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Old 08/31/09, 8:20 AM   #51
radunio
Glass Joe
 
Vidi
Undead Death Knight
 
No WoW Account (EU)
There is something realy wrong with trinkets calculations (tried with blood and DW frost wieghts).

Trinkets that I have atm are:
Mjolnir Runestone
Bandit' Insignia
Fury of Five Flights
DC:G
Death's Choice
Dark Matter

With gear I'm getting hit / exp capped which is OK but for trinkets im getting weird setups like:
- for blood - Fury of Five Flights and Bandit's Insignia
- for frost - Bandit's Insignia and Death's Choice

Meabe I'm wrong but shouldn't it be Death's Choice and DC:G for every build atm?

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Old 08/31/09, 7:01 PM   #52
EvilNuff
Glass Joe
 
Orc Death Knight
 
Detheroc
Originally Posted by elf-boy View Post
...I also have a question about the weapon selections. It chose 2X bloodcrush cudgel over 2x Aledar's Battlestar. Is weapon speed wighting set up or enterable anywhere?

I am also curious if I can do anything to speed up the calculations? Is there a way to make the app multi-thread aware?
If you look at the gear.txt file that accompanies the application that's where he appears to pull the item data. In there I cannot find any weapon speeds which leads me to believe that his app does not handle them. Weapon speed is important of course, so this leads me to question the applications other hidden logic?

Opening up the source would help answer some of these questions if the author is willing to do so.

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Old 09/01/09, 10:46 AM   #53
norg
King Hippo
 
Goblin Warrior
 
Draenor (EU)
I don't think the program makes allowances for weapon speed. For the BiS lists I've just been including the slow weapons in my calculations and not bothering with the fast ones. Slow/slow is right for DW Frost, yeah?

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Old 09/01/09, 4:30 PM   #54
deathsythe
Glass Joe
 
Blood Elf Death Knight
 
Blackwing Lair
To start out I love the program so thanks a lot for the hard work you've put into this. The question I have is when running the program after selecting a decent amount of items (both current and 10 man normal items from Ulduar and ToC) I continue to get a "Run Time Error '7' Out of Memory" message. When i watch the process in Task Manager the memory usage just goes threw the roof and then times out. Was wondering if you had any thoughts on how to fix this.

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Old 09/01/09, 4:48 PM   #55
advocate70
Glass Joe
 
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Orc Death Knight
 
Aggramar
Bug in latest version: The latest version lacks source info and ilevels for all of the trinkets, and it therefore gives an error that "all stat values and ilevels must be numeric" in order to continue.

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Old 09/01/09, 9:17 PM   #56
Orothar
Von Kaiser
 
Orothar's Avatar
 
Troll Death Knight
 
Hellscream (EU)
Originally Posted by deathsythe View Post
To start out I love the program so thanks a lot for the hard work you've put into this. The question I have is when running the program after selecting a decent amount of items (both current and 10 man normal items from Ulduar and ToC) I continue to get a "Run Time Error '7' Out of Memory" message. When i watch the process in Task Manager the memory usage just goes threw the roof and then times out. Was wondering if you had any thoughts on how to fix this.
I encountered the same problem when selecting a large amout of gear (5 pieces per slot), mem usage goes through the roof and the app crashes. When i select just 1 - 2 pieces per slot, it can get all possible gearsets pretty quickly, but then hangs at the "gemming gearsets"calculations. The mem usage at that point is fine, it just doesnt seem to do anything. I've tried selecting large amounts of possible gems and just gem per color, nothing seemed to help.

And btw, thnx for making a application like this.

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Old 09/02/09, 12:13 AM   #57
Anathem
Glass Joe
 
Orc Death Knight
 
Blackrock
Zerack, unless you plan on selling this software, I don't see any reason to keep it closed source. I personally would be interested in contributing to the project if you were to host it on Secure source code hosting and collaborative development - GitHub or a similar code collab site.

