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01/26/09, 7:17 PM
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#51
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Founder of the Chalonverse
Chalon
Night Elf Rogue
No WoW Account
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No.
Yeah, you shouldn't SS or Hemo at all. Just keep up SnD, keep up Rupture, then spam Eviscerate.
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01/26/09, 10:08 PM
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#52
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In the rear with the gear!
Worgen Rogue
Auchindoun (EU)
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Originally Posted by dedmonwakeen
Okay...... My 3xRogue+2xHunter setup seems retarded.....
I'm finding it best for the HAT Rogue to just stinking sit there and wait for combo points...... Sinister Strike and Hemo are just a waste of energy.
Is HAT combo point generation being throttled in any other way than: "One player cannot give more than one combo point per second." ?
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You just figured out why many rogues dont want to spec HaT even though it might be their highest DPS Spec... but this might get offtopic fast.
And yes, thats the only limitation since they fixed the "1cp per crit per rogue".
I want to give you a thumbs up to the work you have done so far though 
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01/26/09, 10:19 PM
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#53
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Bald Bull
dedmonwakeen
Undead Priest
No WoW Account
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Major bug fix in "finisher" mechanics..... Damage distribution starting to look better...... just low.
Assassination Profile
rogue=Rogue_51_13_7
party=2
level=80
talents=http://www.wowhead.com/?talent=f0ef0exoVboIzAo0xV0hZxb
actions=flask,type=endless_rage/food,type=great_feast/apply_poison,main_hand=instant,off_hand=deadly
actions+=/auto_attack/pool_energy/hunger_for_blood,refresh_at=2/slice_and_dice,min_combo_points=3/tricks_of_the_trade,target=Rogue_15_51_5/rupture,min_combo_points=4/envenom,min_combo_points=4/mutilate
gear_strength=0
gear_agility=1030
gear_stamina=950
gear_intellect=0
gear_spirit=0
gear_attack_power=2500
gear_armor_penetration_rating=0
gear_expertise_rating=215
gear_hit_rating=215
gear_crit_rating=675
gear_haste_rating=280
relentless_earthstorm=1
tier7_2pc=1
tier7_4pc=1
main_hand=dagger,dps=156,speed=1.4,enchant=berserking
off_hand=dagger,dps=156,speed=1.4,enchant=berserking
blessing_of_kings=1
blessing_of_might=688
sanctified_retribution=1
leader_of_the_pack=1
Combat Profile

rogue=Rogue_15_51_5
party=2
level=80
talents=http://www.wowhead.com/?talent=f0eb0xZMgibx0xoru0xRtx
actions=flask,type=endless_rage/food,type=great_feast/apply_poison,main_hand=wound,off_hand=deadly
actions+=/auto_attack/pool_energy/slice_and_dice,min_combo_points=4,refresh_at=5/tricks_of_the_trade,target=Rogue_7_21_43/killing_spree/blade_flurry/rupture,min_combo_points=4/eviscerate,min_combo_points=4/sinister_strike
