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Old 11/26/09, 4:24 PM   #26
 Darkside
I find your lack of faith disturbing
 
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Kroot
Orc Death Knight
 
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Found some more stuff for fixing!

The Frost Action list current looks like:

actions+=/food,type=dragonfin_filet
actions+=/presence,choose=blood
actions+=/snapshot_stats
actions+=/auto_attack
actions+=/unbreakable_armor,time>=10
actions+=/raise_dead,time>=15,time<=40
actions+=/raise_dead,bloodlust=1
actions+=/icy_touch,frost_fever<=2
actions+=/plague_strike,blood_plague<=2
actions+=/howling_blast,rime=1,killing_machine=1
actions+=/obliterate
actions+=/blood_strike,death<=2
actions+=/frost_strike
actions+=/empower_rune_weapon
actions+=/howling_blast,rime=1
actions+=/horn_of_winter
actions+=/blood_fury
It should be:

actions+=/food,type=dragonfin_filet
actions+=/presence,choose=blood
actions+=/snapshot_stats
actions+=/auto_attack
actions+=/blood_fury
actions+=/unbreakable_armor,time>=10
actions+=/raise_dead,time>=15,time<=40
actions+=/raise_dead,bloodlust=1
actions+=/howling_blast,rime=1,killing_machine=1
actions+=/frost_strike,killing_machine=1
actions+=/icy_touch,frost_fever<=2
actions+=/plague_strike,blood_plague<=2
actions+=/obliterate
actions+=/blood_strike,death<=2
actions+=/frost_strike
actions+=/empower_rune_weapon
actions+=/howling_blast,rime=1
actions+=/horn_of_winter
This will Frost Strike every time there is a KM proc, assuming Rime hasn't already proc'd. It will also force BF to be used on cooldown, which is a DPS increase at it is off the GCD.

Also, has blood tap been implemented yet?

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Old 11/26/09, 4:32 PM   #27
Starfox
King Hippo
 
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Tauren Druid
 
Destromath (EU)
Originally Posted by Darkside View Post
Found some more stuff for fixing!

The Frost Action list current looks like:

actions+=/food,type=dragonfin_filet
actions+=/presence,choose=blood
actions+=/snapshot_stats
actions+=/auto_attack
actions+=/unbreakable_armor,time>=10
actions+=/raise_dead,time>=15,time<=40
actions+=/raise_dead,bloodlust=1
actions+=/icy_touch,frost_fever<=2
actions+=/plague_strike,blood_plague<=2
actions+=/howling_blast,rime=1,killing_machine=1
actions+=/obliterate
actions+=/blood_strike,death<=2
actions+=/frost_strike
actions+=/empower_rune_weapon
actions+=/howling_blast,rime=1
actions+=/horn_of_winter
actions+=/blood_fury
It should be:

actions+=/food,type=dragonfin_filet
actions+=/presence,choose=blood
actions+=/snapshot_stats
actions+=/auto_attack
actions+=/blood_fury
actions+=/unbreakable_armor,time>=10
actions+=/raise_dead,time>=15,time<=40
actions+=/raise_dead,bloodlust=1
actions+=/howling_blast,rime=1,killing_machine=1
actions+=/frost_strike,killing_machine=1
actions+=/icy_touch,frost_fever<=2
actions+=/plague_strike,blood_plague<=2
actions+=/obliterate
actions+=/blood_strike,death<=2
actions+=/frost_strike
actions+=/empower_rune_weapon
actions+=/howling_blast,rime=1
actions+=/horn_of_winter
This will Frost Strike every time there is a KM proc, assuming Rime hasn't already proc'd. It will also force BF to be used on cooldown, which is a DPS increase at it is off the GCD.

Also, has blood tap been implemented yet?
Trinkets/Racials should be used after auto_attack normally

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Old 11/26/09, 5:07 PM   #28
Quetz
Glass Joe
 
Orc Death Knight
 
Bladefist (EU)
Using 322.10 now the ghoul/gargoyle issue is resolved (I was using 322.9), also Blood Presence is active in the Constant Buff section.
But earlier another thing came to mind, also from the priority list.
7	summon_gargoyle,bloodlust=1
I'm assuming that this means you activate your gargoyle when bloodlust is active, and only then.
Tho in a 5min fight you can use gargoyle twice since it has a 3min cooldown.

