Zerack, I'm getting this error when I try and execute the program:
Run-time error '9':
Subscript out of range
This is with your latest version. I had no such problems with 2.0.0
It is likely that your status.txt file is not current. Replace it with a blank text file and you should be good to go. I didn't have time to add graceful failure between yesterday and today.
Stats at end of table assume blacksmith sockets and jeweler's gems. Stats are for fully gemmed & enchanted gear with 12/0/59 build as a Blood Elf
Pre-Voldrethar, orcs may wish to consider using [Worldcarver] in order to make the most of their +5 expertise racial with axes. Runic came up with a good gear set here.
If you prefer to ensure you are hit/expertise capped, you will generally be able to do this by tweaking gems slightly and using [Bladebearer's Signet] and [Sif's Promise] as your rings. This will result in less theoretical DPS but will give a more stable, less streaky damage style and no rotation issues
Stats at end of table assume blacksmith sockets and jeweler's gems. Stats are for fully gemmed & enchanted gear with 17/51/3 build as a Blood Elf
If you prefer to ensure you are hit/expertise capped, you will generally be able to do this by tweaking gems slightly and using [Bladebearer's Signet] and [Sif's Promise] as your rings. This will result in less theoretical DPS but will give a more stable, less streaky damage style and no rotation issues
Stats at end of table assume blacksmith sockets and jeweler's gems. Stats are for fully gemmed & enchanted gear with 51/0/20 build as a Blood Elf
If you prefer to ensure you are hit/expertise capped, you will generally be able to do this by tweaking gems slightly and using [Bladebearer's Signet] and [Sif's Promise] as your rings. This will result in less theoretical DPS but will give a more stable, less streaky damage style and no rotation issues
Stats at end of table assume blacksmith sockets and jeweler's gems. Stats are for fully gemmed & enchanted gear with 12/0/59 build as a Night Elf with the Draenei hit aura
If you prefer to ensure you are hit/expertise capped, you will generally be able to do this by tweaking gems slightly and using [Bladebearer's Signet] and [Sif's Promise] as your rings. This will result in less theoretical DPS but will give a more stable, less streaky damage style and no rotation issues
Add 5 to expertise totals for dwarves if using a mace and make gear changes if necessary in order to utilise that bonus
Add 3 to expertise totals for humans if using a sword or mace and make the same alteration if necessary
Stats at end of table assume blacksmith sockets and jeweler's gems. Stats are for fully gemmed & enchanted gear with 17/51/3 build as a Night Elf with the Draenei hit aura
If you prefer to ensure you are hit/expertise capped, you will generally be able to do this by tweaking gems slightly and using [Bladebearer's Signet] and [Sif's Promise] as your rings. This will result in less theoretical DPS but will give a more stable, less streaky damage style and no rotation issues
For the 'No Hard Modes' set, humans and dwarves will probably want to use [Earthshaper] over Worldcarver due to their expertise racial bonuses. if so swap in Tier 8 leggings and ditch the Clockworks
Add 5 to expertise totals for dwarves if using a mace and make gear changes if necessary in order to utilise that bonus
Add 3 to expertise totals for humans if using a sword or mace and make the same alteration if necessary
Stats at end of table assume blacksmith sockets and jeweler's gems. Stats are for fully gemmed & enchanted gear with 51/0/20 build as a Night Elf with the Draenei hit aura
If you prefer to ensure you are hit/expertise capped, you will generally be able to do this by tweaking gems slightly and using [Bladebearer's Signet] and [Sif's Promise] as your rings. This will result in less theoretical DPS but will give a more stable, less streaky damage style and no rotation issues
For the 'No Hard Modes' set, humans and dwarves will probably want to use [Earthshaper] over Worldcarver due to their expertise racial bonuses. If so, swap in [Bladebreaker Gauntlets] and Tier 8 shoulders and ditch the listed items
Add 5 to expertise totals for dwarves if using a mace and make gear changes if necessary in order to utilise that bonus
Add 3 to expertise totals for humans if using a sword or mace and make the same alteration if necessary
I was wondering, has anyone on the US servers already tested the new dps sigil?
I´m interrested wether the proccchance remained 100% like on the PTR.
If not, what is the uptime/procchance of the sigil now?
EDIT: I found a source in this forum saying roughly 95% uptime for frost dualwield.
But whats the uptime for Unholy? Since your only doing half as many obliterates.
It has an approximate ~80% chance to proc off an SS/Oblit, and only has a 10 second ICD.
The uptime is ~95% for Unholy. So says my WMO from Jaraxxus (ignore my poor dps, had to handle interrupts after a rogue went down to something) - WoW Meter Online - Combatlog Replay
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I saw the front page is prepared for an update, which is great. I'm wondering if that also means you have accurate stat weights for the "new" Unholy which you plan to use to generate its new gear list? Until SS becomes viable again, said stat weights should be far different than the previous ones, so I am quite curious to see them.
