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02/26/09, 7:17 AM
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#1
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King Hippo
Tauren Druid
Destromath (EU)
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SimulationCraft - for fur and feather wearers
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You have received an infraction at Elitist Jerks
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My infraction count just goes up everytime I reply to anything.
Last edited by Starfox : 02/11/10 at 11:17 AM.
Reason: Update
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Hello.
Light the fuse.
For all my homies.
Do not run, we are your friends.
SimulationCraft Druid Guy
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02/26/09, 11:59 AM
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#2
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Glass Joe
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Do you happen to have a list of what things are currently not modeled (e.g. Starfall, Treants right before Heroism) and their statuses (e.g. Not developed, Not possible)? While I love using SimulationCraft for all my modeling needs, it would be nice to have a comprehensive list of what its known weaknesses are, outside of the theoretical vs. practical argument.
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02/26/09, 2:26 PM
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#3
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Von Kaiser
Night Elf Druid
Archimonde (EU)
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When i tested it last it seemed to give coherent values, but i haven't run detailed comparison with spreadsheets.
One thing i'd like to see though is the ability to use dots at different points in the rotation. It is for example widely accepted that you don't want to have 100% dot uptime if that means refreshing them during/at the 2nd half of an eclipse proc. There's also some debate as to wether we should clip dots at precise points (maximizes uptime but loss of GCDs) or just care less about dot uptime.
The current behavior is enough to give a rough idea of where we'll land in terms of dps but doesn't allow us to test the result of dot management possibilities.
(would be nice if the current action list system would allow for such options. If not, then too bad, but it's still a nice tool)
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02/26/09, 4:40 PM
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#4
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Great Tiger
Night Elf Druid
Echo Isles
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Originally Posted by Celdhyrean
When i tested it last it seemed to give coherent values, but i haven't run detailed comparison with spreadsheets.
One thing i'd like to see though is the ability to use dots at different points in the rotation. It is for example widely accepted that you don't want to have 100% dot uptime if that means refreshing them during/at the 2nd half of an eclipse proc. There's also some debate as to wether we should clip dots at precise points (maximizes uptime but loss of GCDs) or just care less about dot uptime.
The current behavior is enough to give a rough idea of where we'll land in terms of dps but doesn't allow us to test the result of dot management possibilities.
(would be nice if the current action list system would allow for such options. If not, then too bad, but it's still a nice tool)
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You can prevent DoT refreshes during eclipse, just put
/starfire,eclipse=benefit
at the front of your action list (assuming Lunar Eclipse). I don't believe there is currently any support for clipping your DoTs, or looking at actual timers.
I would imagine that syntax for those options would be possible. Something like
/moonfire,eclipse_cooldown=3,clip=7
to mean refresh moonfire during the last 3 seconds of the eclipse cooldown, but only if you are clipping no more than 7s of an existing MF.
The Warlock 2/13/56 configuration file has a cast which is conditional on Bloodlust being active. I don't know if that syntax works for Druid action lists.
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02/26/09, 4:55 PM
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#5
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King Hippo
Tauren Druid
Destromath (EU)
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Originally Posted by Skash
Do you happen to have a list of what things are currently not modeled (e.g. Starfall, Treants right before Heroism) and their statuses (e.g. Not developed, Not possible)? While I love using SimulationCraft for all my modeling needs, it would be nice to have a comprehensive list of what its known weaknesses are, outside of the theoretical vs. practical argument.
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All balance spells are supported except typhoon, all with general options and some with special options, like warth/starfire which can be set to only cast to trigger eclipse for example.
Treants just before bloodlust would need some tweaks in the sim itself i think, so it announces a few seconds earlier that bloodlust will be fired.
I made a wikipage for druids once, but i think it is a bit outdated, I'll look into updating it.
Edit: Well, actually you can throw treants just before bloodlust, with the "health_percentage<=XX" option, because bloodlust is fired when the mob reaches 35% hp.
Originally Posted by Celdhyrean
One thing i'd like to see though is the ability to use dots at different points in the rotation. It is for example widely accepted that you don't want to have 100% dot uptime if that means refreshing them during/at the 2nd half of an eclipse proc. There's also some debate as to wether we should clip dots at precise points (maximizes uptime but loss of GCDs) or just care less about dot uptime.
The current behavior is enough to give a rough idea of where we'll land in terms of dps but doesn't allow us to test the result of dot management possibilities.
(would be nice if the current action list system would allow for such options. If not, then too bad, but it's still a nice tool)
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Hm, yea you are probably right, so what options would you appreciate:
just something simple: skip if eclipse active?
or more precise like: skip if eclipse > x seconds?
Originally Posted by Erdluf
The Warlock 2/13/56 configuration file has a cast which is conditional on Bloodlust being active. I don't know if that syntax works for Druid action lists.
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the bloodlust option is global for all actions
bloodlust=1 ONLY while under the effect of bloodlust
and with one of the latest commits
bloodlust=-1, the opposite, only when not under the effect of bloodlust.
Last edited by Starfox : 02/26/09 at 5:37 PM.
Reason: post above
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Hello.
Light the fuse.
For all my homies.
Do not run, we are your friends.
SimulationCraft Druid Guy
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02/26/09, 5:53 PM
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#6
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Von Kaiser
Night Elf Druid
Archimonde (EU)
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It depends on if we just want to model current "accepted" rotation or work out what rotations could be best.
Currently most moonkins do : no dot clipping, refresh MF once in per cycle (usually right before Eclipse ICD is finished though there are other options) and IS twice (right before Eclipse ICD is finished and at the end of the proc, as soon as the next SF won't benefit from the effect anymore).
