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Old 02/25/10, 12:35 PM   #781
nhlkdog411
Glass Joe
 
Human Death Knight
 
Tichondrius
Originally Posted by Orlgin View Post
I've been doing some simulations using the standard Frost options. I made a simple change removing Blood Strike in the priority for Blood Boil just to see the damage difference. It completely changed things causing far more Frost Strikes and less Obliterates. Blood Boil damage was higher (?) than the Blood Strike damage including main and off hand. Why would something so simple as changing Blood Boil for Blood Strike create such drastic changes in results?
Without really looking into it I would guess what happened is this: Blood Boil gives no death runes, thus every rotation (I know its not a rotation but in terms of each 20 second disease cycle) you're getting one less obliterates and 2 more single rune abilities..the single rune abilities would give more runic power I believe thus generating the extra Frost Strikes. This would be especially true if like most you're forgoing CoTG.

Last edited by nhlkdog411 : 02/25/10 at 12:41 PM.

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Old 02/26/10, 8:24 AM   #782
forecore
Glass Joe
 
Orc Death Knight
 
Blackrock (EU)
I noticed a dps loss using 1.2.0.10 over 1.2.0.7 with exactly the same settings (14/0/57 non patch mode etc.). The loss of about 200 dps does not come from lower avg dmg of the different abilities, just the amount is much lower. For example 126609 autohits using 1.2.0.7 vs 123330 using 1.2.0.10 or 71657 SS vs 70630 SS.
Did I miss something in the patchnotes of the sim or am I the only one getting such a huge gap?

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Old 02/28/10, 8:57 AM   #783
Grolly
Glass Joe
 
Gnome Rogue
 
Grim Batol (EU)
I'm having some problems with getting the sim to refresh my diseases with GoD. My rotations ingame looks like this:

Intro: IT - PS - BS - SS - BS - DC - DC - SS - BS - SS - Pesti - DC - DC

Main rotation: SS - BS - SS - BS - DC - DC - SS - Bs - SS - Pesti - DC - DC - (Horn)

However when I put the exact same rotation into the sim (the intro under intro and the main rotation under rotation), it doesn't refresh the diseases. What I am doing wrong?

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Old 02/28/10, 9:44 AM   #784
Afabar
Don Flamenco
 
Draenei Death Knight
 
Chants Eternels (EU)
I have no issue running this one. Check your BS usage, if it's after BS/BB this may make some delay on your Blood Rune and letting your disease fade. Check also if you are spell hit caped.


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Old 02/28/10, 4:23 PM   #785
Larisroth
Piston Honda
 
Orc Death Knight
 
Thaurissan
I've been trying out DW builds again.
There's a couple of easy to fix bugs. Firstly OH Fallen crusader doesn't initialize correctly, as it's set to proc off main hand swings (in procs.vb from memory).

Secondly, OH BCB calculates damage as if it is the mainhand weapon. This is due to Offhand not been set to true in sim.vb.

The feral druid is a different beast altogether.

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Old 03/01/10, 4:56 AM   #786
jacaregorgo
Glass Joe
 
Orc Death Knight
 
Gorgonnash (EU)
Should my report show Hysteria if i have "show Procs/Non Damaging spells in the report" checked?
In my Blood reports i don't get any info about my Hysteria uptime and i see no info in the combatlog.

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Old 03/03/10, 2:23 AM   #787
kelben
Piston Honda
 
Draenei Death Knight
 
Ysera
Would it be possible to add in the % dmg increase they added to ICC this week, considering that it does not apply to pets, unholy might might have some serious scaling issues compared to the other specs.

Haste is the devil...

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Old 03/03/10, 2:42 AM   #788
Rashadi
Glass Joe
 
Orc Death Knight
 
Azuremyst
Didn't get any responses in the Unholy thread so I thought I'd try here

Gargoyle Strike is a spell and Icy Talons is a melee haste buff. Unless someone prove me I'm wrong, the implementation in the sim is correct.
This is, at least on live, false. The assumption of many DKs is that "windfury and icy talons are melee haste buffs and the gargoyle casts." True the gargoyle isnt effected by them.. but the gargoyle takes a snapshot of YOUR haste upon casting and does not distinguish between melee only and spell only.

I've now done multiple tests on live with a shaman grouped for windfury/bloodlust, massive amounts of haste gear and speced 0/17/54 to try different things out. First test was with Icy Talons.. my ghouls gets the 20% haste buff as well as my gargoyle.. taking his strikes from 1.9 to 1.6 s cast time as predicted by haste formulas with 84 haste rating on my normal raid gear. Windfury as well effects both ghoul and gargoyle, and with just windfury at 16% haste with my 84 haste rating nets a 1.7s cast time of gargoyle.

