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Old 01/24/09, 12:30 AM   #31
PessimiStick
Piston Honda
 
Orc Rogue
 
Ner'zhul
Can you explain the rupture output to me? For both specs I would expect similar numbers since the only real difference is the AP from Savage Combat and Find Weakness from Mut, yet the numbers in that row are very different for each spec.

What kind of in-game stats does that gear equate to? I don't have any spreadsheets on this machine so I can't easily compare the stats I'm getting from my own gear. I think it's pretty similar to what the rogues in my guild have though, so assuming that your data is based on as long of a duration as it looks like, the combat number seems to be getting close to what I'd expect from the game.

Also, the Evisc numbers seem a bit high, and Envenom very low, again assuming I'm reading the output correctly.

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Old 01/24/09, 2:02 AM   #32
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
Looks to me like you're getting too much yellow damage relative to the amount of white damage for Mutilate, and your Relentless Strikes regen seems high relative to the Focused Attacks regen - typically my Relentless Strikes regen is not significantly higher than my Focused Attacks Regen (within 10%, say). So just as an off-the-cuff guess: are you giving Relentless Strikes regen for both the Envenom and the SnD for a CttC Envenom? As it should apply only once in that case.

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Old 01/24/09, 10:13 AM   #33
dedmonwakeen
Bald Bull
 
dedmonwakeen
Undead Priest
 
No WoW Account
Originally Posted by PessimiStick View Post
Can you explain the rupture output to me? For both specs I would expect similar numbers since the only real difference is the AP from Savage Combat and Find Weakness from Mut, yet the numbers in that row are very different for each spec.

What kind of in-game stats does that gear equate to?

Also, the Evisc numbers seem a bit high, and Envenom very low, again assuming I'm reading the output correctly.
The gear_xxx values represent the "green mouse-over" numbers on your character sheet..... essentially, the contributions from gear alone excluding base values and talents.

The Rupture output was bugged..... but the real difference was that the Combat Rogue was waiting for a 5pt Rupture and the Assassination Rogue was going at 4pt. I've changed the Combat Rogue to trigger Rupture/Evis at 4ps and the damage seems more in line.

Well.... At least the Ruptures and Evis/Envenoms seem in line...... but the Assassination Rogue is hitting is triggering Envenom every 5.7sec while the Combat Rogue is hitting Evis every 12.0sec.

The Combo-pt generation seems to weigh too far in favor of the Assassination Rogue: Every 0.9sec vs 1.5sec. That just doesn't seem right.....

Originally Posted by Aldriana View Post
Looks to me like you're getting too much yellow damage relative to the amount of white damage for Mutilate, and your Relentless Strikes regen seems high relative to the Focused Attacks regen - typically my Relentless Strikes regen is not significantly higher than my Focused Attacks Regen (within 10%, say). So just as an off-the-cuff guess: are you giving Relentless Strikes regen for both the Envenom and the SnD for a CttC Envenom? As it should apply only once in that case.
I have a feeling that my combo-point generation is to high for Assassination, resulting in far too frequent Envenoms.... resulting in too much gain from Relentless Strikes.

Regarding damage calculation.... Perhaps my core formula is off:

    weapon_speed  = normalize_weapon_speed  ? weapon -> normalized_weapon_speed() : weapon -> swing_time;

    hand_multiplier = ( weapon -> slot == SLOT_OFF_HAND ) ? 0.5 : 1.0;

    power_damage = weapon_speed * direct_power_mod * total_power(); 
    
    direct_dmg  = base_direct_dmg + ( weapon -> damage + power_damage ) * weapon_multiplier * hand_multiplier;
    direct_dmg *= total_dd_multiplier();
"direct_power_mod" defaults to 1.0/14
"base_direct_dmg" is the constant "special" damage associated with some attacks (note that I do not multiply this by the weapon_multiplier)
"total_power" is the total Attack Power from all sources
"total_dd_multiplier" is the total direct-dmg multiplier from all sources (talents, buffs, debuffs, etc)

I use a target armor of 13000, a Sunder debuff of 3925, and a FF debuff of 1260.

