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04/01/09, 5:01 AM
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#76
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Von Kaiser
Pandaren Monk
Turalyon (EU)
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Edit: delete please, useless answer.
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Remember everything, forget nothing!
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04/01/09, 5:48 AM
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#77
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Don Flamenco
Draenei Death Knight
Chants Eternels (EU)
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Originally Posted by Kyruski
I'm looking at the Results for some Simulations and it looks as if you don't take the ghoul being non-permanent into consideration with the Blood spec, This may be true with Frost also.
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You are right, in fact due to a coding error, the Raise dead cooldown is shorter than ghoul uptime. Unfortunately, I can't correct this and make it available right now, I'm making some major change in DRW management.
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04/01/09, 12:46 PM
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#78
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Banned
Orc Death Knight
Ravenholdt (EU)
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Originally Posted by Illandras
There seems to be problems with the EP calculator, these are the results im getting.
<snip>
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I'm getting similarly weird results with an Unholy setup. After multiple 24hr runs, some seem to give rational results, others give similar results to those Illandras posted (e.g. with -600 "Strenght").
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04/01/09, 12:57 PM
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#79
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Glass Joe
Orc Death Knight
Draenor (EU)
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I have a possible solution.
In the character.xml file, if you under weapon dps uses a decimal number, for example 222.9 it will give huge dps numbers, and weird EP results. However if you round it up to 223, it will display normal results.
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04/01/09, 2:40 PM
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#80
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Banned
Orc Death Knight
Ravenholdt (EU)
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Originally Posted by Illandras
I have a possible solution.
In the character.xml file, if you under weapon dps uses a decimal number, for example 222.9 it will give huge dps numbers, and weird EP results. However if you round it up to 223, it will display normal results.
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Doesn't seem to help here; rounding my weapon DPS figure to 0 decimal places still gives me unreasonable results (such as -310 "strenght").
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04/01/09, 6:00 PM
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#81
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Glass Joe
Troll Shaman
Shadowsong (EU)
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Is there a problem with desecration?
I just ran a couple simulations with the 12-00-59 build and then edited it just removing desecration (setting it to 0) and didnt get any noticable difference at all.
Otherwise thanks for the nice work.
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04/01/09, 11:57 PM
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#82
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Piston Honda
Troll Death Knight
Lightning's Blade
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Hmmm, I decided to just put in the 0/20/51 IT Spam build from live in the PTR form just for fun to see how it did, and I was surprised to see that it looks like it's still holding some ground. This makes me wonder if you've put in the changes to everything effecting IT. I know you probably have, but it just seems weird...
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04/02/09, 12:39 AM
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#83
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Don Flamenco
Human Death Knight
Dragonmaw
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It's possible that haste levels are too high. While Haste got a 30% melee boost, it's still the same for spell haste. If he increased spell haste by 30%, since 0/20/51 tends to fill all of it's GCDs, that would effectively increase the damage of all the spells. If you fill all GCDs, that would represent a 30% increase in the damage potential of Haste. So if you had 350 Haste Rating, you would get a 13% boost in damage rather than 10%.
A lot of the things in 0/20/51 got buffed. The buff to Armor Penetration, melee haste, 10% increased shadow damage, Gargoyle, Plague Strike, and Blood Strike are all buffs. Icy Touch, however, got the Nerf Bat of Doom. It lost 15% from Improved Icy Touch, 10% due to no Glacial Rot, 20% from Black Ice, and 5% from Impurity. It gained 5% from Razorice. That meant the Icy Touchs that were needed to generate runic power would scale poorly compared to strikes.
So if the AP levels were lower, it would look good. As you get more stats, it should get further behind.
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Like an unchecked cancer, hate corrodes the personality and eats away its vital unity. Hate destroys a man's sense of values and his objectivity. It causes him to describe the beautiful as ugly and the ugly as beautiful, and to confuse the true with the false and the false with the true.
Martin Luther King Jr.
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04/02/09, 1:07 AM
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#84
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Piston Honda
Troll Death Knight
Lightning's Blade
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Originally Posted by Orlgin
It's possible that haste levels are too high. While Haste got a 30% melee boost, it's still the same for spell haste. If he increased spell haste by 30%, since 0/20/51 tends to fill all of it's GCDs, that would effectively increase the damage of all the spells. If you fill all GCDs, that would represent a 30% increase in the damage potential of Haste. So if you had 350 Haste Rating, you would get a 13% boost in damage rather than 10%.
A lot of the things in 0/20/51 got buffed. The buff to Armor Penetration, melee haste, 10% increased shadow damage, Gargoyle, Plague Strike, and Blood Strike are all buffs. Icy Touch, however, got the Nerf Bat of Doom. It lost 15% from Improved Icy Touch, 10% due to no Glacial Rot, 20% from Black Ice, and 5% from Impurity. It gained 5% from Razorice. That meant the Icy Touchs that were needed to generate runic power would scale poorly compared to strikes.
So if the AP levels were lower, it would look good. As you get more stats, it should get further behind.