gear_strength=0
gear_agility=1030
gear_stamina=950
gear_intellect=0
gear_spirit=0
gear_attack_power=2500
gear_armor_penetration_rating=0
gear_expertise_rating=215
gear_hit_rating=215
gear_crit_rating=675
gear_haste_rating=280
# Not fair to use the same stats since Combat Rogue needs less expertise.
# Trade expertise for ivalue-equal amount of attack power
enchant_attack_power=160
enchant_attack_expertise_rating=-80
relentless_earthstorm=1
tier7_2pc=1
tier7_4pc=1
main_hand=fist,dps=156,speed=2.6,enchant=berserking
off_hand=dagger,dps=156,speed=1.4,enchant=berserking
blessing_of_kings=1
blessing_of_might=688
sanctified_retribution=1
leader_of_the_pack=1
Subtlety Profile
rogue=Rogue_7_21_43
party=2
level=80
talents=http://www.wowhead.com/?talent=fhLZ0xV0x0xoZxbrbhGzdAzqc
actions=flask,type=endless_rage/food,type=great_feast/apply_poison,main_hand=wound,off_hand=deadly
actions+=/auto_attack/pool_energy/slice_and_dice,min_combo_points=4,refresh_at=5/tricks_of_the_trade,target=Rogue_51_13_7/blade_flurry/rupture,min_combo_points=5/eviscerate,min_combo_points=5
gear_strength=0
gear_agility=1030
gear_stamina=950
gear_intellect=0
gear_spirit=0
gear_attack_power=2500
gear_armor_penetration_rating=0
gear_expertise_rating=215
gear_hit_rating=215
gear_crit_rating=675
gear_haste_rating=280
relentless_earthstorm=1
tier7_2pc=1
tier7_4pc=1
main_hand=dagger,dps=156,speed=1.4,enchant=berserking
off_hand=dagger,dps=156,speed=1.4,enchant=berserking
blessing_of_kings=1
blessing_of_might=688
sanctified_retribution=1
leader_of_the_pack=1
Results

Player=Rogue_15_51_5 DPS=3839.7 (Error=+/-6.1 Range=+/-299) DPR=224.2 RPS=17.1/16.8 (energy)
Core Stats: strength=124 agility=1341 stamina=1160 intellect=41 spirit=72 health=15699 mana=0
Spell Stats: power=2200 hit=8.2% crit=14.7% penetration=0 haste=8.5% mp5=0
Attack Stats: power=4953 hit=6.6% crit=30.5% expertise=6.6 penetration=0 haste=8.5%
Actions:
deadly_poison Count= 0.0| 0.0sec DPE= inf|10% DPET= inf DPR= inf Miss=nan% Tick=1134
eviscerate Count= 8.0|33.3sec DPE=4068| 3% DPET=3254 DPR=116.2 Miss=0.0% Hit=2492 Crit=6165|7221|42.9%
melee_main_hand Count=196.5| 1.4sec DPE=1519|28% DPET=1063 DPR= inf Miss=14.4% Hit=1169 Crit=2409|2879|47.5% Glance= 877|24.0%
melee_off_hand Count=365.9| 0.8sec DPE= 614|21% DPET= 800 DPR= inf Miss=14.4% Hit= 473 Crit= 974|1165|47.4% Glance= 355|24.0%
rupture Count= 10.2|26.9sec DPE=5695| 5% DPET=4556 DPR=227.8 Miss=0.0% Tick=834
sinister_strike Count=106.1| 2.6sec DPE=2678|26% DPET=2142 DPR=70.5 Miss=0.0% Hit=1339 Crit=3900|4599|52.3%
wound_poison Count=144.2| 1.9sec DPE= 567| 8% DPET= inf DPR= inf Miss=0.8% Hit= 572
Player=Rogue_51_13_7 DPS=4489.5 (Error=+/-9.7 Range=+/-463) DPR=297.5 RPS=15.1/14.8 (energy)
Core Stats: strength=124 agility=1341 stamina=1160 intellect=41 spirit=72 health=15699 mana=0
Spell Stats: power=2200 hit=8.2% crit=14.7% penetration=0 haste=8.5% mp5=0
Attack Stats: power=4793 hit=6.6% crit=30.5% expertise=6.6 penetration=0 haste=8.5%
Actions:
deadly_poison Count= 0.0| 0.0sec DPE= inf|10% DPET= inf DPR= inf Miss=nan% Tick=1488
envenom Count= 10.7|23.4sec DPE=6773| 6% DPET=5415 DPR=193.5 Miss=0.0% Hit=4602 Crit=9811|13296|41.7%
instant_poison Count=118.7| 2.3sec DPE=1575|15% DPET= inf DPR= inf Miss=0.8% Hit=1588
melee_main_hand Count=358.4| 0.8sec DPE= 869|25% DPET=1109 DPR= inf Miss=14.5% Hit= 661 Crit=1417|1706|45.5% Glance= 496|23.9%
melee_off_hand Count=358.4| 0.8sec DPE= 654|19% DPET= 834 DPR= inf Miss=14.3% Hit= 497 Crit=1064|1281|45.6% Glance= 372|24.0%
mutilate Count= 52.0| 5.5sec DPE=4306|18% DPET=3445 DPR=75.6 Miss=0.0% Hit=3081 Crit=4924|6550|66.5%
rupture Count= 13.1|21.5sec DPE=8086| 8% DPET=6469 DPR=323.5 Miss=0.0% Tick=1048
