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Old 01/16/09, 8:32 AM   #16
dedmonwakeen
Bald Bull
 
dedmonwakeen
Undead Priest
 
No WoW Account
Thanks, Vulajin. That was very very helpful, because it showed quite clearly two things:

(1) My model is unacceptable. Once we have RED+Prey+Murder all stacking, the difference between my model and your data is just too large.

(2) The model for critical strike damage calculation is consistent which means I can model this conveniently without making my code look like spaghetti.

You have shown that the modifiers that affect total critical strike damage are multiplicative. Mechanics for several caster classes have shown that passive talent modifiers that affect the critical strike damage BONUS stack additively.

If I drop my obsession with modeling this with just one variable, then the code cleans up nicely. For each action, I will build up spearate "crit_multiplier" and "crit_bonus" values.

I'll get this checked in today. Again, I must say I really really appreciate the level of detail people have provided.


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Old 01/16/09, 2:52 PM   #17
dedmonwakeen
Bald Bull
 
dedmonwakeen
Undead Priest
 
No WoW Account
I've changed the simulationcraft architecture to support the modeling mechanics I've learned in this thread.

action_t has a new method:
double action_t::total_crit_bonus()
{
  double crit_multiplier = (   base_crit_multiplier * 
                             player_crit_multiplier * 
                             target_crit_multiplier );
  
  double crit_bonus_multiplier = (   base_crit_bonus_multiplier * 
                                   player_crit_bonus_multiplier * 
                                   target_crit_bonus_multiplier );

  double crit_bonus = ( ( 1.0 + base_crit_bonus ) * crit_multiplier - 1.0 ) * crit_bonus_multiplier;

  return crit_bonus;
}
The Rogue module sets "base_crit_multiplier", "player_crit_multiplier", and "base_crit_bonus_multiplier" as needed.

I'll start testing the basic cycles this weekend.


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Old 01/16/09, 4:09 PM   #18
PessimiStick
Piston Honda
 
Orc Rogue
 
Ner'zhul
Browsing through the module code from the OP, noticed the following:

For Rupture:
base_multiplier *= 1.0 + ( p -> talents.blood_spatter * 0.15 +
p -> talents.find_weakness * 0.02 +
p -> talents.serrated_blades * 0.10 );

This should be 0.03 -- Find Weakness is actually 3% per point on DoTs, for reasons unknown.

Edit: "Buggy" Rogue Mechanics? Posts 255, 256, and 257 for the math.
Also Find Weakness - Spell - World of Warcraft Effect #2.

Last edited by PessimiStick : 01/16/09 at 4:23 PM.

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Old 01/16/09, 4:46 PM   #19
drumbum
King Hippo
 
Human Rogue
 
Sargeras
Just noting a few issues I discovered while scanning through your code:

1) Improved Poisons (talent) seems to be increasing spell hit chance with poisons for some reason.

2) The proc chance of Relentless Strikes depends on the number of combo points consumed by the finisher. (Currently appears to be ignoring number of combo points.) The chance to proc should always be 0.04 \times c \times t where c is the number of combo points consumed and t is the number of talent points in Relentless Strikes.

3) Your comment in the Seal Fate code mentions auto attack. Rest assured that auto attacks cannot proc Seal Fate (only abilities that add combo points can). No bug here -- but just wanted to clear that up in case there was confusion.

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Old 01/16/09, 4:58 PM   #20
dedmonwakeen
Bald Bull
 
dedmonwakeen
Undead Priest
 
No WoW Account
Originally Posted by PessimiStick View Post
Browsing through the module code from the OP, noticed the following:

For Rupture:
base_multiplier *= 1.0 + ( p -> talents.blood_spatter * 0.15 +
p -> talents.find_weakness * 0.02 +
p -> talents.serrated_blades * 0.10 );

This should be 0.03 -- Find Weakness is actually 3% per point on DoTs, for reasons unknown.

Edit: "Buggy" Rogue Mechanics? Posts 255, 256, and 257 for the math.
Also Find Weakness - Spell - World of Warcraft Effect #2.
Fixed and committed..... and thanks for that "buggy" link! I'll examine it in detail later tonight.

Originally Posted by drumbum View Post
Just noting a few issues I discovered while scanning through your code:

1) Improved Poisons (talent) seems to be increasing spell hit chance with poisons for some reason.

2) The proc chance of Relentless Strikes depends on the number of combo points consumed by the finisher. (Currently appears to be ignoring number of combo points.) The chance to proc should always be 0.04 \times c \times t where c is the number of combo points consumed and t is the number of talent points in Relentless Strikes.

3) Your comment in the Seal Fate code mentions auto attack. Rest assured that auto attacks cannot proc Seal Fate (only abilities that add combo points can). No bug here -- but just wanted to clear that up in case there was confusion.
1) I wasn't exactly sure how Improved Poisons worked, so I added it both to the proc chance and the spell hit. Fix committed.

2) Thanks for that catch! Fix committed.

