Also, since there is a lot of discussion how much each point put in a certain talent is worth DPS, is there any chance you could output those numbers in the result of the simulation? Lets say Necrosis does 4% of total damage done in simulation, could you print out "Necrosis = +0.8% DPS per point" and do the same for every talent taken?
I have no experience with multi-threaded application and I don't know if it will be easy to implement such things.
I can do a Loot Rank export too. I could add a sort of Talent Point value. It's easy for some talent like necrosis. But a talent like Killing Machine it should run a simulation with and without so it would be a too long process.
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.
I dont know if you are familiar with the old Yo´s simulator for enhancement shamans, but it featured a functional( and very stable) EP feature, although that simulator did take its fair time to run.
How are trinkets figured into the sim? I'm specifically interested in Greatness & Grim Toll procs.
As far as I know their procs aren't added at all. Personally for greatness I count it as an additional 75 str on my character sheet (25% uptime, 300 str). For Grim Toll you could do something similar and just add ~92 ArP to the character sheet (~15% uptime, 612 ArP). It's less accurate with ArP because the value of it increases the more you have but it at least gives you a general idea how useful it is.
First thing first, this is an absolutely lovely tool. Thanks a lot for such a great contribution to the DK community.
Anyway, I might just be completely stupid (I blame yesterday's events for that) and missing something obvious here, but it seems that the 12/00/59 template is missing 2 points in the Unholy tree. There might very well be some good reason for this, as the spec is one of the more popular ones, and it would surprise me if it hasn't been detected already. But well, I just wanted to throw it on here in case something is actually wrong. Out of a complete guess, I'd think that these 2 points would likely go into BCB.
Thinking of it, maybe they're not put in so the user can put it where the user wants it?
I've been looking at the detailed combat logs from version 0.8.2.a and have found something a little confusing. I ran some tests with DRW, with and without glyph and with and without RPM. Here are the approximate durations of DRW in those tests (going from the "Summon DRW" line to the last listed DRW attack, so these could be +/- a second or so).
No Glyph, No RPM = 28.5s
DRW Glyph, No RPM = 33s
No Glyph, With RPM = 35.5s
DRW Glyph, With RPM = 41s
My understanding is that the current DRW should have up times of 11, 16, 14, and 19 seconds respectively for the cases above. Also, the damage for the DRW attacks seems a little low. Here are some examples:
4009 DC crit for 6591 RP left = 15
4009 DRW Death Coil hit for 0
4280 HS crit for 6437
4280 DRW Heart Strike hit for 594
4580 HS hit for 2537
4580 DRW Heart Strike hit for 594
Stupid question from someone who's stupid at math: Since changing our talent specs NOW will affect the stats we put into the simulator, is it possible that simply switching specs on live would give different results (as far as superior spec) in the simulator?
Ex: I'm currently specced Diseaseless Blood, so when I put my stats into the simulator I will have 6% more STR than if I were currently Unholy Spec (due to Veteran of the Third War). It seems to me like this COULD cause specs which scale differently to show up in different orders than they otherwise might have (eg 0/10/61 is supposed to become better at higher gear levels than 12/0/54, the 6% Str could seem like a "higher gear level"). Or, and this is far more likely, I'm simply an idiot who doesn't fully understand how it works or the difference is insignificant. Or maybe I should just be subtracting the % myself from my character sheet (same for other talent-based stat modifications).
As for a suggestion, would there be any way to have dual rotations? Ex: you pick 2 rotations/priorities, then set the % of time that you use each. Could be useful for trash or boss fights with a lot of adds. Similarly, and "% of time on target" type feature would be nice, for bosses with lots of movement or time when you aren't actually hitting the boss (the next step, of course, would somehow be implementing our ranged abilities into the non-melee range time, though I imagine this would be more difficult).
Sorry again if this stuff has all been talked about before. I grazed the thread but didn't see any of what I listed.
Anyone else still getting completely random EP values, even when running the simulation at 1000hours? I've had one EP simulation say that +hit was only worth 34.
Anyone else still getting completely random EP values, even when running the simulation at 1000hours? I've had one EP simulation say that +hit was only worth 34.
I believe you get that when you're at or close to the hit cap. What i've done for my EP runs is have 3 sets of gear, one in full gear, one with no hit or exp and one with exactly the hit and exp "caps".
The sim is only determing how valuable a stat is given your level of gear...so if you're capped in a stat its obviously much less valuable to you.
