SimulationCraft, a tool Mograin, Rivendare, Gorefiend and Thassarian would have used
Originally Posted by zimeron
In the last few days we've had a lot of updates to the DK module and it is stable enough for outside testing.
This whole post is a quote from zimeron:
Please note that we do not have a release out yet with 4.0.1 mechanics. If you would like to use the tool you have two options until we push a release.
-Download and install from the SVN (Note: to build the GUI you will need QT installed on your system.)
-Use a compiled version of the command line available for download from here (I upload these as time/need allows.)
When looking at the wiki, please take it with a grain of salt. We are actively working on the modules and as bugs are found, it can quickly become outdated. As I finished generating the last wiki output, a change was put in lowering the damage of the army/ghoul/gargoyle to better match live numbers, so while all profiles will decrease, unholy will be decrease more compared to the frost profiles. You can find the revision number the wiki was based off at the top of the file.
If you are unfamiliar with the command line of SimC you can find many examples at: Examples.simc - simulationcraft - Project Hosting on Google Code. An important reminder is that the program is currently for level 85 characters by default, so when using SimC with your level 80 characters, please include the following in your .simc file.
Did a quick sim with my Frost DK, it looks like only white hits are implemented at the moment?
e: Furthermore, it looks like it's giving me a stat weighting for Int, which should probably not be happening.
What's your action list?
DK is differen from all other classes because the "ready? hit it!"-style does not work, so you have to tell the sim to setup sequences.
I have no clue how many things from the frosttree are in. :/
Last edited by Starfox : 11/18/09 at 12:37 PM.
Hello.
Light the fuse.
For all my homies.
Do not run, we are your friends.
What do you mean when you say action list? I imagine that's a parameter I'm supposed to be setting pre-sim, but perusing through the options in the software I can't find anything to change.
The Unholy module is indeed the furthest along. It should be accurate for most PVE raiding talents and glyphs in the Unholy tree and basic talents in the other two trees. Gargoyle and Ghoul damage are not yet correctly implemented. I did an audit of Unholy a few weeks back and brought it mostly into correct numbers against 3.2.2. When compared to my DK in a raid, numbers were very close (and exact on target dummies when nothing is proc'ing). Unholy is my primary spec which is why I focused on that first, but much of the work (ensuring baseline abilities and procs are working) is shared among trees, so I don't think the other trees will prove quite as much work, hopefully.
For a Ret or Hunter, it means the Sim hits that button in some predefined order when the ability is ready. That doesn't work well for DKs due to diseases and death runes. Frost would be tricky with UA and Rime usage (maybe ignore UA).
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.'
What do you mean when you say action list? I imagine that's a parameter I'm supposed to be setting pre-sim, but perusing through the options in the software I can't find anything to change.
The DK module does not come with default-actions yet, if you don't tell him what he should do, he will pretty much only auto attack and nothing else
Take flask, eat food, go into blood presence, get that ghoul out, start auto attacking.
The tricky part with DK is that you don't hit things that are ready, because most of the time multiple skills are ready, you want to hit them in a specific order!
This WON'T! work for dk
With this setup SimulationCraft will do:
PS > PS > IT > IT > BS > BS
SC sees PS and has UUFFBB ready, so it performs a PS.
After that GCD it crawls the action list again and sees the PS, now UFFBB ready, so it sees no reason to not perform the PS!
Same with IT, BS
It will not perform any SS with such a setup
That's where "Sequences" come into play, a sequence gets run through action by action:
action1 > action2 > action3 > action4 ...
When it reaches the end, the sequence is flagged as 'done' and will be skipped, you have to tell the sime to restart a specific sequence so it will get used again
To start a sequence:
If name is not supplied it will be called 'default'
Now the sequence is done and therefor skipped when the action list is searched for 'the next action that is ready'
This will be Death Coil in this case, which will be cast as often as we have enough RP
The sequence is done and we don't have enough RP for another DC, so tell SimulationCraft that our 'default'-sequence is now ready to start again.
Hello.
Light the fuse.
For all my homies.
Do not run, we are your friends.
Correct me if I'm wrong, but won't that listed Unholy Sequence recast diseases before they are about to expire? I can't quite tell, but from what I can decipher it looks like as soon as you run out of RP you'll recast diseases and BS even if you have Death Runes and whatnot. Furthermore, such a system won't work for frost, since half of what I do is reactive (KM/Rime, etc).
