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10/24/09, 6:45 PM
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#571
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Piston Honda
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Bloody Vengeance is still wrong. The code treats it as 1% per point whereas it is 1% per stack per point with 3 stacks.
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10/25/09, 10:47 AM
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#572
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Von Kaiser
Human Death Knight
Dalaran
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I noticed something fishy about the GoD blood spec. I looked at the detailed combat log and noticed it casts IT 5 times in row for no apparent reason.
The combat log procs looked like this: (times were rounded to nearest 1.5 GCD)
proc/spell-time
2pcT9----4.5
...
victory----10.0
...
FC--------14.5
...
IT---------17.5
IT---------19.0
2pcT9 falls off here
IT---------20.5
victory falls off here
IT
IT
PS
It doesn't make sense that it should cast it 5 times in a row, especially after you lose two AP increasing procs.
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10/26/09, 11:34 AM
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#573
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Don Flamenco
Draenei Death Knight
Chants Eternels (EU)
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1.1.7.3 Release notes
* Physical and magical part of Scourge Strike are separated in the report.
* Correction on the Scourge Strike Damage that was to high in the report.
* Vicious Strikes and subversion affect Scourge Strike (crit chance and crit coef).
* Blood Vengeance is now 3% damage per talent point.
* Pestilence correction on the IT or PS spam behavior.
* Icy Touch glyph is now sensible to the 3.3 Patch check box.
Kahorie's DK Simulator 1.1.7.3
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10/26/09, 11:56 PM
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#574
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King Hippo
Draenei Death Knight
Dragonblight
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Although the new version seems to tackle all of the 3.3 changes perfectly, it's still going wrong somewhere when calculating the EP value for spell hit rating. Spell hit rating should not be able to be higher then regular hit rating. It just isn't logically possible. Not sure where it's going wrong, but I'm sure you can figure it out:
(Also, on a somewhat unrelated note, is it possible to get the simulation results formatted with |'s and such, like the EP results, so it's easy to make tables of them? Not a huge deal, but still)
| AttackPower | 1 | | BeforeMeleeHitCap<8% | 4.89 | | SpellHitRating | 9.82 |
Edit: It appears to be a GoD specific aberration, if that helps.
Last edited by Consider : 10/27/09 at 4:48 AM.
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10/27/09, 5:33 AM
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#575
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Don Flamenco
Draenei Death Knight
Chants Eternels (EU)
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Originally Posted by Consider
It's still going wrong somewhere when calculating the EP value for spell hit rating. Spell hit rating should not be able to be higher then regular hit rating. It just isn't logically possible. Not sure where it's going wrong, but I'm sure you can figure it out.
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I'm not sure it's that illogical due to the way the sim calculate EP value. They are calculated with stats variation around melee hit cap and expertise cap. Pestilence is also used at the very last opportunity. So a miss on Pestilence is a huge dps loss. When calculating Spell hit cap on 2H setting the sim set the character at spell hit cap (or very close to), so the DPS given is when Pestilence never miss on your 100 hours simulation. So it run 99% of the simulation with max AP with a few disease reapplying comparing to random reapplying due to pestilence miss.
I'm not sure I am clear, but to summarize, Hit scale good from 0% to spell hit cap but the latest points that make you spell hit capped are more valuable than the hit that take you from 7% hit to 8% for example.
Maybe you could try to get EP value with the "many x second fights" option, they should be more logical.
For your "|" character, I will check if I can do something.
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10/27/09, 10:43 AM
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#576
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Slumlord
Blood Elf Warlock
Whisperwind
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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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10/27/09, 10:59 AM
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#577
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Von Kaiser
Orc Death Knight
Zirkel des Cenarius (EU)
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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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10/29/09, 1:52 PM
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#578
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Glass Joe
Blood Elf Death Knight
Durotan
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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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10/29/09, 6:17 PM
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#579
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Don Flamenco
Draenei Death Knight
Chants Eternels (EU)
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Originally Posted by Descended
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.
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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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10/31/09, 5:52 PM
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#580
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Glass Joe
Blood Elf Death Knight
Durotan
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Originally Posted by Afabar
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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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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11/02/09, 3:28 AM
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#581
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Banned
Human Death Knight
Saurfang
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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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11/02/09, 12:01 PM
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#582
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Piston Honda
Tauren Death Knight
Dath'Remar
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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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11/03/09, 10:04 AM
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#583
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Don Flamenco
Draenei Death Knight
Chants Eternels (EU)
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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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11/03/09, 3:57 PM
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#584
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Glass Joe
Orc Death Knight
Kazzak (EU)
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Is there a way to add the new intro part to a priority as well?
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11/04/09, 7:37 AM
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#585
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Von Kaiser
Orc Death Knight
Zirkel des Cenarius (EU)
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Originally Posted by Afabar
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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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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