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Old 01/11/10, 11:28 AM   #691
Drexxi80
Glass Joe
 
Blood Elf Death Knight
 
Outland (EU)
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.

Last edited by Drexxi80 : 01/11/10 at 11:47 AM.

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Old 01/11/10, 6:22 PM   #692
Baldless
Glass Joe
 
Orc Death Knight
 
Eredar
Have the changes to Bryntroll that effect Death Knights been made in the sim? I haven't seen them in the log, but I just figured I'd make sure.

e.g. Shadow portion of Scourge Strike no longer procs Drain Life (Bryntroll proc).

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Old 01/12/10, 1:29 PM   #693
Novusordo
Glass Joe
 
Human Death Knight
 
Nesingwary
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?

Thanks for the help.

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Old 01/15/10, 9:07 AM   #694
Afabar
Don Flamenco
 
Draenei Death Knight
 
Chants Eternels (EU)
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

Kahorie's DK Simulator 1.2.0.4


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Old 01/15/10, 11:05 AM   #695
and
Glass Joe
 
Human Paladin
 
Draenor (EU)
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.

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Old 01/15/10, 11:06 AM   #696
deathsythe
Glass Joe
 
Blood Elf Death Knight
 
Blackwing Lair
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.

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Old 01/15/10, 11:53 AM   #697
dr_AllCOM3
Great Tiger
 
dr_AllCOM3's Avatar
 
Orc Death Knight
 
Blutkessel (EU)
Originally Posted by and View Post
Just add the AP as static AP. There is no need to implement it.

Originally Posted by deathsythe View Post
See above.


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Old 01/15/10, 12:13 PM   #698
Aatis
Glass Joe
 
Draenei Death Knight
 
Moonrunner
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:

ability Total % count avg
MainHand | 129599629| 13| 72717| 1782.2
OffHand | 65065784 |6.5| 72842| 893.2
BloodCakedBlade| 13454773 |1.3| 14554| 924.5
BloodCakedBlade| 13404923 |1.3| 14581| 919.3

Last edited by Aatis : 01/16/10 at 7:13 PM.

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Old 01/15/10, 12:59 PM   #699
deathsythe
Glass Joe
 
Blood Elf Death Knight
 
Blackwing Lair
Originally Posted by dr_AllCOM3 View Post
Just add the AP as static AP. There is no need to implement it.


See above.
Wow that was a simple answer, thanks for pointing it out and sorry to have missed it.

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Old 01/16/10, 10:51 PM   #700
Grigori
Piston Honda
 
Grigori's Avatar
 
Human Paladin
 
Medivh
Originally Posted by Afabar View Post
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

Kahorie's DK Simulator 1.2.0.4
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.

Great work tracking this PitA bug down.

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Old 01/17/10, 2:32 AM   #701
Archonel
Glass Joe
 
Orc Death Knight
 
Shattered Hand
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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Old 01/17/10, 7:10 AM   #702
Haldi
Glass Joe
 
Orc Shaman
 
Sentinels
Originally Posted by Sarevok115 View Post
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)
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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Old 01/17/10, 10:41 AM   #703
zagor
Piston Honda
 
Human Death Knight
 
Eonar (EU)
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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Old 01/17/10, 8:57 PM   #704
Fearlezz
Von Kaiser
 
Night Elf Death Knight
 
Dunemaul (EU)
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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Old 01/18/10, 12:21 AM   #705
Gearbox
Von Kaiser
 
Gearbox's Avatar
 
Blood Elf Death Knight
 
Whisperwind
Originally Posted by Fearlezz View Post
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?
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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