation update.
* New Character templates for ICC.
Kahorie's DK Simulator 1.2.0.5
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01/19/10, 10:32 AM
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#707
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Von Kaiser
Orc Death Knight
Blood Furnace
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The sim is showing bryntroll as a 500/600ish DPS increases, from a heroic 258 weapon. (This is just from adding in the bryntroll proc alone).
Is this accurate?
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01/19/10, 10:58 AM
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#708
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Don Flamenco
Draenei Death Knight
Chants Eternels (EU)
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Without taking into account that Bryntroll is faster than regular 258 weapons and has no additional stats, it hard to draw conclusion. Bryntroll should be around 5% of your DPS. Is that what you get ?
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01/19/10, 1:48 PM
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#709
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Von Kaiser
Orc Death Knight
Blood Furnace
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Yeah, its showing the proc is about a 5% increase, if I changed the weapon DPS + Weapon speed to that of bryntroll, its a small increase. However once i add in the proc it skyrockets.
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01/19/10, 2:27 PM
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#710
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Von Kaiser
Goblin Death Knight
Cho'gall
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Originally Posted by Metapod
Yeah, its showing the proc is about a 5% increase, if I changed the weapon DPS + Weapon speed to that of bryntroll, its a small increase. However once i add in the proc it skyrockets.
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Are you subtracting the stats that you are losing when simulating Bryntroll? I'm getting Bryntroll as a 145 DPS increase over 258 DBB as Blood using GoD and a 225 DPS increase over 258 DBB as Unholy using 2pc T10. The Bryntroll proc came out to 4.1% of the Blood sim and 5% of the Unholy sim.
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01/20/10, 1:58 AM
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#711
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Piston Honda
Worgen Death Knight
Windrunner
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Just wondering, my kahorie's DK simulator just suddenly stopped working yesterday. The simulation starts but the bar remains empty and does not start to fill with green. Does anyone know whats wrong? I've tried re installing and restarting but it still doesnt work. Thanks.
*Fixed* I tried installing it to another drive and it worked.
Last edited by neomasterc : 01/20/10 at 2:09 AM.
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01/20/10, 4:47 AM
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#712
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Von Kaiser
Orc Death Knight
Magtheridon
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What is the significance of the new EP Haste Estimation?
i.e.
EP HasteEstimated | 1.14
EP HasteRating1 | 1.74
What is the difference?
Edit:
I'm also confused about the following:
EP SpellHitRating | 0.89
After spell hit cap | 1.06
How does the value of hit go up AFTER I've reached the spell cap?
Last edited by vdgmasterx : 01/20/10 at 4:53 AM.
Reason: another question
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01/20/10, 5:56 AM
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#713
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Don Flamenco
Draenei Death Knight
Chants Eternels (EU)
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Haste Estimated is calculated as if haste would only change yours and your pets white damages, without having impact on proc. I think mainly of Fallen crusader, Killing machine and so on. By just adding 5 haste rating on your character, you can have a large variation of DPS, something like plus or minus 40 DPS, which might be true for one simulation, but the result as EP value is not correct. The "EP Haste rating" is the one generated without modification except the Haste rating of the character.
It's the same with your spell hit rating value, the Random Number Generator maybe gave you some more Killing machine proc than it should for the increase of hit rating.
Anyway, I have checked the code and I see nothing wrong in it. I can just blame the RNG.
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01/21/10, 6:43 PM
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#714
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Glass Joe
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Has anyone tried simming Deathbringer's Will Heroic?
For some reason when I change the stats on my character sheet from normal Deathbringer's Will to the heroic version my DPS goes down.
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01/22/10, 6:53 AM
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#715
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Von Kaiser
Draenei Death Knight
Executus (EU)
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Afabar, just a quick revisit of the old question of which values exactly to use as our "stats".
Is it safe to use the stats from Zerack's optimizer and/or the Team Robot simulator?
Zerack's optimizer only shows the stats on the selected items, which is close to what you asked us to do many pages back.
I'm currently using a very old mod that a poster here shared (DK Simulator Stats), but it's getting a bit outdated and I'm not sure how much I can rely on it anymore.
The reason I'm asking is - if we can use the gear stats from Zerack's optimizer, it would be great and would yield consistent (and realistic of course) results for people.
I greatly appreciate your input on this question.
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Remember everything, forget nothing!
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01/22/10, 7:33 AM
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#716
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Don Flamenco
Draenei Death Knight
Chants Eternels (EU)
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Not sure if Zerack has changed that recently, but I think that Zerack's Optimizer stats summary don't take into account base stats (the one you have naked). And I will let Team Robot's people correct me, but I think they display stats modified by talent. Bllets has made a little tool that extract the needed stats from armory Armory Grabber for Kahorie's DK Simulator.
Another solution would be to load your character using wowhead's profile tool. Go to the talent section, reset your template, return to the character tab. This will give you your untalented stats that should be used in the sim.
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01/22/10, 9:45 AM
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#717
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Von Kaiser
Night Elf Death Knight
Dunemaul (EU)
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DKSimulatorStats ( link) was awesome before it got outdated/out of sync with current version of the sim. It was a much better solution than the armory scan because you could play with sets on your char and export them instantly, without having to wait for armory to refresh or manually editing anything. Is there anyone out there willing to update it to work with the current version of the sim?
