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Old 01/07/10, 7:53 PM   #31
Mijae
Don Flamenco
 
Tauren Druid
 
Tichondrius
Originally Posted by Yellowsix View Post
Someone may know the answer to this question... otherwise I'll go dig through the code for rawr or toskk's: if you look at the summary, the damage from the initial Rake hit looks to be significantly lower than my world of logs reports. It's not a really significant source of damage so it's not a huge deal... but it's irritating. The current formula that I use is this:

[176 + (AP / 100)]
* savage fury (1.2)
* physical damage multipliers (SR, blood frenzy, ferocious inspiration, etc.)
* bleed damage multipliers (mangle debuff)
I have stopped maintaining my spreadsheet, but I compared the numbers I was using against what Toskk's is using now. Some of the numbers are slightly different. I honestly don't know if values have changed and where exactly mine came from. I was extremely bad at maintaining sources for all my numbers. Some I tested myself, but they were all confirmed at the times I entered them (otherwise I would have marked them).

Rake base: 190 + AP/100
Rake bleed: 387 + AP*0.6
Shred: 666 + 2.26*base
Bite5: 1640 + AP*0.35

Otherwise, check if you are applying SR correctly to Rake including the glyph. The base damage can also crit.


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Old 01/07/10, 8:22 PM   #32
Allev
King Hippo
 
Allev's Avatar
 
Tauren Druid
 
Mal'Ganis
Did you stop updating your sheet before the base damage nerfs we got sometime in Ulduar?

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Old 01/08/10, 1:21 AM   #33
Mijae
Don Flamenco
 
Tauren Druid
 
Tichondrius
Differences between my 3.1.3 and 3.2.0 releases:

Mangle: 634 => 566
Shred: 742.5 + 2.25x => 666 + 2.26x
Swipe: 2.6x => 2.5x

I basically stopped playing during ToC and stopped updating. I never even added all of the heroic gear. Of course, it's possibly I missed some other changes. These low level details was the exact reason I was keeping it around as long as I did though.


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Old 01/09/10, 8:01 PM   #34
Yellowsix
Piston Honda
 
Worgen Druid
 
Suramar
I have posted an update that addresses most of the remaining bugs. The complete list of changes is at WoW Simulator Change Log.

The feral rotation seems pretty good now, though I am sure that someone could do better than I have. If you are able to build a better rotation using the Team Robot simulator, please post it or send it to me, as I would be very curious to see how you did it! You can save and export rotations as XML -- there is a guide here: WoW Simulator Import/Export Feature.

A discussion point: for my character (Yellowsix of Spinebreaker, in roughly ilvl245 gear), I was trying to determine the best gems. The value of strength, agility, and armor penetration gems is very close -- I changed all sockets to one or the other, and saw very little difference in the final DPS. Same idea for yellow sockets: going with agi/haste or agi/crit or even str/haste or str/crit is very close in value.

I'll run some more simulations with other characters, but I found this to be interesting. The simulator output seems to be accurate (e.g. I compared the average damage for abilities to some of my combat logs and they were within 1-3% for all abilities, and the total number of each attack was reasonably close), so I must be at some cross-over point for the value of these stats.

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Old 01/09/10, 10:38 PM   #35
Allev
King Hippo
 
Allev's Avatar
 
Tauren Druid
 
Mal'Ganis
You're right, the total range of DPS from one stat to the other is very small. As you enter the neighborhood of soft caps, having half your points above a cap and half below means they all average out to be pretty accurate. Gemming was never supposed to alter final DPS more than a dozen or two DPS, at most (unless you're dealing with ArP hardcaps or hit rating). These are all within your default margin of error, and can thus be considered inconsequential in most cases.

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Old 01/12/10, 12:48 PM   #36
Jaconis
Von Kaiser
 
Tauren Druid
 
Greymane
Awesome job guys, very well done. However, I ran a couple of simulations last night and I think I found a problem with the default rotation. During Berserk, it used TF if it got too low on energy, which seemed to get rid of the of the Berserk buff (it never made the statement that the buff had faded, but attacks had normal energy costs). This not only isn't possible in-game because TF can't be used during Berserk (at least according to the tooltip, I never tried myself), but for at least a couple of my simulations caused Berserk to end after only a few seconds.

Last edited by Jaconis : 01/13/10 at 7:18 AM.

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Old 01/12/10, 2:07 PM   #37
Yellowsix
Piston Honda
 
Worgen Druid
 
Suramar
You are right that I did not have the restriction that TF cannot be cast during Berserk. I have added that and will post it with the next update.

However, the default rotation should never do this, because Berserk is set to only cast if TF is currently active, which means that Berserk is only used while TF is still cooling down.