If we want to be more flexible, yes it'd have to be a condition based on how far in the Eclipse proc we are (refresh before x, don't refresh after).
In a research scenario, well, we'd need more options, concerning MF specifically. IS is short enough to find an easy place in the cycle.
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02/26/09, 7:27 PM
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#7
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King Hippo
Tauren Druid
Destromath (EU)
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Originally Posted by Celdhyrean
It depends on if we just want to model current "accepted" rotation or work out what rotations could be best.
Currently most moonkins do : no dot clipping, refresh MF once in per cycle (usually right before Eclipse ICD is finished though there are other options) and IS twice (right before Eclipse ICD is finished and at the end of the proc, as soon as the next SF won't benefit from the effect anymore).
If we want to be more flexible, yes it'd have to be a condition based on how far in the Eclipse proc we are (refresh before x, don't refresh after).
In a research scenario, well, we'd need more options, concerning MF specifically. IS is short enough to find an easy place in the cycle.
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Ok 
Implemented new options for IS/MF with r1587 and r1588: - skip_on_eclipse
- eclipse_left>=xx when under eclipse, only cast if min xx seconds are left on the buff
skip_on_eclipse has two possible values
skip_on_eclipse=-1: If an eclipse is up, only cast the dot if the eclipse matches you, MF = +30% SF eclipse, IS = +30% Wrath eclipse
skip_on_eclipse=1: If any of the two eclipse buffs is up, skip the cast
For example:
IS, but only when no eclipse is up
.../insect_swarm,skip_on_eclipse=1/...
MF, not when +30% wrath eclipse is up, and on +30%SF eclipse only when at least 10 seconds are left
.../moonfire,skip_on_eclipse=-1,eclipse_left>=10/...
Last edited by Starfox : 02/28/09 at 1:58 PM.
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Hello.
Light the fuse.
For all my homies.
Do not run, we are your friends.
SimulationCraft Druid Guy
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03/06/09, 5:35 PM
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#8
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King Hippo
Tauren Druid
Destromath (EU)
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New windows-executable for download is up at Downloads - simulationcraft - Google Code
Has everything working I mentoined in the thread.
PTR: Everything except PTR Patch 3.1.0 - Build 9658 changeset is in.
If you wanna run the sim with PTR changes just add
patch=3.1.0
in the config, currently "patch=3.0.9" is the default
I encouraged the projectleader to make at least weekly releases, because i know there are many people who would use it if they don't had to checkout the source and compile it. Hope the downloadable executable for windows will from now on be more up2date for you
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Ok, so everything from the PTR is in, also the new Nature's Grace and i ran SimulationCraft with the standard PTR profiles
Gear:
gear_stamina=1000
gear_strength=0
gear_agility=0
gear_intellect=750
gear_spirit=350
gear_attack_power=0
gear_expertise_rating=0
gear_armor_penetration_rating=0
gear_spell_power=2000
gear_hit_rating=290
gear_crit_rating=500
gear_haste_rating=500
# Set Bonuses
tier7_2pc=1
tier7_4pc=1
# Meta Gem
chaotic_skyflare=1
# Item Procs
illustration_of_the_dragon_soul=1
dying_curse=1
Excess hitrating gets converted into additional 30 spellpower.
Profiles:
Druid_T8_58_00_13_SF http://simulationcraft.googlecode.co...13_SF.simcraft
Druid_T8_58_00_13_W http://simulationcraft.googlecode.co..._13_W.simcraft
T8 here refers to PTR mechanics, SF/W is the main nuke
Output:

SimulationCraft for World of Warcraft build 3.1.0 (iterations=5000, max_time=300, optimal_raid=1)
DPS Ranking:
11492 100.0% Raid
5813 50.5% Druid_T8_58_00_13_SF
5698 49.5% Druid_T8_58_00_13_W
Player=Druid_T8_58_00_13_SF DPS=5812.5 (Error=+/-4.6 Range=+/-658) DPR=18.2 RPS=319.1/275.7 (mana)
Core Stats: strength=81 agility=65 stamina=1085 intellect=952 spirit=485 health=18472 mana=21529
