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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. |
Is Anyone able to put out more than 10.9k dps (simulated using mew or real)?
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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). GC post: Class balance as of Oct 13, 2010 |
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. Feedback, bug reports appreciated. |
something wrong with rake calculation
mew: White Damage (%) : 20.83223 Fury Swipes Damage (%): 2.62782 Ravage Damage (%): 0.47112 Mangle Damage (%): 0.76126 Shred Damage (%): 24.8813 Rake Damage (%): 8.97771 Rip Damage (%): 35.69225 Bite Damage (%): 5.75631 Other Damage (%): 0.47112 ingame: Rip 28.7 % Rake 20.4 % Melee 18.4 % Shred 17.0 % Bite 8.2 % Fury Swipes 3.7 % Mangle 2.6 % |
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. |
I've tweaked several things in the default Mew script and would appreciate testing and feedback. ~50ish DPS bump in this one.
Alaron v2 Mew Script |
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. |
The proper way to reforge?
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):
3.111 Agility 2.686 Mastery Rating 1.568 Crit Rating 1.287 Haste Rating 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.... =/) |
Yawning, great work on the tool, I like it alot. BTW, where did you get a 4.0 version of simcraft, I can't find it on their site.
Anyway, my only suggestion would be to make the talent arrows on the web applet a bit bigger. At least for me, it's a bit hard to click them. |
@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. |
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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.
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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.
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