Entering a '-' into one of the fields of the java applet makes the field unusable.
Judging from the UI, this looks pretty nice so far.
Edit:
Also, on my german Windows Java forces me to use comma seperated values (which is the default). However, while a comma is present in one of the fields hitting 'calculate' won't do anything.
Last edited by Sharandris : 10/13/10 at 1:45 PM.
Reason: Adding another bug
The first pass at Feral buffs are in as of restarts early this morning.
Although I don't have any numbers with me currently, my cursory test during lunch indicates they're significant based on a quick 3mins on the test dummy. Interesting distribution of damage across the various abilities with all 4 of the main ones being relatively equal (Rip, Rake, Attack, Shred).
My profound apologies for taking so long to update Mew with the hotfixed changes.
I've just pushed out 20101015 which should approximate the buffs to kitty DPS reasonably well. Please let me know if numbers feel massively off. (Since the recent beta build is not reflecting the hotfix, level 85 modeling has been temporarily disabled.)
For those that are curious:
* Crit multiplier increased from 2x to 2.2x (All damage, beta at least on all my characters is still 2.0x)
* Mangle: Weapon Dmg * 3.6 + 1017
* Shred: Weapon Dmg * 3.5 + 1036
* Rake Direct: 272 + 0.023 * AP
* Rake DoT: 555.1 + 0.14 * AP
* Rip: 57 + 144 * nrCPs + AP * 0.023 * nrCPs
* Ravage (Out of Stampede): Weapon Dmg * 8.5 + 2514
* Ravage (Stampede): Weapon Dmg * 5.5 + 1628 (Unchanged)
* Ferocious Bite: 300 + 445 * nrCPs + AP * 0.11 * nrCPs
* Level 83 boss armor: 10502 (Was 10643)
All of the coefficients were derived via the level 1 dummy in Theramore. Boss armor was derived by casting Beast Lore on Maexxna in Naxx 10. The models currently assumes that the out of Stampede Ravage coefficient/bonus damage is correct, and inflates Ravage damage. The ability itself with Stampede up has infinite DPE so I personally do not see this as a major issue.
Yep, Rake is off by an order of magnitude due to a typeo. I suspect that the Fury Swipes math is slightly incorrect as well, I'll correct that once I can get my druid to Theramore. My sincere apologies for the inconvenience.
Edit: And fixed. Fury Swipes was buffed to 300% weapon damage and I didn't catch that. If you redownload the archive, thing should be better now. Thanks for the feedback and sorry for the error.
So the good news is that I put out a new version that corrected some things vs 20101015.
Changes:
* Fury Swipes modifier changed from 300% to 310%.
* The "Encounter Duration" slider was broken causing every encounter to default to 300 seconds. It's fixed now.
* Pulled in Alaron's script as the default since it's a better approximation of "optimal DPS". (I can't thank him enough for all the work he's been putting into tuning the script. The first pass of it wasn't that great and it's come a long way.)
The bad news is that a lot of the tooltips on beta are incorrect, so it will take me a while to derive level 85 values for abilities. The only abilities that actually have correct tooltips I'm aware of are Shred and Ravage. If level 85 modeling is a high priority in people's mind, I can certainly emphasize working on this but there's a lot of other things that need work (General code cleanup since the Cat model's code is somewhat messy due to historical reasons, the UI needs a lot of work still etc.)
If people have a strong opinion on what I should emphasize please let me know.
As usual feedback, suggestions, bug reports welcome.
I'm having a bit of trouble on how to properly reforge my gear. At first, I had simply reforged all crit to mastery where possible. Running my numbers through Mew however, gave crit a higher Relative Stat Value than haste. So I restored all the reforged pieces, and ran the simulator again, resulting in the next values (rounded to 3 decimals for display and leaving out hit/exp, due to being (soft)capped):
Now my question is, how do I properly minmax my reforging? Do I simply reforge haste allout into mastery where possible based on the above values, or do I pick whichever of two stats, haste or crit, which can result in giving more overal mastery rating? (ex. reforging 31 Crit Rating into 31 Mastery Rating instead of 28 Haste Rating into 28 Mastery Rating on the same item, regardless of Crit Rating having a higher Relative Stat Value).
EDIT:
@ Yawning: Does Mew currently support Glyph of Ferocious Bite? I see no change in any values whatsoever when running the calculation with it selected.
EDIT:
I suppose I could apply the values above to all of my items to calculate which of the conversions gives a higher return.... /facepalm (thinking can be so hard when you're tired.... =/)
@Brig: The default model (Formulation Toskk) assumes Ferocious Bite is glyphed. More accurately, Toskk's BC/WotlK model that it's derived from has always worked on the assumption that Ferocious Bite is done at 35 energy. It ends up underestimating Ferocious Bite damage slightly but it saved me from having to rewrite the model, although at this point I'm probably going to do so anyway eventually.
If you want to do Glyph evaluation in depth, I strongly recommend the (Simulator) to be used since results will be considerably more accurate.