Spell Stats: power=2217 hit=14.1% crit=18.5% penetration=0 haste=15.2% mp5=0
Attack Stats: power=-400 hit=8.1% crit=12.7% expertise=0.0 penetration=0 haste=19.8%
Actions:
insect_swarm Count= 16.5|18.1sec DPE= 8743| 8% DPET= 7418 DPR=30.5 Miss=0.0% TickCount=106 Tick=1364
moonfire Count= 13.2|23.1sec DPE=10231| 8% DPET= 8654 DPR=14.0 Miss=0.0% Hit= 317 Crit= 663| 731|43.1% TickCount=94 Tick=1370
starfall Count= 80.0| 7.2sec DPE= 625| 3% DPET=10182 DPR= 8.8 Miss=0.0% Hit= 435 Crit= 910| 1598|39.9%
starfire Count= 98.3| 2.9sec DPE=10842|62% DPET= 5475 DPR=19.5 Miss=0.0% Hit=6416 Crit=13425|15481|63.2%
wrath Count= 50.0| 5.7sec DPE= 5264|15% DPET= 4518 DPR=13.8 Miss=0.0% Hit=3533 Crit= 7381| 8507|45.0%
treants
treant_melee Count= 42.0| 1.5sec DPE= 1631| 4% DPET= 1120 DPR= 1.$ Miss=0.0% Hit=1707 Crit= 3413| 3611|8.1% Glance=1280|24.0% Dodge=6.5%
Player=Druid_T8_58_00_13_W DPS=5697.8 (Error=+/-4.9 Range=+/-756) DPR=16.9 RPS=336.3/282.1 (mana)
Core Stats: strength=81 agility=65 stamina=1085 intellect=952 spirit=485 health=18472 mana=21529
Spell Stats: power=2217 hit=14.1% crit=18.5% penetration=0 haste=15.2% mp5=0
Attack Stats: power=-400 hit=8.1% crit=12.7% expertise=0.0 penetration=0 haste=19.8%
Actions:
insect_swarm Count= 21.3|14.1sec DPE= 8758|11% DPET= 7431 DPR=30.5 Miss=0.0% TickCount=137 Tick=1361
moonfire Count= 12.1|25.1sec DPE= 8772| 6% DPET= 7376 DPR=11.9 Miss=0.0% Hit= 317 Crit= 662| 731|43.1% TickCount=74 Tick=1368
starfall Count= 72.4| 7.6sec DPE= 627| 3% DPET= 9792 DPR= 8.5 Miss=0.0% Hit= 436 Crit= 915| 1598|39.8%
starfire Count= 26.4|10.8sec DPE= 9429|15% DPET= 4600 DPR=17.0 Miss=0.0% Hit=6223 Crit=13008|14947|47.2%
wrath Count=167.4| 1.7sec DPE= 6199|61% DPET= 5340 DPR=16.2 Miss=0.0% Hit=4162 Crit= 8701|11311|44.9%
treants
treant_melee Count= 42.0| 1.5sec DPE= 1633| 4% DPET= 1122 DPR= 1.$ Miss=0.0% Hit=1707 Crit= 3417| 3611|8.2% Glance=1281|23.8% Dodge=6.5%
Gains:
Druid_T8_58_00_13_W:
blessing_of_wisdom=5380.7
initial_mana=21527.2
innervate=7790.1
judgement_of_wisdom=5630.1
mana_potion=4300.0
moonkin_form=39912.2
mp5_regen=4902.8
omen_of_clarity=5894.1
replenishment=15927.5
Druid_T8_58_00_13_SF:
blessing_of_wisdom=5372.7
initial_mana=21527.2
innervate=7749.2
judgement_of_wisdom=4858.8
mana_potion=4300.0
moonkin_form=38794.7
mp5_regen=4902.2
omen_of_clarity=5553.6
replenishment=15926.7
Procs:
Druid_T8_58_00_13_W:
dying_curse=6.2|48.2sec
judgement_of_wisdom=74.2|4.0sec
omen_of_clarity=13.3|22.4sec
Druid_T8_58_00_13_SF:
dying_curse=6.0|49.8sec
judgement_of_wisdom=64.0|4.6sec
omen_of_clarity=10.4|28.4sec
Up-Times:
Global:
100.0% : blood_frenzy
100.0% : improved_scorch
100.0% : master_poisoner
100.0% : savage_combat
100.0% : totem_of_wrath
100.0% : winters_chill
Druid_T8_58_00_13_W:
51.9% : eclipse_wrath
78.3% : natures_grace
100.0% : replenishment
Druid_T8_58_00_13_SF:
52.2% : eclipse_starfire
78.9% : natures_grace
100.0% : replenishment
Waiting:
0.2% : Druid_T8_58_00_13_W
0.0% : Druid_T8_58_00_13_SF
Starfall numbers can seem weird on the first look.
10 Stars + 10 Splash damage = 20 hits per Starfall, also it's set to skip if eclipse buff is up. So you have 3-4 Starfall casts in a 300 sec fight. 
Last edited by Starfox : 03/08/09 at 12:50 AM.
Reason: Output with standard profiles from PTR
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Hello.
Light the fuse.
For all my homies.
Do not run, we are your friends.
SimulationCraft Druid Guy
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03/08/09, 10:24 PM
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#9
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King Hippo
Tauren Druid
Destromath (EU)
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http://simulationcraft.googlecode.co...16-windows.zip
This includes all the changes from PTR Patch 3.1.0, including Build 9658.
IS spellpower coeff => 0.2 per tick
New NG mechanic
Starfall cd => 90sec
Fearie Fire duration => 300sec, with this i also deleted the _FF profile, which should just show how much of an impact it was when a moonkin had to deliver the 3%-hit-debuff. I don't think 1 gcd every 300 seconds is worth an extra profile.
If some ferals could look at the rotation used for the druid in Druid_T8_00_55_16.simcraft, if it is reasonable or way off, feedback is welcome. CatForm dps should be rather complete now.