Now from what I'm seeing on sims gargoyle is overinflated. At 84 haste rating I'm seeing around 32500 gargoyle hits for a 100h sim. Assuming the sim isnt counting windfury for gargoyle it should average a 1.8s cast (bloodlust + ret pally aura drop it from 1.9). Assuming this 1.8s cast is the average then it will need to do this for a full 30 sec every summon to get that many strikes.

There is something else that is wrong. Yes, the gargoyle persists for 30 sec.. it does NOT attack for 30 sec. With enough haste (bloodlust, haste rating, icy talons, speed pot, haste trink) I pushed the gargoyle strike cast time to 0.8s and the gargoyle was GCD locked at 1 s. Every time I did this test I only got 19 strikes. Every time. This is simple math here.. 19 * 1 + 1 for first cast and you get 20 secs of gargoyle dps each cast time (which also means for a 100h sim you get 2000 summons of gargoyle netting a possible 38000 gargoyle strikes at maximum). ** It would be of note that at this 0.8s cast time if I did not "twist" away, I would get 19 strikes + 1 melee netting in an actual dps increase from not twisting. However, 10% of the time the gargoyle would fly around like an idiot and I'd only get 17 casts by not twisting. So there is evidence both for and against "gargoyle twisting." I myself am partial to the insurance for a non-stupid gargoyle.

And yes, I know I could be wrong about the sim and wrong about the gargoyle on ptr (I'm not on ptr, my apologies for not testing there as well).. but I checked the no. of gargoyle hits with the buff "melee haste" checked and unchecked and they are virtually identical (+/- 100) for current and with the 3.3.3 checked. Now, if this is the case and the gargoyle is: a) not taking haste that it should and b) counting for too many hits; then you can assume that since the sim is fairly accurate there is dps (minor) being lost in something else but I'm not quite sure what yet. That being said, if we fix the gargoyle on the sim and figure out where dps is being lost, we might be able to sim the changes in 3.3.3 better and have a more accurate picture of how our class/playstyle will need to change to net the highest dps.

Feel free to test this info yourself and tell me I'm stupid. I just don't want the community moving forward on seemingly trivial false assumptions.

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Old 03/03/10, 3:35 AM   #789
nerdfuel
Von Kaiser
 
nerdfuel's Avatar
 
Goblin Death Knight
 
Cho'gall
Would it be possible to add Saronite Bombs to the simulator?

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Old 03/03/10, 4:00 AM   #790
Afabar
Don Flamenco
 
Draenei Death Knight
 
Chants Eternels (EU)
To summary your test:
- Gargoyle "real" uptime: 20 second.
- Gargoyle benefit from melee haste and not spell haste.
- Gargoyle cannot cast more than 1 Gargoyle Strike per second.

I discard the melee part of the Gargoyle because it's not implemented in the sim.


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Old 03/03/10, 1:18 PM   #791
Rashadi
Glass Joe
 
Orc Death Knight
 
Azuremyst
To summary your test:
- Gargoyle "real" uptime: 20 second.
- Gargoyle benefit from melee haste and not spell haste.
- Gargoyle cannot cast more than 1 Gargoyle Strike per second.

I discard the melee part of the Gargoyle because it's not implemented in the sim.
Correct. I apologize for being wordy I just want(ed) to explain everything I was seeing. I had a couple other DKs confirm the melee haste/haste rating; however, none conducted tests in regards to the 1 second and none saw more than 17 strikes or so per cast.

So to summarize the following wordy explanation:

- Gargoyle's approximate "real" uptime: 20 second +/- 1 second (dependent on direction facing when cast/movement of gargoyle)
- Gargoyle benefits from melee haste and appears to take a snapshot of the players total haste at summon.
- Gargoyle cannot cast more than 1 Gargoyle Strike per second.


Explanation of tests:

For the previous tests I spent 50 triumph badges to acquire Shard of the Crystal Heart (512 haste rating on use), used bloodlust, Icy Talons and a speed potion to attempt simulating the stacking of Icy Talons, Windfury, Speed pot and bloodlust which brought my haste rating to around 1250+ (roughly 50% ish) and subsequently the 0.8 sec casts.

The following are screenshots using a mix of 84 haste rating, windfury totem (16%), bloodlust, shard of the crystal heart (simulate stacking icy talons), speed potion and unholy presence (to get within 5% of the total haste we can have in 3.3.3) netting a haste multiplier of 243% compared to 3.3.3's equivalent 237% (see: Haste - WoWWiki - Your guide to the World of Warcraft for the formula I'm using that appears accurate using the 25.21 haste rating = 1% from patch 3.1). As a comparison, the same equation states I should see a weapon speed of 1.522 with this much haste and 1.558 in 3.3.3 from my 3.7 Shadow's Edge which is relevant for the following screenshots as I included a mouseover of the attack speed tooltip.