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Old 11/26/09, 5:12 PM   #29
dedmonwakeen
Bald Bull
 
dedmonwakeen
Undead Priest
 
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I just put out a new release fixing a bug introduced back in v9. Argh.


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Old 11/26/09, 5:29 PM   #30
Starfox
King Hippo
 
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Tauren Druid
 
Destromath (EU)
Originally Posted by Quetz View Post
Using 322.10 now the ghoul/gargoyle issue is resolved (I was using 322.9), also Blood Presence is active in the Constant Buff section.
But earlier another thing came to mind, also from the priority list.
7	summon_gargoyle,bloodlust=1
I'm assuming that this means you activate your gargoyle when bloodlust is active, and only then.
Tho in a 5min fight you can use gargoyle twice since it has a 3min cooldown.
I changed the default actions so unholy summons the gargoyle once in the first 20seconds and the second time under bloodlust
Edit: Tundra Stalker was not in. Added it :/

Last edited by Starfox : 11/26/09 at 6:24 PM.

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Old 12/01/09, 1:48 PM   #31
tripp6sic6
Von Kaiser
 
Human Warrior
 
Shattered Hand
I see a possible bug in the 3.3 Scourge Strike. On the pie chart that shows the damage sources of the player, scourge_strike and scourge_strike_shadow are both colored purple instead of scourge_strike being brown and scourge_strike_shadow being purple. Does this mean that the physical portion is doing shadow damage or is it simply a visual bug?

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Old 12/01/09, 3:01 PM   #32
Starfox
King Hippo
 
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Tauren Druid
 
Destromath (EU)
Originally Posted by tripp6sic6 View Post
I see a possible bug in the 3.3 Scourge Strike. On the pie chart that shows the damage sources of the player, scourge_strike and scourge_strike_shadow are both colored purple instead of scourge_strike being brown and scourge_strike_shadow being purple. Does this mean that the physical portion is doing shadow damage or is it simply a visual bug?
Ah, just a visual bug, I only set the school on the action itself to physical. Forgot to also change it in the stats for SS.
Fixed in r4027

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Old 12/01/09, 3:07 PM   #33
 Darkside
I find your lack of faith disturbing
 
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Kroot
Orc Death Knight
 
No WoW Account
Originally Posted by Starfox View Post
Edit: Tundra Stalker was not in. Added it :/
Whoa, that amped up Frost Damage by quite a bit. The damage from Oblit is still several thousand lower than what it is on live though

I've been doing a few sims to get an idea of stat weights, but I've noticed that there can be absolutely enormous variance in the values produced. For example:

3.2104 1.1999 1.0000 4.1707 1.8148 2.9310 2.0621 1.9866 8.2241 0.0000 0.0000 0.0000

2.0750 1.0161 1.0000 1.7200 1.3800 1.1491 1.4473 1.3451 5.3868 0.0000 0.0000 0.0000

I got those values on back to back simulations. Is such an incredible amount of deviation commonplace for such calculations or unique to the Death Knight model?

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Old 12/01/09, 3:14 PM   #34
dedmonwakeen
Bald Bull
 
dedmonwakeen
Undead Priest
 
No WoW Account
I have found that it takes about 10k ( or even 20k ) iterations to get reasonable scale factors.

We've experimented a ton with contorting the various RNG packages (aka smooth_rng=1). This will provide repeatability, but there are some stats such as Crit Rating where I'm just happy with results yet.


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Old 12/01/09, 3:15 PM   #35
Starfox
King Hippo
 
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Tauren Druid
 
Destromath (EU)
Originally Posted by Darkside View Post
Whoa, that amped up Frost Damage by quite a bit. The damage from Oblit is still several thousand lower than what it is on live though

I've been doing a few sims to get an idea of stat weights, but I've noticed that there can be absolutely enormous variance in the values produced. For example:

3.2104 1.1999 1.0000 4.1707 1.8148 2.9310 2.0621 1.9866 8.2241 0.0000 0.0000 0.0000

2.0750 1.0161 1.0000 1.7200 1.3800 1.1491 1.4473 1.3451 5.3868 0.0000 0.0000 0.0000

I got those values on back to back simulations. Is such an incredible amount of deviation commonplace for such calculations or unique to the Death Knight model?
Oh, that is clearly an issue here.
It is pretty common when you forget to reset things, don't initialize variables etc. :S
One of the included profiles? Or was it just out of line for every DK profile?