Also, one thing I still miss in Kahorie's sim is an export feature for Loot Rank. Loot rank url code looks something like this:
http://www.guildox.com/wr.asp?Cla=2048&s7=3.2&s1=4&s3=4&Max=15&Str=3.03&Arm=0.028&mh=2.01&dps=7.42&mcr=2.1&odps=29.41&Agi=1.55&mhit=2&map=1&Sckm=80&arp=2.49&Exp=1.77&Ver=6&t1=48483&t2=49989&t3=50098&t4=48674&t5=51129&t6=50002&t7=48489&t8=47925&t9=48484&t10=50788&t11=49999&t12=42987&t13=50415&t16=47673&t31=50402&t32=47115&i1=0&i2=0&i3=0&i4=0&i6=0&i9=0&k1=0&k5=0]GuildOx - WoW Guild Progress and Loot Rankings
and it is pretty easy to decipher:
2048&s7 is the class field, drop down choice 7 (DK)
3.2&s1 is the armor type, drop down coice 1 (all)
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Str=3.03 is the Strength value
Arm=0.028 is the Armor value
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etc
Since we get the values in the report after calculating EP, it should be easy to export such a string for fast use with loot rank. One could place it in the "Import" section and rename it "Import/Export".
Are there any other sites/tools that you guys would like to see implemented for import/export?
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01/22/10, 9:55 AM
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#718
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Don Flamenco
Draenei Death Knight
Chants Eternels (EU)
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Thanks for bringing this back to my focus. But I'm wondering what the value of hit rating I should include (before or after cap)? I'm open to suggestion.
Originally Posted by Fearlezz
Are there any other sites/tools that you guys would like to see implemented for import/export?
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I guess Pawn should be done while I'm at it.
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01/22/10, 10:03 AM
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#719
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Glass Joe
Blood Elf Death Knight
Durotan
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I generally export stat weights manually to Pawn twice, one with hit and expertise capped, and one without. You really need both to understand what is and what could be an upgrade; if I were you, I'd provide two loot rank URLs, as well.
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01/25/10, 11:09 AM
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#720
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Don Flamenco
Draenei Death Knight
Chants Eternels (EU)
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1.2.0.6 Release notes
* Reaping rotation correction.
* BloodWorms implemented, should not be too far from accurate.
* Only one progress bar for all simulation
* Remove Magical Scourge Strike procs (Bryntoll...)
* Lootlink Link/ Pawn string
Kahorie's DK Simulator 1.2.0.6
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01/25/10, 3:56 PM
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#721
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Glass Joe
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New simulator is showing hit as a 1.75 EP at 181 hit rating?
EP AttackPower | 1 (0.63 DPS/per AP)
EP Strength | 3.02
EP Agility | 1.24
EP CritRating | 1.84
EP HasteEstimated | 1.68
EP HasteRating1 | 2.6
EP ArmorPenetrationRating | 2.1
EP ExpertiseRating | 1.56
BeforeMeleeHitCap<8% | 1.75
EP SpellHitRating | 0.41
EP WeaponDPS | 7.14
EP WeaponSpeed | 412.7
EP 2T9 | 103.23
EP 4T9 | 370.97
EP 2T10 | 300
| Template | Unholy 17-00-54-3
| Rotation | Unholy-Reaping
| Presence | Blood
| Sigil | Virulence
| RuneEnchant | FallenCrusader / None
| Pet Calculation | True
I'm fairly sure that this is a bug... don't know why the EP for hit would be so low all of a sudden, especially when I'm so far away from the cap. (Was trying to determine whether or not to use Grim Toll or DMC:G)
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01/25/10, 6:13 PM
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#722
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Don Flamenco
Draenei Death Knight
Chants Eternels (EU)
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EP value of hit rating is not dependent of the hit you have on your character. The sim force to your character to melee hit cap, then remove 50 and see how much DPS you lost. However your result are very strange. Here is what i've got:
| EP AttackPower | 1 (0,68 DPS/per AP) | | EP Strength | 2,91 | | EP Agility | 1,24 | | EP CritRating | 1,88 | | EP HasteEstimated | 1,65 | | EP HasteRating1 | 1,76 | | EP ArmorPenetrationRating | 2,5 | | EP ExpertiseRating | 1,5 | | BeforeMeleeHitCap<8% | 2,88 | | EP SpellHitRating | 0,59 | | EP WeaponDPS | 7,35 | | EP WeaponSpeed | 397,06 | | EP 2T9 | 103,08 | | EP 4T9 | 441,54 | | EP 2T10 | 349,23 | | Template | Unholy 17-00-54 | | Rotation | Unholy-Reaping |
Maybe try another EP generation after changing the RNG seed (the button in the bottom).
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01/26/10, 1:46 AM
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#723
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Glass Joe
Orc Death Knight
Jubei'Thos
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I am now at the point where armor pen has a higher ep value than strength. I am thinking of changing out some strength gems for armor pen gems, however I would rather sim the differences between each gem before I switch them out.
My question is: how do I change my stats in the character editor to reflect a gem change? Is it as simple as changing the numbers to 20 strength less and 20 armor pen more? Or is there other numbers I must change that are affected by the stat change?
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01/26/10, 11:21 AM
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#724
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Glass Joe
Orc Death Knight
Neptulon (EU)
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Originally Posted by Choice
My question is: how do I change my stats in the character editor to reflect a gem change? Is it as simple as changing the numbers to 20 strength less and 20 armor pen more? Or is there other numbers I must change that are affected by the stat change?
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As you said, deduct 20 strenght and add 20 armor penetration is the way to do it. Just remember that if you swap other gems then red to red, you could affect gem bonuses.
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01/27/10, 5:40 PM
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#725
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Von Kaiser
Goblin Death Knight
Frostwolf
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Trying to figure out the EP ratings for hit, more specifically hit after 8% for DW builds.
BeforeMeleeHitCap<8% | 2.52
EP SpellHitRating | 0.57
After spell hit cap | 0.65
Whats the difference from EP SpellHitRating and spellhit after cap? I assume hit before cap is the first one, and after is the third, what is the middle one? Also, after cap, is that taken in account that you're using Dw?
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