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Zerack's DK Gear Optimizer v2.6.9 (03-MAR-2010)
Zerack's DK Gear Optimizer Download Link: Current Version: DK_Optimize_2.6.9.zip (~640 kb). DK Optimize is hosted on Google Code. The main link to the project is here. Installation Instructions:
Basic Information: The Death Knight Gear Optimizer is a program written expressely for the purpose of finding the absolute optimal setup of gear, gems, and enchants for any Death Knight of any spec. It functions on a system of weighted stat values in which each stat is assigned a value relative to others. Generally, Attack Power is given a reference value of 1.00 or 100 so that calculations and relative values are easy to understand. This is a commonly used system both for Death Knights and other classes seeking to maximize their performance, but it falls apart when attempting to build entire sets of gear as the most valuable stats (often hit or expertise) have a limit past which they provide no benefit. Loot Rank and Wowhead are great tools, but you can't just cherry pick the best item for each slot. This situation is where the program comes in, combing through selected gear in order to make absolutely sure it picks the best item for each slot in conjunction with an entire set. Features:
Upcoming Features: I'm constantly trying to improve this program, so here's an idea of what I've got in mind. If you've got a reasonable suggestion please feel free to mention it. No guarantees on anything, however.
Known Issues:
Version Notes:
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Great work. |
Ah, I understand. What you're saying is that with a text file that contains ',' as the decimal point, it works fine. However, the problem is that I distributed a file with values already populated containing '.' as the decimal point. That's a silly oversight on my part. I most likely won't be able to get a fix out for that until Monday, but as you mentioned the solution is a quick Find / Replace in your text editor of choice.
Let me know if I interpreted that incorrectly. Thanks. |
I've selected the minimum number of gems and it still takes ages. It won't go beyond "Calculating...". It only works in a foreseeable timespan when I select very few items. I just don't need an optimizer programm, when I more or less know which items to pick. You see the dilemma :).
How do you do the gemming process? I'd just check for gemming by color vs best gem spam. Then take away best gems (aka red gems) for some Exp/Hit. That's how I gem manually. Or at least give us an option to put the best (red) gem in every slot, that would help me a lot. |
I appear to have introduced a bug in the latest build. I'm going to check it out now.
Edit: I've nabbed the culprit, and it's something I'm going to have to figure out a way around as our gear scales higher. It's not a bug, just unfortunate timing combined with ugly scaling in a complex problem. In previous tiers, the value of pre-cap hit was always below the value of strength point for point, meaning that unless you were purposefully forcing the hitcap, there was never any reason to put anything but a red gem in a red socket. This simplifies gemming significantly, since you can just pass through and drop +20 str (essentially) into every red socket. However, I'd written the code to account for when hit exceeded strength at the pre-cap level and it has just now been hit by the newest weight sets distributed. When hit is > str on a point for point basis, it becomes possible that a yellow or orange gem is optimal in a red socket. However, I can't simply reverse the str > hit logic and use yellow as my baseline since hit is a cappable stat. To answer your question as to the gemming methodology, it's something like that: Fill red slots with red gems. Yellow slots and blue slots are looser, so they are iterated with the rest of the gems including the prismatic Nightmare's Tear. This just falls apart when hit > str, and it's something that I need to find a resolution to. In the short term, simply make your Hit To Melee Cap weight field less than your strength weight, and you should be able to run 5-6 (maybe 7, depending on color) gem calculations reasonably. As long as the sets come out more or less at the hit cap (which they should / will), the relative optimal-ness of the set is conserved. As a note, adding another red gem to the mix is the fastest way to increase complexity. Additionally, forcing the hitcap imitates some of this logic, since you want to sacrifice reds in red sockets in order to meet the hitcap specified. It's late on a Friday so I won't work out a solution to this tonight, but thanks for pointing it out to me. Sorry for it to have cropped up right as I made a new thread about it, but it just happened to coincide with that timing. Let me know if you have any other problems. |
I'm not entirely sure why, but your newest release doesn't seem to be taking overall stats into consideration.