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Old 09/02/09, 11:19 AM   #58
 Zerack
Piston Honda
 
Troll Priest
 
Lightning's Blade
I'll be posting a new version later today with some updates, but let me try and address some of the issues that have come up:

@dr_AllCOM3 - As discussed, there was a problem where the region wasn't being set to 1 after it did the region check. I think this should work in the new version without trouble, but my region checking is a hack at the moment that I'm not happy with. Let me know in the future if it continues to cause trouble. Regarding the optimizer tending to go over the hitcaps rather than under - that's not the nature of an optimization like this. Tendency would be to end up slightly under, which is technically optimal from a numeric point of view. I'm slowly getting around to fixing the hitcap / expcap forcing options, so that should suffice when they are available.

@elf-boy - If you are still having the issue where it generates sets with no +hit, please upload and PM me a text dump of the results of a calculation. That contains information I can use to determine what exactly is going on. Regarding speeding up the calculations, I'm working on it. I'm talking with someone about helping me make the program multi-thread aware which should result in good time savings, but it's not ready yet. Hang tight.

@radunio - The trinket issue was fixed. It is likely you are using the release that briefly contained a trinket error. Download again and reinstall and you should have no problems. Let me know if the issue persists.

@EvilNuff - The current version does not support weapon speeds, but I've added it in the next version. This should assuage some of your fears that the program is doing something mystical and / or arcane to derive set values. I assure you it is not.

@advocate70 - I'm unable to reproduce this error either on my development machine or on my two personal machines running the most recent code. Is anyone else having this problem?

@ deathsythe / orathar - I'll look into dealing with this. Can you give me an idea of how large the program is growing before crashing? So far I've optimized primarily for speed, but there are ways that I can make the program use less memory. In fact if speed wasn't an issue I could keep memory usage ridiculously low, but I don't think anyone would like those calculation times.

@Anathem - I'll consider making the source public as I've no plans to attempt to profit from this. My hesitation is that I do not by any means know what I am doing, and I'm fairly certain I'd be the laughing stock of the EJ community if anyone halfway competent looked at the code Regardless if there's something specific you are interested in helping with please let me know and perhaps we can get something set up.

I think that covers most of what was said in the thread since I last checked in. There's been some discussion about weights so I'm going to double check that they are all up to date with the respective threads before posting the next version, but hopefully that won't take long and I can get up a new version this evening. With apologies, Norg, this version will support weapon speed so you may have to do some recalculating. Please don't hurt me.

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Old 09/02/09, 12:12 PM   #59
Anathem
Glass Joe
 
Orc Death Knight
 
Blackrock
The bulk of the calculation time seems to be spent searching for an optimal gem set. I want to take a look at that code and see if I can rewrite it better, for myself only, if not for public release.

A few ideas:
1. You're probably finding several top gear/gem sets and displaying the single "best" one -- why not save the top n sets and allow the user to pick a slightly non-optimal solution at his preference?

2. Settling for near-optimal solutions allows massively reduced search time in large-search-space optimization problems.

3. Threading support. Gemming multiple gearsets doesn't seem to be a necessarily iterative process, we might be able to speed it up significantly on multi-core processors -- of course I don't know how you've implemented this already.

These are just a few off the top of my head, it's hard to say what I could do without seeing what's been done. I really would like to at least browse the code if you're willing. I'm PMing you my email address.

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Old 09/02/09, 1:04 PM   #60
dr_AllCOM3
Great Tiger
 
dr_AllCOM3's Avatar
 
Orc Death Knight
 
Blutkessel (EU)
Originally Posted by Zerack View Post
I'll consider making the source public as I've no plans to attempt to profit from this. My hesitation is that I do not by any means know what I am doing, and I'm fairly certain I'd be the laughing stock of the EJ community if anyone halfway competent looked at the code Regardless if there's something specific you are interested in helping with please let me know and perhaps we can get something set up.
You won't be laughed at . You can be glad, if there are five people who at least understand the code. If helps a lot at bugfixing though, judging from my experiences from the sim. Afabar and me always find stuff to correct.


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Old 09/02/09, 2:58 PM   #61
Sitharien
Glass Joe
 
Night Elf Warrior
 
Gnomeregan
I really get the long wait times when I add gems when i add gems with +Hit on them to the mix. (56 hours long)

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Old 09/02/09, 5:45 PM   #62
deathsythe
Glass Joe
 
Blood Elf Death Knight
 
Blackwing Lair
@ deathsythe / orathar - I'll look into dealing with this. Can you give me an idea of how large the program is growing before crashing? So far I've optimized primarily for speed, but there are ways that I can make the program use less memory. In fact if speed wasn't an issue I could keep memory usage ridiculously low, but I don't think anyone would like those calculation times.

