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10/08/09, 12:43 PM
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#1526
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Von Kaiser
Night Elf Druid
Gorgonnash (EU)
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Originally Posted by Boevis
Reduction in energy on Rip is going to free up more energy for Shred/FB, and increased ilevel is going to allow for more ArP stacking than before.
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This is only partially true, because compared to the current situation, the lack of 2t9 will require us to refresh Rake more often, which roughly evens out the benefit of 2t10 (no calculation done), only this time, we really want to keep that Rake up. I agree on the ArP stacking part.
Originally Posted by Davaeorn
Yes, but Shred / FB also benefits from agility.
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I wonder how it would look if rip was calculated with an agi set
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Keep in mind that a pure agility setup would already be close to or at the crit cap. This means with increased item level we are running out of benefits from agility. If ArP stacking is not an option because of whatever reason then pure agility isn't either unless the new pieces have tons of attack power instead of agility. We might be forced to switch to haste or strength again, but I seriously doubt that the new gear won't include ArP pieces.
A note on crit: It will probably be better than haste again up to the point where we hit the crit cap. Crit will affect every source of damage we have available.
All in all I guess T10 just brings us back to the situation where we really want to go for the ArP hard cap combined with a high crit rate.
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10/08/09, 2:02 PM
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#1527
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Glass Joe
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For those using the C++ simulator, it looks like Berserk doesn't clear Tiger's Fury. You can work around this by adding the line "koj_step=-1;" to the Berserk section(s) (lines 7383ish and 10351ish). The next .01 second iteration will remove the bonus damage buff.
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10/08/09, 5:59 PM
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#1528
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Glass Joe
Tauren Druid
Bleeding Hollow
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Cycle Settings
This has been brought up before, and Im pretty sure, (or atleast i cant find it) there has been no real answer to this. Once again I wanted to ask the following for everyone that needs it:
In the FbN addon in wow there are cycle settings, and I was wondering how one would figure out what the best settings for your gear/comp would be. Right now I just have them randomly set and I just play around with it from time to time, but never really know what or how to optimize it.
(if this has been answered im really sorry for asking again, but i couldnt find it)
Thanks a bunch!!!
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10/08/09, 6:36 PM
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#1529
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Don Flamenco
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In theory, the best settings on the add-on for your gear/comp are the standard; the adjustments are for "taste". In practice, most of the recommendations in Nightcrowler's add-on are essentially the products of his theorycraft and thus prone to his decisions/research.
Those adjustments are, essentially, you telling the addon you know better than the sim. There aren't many people who can legitimately do that (both due to their own theorycraft and familiarity with FbN), so really you're left to "adjust to taste". If you're more comfortable SRing at 3 CP every time, set it up to do that.
And that's why no one answered the first time-- you shouldn't bother with adjusting it unless you know what you're doing, and when you know what you're doing, you won't need help with adjusting it.
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10/08/09, 7:47 PM
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#1530
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Glass Joe
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@eXcel905
On page 45 of this thread, about 2/3 or 3/4 the way down, Nightcrowler has a post explaining the different slider bars.
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10/08/09, 9:37 PM
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#1531
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Von Kaiser
Night Elf Druid
Ravenholdt
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@Torzak - thank you so bloody much. Solved a huge problem for me, I'd searched for and seen that post, but only read a tiny bit of it apparently.
@nightcrowler - would it be possible for you to put your p.45 post on the first page - would help out when I point new people to your work?
Cheers so much, this issue was one of the last I've had with FBN. Top-notch, mate.
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10/09/09, 4:19 AM
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#1532
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Von Kaiser
Tauren Druid
Talnivarr (EU)
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It looks like he's MIA.. on his EJ profile it says: Last Activity: 09/25/09 10:02 AM
But if the first post is going to get updated, the tankgear weight links from page 52 (the modified armor-weights ones from halfdown) should get added as well.
( FeralbyNight (Cat & Bear simulation tool) )
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10/09/09, 4:11 PM
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#1533
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Glass Joe
Night Elf Druid
Arak-arahm (EU)
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Hello everyone
I've read carefully the topic, and didn't find an answer to my question.
According to Toskk's Model, I will NEVER have to gem for arpen, agility will always be better.
Here is my armory link, if needed : The World of Warcraft Armory
Will I have to regem for agility ? Is armor penetration useless now ?
Thanks =)
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10/09/09, 4:45 PM
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#1534
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Don Flamenco
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Of course you didn't find an answer to your question. This isn't the question/answer thread, nor will anyone be able to tell you what the best gear is for you. Your playstyle may tend to get more use out of ArP than models show. You'd be best off grabbing a data capture of you playing well and comparing your percentages of damage to Toskk's. If you come out similar, you'll only see a gain of a few DPS (less than 20). If your bleed damage is lower, you might be better off with ArP.