I could not reproduce TF causing Berserk's cooldown to finish prematurely. I ran some tests and checked the code as well. I also could not reproduce a situation where abilities started to cost full energy while the Berserk debuff was still active. Please let me know if the problem happens again, and if possible, post the combat log entries that look incorrect to you.

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Old 01/12/10, 7:05 PM   #38
Jone
Piston Honda
 
Jone's Avatar
 
Night Elf Druid
 
Proudmoore
Originally Posted by Yellowsix View Post
However, the default rotation should never do this, because Berserk is set to only cast if TF is currently active, which means that Berserk is only used while TF is still cooling down.
Hmm. Do you know that casting Berserk will remove the TF buff? I believe consensus was to use Berserk just after TF during the opening seconds of a fight, then to desynchronize them as much as possible without reducing how often you use them during the rest of the fight.

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Old 01/12/10, 8:07 PM   #39
Yellowsix
Piston Honda
 
Worgen Druid
 
Suramar
I didn't know that, but now I do! I'll change the default rotation.

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Old 01/13/10, 2:11 AM   #40
Ferehar
Glass Joe
 
Hahaa
Tauren Death Knight
 
Scarshield Legion
This is just an amazing simulator! The fact that it's web-based makes it even more attractive. Just kind glitchy when setting filters for the gear upgrades, and some class/specs don't seem to load and work properly.

Great job Mr. Robot!

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Old 01/13/10, 9:47 AM   #41
revulva
Piston Honda
 
Dwarf Priest
 
Suramar
Originally Posted by Ferehar View Post
This is just an amazing simulator! The fact that it's web-based makes it even more attractive. Just kind glitchy when setting filters for the gear upgrades, and some class/specs don't seem to load and work properly.

Great job Mr. Robot!
Thanks!

Right now only Death Knights and Feral Druids are implemented. We're working to push out additional classes very soon.

What sorts of glitches are you getting when you set filters? We've been trying to keep up with any issues people have been having.

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Old 01/13/10, 5:46 PM   #42
The Grog
Piston Honda
 
Night Elf Druid
 
Dragonblight
It never finds any gear. Ever. I let it sit for 15m while loading shoulder items with the pve and tier item filers enabled, and it never came back with other items to choose from.

Looking into 'Full Buffs' might be helpful, as I don't know which food it is using. Or which flask/elixir.

Something to note the white crit cap would also be great.

The model looks accurate, I think, as the default rotation with changes to bite priority is pretty close to what I try for and actual dps output was within 400 of what the sim reports.

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Old 01/13/10, 10:26 PM   #43
RareBeast
Von Kaiser
 
Tauren Druid
 
Jubei'Thos
Yeah, being able to see what % of your attacks were plain old hits would be nice. Would give me much more of an idea as to how close I was to the various crit caps (rather than having to subtract the crit, hit & dodge totals from 100 and account for glancings for auto attacks.

Looks pretty good so far.

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Old 01/13/10, 11:12 PM   #44
Yellowsix
Piston Honda
 
Worgen Druid
 
Suramar
Originally Posted by The Grog View Post
It never finds any gear. Ever. I let it sit for 15m while loading shoulder items with the pve and tier item filers enabled, and it never came back with other items to choose from.

Looking into 'Full Buffs' might be helpful, as I don't know which food it is using. Or which flask/elixir.

Something to note the white crit cap would also be great.

The model looks accurate, I think, as the default rotation with changes to bite priority is pretty close to what I try for and actual dps output was within 400 of what the sim reports.
I just checked, and I was able to load the list of shoulder items just fine... if you disable both the "TIER" and "NON-TIER" item filters, it will of course come back empty... because you have eliminated every possible item in the game. Is that what happened?

If not, and you encounter an issue again, let me know with as much detail as possible around what you did, and I'll look into it.

When I load full buffs, it checks agility food and flask of endless rage. Click on "CUSTM" to see the detailed list of current buffs, and to customize it if you wish.

I'm working on some stuff to improve estimated DPS values around the crit cap and other soft/hard caps. I'll try to get it into the next update.

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Old 01/13/10, 11:35 PM   #45
The Grog
Piston Honda
 
Night Elf Druid
 
Dragonblight
Right now, with the boxes next to 'Tier Items' and 'PvE Items' filled in, it has been loading shoulder items for the last 5 hours. I use firefox, btw. I can change gems and enchants no problem, but there is no way to change gear item because there are no options. Just a box on the left that says Item Customization: Shoulder, Loading, and the rotating red thing.

The same thing occurs for all slots, regardless of which filters are enabled or disabled, except gloves. Gloves and glove alone load properly. However, gear does load for my DK.

Oh, and Nightmare's Tear doesn't seem to be correctly giving a socket bonus.

Last edited by The Grog : 01/14/10 at 12:11 AM.

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