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Old 03/25/09, 5:03 PM   #331
Kavan
Bald Bull
 
Gnome Mage
 
Kilrogg
Originally Posted by Dysthe View Post
Could you point me at some documentation as to how to do this? I still can't figure out how I'm supposed to interpret the string of digits I get in each possible rotation, which makes this feature useless for me.
Here's an example how I approach decoding the control strings.

1) at 0 stack with ABar not on cooldown and you don't see MB do: 0 = AB, 1 = ABar, 2 = AM
2) at 1 stack if you don't see MB do: 0 = AB, 1 = ABar, 2 = AM
3) at 0 stack with ABar on cooldown if you don't see MB do: 0 = AB, 1 = AM
4) at 0 stack with ABar on cooldown if you see MB do: 0 = AB, 1 = AM
5) at 1 stack if you see MB do: 0 = AB, 1 = ABar, 2 = AM
6) at 2 stack if you don't see MB do: 0 = AB, 1 = ABar, 2 = AM
7) at 2 stack if you see MB do: 0 = AB, 1 = ABar, 2 = AM
8) at 3 stack if you don't see MB do: 0 = AB, 1 = ABar, 2 = AM
9) at 3 stack if you see MB do: 0 = AB, 1 = ABar, 2 = AM
10) at 0 stack with ABar not on cooldown and you see MB do: 0 = AB, 1 = ABar, 2 = AM

Example: 1000000220

The numbers are a bit out of order (for historical reasons), but first group them up by AB stack.

We see at 0 stack we have ABar if it's not on cooldown (note 10 says to do AB, but as you'll see we never get in that situation, that is only possible with 4T8) or AB if it is not. Which one is the right one depends on how you end the cycle, if it ends with ABar then it'll be on cooldown otherwise not. The best way to think about it is that ABar at 0 stack is at the end of the cycle. This means that what is the first spell in cycle depends on value of first control number. If it is 0 then you start with what it says, that is AB, otherwise you start with control number 3 (because the cycle will end with ABar and it will be on cooldown).

Ok so in our case the cycle will end with ABar and start with AB. Next we move to 1 stack, we see we do AB in all cases. The same for 2 stack. For 3 stack we do AM in both cases. So there we have it, the cycle is AB-AB-AB-AM-ABar.

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Old 03/26/09, 3:10 AM   #332
Gregory
Glass Joe
 
Human Mage
 
Frostmane (EU)
May be it will be easier if you group them by AB stack count and separate by space ? Also why use digital notation ? Replace 0 with A, 1 with B, 2 with M (3 and 4 violate that rule because no Abar there, but i think it can be changed). So it will be:

1) at 0 stack with ABar not on cooldown and you don't see MB
10) at 0 stack with ABar not on cooldown and you see MB

3) at 0 stack with ABar on cooldown if you don't see MB
4) at 0 stack with ABar on cooldown if you see MB

2) at 1 stack if you don't see MB
5) at 1 stack if you see MB

6) at 2 stack if you don't see MB
7) at 2 stack if you see MB

8) at 3 stack if you don't see MB
9) at 3 stack if you see MB

And you example becoming

BA AA AA AA MM

or may be even more extended:

0:BA 0C:AA 1:AA 2:AA 3:MM

also you can merge 0 group in such way

0:BaAa 1:AA 2:AA 3:MM

with small letters = ABar on cd.

It's pretty clean imo, only thing to remeber is that first letter in group when MB not procced and second when it is.

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Old 03/26/09, 6:28 AM   #333
Kavan
Bald Bull
 
Gnome Mage
 
Kilrogg
Well it was never intention on my part to try to make it as easy to understand as possible. I just had a tool that I used for myself and I thought it would be useful if I expose it to others. The only thing that mattered was that it was possible to interpret it, not how hard it would be to do so, besides it's on advanced tab. If someone wants to voulenteer to improve some parts of the interface, developer positions are always open

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Old 03/26/09, 10:17 AM   #334
Gregory
Glass Joe
 
Human Mage
 
Frostmane (EU)
Well, there is no any major changes required. Just a bit of reordering and letters instead of digits

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Old 03/26/09, 12:22 PM   #335
Magelove
Von Kaiser
 
Human Rogue
 
Kilrogg (EU)
Does the newest version of rawr beta include the t8 set piece bonuses? I have selected 3.1 in advanced tab settings. Just wondering if it has been implimented yet.

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Old 03/26/09, 5:05 PM   #336
Kavan
Bald Bull
 
Gnome Mage
 
Kilrogg
Originally Posted by Magelove View Post
Does the newest version of rawr beta include the t8 set piece bonuses? I have selected 3.1 in advanced tab settings. Just wondering if it has been implimented yet.
It has not been implemented and it probably won't be until I know the actual proc chance.

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Old 03/27/09, 4:33 PM   #337
Papajan
Piston Honda
 
Gnome Mage
 
Lightbringer
In comparing my character in version 2.2.0b5 with 2.1.9, there is a minor (nearly insignificant) difference between the damage done - 2.1.9 shows about 2k more over 157s (just plugging in the PW numbers we had). While that seems fine (it's less than one second of casting time), 2.1.9 doesn't have the Arcane Missiles glyph and 2.2.0b5 does, so the latter should be quite a bit higher, or did some nerf and that glyph balance out completely?