Useless is a strong term when, for all intents and purposes, you won't notice a difference with either gem. You'll see much, much more gain by switching your professions to useful ones.
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10/12/09, 4:31 PM
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#1535
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Von Kaiser
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Originally Posted by Monfalaris
Keep in mind that a pure agility setup would already be close to or at the crit cap. This means with increased item level we are running out of benefits from agility. If ArP stacking is not an option because of whatever reason then pure agility isn't either unless the new pieces have tons of attack power instead of agility. We might be forced to switch to haste or strength again, but I seriously doubt that the new gear won't include ArP pieces.
A note on crit: It will probably be better than haste again up to the point where we hit the crit cap. Crit will affect every source of damage we have available.
All in all I guess T10 just brings us back to the situation where we really want to go for the ArP hard cap combined with a high crit rate.
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Unless I missed it elsewhere or I'm just being plain dumb, is the crit cap a set number below 100% that someone determined or is it simply 100%? I haven't seen much discussion on it or the Agility we'd be using to achieve said cap.
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10/12/09, 4:38 PM
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#1536
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Glass Joe
Night Elf Druid
Bloodhoof
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Originally Posted by Fasc
Unless I missed it elsewhere or I'm just being plain dumb, is the crit cap a set number below 100% that someone determined or is it simply 100%? I haven't seen much discussion on it or the Agility we'd be using to achieve said cap.
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Provided you are hit- and expertise-capped, there's still 24% chance of a Glancing Blow that you cannot push off the white hit table.
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10/13/09, 12:41 AM
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#1537
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Von Kaiser
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Wouldn't you still crit on yellow attacks though? So you could have more than the 76% crit and will still be beneficial? Maybe not as much as other stats though.
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10/13/09, 2:07 AM
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#1538
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Cat dips
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Originally Posted by Husyor
Wouldn't you still crit on yellow attacks though? So you could have more than the 76% crit and will still be beneficial? Maybe not as much as other stats though.
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It would still be very, very slightly beneficial, but it would be pretty much below every other possible stat. ~30% of your damage is white hits, so therefore crit would only be benefitting 70% of your attacks.
Also, at 76% crit, you're almost guarenteed to get 5 CP's every 3 attacks. The chances of you not critting and having to build CP's without crit are incredibly low.
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10/13/09, 10:38 AM
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#1539
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Piston Honda
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Originally Posted by eXcel905
This has been brought up before, and Im pretty sure, (or atleast i cant find it) there has been no real answer to this. Once again I wanted to ask the following for everyone that needs it:
In the FbN addon in wow there are cycle settings, and I was wondering how one would figure out what the best settings for your gear/comp would be. Right now I just have them randomly set and I just play around with it from time to time, but never really know what or how to optimize it.
(if this has been answered im really sorry for asking again, but i couldnt find it)
Thanks a bunch!!!
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Well, some of this is common sense. If you have 4pT8, dropping the minimum CP for SR to 1 can be worthwhile. If you are a manglebot in a raid with other bleeds, max out the mangle priority, as mangle downtime is likely a bigger raid DPS loss than any personal DPS gain you might get.
I spent several hours on a target dummy with partial raid buffs experimenting with the bleed uptime slider and found that, in 30-minute samples, following FbN's default recommendations exactly resulted in about a 6% DPS loss from my control samples with the recommendation pane off. My impression was that FbN did not plan for collisions as well as I could with no distractions; the addon seemed "unwilling" to recommend refreshing SR more than 2-3 seconds early even when Mangle and both bleeds were expiring at the same time.
Setting the bleed uptime slider to 100% was more like an 8% DPS loss; in that scenario, I noticed also that FbN did not recommend shredding "extra" at 5 CP to extend Rip when I thought it should (probably because I told it that even a 0.5s Rip downtime was unacceptable). A setting of 85% uptime was only 50 DPS lower than my control, however, which I've no doubt is within the standard error. (I noticed also that it also did not result in 85% bleed uptimes; they were lower.)
A big thing I was missing was a melee haste buff, so it's entirely possible that would make the default-settings recommendation better.
Last edited by foxglove : 10/13/09 at 10:44 AM.
Reason: clarity
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10/13/09, 12:14 PM
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#1540
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Don Flamenco
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It's always important to remember that FbN's recommendations are mostly the product of one person, based on how his simulator has returned data. It's still up in the air whether it's optimal (and it's easy to argue that it isn't). But it's a pretty good guideline-- if you don't know what you're doing, it will probably improve your play. For theorycrafting, it's fairly representative of a simple rule-based approach to playing.
