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08/29/11, 3:26 PM
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#616
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Glass Joe
Orc Rogue
Chamber of Aspects (EU)
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I take it the site is down for everyone? Getting a 502 Gateway error here.
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Dirzak 85 Hunter |Broghar 85 Death Knight | Sarien 85 Paladin | Ertog 85 Mage | Teebu 85 Warrior
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08/29/11, 3:37 PM
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#617
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Glass Joe
Gnome Rogue
Earthen Ring (EU)
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Its down for me also.
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09/02/11, 12:48 AM
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#618
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Glass Joe
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obsidium cleaver (heroic)
Is there any way to add the heroic version of the Obsidium Cleaver axe to the spreadsheet to see how much better it is than the regular Gatecrasher? It'd be nice to see some numbers to compare the benefit of doing that verses someone upgrading a relic etc.
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09/02/11, 4:16 AM
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#619
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Piston Honda
Dwarf Rogue
Proudmoore (EU)
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Since both weapons have identical dps and differ only in the allocated stats, you can approximate the difference, by calculating your dps with a heroic Gatecrasher and then replacing Agility gems worth 200 Agi on your equip with Strength gems (Bold Inferno Ruby).
If I did it right, in your case, heroic Obsidium Cleaver is only about 110 dps better than normal Gatecrasher and thus really not worth wasting a firestone.
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09/08/11, 10:14 PM
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#620
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Glass Joe
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I have used the search function so my apologies if this has already been answered. I am questioning if Shadowcraft currently has the right calculations for the engineering tinker on gloves.
With my current gear set I have an estimated 34507 dps. When I replace the wrist enchant and lose 80agility I drop to 34171, a 336 drop. When I then tick the 'engineer box' on professions it goes up to 34341 an increase of 170dps. Considering it is 480 agility for 10s/60s it should, at worst, achieve an 80agility average, yet Shadowcraft is valuing the tinker close to half this value.
Am I doing something wrong or are the values incorrect?
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09/10/11, 3:05 PM
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#621
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Piston Honda
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Bug Report (Firefox 6.0.2):
As an aside, I'm not exactly sure how you're supposed to play with talents in SC. After doing an armory import, I find I cannot right and left click on talents to increment/decrement them, which I think is how it used to work, but maybe not. Maybe you can only add talents at the current time though.
Either way, if I click to reset talents, I can then start picking talents from scratch at least. But doing so, no matter which tree you start with, puts the model into a weird state where it complains that you have to select a cycle over on the right in the notices section.
I'm not exactly sure where one would do this; if you go to the settings screen, under Rotations you are only shown the options for the assassination cycle, regardless of the actual tree you selected. At some point, if you select enough talents in the tree I think, the Rotations section finally shows the right things. But even then you still get the same cycle error in the notices section.
Last edited by dinesh : 09/10/11 at 3:11 PM.
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09/10/11, 4:30 PM
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#622
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Von Kaiser
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Originally Posted by dinesh
Bug Report (Firefox 6.0.2):
As an aside, I'm not exactly sure how you're supposed to play with talents in SC. After doing an armory import, I find I cannot right and left click on talents to increment/decrement them, which I think is how it used to work, but maybe not. Maybe you can only add talents at the current time though.
Either way, if I click to reset talents, I can then start picking talents from scratch at least. But doing so, no matter which tree you start with, puts the model into a weird state where it complains that you have to select a cycle over on the right in the notices section.
I'm not exactly sure where one would do this; if you go to the settings screen, under Rotations you are only shown the options for the assassination cycle, regardless of the actual tree you selected. At some point, if you select enough talents in the tree I think, the Rotations section finally shows the right things. But even then you still get the same cycle error in the notices section.
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Seems to be working for me, also running 6.0.2 - You possibly have an addon running that's blocking scripts?
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09/10/11, 5:40 PM
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#623
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Von Kaiser
Night Elf Rogue
Uldum (EU)
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The only bug in the talents that I'm aware of is that, when resetting talents, it will let you pick talents mid tree: the 5 talents per tier check is reset after the first talent is picked. Not beign able to edit talents is something that has never occured to me and, as pointed above, it might be a problem on your end. The exceptions, however, are a bit funky: cycle selection is something the front end won't let you do, because it should do it on its own (a cycle, for the engine, is a middle-man object as to say):
The engine has a variety of safety measures in place to ensure that the talents make some sense to the modeler. Some checks, like the 31 talents in a tree, are done only once, when the talents object is built, instead of every time we change talents: the reasoning behind this is that the engine needs to swap talents in and out to compute the ranking, so we use at some points specs that the game won't let you have, like having less than 31 talent points in a tree, or more than 41 total, or less than 5 talent points per tier, etc. Ultimately this leads to us only being able to throw the 'must specify cycle to match spec' exceptions (that's almost the last check before runing the modeler) instead of 'must have at least 31 talents spent', which would be a little more helpful. Now, we could refine it a bit, so we check spec consistency at certain key points, but I'd say the cycle exception has proved to be enough to let the user figure that something is not quite right.
