Elitist Jerks
Register
Blogs
Forums


Go Back   Elitist Jerks » Class Mechanics » Hunters

Closed Thread
 
LinkBack Thread Tools
Old 01/10/10, 8:19 AM   #106
dedmonwakeen
Bald Bull
 
dedmonwakeen
Undead Priest
 
No WoW Account
Originally Posted by Farronski View Post
Hello, is "hunters_mark=1" a normal mark, a skilled mark or a skilled and glyphed mark?
It is skilled and glyphed.

If you want something different, then you need to set override.hunters_mark=0 and include an additional Hunter to bring the exact debuff you want.


Offline
Old 11/21/10, 12:57 AM   #107
jtaylor0913
Glass Joe
 
Night Elf Hunter
 
Shadow Council
I didn't have anywhere else to post this or any real way to contact the devs so i'll just put it here:

1) When will SimulationCraft be hunter-ready? Looking at the source it seems some of it is implemented (or at least changed) and I'd love to do some crafting in SimCraft.

2) I spent some time with the source today trying to get it to work but had a lot of problems since I don't know my way around coding well enough. In the process I made profiles for all 3 hunter specs come 85 with full 372 BiS gear list. Would the dev's of SimCraft or anyone else be interested in these?

Thanks

~ Bliky

Offline
Old 11/22/10, 10:15 AM   #108
Starfox
King Hippo
 
Starfox's Avatar
 
Tauren Druid
 
Destromath (EU)
We are always open for contributions, you can just paste then here in a code tag or link them if you want

Hello.
Light the fuse.
For all my homies.
Do not run, we are your friends.
SimulationCraft Druid Guy

Austria Offline
Old 12/01/10, 2:04 AM   #109
Caltiom
Von Kaiser
 
Human Priest
 
Eredar (EU)
I have begun to work on the hunter module yesterday, my target is a 100% tooltip hunter in 1-2 weeks.

But we are really looking for someone ( or more ) who plays a hunter actively and can take over. There is as always a great need for empirical testing and finetuning.

Instead of just posting code in this thread, I'd encourage you to contact dedmonwakeen here on EJ via PM, so that you can work directly in the team. The coding became really easy with the new database, and there are always people around to help if you have questions.

With the profiles: They are appreciated, but at the moment it is too early to already do much finetuning on them. New priority lists would be great, so that we have a basic to work with.

Last edited by Caltiom : 12/01/10 at 2:07 AM. Reason: grammar

Offline
Old 12/26/10, 9:53 AM   #110
dedmonwakeen
Bald Bull
 
dedmonwakeen
Undead Priest
 
No WoW Account
The Hunter module is in serious need of an expert audit. No C++ coding experience required. All we need is:

(1) Recommendations on how to improve example gear sets per spec
(2) Recommendations on how to improve example talent choices per spec
(3) Recommendations on default shot priority
(4) Feedback on damage break-downs. (ie: How does SimC ability damage distribution match your experience?)
(5) Feedback on focus timeline and sources of regen.
(6) Feedback on buff up-times.

In regards to 4/5/6: If you can (even loosely) point us to things that just do not smell right, then we know which portions of the code to investigate.


Offline
Old 12/26/10, 7:13 PM   #111
Lokrick
Piston Honda
 
Orc Hunter
 
Steamwheedle Cartel
I'm delighted that you are doing this. First, please verify a few assumptions:
  • The current code is at the google SimulationCraft code site?
  • The profiles will be in the same distribution, here, and the version that are there now are just placeholders.
  • BM is still not completely implemented (I notice in the code the killing steak is not implemented, for example). I'm delighted at the continual progress, of course. It would be useful to know how much of each spec is implemented? Is there a todo list also stored in the source tree?
It might simplify the initial profile iteration to match the default profiles from femaledwarf.com. Rivkah: are those available? (I coudln't find a way to export a build on FD.)

