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10/06/09, 11:27 PM
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#26
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Glass Joe
Blood Elf Death Knight
Whisperwind
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In my .19 version, the gear comparison for a DPSDK for my head slot shows [Faceplate of Thunderous Rampage] as a BIS upgrade from my current gearset. In .20, it doesn't seem to show anywhere, unless I adjust the filters and check the "ALL" box. I havent had to do this before, and really don't want it evaluating all options, but am at a loss as to where that particular helm went to, and what other things might have poofed away.
--EDIT--
As was stated below, this was hotfixed. Looks like the "Special Currency" filter was inadvertently removed for items purchased with badges.
Last edited by Gearbox : 10/07/09 at 1:23 PM.
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10/07/09, 1:55 AM
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#27
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Glass Joe
Human Death Knight
Baelgun
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My updated version is
(fixed)
Last edited by sirpwnalot : 10/07/09 at 2:14 AM.
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10/07/09, 1:58 AM
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#28
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Glass Joe
Blood Elf Death Knight
Whisperwind
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Originally Posted by Bloody_sorcerer
Big Improvements That Are In Active Development But Might Not Be In the Next Release
* Preliminary cooldown stacking support for DRW and gargoyle
* Supercharged diseases for pestilence/Glyph of Disease rotations
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When you do get around to tweaking the buffed diseases for GoD rotations, will that take into account the 4pt9 bonus as well? Curious to see if it will show the set chestpiece topping the Titanium Razorplate in some situations due to the potential for critical ticks.
Thanks for the great work so far!
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10/07/09, 2:00 AM
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#29
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Glass Joe
Blood Elf Death Knight
Whisperwind
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Originally Posted by sirpwnalot
My updated version is all messed up. It doesn't show any iLVL 258 gear, and it seems all my Gear is BiS Which I know isn't factual.
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You can do what I did and go to Filters>All and make sure that is checked. Not sure what was changed, and even though that made my lists huge, the information I wanted was still at the top with the higher iLvl gear.
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10/07/09, 2:24 AM
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#30
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Glass Joe
Human Death Knight
Baelgun
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I have enabled everything, but I am not getting my dragon's eye jewlcrafting gems available from the "equip custom gemming" window.
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10/07/09, 2:33 AM
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#31
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Piston Honda
Blood Elf Death Knight
Malfurion
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Originally Posted by Gearbox
When you do get around to tweaking the buffed diseases for GoD rotations, will that take into account the 4pt9 bonus as well? Curious to see if it will show the set chestpiece topping the Titanium Razorplate in some situations due to the potential for critical ticks.
Thanks for the great work so far!
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Yes, the goal is for all stats that roll with the diseases to be taken into account for both disease damage and things like 4T9. Currently, GoD rotations (and DRW) are using a pretty simple approach to maximum stats, which is to use all on-use effects (trinkets, UA, things like that) combined with whichever one proc results in the highest damage for the given ability. Unfortunately, this doesn't account for the rather frequent cases of multiple strong procs occurring at the same time (ie pretty much any proc plus FC plus Sigil of Virulence), which will result in a slight undervaluing in these circumstances. Note that the current GoD implementation is not rolling crit values for 4T9, which will result in crit being somewhat undervalued. Note that none of this impacts gargoyle calculations currently, as I'm putting that off until I can nail down some other issues with gargoyle; namely, in-game they seem to cast quite a bit fewer gargoyle strikes than they should; over their 30 second duration, I'm regularly getting just ten gargoyle strikes per usage with zero haste equipped, when I should be getting closer to 15. As such, I need to do more thorough testing to better account for this; it seems as though the gargoyle spends the first 5-6 seconds just flying up before it starts casting, but that doesn't fully account for the total ten seconds of cast time that seem to be disappearing.
In regards to filters, I actually know embarrassingly little about them; questions or issues with them can be competently answered in the main rawr thread ( http://elitistjerks.com/f31/t21713-r...leased_10_6_a/).
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10/07/09, 2:45 AM
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#32
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Glass Joe
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I just got 2.2.20 and it shows the gear I am wearing on top in every slot. The best gear is not on the list. Do I need to update the cache from amory or am I just missing something simple.
