I understand that SimCraft actually "simulates" a shot rotation how it could happen in game, right?
I´m currently trying to write an addon that gives the user a proposal about which shot next to use. The first iteration of the algorithm was a rather simple priority system. Upon refining the algorithm I realized that it isn´t that easy in some cases. There may be situations when it´s better to wait for an ES to cool down instead of shooting a SS immediatly and other times when it´s better to accept pushing back ES and start casting the SS. The same goes for literaly every other combination of shots that don´t do equal damage and take equal time. Also there´s propably no one single number that´s always right for all these choices. Now I wonder if/how you solved this problem theoretically. How does SimCraft decide the order of shots?
FaceShooter - a hunter shot recommendation AddOn
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I understand that SimCraft actually "simulates" a shot rotation how it could happen in game, right?
I´m currently trying to write an addon that gives the user a proposal about which shot next to use. The first iteration of the algorithm was a rather simple priority system. Upon refining the algorithm I realized that it isn´t that easy in some cases. There may be situations when it´s better to wait for an ES to cool down instead of shooting a SS immediatly and other times when it´s better to accept pushing back ES and start casting the SS. The same goes for literaly every other combination of shots that don´t do equal damage and take equal time. Also there´s propably no one single number that´s always right for all these choices. Now I wonder if/how you solved this problem theoretically. How does SimCraft decide the order of shots?
After much experimentation with the sim, the first order effects of "damge-per-execute-time" is pretty obvious, so that generates the initial priority list. As you mention, it gets interesting when something in the priority list is "almost" ready. In general, it is very rare that waiting provides a real noticeable benefit. (This is true across most classes/actions.)
However, Explosive Shot is one of those rare examples. In the trunk right now, ES will never over-write itself and the AI will never delay SS in favor of waiting. However, I do know that the Hunter dev has a "wait" action coded up in his sandbox that he is experimenting with.
I had completely missed the activity on this thread, sorry about that.
I did experiment a bit with that wait action, but my initial impression was that the added dps was so small that it disappeared in the general noise of the RNG so I never polished up the code to commit it. Hopefully I'll get around to it One Of These Days.
Note that we're not trying to simulate trap dancing so the number of LnL procs is pretty low.
And to clarify dedmon's post, simcraft itself doesn't do the prioritization, that's done by the actions list in the profiles. You can set up different profiles with different shot prioritization schemes.
Latest source has PTR 3.1.3 changes in, as always, just patch=3.1.3 to do your runs with PTR changes.
I hope we'll get a release out soon when all classes have their PTR changes in.
So if you are the only hunter Imp.HuntersMark wins, no brainer if their are additional SV/BM hunters. Only problem is with 2+ MM hunters, as all others wasted their points in IHM. Would be nice to get something passive on the talent that only the hunter itself benefits, like with other raidbuff talents from other classes (Shaman Unleashed Rage gives them expertise, Warrior Blood Frenzy gives them some haste, etc.) so if there are 2 MM hunters, even the second one gets a benefit from his IHM talent.
Last edited by Starfox : 05/27/09 at 5:12 AM.
Hello.
Light the fuse.
For all my homies.
Do not run, we are your friends.
I was playing around with the new SimCraft release (pre 3.1.3) and I found something strange. I compared different specs with similar (in this case identical) gear and found a strange anomally:
Can anyone of you explain the strange scaling of haste and weapon DPS or think of something I might have done wrong. Maybe it's just a stupid mistake from me.
Can anyone of you explain the strange scaling of haste and weapon DPS or think of something I might have done wrong. Maybe it's just a stupid mistake from me.
How many iterations did you use? Typically you need to run at least 10k iterations to get reasonably stable scale factors.
How many iterations did you use? Typically you need to run at least 10k iterations to get reasonably stable scale factors.
First I run 1k iterations, but confirmed with 10k iterations. The weapon DPS scaling evened out, but haste is stille the same. I don't understand why this one talent point should affects haste this way.
With the gear used in chardev you have only 5% haste. Adding 3% from Ret-aura you would need about 8% to reach the softcap (523 haste rating), after which haste offers significantly less benefit. The last two specs are using IAotH which count for 3% haste for one point and 6% haste for two points. So if IAotH procs you are at
8% haste -- 262 haste rating to reach the soft cap
11% haste -- 164 haste rating to reach the soft cap
14% haste -- 66 haste rating to reach the soft cap
I am not entirely sure how much simcraft adds to your stats in order to compute the scaling factors, but a value between 66 and 164 would explain the results since every point over 66haste rating would be above the haste softcap (when IAotH is up) and would be much less valuable than the haste rating used to reach the softcap. This would also explain the slightly higher value of weapon dps, because every haste point above the softcap increases the percentage damage of your autoattacks (and lowers the percentage of non-weapon-dps-related shots ES, BA, SrS).
That haste value goes down with more points in IAotH isn't surprising, but that it goes up when going from 0 to 1 point sure is. I'll dig around and see if I can find anything... Could you pm me the .simcraft file you used?