Player=Rogue_7_21_43 DPS=4816.7 (Error=+/-6.8 Range=+/-355) DPR=304.8 RPS=15.8/15.8 (energy)
Core Stats: strength=124 agility=1542 stamina=1160 intellect=41 spirit=72 health=15699 mana=0
Spell Stats: power=2200 hit=8.2% crit=14.7% penetration=0 haste=8.5% mp5=0
Attack Stats: power=4994 hit=6.6% crit=32.9% expertise=6.6 penetration=0 haste=8.5%
Actions:
deadly_poison Count= 0.0| 0.0sec DPE= inf| 8% DPET= inf DPR= inf Miss=nan% Tick=1146
eviscerate Count= 80.6| 3.4sec DPE=5868|35% DPET=4694 DPR=167.7 Miss=0.0% Hit=3998 Crit=8246|10849|44.0%
melee_main_hand Count=372.4| 0.8sec DPE= 870|24% DPET=1152 DPR= inf Miss=14.5% Hit= 661 Crit=1362|1647|49.1% Glance= 496|24.1%
melee_off_hand Count=372.4| 0.8sec DPE= 653|18% DPET= 865 DPR= inf Miss=14.4% Hit= 496 Crit=1022|1236|49.1% Glance= 372|24.1%
rupture Count= 16.2|17.6sec DPE=7632| 9% DPET=6106 DPR=305.3 Miss=0.0% Tick=978
wound_poison Count=159.2| 1.8sec DPE= 571| 7% DPET= inf DPR= inf Miss=0.8% Hit= 575
Gains:
Rogue_7_21_43:
energy_regen=2022.2
relentless_strikes=2418.5
Rogue_15_51_5:
combat_potency=926.8
energy_regen=3460.3
relentless_strikes=362.1
Rogue_51_13_7:
energy_regen=2805.9
focused_attacks=811.1
relentless_strikes=566.7
Procs:
Rogue_7_21_43:
combo_points=690.1|0.4sec
honor_among_thieves=716.8|0.4sec
Rogue_15_51_5:
combo_points=116.9|2.4sec
ruthlessness=10.8|26.0sec
Rogue_51_13_7:
combo_points=148.4|1.9sec
ruthlessness=14.3|19.7sec
seal_fate=46.1|6.1sec
Up-Times:
Rogue_7_21_43:
23.0% : berserking_mh
22.9% : berserking_oh
19.2% : blade_flurry
99.4% : slice_and_dice
21.2% : tricks_of_the_trade
Rogue_15_51_5:
45.3% : berserking_mh
24.7% : berserking_oh
18.6% : blade_flurry
97.5% : savage_combat
93.5% : slice_and_dice
23.0% : tricks_of_the_trade
Rogue_51_13_7:
28.8% : berserking_mh
29.0% : berserking_oh
20.5% : envenom
98.4% : hunger_for_blood
97.6% : slice_and_dice
20.0% : tricks_of_the_trade
Waiting:
33.4% : Rogue_7_21_43
33.5% : Rogue_15_51_5
53.3% : Rogue_51_13_7
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01/26/09, 11:41 PM
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#54
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Mike Tyson
Night Elf Rogue
Doomhammer
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Something's still wrong in the realm of finishers, at least for Mutilate; Relentless Strikes regen is way low relative to Focused Attacks, and 6% envenom damage seems low as well (~9-10% is more typical). For that matter, yellow damage as a whole is low; you have 44% white and 18% Mutilate, when 38-40% and 22% are more typical for those numbers (at least for me)
Also, I could be reading this wrong, but it looks to me as though Instant and Wound poisons aren't critting, and they should be. Plus, Deadly Poison damage seems high, though that might tie into the finisher thing - fewer Envenoms would mean more DP damage.
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01/27/09, 12:16 AM
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#55
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Von Kaiser
Undead Death Knight
Bonechewer
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Edit: I just realized something stupid in my post, but I have a different point.
As Aldriana stated, your finishers are very low, especially envenoms, I managed to have 15 envenoms in my last patchwerk, which should be roughly half of the length of the fight in the simcraft. (If I'm correct in remembering you were basing off a 300s boss)
For your HAT modeling, when using 2 fast it will be better to use double wound. As well, 3 rogues in your group is normally subpar, dks are normally what you want to fill when you don't have hunters.
Last edited by path411 : 01/27/09 at 12:21 AM.
