Night, I've been working with your simulator to try and get an idea of the situations in which Ferocious Bite is used. I've uncommented some of your debugging cout's and added a few of my own to get an idea of how many ferocious bites are used per fight, what energy level they were at, the Rip time, and the SR time. The output of these simulations shows possible errors/bugs in the simulation somewhere. Here is an example output:
This was from a single fight breakdown. It shows a FB at 210.05 into the fight with Rip at 17.64 seconds and SR at 16.75 seconds. Another FB 7 seconds later, at 217 into the fight, with Rip at 14.69 seconds and SR at 9.8 seconds. The savage roar timer is consistent, but the Rip timer shows only 4 seconds lost. Also, I cannot see any way that a second Ferocious Bite would be possible within 7 seconds. It would take almost 8 seconds (counting your 90ms latency) just to generate another 5 combo points.
Overall, your simulation seems to favor Ferocious Bite a little too heavily, but I can't say that for certain. I'm still working on getting a good idea of what kind of DPS increases we can see when using Ferocious Bite under different circumstances. Just saw this little bug and wanted to point it out to you. Thanks for your work on this again!
This was from a single fight breakdown. It shows a FB at 210.05 into the fight with Rip at 17.64 seconds and SR at 16.75 seconds. Another FB 7 seconds later, at 217 into the fight, with Rip at 14.69 seconds and SR at 9.8 seconds. The savage roar timer is consistent, but the Rip timer shows only 4 seconds lost. Also, I cannot see any way that a second Ferocious Bite would be possible within 7 seconds. It would take almost 8 seconds (counting your 90ms latency) just to generate another 5 combo points.
Is it maybe the Shred glyph adding more time to the Rip timer when Shred is used? Also, isn't it possible to generate 5 CPs in 3-4 seconds by landing 2/3 crits? Or are are you saying that you've reviewed the output and that isn't what happened?
Looking at time there was 695 seconds between the 2 Rip events, let's say 7 seconds. With 7 seconds you have regen at least 70 energy. Looking at the second FB I've used 17 energy, so I'm berserking, and being berserking means that I've done the following thing:
FB->Tiger's Fury-> Berserk. So in those 7 sec I've regenerated at least 140 energy and I'm berserking. Looking at 4 seconds difference between rip timers and SR timers (1469-980)-(1764-1675) I'm sure that landed 2 shred, then there was a rake, with at least 2 crits out of 3 shoots (about 50% chance) you only need 3 abilities to generate 3 CP. To use berserking + 3 abilities + FB, you only need 5 GCD, also considering lag there are 5.45 seconds, and we had 6.95 seconds, so there is no bug (at least here).
As for the "high energy FB" problem I have some ideas (before on of the later recoding I always used FB at 35 energy), probably the problem is that a shred lands increasing RIP timer and then changing the formula or simply with the latest FB-crit change the formula I used is no more stable at high energy, or both, I'll look at the code if it's better to put an extra "if" to check for FB energy or not.
EDIT: I've tryed to do 2 things:
a) Put a condition that takes care of Rip - shred glyph- FB interaction --> it's insignificant (about 3 more dps...)
b) Put a condition to avoid high energy FB --> it's a dps loss for every energy threasold.
So at the moment it seems that using FB at high energy will still be better than wait/refersh SR/use shred, etc..
Last edited by nightcrowler : 04/09/09 at 3:53 AM.
This could possibly be in a different thread but it has relevance here as well. I just noticed that in game, Austere Earthsiege Diamond is NOT giving the 2% bonus to Boundless, Gatekeeper, Keystone, Defender's Code and possibly Origin of Nightmares although not sure on Origin since the agility. It also possibly looks like Austere doesn't give its bonus to itself. Rawr shows it as giving the bonus. I don't know if this is a bug on live or if this has even been noticed but I couldn't find anything on it.