Latest downloadable executable, with all profiles run on patch=3.1.0 (on detailed reports only druids are shown)

DPS Ranking:
157968 100.0% Raid
6458 4.1% Rogue_T8_51_13_07
6417 4.1% Rogue_T8_07_21_43
6346 4.0% Warlock_T8_00_40_31
6324 4.0% Warlock_T8_00_41_30
6319 4.0% Rogue_T8_51_18_02
6238 3.9% Warlock_T8_03_52_16
6161 3.9% Warlock_T8_53_00_18
6152 3.9% Rogue_T8_18_51_02_S
6124 3.9% Rogue_T8_18_51_02_FD
6086 3.8% Warlock_T8_00_56_15
6046 3.8% Warlock_T8_00_13_58
6029 3.8% Rogue_T8_07_51_13
6016 3.8% Mage_T8_20_51_00
5829 3.7% Druid_T8_58_00_13_SF
5752 3.6% Rogue_T8_18_51_02_BS
5722 3.6% Druid_T8_58_00_13_W
5613 3.5% Priest_T8_13_00_58
5612 3.6% Druid_T8_00_55_16
5608 3.5% Mage_T8_57_03_11
5592 3.5% Mage_T8_00_53_18
5587 3.5% Shaman_T8_16_55_00
5509 3.5% Hunter_T8_06_14_51
5449 3.4% Mage_T8_52_19_00
5439 3.4% Hunter_T8_13_51_07
5414 3.4% Shaman_T8_57_14_00
5239 3.3% Hunter_T8_53_11_07
5100 3.2% Mage_T8_18_00_53
Player=Druid_T8_00_55_16 DPS=5611.9 (Error=+/-3.0 Range=+/-562) DPR=466.8 RPS=12.0/11.7 (energy)
Core Stats: strength=81 agility=1165 stamina=1085 intellect=115 spirit=135 health=16105 mana=3742
Spell Stats: power=0 hit=10.1% crit=16.7% penetration=0 haste=10.7% mp5=0
Attack Stats: power=6771 hit=8.1% crit=29.1% expertise=6.2 penetration=0 haste=13.9%
Actions:
mangle_cat Count= 14.3|20.8sec DPE= 4178| 4% DPET= 2532 DPR=122.9 Miss=0.0% Hit=2703 Crit= 5874| 6405|46.8% Dodge=0.3%
melee Count=419.4| 0.7sec DPE= 1254|33% DPET= 1838 DPR= inf Miss=0.0% Hit= 843 Crit= 1830| 2067|47.1% Glance= 633|24.0% Dodge=0.3%
rake Count= 19.4|14.9sec DPE=12625|15% DPET= 7651 DPR=360.7 Miss=0.0% Hit= 755 Crit= 1635| 1998|47.2% Dodge=0.4% TickCount=57 Tick=2437 CritTick=5282|5568|52.0%
rip Count= 10.0|28.8sec DPE=34718|22% DPET=21041 DPR=1157.3 Miss=0.0% Dodge=0.3% TickCount=105 Tick=2054 CritTick=4453|4784|51.9%
shred Count= 70.7| 4.0sec DPE= 6083|27% DPET= 3687 DPR=217.3 Miss=0.0% Hit=3932 Crit= 8522| 9431|47.1% Dodge=0.3%
Player=Druid_T8_58_00_13_SF DPS=5828.8 (Error=+/-3.2 Range=+/-817) DPR=18.3 RPS=318.2/270.7 (mana)
Core Stats: strength=81 agility=65 stamina=1085 intellect=952 spirit=485 health=16105 mana=21525
Spell Stats: power=2217 hit=14.1% crit=18.5% penetration=0 haste=15.2% mp5=0
Attack Stats: power=-400 hit=8.1% crit=12.7% expertise=0.0 penetration=0 haste=19.8%
Actions:
insect_swarm Count= 15.7|18.5sec DPE= 8775| 8% DPET= 7433 DPR=30.5 Miss=0.0% TickCount=101 Tick=1370
moonfire Count= 12.8|23.0sec DPE=10150| 8% DPET= 8586 DPR=13.9 Miss=0.0% Hit= 315 Crit= 660| 742|43.0% TickCount=90 Tick=1377
starfall Count= 65.8| 7.5sec DPE= 619| 2% DPET= 9528 DPR= 8.2 Miss=0.0% Hit= 432 Crit= 903| 1610|39.7%
starfire Count= 95.0| 2.9sec DPE=10931|62% DPET= 5532 DPR=19.7 Miss=0.0% Hit=6470 Crit=13520|15799|63.3%
wrath Count= 48.2| 5.7sec DPE= 5289|15% DPET= 4539 DPR=13.9 Miss=0.0% Hit=3550 Crit= 7420| 8690|44.9%
treants
treant_melee Count= 42.0| 1.5sec DPE= 1567| 4% DPET= 1072 DPR= inf Miss=0.0% Hit=1639 Crit= 3281| 3472|8.2% Glance=1229|24.0% Dodge=6.6%
Player=Druid_T8_58_00_13_W DPS=5722.2 (Error=+/-3.7 Range=+/-920) DPR=17.1 RPS=335.2/276.7 (mana)
Core Stats: strength=81 agility=65 stamina=1085 intellect=952 spirit=485 health=16105 mana=21525
Spell Stats: power=2217 hit=14.1% crit=18.5% penetration=0 haste=15.2% mp5=0
Attack Stats: power=-400 hit=8.1% crit=12.7% expertise=0.0 penetration=0 haste=19.8%
Actions:
insect_swarm Count= 20.5|14.0sec DPE= 8811|11% DPET= 7473 DPR=30.7 Miss=0.0% TickCount=132 Tick=1371
moonfire Count= 11.6|25.3sec DPE= 8837| 6% DPET= 7423 DPR=12.0 Miss=0.0% Hit= 315 Crit= 659| 742|42.9% TickCount=71 Tick=1374
starfall Count= 64.9| 7.4sec DPE= 618| 2% DPET= 9546 DPR= 8.3 Miss=0.0% Hit= 431 Crit= 903| 1610|39.7%
starfire Count= 25.6|10.8sec DPE= 9506|15% DPET= 4647 DPR=17.1 Miss=0.0% Hit=6272 Crit=13107|15265|47.3%
wrath Count=161.1| 1.7sec DPE= 6245|61% DPET= 5379 DPR=16.4 Miss=0.0% Hit=4197 Crit= 8768|11550|44.8%
treants
treant_melee Count= 42.0| 1.5sec DPE= 1568| 4% DPET= 1073 DPR= inf Miss=0.0% Hit=1639 Crit= 3281| 3472|8.2% Glance=1230|24.0% Dodge=6.5%
Gains:
Druid_T8_00_55_16:
energy_regen=2830.1
omen_of_clarity=989.5
primal_precision=0.8
tigers_fury=533.1
Druid_T8_58_00_13_W:
blessing_of_wisdom=5178.0
initial_mana=21524.6
innervate=7799.4