Originally Posted by Thrawn
I am not entirely sure how much simcraft adds to your stats in order to compute the scaling factors, but a value between 66 and 164 would explain the results
We use +250. Shrinking that would need a massive increase in the number of iterations needed to converge, but we're working on some experimental stuff to combat this.
Regarding Haste: With softcaps you have to do HIGH iteration/LOW delta value runs. The default is to add 250 to a rating and rerun the whole sim, get the difference in dps, and scaling = DpsDiff / DeltaValue.
So it could be that with 1/5 IAofH haste increases your uptime significantly, because the proc itself doesn't give you that much haste, but with 2/5 the proc itself helps alot more in keeping itself up, so haste loses a bit of its value. Nevertheless a jump from 1.32 to 0.56 seems a bit big
Hello.
Light the fuse.
For all my homies.
Do not run, we are your friends.
Right, so if you don't mind doing a mind-numbingly long run, you could try setting scale_haste_rating=-167 (a negative value is probably safer than a positive and since your chardev profile has 167 haste rating, that's the max you can use) and run a gazillion iterations... You could try with 100k and see if that's enough.
For your information/confirmation: Testing again with haste scaling of -167 and 10k iterations fixed it and shows a scaling far more what one would expect. Thanks for the advice.
I'm at a bit of a loss. I understand that I need to enter the raw gear contributions for my gear if I want to use that. So to figure out where to pull the numbers from (assuming that manually addind that up for everything isn't the way to go), I checked out the chardev link given in Hunter_T7_15_51_05.simcraft (which is closest to me). Now, comparing the numbers given by chardev for pretty much anything, I get different numbers than what's listed in the .simcraft. For example, chardev says 641 crit rating, yet the .simcraft uses gear_crit_rating=648. Agi I can't find a pure summary on chardev.org at all. Hit gives 230 vs gear_hit_rating=263, AP 3732 (which appears to include agi?) and gear_attack_power=2239 - so basically, it appears to be all over the place.
So that gives two questions: Is there a simple way to get the base stats needed (especially agi)? And what's the deal with the mentioned discrepancies?
Also, I tried to find a list of what's actually implemented with regards to trinkets, glyphs etc, but am not finding one. Does that exist?
I'm at a bit of a loss. I understand that I need to enter the raw gear contributions for my gear if I want to use that. So to figure out where to pull the numbers from (assuming that manually addind that up for everything isn't the way to go), I checked out the chardev link given in Hunter_T7_15_51_05.simcraft (which is closest to me). Now, comparing the numbers given by chardev for pretty much anything, I get different numbers than what's listed in the .simcraft. For example, chardev says 641 crit rating, yet the .simcraft uses gear_crit_rating=648. Agi I can't find a pure summary on chardev.org at all. Hit gives 230 vs gear_hit_rating=263, AP 3732 (which appears to include agi?) and gear_attack_power=2239 - so basically, it appears to be all over the place.
So that gives two questions: Is there a simple way to get the base stats needed (especially agi)? And what's the deal with the mentioned discrepancies?
Also, I tried to find a list of what's actually implemented with regards to trinkets, glyphs etc, but am not finding one. Does that exist?
That chardev profile seems to be the wrong one for the values. E.g. it uses profession perks, JC and BS.
Glyphs and trinkets should all be supported, it's always just the name in all lowercase and spaces replaced by underscores, glyphs also tend to remove the first 'of'
Glyph of Steady Shot => glyph_steady_shot=1
Fury of the Five Flights => fury_of_the_five _flights=1
And you always enter just your stats from gear without talents/buffs.
Hello.
Light the fuse.
For all my homies.
Do not run, we are your friends.
hmm, I just have a small question, probably just missunderstanding it all...
I'm using simcraft with pawn addon and just entering the scales into the addon... I capped my hit last night and the simcraft run shows 0% misses, but it still gives me the highest scale value on hit with 1.59! shouldn't that be lower since I don't need any more of it?
hmm, I just have a small question, probably just missunderstanding it all...
I'm using simcraft with pawn addon and just entering the scales into the addon... I capped my hit last night and the simcraft run shows 0% misses, but it still gives me the highest scale value on hit with 1.59! shouldn't that be lower since I don't need any more of it?
Stats that cap out, Hit and Expertise, derive their scaling with negativ deltas.
Hello.
Light the fuse.
For all my homies.
Do not run, we are your friends.
Armory imports have been implemented (and mostly tested now) for simcraft. You can run like this:
simcraft armory=us,realm,playername
(and any other options you want). This will import "playername" and all that player's gear, enchants, gems, talents, etc from wowarmory and run a simulation for that player, with a default action list. If you want to save/edit the effective configuration that this would be using, you can do:
This will write a config file called save_playername.simcraft which you can tweak and then use on subsequent runs.
This all should provide a nice convenient way to run simulations on your actual toons without having to manually copy info from armory into a .simcraft file
Some small issues I found during my first test:
-ammo isn't loaded/added to the config file (add a default value?)
-there is no pet family set (add wolf as default?)
-the armor penetration on my Boots of the Renewed Flight wasn't read correctly (was missing)
Last edited by Hagen : 06/29/09 at 7:30 PM.
Reason: typo