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Old 11/28/10, 6:31 PM   #316
Roywyn
Bald Bull
 
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Roywyn
Gnome Mage
 
No WoW Account (EU)
Originally Posted by Lhivera View Post
This should not be considered complete, but a ton of progress has been made on the Mage module of SimulationCraft over the past couple days, and I thought I'd post how the specs are shaping up relative to each other.

5-minute encounters:
Vanilla: Simulationcraft Results
7-minute encounters:
Vanilla: Simulationcraft Results
Thanks a lot for the numbers! And it wouldn't be an honest thanks without nitpicking immediately on details!

The 7-minute fight could do with scaling factors. And it would be cool to get "MP5" as scaling factor (I know, it's gone as stat) or any +X mana restore in the fight, to see how much a spec benefits from having more mana. Right now. you can do that by gauging intellect. 1 INT = 1.1 (BoK/Cloth) * (1 SP + 0.25 Crit) + Mana, and by entering the Simcraft results in there, you get the value of the mana part of intellect. The 15*1.1 maximum mana (Initial, Replemishment, Evocation) adds 0.9 DPS for Arcane, 1.1 DPS for Fire/Frostfire and 0.15 DPS for Frost (there are likely errors, it should be 0 for Frost).

We also see that Fire/Frostfire specs have exceptionally good crit scaling. Not surprising since it has Hot Streak, Ignite and the old Ice Shards for all. Almost too good, since Fire's Crit and Haste are more than 50% than any other (non-hit) rating scaling of other specs, Fire also scales better with SP and mana and intellect. We'll see how that work out, Simcraft is usually not great at playing Arcane and numbers are very much in flux as well, but that's a potential issue with later gear tiers incoming.

Chaotic Meta Gems in Cataclysm: http://elitistjerks.com/f75/t106009-...2/#post1794256

DPS spec and class comparison in Naxxramas gear: http://code.google.com/p/simulationc...i/SampleOutput
The Blue Bar and you - the complete Fire Mage 2.4 mana compendium: http://elitistjerks.com/658230-post3191.html

And [Timbal's Focusing Crystal] doesn't proc on AM.
Neither does [The Egg of Mortal Essence] since 3.1.

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Old 11/28/10, 6:50 PM   #317
Shaewyn
Piston Honda
 
Draenei Mage
 
Malygos
Originally Posted by Lhivera View Post

5-minute encounters:

5 secs movement per 30 secs: Simulationcraft Results

7-minute encounters:
5 secs movement per 30 secs: Simulationcraft Results
Great simcraft results, Lhivera!

An interesting thing I've noticed from these two graphs (movement) in particular: movement appears to "break" the hover and burn model of arcane. (examine the arcane mana graphs) I'm not sure if this is a result of simcraft settings or it is an actual consequence that will show up in play, but it is very interesting. It is also interesting how well the mana graphs illustrate the "hover and burn" cycle, at least for the vanilla runs.

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Old 11/28/10, 8:10 PM   #318
Lhivera
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Aggramar
Just uploaded some new results after playing around with the logic of the Fire (and Frostfire) priority list a bit.

I did try Frost with 1/3 Clearcasting and 1/3 Netherwind Presence. It's fine in a 5-minute fight, but starts hitting OOM periods in anything much longer than that.

At Veridian Dynamics, we can even make radishes so spicy, people can't eat them. But we're not, because people can't eat them.

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Old 11/28/10, 11:04 PM   #319
SpartAdept
Banned
 
Troll Mage
 
Blackrock
Originally Posted by Lhivera View Post
This should not be considered complete, but a ton of progress has been made on the Mage module of SimulationCraft over the past couple days, and I thought I'd post how the specs are shaping up relative to each other.

The sets are not well-optimized, and there is certainly some improvement that can be made to the priority lists for Fire and Arcane. Also note that as the sim doesn't yet support DOTs on adds, Impact DOT-spreading isn't included in the Fire results for the runs with adds.

5-minute encounters:
Vanilla: Simulationcraft Results
5 secs movement per 30 secs: Simulationcraft Results
3 adds near boss for 20 secs per 60 secs: Simulationcraft Results
Movement and adds: Simulationcraft Results

7-minute encounters:
Vanilla: Simulationcraft Results
5 secs movement per 30 secs: Simulationcraft Results
3 adds near boss for 20 secs per 60 secs: Simulationcraft Results
Movement and adds: Simulationcraft Results
This really doesn't pertain to Frost, but I do have a few points I'd like to ask about SimCraft. Please note, that I just got back home from spending the week with the family, so I may be behind on any changes that have been made in the past few days.

1. Arcane is displaying an extreme amount of Clearcasts, a 43% uptime to be exact, maybe you missed the recent change of; Arcane Concentration: Now has a much higher chance (13/27/40%) of entering a Clearcasting state. This effect cannot occur more than once every 15 seconds. Source.