Looking at time there was 695 seconds between the 2 Rip events, let's say 7 seconds. With 7 seconds you have regen at least 70 energy. Looking at the second FB I've used 17 energy, so I'm berserking, and being berserking means that I've done the following thing:
FB->Tiger's Fury-> Berserk. So in those 7 sec I've regenerated at least 140 energy and I'm berserking. Looking at 4 seconds difference between rip timers and SR timers (1469-980)-(1764-1675) I'm sure that landed 2 shred, then there was a rake, with at least 2 crits out of 3 shoots (about 50% chance) you only need 3 abilities to generate 3 CP. To use berserking + 3 abilities + FB, you only need 5 GCD, also considering lag there are 5.45 seconds, and we had 6.95 seconds, so there is no bug (at least here).
As for the "high energy FB" problem I have some ideas (before on of the later recoding I always used FB at 35 energy), probably the problem is that a shred lands increasing RIP timer and then changing the formula or simply with the latest FB-crit change the formula I used is no more stable at high energy, or both, I'll look at the code if it's better to put an extra "if" to check for FB energy or not.
EDIT: I've tryed to do 2 things:
a) Put a condition that takes care of Rip - shred glyph- FB interaction --> it's insignificant (about 3 more dps...)
b) Put a condition to avoid high energy FB --> it's a dps loss for every energy threasold.
So at the moment it seems that using FB at high energy will still be better than wait/refersh SR/use shred, etc..
I had completely forgotten about the shred/rip interaction with the new glyph while looking at that. Makes a lot more sense now. I'm honestly surprised at how often your simulation uses Ferocious Bite and how it does seem to be a 100-200 dps increase in all cases. With the bleed from rip critting and the crit on Ferocious Bite down, it seems that the requirements to use it would have been a lot tighter. Looks like the feral druid "rotation" will now definitely be the most difficult in the game. The elitist side of me is glad to see it stay that way.
With the bleed from rip critting and the crit on Ferocious Bite down, it seems that the requirements to use it would have been a lot tighter.
There were many things that surprised me when I wrote down the code, expecially because they go vs. what usually druids community things:
- Try to maximize dot uptime. Wrong.
- Use FB only at low energy. Wrong.
- Don't clip dots/buff. Wrong.
When I first wrote down the code I found "manually" the right time to use all the abilities, then I went back and found the theory about that. If you look at the FB/SR/RIP decision making, you will find 2 things:
- You want to keep SR always UP, but you also want to avoid too much RIP downtime or too low FB use so -> clip SR, I do a lot of clipping for SR and it works better than waiting for expiring.
- You don't need to keep RIP always up, what you need is that the damage lost for RIP downtime is less than damage gained by using FB. Do you think that for example you can shred while waiting for RIP? Wrong.
A Shred cost 42 energy. FB cost 35 and it's better DPE than shred. FB cap at 65 energy. A 65 energy FB have STILL better DPE than shred and you can also reset your CP and start generating them again.
Basically you will FB, there are no better options.
There were many things that surprised me when I wrote down the code, expecially because they go vs. what usually druids community things:
- Try to maximize dot uptime. Wrong.
- Use FB only at low energy. Wrong.
- Don't clip dots/buff. Wrong.
I can agree that clipping buffs (Mangle/SR) is fine, but when do you identify it is optimal to clip dots?
I'm also curious why our model showed to FB during a Berserk. It has also been general to the community to never do this. Do you have this as a check? Perhaps it was specific to be at exactly 17 energy.
Originally Posted by nightcrowler
A Shred cost 42 energy. FB cost 35 and it's better DPE than shred. FB cap at 65 energy. A 65 energy FB have STILL better DPE than shred and you can also reset your CP and start generating them again.
Basically you will FB, there are no better options.
This is a bit misleading as the point where FB becomes better DPE than Shred will depend on both energy and CP (and other stats of course). At 35 energy, FB beats shred at 3 CP. At around 57 energy you will need 4+ CP to beat Shred. If you're always using FB at 5 CP it will be true, but you might end up missing opportunities. It can mean the difference on whether you decide to FB at 3 or skip.
