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10/21/09, 12:13 PM
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#51
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Von Kaiser
Human Death Knight
Zuluhed
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Originally Posted by Shazear
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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Those were from my blood tanking build, not DPS. So, basically I am breaking the program somewhere, awesome. So my blood DPS build breaks it too? That leads me to believe that it is a problem with a blood talent, maybe one of the proc talents? Procs seem to be a bit screwy in 23 in general.
It would be awesome if you could do that write up. =)
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10/21/09, 12:26 PM
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#52
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Glass Joe
Blood Elf Death Knight
Frostwolf (EU)
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It would be awesome if Blood Boil could be included in the DK rotation for the DPSDK version.
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10/21/09, 4:13 PM
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#53
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Von Kaiser
Human Death Knight
Zuluhed
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Originally Posted by ariantes
It would be awesome if Blood Boil could be included in the DK rotation for the DPSDK version.
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[Raises Eyebrow]
... for why?
Are you trying to figure out your best DPS set for Onyxia Whelps? With T9 2pc I can't really see you using Blood Boil in many other situations.
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10/21/09, 5:12 PM
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#54
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Glass Joe
Troll Death Knight
Magtheridon
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Originally Posted by Evilbunny
[Raises Eyebrow]
... for why?
Are you trying to figure out your best DPS set for Onyxia Whelps? With T9 2pc I can't really see you using Blood Boil in many other situations.
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Blood Boil > Blood Strike for DW Unholy when Desolation is up.
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10/27/09, 9:35 PM
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#55
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Glass Joe
Blood Elf Death Knight
Whisperwind
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Any particular reason that [Inscribed Ametrine] is coming up as a fractionally higher rating when socketing an item with a yellow slot that has +Str socket bonus?
Example considering only the gem in question and the socket bonus of +4 STR:
[Bloodbath Girdle] + [Bold Cardinal Ruby] > (20*2.89) = 57.8
[Bloodbath Girdle] + [Inscribed Ametrine] > ((14*2.89)+(10*1.56)) = 56.06
Follows suit to show that Gemming for +STR wins, but the most recent version of Rawr doesn't seem to agree. I did not notice it doing this a month or so ago.
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10/28/09, 12:05 AM
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#56
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Piston Honda
Blood Elf Death Knight
Malfurion
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Where are you getting the 2.89 and 1.56 multipliers from?
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10/28/09, 12:00 PM
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#57
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Von Kaiser
Human Death Knight
Zuluhed
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Originally Posted by Bloody_sorcerer
Where are you getting the 2.89 and 1.56 multipliers from?
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The first page in Blood Simple under stat weights.
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10/28/09, 1:20 PM
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#58
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Piston Honda
Blood Elf Death Knight
Malfurion
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Rawr does not use any stat weight system internally in order to calculate the DPS benefit of a given item. Instead, it uses a closed-form mathematical model to calculate DPS for your current gear, the DPS of your current gear with a selected slot empty, and the DPS of your current gear with every available item in that slot. The difference between DPS with that slot empty and that slot full is then assigned to that item for your current gear setup. As a result, Rawr is able to dynamically determine DPS benefits with a much higher granularity than traditional stat weighting systems.
Basically, it's telling you the inscribed ametrine is marginally higher DPS because it is marginally higher DPS for your character with your current gear, raid buffs, and rotation options.
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10/28/09, 1:37 PM
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#59
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Glass Joe
Blood Elf Death Knight
Whisperwind
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I gotcha. I will wait patiently for my last piece for 4pt9 and for your GoD updates and see where I stand  Thanks!
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10/30/09, 5:44 PM
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#60
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Von Kaiser
Blood Elf Death Knight
Mal'Ganis
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Originally Posted by Bloody_sorcerer
Rawr does not use any stat weight system internally in order to calculate the DPS benefit of a given item. Instead, it uses a closed-form mathematical model to calculate DPS for your current gear, the DPS of your current gear with a selected slot empty, and the DPS of your current gear with every available item in that slot. The difference between DPS with that slot empty and that slot full is then assigned to that item for your current gear setup. As a result, Rawr is able to dynamically determine DPS benefits with a much higher granularity than traditional stat weighting systems.
Basically, it's telling you the inscribed ametrine is marginally higher DPS because it is marginally higher DPS for your character with your current gear, raid buffs, and rotation options.
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When Rawr evaluates DPS for hit (or more properly, for miss), is it assuming you'll reapply the disease as soon as the next rune is available or when the strike comes back into rotation?
When I use a gear setup that's significantly under the hit cap and a non-GoDisease blood spec, Rawr still strongly prefers crit gems to hit gems and I just can't seem to understand why this would be the case.
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10/30/09, 6:14 PM
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#61
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Piston Honda
Blood Elf Death Knight
Malfurion
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Originally Posted by evilhacker
When Rawr evaluates DPS for hit (or more properly, for miss), is it assuming you'll reapply the disease as soon as the next rune is available or when the strike comes back into rotation?
When I use a gear setup that's significantly under the hit cap and a non-GoDisease blood spec, Rawr still strongly prefers crit gems to hit gems and I just can't seem to understand why this would be the case.