Starting the program it sits around 7000k, when running it once it ramps up to 800,000k it's going to crash at any moment.

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Old 09/03/09, 11:49 AM   #63
Sakuratei
Piston Honda
 
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Night Elf Rogue
 
Frostmane (EU)
@Zerack: I think that sharing the source code can only be a good thing, as Doc mentions it lets people help you check for bugs. If people laugh at your coding, I wouldn't really care about it tbh, you still made a working program that has been invaluable for people here in their theorycrafting. In the end it is you who will update the program, others will just give you tips and hints of what they find in the code.

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Old 09/05/09, 2:30 AM   #64
Taizu
Von Kaiser
 
Taizu's Avatar
 
Gnome Death Knight
 
Arthas
After going over the sim many times, I keep getting the same result: gemming for STR is always better than ARP even for blood. This is definitely due to the static stat weights. This might be a bit too much to ask, but are you planning to include a dynamic stat weight system in the future? Some kind of trial and error that also predicts whether arp/str gives more benefit? Taking snapshot of final (intermediary) step, evaluate the theoretical DPS and EP for each stat weight, then fine tune it again? This is gonna be a memory hog though =/

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Old 09/05/09, 2:58 AM   #65
Diello
Von Kaiser
 
Diello's Avatar
 
Human Death Knight
 
Cenarion Circle
Armor Pen is getting nerfed anyway. I wouldn't worry about it.

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Old 09/05/09, 7:26 AM   #66
jokinawa
Glass Joe
 
Orc Death Knight
 
Terokkar (EU)
I have an issue now where I simmed 2 setups and now no matter what I do I cannot get it to sim anymore. I have tried re-installing.

It seems to be tied with selecting Jewelcrafting as a profession.

Last edited by jokinawa : 09/05/09 at 7:33 AM.

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Old 09/06/09, 1:35 PM   #67
bulk0w
Glass Joe
 
Tauren Druid
 
Mazrigos (EU)
Suggestion for the future:

Treat Expertise like Hit Rating, I mean having different weights before and after soft cap.


Very good app overall.

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Old 09/06/09, 3:55 PM   #68
teiglin
Piston Honda
 
Human Warrior
 
Eldre'Thalas
Expertise rating has no value after dodge cap on the majority of fights because mobs can't parry from behind. Any further value you assign it for those situations where you're stuck attacking from the front is up to you, but I can't imagine ever wanting to prioritize it over other stats, and certainly its EP is going to be zero from the sim's perspective.

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Old 09/07/09, 12:40 AM   #69
elf-boy
Glass Joe
 
Blood Elf Death Knight
 
Khaz Modan
Originally Posted by Zerack View Post
@elf-boy - If you are still having the issue where it generates sets with no +hit, please upload and PM me a text dump of the results of a calculation. That contains information I can use to determine what exactly is going on. Regarding speeding up the calculations, I'm working on it. I'm talking with someone about helping me make the program multi-thread aware which should result in good time savings, but it's not ready yet. Hang tight.
I tried another run. I got a "memory manager" bsod after 11 hours of gemming. I had cut the gems down to 3 choices. (str hit and exper)

Should I only choose str and hit for now? Skip JC options?

Is there a way to have the program output to a text file as it runs or something to debug?

I'll try again in the next few days.

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Old 09/08/09, 4:54 PM   #70
 Zerack
Piston Honda
 
Troll Priest
 
Lightning's Blade
DK Optimize 2.1.2

I posted a new version in the OP (v2.1.2), so please try it out and let me know how it goes. The old versions are still online if for some reason this is broken, so don't fret. You'll just have to manually edit the link target back to 2.1.1 for the file you want.

Version Highlights:
  • Expertise will no longer truncate since recent theorycraft (to my knowledge) has shown that it is continuous in game.
  • I updated the gemming and candidate selection process to be faster. In particular gemming should be faster - however it is still slow with Hit > Str weights. I'm still working on a good solution to this.
  • Fixed a bunch of item typos - nothing too significant, though.
  • Added a weight for weapon DPS for our Dual Wielding friends. Hopefully this'll help them get some better results.