First, a baseline of what gargoyle does: Baseline Image

Now, with the haste defined above - a 0.822 second cast: Test w/above 3.3.3 Haste

And now a pic of a test done with as close as I could get to GCD - a 0.962 second cast: Test at ~ GCD

The only explanation I have for the extra hit when taken to 0.822 seconds is that if you have your garg targeted you'll see him attempt to cast one more strike right before he flies away and with that shorter cast time he appears to get it off fairly consistently for a total of 20 hits per summon.

Sorry again that this is wordy.

Last edited by Rashadi : 03/03/10 at 1:27 PM.

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Old 03/03/10, 4:37 PM   #792
Larisroth
Piston Honda
 
Orc Death Knight
 
Thaurissan
Okay I found a couple of more bugs. One pretty minor:
the OHExpertise function in MainStats should like the MHExpertise be divided by 100. (compare lines 400 and 410).

The other is pretty major, especially for DW builds, and is to do with white damage glancing blows.

Glancing blows are 25% of your white attacks, and push crit and then normal hits off the table.

The code to process them looks like this in MainHand.vb (around line 200)

ChanceNotToTouch = MeleeMissChance + MeleeDodgeChance  + MeleeParryChance
                              
If math.Min(sim.mainstat.MHExpertise,MeleeDodgeChance)+ math.Min(sim.mainstat.MHExpertise,MeleeParryChance) + math.Min (sim.mainstat.Hit,MeleeMissChance) + RNG < ChanceNotToTouch Then  
'we have a miss...
Endif
If RNG < (ChanceNotToTouch + MeleeGlacingChance) Then 
' glancing...
Endif
...
So we calculate the base ChanceNotToTouch (27+6.5+0 for DW) then check to see if the attack misses by applying our hit rating and expertise to the miss, dodge and parry chances. That's all fine.

Unfortunately we use the base ChanceNotToTouch for checking where it's glancing or not. So using the existing code if you're DWing and have 8% hit and 4% expertise, then you have 19% + 2.5% chance to miss, and 33.5% + 25% to glance or miss, so 68.5 - 21.5 = 47% chance to glance! Which is almost double what it should be. You can see this effect by running with insane amounts of crit and hit and expertise, as every attack that doesn't glance should be a crit.

Fortunately the fix is pretty simple. Just chance ChanceNotToTouch to be the actual gear dependent values, and change the miss check

ChanceNotToTouch = math.Max(0, MeleeMissChance - sim.mainstat.Hit) + math.Max(0, MeleeDodgeChance  - sim.mainstat.MHExpertise) + math.Max(0, MeleeParryChance - sim.mainstat.MHExpertise)
          
If RNG < ChanceNotToTouch Then  
'we have a miss...
Endif
If RNG < (ChanceNotToTouch + MeleeGlacingChance) Then 
' glancing...
Endif
...
Offhand.vb will have to be fixed in the same way (using OHExpertise).

The feral druid is a different beast altogether.

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Old 03/03/10, 5:41 PM   #793
dr_AllCOM3
Great Tiger
 
dr_AllCOM3's Avatar
 
Orc Death Knight
 
Blutkessel (EU)
Originally Posted by Larisroth View Post
OHExpertise & glancing
Fixed.

Can someone please post a BiS set for Frost?
-> Pastey.net - paste bin


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Old 03/04/10, 11:10 AM   #794
Afabar
Don Flamenco
 
Draenei Death Knight
 
Chants Eternels (EU)
1.2.0.11 Release notes with credits !
* Obliterate is 10% bonus damage per disease on live but 12.5% on PTR (In game tool tip is wrong) (Thanks to Starfox)
* Off Hand BCB correction (Thanks to Larisroth)
* Off Hand Fallen Crusader correction (Thanks to Larisroth)
* OHExpertise (Thanks to Larisroth)
* Glancing Blow (Thanks to Larisroth)
* Gargoyle benefit from spell haste (Thanks to Rashadi)
* Glancing Blow appears in the report
* New: ICC Buff (player only)
* Better BloodPlague uptime

Kahorie's DK Simulator 1.2.0.11


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Old 03/04/10, 7:50 PM   #795
Seerra
Glass Joe
 
Draenei Death Knight
 
Proudmoore
Improved Threat on IT

I have not see it in the path notes, but is IT in frost pres getting the *7 multiplier for threat?

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