judgement_of_wisdom=5347.6
mana_potion=4300.0
moonkin_form=38360.2
mp5_regen=4716.5
omen_of_clarity=5655.0
replenishment=13522.0
Druid_T8_58_00_13_SF:
blessing_of_wisdom=5173.5
initial_mana=21524.6
innervate=7773.9
judgement_of_wisdom=4464.8
mana_potion=4300.0
moonkin_form=37530.7
mp5_regen=4716.8
omen_of_clarity=5332.3
replenishment=13524.6
Procs:
Druid_T8_00_55_16:
combo_points=99.1|2.9sec
darkmoon_greatness=7.0|41.0sec
omen_of_clarity=24.3|11.8sec
primal_fury=49.2|5.8sec
Druid_T8_58_00_13_W:
dying_curse=5.9|48.4sec
judgement_of_wisdom=70.5|4.1sec
omen_of_clarity=12.8|22.4sec
Druid_T8_58_00_13_SF:
dying_curse=5.7|49.8sec
judgement_of_wisdom=58.8|4.9sec
omen_of_clarity=10.0|28.6sec
Up-Times:
Global:
99.9% : improved_scorch
84.1% : mangle
100.0% : totem_of_wrath
98.4% : winters_chill
Druid_T8_00_55_16:
32.3% : berserking_mh
88.2% : replenishment
99.2% : savage_roar
Druid_T8_58_00_13_W:
52.0% : eclipse_wrath
77.7% : natures_grace
88.2% : replenishment
Druid_T8_58_00_13_SF:
52.4% : eclipse_starfire
78.6% : natures_grace
88.2% : replenishment
27.8% : Druid_T8_00_55_16
0.3% : Druid_T8_58_00_13_W
0.0% : Druid_T8_58_00_13_SF
Scale Factors:
Druid_T8_00_55_16 strength=0.98 agility=1.04 stamina=0.00 intellect=0.00 spirit=0.00 spell_power=0.00 attack_power_power=0.44 expertise_rating=1.35 armor_penetrating_rating=1.08 hit_rating=0.97 crit_rating=0.91 haste_rating=0.74
Druid_T8_58_00_13_SF strength=0.00 agility=0.00 stamina=0.00 intellect=0.57 spirit=0.24 spell_power=1.45 attack_power_power=0.00 expertise_rating=0.00 armor_penetrating_rating=0.00 hit_rating=2.29 crit_rating=0.83 haste_rating=1.10
Druid_T8_58_00_13_W strength=0.00 agility=0.00 stamina=0.00 intellect=0.62 spirit=0.30 spell_power=1.41 attack_power_power=0.00 expertise_rating=0.00 armor_penetrating_rating=0.00 hit_rating=2.55 crit_rating=0.92 haste_rating=0.34
For everything, including graphs etc., you can go to SampleOutputPTR - simulationcraft - Google Code
Last edited by Starfox : 03/08/09 at 11:48 PM.
Reason: Latest SampleOutputPTR
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Hello.
Light the fuse.
For all my homies.
Do not run, we are your friends.
SimulationCraft Druid Guy
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03/09/09, 1:59 AM
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#10
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Piston Honda
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Previously, you did 2 simulations for Moonkins with one having the Moonkin applying Faerie Fire and one without. Could you do the same for cat dps except with the mangle/trauma debuff? I'm trying to work out why your numbers seem so low for feral dps compared to Nightcrowler's, Toskk's, and Rawr's numbers. They all had feral dps at ~5500 dps on live. With the changes on the PTR so far, they were seeing over 6000 dps sustained. Does the simulator take into account the way the new sunder/ff interact with the new boss armor values? Also, does it take into account the +25% ArP and +30% melee haste from the latest build? Sorry for all the questions. Trying to figure out why the numbers seem off when compared to other people's numbers.
Edit: I finally got to check out the spec used for feral dps. 2 points should be moved out of Furor preferably into Improved Mark of the Wild for a boost in stats. Also, why does TickCrit have 2 values? Is it lower and upper bound instead of average TickCrit? The recommended glyphs are rip, shred, and savage roar instead of the default shred, mangle, and savage roar. Is it possible to have the model use the agility food instead of fish feast?
Edit 2:In the line, actions+=/rip,cp>=5,rip<=6, is rip clipping itself or is the simulation waiting for rip to fall off first before reapplying it? Also, I may be wrong, but it seems the shred glyph maybe modeled improperly? It has 10.0 applications with 105 ticks. That would be an average of 10.5 ticks per rip, putting its average duration at 21. Shred glyph adds at most 6 seconds (3 ticks) to the duration of rip, and that's if you get 3 shreds per rip in. Base duration of rip is 12 seconds. 12+6 =18 second duration at most. I'll try and look at the source code tomorrow morning if I see any other discrepancies.