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It handles hit and expertise by repeating all rune-based abilities without cooldowns until they hit (which is actually handled by increasing the ability's effective GCD usage by a percentage dependent on hit and expertise) and by reducing damage done by runic power dumps or rune abilities with a CD by a percentage, as these resources are not effectively refunded.
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11/02/09, 5:25 AM
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#62
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Glass Joe
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Originally Posted by evilhacker
When Rawr evaluates DPS for hit (or more properly, for miss), is it assuming you'll reapply the disease as soon as the next rune is available or when the strike comes back into rotation?
When I use a gear setup that's significantly under the hit cap and a non-GoDisease blood spec, Rawr still strongly prefers crit gems to hit gems and I just can't seem to understand why this would be the case.
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I have to Agree with Evilhacker here, there is something worth investigating concerning the value of Hit Rating under cap. In one gear scenario (as 51/0/20 BloodDPS) where my hit Rating is significantly below cap (hit rating : 114) , Rawr still value 1 Critical Rating Higher then 1 Hit Rating.
While translating the exact same Character's Stats/Buffs/Rotation under Kahorie's DK simulator, it gives me a completely different weight for Hit Rating Under Cap, making it nearly twice as much valuable as Critical Rating and putting it above any other Stats.
AttackPower | 1
Strength | 2,94
Agility | 2,03
CritRating | 2,87
HasteRating | 2,23
ArmorPenetrationRating | 3,29
ExpertiseRating | 3,61
BeforeMeleeHitCap<8% | 4,97
SpellHitRating | 0,56
After spell hit cap | 0
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11/02/09, 7:23 PM
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#63
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Glass Joe
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I'm getting a bit of an anomaly in the DPS modeling of my Unholy spec w/ Improved Unholy Presence. Previously (I am unsure what version of Rawr I was using... but I do know that it was fairly recent) it was a clear cut DPS improvement using Unholy Presence over Blood Presence. My gear has not changed, just updated Rawr, and now it actually hinders my DPS readout to be in Unholy Presence. The haste element is displaying properly, but I'm wondering if the rune cooldown modeling is broken now.
To my understanding, and in practice (both in solo dummy, group dummy and raids) I have noted that Unholy Presence does, in fact, grant higher single-target DPS... until a reasonable haste threshold is reached. Well, my haste is a mere 133 in the gear I use to sim and previously in simming I needed to be at nearly twice that amount before selecting Blood Presence broke even.
Just thought I'd share that little tidbid in case anyone else has been experiencing the same thing or if someone wants to look into it.
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11/02/09, 8:21 PM
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#64
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Piston Honda
Blood Elf Death Knight
Malfurion
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Are you manually reducing rotation duration by 1 second per rune refresh period when using IUP? It currently doesn't handle that facet of IUP intelligently, although it's something I'd like to add in when the rotation system gets revamped (which it needs to be).
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11/03/09, 6:27 PM
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#65
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You can run, but you'll only die tired.
Orc Death Knight
Mal'Ganis
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Originally Posted by Bloody_sorcerer
It handles hit and expertise by repeating all rune-based abilities without cooldowns until they hit (which is actually handled by increasing the ability's effective GCD usage by a percentage dependent on hit and expertise) and by reducing damage done by runic power dumps or rune abilities with a CD by a percentage, as these resources are not effectively refunded.
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So is what you are saying for example if your miss chance with a particular ability was 10%. Are you saying that instead of a 1.5s GCD, for that ability your GCD would equal 1.65? I can't come up with a reason off the top of my head why this doesn't make sense for a modeled fight of sufficient length.
Where it is a cause for concern is that it does not generally line up with some of the other simulation tools currently available.
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11/03/09, 7:24 PM
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#66
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Piston Honda
Blood Elf Death Knight
Malfurion
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Originally Posted by Morogoth
So is what you are saying for example if your miss chance with a particular ability was 10%. Are you saying that instead of a 1.5s GCD, for that ability your GCD would equal 1.65? I can't come up with a reason off the top of my head why this doesn't make sense for a modeled fight of sufficient length.
Where it is a cause for concern is that it does not generally line up with some of the other simulation tools currently available.
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Yeah, that's the general idea. I'm not sure why its value is differing so much from that of the simulator, I'll look into it when I get a chance. I suspect it may come down to something as granular as rune cooldowns and which get used, but I'm not really sure.
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11/13/09, 3:25 AM
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#67
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Glass Joe
Blood Elf Death Knight
Cho'gall
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Just wondering, is there a way to make rawr a priority system?
For blood rotation basically you apply diseases and pest., so I'm a little confused about how to put that in rawr
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11/13/09, 9:26 PM
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#68
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Piston Honda
Blood Elf Death Knight
Malfurion
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Originally Posted by neomasterc
Just wondering, is there a way to make rawr a priority system?
For blood rotation basically you apply diseases and pest., so I'm a little confused about how to put that in rawr
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Enter it as your steady-state ability usage; for GoD blood, it would be 2 death strikes, 1 pestilence, and 7 heart strikes. I'm in the process of thoroughly redesigning the current rotation system into both something more intuitive for entering rotation/priority systems as well as a rotation-optimizing system for ability usage optimization for a given talent spec and gearing that could also potentially discover new rotation dynamics previously unexplored. Additionally, the module's capabilities will be expanded to include AOE situations.
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