I second the requests for a lootrank builder, also a Pawn UI mod export would be nice. Afabar would you like me to write you a vb.net module to generate that and you can just incorporate it how you see fit?
Afabar would you like me to write you a vb.net module to generate that and you can just incorporate it how you see fit?
I won't refuse help for creating a Pawn string. This addon is not compatible with French client I use so I'm not very familiar with it.
I could just create an issue here : Issues - dksimulator - Google Code and paste the module.
Ron9,
When you say completely random, this is a small variation or a big one.
I mean small like on one EP run strength is 300 the next one is 310, or much bigger like a difference of 50 ?
If it's a small variation I would say it's normal because the is the defect of this kind of calculation.
Sekke,
The best way to input stat would be to take stats from your untalented toon as simulator add talent modifications to your character config file. The Cabal idea is a good one to have this value. Have an internal gear editor is not on my agenda, because it's a lot of work and I have some stuff I would implement before that.
To simulate 2 rotations, just run the simulator twice, just change your rotation. But the simulator is for from being ready to simulate AOE fight.
Just a quick typo fix whenever you put out another build. When you run EP Strength is always spelled wrong. I know it's a minor thing but little things bug me.
As simulator assumes all raid buffs up, does it assume Crypt Fewer up too when you don't take it in template? It is +30% for diseases and UB after all.
As simulator assumes all raid buffs up, does it assume Crypt Fewer up too when you don't take it in template? It is +30% for diseases and UB after all.
No, it's not assume that the buff is on your target. I advice you to add 3 points into this talent to see it added. The simulator don't care if you spend more than 71 talents points.
No, it's not assume that the buff is on your target. I advice you to add 3 points into this talent to see it added. The simulator don't care if you spend more than 71 talents points.
I would suggest manually adjusting your disease damage by 30%. Adding points to Crypt Fever will most likely throw off your strike damages for having an extra disease present (right?).
Looks like BS is being affected by Outbreak in the code. Am I just misreading that? Even with that issue it seems Blood strike is hitting for too little for Unholy. Not sure what's up.
Edit: Also is your Unholy Ghoul benefiting from WF/ImpIcyTal twice? If I remember correctly it double dips from your haste(after WF/ImpIcyTal) + the buff.
Edit2: I don't see BP or FF ticks or even WP ticks in the latest version. Have they been averaged in or are they just not displaying in the logs. I'm asking because it may be relevant in determining the total worth of the SS Glyph.
Ghouls get haste rating from their owners. Windfury hits everything in the raid for 20% but the ghoul will only get it once. Another example is Improved Icy Talons. The 5% melee Haste bonus doesn't include the ghoul because it doesn't change haste rating. Bloodlust won't double dip either. It just gets the Bloodlust amount. You can easily check this: open your pet screen and watch the numbers change.
For example, do a Horn of Winter when it's not up. You'll see the ghoul's stats change. Then the strength will change again (as it's owner strength got larger). Now with Improved Icy Talons, hit a dummy with Icy Touch. The attack speed will only change once.
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.
Ghouls get haste rating from their owners. Windfury hits everything in the raid for 20% but the ghoul will only get it once. Another example is Improved Icy Talons. The 5% melee Haste bonus doesn't include the ghoul because it doesn't change haste rating. Bloodlust won't double dip either. It just gets the Bloodlust amount. You can easily check this: open your pet screen and watch the numbers change.
For example, do a Horn of Winter when it's not up. You'll see the ghoul's stats change. Then the strength will change again (as it's owner strength got larger). Now with Improved Icy Talons, hit a dummy with Icy Touch. The attack speed will only change once.
Maybe this has changed since I last checked. When I tested for this a few months back it seemed to do a solid double dip. I'll take a look again.
Side question: What is the average uptime people are seeing in a raid for Fallen Crusader.
0.8.3 Release notes
* Death Coil from DRW now does correct damage.
* Blood Strike was incorrectly benefited from Outbreak.
* Blood Strike normal strike calculation correction.
* Add an option to check if the ghoul double dips the haste buff.
* Disease and Wandering Plague appears in the detailed combat log.
* Some spelling.
I have wasted a lot of time trying to have faster and stable result but without success. It was getting worse. Sorry to not have take into account all your issues as fast as I wish.
Leaflock,
Great link, I will update ArP formula in the next release.
A glyphed Obliterate does 100% Weapon damage + 584 bonus damage.
It shows up on the tooltip when you glyph Obliterate.
Wasn't sure if the sim was modeling this correctly or not so I decided to bring this to your attention.
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.