Resistance calculation:
double action_t::resistance()
{
  if( ! may_resist ) return 0;

  target_t* t = sim -> target;
  double resist=0;

  double penetration = base_penetration + player_penetration + target_penetration;

  if( school == SCHOOL_BLEED )
  {
    // Bleeds cannot be resisted
  }
  else if( school == SCHOOL_PHYSICAL )
  {
    double adjusted_armor = armor() * ( 1.0 - penetration );

    if( adjusted_armor <= 0 ) return 0;

    double adjusted_level = player -> level + 4.5 * ( player -> level - 59 );

    resist = adjusted_armor / ( adjusted_armor + 400 + 85.0 * adjusted_level );
  }
  else
  {
    double resist_rating = t -> spell_resistance[ school ];

    resist_rating -= penetration;
    if( resist_rating < 0 ) resist_rating = 0;

    resist = resist_rating / ( player -> level * 5.0 );

    if( ! binary )
    {
      int delta_level = t -> level - player -> level;
      if( delta_level > 0 )
      {
        double level_resist = delta_level * 0.02;
        if( level_resist > resist ) resist = level_resist;
      }
    }
  }

  return resist;
}
Results post has been updated.


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Old 01/25/09, 4:50 PM   #34
dedmonwakeen
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dedmonwakeen
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Deleted out-of-date contents.

Last edited by dedmonwakeen : 01/26/09 at 10:20 PM.


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Old 01/25/09, 5:51 PM   #35
koaschten
In the rear with the gear!
 
koaschten's Avatar
 
Troll Rogue
 
Khaz'goroth (EU)
Rogue_15_51_5:
18.6% : blade_flurry
25.0% : mongoose_oh
47.4% : moongoose_mh
97.4% : savage_combat
86.0% : slice_and_dice
That shouldnt be that low, should it?

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Old 01/25/09, 6:09 PM   #36
dedmonwakeen
Bald Bull
 
dedmonwakeen
Undead Priest
 
No WoW Account
Originally Posted by koaschten View Post
That shouldnt be that low, should it?
Hmm....... It appears the AI is letting Slice and Dice fall off before refreshing. I'll add a "refresh_at" option.


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Old 01/25/09, 6:19 PM   #37
chalon
Founder of the Chalonverse
 
Chalon
Night Elf Rogue
 
No WoW Account
Few notes:
1. Blessing of Might is ~688 AP, due to the Imp. Blessing of Might talent

2. Berserking is a better enchant than Mongoose

3. If you want to look at best-in-slot gear, your gear values are quite low. That probably explains why your overall DPS number is so low. Should just grab the numbers from here: The World of Warcraft Armory

4. A Mutilate rogue shouldn't have any uptime on Savage Combat. Though it is probably safe to assume that someone else in the raid is providing that 2% damage boost.

5. How long was the fight durations? I didn't see that noted anywhere, though I'm probably just missing it.

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Old 01/25/09, 9:49 PM   #38
dedmonwakeen
Bald Bull
 
dedmonwakeen
Undead Priest
 
No WoW Account
Originally Posted by chalon View Post
Few notes:
1. Blessing of Might is ~688 AP, due to the Imp. Blessing of Might talent

2. Berserking is a better enchant than Mongoose

3. If you want to look at best-in-slot gear, your gear values are quite low. That probably explains why your overall DPS number is so low. Should just grab the numbers from here: The World of Warcraft Armory

4. A Mutilate rogue shouldn't have any uptime on Savage Combat. Though it is probably safe to assume that someone else in the raid is providing that 2% damage boost.

5. How long was the fight durations? I didn't see that noted anywhere, though I'm probably just missing it.
1. Updated Blessing of Might

2. Added support for Berserking, assume proc rate same as Mongoose

3. I've switched to Aldriana's gear. Since I haven't added support for the melee trinkets yet, I increased the AP by ~400.

4. Fixed the reporting....


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Old 01/25/09, 9:57 PM   #39
Starfox
King Hippo
 
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Tauren Druid
 
Destromath (EU)
Originally Posted by chalon View Post
5. How long was the fight durations? I didn't see that noted anywhere, though I'm probably just missing it.
If he used his standard raid input, then the fights are around ~280 seconds.
The sim is told to make the fight 300 seconds, so it estimates the health of the mob. This is done by adding up all damage until half of the 300 seconds have passed and assuming that the mob is now at 50% health.
Bloodlust is probably fired up at 35% so that fight are slight less then 300 seconds most of the time.