3) Brain-fart on my part. Comment changed to reduce confusion.

Link in OP should be up-to-date.


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Old 01/16/09, 9:00 PM   #21
drumbum
King Hippo
 
Human Rogue
 
Sargeras
Originally Posted by dedmonwakeen View Post
2) Thanks for that catch! Fix committed.
It looks like you are clearing the combo points before calling the Relentless Strikes routine, so it's always going to believe there are zero combo points.

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Old 01/16/09, 10:17 PM   #22
dedmonwakeen
Bald Bull
 
dedmonwakeen
Undead Priest
 
No WoW Account
Originally Posted by drumbum View Post
It looks like you are clearing the combo points before calling the Relentless Strikes routine, so it's always going to believe there are zero combo points.
Bah! That's what I get for trying to code during a work meeting..... Fixed.

BTW..... Very thorough code review. I wish we were hiring. I'd offer you a job.


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Old 01/17/09, 8:13 AM   #23
dedmonwakeen
Bald Bull
 
dedmonwakeen
Undead Priest
 
No WoW Account
I've added support for:

(1) Hemorrhage damage adder for physical attacks. Currently coded as being applied AFTER glance/crit and BEFORE armor reduction.

(2) Rogue Glyphs

(3) Tier 6 and Tier 7 Set bonuses. (It is unclear to me in exactly what order do Overkill, Slaughter from the Shadows, and Tier7-4pc get combined.....)


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Old 01/17/09, 11:24 AM   #24
drumbum
King Hippo
 
Human Rogue
 
Sargeras
The Hemo debuff should be added before crit, but I'm not sure if the Hemo debuff is also affected by glance.

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Old 01/17/09, 5:56 PM   #25
chalon
Founder of the Chalonverse
 
Chalon
Night Elf Rogue
 
No WoW Account
So, couple of interesting things I noticed regarding the interaction between Overkill and T7 4-piece:
1. The tooltips update to indicate the actual energy cost, and update both for the T7 4 piece and for Overkill. You have to re-mouse over it when the state changes, however. Cursory testing indicates the tooltip is accurate.
2. The energy cost seems to always be floored. For instance, Gouge costs 45 energy. 45 * 0.95 = 42.75. The energy cost shows up as 42, and is not rounded up to 43.
3. Overkill appears to be applied before the T7 4p is calculated. If it were applied afterwards, the Gouge cost would be 32. However, it's 33 which corresponds to: (45 - 10) * 0.95 = 33.25.

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Old 01/23/09, 10:28 PM   #26
dedmonwakeen
Bald Bull
 
dedmonwakeen
Undead Priest
 
No WoW Account
Deleted out-dated contents....

Last edited by dedmonwakeen : 01/25/09 at 4:44 PM.


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Old 01/23/09, 11:14 PM   #27
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
Well, you appear to be using a MH fist with Mutilate, which isn't going to work too well. Try rerunning the Mutilate numbers with a 1.4 dagger MH and see if you get something more plausible.

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Old 01/23/09, 11:20 PM   #28
DSmith13
Glass Joe
 
Night Elf Druid
 
Anvilmar
Also, you have MH deadly, OH instant. As of 3.0.8, it should be MH instant (and faster weapon) OH deadly.

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Old 01/23/09, 11:55 PM   #29
PessimiStick
Piston Honda
 
Orc Rogue
 
Ner'zhul
In addition to Aldriana's comment (and that's a big one, heh), refreshing HfB at 5 seconds is pretty sloppy and worse than any good player would be doing. Also, you should be able to cut the CP used on Slice and Dice in the combat actions list to 4.

If I'm reading that output correctly, the White damage component of your Combat set seems to be a bit low compared to in-game results. I believe this is a pretty typical breakdown for something like PW: Wow Web Stats Wow Web Stats Wow Web Stats

Last edited by PessimiStick : 01/23/09 at 11:58 PM. Reason: Added two more parses from the same player.

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Old 01/24/09, 12:11 AM   #30
dedmonwakeen
Bald Bull
 
dedmonwakeen
Undead Priest
 
No WoW Account
Originally Posted by Aldriana View Post
Well, you appear to be using a MH fist with Mutilate, which isn't going to work too well. Try rerunning the Mutilate numbers with a 1.4 dagger MH and see if you get something more plausible.
Ah... That's what I get for reusing the same Armory profile in another talent spec......

Originally Posted by PessimiStick View Post
In addition to Aldriana's comment (and that's a big one, heh), refreshing HfB at 5 seconds is pretty sloppy and worse than any good player would be doing. Also, you should be able to cut the CP used on Slice and Dice in the combat actions list to 4.

If I'm reading that output correctly, the White damage component of your Combat set seems to be a bit low compared to in-game results. I believe this is a pretty typical breakdown for something like PW: Wow Web Stats Wow Web Stats Wow Web Stats
Perfect, thanks! I'll examine the WWS in detail.

Incoming EDIT of results post......


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