<GhoulFrenzy> does not seem to be working in my priority rotations. I was curious to see how much using it every 30 seconds in place of a plague strike would hurt my build. However, setting it's priority above Plague Strike has no noticeable affect on either plague strike or ghoul damage.
Edit:
I just ran a 24 hour sim using only ghoul frenzy > PS for the priority. Then took the ghoul frenzy talent out of my talent sheet and left the priority as only PS. The PS only run had 1 less plague strike total and 60 more attacks from the ghoul (obviously some bad luck with misses on the first one). I don't think it's trying to use ghoul frenzy at all.
I started to wonder how is that possible, since I've done alot of ptr testing and it has shown exactly the opposite and I think I found the reason.
As the log shows, you get 20RP from a rime howl, which actually should be 5RP with Chill of the Grave and 0RP without it.
4334 Rime proc
4334 Runic Power = 53
4449 MH hit for 2161
4449 Killing Machine Proc
4449 Razorice hit for 69,520422352975
4484 FS crit for 9143 4501 Runic Power = 23 4634 HB hit for 3898 4634 Runic Power = 43
For example: You input your Parry/Dodge stats and from that it will calculate your Rune Strike damage. Could also give the boss the correct avoidance stats from attacking from the front.
If that is too much trouble, just implementing Rune Strike to be allowed to be added to a priority rotation would be nice to somewhat gauge what tanking spec gives out the most DPS.
For example: You input your Parry/Dodge stats and from that it will calculate your Rune Strike damage. Could also give the boss the correct avoidance stats from attacking from the front.
If that is too much trouble, just implementing Rune Strike to be allowed to be added to a priority rotation would be nice to somewhat gauge what tanking spec gives out the most DPS.
parry/dodge shouldn't effect your Rune Strike damage. It will however effect how often you can Rune Strike and the percentage of damage and threat that Rune Strike contributes.
parry/dodge shouldn't effect your Rune Strike damage. It will however effect how often you can Rune Strike and the percentage of damage and threat that Rune Strike contributes.
Of course it doesn't make it hit harder but it decides how often you will use Rune Strike, which in the end affects how much damage, overall, your rune strike does.
0.8.0 Release notes
* Incorrect runic power granted with Howling Blast on Rime proc.
* Option to cast Gargoyle and DRW only when on Fallen Crusader buff (if rune forged for).
* Add a latency parameter.
* Add Howling Blast in templates, because a xx/4x/xx template could cast HB on rime proc.
Beta TPS Module integration. Just select Frost presence.
* Add a TPS summary in the report.
* Add Rune Strike and Rune Strike glyph. Simulator always activate it if RP is available.
* Scent of blood implementation. I don’t have experience with this talent so it proc every time it’s not on CD. It should be adjusted latter.
* Implementation of T7 and T8 set bonus.
* A real tanking simulator may be added someday.
ron9, this is my lastest work on the simulator. I have to check the math for Rune Strike scaling, but it's a first step into a DK threat simulator.
Overview of what left to do :
* Add some parameters to tune the RS availability.
* Make basic template.
* Add Parry to calculation
Energizr, it's corrected.
Kithus and Kyruski, <GhoulFrenzy> should work. I will look at that.
Of course it doesn't make it hit harder but it decides how often you will use Rune Strike, which in the end affects how much damage, overall, your rune strike does.
But if he were to make a sim that included tanking and stuff, he might have to worry about other stuff. What if you need to save that RP for IBF, AMS, etc... Also Rune Strike is an "On next attack" strike and I would believe that would need a little extra code added in to make sure it doesn't just waste it on instant runic dumps. It's probably best just to have an internal:
if dodge/parry
set RunicStrikeAllow = 1.;
if RunicStrikeAllow = 1 and Rune Power > 20
then set NextAttackRunicStrike = 1 and RP-=20;
and then when Runic Strike is used, possibly a
set RunicStrikeAllow = 0 and NextAttackRunicStrike = 0;
or if it's not used in the period that it's allowed, just do
set RunicStrikeAllow = 0;
Or something of the sorts. Now I don't know if this would be the correct language and I forgot some of my functions, but you can probably get the point. These are just some suggestions for mechanics unless it go a lot deeper if you plan to include Rune Strike. I don't know how intricate it'd have to be though.
EDIT: Ooops. Guess that coding that I suggested wasn't needed. a new version that included Rune Strike was posted while I typed that, thought I am interested in the way you did implement Rune Strike if you could elaborate.
Can I humbly suggest you dont disperse too much effort into a "tanking module"? Thats a completely different bag of cookies, and your dps simulator is shaping up to be the tool this class badly needed, so math-disabled persons like me can get a little help making decisions without having to beg/wait for others to work their numbers magic.
And quite frankly, tank dps isnt exactly a vital concern, as tanks in this game basically need to a) not die b) stay ahead of dps on threat (which is quite easy nowadays).
I don't have uploaded changes into CVS but the code I have made is very simple right now.
As I just check, just when I enter in the Main Hand hit function if I'm in frost presence and have enough runic power to cast it.
It look like that :
If FrostPresence = 1 Then
If RunicPower.Value >= 20 Then
RuneStrike
exit function
End If
End If
Saving RP for emergency abilities is something I could throw easily in a customizable parameter. I put this in my todo list.
Originally Posted by Kyruski
You don't have a function to check if Rune Strike is available? Or is it build into the RuneStrike command?
Not right now. Adding a parameter for that is in my todo list.