Correct me if I'm wrong, but won't that listed Unholy Sequence recast diseases before they are about to expire? I can't quite tell, but from what I can decipher it looks like as soon as you run out of RP you'll recast diseases and BS even if you have Death Runes and whatnot. Furthermore, such a system won't work for frost, since half of what I do is reactive (KM/Rime, etc).
Yes it does, but that's the 3.2 unholy rotation you know. :7
Regarding KM/Rime: Just tell me what options you need in which actions and I'll add them.
Hello.
Light the fuse.
For all my homies.
Do not run, we are your friends.
Regarding KM/Rime, there needs to be some sort of priority system set up. KM should be dumped on the next available global, even if diseases are about to drop. KM should use Rime if it has procced, and Frost Strike if it has not. Rime needs to be held until KM procs, even if that means letting it expire naturally. I wouldn't think that this would be too hard to do with a few conditional statements, but my c++ skills are still in infancy and I haven't taken a serious look at the code for this yet.
Correct me if I'm wrong, but won't that listed Unholy Sequence recast diseases before they are about to expire? I can't quite tell, but from what I can decipher it looks like as soon as you run out of RP you'll recast diseases and BS even if you have Death Runes and whatnot. Furthermore, such a system won't work for frost, since half of what I do is reactive (KM/Rime, etc).
The current UH rotation casts PS and IT on 10 second intervals, so about 5 seconds before the dots expire.
edited for being tired and lazy.
Last edited by Valtiel : 11/19/09 at 5:48 AM.
12 weeks without a Sigil of the Vengeful Heart drop and counting.
DK
+Howling Blast
+talents.rime: Makes HB available without rune-restrictions, resets the cd on HB. If HB is used with Rime it does not generate the standard RP
+talents.chill_of_the_grave
+talents.killing_machine
+talents.guile_of_gorefiend
+talents.glacier_rot
Move 4T10 melee trigger to consume_runes()
Move the RP gain from abilities to ::consume_resource() as it seems more plausibly then having it in the ::execute()
Anyone a clue how HB scales with AP?
Ah, found it in the Think Tank DK:PVE, is it still 10%?
Last edited by Starfox : 11/19/09 at 9:31 AM.
Hello.
Light the fuse.
For all my homies.
Do not run, we are your friends.
Was there any testing done with 3.3 SS? Didn't find anything in the unholy thread.
Things that effect the Shadow damage
x1.04 2h Spec
x1.00 + 0.15 + 0.05 + 0.2 + 0.1: Blood Presence, Desolation, Bone Shield and Black Ice are additive to one another
x1.02 Bone Shield
x1.13 EP Debuff
Things that don't effect it
x1.10 Rage of Rivendare
I hate you blizzard :x
Updated OP with newest additions
Last edited by Starfox : 11/19/09 at 7:16 PM.
Hello.
Light the fuse.
For all my homies.
Do not run, we are your friends.
DRW and Rune of Razorice are the only things missing I think
RoRI seems to take 2% of weapon damage, without AP scaling?
Scales with BP,BI,BS,2hspec,EP but not Tundra Stalker?
Procs on everything except BB/DC (procs for HB/IT if in melee range)
Is there a PPM known for RoRI?
Hello.
Light the fuse.
For all my homies.
Do not run, we are your friends.
Unholy and Frost seem fine, however Blood's dps is bit low.
Is DRW being added into the standard Blood DK's attacks (it matches the attack but at 50%)? Also, I recall Heart Strike being slightly under melee in the overall damage done.
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.'
Unholy and Frost seem fine, however Blood's dps is bit low.
Is DRW being added into the standard Blood DK's attacks (it matches the attack but at 50%)? Also, I recall Heart Strike being slightly under melee in the overall damage done.
Ah yea, DRW, did nothing on that so far, because the description makes me cringe when I think about implementation :S
What does that mean at 50%?
It copies everything? And just inherits a 50% modifier?
Melee, attacks, diseases?
Hello.
Light the fuse.
For all my homies.
Do not run, we are your friends.
It will copy everything at a 50% modifier w/o talents that don't act as buffs. For example, I think it will inherit the effect of Bloody Vengeance, but not the multiplier from Bloody Strikes. It uses it's own diseases for strike effects not the Death Knight's.
Also, it will melee for 100% of weapon damage, not 50%.
edit: I've tried running a few sims with my character selected, merely adding a few lines into the action list after I had imported my character data. I got the following error when I tried to add: actions+=/plague_strike,blood_plague<=2.
Assertion Failed.