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01/27/09, 1:58 AM
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#56
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Piston Honda
Gnome Rogue
Ravencrest (EU)
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Not to my knowledge. And yes, HAT rogues just spam finishers.
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01/27/09, 4:34 AM
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#57
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Piston Honda
Human Priest
Sporeggar (EU)
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A glance at the code, just random search, not inspected it, found this...
if( p -> buffs_poison_doses )
{
player_multiplier *= 1.0 + p -> talents.savage_combat * 0.01;
player_crit += p -> talents.master_poisoner * 0.01;
}
That made me wonder how you handle such overlapping raid buffs, something like external config on the buffs present? Because for example 3% crit is kinda expected (retradin, ele) to be present, and if it is enabled from outside, this code will just double its value for the player, or I'm totally wrong :p
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01/27/09, 8:37 AM
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#58
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Bald Bull
dedmonwakeen
Undead Priest
No WoW Account
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Originally Posted by Aldriana
Something's still wrong in the realm of finishers, at least for Mutilate; Relentless Strikes regen is way low relative to Focused Attacks, and 6% envenom damage seems low as well (~9-10% is more typical). For that matter, yellow damage as a whole is low; you have 44% white and 18% Mutilate, when 38-40% and 22% are more typical for those numbers (at least for me)
Also, I could be reading this wrong, but it looks to me as though Instant and Wound poisons aren't critting, and they should be. Plus, Deadly Poison damage seems high, though that might tie into the finisher thing - fewer Envenoms would mean more DP damage.
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I'll look into the poison crits.... Good catch, thanks!
I also need to dive into my energy regen modeling..... The speed of combo-point generation seems off considering the discrepancy in finisher-frequency. There is a "proc" section where I list "combo points per second". Does that seem off?
Originally Posted by path411
For your HAT modeling, when using 2 fast it will be better to use double wound. As well, 3 rogues in your group is normally subpar, dks are normally what you want to fill when you don't have hunters.
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This particular run had 3xRogue and 2xHunter in one party. I'm afraid I haven't started working on DKs yet....... Rogue model still needs some lovin obviously......
Originally Posted by Loot
A glance at the code, just random search, not inspected it, found this...
if( p -> buffs_poison_doses )
{
player_multiplier *= 1.0 + p -> talents.savage_combat * 0.01;
player_crit += p -> talents.master_poisoner * 0.01;
}
That made me wonder how you handle such overlapping raid buffs, something like external config on the buffs present? Because for example 3% crit is kinda expected (retradin, ele) to be present, and if it is enabled from outside, this code will just double its value for the player, or I'm totally wrong :p
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I didn't realize that Master Poisoner did not overlap with the 5% from Shaman/Boomkin....... ?
action -> attack -> rogue_attack -> special/melee
action -> spell -> rogue_poison -> wound/instant/deadly
Each one of those classes have a player_buff() and a target_debuff() method that cascade. The 3% crit should be included.
Action: http://simulationcraft.googlecode.co.../sc_action.cpp
Attack: http://simulationcraft.googlecode.co.../sc_attack.cpp
Spell: http://simulationcraft.googlecode.co...k/sc_spell.cpp
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01/27/09, 9:01 AM
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#59
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Piston Honda
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Originally Posted by dedmonwakeen
I didn't realize that Master Poisoner did not overlap with the 5% from Shaman/Boomkin....... ?
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Boomkin ? Just to be clear, Master Poisoner does not stack with a Paladin's Heart of the Crusader and an Elemental Shaman's Totem of Wrath. They fall under the same buff/debuff category under Blizzard's new buff system and those 3 don't stack.
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01/27/09, 9:42 AM
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#60
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Piston Honda
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From looking at the latest set of data, I agree with Aldriana that the breakdowns are still a bit off. The same can be said for the HAT numbers, my Evisc/White are generally 50-55/30-35 or somewhere around there.
Also, from the uptime section it seems that either there needs to be some additional logic for the action list that checks energy remaining, or the sim is going to have a tough time modeling Mut. Anything less than 100% HfB uptime is really unacceptable due to the penalty you take for dropping it, and the same for SnD.
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01/27/09, 9:57 AM
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#61
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King Hippo
Tauren Druid
Destromath (EU)
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Originally Posted by dedmonwakeen
I didn't realize that Master Poisoner did not overlap with the 5% from Shaman/Boomkin....... ?