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10/07/09, 2:57 AM
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#33
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Piston Honda
Blood Elf Death Knight
Malfurion
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Check your filters; there was a release that was (briefly) up that had most of them disabled, apparently. You can either enable relevant ones, or just enable the ALL filter.
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10/07/09, 5:07 AM
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#34
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Von Kaiser
Draenei Shaman
Thunderhorn (EU)
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Originally Posted by sirpwnalot
I have enabled everything, but I am not getting my dragon's eye jewlcrafting gems available from the "equip custom gemming" window.
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Had same problem. You have to go to Filters -> Options -> Disable BoP Jewelcrafting (Uncheck it).
It seem checking ALL in filters does not influence these "Options" settings.
On another note. Where can I find discussions on the tankDK-module?
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10/08/09, 4:42 PM
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#35
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Glass Joe
Draenei Death Knight
Silver Hand
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I believe that DC and IT use the spell GDC rather then the melee GCD. While both have a base of 1.5 seconds, haste will shorten the spell GCD. Therefore I have 2 questions:
1) Does Rawr take this into account when calculating the value of haste for us?
2) Can the Rotation Viewer function take this into account when calculating the duration of a rotation?
While I do not think we will ever have enough haste to get down to the 1 second spell GCD cap, I do think we can shorten a 10.5 second rotation down to a 10 second rotation...which will probably be a larger factor with the next tier of gear when we get a buff for having all our runes on cooldown.
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10/08/09, 5:38 PM
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#36
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Piston Honda
Blood Elf Death Knight
Malfurion
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Originally Posted by Laraque
I believe that DC and IT use the spell GDC rather then the melee GCD. While both have a base of 1.5 seconds, haste will shorten the spell GCD. Therefore I have 2 questions:
1) Does Rawr take this into account when calculating the value of haste for us?
2) Can the Rotation Viewer function take this into account when calculating the duration of a rotation?
While I do not think we will ever have enough haste to get down to the 1 second spell GCD cap, I do think we can shorten a 10.5 second rotation down to a 10 second rotation...which will probably be a larger factor with the next tier of gear when we get a buff for having all our runes on cooldown.
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Calculations take it into account, but due to a software limitation, the rotation viewer cannot display it. The program dynamically calculates actual rotation duration based on presence, haste, and avoided rune-based attacks (which it treats as always worth repeating). Unfortunately, the rotation viewer can't take this into account.
The 4T10 bonus will almost certainly be treated as a flat 3% damage increase, as uptime will almost certainly be 100% for virtually all specs.
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10/13/09, 3:27 PM
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#37
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Glass Joe
Human Paladin
Earthen Ring
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At some point I was in the same situation as a previous poster where it was suggested by Rawr that Razorice/Razorice was a better enchant setup, which I realized must be wrong, and in fact it was due to the model thinking you could have 2 stacks of RI. That stopped, but now it is suggesting FC/FC. I know that dual FC will give you better uptime, though I am wondering if dual FC is being handled correctly by Rawr, since at a glance it seems to be giving an inordinate amount of dps gain for FC offhand. Any clarification on FC/FC modeling?
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10/13/09, 6:42 PM
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#38
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Von Kaiser
Night Elf Druid
Spinebreaker
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Originally Posted by Daeluin
At some point I was in the same situation as a previous poster where it was suggested by Rawr that Razorice/Razorice was a better enchant setup, which I realized must be wrong, and in fact it was due to the model thinking you could have 2 stacks of RI. That stopped, but now it is suggesting FC/FC. I know that dual FC will give you better uptime, though I am wondering if dual FC is being handled correctly by Rawr, since at a glance it seems to be giving an inordinate amount of dps gain for FC offhand. Any clarification on FC/FC modeling?
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I actually just did a lot of testing around weapon enchants for the new simulator tool that I'm working on (see this post here for more details: DW Builds 3.2 -Revenge of the Offhand, the link to the simulator itself is: Team Robot WoW Simulator).
My simulator also does gear comparisons similar to rawr, but I use a different technique. Nevertheless, I'm sure that they have run into similar problems with weapon enchants:
If you average out the FC proc, you get nearly 100% up-time (if you don't do super-crazy statistics stuff). In practice though, the randomness will cause it to drop off here and there. Thus, when I do my DPS estimates, I get a very low estimate for putting a 2nd FC enchant on, because it doesn't increase the up-time, if at all. In the actual simulation, you get a little more of a boost than the estimate says.
