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Old 01/30/11, 12:45 AM   #31
Yawning
Von Kaiser
 
Yawning
Night Elf Druid
 
No WoW Account
Originally Posted by Alarron View Post
Thanks for the theorycraft refresher, Yawning. Mew "felt" right, I didn't understand why the crit dep wasn't showing up in Mew's output, but that makes sense.

I second the problem with the melee damage; SC is way low. I'll put in a ticket for it.
As a side note, it's not the armor formula or value (double checked the code, identical). Mangle/Shred damage also look somewhat low so it's probably related. I don't have time to start ripping apart the SC code at the moment though, but hopefully it's enough of a hint for other enterprising people to know where to look.

Edit: I looked at it more. Cat form AP seems universally low (Added to your ticket). As an added bonus it made me look over the equivalent Mew code again and compare it vs observable live behavior. Sometime between when I last double checked this and now, they removed "free" AP granted when entering cat/bear form, at least for my live character. It's fixed in SVN, till the next public build DPS will be ever so slightly inflated (170 AP being granted for free), but it won't have any major effects on gearing.

Last edited by Yawning : 01/30/11 at 1:45 PM.

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Old 01/31/11, 12:02 AM   #32
dedmonwakeen
Bald Bull
 
dedmonwakeen
Undead Priest
 
No WoW Account
With the help of Yawning, we were able to find and fix the problem in SimC: r6602 - simulationcraft - Project Hosting on Google Code


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Old 02/02/11, 4:18 PM   #33
Yawning
Von Kaiser
 
Yawning
Night Elf Druid
 
No WoW Account
For those of you that are interested and want to look at 4.0.6 in advance.

Mew-20110202-406PTR.zip - mew-wow-druid-model - Mew-20110202 (Alpha) 4.0.6 PTR - Project Hosting on Google Code

This version does not support 4.0.3a at all, and due to some bugfixes I made, comparing numbers with the current live snapshot isn't going to be entirely valid. It should help answer questions like "Is Unheeded Warning good, even if it does not buff Fury Swipes?".

Also as some of you may know, there's support for Skull Bash (Formulation or Simulation) and mid-combat Feral Charge (Simulation) use now. I'm still not entirely happy with having to specify travel time/Ravage (Time required to run away + Feral charge back to the target), but it seems to work ok for now.

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Old 02/08/11, 1:47 AM   #34
Yawning
Von Kaiser
 
Yawning
Night Elf Druid
 
No WoW Account
Mew-20110207 is now available.

Major changes since last release:
  • Mechanics updated to 4.0.6.
  • Support for pre-potion use added.
  • Cat Form no longer appears to be granting level * 2 AP.
  • Mixology corrected to give 80 Agi.
  • Simulator encounter duration randomization is now % based as opposed to a static value.
  • Skull Bash and Savage Roar are now correctly affected by Berserk.
  • Unholy Frenzy affects energy regeneration rate.
  • Fully support Skull Bash (Cast time/interval) and the PvP gloves.
  • Add support to the Simulator for using Ravage! out of the opener.

Some notes:
  • Unheeded Warning is modeled as affecting White Damage, Mangle and Shred but not Fury Swipes as of the last PTR build. This may have changed.
  • The Simulator has no concept of "Running out to use Feral Charge + Ravage would be a DPS loss". If you specify 15 seconds of travel time, your DPS will be bad.
  • The default Simulator script no longer uses Ferocious Bite above 25% since it appears not to make any difference at all.
  • It is possible that I will end up changing the Ravage support to be distance based instead of time based sometime in the near future. For now it works reasonably well as is, but this is a friendly warning that the UI stuff in that area may change in the next release.

As usual questions/comments/bug reports appreciated.

Edit:

Errata:
  • Glyph of Shred is now correctly reset when Ferocious Bite is refreshed by Blood in the Water.

Last edited by Yawning : 02/08/11 at 3:36 PM. Reason: Added errata

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Old 02/08/11, 3:27 PM   #35
Jamu
Glass Joe
 
Tauren Druid
 
The Scryers
There may be a bug with the STR calcs. I was doing some trinket testing (tossing in baseline values, then adding in trinket value) and had issues.

Agi = 4000
Crit = 1000
Mastery = 1000
Haste = 1000
Hit = 600
Expertise = 200
Attack Power = 684
Weapon DPS = 552
STR = 101

Overall dps calc = 12356

Increase STR to 422 (to model a trinket like Crushing Weight 359), and the calc jumps to 12380. Minimal dps increase given the STR.

Using 1 str = 2ap (confirmed tossing a green "of the bear" item on my kitty today on live), increase AP to 1326 (321 x 2 = 642, add base value of 684 and leave STR at 101), and dps jumps to 12743.

EDIT: Looks like trinket procs and such are fine that are STR based. Just looks like the base STR value you enter in the stats screen.

Last edited by Jamu : 02/08/11 at 3:34 PM. Reason: Additional info...