Now some feedback:

@Anathem - Displaying a 'top ten' results screen wouldn't be hard to do. Perhaps something I'll implement if I get the chance. Regarding finding near-optimal solutions though - the purpose of the app in its entirety is to find what is absolutely provably optimal, so it's unlikely I'd resort to finding 'good enough' results, even in an algorithmic sense. Multiple thread / core support is in the works, but it could be a bit. I'll keep you posted.

@People wanting source - I'll try and post it up this week, although I'd need some tutorials on a good spot online. Anyone willing to help me with this, shoot me a pm. The project is written in VB6 and has all the associated filetypes.

@Sitharien - It's likely you have Hit > Str pre-cap. Read the first post to see why this is causing large calc times.

@deathscythe - That's a problem hadn't I hadn't run into since my home machine has plenty of RAM to handle the program. It'll be a bit more complex of a fix, but I might be able to implement a mode that limits RAM usage at the expense of time.

@jokinawa - Separate from your issue, make sure you are deleting the existing files before reinstalling. To be specific, nuke status.txt, weights.txt, gear.txt, region.txt, and gems.txt. I'm not sure what could be causing the error in the first place, though. Is anyone able to replicate this?

@elf-boy - Same response to you as Sitharien. Additionally the program doesn't allocate any more memory once it begins gemming, so I'm unsure as to why it would BSOD you at that point in time. Also, you need to re-evaluate which gems you are selecting as I believe you're asking the program to do some fairly non-optimal searching.

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Old 09/08/09, 5:09 PM   #71
Prejac
Glass Joe
 
Orc Death Knight
 
Area 52
In version 2.1.2, the 2H Wep and 1H Wep tables are messed up where iLvl and Source are. Looks as if the columns were shifted once to the right for each. Gives error, "All stats and iLvls must be numeric. Please correct these errors before saving."

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Old 09/08/09, 8:16 PM   #72
 Zerack
Piston Honda
 
Troll Priest
 
Lightning's Blade
Originally Posted by Prejac View Post
In version 2.1.2, the 2H Wep and 1H Wep tables are messed up where iLvl and Source are. Looks as if the columns were shifted once to the right for each. Gives error, "All stats and iLvls must be numeric. Please correct these errors before saving."
Did you completely reinstall and delete all previous files? The inclusion of a new column in the weapons tables (speed) means that previous versions of gear.txt are no longer compatible and will cause this error. If you have custom gear entered you can manually edit gear.txt, but that is most likely what is causing this error for you.

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Old 09/08/09, 9:50 PM   #73
yoricome
Glass Joe
 
yoricome's Avatar
 
Nerf
Troll Death Knight
 
Alexstrasza
With v.2.1.2, I've got some weird calculation results, especially total score.
here's my status & screenshot. I hope you can reproduce this.

Race : Troll
Stat Weights : DW Unholy 0/18/53
Professions : None
Foced Set Bonuses : None
NoCS : 3%
Spell hit : 3%
Expertise: 5
Force hit/exp cap : no
arp : 0%
gems : bold cardinal ruby, nightmare tear.


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Old 09/08/09, 11:53 PM   #74
 Zerack
Piston Honda
 
Troll Priest
 
Lightning's Blade
Please upload the exported text report from that run. I'm unable to even begin duplicating your results without that file. However at first glance I don't see anything hugely wrong with that result.

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Old 09/09/09, 12:42 AM   #75
EvilNuff
Glass Joe
 
Orc Death Knight
 
Detheroc
Originally Posted by Zerack View Post
Did you completely reinstall and delete all previous files? The inclusion of a new column in the weapons tables (speed) means that previous versions of gear.txt are no longer compatible and will cause this error. If you have custom gear entered you can manually edit gear.txt, but that is most likely what is causing this error for you.
I have the same problem with the weapons. Yes I completely uninstalled and re-installed and it gives me the previously mentioned "all stats and ilvls must be numeric...." error. This is with the most recent version.

For some reason editing the gear.txt file and re-opening does not appear to affect the gear lists, is it cached locally? I'm running Win7 ultimate x64.

Edit: Figured it out, Win7 apparently caches the gear.txt file in \Users\<name>\AppData\Local\VirtualStore\Program Files(x86)\DK Optimizer. Deleting gear.txt there resolved the issue.

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