Program: simctq.exe
File: sc_death_knight.cpp
Line: 43
Expression: current time >= cooldown_ready
edit2: I also can't seem to get the sim to frost strike, this is the line I added: actions+=/frost_strike. In the log file, this error presents itself: player_t: Unknown action: frost_strike
It will copy everything at a 50% modifier w/o talents that don't act as buffs. For example, I think it will inherit the effect of Bloody Vengeance, but not the multiplier from Bloody Strikes. It uses it's own diseases for strike effects not the Death Knight's.
Also, it will melee for 100% of weapon damage, not 50%.
edit: I've tried running a few sims with my character selected, merely adding a few lines into the action list after I had imported my character data. I got the following error when I tried to add: actions+=/plague_strike,blood_plague<=2.
Assertion Failed.
Program: simctq.exe
File: sc_death_knight.cpp
Line: 43
Expression: current time >= cooldown_ready
edit2: I also can't seem to get the sim to frost strike, this is the line I added: actions+=/frost_strike. In the log file, this error presents itself: player_t: Unknown action: frost_strike
The DK module moved forward alot in the last couple of days, and yea, here and there I fucked up quite a bit :O
When I find out how DRW works/what affects it I'll beg nate for a new download release.
Yea, things like I forgot to activate frost_strike etc.
It just moved forward A LOT in the last couple of days,
Hello.
Light the fuse.
For all my homies.
Do not run, we are your friends.
That's fine, I'm relieved to hear that the problem wasn't on my end.
Looking over the sample output on the wiki page, I noticed that the numbers for Obliterate on the frost sim seem really really low. I normally have obliterate hits that are 1-2k higher than my frost strikes and here you have then listed as much, much lower. Also, the overall percentage of damage that is the result from frost strike seems off (too high), but I can't quite tell why.
e: When you list how much damage an attack has done, are you counting the MH/OH hits as one attack?
That's fine, I'm relieved to hear that the problem wasn't on my end.
Looking over the sample output on the wiki page, I noticed that the numbers for Obliterate on the frost sim seem really really low. I normally have obliterate hits that are 1-2k higher than my frost strikes and here you have then listed as much, much lower. Also, the overall percentage of damage that is the result from frost strike seems off (too high), but I can't quite tell why.
e: When you list how much damage an attack has done, are you counting the MH/OH hits as one attack?
A DW+ToT Obliterate will add 2 obliterates to the statsitics both hits with their individual damage/hit-result
So it is reported as the average of mh and oh hits.
I also noticed that ToT OH/MH hits are independant, so when you MH misses, the OH strike happens nevertheless (unlike rogue mutilate for example)
Edit: Just fixed a bug with the frost/blood/unholy options. (<=x, =x, >=x)
They returned 0-3 instead of 0-2
0 = none ready
1 = first ready
2 = second ready
3 = both ready
Never looked at that code. I simply implied that if you call something GET_BLOOD_RUNE_COUNT, it will return the count of blood runes ready :|
Last edited by Starfox : 11/26/09 at 4:03 PM.
Hello.
Light the fuse.
For all my homies.
Do not run, we are your friends.
Any plans to include Army of the Dead?
In the constant buffs section Blood Presence doesn't appear while it does show on SampleOutputT9DeathKnight.
Bone Shield isn't applied in the action priority list. Not sure if the 2% dmg increase is factored in as passive aswell as the runic power gain from using Rune Tap + Bone Shield.
I'm also kinda confused about the position of Horn of Winter in the priority list, isn't it more logic to put Death Coil above Horn of Winter? Given you have a shaman with Strenght of Earth, you would only use Horn of Winter to get more runic power when you don't got anything else to do.
A DW+ToT Obliterate will add 2 obliterates to the statsitics both hits with their individual damage/hit-result
So it is reported as the average of mh and oh hits.
I also noticed that ToT OH/MH hits are independant, so when you MH misses, the OH strike happens nevertheless (unlike rogue mutilate for example)
Edit: Just fixed a bug with the frost/blood/unholy options. (<=x, =x, >=x)
They returned 0-3 instead of 0-2
0 = none ready
1 = first ready
2 = second ready
3 = third ready
Never looked at that code. I simply implied that if you call something GET_BLOOD_RUNE_COUNT, it will return the count of blood runes ready :|
Ah, that makes sense. I grabbed the new code and now everything appears to be largely working; I can sim my character and get interesting looking results. However, I'm still seeing a large discrepancy between Obliterate damage in the sim and Obliterate damage as seen in game. As mentioned earlier, it's about 4k damage too low. I've gone through your code looking for reasons why this might be true, but I can't find any. It looks like you have all talent/disease/glyph buffs covered so I can't for the life of me figure out what's causing this problem.