Here are good initial builds (taken from the corresponding forum threads) for survival and beastmastery (I don't have a pointer for MM). For some priority reference, you could start from the priority scheme in the Faceshooter addon. There are several conditions in the FaceShooter OP that use the current or estimated focus (e.g., "if focus > (BA cost + ES cost - focus regenerated until ES is ready) and player has no LnL buff --> cast AS"). Is there a new syntax for expression that sort of thing?

Some specific changes, comments, and questions on the survival profile:

talents=http://www.wowhead.com/talent#cZfMMZcrhcMhrRsd
   # Changed to the recommend SV spec
glyphs=explosive_shot/kill_shot/arcane_shot
   # Changed to recommended glyphs

actions+=/rapid_fire 
   # I try to avoid stacking this with bloodlust

actions+=/kill_shot
   # There is a travel time before it re-enables, so this might need a "wait" state to represent that we are expecting to get another free one.

actions+=/explosive_shot,if=buff.lock_and_load.react&!ticking
   # Does ticking take into account travel time?

actions+=/explosive_shot,if=!buff.lock_and_load.up&!ticking

actions+=/black_arrow,if=!ticking
   # This should probably be before the non-lnl explosive shot (that's one of e things I look forward to modelling)

actions+=/serpent_sting,if=!ticking
   # Similarly move before the non-lnl explosive shot

actions+=/cobra_shot,if=dot.serpent_sting.remains<=8
   # Change to <= 1+travel+latency rather than 8?

actions+=/kill_command,if=focus>=60|buff.lock_and_load.remains<gcd
   # Changed to KC. I cannot quite tell whether this constrains the LnL sequence to be ES/KC/ES/AS/ES.

actions+=/arcane_shot,if=focus>=50|buff.lock_and_load.remains<gcd
   # I think in this case we'd still rather use an explosive shot. Is this trying to model the AS in the above sequence?

actions+=/cobra_shot
   # Changed spam shot to cobra_shot
I have not looked at the gear (though since it looks like dual-wield, it probably needs updating too).

United States Online
Old 12/26/10, 10:35 PM   #112
Rivkah
Great Tiger
 
Dwarf Hunter
 
Stormrage
Originally Posted by Lokrick View Post
It might simplify the initial profile iteration to match the default profiles from femaledwarf.com. Rivkah: are those available? (I coudln't find a way to export a build on FD.)
Not sure what format you keep talents in, but the default builds I have on the site are:
BM: 2330230311320112121230202000000000000001000000000000000000
MM: 0230030000000000000230232103112023122102000000000000000000
SV: 0010000000000000000230202000000000000003223003023022121311

These are in the format the old armory used. If needed I can try to set them up in another format. These specs are generally based off of the guide articles on Warcraft Hunters Union although I may have made slight tweaks.

Online
Old 12/27/10, 12:07 AM   #113
dedmonwakeen
Bald Bull
 
dedmonwakeen
Undead Priest
 
No WoW Account
Originally Posted by Lokrick View Post
I'm delighted that you are doing this. First, please verify a few assumptions:
  • The current code is at the google SimulationCraft code site?
  • The profiles will be in the same distribution, here, and the version that are there now are just placeholders.
  • BM is still not completely implemented (I notice in the code the killing steak is not implemented, for example). I'm delighted at the continual progress, of course. It would be useful to know how much of each spec is implemented? Is there a todo list also stored in the source tree?
Yes, you need to look at the Cataclysm branch (as you have linked). There are some architectural changes related to wow client data decoding/accessing that I really want to refactor prior to piling everything back into the main trunk.

Serge jammed through the Hunter module to change it to grab modeling info from the extracted client data as well as switching the resource to Focus. He would be the first one to admit that it still needs a ton of work. However, given the work he has done so far, there should be enough meat on the bone to make it interesting to look at.

The only aspects of BM that are implemented are those that are shared with MM/SV.

I will integrate your recommendations once the holiday frenzy has receded. Or, if you would prefer to cut out the middleman I would happily grant you commit access to the SVN. There are only a few active developers, all of which can be reached 24/7 on IRC. The learning curve really is not that steep and given your suggested action priority list you obviously have some experience with basic SimC concepts. Simply PM me.