@Trolloc: It's not quite Simcraft. More accurately it's a backend of a similar design. Discrete Event Simulation is not a new concept for modeling WoW, the Shamans have been doing it with EnhSim for a while as well. Sorry for the confusion. Reinventing the wheel and writing "Yet Another Discrete Event Simulation" package was a design decision that I made earlier on when I decided to write the app in Java since existing work in the area (SimulationCraft, EnhSim) are written in C++.
If you click on the numerical portion of the talent, you can type the number and it will apply saving having to click on the arrows.
Last edited by Yawning : 10/16/10 at 8:08 PM.
Reason: And one more thing...
I'm having a bit of trouble on how to properly reforge my gear. At first, I had simply reforged all crit to mastery where possible. Running my numbers through Mew however, gave crit a higher Relative Stat Value than haste. So I restored all the reforged pieces, and ran the simulator again, resulting in the next values (rounded to 3 decimals for display and leaving out hit/exp, due to being (soft)capped):
Now my question is, how do I properly minmax my reforging? Do I simply reforge haste allout into mastery where possible based on the above values, or do I pick whichever of two stats, haste or crit, which can result in giving more overal mastery rating? (ex. reforging 31 Crit Rating into 31 Mastery Rating instead of 28 Haste Rating into 28 Mastery Rating on the same item, regardless of Crit Rating having a higher Relative Stat Value).
EDIT:
@ Yawning: Does Mew currently support Glyph of Ferocious Bite? I see no change in any values whatsoever when running the calculation with it selected.
EDIT:
I suppose I could apply the values above to all of my items to calculate which of the conversions gives a higher return.... /facepalm (thinking can be so hard when you're tired.... =/)
Yeah I have been wondering the same thing since I have reforged about 25 times now with testing and everything lol.
I finally broke down and just did the conversion on every single piece updating the spread sheet after every single reforge to get correct values since it changed after every item.
My problem now though is that I am at 92 EXP and only 186 Hit Rating and when I reforged a couple pieces to boost this or swap in different pieces of gear to better suit this I find I am getting a DPS increase although the spread sheet says it would actually be a dps loss so I am lost there.
There is something wrong with crit calculations either with mew or maybe my character is bugged. On my character sheet (with mark of wild) I am getting 71.38, according to mew I should have 67.46 with my crit cap being 69.92. So I'm a little confused with what my crit stat weighting should be atm. It's almost as if the character sheet in WoW thinks I have master shapshifter, but even that would be a bit off.
Yeah I just noticed when downloading the new file that my DPS actually does not change at all now when changing stats around. Could just be a bug or something.
There is something wrong with crit calculations either with mew or maybe my character is bugged. On my character sheet (with mark of wild) I am getting 71.38, according to mew I should have 67.46 with my crit cap being 69.92. So I'm a little confused with what my crit stat weighting should be atm. It's almost as if the character sheet in WoW thinks I have master shapshifter, but even that would be a bit off.
Off the top of my head, are you specifying Agi buff food in Mew (and or do you have Death's Verdict, DBW, Mongoose selected)? The in game character sheet crit rate is going to be 4.8% higher than what Mew reports because it is working under the assumption that the penalty to crit from BC/WotlK is unchanged in Cataclysm. In addition to that it rolls in proc effects and consumables that may not be active (proc effects normalized over uptime), so the crit rate number is not going to match exactly. (With no Agi procs, identical consumables and self buffed it should be 4.8% different).
The Simulator model just derives the crit rate from observed attacks so the 4.8% discrepancy will be there as well.
Yeah I just noticed when downloading the new file that my DPS actually does not change at all now when changing stats around. Could just be a bug or something.
That's odd. Are you hitting the calculate button after you change the stats? Since the simulator can take quite a bit of time to run, it does not implicitly recalculate stats. It seems to be working for me.
Last edited by Yawning : 10/16/10 at 9:59 PM.
Reason: Clarity of phrasing.
Should I be using the Toskk (Formulation) or the Simulator on the Model Parameters? I am currently using the toskk and it takes all of 1 second to recalculate.
Sorry for the trouble. Just trying to actually see here what would actually be best and its hard without the Armory or Wow Heroes showing forged gear and so forth to actually see what the heck your converting and your current stats lmao.
Should I be using the Toskk (Formulation) or the Simulator on the Model Parameters? I am currently using the toskk and it takes all of 1 second to recalculate.
Sorry for the trouble. Just trying to actually see here what would actually be best and its hard without the Armory or Wow Heroes showing forged gear and so forth to actually see what the heck your converting and your current stats lmao.
Hi,
After long tries, i couldnt success to open Mew
Getting this error:
Unable to queue callback: java.lang.RuntimeException: java.lang.ExceptionInInitializerError
Any idea how can i fix that? ( Other java apps working so dont think its my computer problem )
Windows 7 - 32 Bit using.