Nevertheless, running with FC/FC doesn't do much for you. You're always better off with Razorice or Cinderglacier on the OH for any DW spec.
I actually ran a bunch of simulations with just razorice, dual razorice, just cinderglacier, and dual cinderglacier, for both frost DW and unholy DW specs. I use that cached data to estimate the value of weapon enchants, and with no contest, it came out to:
frost DW: FC/Razorice
unholy DW: FC/Cinderglacier
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10/14/09, 1:50 AM
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#39
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Piston Honda
Blood Elf Death Knight
Malfurion
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Rawr is handling all of the weapon enchant proc effects as stackable, which is clearly problematic, as it doesn't reflect the diminshed value of the second FC enchant or the greatly diminished value of a second razorice enchant. It's something I'd like to fix eventually, but since runeforges are practically a given for the DW specs, it's pretty low priority.
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10/14/09, 4:11 AM
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#40
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Von Kaiser
Human Death Knight
Shadowsong
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I hope this is not a stupid question, I've searched every thread I could think of to search. How accurately does Rawr model set bonuses?
As an example, I have a DW DK, 0/53/18. I have 4 piece T7. I have enough badges to purchase the T9 shoulders.
Rawr evaluated these shoulders as only a 6 unbuffed DPS upgrade, despite the new shoulders having almost 60 more attack power, more hit, crit, etc. I tried the correct color gem to make sure it was not breaking my meta, and so on.
Is there something I'm doing wrong here? I sincerely apologize if so. Maybe the 4t7 is a lot better than I originally thought. I know I do throw a lot of Frost Strikes out, but since I'm usually capped on RP until I go to dump, I couldn't imagine it making that big of a difference.
I have not done an in depth buffed dps analysis yet, as I am in a new guild and unsure about exactly what buffs will be provided. I hope that does not totally invalidate my findings. I'm (obviously) new to the tool.
Last edited by Dev93L : 10/14/09 at 4:20 AM.
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10/16/09, 9:56 AM
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#41
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Glass Joe
Undead Death Knight
Stormscale (EU)
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Was thinking if you were planning to introduce so it's possible to check specs against several targets?
I've seen it in other classes Rawr's, and i think it could be a nice addition, since we don't see many single target fights these days. And several targets benefits other stats more then others, specific sigils over others and so on.
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10/16/09, 2:27 PM
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#42
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Glass Joe
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Glyph of rune strike correctly implemented?
When adding glyph of rune strike, my threat actually goes down 1 point versus not activating it at all.
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10/16/09, 11:10 PM
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#43
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Glass Joe
Night Elf Rogue
Ravencrest (EU)
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Hmm for some reason while im under hit cap, it prefers 10str + 10 crit over 10str + 10 hit, kind of weird, since it should be no brainer that under hit cap, hit>crit. Maybe the 4piece t9 bonus puts crit rating value too high.
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10/19/09, 8:26 PM
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#44
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Von Kaiser
Undead Death Knight
Malygos
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Originally Posted by testor
When adding glyph of rune strike, my threat actually goes down 1 point versus not activating it at all.
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Are you referring to the DPSDK model or the TankDK model? Assuming that you mean Tank DK because you're referring to threat, there is some valuation for Glyph of Rune Strike. You can argue that the current implementation undervalues 10% crit for rune strikes. but in 2.2.22 & 23 both have a value for Glyph of RuneStrike.
I am currently working on refactoring how threat and abilities are used within the Tank model, so we may see an improvement in future releases, but I don't have anything that is specifically targeted at changing the value of this Glyph.
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10/20/09, 11:45 AM
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#45
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Von Kaiser
Human Death Knight
Zuluhed
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Is there a Tank DK thread for rawr? I have noticed a number of issues (like sigil of virulence addings 600 strength and the relative stat value of stamina being stuck at 1) but I don't want to clutter up the DKDPS thread if possible.