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I know all of this, but where it looked like a good chunk of damage was coming from was DC. It said it had an average of about 4k with a 30% crit which I thought was pretty good damage. When I tested the DnD spec also, it showed DnD for only 1% of Damage and similar DC stats but I think the DnD percentage is way too low...
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04/02/09, 5:12 AM
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#85
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Don Flamenco
Draenei Death Knight
Chants Eternels (EU)
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Here are the last addition/correction to the simulator, thanks to your feedback.
0.7.4 Release notes
* Much better Dancing Rune Weapon simulation.
* Untalented ghoul uptime correction.
* Desecration is now resetting between simulations.
* Pestilence Glyph and spell implemented. The simulation will always use Pestilence to refresh disease if glyphed on “Priority” mode.
* Add a warning message when EP calculation time is inferior to 500 hours
I also been surprise by Death Coil damage, but keep in mind that on 3.1 patch, it win 15% more damage due to Dark Death glyph and 10% from Black Ice.
To clarify on haste, only the melee haste is affected by the 30% bonus.
Death and decay is not managed efficiently in priority mode. The simulator will try to cast it only if the 3 runes are available and I have not made it smart enough to wait for the missing runes and not use the available one. I suggest you to tune a rotation based on your needs.
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04/02/09, 10:51 AM
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#86
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Von Kaiser
Human Death Knight
Vek'nilash
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I've been simming a few dual wield builds, most recently the 10/10/51 build in unholy presence. I've been getting some wierd results when swapping the main hand weapons. Silent Crusader - 156.6 DPS, 2.5 Speed is simming much lower than hailstorm 156.7 DPS, 1.5 speed. That wouldn't bother me over much but the bulk of the lost DPS is coming from main hand damage, to the tune of over 30 mil (20% down to 12%) in a 24 hour simulation. I'm hard pressed to explain why the main hand would lose such a large portion of damage with similar DPS weapons of differing speeds.
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04/02/09, 1:31 PM
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#87
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Piston Honda
Troll Death Knight
Lightning's Blade
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Originally Posted by Afabar
Here are the last addition/correction to the simulator, thanks to your feedback.
0.7.4 Release notes
* Much better Dancing Rune Weapon simulation.
* Untalented ghoul uptime correction.
* Desecration is now resetting between simulations.
* Pestilence Glyph and spell implemented. The simulation will always use Pestilence to refresh disease if glyphed on “Priority” mode.
* Add a warning message when EP calculation time is inferior to 500 hours
I also been surprise by Death Coil damage, but keep in mind that on 3.1 patch, it win 15% more damage due to Dark Death glyph and 10% from Black Ice.
To clarify on haste, only the melee haste is affected by the 30% bonus.
Death and decay is not managed efficiently in priority mode. The simulator will try to cast it only if the 3 runes are available and I have not made it smart enough to wait for the missing runes and not use the available one. I suggest you to tune a rotation based on your needs.
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I'm trying to make a Rotation that includes GF but I haven't been able to figure out what command you allow for GF to have in rotations. I've tried:
<GF retry="1"></GF>
<GF retry="0"></GF>
<GhoulFrenzy retry="1"></GhoulFrenzy>
<GhoulFrenzy retry="0"></GhoulFrenzy>
But they all break the rotation and nothing else in the rotation proceeds. But this has given me an idea for the Dps we do by just auto-attacking. It's doing about 2.2k with my stats. It's actually a combo of Necrosis, White Swings, BCB with no diseases, Ghoul, and a tiny bit of RI damage. I just thought that was very good.
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04/02/09, 4:14 PM
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#88
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Banned
Orc Death Knight
Ravenholdt (EU)
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Still getting irrational results here. After a 1000h run, the EP Calculator gives me the following result:
EP :AttackPower = 100
EP :Strenght = -257
EP :Agility = 100
EP :HitRating = 162
EP :CritRating = 50
EP :HasteRating = 87
EP :ArmorPenetrationRating = 112
EP :ExpertiseRating = 100
EP :WeaponDPS = 375
I'd be happy to send you my modified character.xml if that will help you troubleshoot but essentially I've just entered my details as you would see them on the armory right now. Glyphs selected are UB, Ghoul and SS with just the Tier 7 2pc bonus active.
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04/02/09, 7:03 PM
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#89
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Banned
Blood Elf Death Knight
Kirin Tor
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Edit. Delete this post. Answered my own question.
Last edited by Shadowseve : 04/02/09 at 7:28 PM.
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04/03/09, 5:01 AM
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#90
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Don Flamenco
Draenei Death Knight
Chants Eternels (EU)
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I have corrected 2 things, thanks to your feedback.
0.7.5 Release notes
* Correction on BCB.
* Correction Main Hand damage that should not be normalized.
Kyruski,
Ghoul Frenzy is ready in the code, but I'm still not sure how to implement it. There are 2 options I can't decide. - Priority/Rotation. You will have to include it on the config file.
- Automatic. The simulator use it every time it's up with blood tap.
Kal Choedan,
Very strange result for a long simulator run. I'm looking deeper into it.
Last edited by Afabar : 04/03/09 at 10:06 AM.
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