Nooska has also contacted me. With just a little help from players who specialize in Hunter, I believe we could get this module polished in very short order!


Offline
Old 01/06/11, 11:33 PM   #114
dedmonwakeen
Bald Bull
 
dedmonwakeen
Undead Priest
 
No WoW Account
SimC v16 Beta released.

This patch contains a large number of fixes and enhancements for the Hunter module. We are certainly not done, but a great deal of progress has been made. Commentary is very welcome.


Offline
Old 01/07/11, 11:53 AM   #115
jai151
Glass Joe
 
Worgen Hunter
 
Misha
It's pretty darn accurate for me. I'm putting out about at it's estimate and breakdown outside of raids, will test in a raid situation this weekend

Offline
Old 01/12/11, 8:01 AM   #116
Caltiom
Von Kaiser
 
Human Priest
 
Eredar (EU)
I updated some BM mechanics, tweaked it's action priority list. Kill Command is still a big hack, it would need to be separated into a hunter and a pet part.



These are the DPS breakdowns Hunter_T11_372.simc produces at the moment, with mediocre ivl372 profiles. Are these relative positions about right, or is BM still too low?

Offline
Old 01/26/11, 9:02 AM   #117
Gavinas
Von Kaiser
 
Night Elf Hunter
 
Shattered Hand
I've been working on the hunter module for a week or so now and as of the last release I believe both MM and Surv are working properly, haven't yet had a chance to thoroughly test BM.

There's one issue that I'd like to get some input on how to address. Direct damage shots are being blocked when you stand in front of your target, but not when behind. Images below are a brief test auto attacking the boss dummy in SW, a quick look at parses on WoLogs confirms that actual bosses are definitely blocking shots as well.

Behind:

In front:


Since various bosses have different mechanics that force you to be in front of them for the entire or some portion of the fight and in general I know I'm not especially mindful of whether I'm in front or behind the boss at range I'm planning to use position variables so that the user can specify a % of the fight that they are in front of the boss to account for blocks. If there are any suggestions for better implementations please share your ideas.

United States Offline
Old 01/26/11, 9:42 AM   #118
dedmonwakeen
Bald Bull
 
dedmonwakeen
Undead Priest
 
No WoW Account
We also need to know the damage mitigation of blocked shots. What kind of "virtual shield" (block value) are bosses using these days?


Offline
Old 01/26/11, 11:25 AM   #119
alienangel
Bald Bull
 
alienangel's Avatar
 
Draenei Hunter
 
Eredar
While looking into it, I've never seen a proper post 4.0 run down (actually I don't remember a 3.0 one either, and bosses have blocked us from the front for a long time) of how blocks and crits interact for us. Do blocks suppress our crits? Is it different for autoshots vs specials? I remember a long time ago there was some difference in behaviour for arcane shot being blocked vs other shots (I think arcane could crit while blocked, but others couldn't).

Not really the thread to document this, but relevant to the simulation if you are going to try to simulate time in front of blocking bosses.

Canada Offline
Old 01/26/11, 12:36 PM   #120
Gavinas
Von Kaiser
 
Night Elf Hunter
 
Shattered Hand
Originally Posted by dedmonwakeen View Post
We also need to know the damage mitigation of blocked shots. What kind of "virtual shield" (block value) are bosses using these days?
From a quick look at a couple of my logs it appears to be the same as player's blocking right now, that is 30% of the damage is blocked.

United States Offline
Closed Thread

Go Back   Elitist Jerks » Class Mechanics » Hunters

Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
SimulationCraft Model Development dedmonwakeen Public Discussion 616 02/22/13 10:01 AM
SimulationCraft for Rogues dedmonwakeen Rogues 268 10/01/10 11:39 PM
SimulationCraft: Multi-Player Sim for WotLK dedmonwakeen Class Mechanics 4 07/26/08 7:52 AM
From TheoryCraft to SimulationCraft dedmonwakeen Class Mechanics 18 06/09/07 5:03 PM