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Old 11/25/09, 1:11 PM   #16
Starfox
King Hippo
 
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Tauren Druid
 
Destromath (EU)
I added DK to the Raid profiles 1-2 days ago:
SampleOutputT9DeathKnight - simulationcraft - Project Hosting on Google Code
Yeye, I fucked up and put 2x the unholy profile there, sry O;
Feedback those number would be appreciated
Also added the output to the first post

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Old 11/25/09, 2:08 PM   #17
 frmorrison
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Ashstrike
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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.

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Old 11/25/09, 4:32 PM   #18
Starfox
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Originally Posted by frmorrison View Post
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?

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Old 11/25/09, 4:40 PM   #19
 Darkside
I find your lack of faith disturbing
 
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Kroot
Orc Death Knight
 
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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

Last edited by Darkside : 11/25/09 at 4:54 PM.

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Old 11/25/09, 5:24 PM   #20
Starfox
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Originally Posted by Darkside View Post
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,

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Old 11/25/09, 8:10 PM   #21
 Darkside
I find your lack of faith disturbing
 
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Kroot
Orc Death Knight
 
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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?

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Old 11/26/09, 6:16 AM   #22
Starfox
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Originally Posted by Darkside View Post
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 3:03 PM.

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Old 11/26/09, 1:35 PM   #23
Quetz
Glass Joe
 
Orc Death Knight
 
Bladefist (EU)
I'm not sure why but my ghoul and gargoyle don't use their abilities, while they do use them on SampleOutputT9DeathKnight.
   ghoul  (DPS=1598.7)
    ghoul_melee        Count=394.3|0.76sec  DPE=  1214|19%  DPET=  1141  DPR=   0.0  pDPS=1598  Miss=0.00%  Hit=1099| 951|1172  Crit= 2198| 1901| 2345|16.5%  Glance= 825|24.1%
   gargoyle  (DPS=75.1)
    gargoyle_melee     Count= 50.0|4.33sec  DPE=   331| 1%  DPET=   273  DPR=   0.0  pDPS=  55  Miss=0.00%  Hit= 300| 300| 300  Crit=  600|  600|  600|16.6%  Glance= 225|24.3%
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.

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Old 11/26/09, 1:58 PM   #24
 Darkside
I find your lack of faith disturbing
 
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Kroot
Orc Death Knight
 
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Originally Posted by Starfox View Post
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.

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Old 11/26/09, 2:24 PM   #25
Starfox
King Hippo
 
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Tauren Druid
 
Destromath (EU)
simc-322-10-win32.zip - simulationcraft - patch 3.2.2 and 3.3.0; GUI is win32-mingw; CLI is win32-msvc++ - Project Hosting on Google Code
DRW still not working

@Quetz: Can you try with that download?
But I'll look into it nevertheless

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Old 11/26/09, 3:24 PM   #26
 Darkside
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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?

Originally Posted by Fric View Post
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Old 11/26/09, 3:32 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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For all my homies.
Do not run, we are your friends.
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Old 11/26/09, 4:07 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, 4:12 PM   #29
dedmonwakeen
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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, 4:29 PM   #30
Starfox
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Tauren Druid
 
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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 5:24 PM.

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