The 'notices' section in the front-end is a log of exceptions, so you can browse what went wrong all through the sesion. It pops up every time the engine complains and won't go away until you perform a log related action, like running the optimizers (which add stuff to the log section), or choosing a stock or catched spec (which resets the log). If anything, I'd like the notices to be shown in reverse (last exception on top) but I don't particularly see that as much of an issue.
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09/11/11, 12:14 AM
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#624
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Piston Honda
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Weird. It appears to be a conflict with the "All-in-One Gestures" addon, I assume because that addon intercepts right mouse clicks for its own purposes.
As for the cycle error, now that I know what it is trying to communicate, it makes a little more sense to me. I agree, though, a better message might be less confusing, since the current one makes it seem like the user is supposed to select a cycle somewhere, rather than just that the user needs to continue selecting further talents until some internal threasholds get met. It's also a little hard to figure out when you've gotten to that threshold and are no longer throwing errors, because by this point your error list might be 30 lines long. Even if you did reverse order, it might not be easy to tell that you've stopping throwing new ones.
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09/12/11, 4:31 PM
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#625
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Piston Honda
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Hi all,
Did something fundamental change over the last week to shadowcraft? I'm sorry for being so vague but here's the situation.
Basically last week Shadowcrafy was predicting that I would do about 1500 more dps as Mutilate then Combat, however today I was messing around with planning possible upgrades/gear sets, and I noticed that now (in my current gear) Shadowcraft is predicting that I would do about 1k more dps as combat then Assasination. My browser is Firefox.
I had thought I was pretty proficient at using the program, but now I'm concerned that I've done something stupid. If you want to plug me in, the only difference is I use normal gatecrasher (reforged from crit to haste) as my mainhand. Also my raid doesn't get the 10% haste buff.
Thanks!
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09/12/11, 4:39 PM
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#626
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Still alive
Human Rogue
Cenarion Circle
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Nope. I haven't pushed any code changes recently.
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Need a Mumble server? I run MMO-Mumble for all your voice chat needs. | My rogue planning tool: Shadowcraft
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09/12/11, 5:13 PM
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#627
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Glass Joe
Worgen Rogue
Arathor (EU)
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Originally Posted by Brotherbear
Hi all,
Did something fundamental change over the last week to shadowcraft? I'm sorry for being so vague but here's the situation.
Basically last week Shadowcrafy was predicting that I would do about 1500 more dps as Mutilate then Combat, however today I was messing around with planning possible upgrades/gear sets, and I noticed that now (in my current gear) Shadowcraft is predicting that I would do about 1k more dps as combat then Assasination. My browser is Firefox.
I had thought I was pretty proficient at using the program, but now I'm concerned that I've done something stupid. If you want to plug me in, the only difference is I use normal gatecrasher (reforged from crit to haste) as my mainhand. Also my raid doesn't get the 10% haste buff.
Thanks!
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I've found that when I switch to combat, then reload from armoury it doesn't change my glyphs. This would give roughly the damage swing you've seen (assassination with the wrong glyphs). So check your glyphs are correct in both specs when comparing dps. I can't think of anything else that could be causing this.
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09/13/11, 10:53 AM
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#628
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Piston Honda
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Originally Posted by Artalyx
I've found that when I switch to combat, then reload from armoury it doesn't change my glyphs. This would give roughly the damage swing you've seen (assassination with the wrong glyphs). So check your glyphs are correct in both specs when comparing dps. I can't think of anything else that could be causing this.
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Perfect, that was the issue. When I refreshed from the armory it didn't refresh my glyphs properly and I didn't notice.
Thanks!
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09/15/11, 9:46 PM
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#629
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Von Kaiser
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Antiarc/other coders;
What's the chances of seeing DI and possibly FM put on Shadowcraft at some point? More and more lately I've been getting DI from our Locks, and I'd like to run the numbers. I'm figuring last night (I managed the #1 Baleroc parse by 1200 DPS) with my low rupture uptime (90.2% fail) it's getting me somewhere around 1600-1800 DPS.
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09/19/11, 10:44 AM
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#630
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Glass Joe
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I find this may be a stat question moreso than an issue with Shadowcraft itself, but I received Matrix Restabiliser tonight and came across the following issue:
- Un-equip Fluid Death and equip Matrix
- Gain 300 odd dps
- Auto-reforge (this then re-forged my Weaps, Cloak, Bracers and gloves to increase my hit back up to 1332)
- Loss of approx 85 dps
Given that the spell hit stat weights appear to be static, shouldn't gaining this hit rating back up to the spell cap be a dps increase?
I don't understand how replacing crit and expertise on those items with hit would be costing me dps. If shadowcraft is correct, it's suggesting I run at below hit cap as optimum reforging.
If anyone could shed some light on this, it would be much appreciated!
Edit: After some further fiddling, it seems to be whenever I fall below a Mastery rating of approx 1466, it nets me a massive dps loss (approx 100 - perhaps not massive, but considerable in regards to reforging).
If this is true, is there a plateau of mastery I'm not aware of that we should be reaching before the spell hit cap?
Last edited by Leasie : 09/19/11 at 11:09 AM.
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