Edit 3:The line for rake is odd. It only rakes if there is less than or equal to 4 combo points. There also is no parameter to check rake duration. I think it would be more ideal to rake if rake has fallen off instead of when there is less than or equal to 4 CPs.
Edit 4: Hrm, it looks like berserk, the 51 pt talent hasn't been modeled yet? Or is it tied into something else for the time being and just works behind the scene?
Edit 5: Last edit before I go. Are the base melee stats in T8_Melee_Base just stats purely from gear which is then modified by talents and buffs? And I assume since it's only hunters, rogues, and druids at the moment, that AP includes AP from agility? Also, do druids get the base +160 AP from being in cat form? Finally, the stats displayed on the break down under core stats. Are these values buffed or unbuffed?
Last edited by ramenchef : 03/09/09 at 3:23 AM.
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03/09/09, 8:32 AM
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#11
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King Hippo
Tauren Druid
Destromath (EU)
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Originally Posted by ramenchef
Previously, you did 2 simulations for Moonkins with one having the Moonkin applying Faerie Fire and one without. Could you do the same for cat dps except with the mangle/trauma debuff? I'm trying to work out why your numbers seem so low for feral dps compared to Nightcrowler's, Toskk's, and Rawr's numbers. They all had feral dps at ~5500 dps on live. With the changes on the PTR so far, they were seeing over 6000 dps sustained. Does the simulator take into account the way the new sunder/ff interact with the new boss armor values? Also, does it take into account the +25% ArP and +30% melee haste from the latest build? Sorry for all the questions. Trying to figure out why the numbers seem off when compared to other people's numbers.
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The more detailed the feedback is, the better. 
+30% haste, +25% ArPen are both in.
target_armor=10645
is used in 3.1.0 simulations.
Originally Posted by ramenchef
Edit: I finally got to check out the spec used for feral dps. 2 points should be moved out of Furor preferably into Improved Mark of the Wild for a boost in stats. Also, why does TickCrit have 2 values? Is it lower and upper bound instead of average TickCrit? The recommended glyphs are rip, shred, and savage roar instead of the default shred, mangle, and savage roar. Is it possible to have the model use the agility food instead of fish feast?
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Talents will be adjusted.
Multiple values always refer to Average|Max.
Glyphs will get changed, food also.
Originally Posted by ramenchef
Edit 2:In the line, actions+=/rip,cp>=5,rip<=6, is rip clipping itself or is the simulation waiting for rip to fall off first before reapplying it? Also, I may be wrong, but it seems the shred glyph maybe modeled improperly? It has 10.0 applications with 105 ticks. That would be an average of 10.5 ticks per rip, putting its average duration at 21. Shred glyph adds at most 6 seconds (3 ticks) to the duration of rip, and that's if you get 3 shreds per rip in. Base duration of rip is 12 seconds. 12+6 =18 second duration at most. I'll try and look at the source code tomorrow morning if I see any other discrepancies.
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By default all dot/buff actions are skipped if the buff is still active. I'll look into shred glyph extending rip.
actions+=/rip,cp>=5,rip<=6
It's more like, when the druid stops to spend combo points on other finishers. So if rip<=6sec he won't spend any cp on ferocious_bite.
Originally Posted by ramenchef
Edit 3:The line for rake is odd. It only rakes if there is less than or equal to 4 combo points. There also is no parameter to check rake duration. I think it would be more ideal to rake if rake has fallen off instead of when there is less than or equal to 4 CPs.
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Yea you are right, I also got that form the cat dps thread when i tried to optimise the feral actions myself and it was a dps increase to drop the cp<=4, but that was after the last release. So the latest SampleOutputPTR does not reflect those.
Originally Posted by ramenchef
Edit 4: Hrm, it looks like berserk, the 51 pt talent hasn't been modeled yet? Or is it tied into something else for the time being and just works behind the scene?
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Modeled and everything, just like above, I even added a conditional to only use it when TF is up, as I read it's best used right after activatin Tiger's Fury.
Originally Posted by ramenchef
Edit 5: Last edit before I go. Are the base melee stats in T8_Melee_Base just stats purely from gear which is then modified by talents and buffs? And I assume since it's only hunters, rogues, and druids at the moment, that AP includes AP from agility? Also, do druids get the base +160 AP from being in cat form? Finally, the stats displayed on the break down under core stats. Are these values buffed or unbuffed?
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Oh, looks like those 160 AP are not taken into account anywhere in the code. T8_Melee_Base is ONLY stats from gear, all the rest is done by the druid module. AP from agility is there. Those stats should be buffed w/o flask/food.
I'll post a new sim with your changes when I'm ready with them
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New druid profile according to your suggestions:
#!simcraft max_time=300 optimal_raid=1
patch=3.1.0
druid=Druid_T8_00_55_16_M
level=80
talents=http://ptr.wowhead.com/?talent=0ZvG0cfrz0eR0huAkbAczb
actions=flask,type=endless_rage/food,type=blackened_dragonfin
actions+=/cat_form
actions+=/auto_attack
actions+=/shred,omen_of_clarity=1
actions+=/tigers_fury,energy<=40
actions+=/berserk,tigers_fury=1
actions+=/savage_roar,cp>=1,savage_roar<=4
actions+=/rip,cp>=5,rip<=6,time_to_die>=10
actions+=/ferocious_bite,cp>=5,rip>=5,savage_roar>=6
actions+=/mangle_cat,mangle<=2
actions+=/rake
actions+=/shred
Melee_T7_Base_Gear.simcraft
gear_expertise_rating=200
# Not fair to use the same stats for all melee since Feral Druid needs less expertise.
# Trade expertise for ivalue-equal amount of attack power
enchant_attack_power=+160
enchant_expertise_rating=-80
glyph_rip=1
glyph_savage_roar=1
glyph_shred=1
idol_of_worship=1
main_hand=staff,dps=222.9,speed=2.4,enchant=berserking
Druid_T8_00_55_16 is the same but has mangle completely droped from the rotation.