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Old 12/01/09, 3:21 PM   #36
 Darkside
I find your lack of faith disturbing
 
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Kroot
Orc Death Knight
 
No WoW Account
Those values were calculated using my character's gear. I'll check again later with the provided profiles.

I've noticed that the error decreases if I run more simulation iterations, but it is still too large for comfort (on the order of 10-15%).

Originally Posted by dedmonwakeen View Post
I have found that it takes about 10k ( or even 20k ) iterations to get reasonable scale factors.

We've experimented a ton with contorting the various RNG packages (aka smooth_rng=1). This will provide repeatability, but there are some stats such as Crit Rating where I'm just happy with results yet.
That seems odd, especially since I noticed that my damage output for both simulations was essentially the same (very minor deviance, maybe 2-3%). What is happening to produce such wild swings in the stat weights?

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Originally Posted by Zeroblack View Post
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Old 12/01/09, 3:42 PM   #37
Starfox
King Hippo
 
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Tauren Druid
 
Destromath (EU)
Originally Posted by Darkside View Post
Those values were calculated using my character's gear. I'll check again later with the provided profiles.

I've noticed that the error decreases if I run more simulation iterations, but it is still too large for comfort (on the order of 10-15%).



That seems odd, especially since I noticed that my damage output for both simulations was essentially the same (very minor deviance, maybe 2-3%). What is happening to produce such wild swings in the stat weights?
There is clearly an issue, consecutive iterations get slower and slower.
For scale factors you need very high iteration counts, that's when I noticed the issue (I rune scalefactors with iterations=50k)

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Old 12/01/09, 4:42 PM   #38
dedmonwakeen
Bald Bull
 
dedmonwakeen
Undead Priest
 
No WoW Account
Originally Posted by Darkside View Post
Those values were calculated using my character's gear. I'll check again later with the provided profiles.

I've noticed that the error decreases if I run more simulation iterations, but it is still too large for comfort (on the order of 10-15%).
That error value is not only outside of "comfort" but well into "bug" range. We will dive in.

EDIT: I solved the runtime issue, but I doubt this will solve the variance problem. I will continue analysis.

Last edited by dedmonwakeen : 12/01/09 at 5:56 PM.


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Old 12/02/09, 12:15 PM   #39
tripp6sic6
Von Kaiser
 
Human Warrior
 
Shattered Hand
I edited the current Unholy profile to use the rotation that will be used in 3.3 and am getting the same variance he talked about. In three different runs at 10,000 iterations with no smooth RNG, here were the results.

2.0116 1.7981 1.0228 0.0827 1.6544 1.4802 2.0179 1.8565 5.7330
2.0116 1.5881 0.7054 0.5889 1.3504 1.7968 1.6783 1.7021 4.7066
1.6978 0.8282 0.7130 1.6894 1.3522 2.5918 1.3952 1.1694 3.7944

death_knight=Death_Knight_T9_17_00_54
origin=http://profiler.wowhead.com/?profile=18127877
level=80
race=tauren
talents=http://www.wowhead.com/?talent#jfVMVZZfMbI0cdg0ux0uIqo
glyphs=the_ghoul/dark_death/icy_touch/horn_of_winter/pestilence/raise_dead
actions=flask,type=endless_rage
actions+=/food,type=dragonfin_filet
actions+=/presence,choose=blood
actions+=/snapshot_stats
actions+=/auto_attack
actions+=/raise_dead
actions+=/plague_strike,blood_plague<=2
actions+=/icy_touch,frost_fever<=2
actions+=/blood_strike,death=0
actions+=/scourge_strike
actions+=/summon_gargoyle,time<=20
actions+=/summon_gargoyle,bloodlust=1
actions+=/death_coil
actions+=/horn_of_winter
actions+=/empower_rune_weapon
ranged=sigil_of_virulence
# Gear Summary
gear_strength=1843
gear_agility=118
gear_stamina=1706
gear_intellect=20
gear_spirit=20
gear_attack_power=901
gear_expertise_rating=214
gear_armor_penetration_rating=94
gear_hit_rating=264
gear_crit_rating=1085
gear_haste_rating=342
gear_armor=14987
meta_gem=relentless_earthsiege
tier9_2pc_melee=1
tier9_4pc_melee=1
trinket1=deaths_choice
trinket2=deaths_verdict,id=47131
main_hand=dualblade_butcher,weapon=axe2h_3.60speed_811min_1217max,enchant=rune_of_the_fallen_crusader

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Old 12/02/09, 1:00 PM   #40
dedmonwakeen
Bald Bull
 
dedmonwakeen
Undead Priest
 
No WoW Account
Originally Posted by tripp6sic6 View Post
I edited the current Unholy profile to use the rotation that will be used in 3.3 and am getting the same variance he talked about. In three different runs at 10,000 iterations with no smooth RNG, here were the results.