It has an approximate ~80% chance to proc off an SS/Oblit, and only has a 10 second ICD.
I saw the front page is prepared for an update, which is great. I'm wondering if that also means you have accurate stat weights for the "new" Unholy which you plan to use to generate its new gear list? Until SS becomes viable again, said stat weights should be far different than the previous ones, so I am quite curious to see them.
Um...I think that's more of a question for Zerack really. Like I said, I'm totally out of the loop right now so I'm relying on you guys to tell me what gems/enchants/sigils etc are best. I know pre-3.2 Zerack's sheet was using the stat weights provided by Methods, so I don't know if Methods has come up with some new 3.2 weights?
Just like yesterday, I've made some more improvements to this utility. Several big things that should make it run much quicker for everyone are included in this update. I've also added an package for manual installation that should ease some of the problems people are having. Here we go:
Extract the archive to a directory of your choice. Make sure relative paths are preserved.
Move the three *.OCX files that were extracted to your WINDOWS\System32 folder. Do not replace existing versions if they are already present.
Run DK Optimize.exe. Enjoy.
Backing Up Your Existing Data: If you wish to preserve your character selections as well as any changes you made to gear, gems, or weights, backup "weights.txt", "gems.txt", "gear.txt", and "status.txt" before installing, and replace the installed versions with your backups when you are finished. Run the program and your settings should be preserved.
Changes:
Dual Wielding should now obey the uniqueness quality for One-Handed weapons correctly.
Corrected an error in stats for Stylish Power Cape.
Added Caress of Insanity to the list of one handed weapons.
Added Pyrite Infuser to the list of trinkets.
Fixed a bug that caused the calculation progress screen to incorrectly display progress in some situations.
Vastly improved the system for checking sets of gear before gemming. Performance is greatly increased during execution.
Upcoming:
Leather items will be added shortly so that they can also be calculated into gearsets.
A reworked results screen will be added.
Configuration sets that support loading and saving multiple profiles of gear, weight, and character selections.
Enchant configuration - Enable and disable specific enchants as desired.
Please as always let me know if you have any problems so that I can work them out with you. I'm not okay with people not being able to install this due to my limited knowledge of Visual Basic - I will find a solution that works for you. If you've had problems with the installer in the past, hopefully the manual setup that I've included will be helpful. In addition, please let me know what kind of performance gain you see during the search for candidate gear sets. In my short tests it was quite non-trivial, but I'm unable to run large sets at work. Suggestions are always welcome.
Wow Zerack. The speed is literally a night and day difference. I received no errors in installation and the results page loaded without incident as well. Excellent work.
Zerack, it appears your expertise rating calculation is off. My gear only provides me with 169 expertise (which is what the calculator says it gives me) but it then moves on to say that 169 expertise is equivalent to 28 expertise after 5 from talents is factored in, where as in game I only have 24 expertise.
edit: Issue resolved - I had Human selected instead of Blood Elf on accident.
I have a busier day tomorrow, but I'll try and get this ironed out. I most likely am doing some fishy multiplication when I convert to expertise. As a note though, the internal value are always in rating, so none of the validity of the calculation should be affected as long as the amount of rating shown is correct. The conversion to actual expertise is only done to display the value at the end.
Another itemization error on Starfall Girdle was also brought to my attention, which I will correct tomorrow as well.
@norg: Regarding weights, I haven't updated anything. It is my understanding that Blood weights remain mostly accurate while the other two specs of course have changed significantly. I've yet to see confirmed weights for either DW Frost or Oblit Unholy. Let me know if I've missed something.
Edit:
@ Asphyxialol - Good to hear. I'll assume this is working correctly unless I see otherwise.
Getting this note "All stats and iLvls must be numeric. Please correct these errrors before saving." with each version of the optimizer. Any ideas how to fix this? I've tried checking all fields in Gem, Gear and Weights sections but can't figure out why it's going on with the note.
Thanks for the great job you've done Zerack, anyways
I think we need a 0/17/54 build using Obl as a main strike along with the stats weights added to Zeracks tool, I know we can add them in manually but I haven't seen any weights for the new build around yet. Has anyone else? They are probably close to the 0/10/61 stats I would imagine.
A common theme in a lot of the threads is "Does anyone have any stat weights for 'X' build. This isn't directed at anyone in particular, but seeing as how everyone has access to the sim, perhaps you can just run it and share your results with the community. If you're getting bugged results, it's a good bet that others are too and that's probably the reason none exist at this time.
