In particular, it explains the apparent gap in actual benefit from ArP we were seeing.
Don't take everything he says there as correct. As far as I know testing shows that the constant C is based on Character level and not boss level. So you should always be working with 15232.2 if I remember correctly. Boss armor has also been tested to be ~10643. His formula fits in the previously unknown 0.81% modifier on ArP gear and Talents. The combat ratings thread has more detail on this. Also, apparently you can gain a negative armor value... pretty intense.
I'm still around, but with my raid schedule and work load, I can't devote the time I want on the simulator. I should have the time to work on it in the next few days.
I'm still around, but with my raid schedule and work load, I can't devote the time I want on the simulator. I should have the time to work on it in the next few days.
My guildmate, Zeraxs (on EJ, he's Zerack), has made an excel doc that calculates the BiS items given certain conditions. Conditions such as: Race, Draenei buff (Y/N), DW or 2H, Smart Gemming, JC Gemming, including Trinkets, etc... And calculates it off of EP values and a selection of Gear. I know he's talked about an interest in possible support/combination of these two since Your simulator's EP calc is one of the big things that helps it, so I could possibly try to see if he's interested in working together with you if you'd like. His post of his Excel sheet was in the BiS Thread. It uses VB for calculating. Here is a link to the post about the DK_Optimizer if you want to take a look.
0.8.4 Release notes
* Darkruned 2-Piece Set Bonus: The bonus critical strike chance for Frost Strike and Death Coil has been increased from 5% to 8%.
* Scourgeborne 4-Piece Set Bonus: The runic power gain has been reduced to 5 runic power from 10 runic power.
* DRW length corrected.
* Boss Armor set to 10643.
* New Armor penetration formula.
* Sigil of Vengeful Heart is applied before talents.
Could you do a check on the Obliterate numbers? People keep reporting to me that it's not doing enough damage. I'm not sure what is causing the problem. According to the math, Obliterate under the right conditions does more damage than Scourge Strike but that is never the case with the sim.
1) Is Armor Penetration correctly increasing Obliterate's damage?
2) Is Obliterate getting the effect of all three diseases correctly with the 4pc T8 bonus?
3) Is Obliterate getting the effects of both Dirge and Chill to the Grave?
4) Was Obliterate glyph updated to be additive instead of multiplicative?
I believe I've ruled out the other possibilities. Annihilation. Rage of Rivendare, and Bone Shield appear to be working correctly as far as I can tell. The damage difference is substantial though which suggested something is wrong.
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.
1) Is Armor Penetration correctly increasing Obliterate's damage?
2) Is Obliterate getting the effect of all three diseases correctly with the 4pc T8 bonus?
3) Is Obliterate getting the effects of both Dirge and Chill to the Grave?
4) Was Obliterate glyph updated to be additive instead of multiplicative?
1) Yes, ArP calculation is included for Obliterate. Unless it's a general problem with ArP calcualtion that would affect all physical strike.
2) Yes, unless I have misunderstand the bonus
if SetBonus.T84PDPS = 1 then
tmp = tmp * (1 + 0.125 * Sim.NumDesease * 1.2)
else
tmp = tmp * (1 + 0.125 * Sim.NumDesease)
end if
4) I calculate the Obliterate glyph effect in the end of the calculation. But it's multiplicative. Do you have any sources of the additive behavior I could read to update the calculation.
The easiest way to create your own spec :
1/ Choose one on the list the look like what you want.
2/ Click on edit.
3/ Change the number of point you want for each talent.
4/ Set 1 for each glyph you want to enable, 0 to the others.
4/ Click on save as new.
5/ Enter the name of the new template.
6/ Return to the configuration panel and select your new template.
Thanks for checking. We've been doing an analysis of Obliterate vs Scourge Strike. Whether Obliterate Glyph is additive or multiplicative turns out to be a big deal as it was a lot of the damage difference. The rest was caused by an error in Armor Penetration on my end (was using 39% instead of 41.1% for armor).
Basically Scourge Strike starts higher because of all the extra bonus damage caused by more multipliers. Obliterate scales better so eventually it reaches a point where the scaling exceeds the bonus damage. I was trying to determine the break point in Armor Penetration where Obliterate definitely passes Scourge Strike.
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.
What exactly changes when I check "Ghoul double dibs haste buff"
When I check the combat logs it seems it's always cast after Blood Tab regardless of the setting. However, if I check it my DPS does in fact go up. So what exactly does this setting mean?
First of all I'd like to thank you for your hardwork, and your software proved to be very useful to all of us.
Second I have a request I would like to make, although it would complicate the program a little bit:
1. First of, could you please explain the mechanism you use for rune of FC procs in your program? Does it counts all the weapon "strikes" including Blood-Caked Blade, which can strike from both main hand and off hand, as they have a chance to proc it too?
2. Is there anyway you could add Berserking to the weapon enchants? I am doing a little bit of research at the moment to compare between Berserking and Rune of Fallen Crusader for Dual Wielding on offhand. The maths seem to give favor to Berserking in real life situation. I was wondering how the simulation would work out the values and how computers would deal with the RNG on those enchantments. I think the base PPM of Berserking is somewhere between 1 or 1.2 ppm (some threads on Elitist Jerks paladin section suggested that it was 1.2 ppm, however some sources suggest that it was the same as Mongoose which was 1 ppm. If a modifier could be plugged in to sim both of them it would be very much appreciated).
Thanks a lot in advance. I'm a big fan of your program ^^
I have seen multiple calculations that point that berserking is always inferior to Fallen Crusader, if you had bothered to search you would have found them as well, instead of making a silly request.
1/ I check the code and you have point a correction I can make. BCB did not trigger any weapon enchant
2/ As Cabal said, it have already been calculated as inferior. If it's not too long I will implement it and check if others math are good vs the simulator.
He's referring to duel-wielding in this case. He's exploring using FC/Berserker instead of FC/FC for the DW 0/13/58 build. For 1/18/52 DW, I distinctly remember RI/FC being superior to FC/FC but I didn't do much work on 0/13/58.
His theory is that due to it's increased proc time and chances for an overwrite, Berserker might be a small DPS increase over using Fallen Crusader for both hands.
@Cabal: Both of those answers were prior to the change to FC. FC was much better for DW before they doubled the proc rate and halved the effect. Because of overwrites, this was effectively a nerf for duel-wielding.
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.