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Old 02/09/10, 10:55 AM   #151
korkut
Banned
 
Tauren Druid
 
Bloodfeather (EU)
I am using 110 ap @ 2hand weapon as enchant. Again check berserking and mongoose uptimes , still saying %83+ for me.
The World of Warcraft Armory - Korkut @ Ravencrest - Profile
is my armory.

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Old 02/09/10, 2:51 PM   #152
Yellowsix
Piston Honda
 
Worgen Druid
 
Suramar
Update

I have posted an update (finally!) with several bug fixes, as well as the first version of the moonkin gear rankings.

A more detailed list of changes is at: WoW Simulator Change Log

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Old 02/20/10, 4:19 PM   #153
Yellowsix
Piston Honda
 
Worgen Druid
 
Suramar
Update

An update has been posted -- the main addition is elemental shamans, but I have also made some minor bug fixes. The change log is at: WoW Simulator Change Log.

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Old 02/27/10, 7:45 PM   #154
Yellowsix
Piston Honda
 
Worgen Druid
 
Suramar
Update

The latest update has some minor additions:

- leg enchant list for moonkin should be correct now
- lightweave/swordguard embroidery added

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Old 03/01/10, 5:45 PM   #155
aceofsween
Don Flamenco
 
aceofsween's Avatar
 
Troll Druid
 
Lightning's Blade
Just a small heads up,

The t10 4pc Balance Druid proc is currently being incorrectly valued by the simulations here. Languish works like Ignite, but the current simulations have it working as if it were just a DoT. Meaning that if you were to say crit with Starfire back to back, the simulator will not roll the damage of the dots together. Instead, from what I can see, the first application of Languish is being overridden in your simulations, which is not how the bonus works.

Also, a small note, is it possible to add the condition "If <BUFF> has expired or has <X> seconds left"? There is a similar condition for the target, but not one for the player.

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Old 03/01/10, 6:12 PM   #156
Yellowsix
Piston Honda
 
Worgen Druid
 
Suramar
I'll change the 4T10 moonkin bonus to roll like ignite... that was an oversight on my part.

The "aura" condition works for both buffs on yourself and debuffs on the target. The wording is a little misleading right now. I think that it always says "target", when in fact the condition "HAS SOLAR ECLIPSE" correctly checks that the player has the buff, not the boss.

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Old 03/06/10, 6:04 AM   #157
Yellowsix
Piston Honda
 
Worgen Druid
 
Suramar
A 3.3.3 beta is now available:

Team Robot Wow Simulator Beta

Read the patch notes for the full details: WoW Simulator Change Log

Please post in the following thread if you would like to see a change or bug fix incorporated into the beta -- you will get a much faster turn-around from us: 3.3.3.

Quick notes for druids: I used 37% spell coeff for starfall, 13% for the splash. Also, gear rankings/estimates have not been updated for 3.3.3, just the simulator! Press the simulate button on the beta site!

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Old 03/07/10, 3:48 PM   #158
Knofle
Glass Joe
 
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Tauren Druid
 
Balnazzar (EU)
I really love this tool, and especially the ability to customize rotations. I just have to compliment you on the easily understandable user interface, and the easy to use (once you look twice) rotation editor. I've improved my theoretical dps by changing a few variables, and that is great. Posting in the balance druid raiding thread about them.

Thanks!


Languish still looks bugged, by the way. It only shows up as 0-1% of my damage, and it doesn't carry the extra damage onwards when it is being reapplied by a critical wrath or starfire. I don't know if you've changed this already for the beta or the live one.

Last edited by Knofle : 03/07/10 at 3:55 PM.

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Old 03/08/10, 4:39 PM   #159
Yellowsix
Piston Honda
 
Worgen Druid
 
Suramar
I've posted a fix for the moonkin 4T10 set bonus -- it should properly "roll" the DoT now. I've also updated the gear estimates for T10 to reflect this change.