As an example it is stating that using both Grim Toll and Mjolnir Runestone is the optimal setup for 2h Blood, and that the 4p t8 is worth breaking to replace the shoulders and gloves with Shoulderpads of the Eternal and Bladebreaker Gauntlets. Both of these have been proven to be poor swaps previously. It is also stacking hit to very high ratings without concern for the melee and spell hit cap it would appear (I am getting swaps for 2h blood with 400+ hit). |
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Without those it's nice and fast :). Very fast. I'm missing a way to save to precious results, besides making a screenshot. Edit: Is the Arp cap taken into account? |
I ran my first test today and the gearset it suggested showed 313 Hit rating, and spell hit cap 100%. However, the Frost thread (and my own understanding) puts spell cap at 11% from gear which is closer to 360 hit rating. Did I miss something along the way?
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Quick observation - in the 51/0/20 weights, ArP is valued at 5.67 by default which makes it almost double the value of 1 STR for the spec.
According to the BiS thread, post #459 by Afabar, which is the one I assume you based your stats on (as the rest of the slats mirror it exactly) it should be 2.67. Also - I seem to be missing the Valorous Darkruned Shoulders in my items list - if I manually add that, do I have to do a special setting so it is counted as meeting the t8 bonuses? To clarify : if I just type in Valorous Darkruned Shoulders as the name, will it be recognized as a t8 piece? And last question: with the automatic install, do I need to uninstall the previous version before I install the new one in the same folder? I've done it so far to avoid conflicts, but if it's not needed I can just skip this step :) Edit: Added the last question |
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Asphyxia - Can you upload me your gear / item / status text files that are giving that set as a result? I'll take a look at it.
dr_AllCOM3 - I'll try and put in a way to text export your results in the next release. Also I hadn't added the ArP cap, but will do so in the next version. Sakuratei - If you have full raid buffs, the hit cap is 289 hit rating. This is the value that is used as the hit cap in the program. Qrio - Ah, I'll fix that weight in the next go-round. Just a typo in the file on my part. Regarding Tier sets - you can simply add Valorous Darkruned Spaulders - the string match for Tier 8 is 'Darkruned' so you shouldn't have any problems. You don't have to reinstall - just select 'No To all' when you are prompted to overwrite in the installer and you should be fine. |
A small notice, after running the manual install, I also had to manually add the gemicons folder to my install directory and copy all the images to there since it was giving errors with pathing.
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Also, when selecting dual wield there is no option to double up on specific one handers as there is no mainhand/offhand selection. |
Ah thanks, Zerack, I was being a noob and looking at melee hit rating when checking percentages. I didn't know hit rating affected melee and spell hit differently.
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I resolved the issue Zerack, I hadn't noticed at the time of my post that you had changed the weightings for each spec. However now I bring to you another concern (again, Armor Pen related). I don't believe the optimizer understands the soft armor penetration cap vs the hard cap and the actual effect trinkets have on it.
As an example, per the weights Doc posted in the Blood topic (which have been similar to my results), it says that I should use both Grim Toll and Mjolnir Runestone and then have about 650 passive armor penetration with the two trinkets, obviously this is not correct as Armor Penetration cannot exceed 100% and that puts me *massively* over the cap whenever even 1 trinket procs. Because of how the trinket values are entered into the sim as static values I don't believe it understands how the soft and hard armor cap works and how using a static value on armor penetration is not effective for optimization the way the program works. There should be a way for it to calculate out the soft cap of 443 (+665 from Mjolnir is 1108, or 90.008%) and then the hard cap of 1108, and how that anything excess from trinket procs is simply wasted armor pen (ie, the weight of armor pen after 443 is greatly diminished in the event you are using a trinket). Is there a way we can solve that issue? Obviously the value I am speaking of as 443 is in Blood, but that is the only spec where Armor Pen becomes worth stacking to extreme levels without regard for a balance in other stats, which is why I am encountering the issue as Blood and not as Frost / UH. |
It's mostly a personal nibble but buttons to mass select based on Availability (e.g. picking up everything in Ulduar) Would be nice to save time
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