The values of venomous wounds as part of the DPS breakdown and as a primary talent are pretty close to each other - shouldn't they either be exactly the same or the first value a fair amount bigger, as this one should take the energy regen into consideration?
The values of venomous wounds as part of the DPS breakdown and as a primary talent are pretty close to each other - shouldn't they either be exactly the same or the first value a fair amount bigger, as this one should take the energy regen into consideration?
Sort of a coincidence the values are so close to each other. The value in the DPS breakdown is the DPS of the venomous wounds damage proc, the value in the primary talents section is the per point value of the talent, taking all aspects of it into account.
I had one person contact me about working on something about two weeks ago. I believe he is attempting to write a new UI from scratch in python, but I haven't heard anything from him in two weeks or so so I can't really comment on how he's doing. So there might be something from that avenue at some point; so far as I know that's the only real development going on right now.
I added the new metagem and bracer enchant, as well as an option on the settings page for a ruptureless combat cycle. The changes to shadowcraft-engine give me the same results as http://elitistjerks.com/f78/t111329-...7/#post1842882, so should be roughly correct.
If you have any problems, I'd prefer private messages via this forum as it will make it easier to follow up of something is unclear.
Last edited by Caffeine : 02/14/11 at 12:48 PM.
Reason: change url
Does this 4.0.6 version include the changes to Unheeded Warning? It doesn't appear to, as it's still showing it to be inferior to Tia's Grace, when I recall seeing early calculations pointing to it being pretty good for Combat.
Also, a minor bug: the Combat template defaults to Glyph of Rupture instead of Glyph of Slice n Dice, which is slightly inferior.
And then I installed Aptana Studio 3.
MongoDB is way out of date on the official repos, but there's a handy page here.
Then I cloned the shadowcraft ui git from within aptana, and ran bundle install.
Did have to resolve a couple dependencies, xmllib-dev and xsltlib-dev I think it was, but that's easily done.
After that, just run the server (either from the Run menu, from the cogwheel icon on the left of the window next to the project name, or by typing "script/rails server" in the bottom terminal in aptana.) Then just point your browser at localhost:3000 and it should be up and running.
As for it being worth it or not, I have no idea. I've been wanting to learn some Ruby for a long time, so I think it's a great opportunity to have a poke. So far I've managed to break a lot of things, and not much else, but at least it's interesting.
I did look at installing on windows for about 15 minutes, but it just seems like way more work.
Besides, it's always nice just stuffing things like this on a virtual machine so you can mess around without anything actually breaking.
I did everything in this step and in the post two down from this one. I have Git for windows, Aptana, Ruby, downloaded thin (though not sure where it is even used in this process) and Mongo. I clone shadowcraft-ui and cd to the folder. But when I attempt to 'bundle install' it says the command is not found.
And that is where I am stuck. Any tips would be appreciated. I've never used these programs and did as much research as I could on my own but now am at a dead end.
I played today a bit with Caffeine shadowcraft UI and noticed weird feature.
For combat when my gear was under expertise cap but reforging last bits mastery to expertise to get rid last 0.5% dodges resulted total DPS drop instead, quite weird as EP values for mastery is still much lower than EP value for expertise.
This happened only when tweaking reforged bits near expertise cap, at 1% dodges mst->exp reforge was still DPS gain, but once there was just ~0.5% dodges remaining it suddenly was not ...
I *suppose* it could be caused by different expertise values needed for sword MH / dagger OH as human rogue, but at least Caffeine UI does not show different MH/OH dodges there so I started to wonder if its UI "feature" or shadowcraft engine bug. Unfortunately I don't have time and probably not enough python knowledge either to check it directly from shadowcraft source so i figured i ask here.
I *suppose* it could be caused by different expertise values needed for sword MH / dagger OH as human rogue, but at least Caffeine UI does not show different MH/OH dodges there so I started to wonder if its UI "feature" or shadowcraft engine bug. Unfortunately I don't have time and probably not enough python knowledge either to check it directly from shadowcraft source so i figured i ask here.
It is indeed a UI limitation. ShadowCraft-Engine properly adds racial expertise to the hands where it applies, so only the mainhand in your case.
Before 4.0.6, the EP value of expertise that applied to only one hand was split evenly between main- and offhand, each having close to half the value of "full" expertise. With the main gauche changes in BIS gear I now get:
I see that non-thrown ranged weapons were added to Caffeine's web UI, I'm wondering if you might consider adding [Kickback 5000] as well. From a 'stat stick' perspective I see it coming out above some of the raid drops due to the large amount of Agility on it (125 with a Delicate Inferno Ruby).
I've picked this up again, now that work has calmed down a bit. I'm very close to a release.
Fixes and features:
* Now integrated with Shadowcraft-Engine; it's providing live DPS estimates. Communicates with the backend via websockets for extra speeeeed.
* Updated to work with the new armory. Supports character import, automatic item discovery, and proper handling of random suffix items.
* Overhauled the design to be a bit more "IDE-ish".
* Supports history and snapshotting. Track your DPS changes as inputs change, and revert to a previous snapshot easily.
To do before release:
* Fix a bug with offhand selection
* Fix a bug with weapon selection when using a dagger-based spec
* Add "checkpointing", so you can save a given setup for later usage.