2.0116 1.7981 1.0228 0.0827 1.6544 1.4802 2.0179 1.8565 5.7330
2.0116 1.5881 0.7054 0.5889 1.3504 1.7968 1.6783 1.7021 4.7066
1.6978 0.8282 0.7130 1.6894 1.3522 2.5918 1.3952 1.1694 3.7944
Is it possible for you to run the CLI? The GUI is running with Qt+MinGW and the CLI is using MSVC++.

Running on my development platform (Linux) using the profile above I get a nice tight result with minimal variance. I am unable to test it on Windows until much later tonight.

To use the CLI, take your profile and add the following to the top:
patch=3.3.0
calculate_scale_factors=1
iterations=10000

If you want to speed it up, you can just analyze a subset of the stats:
scale_only=str,agi

simc.exe your_profile output=output.txt html=output.html


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Old 12/02/09, 1:26 PM   #41
Starfox
King Hippo
 
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Tauren Druid
 
Destromath (EU)
Originally Posted by dedmonwakeen View Post
Is it possible for you to run the CLI? The GUI is running with Qt+MinGW and the CLI is using MSVC++.

Running on my development platform (Linux) using the profile above I get a nice tight result with minimal variance. I am unable to test it on Windows until much later tonight.

To use the CLI, take your profile and add the following to the top:
patch=3.3.0
calculate_scale_factors=1
iterations=10000

If you want to speed it up, you can just analyze a subset of the stats:
scale_only=str,agi

simc.exe your_profile output=output.txt html=output.html

SimulationCraft for World of Warcraft release 3.2.2 ( iterations=999, max_time=300, optimal_raid=1, smooth_rng=0 )

>:C

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Old 12/02/09, 3:40 PM   #42
tripp6sic6
Von Kaiser
 
Human Warrior
 
Shattered Hand
There is much less variance between runs with the CLI, but there are still some stats that have major outliers. Is this just a statistical problem and require more iterations? Here is the data that I have.

Using the CLI in Windows with the same profile, but with the default 20k iterations.

1.9901 1.1468 0.7071 1.7490 0.6151 2.4641 1.7375 1.2576 4.8160
2.0010 1.1403 0.7076 1.7060 1.3537 2.4700 1.7374 1.2739 3.6265
1.6122 1.1358 0.7022 1.7828 1.3260 2.4531 1.7275 1.2589 3.6601

Using the CLI in Windows with the same profile, but with 10k iterations.

1.9965 1.1733 0.7177 1.7291 1.3698 2.4444 1.7197 1.2701 4.7621
1.9802 1.1676 0.7079 1.7825 1.3504 2.4781 1.3668 1.2622 4.7899
1.9946 1.1685 0.7012 1.7727 1.3584 2.4738 1.7532 1.2432 4.7134

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Old 12/02/09, 3:55 PM   #43
dedmonwakeen
Bald Bull
 
dedmonwakeen
Undead Priest
 
No WoW Account
Originally Posted by tripp6sic6 View Post
There is much less variance between runs with the CLI, but there are still some stats that have major outliers. Is this just a statistical problem and require more iterations? Here is the data that I have.

Using the CLI in Windows with the same profile, but with the default 20k iterations.

1.9901 1.1468 0.7071 1.7490 0.6151 2.4641 1.7375 1.2576 4.8160
2.0010 1.1403 0.7076 1.7060 1.3537 2.4700 1.7374 1.2739 3.6265
1.6122 1.1358 0.7022 1.7828 1.3260 2.4531 1.7275 1.2589 3.6601

Using the CLI in Windows with the same profile, but with 10k iterations.