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Shaman/Boomkin are the category: 5% Spell Crit Buff on players
Master Poisoner/Hearth of the Cruasder/Totem of Wrath: 3% Crit Debuff on mobs
Those give 3% crit to everything that hits that mob, melee or spell.
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Hello.
Light the fuse.
For all my homies.
Do not run, we are your friends.
SimulationCraft Druid Guy
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01/27/09, 10:29 AM
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#62
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Bald Bull
dedmonwakeen
Undead Priest
No WoW Account
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Originally Posted by PessimiStick
From looking at the latest set of data, I agree with Aldriana that the breakdowns are still a bit off. The same can be said for the HAT numbers, my Evisc/White are generally 50-55/30-35 or somewhere around there.
Also, from the uptime section it seems that either there needs to be some additional logic for the action list that checks energy remaining, or the sim is going to have a tough time modeling Mut. Anything less than 100% HfB uptime is really unacceptable due to the penalty you take for dropping it, and the same for SnD.
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Thanks for the breakdown. That gives me something to shoot for.
As for HfB up-time, 98.6% up-time means that it is not fully stacked for about 4sec on average. What I believe is happening is that a few of the 1000+ sim iterations is letting it drop off and then re-stack. My "refresh_at=2" may have been cutting it a little too fine. I'll see what I can do to improve the AI.
Originally Posted by Starfox
Shaman/Boomkin are the category: 5% Spell Crit Buff on players
Master Poisoner/Hearth of the Cruasder/Totem of Wrath: 3% Crit Debuff on mobs
Those give 3% crit to everything that hits that mob, melee or spell.
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Ah.... Understood. I'll make the necessary restructuring tonight to prevent them from stacking.
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01/27/09, 10:37 AM
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#63
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Piston Honda
Human Priest
Sporeggar (EU)
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MMO-Champion RaidComp is an excellent tool to check stacking buffs, tho there was a plain list somewhere on mmp-champ too 
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01/27/09, 11:27 AM
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#64
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Bald Bull
dedmonwakeen
Undead Priest
No WoW Account
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Originally Posted by Loot
MMO-Champion RaidComp is an excellent tool to check stacking buffs, tho there was a plain list somewhere on mmp-champ too 
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Thanks..... SimulationCraft already handles most of the non-stacking buffs and debuffs...... The problem was that I did not realize Master Poisoner was in the "non-stacking" column......
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01/27/09, 11:30 AM
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#65
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King Hippo
Tauren Druid
Destromath (EU)
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Originally Posted by dedmonwakeen
Ah.... Understood. I'll make the necessary restructuring tonight to prevent them from stacking.
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Yea, should be handled like imp.scorch for mages.
And here is the bluepost with the extensive buff/debuff stacking list
World of Warcraft - English (NA) Forums -> Changes to Debuffs, Buffs, and Raid Stacking
Rule of thumb is just that things that buff exactly the same thing do not stack. I think the only exception is -armor debuffs, where major ones (sunder armor, expose amor) and minor (fearie fire and sting from a wasp) exist.
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Hello.
Light the fuse.
For all my homies.
Do not run, we are your friends.
SimulationCraft Druid Guy
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01/27/09, 12:07 PM
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#66
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Glass Joe
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Looking over your results I just noticed that you had the same amount of expertise for all specs. If this was intentional I apologize, but for a combat rogue with 15/51/5--they would have 10 more expertise.
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01/27/09, 12:51 PM
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#67
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Piston Honda
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In addition, for Master Poisoner to give the 3% crit buff, the mob needs to be poisoned. This is something to take into consideration since an Evenom removes Deadly Poison from the mobs, even if only for a short time.
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01/27/09, 1:31 PM
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#68
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Bald Bull
dedmonwakeen
Undead Priest
No WoW Account
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Originally Posted by ShadowEric
In addition, for Master Poisoner to give the 3% crit buff, the mob needs to be poisoned. This is something to take into consideration since an Evenom removes Deadly Poison from the mobs, even if only for a short time.
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Yep. The debuff is "dynamic" in the code right now...... The main problem was that I had it coded as a stacking self-only debuff.