* Fix options input (currently uses a hardcoded set of cycle and raid buff options)
* Fix cogwheel gems
* Fix engineering enchants
* Fix tailoring enchants
* Auto glyph import
* Auto reforge import
* Trinket EP values from the engine
* Metagem EP corrected
I've also made a number of performance improvements to shadowcraft-engine that result in about a 40% speed increase in my tests, which makes the engine very close to viable for realtime work.
Overall, it's very close, and I'm very excited about it.
Last edited by Antiarc : 03/12/11 at 5:53 AM.
Need a Mumble server? I run MMO-Mumble for all your voice chat needs. | My rogue planning tool: Shadowcraft
So Antiarc, just clarifying.. Is this update going to allow the use of Shadowcraft without needing all the developer tools (mongodb, ruby, git, etc), or will we still need to have all of those to use it?
The updated interface looks really neat, can't wait for public release.
There is one thing that caught my interest - what is exactly "auto reforge import" you mentioned in your "to do" list? When I saw it, I was just thinking that it would be really useful to build an interface capable of importing results given by Complete Rogue Reforger tool.
With Korner's recent optimalizations, calculation time is usually several seconds. So it would be nice to be able just copy-n-paste results for different gearsets instead of manually going thru the list and adjusting items one by one.
Unless, of course, you plan to integrate your own reforger implementation into ShadowCraft-UI itself.
@nonmagical - I'll be publishing this on the web on my own VM, so you don't have to have any tools to use it. It's designed to be deployed as a web app, so the end user doesn't need any development tools. I know it's a hefty dependency list - it's not designed to be run by your average user.
@Fae - the "auto reforge import" refers to importing reforges from the Armory. Right now, your profile imports without any of your existing reforges intact. Shadowcraft does indeed include a reforger, but it's a hill-stepping reforger, and not an exhaustive one like the Perl version. An import for that might be handy!
I'm currently sort of refactoring all the Javascript, as it's a nasty procedural mess, but once that's done it should help me go ahead and tie off these last few issues quickly. I've procured the VM for the deployment already, so I'm paying for it now, so it's in my interest to go ahead and get this done soon.
Need a Mumble server? I run MMO-Mumble for all your voice chat needs. | My rogue planning tool: Shadowcraft
What you're working on looks great Antiarc, quick question though.
Will there be a refresh of the current data held on the site and/or the ability to reload from the Armory repeatedly? My character was one of the ones which bugged out and doesn't display anything on the gear sheet at present.
Antiarc, what you are doing of your own volition and personal expense deserves a medal.
In lieu of the medal, I do not think it would be too much to ask for the rogue community to throw a couple of dollars each in your direction to repay you in some small way for all of your hard work.
If you were to set up a paypal account, I for one would be only to happy to send a little something your way, as this project, from what I understand has enveloped a good chunk of your personal life.
While I know you do this for the love of it and for the rogue community in general, please allow the rest of us to, in some small way, express our appreciation.
@GingerUrza: It'll do fresh imports and you will be able to refresh from the armory. None of the old data will be carried over.
@oldbuster: I appreciate the sentiment, but as Elimite pointed out, there are multiple other people working on other facets of this project, as well, and they deserve as much credit! I'll think about PayPal once I have this actually done and published, but I'm not worrying about it for now.
@Elimite: It'll work best in Safari/Chrome, good in Firefox/IE9, and I do not recommend that it be used in IE8-. I'm developing it in Chrome and cross-testing periodically. When advanced features like local storage and websockets are available, they're being used; when they aren't, there are fallbacks to things like Flash storage and AJAX post requests.
At a minimum, I'm going to ensure that it works in Safari/Chrome/Firefox/IE9, but anything other than that I make no guarantees for. This is a Javascript-heavy app and needs a fast JS engine. Older browsers (particularly older versions of IE) are far too slow.
Last edited by Antiarc : 03/10/11 at 3:20 PM.
Need a Mumble server? I run MMO-Mumble for all your voice chat needs. | My rogue planning tool: Shadowcraft
I recently started trying to optimise my gear and was told the best way to do so was through spreadsheets, although the thing is I have no idea how to get the web interface working, when I go to it and import my character my spec and character name is the only thing that is imported, anything else like my gear isn't shown. Unless I need to add the gear myself or I need to do something else in order to get it working. I also think the OP should be updated maybe with a how to on how to install the full thing onto your computer for people who might not know a lot about computing. Just my opinion anyway, great job though and thanks.
Thanks for your great work, I really looked forward to this release.
The "Optimize Gems" feature suggested that I replace 20agi/20haste and 20agi/20hit (Combat) on [Wind Dancer's Legguards] which actually showed as a -5 DPS loss, whereas the old Shadowcraft app showed it as a 2 DPS gain.
Its results also differed from Caffeine's app when I mixed around gems on other items aswell. On one item matching a socket bonus came out as a gain on your engine, although the switch wasn't suggested by Optimize Gains, and the switch showed as a loss in Caffeine's app.
The gems also show different DPS values depending on which item I bring them up for, which I find pretty weird. Any reasoning behind this or am I just missing something?
The recommended reforging on an item piece shows for assassination, even though I'm combat. I.e. bringing up a piece I had reforged to haste it suggested reforging into mastery. The DPS values that shows up when you're about to reforge are also for assassination.
The optimal reforging tool however worked perfectly fine and suggested results similiar to the Complete Reforge Tool. Seems to just be the suggesting that uses assassination values.
That's all I've come across so far, but I will be sure to tell you if I find more. Again, thanks for the hard work!