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Old 09/21/12, 9:34 PM   #46
Rivkah
Great Tiger
 
Dwarf Hunter
 
Stormrage
I've made an adjustment to work around the problem Whitefyst reported with cast time shots and regen being applied at the wrong time. This should affect sims using hardcast aimed shots and any that were using powershot (which I assume also applies the charge at the end of the cast). Hopefully it should be simulating more correctly now, but please let me know if you notice any more issues. I always appreciate the detailed debugging you guys have been providing!

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Old 09/22/12, 1:07 AM   #47
Whitefyst
Great Tiger
 
Orc Hunter
 
Draenor
Originally Posted by Rivkah View Post
I've made an adjustment to work around the problem Whitefyst reported with cast time shots and regen being applied at the wrong time. This should affect sims using hardcast aimed shots and any that were using powershot (which I assume also applies the charge at the end of the cast). Hopefully it should be simulating more correctly now, but please let me know if you notice any more issues. I always appreciate the detailed debugging you guys have been providing!
Thanks for the fix!

Unfortunately, it reduces MM numbers by about 400 to 500. I am really not liking AI for MMs now.

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Old 09/23/12, 7:43 PM   #48
Rivkah
Great Tiger
 
Dwarf Hunter
 
Stormrage
Just an update- I've switched over the beta version of the site to the production URL. If you still have any links or bookmarks pointing to beta.femaledwarf.com please update them to www.femaledwarf.com- the beta URL will go away in the near future.

Also, a lot of the text on the site has changed and it may be a bit before the translated versions are up to date (beyond the item names which I can grab automatically). Some of my volunteer translators for previous versions may no longer available, so if you're interested in helping to maintain one of the translations please let me know. If you're an existing translator and would like to help out again please contact me so I can get you setup.

Update: I also changed the defaults on my site for latency to 37 (which is the default setting in simulationcraft) and for Careful Aim to 7% of the fight, which probably more closely reflects reality on most fights. Existing saved settings will not be affected but new profiles will be, so be aware when comparing results.

Last edited by Rivkah : 09/23/12 at 8:07 PM.

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Old 10/01/12, 6:20 PM   #49
Rivkah
Great Tiger
 
Dwarf Hunter
 
Stormrage
I've been getting a lot of emails about my site missing the Ghost Iron Dragonling trinket, so I thought I should post and explain. Adding support for the trinket is rather messy because cogwheels require specialized support on my site (my current support for them only works in the helm socket). During beta I did tests on the trinket and determined it wasn't very strong relative to the other pre-raid trinkets (the blues, not the greens) so I didn't think it'd be a big problem to leave it out. However because it's so easy to get right now a lot of people are using it.

I don't know when I'll have time to add support for it, but in the meantime you can simulate the trinket by filling in the stats for your cogwheels in the custom stats section.

If you're curious about the damage the proc pet does, here's what I learned from my tests on beta (note this may have changed since I tested it):
- The pet attack does not scale with attack power
- The pet can crit but the chance is very low, so I think it has some base crit chance that doesn't scale with gear
- The pet has a melee attack on a 2 sec cast time (doesn't seem to scale with our haste) which does roughly 1338.5 dmg per hit before armor is applied
- The pet has a lightning attack on a 10 sec cooldown which seems to do on average 4996 dmg per hit
- The pet seems to proc about once a minute
- Based on the my test data it looks like on average you can expect about 17109 total damage per pet proc

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Old 10/02/12, 4:33 AM   #50
Rivkah
Great Tiger
 
Dwarf Hunter
 
Stormrage
Since I've gotten a few emails about it, another thing to note- currently the site is also not supporting the blue random stat items (like the ones you get from completing scenarios). I may add these in later but I'd need to figure out a good list of all the possible options and it may be a lot of work supporting them. So currently if you are wearing one of these items you can use the custom stats fields to simulate it.

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Old 10/02/12, 9:29 AM   #51
Draco Draco
Glass Joe
 
Orc Hunter
 
Laughing Skull (EU)
Out of interest, after GC confirmed the bug I've been seeing since MOP went live (that explosive shot does not in any way proc toth), I was wondering if your simulator has been assuming procs off of Explosive shot with toth, or if it has been accounting for the bug and not assuming any procs? If it's the latter, then surv should see a nice bump up with toth, probably making it alot closer to dire beast in terms of output (currently I sim a 1561 dps difference)?

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Old 10/02/12, 11:47 AM   #52
Rivkah
Great Tiger
 
Dwarf Hunter
 
Stormrage
My site has not been simulating the bug- so it won't affect the results.

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Old 10/08/12, 11:14 AM   #53
NoGoal
Von Kaiser
 
Orc Hunter
 
Terenas (EU)
I've just found a minor error, you use 100% hunter hit/expertise == 100% pet hit/expertise while it should be 50% hunter hit + 50% hunter expertise for pet hit/expertise.