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10/20/09, 2:10 PM
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#46
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Von Kaiser
Undead Death Knight
Malygos
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Originally Posted by Evilbunny
Is there a Tank DK thread for rawr? I have noticed a number of issues (like sigil of virulence addings 600 strength and the relative stat value of stamina being stuck at 1) but I don't want to clutter up the DKDPS thread if possible.
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Not yet, because I haven't had enough posts to be able to start a new thread yet. Let me see if this puts me over the limit and then I'll start one.
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10/20/09, 2:16 PM
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#47
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Von Kaiser
Undead Death Knight
Malygos
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Originally Posted by Evilbunny
I have noticed a number of issues (like sigil of virulence addings 600 strength and the relative stat value of stamina being stuck at 1) but I don't want to clutter up the DKDPS thread if possible.
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Unfortunately, still not over the 10 post limit yet, so let me speak to the issues you bring up.
1) Feel free to post issues on the Rawr Issue tracker: Rawr - Issue Tracker
2) Virulence should be fixed now. It may not be in 2.2.23, but should definitely be in 24 when it comes out.
3) Relative stat value of Stamina = 1. This is by design. Each model has the option of determining a "base-line" stat that all relative stats revolve around. I've chosen stamina, I believe Hunter at one time was using Agi, not sure if it still does. If you prefer to not see a baseline stat, I'd like to hear your reasons. I don't want to switch back and forth between turning this on or off, but maybe I could make an option to allow it to be user-configurable.
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10/20/09, 3:09 PM
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#48
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Von Kaiser
Human Death Knight
Zuluhed
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Na, stamina makes sense as base stat, but it isn't functioning properly in .23.
I am using my current gear (changed virulence to a static 200 str for the time being) and a slightly modified blood rotation and changes the incoming damage per shot to 20k, everything else default.
The relative stat values it is showing me are:
Agility: 47.18
Dodge: 45.44
Defense: 45.20
Parry: 35.30
Expertise: 26.76
Strength: 21.12
Crit Rating: 15.93
Melee Crit: 15.93
Armor Pen: 13.13
Armor: 9.75
Haste: 8.83
Bonus Armor: 5.70
Attack Power: 5.37
Health: 4.11
Stamina: 1.00
Hit Rating: 0.15
I'm not melee hit-capped and yet hit is the lowest stat
Health is worth 4x as much as stamina
Agility is my best overall stat, worth 47.18 Stamina
Just at a quick glance (I don't know how you actually have it set up) it seems like the raw scores for Stamina and maybe Hit Rating are being divided by the Stamina raw score, but none of the other raw scores.
I'm using Win 7 RC; maybe I don't have an up to date copy of whatever rawr is built on and that is causing the problem? (e.g. java)
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10/20/09, 3:36 PM
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#49
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Von Kaiser
Undead Death Knight
Malygos
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Originally Posted by Evilbunny
Na, stamina makes sense as base stat, but it isn't functioning properly in .23.
I am using my current gear (changed virulence to a static 200 str for the time being) and a slightly modified blood rotation and changes the incoming damage per shot to 20k, everything else default.
I'm not melee hit-capped and yet hit is the lowest stat
Health is worth 4x as much as stamina
Agility is my best overall stat, worth 47.18 Stamina
Just at a quick glance (I don't know how you actually have it set up) it seems like the raw scores for Stamina and maybe Hit Rating are being divided by the Stamina raw score, but none of the other raw scores.
I'm using Win 7 RC; maybe I don't have an up to date copy of whatever rawr is built on and that is causing the problem? (e.g. java)
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Win 7 should not be a problem. I'm running Win7 RTM on my laptop, and WinXP x64 on my Dev machine, and things seem pretty consistent. I have .NET 3.5 running on both.
I'll look at your character as soon as Armory comes back from Maintenance.
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10/20/09, 7:01 PM
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#50
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Von Kaiser
Undead Death Knight
Malygos
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Ok... There is definitely some funny-business going on with your character. Looks like the problem is in the talents. With your current Blood DPS build that I see on the armory, the stats are as you describe them. Even on my latest local build. As soon as I clear them out, or apply a couple different tank builds, the numbers are more reasonable. So something in the way I'm processing the talents are making for really weird numbers.
Do you want to write up the issue on the Rawr Issue Tracker or should I?
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