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Old 03/08/10, 8:06 PM   #160
Gurrshael
Von Kaiser
 
Gurrshael's Avatar
 
Tauren Druid
 
Drak'thul (EU)
First of all, thank you for the work you've put into this wonderful simulator. I really love its ease of use, rich features and outstanding look

What I am struggling to understand is how do you value set bonuses.
Do you use precalculated values? If so, for what gear levels are they calculated?
Or is their actual value updated whenever I run a simulation? If so, how is their value calculated?

This question is obviously not limited to set bonuses but also applies to all "dynamic" buffs (like various procs).

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Old 03/09/10, 1:07 AM   #161
Yellowsix
Piston Honda
 
Worgen Druid
 
Suramar
To answer your question fully would take a little while Gurrshael... but at a high level, it works as follows:

We pre-calculate a bunch of data points at various combinations of stats. Then, we do a linear approximation using the pre-calculated data points and your actual, current stats.

We do a similar technique for set bonuses: pre-calculate data points with the set bonus as various gear levels, then do a linear approximation based on your current stats.

Most trinket procs are averaged out for the purposes of estimating their value.

The technique overall is very simple and produces reasonably good estimates... there are definitely a few inaccuracies here and there though -- we'll continue to refine the estimates as we develop more classes.

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Old 03/09/10, 7:27 AM   #162
Gurrshael
Von Kaiser
 
Gurrshael's Avatar
 
Tauren Druid
 
Drak'thul (EU)
Thanks for explanation yellowsix.

This certainly works very well for in most cases.

I am interested in the way you handle Armor Penetration and trinkets with ArP proc. Is the proc averaged too? What if I use the trinket while being significantly over soft cap?

You mentioned that most trinket procs are averaged. Can you share which ones aren't?

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Old 03/09/10, 10:09 AM   #163
dedmonwakeen
Bald Bull
 
dedmonwakeen
Undead Priest
 
No WoW Account
Originally Posted by Yellowsix View Post
The technique overall is very simple and produces reasonably good estimates... there are definitely a few inaccuracies here and there though -- we'll continue to refine the estimates as we develop more classes.
Do you maintain a dps-surface database per talent/glyph combination? Or is the surface calculated for each player? Or is it just starting with a single player and varying one stat at a time?

I have considered generating the 10-Dim surfaces required for general linear approximation, but I was daunted by the sheer number of data points (even given a tuned c++ program) not to mention that true interpolation of a 10-Dim surface is rather painful. Obviously, for most class/spec combos the dimensions reduce to 7 or 8.


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Old 03/09/10, 12:46 PM   #164
revulva
Piston Honda
 
Dwarf Priest
 
Suramar
I don't know all the details of how yellow implemented the estimates, but, I think that we are varying one stat at a time.

As you pointed out, the amount of data points that would be necessary for 100% accurate estimates is huge. This would slow the site to a crawl. We are using a simplified, empirical method that reduces our total number of data points for each class to a minimum. This allows us to dynamically change the estimates each time you change a piece of gear.

But, this is also why you will find a small percentage of items that do not appear in the correct order.

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Old 03/09/10, 2:08 PM   #165
Yellowsix
Piston Honda
 
Worgen Druid
 
Suramar
Gurrshael, now that I think about it... it's possible that the value of certain trinket procs are not being reduced properly when a player is near certain caps for stats. Its value really needs to be reduced prior to averaging it out. I'll take a look at that.

When I said that some trinkets aren't averaged, I was referring mainly to trinkets that do direct attacks like [Tiny Abomination in a Jar]. For those, we estimate about how often/how hard they hit to come up with a DPS value.


dedmonwakeen, one way that we reduce the number of data points is by only calculating estimates using one "standard" set of talents per spec. Classes like feral, moonkin, elemental, enhancement are easy: there is only one spec that really makes sense. For death knights, we have a separate set of data for blood 2H, frost 2H, frost DW, unholy 2H, and unholy DW.

Talents that have very simple effects, like "+3% spell hit" or "+5% crit" will be factored into the DPS estimates, but that's about it right now: for the most part it assumes a standard spec.

Most players will only have minor variations from the "standard" talent specs... and a lot of times these variations won't significantly affect the relative value of gear, so we considered it an acceptable trade-off between speed and accuracy.

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