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Old 07/14/09, 2:06 AM   #51
Holyfury
Von Kaiser
 
Murloc Paladin
 
Shattered Hand
Originally Posted by dedmonwakeen View Post
Accessibility is important. It is the difference between creating a tool people can use and a pet project you do for fun (cough-simulaitoncraft-cough). That being said, there are some very important modeling aspects to fight length that even an average player will consider important. Extending a fight over a huge period of time means that you effectively end up with a steady-state with regards to resource gain and loss. If you consider initial mana pools in the same bucket as regen, they would represent a significant portion of the mana sources in most fights. Fight length also effects how target-health-dependent mechanics are modeled. You might get an odd result if your DPS Warrior was Executing for 20hrs of a 100hr fight.

I don't mean to press and these aren't issues with any real immediacy...... but I wanted to touch on a few things that cost ME time to go back an re-architect oh-so-long ago. Again, I wish you the best and look forward to monitoring your progress.
No, not at all. I appreciate any and all comments.

I intended to address resource usage in the results section. I have a resources tab in the results that doesn't really say much other than it isn't implemented yet. I plan to have detailed stats on resource gain/loss. From that, you can calculate average net loss/gain and, based on the size of the player's mana pool, can calculate time-to-oom (TTO). Based on TTO and DPS, you can calculate average damage before going OOM. The idea is to keep ability usage independent from resources--abilities will cast regardless of mana. That obviously will not apply to non-mana classes--they don't run out of resources so it isn't an issue for them.

The "wounded" boss issue presents a bit of a problem. One way to address it would be to sim for x mins where the boss is above 20%, then sim for x mins where the boss is below 20%. Based on those two DPS results, you could then weight each result and calculate an overall average DPS. This is never going to be completely accurate; it's highly dependent on your raid makeup: how many warriors/mages/paladins does your raid group have? The more "executing" classes you have, the less relative time you're going to spend at < 20% health.

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Old 07/14/09, 3:28 AM   #52
kharen
Don Flamenco
 
Blood Elf Paladin
 
The Venture Co (EU)
The idea is to keep ability usage independent from resources--abilities will cast regardless of mana. That obviously will not apply to non-mana classes--they don't run out of resources so it isn't an issue for them.
Having played a rogue for three years before switching to my paladin, i should point out that this is approaching the issue from exactly the wrong direction to model rogue dps, which will bite you in the ass big-time if you ever get around to attempting them - for energy-based classes, ability usage is intimately connected with resource regen. Nothing in a rogue's core dps cycle has a cooldown (except for the gcd, obviously), they're limited purely by energy regen (both the passive regen and extra regen from various procs such as combat potency or focused attacks) and combo points, and changing energy regen factors (talent selection, weapon speed, hit/crit rate) can have a huge impact on ability usage and overall dps cycle.

I can't speak with any certainty about warrior or DKs (warriors you might be able to get away with just assuming sufficient rage gen to hit things on cooldown, but it'd be iffy, and DK cycles might be static enough to just model with effective cooldowns, i'm not sure), but for rogues/feral cats, you'll absolutely have to consider regen modelling to sim them effectively.

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Old 07/14/09, 4:03 AM   #53
Holyfury
Von Kaiser
 
Murloc Paladin
 
Shattered Hand
Originally Posted by kharen View Post
Having played a rogue for three years before switching to my paladin, i should point out that this is approaching the issue from exactly the wrong direction to model rogue dps, which will bite you in the ass big-time if you ever get around to attempting them - for energy-based classes, ability usage is intimately connected with resource regen. Nothing in a rogue's core dps cycle has a cooldown (except for the gcd, obviously), they're limited purely by energy regen (both the passive regen and extra regen from various procs such as combat potency or focused attacks) and combo points, and changing energy regen factors (talent selection, weapon speed, hit/crit rate) can have a huge impact on ability usage and overall dps cycle.

I can't speak with any certainty about warrior or DKs (warriors you might be able to get away with just assuming sufficient rage gen to hit things on cooldown, but it'd be iffy, and DK cycles might be static enough to just model with effective cooldowns, i'm not sure), but for rogues/feral cats, you'll absolutely have to consider regen modelling to sim them effectively.
I think you missunderstood me. I meant that non-mana classes WOULD be dependent on resources as opposed to mana classes who are NOT dependent on resources. Obviously mana-based classes are limited by resources, but only once they go oom. They can go full steam up to the point they run out of mana, at which point they can do nothing. Hence the reason for the distinction; mana users are sensitive to fight length where non-mana classes are not.