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Old 02/08/11, 5:57 PM   #36
Gurrshael
Von Kaiser
 
Gurrshael's Avatar
 
Tauren Druid
 
Drak'thul (EU)
Did you add attack power of that strength too? Because the unbuffed stats on your character (which is what you enter into mew) include attack power gained from str. I'd guess that's why you don't see any increase in dps.

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Old 02/09/11, 3:59 PM   #37
Bashui
Von Kaiser
 
Bashui's Avatar
 
Tauren Druid
 
Thunderhorn
Now that [Unheeded Warning] is viable, I am wondering if it would be a win to lose Rip/Rake/SR uptime to spam Shred while the buff is up (especially if TF and/or berserk are up). Have you had any thoughts towards making proc info available to scripts (assuming it isn't there already). I am thinking a general solution would be nice, so other things could be tested, like if it would be worth it to overwrite a Rip/Rake if i know a proc is going to drop before I can refresh it.

Phlebotomiser: make 'em bleed

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Old 02/09/11, 10:59 PM   #38
• Melthu
Confused
 
Troll Druid
 
Alterac Mountains
Napkin math suggests that it's pretty much never a dps increase to lose Rake or Rip uptime in favor of Shred. There are 2 cases where you could trade Rake uptime for Savage Roar: 1) Shred's DPE surpasses Rake's DPE with the proc, or 2) the proc is about to wear off and it's worth is to lose a little Rake uptime in order to fit another Shred with the proc. The following math is done on Rake for illustration purposes, since it's already better than Shred and Rip is superior to Rake.

For 1), there's no realistic situation where Shred's DPE will become higher than Rake's even with the proc. Math inside the spoiler:

Click Here ← Click Here
Let W be weapon damage from sources other than attack power, A be attack power, and R be damage reduction from armor. For simplicity we'll assume you have 0 mastery from gear.

Shred_Damage = 1.2(Rend 'n Tear) * 1.3(Mangle) * [4.5 * (W + A/14) + 1485] * R = 4.984W + 0.3560A + 1645
Rake_Damage = 1.3(Mangle) * 1.248(Base Mastery) * (0.63A + 2785) = 1.022A + 4518

In order for Shred_DPE > Rake_DPE, we need
(4.984W + 0.3560A + 1645)/40 > (1.022A + 4518)/35
7*(4.984W) > 8*(0.666A + 2873)
W > 0.1527A + 658.8

In the best case scenario with a 372 weapon and the trinket proc W = 1442. Rake still wins with a mere 5130 attack power, which is about 1/3 what you should have, so Shred clearly never beats Rake in pure DPE.


For 2) we consider instead the opportunity cost of losing uptime on Rake vs. losing the chance to Shred with the trinket proc. Math inside:

Click Here ← Click Here
Again, let W be base weapon damage, A be attack power, R be damage reduction from armor, M be the overall bleed damage buff from mastery, and T be time in seconds. This time we want to know how much uptime on Rake is worth losing in order to get a buffed Shred. First determine the difference in damage between a buffed and an unbuffed Shred:

1.2(Rend 'n Tear) * 1.3(Mangle) * [4.5 * 680(Weapon damage buff from trinket proc)] * R = 1.1076 * 3060 = 3389

Now determine how much uptime on Rake is worth 3389 damage:

Rake_DPS = 1.3(Mangle) * M * [0.126A + 557] / 3 = 0.0546AM + 241.4M
(0.0546AM + 241.4M) * T = 3389

Assuming 15,000 attack power and 50% damage buff from mastery (somewhere between ilvl 346 and 359 gear level) we can safely lose 3389 / (0.0546*15000*1.5 + 241.4*1.5) = 2.1 seconds. This number shrinks as your gear level increases, and both set bonuses will lower it further.


Realistically you can pretty safely ignore Unheeded Warning procs when it comes to Rake and Rip uptime. I may do some math on Savage Roar downtime later, but I don't expect the result to be much different.

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Old 02/10/11, 3:57 AM   #39
HLHLHL
Glass Joe
 
Night Elf Druid
 
Draenor (EU)
Originally Posted by Yawning View Post
Mew-20110207 is now available.

Major changes since last release:
  • Mechanics updated to 4.0.6.
  • Support for pre-potion use added.
  • Cat Form no longer appears to be granting level * 2 AP.
  • Mixology corrected to give 80 Agi.
  • Simulator encounter duration randomization is now % based as opposed to a static value.
  • Skull Bash and Savage Roar are now correctly affected by Berserk.
  • Unholy Frenzy affects energy regeneration rate.
  • Fully support Skull Bash (Cast time/interval) and the PvP gloves.
  • Add support to the Simulator for using Ravage! out of the opener.