Also, it seems a lot of your posts so far are based on your model still using Naxx gear. I think switching to T8 changes our cycles by enough that some analysis becomes less valid. My guess is that those pieces will come rather quickly also.
Well clipping mangle is not good, it's better to have downtime on mangle than clipping it. Clipping SR on the other side is really good also if you clip it by 4-5 seconds, because you will waste cp-generating time otherwise. The same holds true for RIP, the main problem with RIP is that usually you can't clip it and so the better thing to do is wait for it to expire. Clipping rake is obviolsy a bad thing. Using FB during Berserk is fine but it depends a lot on how you use Berserk and FB, I agree that you can add additional rule for berserk, I'll try to modify the cycle during berserk and the post some comparisons. Using FB at less than 5 CP is a dps loss (at least from my simulations, also why you want to use a 3 or 4 cp FB? If you are going to use a 3 cp FB because you don't have enough time for a 5 cp FB is better that you do 5 CP and use RIP or refresh SR instead).
I've tested the cycles with both Naxx and Ulduar gear. The only difference is the following:
OOC proc: Naxx Gear -> Use mangle -> rake -> shred
Ulduar Gear -> Use mangle -> shred
Savage Roar: Naxx Gear low level -> 3 CP
Naxx Gear high level or Ulduar -> 2 CP
Ulduar 4T8 -> 1 CP
The Savage Roar CP are not actually the real CP you will use but the CP used to compute the refresh timing.
P.S.
Finding the right use of FB during Berserk is first on my priority list now.
Last edited by nightcrowler : 04/10/09 at 5:49 AM.
Regarding ferocious bite during berserk, keep in mind that the conversion of additional energy to damage is not doubled during berserk, nor is the maximum energy consumed halved. So while the base cost is halved to 17.5 energy, the ability can still consume the full 30 additional energy and will not provide any more damage for this energy than it would if berserk were not active.
If you use ferocious bite at high energy during berserk, you're effectively spending 95 energy for the damage of a 65 energy ferocious bite.
Have you coordinated at all with the Rawr program? There are some differences, and I'm more inclined to trust your findings, but that program has some interesting scaling/optimizing functions that you may also find useful.
Some of the items on your BiS list for pre-3.1 are confusing for some I'm sure. Is it possible many of those items can change given professions? From the looks of your gemming, you of course use all red gems, with 1 green one to fulfil your meta requirements. Is it possible for other pieces of gear to overtake the ones posted if you had say.. Jewelcrafting or Blacksmithing?
Have you coordinated at all with the Rawr program? There are some differences, and I'm more inclined to trust your findings, but that program has some interesting scaling/optimizing functions that you may also find useful.
I believe he's used some of Rawr's information. However, Rawr still supposedly has a few bugs in it that keep schewing its information. Such as the gems it keeps recommending in items, half of them don't even exist ingame yet. It also needs to be updated for 3.1, as its armor pen ratings are off. They're going to be even MORE off in the next patch...
Hezkezl: Have you even used Rawr last months? You can set gems by your own choice for all items. And regarding armor penetration, why is the rating off? For 3.1 it shows that ArmPen-gem > Agility-gem > Strength-gem, which is the exact same conclusions made in this thread.
What I do miss in Rawr however is the modelling of FB in the cycle. Rawr seems to use a strict Rip cycle, and even if you turn on FB in the options, it will almost always choose Rip, because it provides more dps, according to Rawr.
UPDATE: I post here the update to avoid double-posting. I've tested various FB-Berserk interaction. The best dps is done by using FB but with a maximum of 15 extra energy (17+5 = 22 energy) during Berserk, an higher or lower value is less dps.