However, even 30-minute samples of play aren't guaranteed to produce accurate results; RNG plays a huge factor, and at best you're modeling 6 five-minute fights (without starting or ending factors). The simulators themselves run 1000+ simulations and still narrow down to a range of ~10 DPS. The equivalent of six runs is likely to have errors in range of hundreds of DPS.
Next: the crit cap has a lot of "soft" factors. If you have a [Death's Choice] trinket (or two) you can be over the cap while it's up, but not while it's down. Same with [Idol of Mutilation], same with a Mongoose enchant if your weapon serves tanking double-duty. While you might lose 30% damage over cap, if you're only over the cap with a DC/DV trinket up, you'll only lose 30% of that 30%-- in other words, you're modifying <10% of your damage after the first soft cap. By the time you're at soft-cap with DC/DV down, you have to start worrying about FB caps.
Last edited by Allev : 10/13/09 at 12:41 PM.
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10/14/09, 8:44 AM
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#1541
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Von Kaiser
Night Elf Druid
Гордунни (EU)
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Can anyone continue the addon?
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10/17/09, 5:03 AM
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#1542
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Glass Joe
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Updated Simulator
I have updated the source code to include the new tier 10 bonuses. You can download the new source code or a pre-compiled version of it at : Downloads - feralbynightsimulator - Project Hosting on Google Code. This hasn't been extensively tested so if anyone catches any bugs send me a message and I'll update it as soon as possible.
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10/20/09, 12:27 PM
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#1543
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Glass Joe
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Is this thread, the addon and the compilation going to continue to be updated?
what happened to nightcrowl?
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10/20/09, 5:34 PM
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#1544
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Glass Joe
Night Elf Druid
Gul'dan (EU)
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Originally Posted by anything25
I have updated the source code to include the new tier 10 bonuses. You can download the new source code or a pre-compiled version of it at : Downloads - feralbynightsimulator - Project Hosting on Google Code. This hasn't been extensively tested so if anyone catches any bugs send me a message and I'll update it as soon as possible.
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Did you also update the new armor pen values?
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10/21/09, 3:18 AM
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#1545
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Glass Joe
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Originally Posted by Sharandris
Did you also update the new armor pen values?
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If you mean the 12% nerf that happened in patch 3.2.2 then yes I updated the values.
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10/21/09, 4:28 AM
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#1546
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Glass Joe
Human Warrior
Lightbringer (EU)
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Originally Posted by Allev
Next: the crit cap has a lot of "soft" factors. If you have a [Death's Choice] trinket (or two) you can be over the cap while it's up, but not while it's down. Same with [Idol of Mutilation], same with a Mongoose enchant if your weapon serves tanking double-duty. While you might lose 30% damage over cap, if you're only over the cap with a DC/DV trinket up, you'll only lose 30% of that 30%-- in other words, you're modifying <10% of your damage after the first soft cap. By the time you're at soft-cap with DC/DV down, you have to start worrying about FB caps.
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the idol nearly has a 100% uptime no? so if you'd go from those stats (200agi at 95%) would the ap and crit buff from this outweigh the shred idol if by using [Idol of Mutilation] you get the crit "softcap(60%?)?
another thing i've been wondering about is, if you have softcap of both arp(gt/mrs) and crit(idol=>hence my previous question) what stat becomes the next important thing? i'm guessing str but haste seems to be getting better aswell.
can anyone plz check the maths for these factors
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10/21/09, 12:01 PM
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#1547
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Don Flamenco
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Strength clearly wins out over haste. Situationally you may want to gem/gear for either hit or expertise, if those aren't capped (if you can't avoid being over the soft crit cap, for instance).
Yes, the idol has nearly 100% uptime. For the purposes of calculating caps, you can assume it's always up. For the purposes of estimating DPS exactly, you can't. Be careful to know what your theorycrafting tool of choice is doing.
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10/22/09, 9:57 PM
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#1548
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Glass Joe
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Where did you get 60% for crit soft cap? Post 1538 gave me the impression it was 76.
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10/22/09, 9:58 PM
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#1549
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Von Kaiser
Night Elf Druid
Ravenholdt
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Correct me if I'm wrong:
Rake should never be applied to a target without getting Savage Roar up first.
It follows then that a feral dps'er without SR up must hit the target with Mangle, even if another feral has just done so or if Trauma is already up?
I have observed FbN recommending Rake consistently in the following situation:
1. Trauma or Mangle is already on the target.
2. I do not have SR up.
As I understand the feral dps priorities this is wrong. Anyone care to refute?
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10/22/09, 11:26 PM
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#1550
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Glass Joe
Night Elf Druid
Azuremyst
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The only reason I could see FbN suggesting rake over SR with mangle up is if you don't have at least one combo point. I can't think of any other reason for that suggestion.
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