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Old 01/26/09, 1:48 AM   #40
path411
Von Kaiser
 
path411's Avatar
 
Undead Death Knight
 
Bonechewer
I'm not super familiar with SimulationCraft so correct me if I'm wrong.

Maybe I'm missing something, but was wondering:

Under attack stats, both specs have identical AP numbers, even though Savage Combat would increase the AP of the combat rogue by 4% over the mutilate rogue. This also seems to possibly be a problem for the talent Close Quarters Combat, as a combat build would have 2% more crit over a mutilate rogue from having 2 more points in this talent.

The expertise outputs however also seem strange. The mutilate rogue has 6.6 (I'm assuming %). While the combat rogue has 16.6. The 10 expertise gained from the weapon expertise talent is only 2.5%, which if the resulting number is a % would mean the combat rogue should be ending up at 9.1.
(Also a side note, 6.6 seems to be wrong itself, it seems like it is rounding up after taking fraction values of expertise. Where expertise will only improve your dps if it comes out to a flat expertise value.)

Lastly, your combat rogue is running with instant poison instead of wounding.

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Old 01/26/09, 7:07 AM   #41
dedmonwakeen
Bald Bull
 
dedmonwakeen
Undead Priest
 
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Originally Posted by path411 View Post
Under attack stats, both specs have identical AP numbers, even though Savage Combat would increase the AP of the combat rogue by 4% over the mutilate rogue. This also seems to possibly be a problem for the talent Close Quarters Combat, as a combat build would have 2% more crit over a mutilate rogue from having 2 more points in this talent.

The expertise outputs however also seem strange. The mutilate rogue has 6.6 (I'm assuming %). While the combat rogue has 16.6. The 10 expertise gained from the weapon expertise talent is only 2.5%, which if the resulting number is a % would mean the combat rogue should be ending up at 9.1.
(Also a side note, 6.6 seems to be wrong itself, it seems like it is rounding up after taking fraction values of expertise. Where expertise will only improve your dps if it comes out to a flat expertise value.)

Lastly, your combat rogue is running with instant poison instead of wounding.
1. The AP discrepancy is a reporting issue. The talent Savage Combat should have been included since it is an all-the-time multiplier. CQC is handled as an on-the-fly check since it is weapon dependent.

2. I need to dive into the Expertise issue. I'll comment later today, but this is looking like a real problem. Thanks!!!

3. Hmm...... I have Instant Poison scaling at 0.10 AP and Wound Poison scaling at 0.04 AP.....

Last edited by dedmonwakeen : 01/26/09 at 7:32 AM.


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Old 01/26/09, 7:36 AM   #42
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
Yes, but IP has a base proc rate of 20%, and wound poison of 50%; so the per-attack scaling is .02 for both, and the relative values of their base damages puts Wound Poison ahead unless you have poison talents - which Mutilate rogues do, but Combat rogues do not.

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Old 01/26/09, 8:15 AM   #43
dedmonwakeen
Bald Bull
 
dedmonwakeen
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Originally Posted by Aldriana View Post
Yes, but IP has a base proc rate of 20%, and wound poison of 50%; so the per-attack scaling is .02 for both, and the relative values of their base damages puts Wound Poison ahead unless you have poison talents - which Mutilate rogues do, but Combat rogues do not.
Thanks, Aldriana. This level of detail really helps. I can research individual pieces of Rogue mechanics, but when I zoom out to see the whole picture I get a bit overwhelmed........

I'll update the config files appropriately.

Speaking of which....... Is there a "viable" (even if subpar) Subtlety build you can recommend that I can start testing?


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Old 01/26/09, 8:19 AM   #44
Neto-
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wut
Gnome Warlock
 
No WoW Account
As far as Subtlety builds go... I think it isn't practical to try to bother modeling it, since the spec is completely random and dependent on external factors (Honor Among Thieves).

Originally Posted by Aldriana
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Old 01/26/09, 9:02 AM   #45
dedmonwakeen
Bald Bull
 
dedmonwakeen
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No WoW Account
Originally Posted by Neto- View Post
As far as Subtlety builds go... I think it isn't practical to try to bother modeling it, since the spec is completely random and dependent on external factors (Honor Among Thieves).
SimulationCraft is a multi-player sim so it isn't hard to model Honor Among Thieves...... the problem lies is in putting together a config file because of the impact from party composition. SimulationCraft can return a "result"...... but it won't be a generalized answer.


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