SimulationCraft for World of Warcraft build 3.1.0 (iterations=6666, max_time=300, optimal_raid=1)
DPS Ranking:
13511 100.0% Raid
6826 50.5% Druid_T8_00_55_16
6695 49.5% Druid_T8_00_55_16_M
Player=Druid_T8_00_55_16 DPS=6826.4 (Error=+/-4.5 Range=+/-705) DPR=570.5 RPS=12.0/11.7 (energy)
Core Stats: strength=81 agility=1165 stamina=1085 intellect=115 spirit=135 health=18472 mana=3746
Spell Stats: power=0 hit=10.1% crit=16.7% penetration=0 haste=10.7% mp5=0
Attack Stats: power=6771 hit=8.1% crit=29.1% expertise=6.2 penetration=0 haste=13.9%
Actions:
ferocious_bite Count= 5.5|48.0sec DPE=14198| 4% DPET= 8605 DPR= 202.9 Miss=0.0% Hit=6616 Crit=14428|17262|97.4% Dodge=0.3%
melee Count=427.8| 0.7sec DPE= 1328|28% DPET= 1946 DPR= 1.$ Miss=0.0% Hit= 889 Crit= 1928| 2174|47.7% Glance= 667|24.0% Dodge=0.3%
rake Count= 26.4|11.3sec DPE=13374|18% DPET= 8105 DPR= 407.9 Miss=0.0% Hit= 785 Crit= 1704| 2086|47.4% Dodge=0.3% TickCount=77 Tick=2574 CritTick=5585|5840|52.3%
rip Count= 9.1|31.0sec DPE=50590|23% DPET=30664 DPR=1825.6 Miss=0.0% Dodge=0.3% TickCount=116 Tick=2469 CritTick=5350|5483|52.3%
shred Count= 80.0| 3.6sec DPE= 6685|27% DPET= 4051 DPR= 247.8 Miss=0.0% Hit=4305 Crit= 9331| 9893|47.6% Dodge=0.3%
Player=Druid_T8_00_55_16_M DPS=6695.3 (Error=+/-4.3 Range=+/-648) DPR=561.2 RPS=11.9/11.7 (energy)
Core Stats: strength=81 agility=1165 stamina=1085 intellect=115 spirit=135 health=18472 mana=3746
Spell Stats: power=0 hit=10.1% crit=16.7% penetration=0 haste=10.7% mp5=0
Attack Stats: power=6771 hit=8.1% crit=29.1% expertise=6.2 penetration=0 haste=13.9%
Actions:
ferocious_bite Count= 6.6|40.1sec DPE=14229| 5% DPET= 8622 DPR= 203.3 Miss=0.0% Hit=6613 Crit=14446|17215|97.5% Dodge=0.3%
mangle_cat Count= 24.8|12.0sec DPE= 4473| 6% DPET= 2711 DPR= 139.6 Miss=0.0% Hit=2879 Crit= 6246| 6719|47.6% Dodge=0.3%
melee Count=427.8| 0.7sec DPE= 1327|29% DPET= 1945 DPR= 1.$ Miss=0.0% Hit= 888 Crit= 1927| 2174|47.7% Glance= 667|24.0% Dodge=0.3%
rake Count= 23.8|12.4sec DPE=13514|16% DPET= 8190 DPR= 408.4 Miss=0.0% Hit= 791 Crit= 1714| 2086|47.6% Dodge=0.4% TickCount=70 Tick=2604 CritTick=5644|5840|52.4%
rip Count= 9.2|31.1sec DPE=50310|24% DPET=30491 DPR=1805.0 Miss=0.0% Dodge=0.3% TickCount=116 Tick=2469 CritTick=5351|5483|52.4%
shred Count= 60.3| 4.8sec DPE= 6671|21% DPET= 4043 DPR= 291.5 Miss=0.0% Hit=4301 Crit= 9325| 9893|47.5% Dodge=0.3%
Gains:
Druid_T8_00_55_16_M:
energy_regen=2842.9
omen_of_clarity=1003.8
primal_precision=1.3
tigers_fury=572.5
Druid_T8_00_55_16:
energy_regen=2850.6
omen_of_clarity=1009.2
primal_precision=1.2
tigers_fury=575.0
Procs:
Druid_T8_00_55_16_M:
combo_points=124.8|2.3sec
darkmoon_greatness=7.0|41.8sec
omen_of_clarity=24.8|11.8sec
primal_fury=51.8|5.6sec
Druid_T8_00_55_16:
combo_points=120.8|2.4sec
darkmoon_greatness=7.0|41.8sec
omen_of_clarity=24.9|11.7sec
primal_fury=50.6|5.8sec
Up-Times:
Global:
100.0% : blood_frenzy
100.0% : mangle
100.0% : master_poisoner
100.0% : savage_combat
100.0% : totem_of_wrath
Druid_T8_00_55_16_M:
32.1% : berserking_mh
4.0% : energy_cap
100.0% : replenishment
99.0% : savage_roar
Druid_T8_00_55_16:
31.7% : berserking_mh
3.4% : energy_cap
100.0% : replenishment
99.3% : savage_roar
Waiting:
21.1% : Druid_T8_00_55_16_M
23.5% : Druid_T8_00_55_16
Rip is the only action with 0.4% dodges, weird, I'll try to figure out why.
