@ Exolaris and Kactuz. With 8 seconds on SR and RIP if you FB I expect something like 4-6 seconds of RIP downtime, 1 FB does more damage than 2-3 ticks of RIP. It could also be possible that there is something messed up in algoritm that choce between RIP and FB, actually I'm not exceptionally geared (but getting better gear could only make RIP uptime greater) I've something like 90-95% of RIP uptime with RIP uptime set at the minimum level. Have they changed multiplier or boss armor or anything like that from 3.2 to 3.3.5?
No nightcrowler they did not change anything since you last played. Look at this though: If you FB with 8 seconds left on SR and RIP you have going to have more RIP downtime than 4-6 seconds. You will have to refresh SR (I always refresh with a min of 2 combo points) so that could take one or two shreds to do that. Next you have to wait to generate 5 CPs for RIP. Thus that would lead to way more RIP downtime than 4-6 seconds. Closer to 10-12 seconds I believe and that is a dps loss. If you pop TF somewhere in between that mix than you would get a DPS increase for that but it would be too situational. Oh and dont forget about keeping Rake up too
Well it depends on many things, like your haste (more ooc procs), your crit (faster cp generation). It seems pretty strange that FBN let you FB wist SR+RIP<8 sec. The only case I can see (I'll try to fix it in the next push) is when you FB during the end of berserk. FBN by default make you use SR with 1 cp, but you can set an higher value via options. With a "normal" crit rate you need 4 CP-generating ability to use RIP (3 shred = 5 CP) and SR (1 shred), rake or mangle are not problems because they make you save energy (they cost less than shred). King of the jungle is taken into account but it track the CD in order to put 60 extra energy into the pool or not.
By the way with 3.31 I've added (checked by default) the "conservative play" option. Basically it makes the algorithm consider only 10 energy / sec as regeneration without accounting for ooc procs. This will lead to a more stable dps and dots uptime. Actually you will see a dps increase. As usuall the problem about math is that mathematical optimum is different than real optimum. Considering ooc procs for energy regen leads to more FB, less RIP uptime, etc.. from simulation it also lead to more dps. What you see in-game is that checking the option will increase your dps, so why there is that difference? The problem is that using more FB increase the mean value but decrease the median value and after all I think that the usual player is more interested in maximizing the median value.
Last edited by nightcrowler : 07/26/10 at 1:58 AM.
Nightcrowler, main changes you should add (if you haven't already) are the change for mongoose from 2% physical haste to 30 haste rating, and the discovery that black magic procs off cat-mangle and shred.
October 12, 2010 10:10:01 AM GMT-07:00 (6 hours ago)
getting error and fps failure when trying to use 4.0.1 version with cat script from ej forums, error happens wen addon tries to suggest ferocious bite
October 12, 2010 4:04:59 PM GMT-07:00 (29 minutes ago)
It's true that Ovale should not crash like that because of script errors. Anyway there are two problems in the Elitist Jerk script:
it should be Define(RAKE 1822) and not 59886, and there is somewhere a TargetDebuffExpires(Rip mine=1) which should be TargetDebuffExpires(RIP mine=1) because Ovale is sensible to the case.
Also, you should add nored=1 to most of the Spell functions, it looks nicer.
It currently works in beta but I have no clue whether it works on live 4.0.1 (EU servers are still down). I am going to merge that into the main repository of FBNLite once I see that it is working.
It still uses the same WotLK suggestion logic which I'm planning to replace once there is a consensus on what the ability priorities look like. I am going to implement Rip refreshing by FBs later this week.
For those interested I don't think to update FBN before the expansion, I'd like to wait and see for a little while. In the mean time does anybody can send me a list with ability name -> spell id for both feral spell and buffs?
Just copy them from the FBNLite's code, I've already gone through all of them so that they are up to date.
Generally, the SpellIds of abilities were changed into spellIds of the first rank of that ability (since the concept of ranks is no longer used in game). Also, debuffs from abilities (mangle, demo roar, ...) now have the same spellId as the ability itself.
As an side effect of the ranks change, FBNLite is probably usable (not tested though!) even for sub 80 level druids provided that you have all the important talents and abilities (Berserk, SR, ...).
Feral by Night was updated for 4.0.1 by KaelBear (Thanks a lot) and now it's working and downloadable via Curse. As FBNLite it still use the old cycle. I'm working on beta realms to make it fully updated for the Xpac.
I tried out FBNlite yesterday and noticed it seems to have issues with Arms Warrior's Trauma. With an Arms Warrior present it kept suggesting Mangle indefinitely even though the Trauma debuff was up on the target (seems like Trauma got priority over Mangle). Other then that it seems to work fairly well with the new durations and everything.