Also, with respect to Incanter's Absorption, it's not a high priority, but it could completely swing the meters on Hodir or maybe Ignis. Like I'm even just talking about warding while you're moving out after a big bomb on Hodir and have already used ABarr CD. Though you might be able to completely dominate the fight if you bribe a priest. From a modeling perspective, it's really too complex to try and put stuff in Rawr to model it correctly, but is there a way (currently) in Rawr to answer the question "Is it worth 1.5s of no damage (modified by haste) to gain 15% of Frost Ward's value (modified by damage) for say 10+3 seconds (something like two hits to pop it)?" Like is it possible to use Rawr more like a toolkit replacement for the little Perl scripts I tend to write to answer those sorts of questions?

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Old 03/27/09, 5:12 PM   #338
Kavan
Bald Bull
 
Gnome Mage
 
Kilrogg
I don't remember off the top of my head what were all the changes between 2.1.9 and 2.2.0b5, but I think there was more then just addition of AM glyph. If you want to understand where the change is coming from I would suggest looking at tooltips for individual spells that are used and the spell cycles selected in solution.

For Incanter's Absorption I have in plan to add something at least to support priest shielding. I didn't plan to support wards and mana shield, but now that I think about it there might be a way to do it if treated as another cooldown. It would increase complexity so if I decide to implement it it will most likely have to be specifically enabled the same as hasted evocations.

Regarding scripting with Rawr, without touching the source the closest you can do is using the cooldown restriction editor, but that's just limited to existing cooldowns. If you're ok with coding then the question is what kind of data would you like to have exposed from Rawr for external analysis and what kind of input would you like to have to modify the calculations. You could easily reference Rawr.Mage.dll and do whatever calculations you need in that case, would probably just need some minor modifications in the api.

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Old 03/27/09, 5:33 PM   #339
Papajan
Piston Honda
 
Gnome Mage
 
Lightbringer
Well, I don't have any C# experience sadly, though I'm fine in Java and C++ so I'm like in a state where I can handle snippet type stuff but not anything serious. I suppose I'm asking a question not really specific to Rawr.mage but overall how much of a pain it'd be to just have a list of variables like say FrostboltAvgHit, FrostboltAvgCrit, HastePercent, CritPercent, etc and a little text area where I can type in equations with those, like a dumbed down version of Excel formulas with a lot more predefined variables. I don't know about other people, but it'd make it a lot easier to do back-of-the-envelope type of comparisons that are fairly accurate. Like if modules already define all those variables to the overall Rawr, then it'd probably be nearly trivial to do, but if it's up to each module author, then it'd probably be way too much of a pain.

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Old 03/27/09, 5:43 PM   #340
Kavan
Bald Bull
 
Gnome Mage
 
Kilrogg
The variables are defined by each model but at least what you said is all available from the tooltips. You can also access that information programatically if you were to link against Rawr.Mage, but for simple math the spell info tooltips should have the info you need and they're included if you use copy to clipboard. If there's some number you're missing that could be included let me know.

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Old 03/27/09, 6:08 PM   #341
Neos300
Von Kaiser
 
Blood Elf Paladin
 
Thrall
There a version that works on a Mac yet?

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Old 03/27/09, 6:30 PM   #342
Astrylian
Rawr
 
Astrylian's Avatar
 
Night Elf Monk
 
Stormrage
Rawr has supported* Macs for a while now.

*heavy restrictions apply... and instability, and all manner of other problems.



But seriously, it does work, via Mono. See the readme. Mono's buggy as hell, but it's at least something. If you can, I'd recommend using Parallels or Boot Camp, or something like that.

Rawr!

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Old 03/27/09, 7:32 PM   #343
Kyth
Professional Windmill Tilter
 
Kyth's Avatar
 
Kythra
Orc Warlock
 
No WoW Account
It didn't work at all when this thread first started, perhaps due to a bug with that version of Rawr.

However just yesterday I tried the current beta and it actually works quite well if you don't mind a million display challenges. (including some things like: you can't actually use all the Options menu, it goes to the right and you can't scroll over there. So you have to edit the XML to enable 3.1 mode -- search on "31")


Certainly it's good enough to use though. So thank you for the work you put in to make that happen.

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Old 03/27/09, 10:07 PM   #344
 nathanbp
Great Tiger
 
Gnome Mage
 
Mannoroth
Originally Posted by Papajan View Post
Well, I don't have any C# experience sadly, though I'm fine in Java and C++ so I'm like in a state where I can handle snippet type stuff but not anything serious. I suppose I'm asking a question not really specific to Rawr.mage but overall how much of a pain it'd be to just have a list of variables like say FrostboltAvgHit, FrostboltAvgCrit, HastePercent, CritPercent, etc and a little text area where I can type in equations with those, like a dumbed down version of Excel formulas with a lot more predefined variables. I don't know about other people, but it'd make it a lot easier to do back-of-the-envelope type of comparisons that are fairly accurate. Like if modules already define all those variables to the overall Rawr, then it'd probably be nearly trivial to do, but if it's up to each module author, then it'd probably be way too much of a pain.
Manly's spreadsheet as linked from the first post in http://elitistjerks.com/f75/t37364-f...e_bolt_thread/ has a lot of that information. And the first post in that thread also has a lot of information about spell costs and damage and how to calculate the final damage numbers.

Originally Posted by Crowl View Post
If you have to control a robot dinosaur that fires lazers and there's a time when you shouldn't be shooting those lazers then the encounter is clearly flawed beyond hope of fixing.

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Old 03/28/09, 7:06 AM   #345
Exoduz
Glass Joe
 
Undead Mage
 
Teldrassil (EU)
Hallo Kavan und the complet RawR team, thx a lot for the great tool

but i have a little questen in the betaversion 2.20b5, is thera the change from the enchant of tailoring? and is ther only in the 3.1 modus?

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