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Old 10/13/12, 5:32 PM   #54
Rivkah
Great Tiger
 
Dwarf Hunter
 
Stormrage
I've updated my site to reflect the changes to rabid in the latest hotfix. Interestingly this actually increases dps in the simulation, but I should note that my site was never able to fully calculate the value of the old rabid since the AP buff was averaged over the course of the fight, so in reality dps may not have changed or may have gone down. One thing to note is the change to Rabid makes Lynx Rush far less attractive, as part of the benefit was the stacking of the cooldowns. Lynx Rush sees no benefit from the attack speed bonus as the same amount of attacks are performed regardless.

I also added in the new Aimed Shot formula, although I'm not sure I have the exact base damage correct as I couldn't find the number, just the percentage it was changed.

Originally Posted by NoGoal View Post
I've just found a minor error, you use 100% hunter hit/expertise == 100% pet hit/expertise while it should be 50% hunter hit + 50% hunter expertise for pet hit/expertise.
This is something I've been meaning to fix- originally it was bugged and wasn't working properly in beta so when I first added in the hit/expertise support I left it at 100% because it required less effort to support and I wasn't sure how it'd turn out. Now that it's resolved it's on my list of things to address.

Update: I just fixed this.

Last edited by Rivkah : 10/13/12 at 5:46 PM.

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Old 10/13/12, 7:40 PM   #55
Rivkah
Great Tiger
 
Dwarf Hunter
 
Stormrage
As part of adding support for the Ghost Iron Dragonling trinket I did some cleanup on the gem menus and moved the cogwheels into the standard gem socket section. I merged the perfect gems with the rares, so if you have saved settings using perfect gems, you will need to update them (armory imports will correctly use the rare gems). Also, since I moved the cogwheels into the normal socket slot, anyone using cogwheels in their engineering helm in a saved setting will need to update. My apologies for anyone who needs to update their saved settings.

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Old 10/17/12, 9:02 AM   #56
NoGoal
Von Kaiser
 
Orc Hunter
 
Terenas (EU)
Even though the FAQ says Readiness is delayed for Rapid Fire. Putting 99s maximum delay doesn't make you gain 1 more RF cast. It stays at 4; using setting 349, DPS doesn't vary from 8s to 99s, lower than 8s is a 172 DPS loss.

2nd Readiness should appear around 300s into the fight, 4th RF should be around 380s; unless Readiness was used before.

With delaying the 2nd Readiness, you'd gain a 5th RF.

--

Even though you can type a 2nd digit (i.e. 1.55) after the dot in the Fight Length field, it doesn't work (it sets the default value of 450s). It seems to only accept 1 digit.

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Old 10/17/12, 5:41 PM   #57
Nooska
King Hippo
 
Nooska's Avatar
 
Blood Elf Hunter
 
Argent Dawn (EU)
Readiness is a 3 minute cooldown, you use it a few seconds into the fight (firing off all your CDs) and then everything should line up at about 3 minutes + the time used to enable things (times 2, as you do it once before readiness, and once after) again, so at about 190 seconds it should appear again as second readiness. It should appear a third time at about 380 seconds (going with about 5 seconds to use stuff).
Remember, for maximum use of readiness you need to use your stuff before and after you use readiness, so if it takes 5 seconds, it delays the second readiness use by 15 seconds - 5 for the first use, then 180 seconds before readiness is off CD, another 5 seconds to use the abilities you pushed out of sync with readiness due to firing them off afterwards (mainly BW/RF), pushing the second readiness to 190, you then use another 5 seconds to reuse the reset cooldowns, and thereby push the use of those for a third readiness by another 5 seconds there, and an additional 5 seconds before using it for the third time at 380 seconds.

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Old 10/17/12, 6:56 PM   #58
NoGoal
Von Kaiser
 
Orc Hunter
 
Terenas (EU)
Readiness is on a 5 mins CD.

Something I didn't think of, in my previous post, is that FD might delay RF to stack it with BW?

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Old 10/18/12, 3:52 AM   #59
Nooska
King Hippo
 
Nooska's Avatar
 
Blood Elf Hunter
 
Argent Dawn (EU)
You are indeed correct, I don't know why I remembered it as a 3 minute cooldown. RF should not be delayed to stack with BW though; BW is a 1 minute CD and RF is a 3 minute CD, so every third BW willl have RF included, so no delay of RF is needed for BW, unless you have the "do not stack RF with BW" option checked.

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Old 10/18/12, 4:48 AM   #60
NoGoal
Von Kaiser
 
Orc Hunter
 
Terenas (EU)
It was 3 mins for MM in cataclysm with the talent.

You are right about timings so the only thing I can think of is that using a 99s setting doesn't work. Maybe it's capped at some value?

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