This would greatly effect your outcome, as I tried to pick apart your math on your 300s sim, it seems like you have 22 arcane blast debuff resets, and 164 arcane blasts. Which would indicate;

22x5(rotations)=110 Arcane blasts
This would include 22, 4-stack casts
164 (total arcane blast casts) - 110 (taken from rotations)= 54, 4-stack casts
so a total of 76, 4-stack Arcane blasts.

Your table basically then displays;
22 Arcane blasts
22 Arcane blast 1-stack
22 Arcane balst 2-stack
22 Arcane blast 3-stack
76 Arcane blast 4-stacks
----
164 = 164

With this set of calculations +3.4 Arcane Barrage's, Even with trying to include clearcasts procing on only 4-stacks, I have you at 120k more mana used than you have available in that time frame. Am I missing something, or am I mistaken? if so, please explain how you came to this conclusion.

2. How do you interpret Hot streaks? It appears that you have 37 pyro's, taken from 51 Fireballs, 93 scorchs. According to my numbers, at a fireball crit of 39%, I show 16.2 pyro's/100 Fireballs, and at a scorch crit of 34%, I show 14.5 Pyro's/100 Scorch's. Which in comparison to your figures, I have ~22 pyro's, and you have ~37, bit of a difference.

3. How do you account for Molten Fury damage? And mana management for conserving for 35% and below, so you can get the most out of spamming fireball then? According to the "Mage_fire_t11_372 mana Timeline" Fire runs outta mana at 20%'ish. Is that how the damage is accounted for? (spamming scorch for 20% of the fight, under molten fury range?)

4. Are you considering Focus Magic in every spec, as you can put it on someone, switch to frost or fire, and your target still maintaining the buff? Would significantly effect your entire sim.

Challenges that you might consider to tweak SimCraft;
Using some sort of rounding function to display more accurate results.
Including a Presence of Mind+Conjure Mana Gem, for arcane on fights lasting 7 minutes or longer.

Sorry for the questions, I really do appreciate all that you do, and you leaving all your numbers visible, its nice to compare my own work with others, as I know the strain of working on something as complex as these things can get, its very possible that everyone, including myself can make small mistakes.

Last edited by SpartAdept : 11/28/10 at 11:26 PM.

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Old 11/28/10, 11:24 PM   #320
Beldia
Glass Joe
 
Goblin Mage
 
Magtheridon
Originally Posted by Shaewyn View Post
Great simcraft results, Lhivera!

An interesting thing I've noticed from these two graphs (movement) in particular: movement appears to "break" the hover and burn model of arcane. (examine the arcane mana graphs) I'm not sure if this is a result of simcraft settings or it is an actual consequence that will show up in play, but it is very interesting. It is also interesting how well the mana graphs illustrate the "hover and burn" cycle, at least for the vanilla runs.
I think that this "break" you're referring to occurs because you aren't going to be spending the same amount of mana due to switching to abarr in those 5 second movement windows. It will also be likely to impact when you'll receive lust/heroism for additional burn phases and when you'll be able to use evocation. Basically depending on when movement phases are your mana conserve, and mana burn times will "break" from their normal spots in the time frame of the fight. For these reasons I can see where simcraft appears to be doing a proper assessment, though I could be missing additional variables.

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Old 11/28/10, 11:34 PM   #321
Lhivera
Bald Bull
 
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Human Mage
 
Aggramar
Just to clarify, SimulationCraft is not "my" sim. It's an open source project hosted at Google Code, started by Dedmonwakeen:
simulationcraft - Project Hosting on Google Code

I've just been working for the past few days on helping them find and squash bugs. If you have suggestions for features or fixes, everyone involved in the project would be happy to have the help; instructions for joining the group and checking out the source code may be found on the project page. It's written in c++, but I've found that even not knowing the language, I've been able to fix a number of things, and if you can't fix something yourself, you can discuss it in the google group or on the IRC channel and one of the devs is generally more than happy to find the problem code and fix it.

I suspect that there may indeed be a problem with Clearcasting; I'll pass that along. A lot of the spells are generally expected to set themselves up in SimC; they pull the data directly from the database. But in a case like this where an ICD was added, they wouldn't have been making a check against it, and may not have added one in yet.

ETA: Yeah, definitely something wrong there, it's got an interval of 4.0 seconds. I expect it picked up the new proc rate from the spell database but no ICD check was implemented in the trigger function. I've dropped a note to the devs asking someone to take a look at it.

Last edited by Lhivera : 11/28/10 at 11:40 PM.

At Veridian Dynamics, we can even make radishes so spicy, people can't eat them. But we're not, because people can't eat them.

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Old 11/28/10, 11:40 PM   #322
dedmonwakeen
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Thanks for the detailed feedback!

1. Thanks for the Clearcasting catch. We were not auto-extracting the CD properly from the client data somehow. I have hard-coded it for now.