Some notes:
  • Unheeded Warning is modeled as affecting White Damage, Mangle and Shred but not Fury Swipes as of the last PTR build. This may have changed.
  • The Simulator has no concept of "Running out to use Feral Charge + Ravage would be a DPS loss". If you specify 15 seconds of travel time, your DPS will be bad.
  • The default Simulator script no longer uses Ferocious Bite above 25% since it appears not to make any difference at all.
  • It is possible that I will end up changing the Ravage support to be distance based instead of time based sometime in the near future. For now it works reasonably well as is, but this is a friendly warning that the UI stuff in that area may change in the next release.

As usual questions/comments/bug reports appreciated.

Edit:

Errata:
  • Glyph of Shred is now correctly reset when Ferocious Bite is refreshed by Blood in the Water.

Is the online Mew Simulator updated to the new version?

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Old 02/15/11, 6:48 AM   #40
Yawning
Von Kaiser
 
Yawning
Night Elf Druid
 
No WoW Account
Mew-20110215 is now available.

Major changes since last release:
  • Glyph of Shred is now properly reset when Rip is refreshed by Blood in the Water.
  • DMC:H now uses the melee attack table and melee crit multiplier. (It still sucks.)
  • Default simulator script updated to include more of Leafkiller's improvements.

Mostly a bugfix release. And yes, the snapshot on my sites.google.com page is always kept in line with releases.

As usual questions/comments/bug reports appreciated.

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Old 02/15/11, 11:09 AM   #41
Mihir
Piston Honda
 
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Pandaren Monk
 
The Maelstrom (EU)
I seem to have arrived at some sort of haste/crit softcap with my current gear.



If i move 5 haste rating into crit rating, crit rating drops to below hit/exp. But if i move 5 crit rating into haste rating, crit goes up above haste. There seems to be some fine line between haste and crit here, not sure what to make of it tho. (this was simulated with 50k iterations, reseeding the RNG and with increased freq of strategy queries)

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Old 02/15/11, 1:39 PM   #42
tangedyn
Piston Honda
 
Tauren Druid
 
Thaurissan
Yep, you have reached the Haste/Crit Inflection point. It's the ideal place to be, where the EP of Haste and Crit are about the same.


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Old 02/16/11, 4:34 PM   #43
Mihir
Piston Honda
 
Mihir's Avatar
 
Pandaren Monk
 
The Maelstrom (EU)
I wonder if there's some way to plot this inflection border? I'm guessing it's related to some kind of relation between crit % and haste %.

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Old 02/16/11, 5:55 PM   #44
Yawning
Von Kaiser
 
Yawning
Night Elf Druid
 
No WoW Account
Originally Posted by Mihir View Post
I wonder if there's some way to plot this inflection border? I'm guessing it's related to some kind of relation between crit % and haste %.
It's probably doable, getting a good idea of Haste's value from simulation is somewhat difficult due to it being encounter duration sensitive, but that problem should mostly be solved by adding jitter to the encounter duration and using fairly large deltas for calculating stat valuation.

In the long run the least painful way would probably involve extending MewCommandLine and some perl to automate generating numbers (Yep, the UI is optional, especially for model development.), but since the command line tool is more written as a test harness, it's not the cleanest (or best maintained) part of the codebase.

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Old 02/21/11, 5:31 PM   #45
Leafkiller
Piston Honda
 
Worgen Druid
 
Stormrage
I just posted a new copy of my sim script here: The Fluid Druid - View topic - Leafkiller's 4.0.6 Feral Ovale Script

I have merged in support for modeling in-combat feral charge and interrupts. This code was taken from the default Mew script. This makes it possible to compare my script with the default script in a variety of configurations. I have included both the default script and my script in a single script file - and I switch between them by changing a variable at the top of the script. I do this because Mew's file IO is pretty slow right now and it is much faster to have a single script loaded and just edit it between sim runs.

In general my sim script is producing between 60-160 dps more than the default script. I tested across two profiles (my toon with 2 piece T11, ilvl 358 and the sample 372 profile). Four scenarios were tested, base dps, dps with mid-encounter Ravages and 0 travel time, dps with mid-encounter ravages and 2 seconds travel time, and dps with interrupts at a 20 second interval, and a 2.5 second cast time.

For the default script, with the 372 profile, glyph of Berserk is very close to glyph of TF, except for one case. When I enable mid-encounter ravages with no travel time, glyph of Berserk lags behind. In my script glyph of TF is best in all cases.

The default script currently has no minimum energy requirement for casting Berserk. Testing this I found that having a minimum energy cap is dps neutral with the glyph of TF, but when you are using the glyph of Berserk, dps does increase with a minimum energy cap. Changing the time guard on when to cast Berserk to 20 seconds with the glyph of Berserk was dps neutral.


I have not isolated all of the differences between the two sim scripts, but some of the dps difference is in the shred code at the end of the scripts. If I simply replace the shred code in the default script with the code from my script, it will produce more dps. Oddly enough, the logic I use mostly came from the default Ovale druid script that was based on pre-cata rotations.

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