X Valerian: In my cycle there is nothing fixed. The "next ability" is usually computed on the fly after finding the most effective one. Basically:
SR: if SR is down, use SR (with 1,2..n CP, it doesn't matter, use it). If SR is not down the time when you use SR depends uppon RIP timer, CPs, etc..
The only formula where you use a CP for SR is the formula to compute the best SR clipping. Basically depending on RIP timer, SR timer and RIP+SR timer you need to chose if it's better to FB or to wait for RIP and reapply it or to refresh SR. In this formula you have a lot of variable one of this variable is CP-SR.
X A Civilian: As always you are right, The FB-Berserk interaction testing was for a lot of time on my priority list then I didn't remember to test it. I'll change the code soon for the best results (It will not change too much the output hopefully).
X Others about Rawr Vs. FBN (and Simcraft):
I use Rawr everyday, the interface is cool, graphs are cool, and basically I use it to compute stats for my sims. If a direct simulation and a therycraft program are both well done, a direct sim like FBN or SimC gives better results, but due to machine time you'll not be able to do a "single point" stats increase or things like that with a direct simulation. To reach a decent level of accuracy while computing stats I need to increase/decrease by 125 stats point and do around 100k simulation of 5 minute, considering that for dps you have 5 relevant stats (crit, ap, ArPen, haste, hit, the others are computable) it tooks about 30 minutes of my machine time to reach the stats allocation.
What you can do is "the other way around", given for right Simulation results you can find a theory that predicts the application and update programs like rawr based on that.
Last edited by nightcrowler : 04/12/09 at 4:45 PM.
@Mysticum: I have used it in the past months, in fact I used it last week. I guess my main beef with it is always suggesting items that have gems in them that don't exist yet, such as the shifting twilight opal, and saying its better than the current gear I'm wearing. Just a minor beef of mine. I've also noticed that it values strength higher for DPS than any other stat, or at least in my limited testing (which I could be doing wrong). That's what I meant by its calculations being off for 3.1. Anyways! Sorry to derail this thread.
@night: Is there any chance we could get a sneak peek at the mod? I know that I'm dying to see what it will look like. With 3.1 coming out any week now, some of us are wondering if you're close to finishing it The druid community will always be indebted to you for your hard work!
@Mysticum: I have used it in the past months, in fact I used it last week. I guess my main beef with it is always suggesting items that have gems in them that don't exist yet, such as the shifting twilight opal, and saying its better than the current gear I'm wearing. Just a minor beef of mine. I've also noticed that it values strength higher for DPS than any other stat, or at least in my limited testing (which I could be doing wrong). That's what I meant by its calculations being off for 3.1. Anyways! Sorry to derail this thread.
@night: Is there any chance we could get a sneak peek at the mod? I know that I'm dying to see what it will look like. With 3.1 coming out any week now, some of us are wondering if you're close to finishing it The druid community will always be indebted to you for your hard work!
Shifting Twilight Opal will be available in 3.1. Rawr will not suggest items unless you make them available. The default gem templates include this. If you don't like them, you can change them. They show up in the overall gem list by default, but you can filter them out.
Originally Posted by Hezkezl
@night: Is there any chance we could get a sneak peek at the mod? I know that I'm dying to see what it will look like. With 3.1 coming out any week now, some of us are wondering if you're close to finishing it The druid community will always be indebted to you for your hard work!
I'm also interesting in the addon. From the descriptions given of when it is optimal to use each finisher, I can't see trying to attempt your recommendations without it. A static finisher cycle (SR/5Rip/xFB) is much more stable and still requires thought on whether to FB or not.
@Hezkezl: To round off the OT discussion, it seems you use the latest Rawr stable build you're getting from the release page. If you look to the right you can download the beta versions, which, unlike the stable build, IS adapted to 3.1. This will include the new gemming system, and should for most gear show that ArmPen > Agility > Strength. At least that's the way for my gear (BiS without Darkmoon-card).