I have a 79 rogue, by the way.

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Old 07/14/09, 5:25 AM   #54
TimWischmeier
Piston Honda
 
Blood Elf Paladin
 
Kult der Verdammten (EU)
I think a theorycrafting tool which the explicit goal to be accessible to the average WoW player is truely missing in "our" arsenal - even with Rawr being quite a good useable tool.

That being said, it might be a good idea to give the users the option of selecting fight presets and buff presets (the latter may be quite difficult to do). You could create a set of presets, grouped by similar fights. I know that has it's difficulties, but I am quite sure the average WoW player does not even know the average fight lenght of most fights and if you aim for those users, I think fight preset present a good addition to the usability.

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Old 07/15/09, 6:06 AM   #55
vorda
Bald Bull
 
vorda's Avatar
 
Blood Elf Paladin
 
Jaedenar (EU)
I keep getting way too high numbers. When I run it for 600/300/900 minutes, my DPS is always around 32k .

The problem seems to be with SoB and JoB calculations, since my damage breakdown shows 69.77% SoB, 21.42% JoB, and around 1% for CS, DS, auto attack and Consecration.

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Old 07/15/09, 2:51 PM   #56
Holyfury
Von Kaiser
 
Murloc Paladin
 
Shattered Hand
Originally Posted by vorda View Post
I keep getting way too high numbers. When I run it for 600/300/900 minutes, my DPS is always around 32k .

The problem seems to be with SoB and JoB calculations, since my damage breakdown shows 69.77% SoB, 21.42% JoB, and around 1% for CS, DS, auto attack and Consecration.
The EU armory seems to have been having some problems earlier. Maybe it's related the issue you were seeing. I just imported the character in your profile and got about 3k dps.

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Old 07/15/09, 4:50 PM   #57
vorda
Bald Bull
 
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Blood Elf Paladin
 
Jaedenar (EU)
Mistake seems to be in Aesir's Edge, when I import (even now), it shows 2326 DPS (on the weapon) and 360 speed.
edit: all weapons have this issue.

Last edited by vorda : 07/15/09 at 5:17 PM.

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Old 07/15/09, 5:39 PM   #58
• Chicken
Co-starring: The Egg
 
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Ginakursia
Goblin Warlock
 
No WoW Account (EU)
I tracked down the exact source of the bug vorda is mentioning. WoWProphet is inheriting windows settings for the decimal symbol. While this works fine on English systems since the decimal symbol used then is a period, it doesn't work fine on most non-English systems since the decimal symbol used is a comma for most of those.

In other words, on European systems, the decimal symbol gets ignored completely. You can change what character is used as the decimal symbol in the language and region settings of Windows to fix the issue, or to reproduce the issue obviously.

buff /bʌf/ Pronunciation[buhf]
–verb (used with object)
- to reduce or deaden the force of

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Old 07/15/09, 5:55 PM   #59
Holyfury
Von Kaiser
 
Murloc Paladin
 
Shattered Hand
Originally Posted by Chicken View Post
I tracked down the exact source of the bug vorda is mentioning. WoWProphet is inheriting windows settings for the decimal symbol. While this works fine on English systems since the decimal symbol used then is a period, it doesn't work fine on most non-English systems since the decimal symbol used is a comma for most of those.

In other words, on European systems, the decimal symbol gets ignored completely. You can change what character is used as the decimal symbol in the language and region settings of Windows to fix the issue, or to reproduce the issue obviously.
Wow, thanks for tracking that down. I'll add it to the bug list.

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Old 07/16/09, 3:49 PM   #60
Holyfury
Von Kaiser
 
Murloc Paladin
 
Shattered Hand
I fixed the issue with non-English locales incorrectly parsing items. It's not the best solution; I essentially forced the application to use the en-US locale instead of your default desktop setting. So, decimals won't display to how you're accustomed, but it should work now.

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Old 07/30/09, 4:00 PM   #61
Holyfury
Von Kaiser
 
Murloc Paladin
 
Shattered Hand
Dual talent support is now implemented. Simply click 'Primary' or 'Secondary' on the talent calculator to switch between specs.

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Old 08/10/09, 9:08 PM   #62
Holyfury
Von Kaiser
 
Murloc Paladin
 
Shattered Hand
Updated for 3.2

I have completed updates for patch 3.2. I implemented the new Seal of Vengeance, which replaces Seal of Blood in the rotation. I also made the minor change to Art of War and Exorcism, which will now only cast if the Art of War buff is active with 2 points in the talent.

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