Last edited by Starfox : 03/09/09 at 1:12 PM.
Reason: Run the sim with latest changes
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Hello.
Light the fuse.
For all my homies.
Do not run, we are your friends.
SimulationCraft Druid Guy
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03/09/09, 9:15 AM
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#12
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King Hippo
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- Use rip glyph instead of mangle glyph. Also, change the mangle refresh to 1.
- Does your formula use any kind of energy pooling? The mangle uptime is low and I can't tell if there's advanced prediction energy holding, but a common decision a feral makes is "I have 45 energy and mangle expires in 3 seconds, do I shred?" The answer is no, but the simulated feral would do it. Ferals also want to pool energy if they have 5 CP instead of wasting the combo point. The code for shred might be:
actions+=/shred,berserk=1
actions+=/shred,mangle>=3,rake>=3, CP<=4
actions+=/shred,energy>80
- You shouldn't refresh Rip, let it tick out. Half the time the game won't even let you refresh it because it's a weaker spell, since your AP is lower due to procs. It's causing the simulation to never FB. Change your thresholds on FB to Rip > 12, energy <45, SR >6, berserk=0
- every DPS feral will have Feral Swiftness, at the expense of Feral Aggression or Improved Leader of the Pack.
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03/09/09, 9:58 AM
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#13
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King Hippo
Tauren Druid
Destromath (EU)
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Originally Posted by Allev
- Use rip glyph instead of mangle glyph. Also, change the mangle refresh to 1.
- Does your formula use any kind of energy pooling? The mangle uptime is low and I can't tell if there's advanced prediction energy holding, but a common decision a feral makes is "I have 45 energy and mangle expires in 3 seconds, do I shred?" The answer is no, but the simulated feral would do it. Ferals also want to pool energy if they have 5 CP instead of wasting the combo point. The code for shred might be:
actions+=/shred,berserk=1
actions+=/shred,mangle>=3,rake>=3, CP<=4
actions+=/shred,energy>80
- You shouldn't refresh Rip, let it tick out. Half the time the game won't even let you refresh it because it's a weaker spell, since your AP is lower due to procs. It's causing the simulation to never FB. Change your thresholds on FB to Rip > 12, energy <45, SR >6, berserk=0
- every DPS feral will have Feral Swiftness, at the expense of Feral Aggression or Improved Leader of the Pack.
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Rip is not clipped, the profile was pretty weird when the latest SampleOutputPTR was generated, I read a bit in the cat dps thread and started to tune it a bit.
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Hello.
Light the fuse.
For all my homies.
Do not run, we are your friends.
SimulationCraft Druid Guy
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03/09/09, 10:33 AM
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#14
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Bald Bull
dedmonwakeen
Undead Priest
No WoW Account
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Given shred glyph, rip glyph and T7 bonus, 13 tick rips are possible.....
rip and rake cannot be clipped without beating on their ready() methods pretty hard....
So.... that rip<= conditional in the rip attack isn't doing anything. Given the
I've moved faerie_fire and mangle to the Globals_T8.simcraft on the assumption that a feral tank will be keeping them up...... but it would be nice to have a Cat profile that manages these just so we can see how the AI changes.
EDIT: The level-based AP is included:
double druid_t::composite_attack_power()
{
double ap = player_t::composite_attack_power();
double weapon_ap = ( equipped_weapon_dps - 54.8 ) * 14;
if ( talents.predatory_strikes )
{
ap += level * talents.predatory_strikes * 0.5;
weapon_ap *= 1 + util_t::talent_rank( talents.predatory_strikes, 3, 0.07, 0.14, 0.20);
}
ap += weapon_ap;
return ap;
}
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03/09/09, 11:23 AM
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#15
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King Hippo
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Sorry about that Starfox, I hadn't seen your reply to Ramenchef before I posted. That teaches me to preview my posts!
I think I misunderstood (and still am not quite clear about) how that profile works-- I looked at the Google Code page and didn't see any advice on what was going on... You said it "crawls down until it finds something it can do" in the first post here, so I assumed it just processed the whole thing trying to find an attack it liked. But to Ramenchef you're saying, it'll wait at a line if it meets the condition but the debuff isn't down yet? Specifically:
-Savage Roar-- once you get 4 seconds away from the debuff dropping, it doesn't do any other attacks? Or does it only stop finishers (i.e., it will refresh mangle/rake, or shred if it gets to 42 energy)?
-Mangle-- when it's 2 seconds away from expiring, it stops doing other CP-generating attacks? (I.e., Rake expires in 1 second, mangle in 2; you have 42 energy-- does it shred immediately/mangle after energy regen, rake in 1/mangle in 2, or mangle in 2/rake in 3?)
Some other advice, regardless of the answers to the above:
-Ferocious bite consumes all your energy, every time you use it (and converts extra energy to damage, but poorly.) So, you don't want to use it above 40-45 energy (when berserk is down), and never when berserk is up (lag will make it waste too much energy).
-Something needs to be done about rake uptime-- it's applied every 12 seconds in the mangle model, which is below what most ferals average, and given the DPE, you can probably reduce shreds. Increasing rake uptime should show an increase in damage.
- DOT tick crits: These are consistently about 5% above the crit percentage of normal attacks. Is this how it works in-game? If it hasn't been researched, I'd probably go with the assumption that they suffer the same crit penalty that normal attacks do.
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