well, im a firemage and currently working on t5 raids and i checked out the "graf" and to be completely honest i do not get whats going on lol. I may have missed a thread explaining the x+y and whats going on but it would be great if some1 could help me out. also ive been having a crapload of trouble with damage, im pretty geared but i just cant beat
many dudes and im never near the top! i dont get it, its also tough with 3k latency but id expect 2 be near the top.
thats me and i would love some seggestions on why i may be having this problem. also i was thinking about scorchx5 fireballx n (till scorch debuff is running low) and thats what i normally do and im still not near the top. i have a crit set and thats the link above and a hit set, hit i have about 150 hit 25-27 crit and still around 1000 dmg. please email me
Thanks for all the work you put into the meta-game that is Theorycrafting. I have a question about how your "simulator" handles bloodlusts.
The obvious for one Bloodlust is to use it at 20% or the last ~45-60 seconds of the fight. My question is how you handle the second and third Bloodlusts. I've noticed that you award the second Bloodlust at the beginning of the fight, which makes the most DPS sense as it maximizes cooldown stacking, but in-game it sometimes makes more sense to wait for the "2minute" mark when our two minute cooldowns are available again and threat has been established. Now the third Bloodlust I completly disagree with. If we are to get the first Bloodlust at the start of the fight, the next Bloodlust should definitely come at the "2minute" mark to maximize DPS. Currently, you have the next Bloodlust activate as the first Bloodlust wears off. The only cooldown that is being stacked this way is the last few seconds of a Flamecap.
Vontre, I'm looking at the latest update, curious about a couple things:
First, your Fire numbers are coming out rather differently from my own (I put Fire as almost identical to Frost now). Is it possible to display the extrapolated stats? For example, breaking out how much crit is coming from base, intellect, rating, buffs, talents, procs? Being able to see that kind of info can really help pinpoint what could be causing different results (could be I'm wrong, could be your wrong, but at least this'll help figure out where one of us is wrong.) A debug toggle or something like that.
Second, the Frost mana numbers don't seem to have changed much -- have you added in the Water Elemental regen? (guessing not, it's not in the regen list)
Thanks again for all the work. I'm going to link to Magegraf from the TCoM very shortly now; there are a couple things we do differently in output and side-by-side gear comparisons that are making me reluctant to just kill off my project, but man, I've sure come close this last week, and I may do so anyway just to buy some more free time in my life!
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.
Any possibility of adding more than one elemental build for the lvl 80 version? 0/50/21 is just one possible build. I would love to see how 0/34/37 (MF+FoF), 0/30/41 (fire power+WE) and 0/18/53 (MoE+CttB and imp WE) stack up.
Originally Posted by Vontre
Protip: I don't actually raid on my mage, it's more fun to make spreadsheets.
This is why I shouldn't post in the middle of the night...you already have exactly what I asked for, I just didn't explore the menus enough. Nevermind!
Edit: I am curious about the Scorches in the Frost casting sequence. This just a bug?
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.
Need Timbal's as a trinket option. Orb of the Soul Eater isn't adding the shadow damage to my totals.
In the spell rotations, it's a lot more Mindflay heavy then I'd normally run. For maximizing Shadowpriest DPS, 5/5 Imp Mindblast and using it as soon as it comes off cooldown is a big thing. I'm also curious what talent spec you're using for shadowpriests.
It's a cool tool, thanks for putting the time and effort into it.
This is why I shouldn't post in the middle of the night...you already have exactly what I asked for, I just didn't explore the menus enough. Nevermind!
Edit: I am curious about the Scorches in the Frost casting sequence. This just a bug?
Nope, it's for keeping up the debuff for frost specs. By now, it should be skipping this part if you have "fire vuln" checked, I think.
I just did a major refactoring of the simulation code for the /expansion version. Specifically arcane, fire, and frost were updated. Some small issues were cleaned out and I should have an easier/quicker time making new stuffs now. Also, I added the fireball dot \o/. Since the tooltip says 8 seconds, I assume it ticks every 2 seconds. I've not actually checked. Frostfire Bolt ticks over 9 seconds, so I set it to 3, and the ticks never actually happen hahaha.
I'd like to add more debug outputs, just debating how to do it and putting it somewhere on my priority list of... priorities. Like refactoring the warlock code and such.
First of all, thank you for this very nice tool. This is a repost from one I did in the Help me please thread since I figured it might be more of a magegraf-issue than anything else:
My spec/gemmed gear + normal expected raidbuffs on a 360 sec fight with Chaotic Skyfire Diamond gives 2079 dps - link here.
Same spec/gemmed gear etc. but now with a Mystical Skyfire Diamond gives 2092 dps - Link here.
While I do realize the MSD isn't viable at all due to my 9 yellow 2 green gems, can someone explain why it gives me 13 more dps? Is it because of my already high hasterating?
Also, while using Rawr it always shows a higher dps when I gem my items with pure spelldmg instead of haste, while in magegraf the ultimate gem.setup is what I have now (haste haste haste). Any explanation of this?