FWIW, every time I run the sim for EP values for a non-pet spec (perma Ghoul), I get good numbers. If I run a spec that has Master of Ghouls, I get kooky numbers for hit and/or expertise. I plan on doing a more detailed test tonight and will share what I find if it turns out to be relevant. Is it possible that the new pet mechanics for hit and expertise aren't playing nice with the sim? Just doing some green light thinking.
Ah - I neglected to add crafted items it would seem. I will add those to my local copy and it should get pushed out in the next few days when I add all of the leather items as well.
@Discussion: With regards to stat weights - I have actually never run Kahorie's simulator, but as a starting point I could start to request weights for the applicable 3.2 specs. My understanding is that the specs break down as follows:
Blood: 51/0/20 with little variation. Weights should be similar-ish to 3.1 weights.
Frost: I'm no expert on the new frost spec. Someone needs to enlighten me here to which specs are competitive / accepted.
Unholy: 3/13/55 and 0/17/54 are both competitive right now. Weights will differ only slightly, but they will differ.
If this is incorrect, let me know. So, I think we're looking at needing stat weights for 4-5 specs, depending on how the frost tree shakes out. If the speculation about permaghoul causing the problems is correct, can someone who knows the sim provide weights for Blood / Frost? We can at least start there. Unholy players for now can just add some ArP weight to get a rough (very rough) approximation of where they stand.
Additionally - given the T9 4-Piece bonus, is it correct to speculate that this would increase the value of crit rating asymmetrically across the three trees? If so I may need to add additional code or weight sets for a "Has T9 so increase the value of crit" condition since the bonus can't be quantified as just a static value.
Ah - I neglected to add crafted items it would seem. I will add those to my local copy and it should get pushed out in the next few days when I add all of the leather items as well.
@Discussion: With regards to stat weights - I have actually never run Kahorie's simulator, but as a starting point I could start to request weights for the applicable 3.2 specs. My understanding is that the specs break down as follows:
Blood: 51/0/20 with little variation. Weights should be similar-ish to 3.1 weights.
Frost: I'm no expert on the new frost spec. Someone needs to enlighten me here to which specs are competitive / accepted.
Unholy: 3/13/55 and 0/17/54 are both competitive right now. Weights will differ only slightly, but they will differ.
If this is incorrect, let me know. So, I think we're looking at needing stat weights for 4-5 specs, depending on how the frost tree shakes out. If the speculation about permaghoul causing the problems is correct, can someone who knows the sim provide weights for Blood / Frost? We can at least start there. Unholy players for now can just add some ArP weight to get a rough (very rough) approximation of where they stand.
Additionally - given the T9 4-Piece bonus, is it correct to speculate that this would increase the value of crit rating asymmetrically across the three trees? If so I may need to add additional code or weight sets for a "Has T9 so increase the value of crit" condition since the bonus can't be quantified as just a static value.
For unholy, 0/17/54 is currently the dominant spec, but as we reach best in slot from the new instance including 4pt9 it looks fairly likely that 3/13/55 will pass it.
The applicable change for perma-ghoul from this patch is that when a player is hit capped, his ghoul will be hit/expertise capped. so, hit rating will increase in value and expertise should stay the same, along with every other stat other than armor pen and crit. armor pen will obviously increase because obliterate takes it into consideration... from what i've seen and the napkin math i've done it looks like ArP is worth somewhere between 1.5 - 1.7, so 1.6 seems like a reasonable starting point for it until we get some real values. crit will decrease in value because of a lower crit modifier on OB than SS.
EDIT: Actually, expertise will likely go up a bit in value because the rotation is so much tighter.
4pt9 causes diseases to crit. if we assume that all dks have an unholy DK in their raid to provide increased disease damage, then the three specs should all be very similar since ebon plague doesn't actually deal any damage itself. The differences will come from talents that affect disease damage, such as impurity (i think?).
For Frost DW, the 3/51/17 GoD spec is currently coming out on top as the dominant DW spec for pure damage (for those who don't have to bring IIT to a raid.
For unholy, 0/17/54 is currently the dominant spec, but as we reach best in slot from the new instance including 4pt9 it looks fairly likely that 3/13/55 will pass it.
The applicable change for perma-ghoul from this patch is that when a player is hit capped, his ghoul will be hit/expertise capped. so, hit rating will increase in value and expertise should stay the same, along with every other stat other than armor pen.
Pretty sure that you need to be expertise capped for your ghoul to be expertise capped.
Pretty sure that you need to be expertise capped for your ghoul to be expertise capped.
Incorrect, you just need hit cap (263 for Horde) for the pet to never miss or dodge. The likely reason is to help Warlock and Hunters, who don't have any expertise on their gear.
Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'