It normalizes all the timers so that it's easier to see what will fall off when in relation to other timers. It also shows DoT/bleed ticks and darkens the bar to represent the CD on an ability so that you can see the time left and the CD of abilities like mangle (bear) on the same bar.
I'll put the addon on Curse with 3.1, if someone wants a preview I've putted it on my google.code space, the uploaded version works with live rules (3.0) but you can easly adapt it for beta looking at comments inside .lua file.
You can access interface with /fbn.
I use ACE to register variable, it's bossible that you need to download that addon.
The addon has different component:
- suggestion panel (a modified version of facemauler basically)
- a "real stats" panel (your real crit vs. bosses, your real armor pen value considering sunders, etc.. and so on, the panel change on the fly and it's used to compute the best ability for the suggestion panel)
- an hud: mana, energy, rage, threat, life, boss casting bar (to do). Al with color changing due to status.
- a cooldown monitor: feral abilities with timers & cooldowns
Known issue:
the options to hide/show frames are stll a work in progress
If you /reloadui appears an error message (but everything works fine)
To do:
change mangle/shred based on direction/threat
look at talents (expecially feral aggression/R&T, etc)
more hud customizaton.
Write the readme!
Note: actually the addon assumes 5/5 feral aggression, if you have a different value just search for FA=15 inside the .lua and change it.
Last edited by nightcrowler : 04/13/09 at 12:29 PM.
Toggling berserk gives an error:
[2009/04/12 10:52:18-1197-x1]: FeralbyNight-1.11\FeralbyNight.lua:2608: attempt to call method 'ToggleBerserk' (a nil value)
---
Also, could you possibly add a way to change the font of the stats panel? Finally, what does xx.xxx% dmg red mean on the stats panel?
Finally, any chance we could break up the main gui panel into 3 parts instead of 1? ie berserk/clearcasting being 1 small frame, current move suggestion being another, and move prediction being the third? Thanks.
I'm a little confused by the addon. What's the difference between move prediction and move suggestion? Also, why is there one big icon in the middle, and four little icons on the sides? (I've figured out that the two on the right disappear with move suggestion, though I can't really figure the others out...)
ToggleBerserk error fixed. Will work in the next release, I've also fixed an error for move prediction while using FB during berserk.
xx.xxx% dmg red is your target damage reduction (works only for bosses).
As for breaking down suggestion panel, I'll do that for the next release.
Thanks for suggestions.
The central icon is the move you should do, on the right are the next move (1 sec ahead in the future), they are 2 because they depend if you generate 1 or 2 cps with the next move. On the left you have ooc icon if omen of clarity procs and berserk icon if is avaiable.
In bear form I didn't put move prediction ahead in the future and I prefered to use that frame to suggest maul usage and barkskin.
As for show/hide, as already stated it doesn't work atm (I still need to code for it).
In the next realise I'll try to add a position helper like the one from droodfocus.
Also you'll be able to choce:
shred/mangle/auto -> energy cost, tanking, position -> selection based on # shred missed for fight where you can't go behind your target
rip/FB/auto selection
shred/rake/auto, mangle/rake/auto
Last edited by nightcrowler : 04/13/09 at 6:09 AM.
Hiya! I don't know if I'm alone getting this, but whenever I try to use the FBN-addon I get this error-message:
FeralbyNight-1.11\FeralbyNight.lua:1268: attempt to perform arithmetic on local 'duration' (a nil value)
FeralbyNight-1.11\FeralbyNight.lua:1149: in function `OnUpdate'
FeralbyNight-1.11\FeralbyNight.lua:829: in function <Interface\AddOns\FeralbyNight\FeralbyNight.lua:828>
This is the case both on the PTR as well as Live. I've tried installing, reinstalling, using different Ace-lib's and I keep getting the error-messages. Do you have any idea how to fix this?
X Xenonz: I think that I have found the problem, you don't have Survival Instincts, isn't it? I have (my blame) assumed that all feral druids had that talent, I'll fix it now.