Thanks for the quick reply on the metagem, I didn't know the change was a buff.
Originally Posted by Vontre
As for haste/damage, the ratio depends on your gearing. Usually it's so close as to not make a reasonable difference, you're no exception.
I think I might have worded my other question badly. I didn't really wonder about haste/damage-ratio, but more about why magegraf gives me quite the different result than rawr. Instead of +10 haste, the +12 and +5/+6 gems are listed above as higher dps on every item I check. I'm sorry if this belongs in a rawr-thread and not here.
My Rawr-profile can be downloaded here. I have added just about the exact same buffs etc., and the difference is about 26 dps. In magegraf +10 haste (+5/+7) is 13 dps higher than what Rawr sets as highest item-gem-set. In Rawr this item-gem-set has about 13 dps more than my haste-set. Any ideas on why?
Looking at the spell rotation for 40/0/21 the simulator starts with AB -> AP/POM(iv/trollzerk) FrostBolt -> AB spam.... In my rotations I usually spam AB until down around 4K mana (+25s to reach that point), then I AP/POM/iv/trollzerk/trinket/gem(serpent braid buff) then start spamming AB. This should be the apex of the first rise correct? Is there a particular reason why the rotation on magegraf is setup as is? Any help would be appreciated =)
WWS Report I'm trying to compare to
Obviously it's not the same, but I modeled my magegraf fight with 332 seconds because the lurker fight took 5'32", the mid->end would definately be different, but the initial burn cycle should be the same. WWS Loading...
Also, a neat option would be to be able to take a WWS report, merge it with magegraf and point out differences between the two across a time line. That sounds like an incredibly difficult project though. lol
***ADD***
Does your 40/0/21 spec have 3/5 or 5/5 arcane focus? I think that would play a huge factor. I know there is a debate over keeping hit at 126 vs 76 when frostbolts are 5-15% of your damage.
I just updated magegraf.com/expansion with the appropriate glyphs. I also improved the detail calculation feedback, so that's cool. I think something is wrong with the mana calculations, but you know... whatever.
On second thought I think something is severely fucked with the mana calculations. At least for arcane, anyway. I need to take a look at this.
Update: this update is better, and I'm going home. Arcane doesn't spend as much mana as it should but is a lot closer now.
hehe, so I should just spec back to fire? >.< Got a final to study for in class so I can't play with numbers ATM but I'll tinker with it more and see if I have any useful feedback.
I sorry if Im making a repeat post however some importants values for shadow priests are missing and I wondered if they were mentioned or considered already. Timbal's for a trinket isn't list and I believe most use it. Shadow Fiend and Inner Focus aren't options so I am curious if these are getting factored in.
MAJOR UPDATE posted just now. This update is for both the expansion version as well as the live version. I did a significant refactor on the casting engine, and part of this is allowing it to show way, way more detail than it was before. If anyone finds any errors with the new calculation display, let me know (preferably in a PM). Also I rooted out an odd glitch that was causing crit rate to count at about 6 points high across the board (was counting the intellect score twice basically), so numbers will be a little different on the whole but uniformly about the same.
Sorry, I don't really have time to give the shadow priest stuff ongoing support. I probably won't make another pass at them until 3.0 talents are finalized.
I noticed that going into filler mode and using only frostblot is giving me nearly no gain in mana regen, it's like i am regenning just barely enough to sustain the frostbolt spam and i can go into AB spam only when used mana potion and gem.
Maybe your change in the mana calculations is causing this ?
Apologies if this bug has already been reported, but the spell damage on socket bonuses does not appear to be feeding through to the stats page on the armoury look up I did for my mage:
You're probably using the 12 damage gem from the quest reward (which is unique equipped) rather than a JC 12 damage gem. Magegraf doesn't support that gem.
<Eej> YOU"RE GONNA PULL
<Eej> IF YOU SQUEEZE OFF ANOTHER ARCANE BLAST
<Spectear> You've obviously never played with Manly.
<Spectear> That's hardly a reason to stop DPS. Very Manly Staff
Vontre, in the expansion version, looking at the cast sequence log, the builds with 51+ points in fire seem to never cast Living Bomb, even when all mana regeneration options are ticked and the fight duration is tiny (so mana shouldn't be an issue). This leads Frost/Arcane to seem comparatively stronger than they should.
Also, the 51/20 Frostfire build doesn't actually cast any Frostfire bolts, although I expect this is because Frostfire bolt is so inferior to Fireball that it isn't worth including even once every 3 - 4 fireballs for the DoT portion.
It's cast sequence is in fact exactly the same as for deep fire (2/58/11) with the exception of 1 Cold Snap - which it shouldn't be able to use (20 points in Frost only?). Moreover it performs significantly better (~200 dps with my gear) than deep fire despite the fact that there aren't any talents that boost fireball DPS in tiers 3 and 4 of Frost.
There was a problem with the mana solving equations on the fire build, so for now I just re-enabled Living Bomb and told it to spam fireball/lb in rotation.