NVM I actually found where I was going wrong. I was actually putting in stats while in cat form and not caster form and it was popping up with the capped DPS number.
Hi,
After long tries, i couldnt success to open Mew
Getting this error:
Unable to queue callback: java.lang.RuntimeException: java.lang.ExceptionInInitializerError
Any idea how can i fix that? ( Other java apps working so dont think its my computer problem )
Windows 7 - 32 Bit using.
Hmm.. very strange.
Do you have the full stacktrace of the error?
So I'm geared with Haste being reforged to Mastery, then Crit if no haste on item. I'm gemmed Agi.
This is my last raid with 4 heroic kills.
Mtnshadow 21041.6 DPS
Rip 29.6 % Uptime 12:37 (72.7 %)
Rake 22.5 % Uptime 14:05 (81.1 %)
Melee 18.5 %
Shred 18.1 %
Ferocious Bite 5.3 %
Fury Swipes 3.5 %
Mangle 1.9 %
Mew says fully raid buffed.
DPS: 16917.23771
DPS (> 25%): 16752.92925
DPS (< 25%): 17410.1631
Crit % for White: 62.96818
Crit % for Yellow: 62.96818
Crit Cap % for White: 73.95335
Attack Speed: 0.67016
Number Mangles: 0.37535
Mangle Uptime (%): 100.0
Number Shreds: 8.45246
Number Rakes: 1.48741
Rake Uptime (%): 99.24442
Number Rips: 1.02089
Rip Uptime (%): 99.90512
Number Savage Roars: 0.52578
Savage Roar Uptime (%): 100.0
Savage Roar CP(s): 5.0
Number Bites: 1.25522
Number Bites (> 25%) : 1.0
Bites per Rip (> 25%) : 0.97953
Number Bites (< 25%) : 2.02089
Crit % for Bite: 87.968
Segment Time (s): 22.02089
Averaged Armor Value: 9180.14827
Armor Mitigation (%): 37.60407
White Damage (%) : 18.95903
Fury Swipes Damage (%): 3.44629
Mangle Damage (%): 0.63997
Shred Damage (%): 22.06026
Rake Damage (%): 20.42152
Rip Damage (%): 29.69619
Bite Damage (%): 4.77673
Other Damage (%): 0.0
Avg. White Attack: 2149.41822
Mangle DPE: 184.49958
Shred DPE: 247.11646
Rake DPE: 1485.67408
Rip DPE: 5508.3824
Bite DPE: 516.88847
Enchant Weapon - Mongoose Uptime (%): 41.42845
Deathbringer's Will (264) Uptime (%): 28.28926
Herkuml War Token Uptime (%): 100.0
I guess my main question is about whether there is something I need to adjust with Mew, I don't see how I'd only do 8.45 Shreds in 300 seconds.
Number Mangles: 0.37535
Number Shreds: 8.45246
Number Rakes: 1.48741
Number Rips: 1.02089
Rip Uptime (%): 99.90512
Number Savage Roars: 0.52578
Savage Roar Uptime (%): 100.0
Savage Roar CP(s): 5.0
Number Bites: 1.25522
Number Bites (> 25%) : 1.0
Bites per Rip (> 25%) : 0.97953
Number Bites (< 25%) : 2.02089 Segment Time (s): 22.02089
I guess my main question is about whether there is something I need to adjust with Mew, I don't see how I'd only do 8.45 Shreds in 300 seconds.
The formulation model works around 1 rip as the base "segment", and reports figures around that. 8.45 Shreds per 22 seconds seems reasonable.
It is very close to the script that is currently the default script - but there are a few interesting differences detailed in the comments at the top of the script including prioritizing Rip over SR and how OOC procs are handled.
This allows you to see what the rotation actually looks like in game - which can be surprising - especially with the Rake clipping. The Ovale script is fully functional for those who like to use Ovale when raiding.
One concern I have with the current default script is the inclusion of Rip clipping at 2 seconds. Rips cannot always be clipped ("A more powerful spell is already active"). A question for Yawning - is there anything in the simulator that takes this into account?
One concern I have with the current default script is the inclusion of Rip clipping at 2 seconds. Rips cannot always be clipped ("A more powerful spell is already active"). A question for Yawning - is there anything in the simulator that takes this into account?
// Rip refresh behavior is inconsistent.
if (isUp() && (mCPs < mState.mComboPoints || mAttackPower < mState.mModel.attackPower || mPCrit < mState.mModel.pYellowCrit)) {
// "A more powerful spell is already in effect."
// It definately checks AP and CPs, but not Tiger's Fury. (Crit is an educated guess.)
return SimulationAction.ACTION_FAIL;
}
Yep. I could add something like CatModelSimStatus.canClipRip() if people would find that helpful when writing scripts but it's probably unnecessary. Note that the penalty for trying to Rip and failing is essentially non-existent since it doesn't cost resources. You are always better off trying to clip at <1 tick remaining, worst case, you do it again ~2 sec later.