Cabal,
A pure tanking module with dodge, effective health and so on is not my priority right now. But if have have enough time in the future to make something usefull for the DK tanking, I think I will if no other tools that fits my need appears.
But adding a TPS module was something I wanted to implement and started to work on a few days ago. Adding such things like I this are not very time consuming.
But, I think also that the work on the "DPS" module is nearly close to be finished. The main missing stuff I have in mind is the trinket proc implementation. The rest is more User Interface improvement and some code optimization. And I have to admit I'm missing ideas of what is missing to fits every DPS DK needs.
I don't have uploaded changes into CVS but the code I have made is very simple right now.
As I just check, just when I enter in the Main Hand hit function if I'm in frost presence and have enough runic power to cast it.
It look like that :
If FrostPresence = 1 Then
If RunicPower.Value >= 20 Then
RuneStrike
exit function
End If
End If
Saving RP for emergency abilities is something I could throw easily in a customizable parameter. I put this in my todo list.
You don't have a function to check if Rune Strike is available? Or is it build into the RuneStrike command?
I'm missing ideas of what is missing to fits every DPS DK needs.
Thats because it already has everything thats needed :P Once we start getting confirmation from actual in raid dps values, id say this is a perfectly working tool.
Well, you could, I suppose, add details, like the possibility to import a character from armoury, or maybe a character editing menu, with boxes where you could enter stat values. But thats really very minor, its doing whats really important, the possibility to check dps variations from different gear, as well as EP values we can input into an appropriate addon.
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Kithus and Kyruski, <GhoulFrenzy> should work. I will look at that.
The command <GhoulFrenzy> still does not work. It still just stops all commands after that so all the test really is is the DPS of Auto-attacks, the Ghoul, BCB, and Necrosis (also Razorice if used).
0.8.1 Release notes
* Ghoul Frenzy should now work better. You can now track it in the combat log in verbose mode.
* Add a ChaoticSkyflareDiamond in the Character config file. Set to one to enable the meta gem.
Kyruski,
I made some correction on Ghoul Frenzy. It should be ok now.
frmorrison,
As I implemented the ghoul, it last 1 minutes if untlaented and is summoned every time it not on cooldown. I don't have the exact number in mind right now but it should look like what you describe.
Kyruski,
I made some correction on Ghoul Frenzy. It should be ok now.
I just did some sims quickly and it seems like GF isn't working correctly. When I have it in my rotation/priority, my ghoul's number of hits drops, usually a drop of 10%+. Here's my ghoul's number of hits without GF : 92386 and here it is with GF : 82877. So it seems as if instead of adding 25% haste to the ghoul, it's removing ~10% from the ghoul.
EDIT: Looked at a Combat Log and with no GF, the ghoul attacks once every 1.14 seconds and with GF, it's once every 1.33 seconds. So it seems like it's a 15% loss. Also while looking at the log, I see some places where it's missing a ghoul attack.
I'll second what Kyr said about ghoul frenzy. When I added it to my priority sheet just above PS I lost just under 7,000 ghoul attacks in a 24 hour test. I'd like to add that I oddly also gained almost 3,000 ITs. The character sheet I'm using is spell hit capped.
Edit: Kahorie, the T8DPS sigil is called Sigil of the Vengeful Heart. Sorry it's been bugging the hell out of me.
You might want to recheck the formula for Unholy Blight. Currently on live, it's still treated as a disease for purposes of Crypt Fever which is why people rave about it on live. That extra 30% makes a huge difference in it's effectiveness. People are reporting a DPS loss using it and unless it's a heavy movement fight, that shouldn't be the case. We did the math earlier in one of the threads and it takes unrealistic amounts of crit for Death Coil to overtake Unholy Blight.
You are welcome to check Live as well but if I'm not mistaken, Crypt Fever also affects Death N Decay. Both of these were diseases when Beta and apparently this is never fixed.
Note that it only counts for Crypt Fever. You can't Blood Boil a target with either of these effects on live.
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If I recall, Death and Decay stopped getting bonus damage from being counted as a disease in 3.08, unless they've backed out that change. The changes to the Glyph of Death and Decay in 3.08 helped offset that loss. From 3.08 PTR Patch Notes:
Crypt Fever: It is no longer possible to have a duration longer than the disease which caused it. Will also no longer incorrectly increase Death and Decay damage.
0.8.2 Release notes
* Another Ghoul Frenzy correction. Hope it is the last one.
* MMO-champion Talent import. Check the new Tools tab. Glyphs are not imported.
* Sigil of Vengeful Heart renamed.
* Crypt Fever now affects Unholy Blight damage.
* Razorice damage bonus reverted to 5%.
The "I hope the last" Ghoul Frenzy bug is corrected.
I have integrated a small Talent import tools. You just have to copy/paste the URL. The glyph are not imported right now so you have to edit the template after the import.
I'm still working on a way to have more stable Equivalent Point value. If you have any suggestion, I'm open minded.
Right now, calculation is simple. Simulator make a dry run. Then for each stat, it add the value and relaunch a simulation. It compare the results and give the calculated value.
I also plan to generate after EP an URL to Wowhead (eg: Plate Armor - Items - World of Warcraft). I think it's the easier way for me to display item value.
I'm still working on a way to have more stable Equivalent Point value. If you have any suggestion, I'm open minded.
There is no way besides simulating for a longer time. You should first try to get rid of any possible bugs and then work on the accessibility. EP will never work well with a sim, unless you can create 2-4 sim threads for multicore cpus.