2. My initial implementation of HS may not be properly separating out HS from IHS. Poking around the Fire thread, it seems that a HS proc will actually clear the IHS crit counter. Am I understanding that correctly?

3. Boss health is inferred during the very first iteration, and then refined subsequent iterations based upon how long it takes the boss to die. Having a real "health" enables us to model "execute" abilities. As for mana management, the AI works off of a priority list with conditionals. The conditionals are very powerful, and we also allow for custom "actions" that examine mana through-put vs time-to-die, etc. If you can describe it in detail, we can probably model it.

4. No.


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Old 11/29/10, 3:48 AM   #323
Maje
Don Flamenco
 
Gnome Mage
 
Naxxramas (EU)
Yes HS proc resets the counter for the IHS one. Also a few more things I'm not sure were taken into consideration: Pyroblast! and Pyroblast are actually two different spells, namely Pyroblast! does not count for HS/IHS also Pyroblast! has higher front damage (they apply the same dot damage).

Also given Fire's mana issues I don't see why the default talent selection doesn't include Arcane Concentration, it's quite possible to drop it for the cost of Blast Wave and Imp. Flamestrike.

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Old 11/29/10, 6:57 AM   #324
Lupusik
Glass Joe
 
Lupusik
Gnome Mage
 
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Thank you for the simulations Lhivera.

Some previous versions were showing relative stat values, now it's not

Anyway, it seems that for Fire, mastery is much worse stat than haste and crit. Yet all the specs have almost identical stats in the simulation. I think the gearing should take the stat values in the account, to get more accurate results.

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Old 11/29/10, 7:28 AM   #325
Lhivera
Bald Bull
 
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Human Mage
 
Aggramar
New results uploaded, post-Clearcasting fix. It looks like Hot Streak was already resetting the crit counter when it went off.

Arcane takes a big hit. Question is whether the sim is actually playing Arcane well; it may not be. Need to figure out if the priority list can be improved.

I was also able to improve the logic of the Fire priority list allowing it to maintain pretty steady DPS out past eight minutes. This puts Fire pretty solidly ahead in every type of encounter.

The Clearcasting change also makes Frost unsustainable past about five minutes. It can, however, go forever with the following changes:
- Switch from Molten to Mage armor
- Switch from Molten Armor to Frostbolt glyph
- Drop Clearcasting and put two points into Netherwind Presence
- Optionally, drop two points from Enduring Winter and put them into utility talents
- Alter reforging and gems to boost crit

All these changes amount to about a 100-200 DPS decline but infinite endurance. Unfortunately, that's not very meaningful given how long Fire can go before seeing any significant DPS loss.

At Veridian Dynamics, we can even make radishes so spicy, people can't eat them. But we're not, because people can't eat them.

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Old 11/29/10, 7:37 AM   #326
Talq
Von Kaiser
 
Troll Mage
 
Aman'Thul
In those simulations, frost is using mage armor and not evocating. I didn't expect that would be frost's playstyle, and that choice may be costing frost a couple of percent.

Edit: sorry did not see your last message.

Last edited by Talq : 11/29/10 at 8:17 AM.

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Old 11/29/10, 7:55 AM   #327
Lhivera
Bald Bull
 
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Human Mage
 
Aggramar
See my previous post for an explanation of that Frost change.

I think I've fixed the Pyroblast/Pyroblast! issue in the sim and am running new results. I'll be uploading a few of them this morning, but most of them won't be ready until I get home from work tonight. If the timestamp is not later than 6:50 AM, a result has not been updated yet.

At Veridian Dynamics, we can even make radishes so spicy, people can't eat them. But we're not, because people can't eat them.

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Old 11/29/10, 7:56 AM   #328
amped
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Lightbringer
Was confused, please delete. I should get more sleep before posting.

Last edited by amped : 11/29/10 at 8:06 AM.

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Old 11/29/10, 1:46 PM   #329
Celebrin
Glass Joe
 
Human Mage
 
Король-лич (EU)
See my previous post for an explanation of that Frost change.
Just for the sake of clarification. Reading the opinions of the mages from beta, I was under the impression that Frost mages don't have any issues with mana management (even in sub-optimal gear and while using Molten armor). Now, I see that Frost (in heroic gear) would run OOM rather fast. Has such a huge change resulted from Clearcasting-fix only? If so, I am under the impression that it is not working as intended, as the purpose was to average it out (quoting a Blue post here) "to approximately the same chance with the internal cooldown applied", i.e. the fix has been made to decrease RNG, not to change the play style entirely.

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Old 11/29/10, 2:23 PM   #330
Kyth
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Kythra
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(edit) wrong numbers, ignore.

I can still turn this into a useful post:

Glancing at the damage range, Fire/Frostfire really seem to have a very wide dps swing (7-8k) relative to frost and arcane. I wonder how that will play out in practice.

Last edited by Kyth : 11/29/10 at 2:28 PM.

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