1.9965 1.1733 0.7177 1.7291 1.3698 2.4444 1.7197 1.2701 4.7621
1.9802 1.1676 0.7079 1.7825 1.3504 2.4781 1.3668 1.2622 4.7899
1.9946 1.1685 0.7012 1.7727 1.3584 2.4738 1.7532 1.2432 4.7134
Since I am seeing variance "spikes" in your data as opposed to just "spreads" I am inclined to believe there is a bug rattling around in there. I'll take a peek over Starfox's shoulder......


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Old 12/02/09, 5:39 PM   #44
Starfox
King Hippo
 
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Tauren Druid
 
Destromath (EU)
Seems like we found the cause, uninitialized variable :O

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Old 12/02/09, 6:33 PM   #45
tripp6sic6
Von Kaiser
 
Human Warrior
 
Shattered Hand
I have found a bug with my 3.3 Unholy profile (above). It seems that Blood Strike and Plague Strike are being treated as if they are attacking from the front, but only those abilities. There is a roughly 7.7% parry rate on those abilities.

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Old 12/02/09, 6:52 PM   #46
Starfox
King Hippo
 
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Tauren Druid
 
Destromath (EU)
Originally Posted by tripp6sic6 View Post
I have found a bug with my 3.3 Unholy profile (above). It seems that Blood Strike and Plague Strike are being treated as if they are attacking from the front, but only those abilities. There is a roughly 7.7% parry rate on those abilities.
Yea, just noticed that too, was a major fuckup on my side:
ToT: the OH hit cannot have miss or dodge as a result, so I disabled MISS/DODGE before the OH hit and re-enabled it afterwards
And somehow I managed to slip PARRY in there too >:<
Fixed in latest revision, also made a run with all 4 DK profiles and updated the first post (DRW still not working, do I really have to c/p the whole dk module into the pet itself and add *0.5? X: )

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Old 12/02/09, 7:02 PM   #47
 Darkside
I find your lack of faith disturbing
 
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Kroot
Orc Death Knight
 
No WoW Account
Originally Posted by Starfox View Post
Fixed in latest revision, also made a run with all 4 DK profiles and updated the first post (DRW still not working, do I really have to c/p the whole dk module into the pet itself and add *0.5? X: )
Couldn't you just add a flag to all the applicable attacks (HS, PS, IT, DC, DS, FF and BP) to apply a second time w/o talent bonuses (and at 50% strength) when the DRW is active?

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Old 12/02/09, 11:20 PM   #48
dedmonwakeen
Bald Bull
 
dedmonwakeen
Undead Priest
 
No WoW Account
Originally Posted by Darkside View Post
Couldn't you just add a flag to all the applicable attacks (HS, PS, IT, DC, DS, FF and BP) to apply a second time w/o talent bonuses (and at 50% strength) when the DRW is active?
The DoTs complicate matters a bit. To be honest it isn't that hard to create a Mini-Me sub-class of death_knight_t.

Mini-Me can create an instance of each type of action. When the Master performs an action, he triggers the corresponding Mini-Me action. Since Mini-Me doesn't have any talents specified, you get that reduction for free. I've been meaning to add the player-level damage multiplier anyway, so we could integrate the 50% modifier there.

The harder part is associating the damage with the Master. The list of pets assumes a list of pet_t pointers. I'll see what breaks if I change that to player_t.


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Old 12/03/09, 2:23 AM   #49
dedmonwakeen
Bald Bull
 
dedmonwakeen
Undead Priest
 
No WoW Account
Originally Posted by Starfox View Post
Seems like we found the cause, uninitialized variable :O
SimC v14 just released. It includes (among other things) the fix for this nasty DK bug.


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Old 12/03/09, 4:28 AM   #50
 Darkside
I find your lack of faith disturbing
 
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Kroot
Orc Death Knight
 
No WoW Account
In this new code, Blood Plague no longer crits under the 3.3 rules, while Frost Fever still does. This is the opposite of the behavior on ptr. Stat weights have normalized themselves though!

I don't want to be seen as a guy beating a dead horse, but the numbers for Obliterate are still way off.


e: I'm noticing a dramatic difference between weights generated with smooth-rng and those without.

Example:

w/o smoothing
2.6418 1.4269 1.0000 1.9301 1.7699 0.8355 1.6539 1.7012 6.4798

with smoothing
2.9873 1.2276 1.0000 3.1468 1.6395 1.9617 1.7583 1.6353 7.0370

Last edited by Darkside : 12/03/09 at 4:48 AM.

Three steps to a better EJB experience: Step One, Step Two, Step Three

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