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01/28/09, 6:01 AM
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#70
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King Hippo
Tauren Druid
Destromath (EU)
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Originally Posted by sp00n
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rogue=Rogue_18_51_2
party=2
level=80
talents=http://www.wowhead.com/?talent=f0xf0eZ0gVox0xqru0xRt0b
actions=flask,type=endless_rage/food,type=great_feast/apply_poison,main_hand=wound,off_hand=deadly
actions+=/auto_attack/pool_energy/slice_and_dice,min_combo_points=5,refresh_at=5
actions+=/tricks_of_the_trade,target=Rogue_51_13_7/killing_spree/blade_flurry
actions+=/rupture,min_combo_points=4/backstab
gear_strength=0
gear_agility=1030
gear_stamina=950
gear_intellect=0
gear_spirit=0
gear_attack_power=2500
gear_armor_penetration_rating=0
gear_expertise_rating=215
gear_hit_rating=215
gear_crit_rating=675
gear_haste_rating=280
glyph_rupture=1
glyph_slice_and_dice=1
glyph_blade_flurry=1
# Not fair to use the same stats since Combat Rogue needs less expertise.
# Trade expertise for ivalue-equal amount of attack power
enchant_attack_power=160
enchant_attack_expertise_rating=-80
relentless_earthstorm=1
tier7_2pc=1
tier7_4pc=1
main_hand=dagger,dps=156,speed=1.8,enchant=berserking
off_hand=dagger,dps=156,speed=1.4,enchant=berserking
blessing_of_kings=1
blessing_of_might=688
sanctified_retribution=1
leader_of_the_pack=1

Player=Rogue_18_51_2 DPS=4111.4 (Error=+/-3.1 Range=+/-472) DPR=264.7 RPS=15.5/15.3 (energy)
Core Stats: strength=124 agility=1341 stamina=1161 intellect=41 spirit=72 health=15699 mana=0
Spell Stats: power=1833 hit=8.2% crit=14.7% penetration=0 haste=8.5% mp5=0
Attack Stats: power=4953 hit=6.6% crit=30.5% expertise=6.6 penetration=0 haste=8.5%
Actions:
backstab Count= 69.3| 4.1sec DPE=5697|33% DPET=4869 DPR=100.0 Miss=0.0% Hit=2295 Crit=6687|7920|77.5%
deadly_poison Count= 0.0| 0.0sec DPE= 1|10% DPET= 1 DPR= 1.$ Miss=-1.$% Tick=1303
melee_main_hand Count=261.2| 1.1sec DPE=1043|23% DPET= 944 DPR= 1.$ Miss=14.4% Hit= 802 Crit=1653|1987|47.5% Glance= 602|24.0%
melee_off_hand Count=335.9| 0.9sec DPE= 609|17% DPET= 709 DPR= 1.$ Miss=14.4% Hit= 469 Crit= 965|1160|47.5% Glance= 351|24.0%
rupture Count= 11.5|24.8sec DPE=5616| 5% DPET=4800 DPR=224.7 Miss=0.0% Tick=646
wound_poison Count=154.0| 1.9sec DPE= 860|11% DPET= 1 DPR= 1.$ Miss=0.8% Hit= 669 Crit=1240|1457|34.3%
Gains
Rogue_18_51_2:
combat_potency=851.7
energy_regen=3569.2
Procs:
Rogue_18_51_2:
combo_points=69.3|4.2sec
Up-Times:
Rogue_18_51_2:
34.7% : berserking_mh
24.8% : berserking_oh
16.7% : blade_flurry
54.7% : slice_and_dice
23.0% : tricks_of_the_trade
Gave tott to another rogue and recieved it in return from that one.
Last edited by Starfox : 01/28/09 at 6:11 AM.
Reason: Oopsa, copied attack statistics from wrong rogue
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Hello.
Light the fuse.
For all my homies.
Do not run, we are your friends.
SimulationCraft Druid Guy
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01/28/09, 8:56 AM
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#71
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banned
Night Elf Rogue
Wrathbringer (EU)
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Now that's interesting. Only 54.7% uptime for SnD (Leto said the cycle was very very tight), but DPS is still higher than Combat Fist/Dagger?
Tricks of the trade probably destroys this cycle.
Still wonder about that high DPS and that low SnD value though.
// Edit
About SnD uptime:
Combat Fist/Dagger has only 93.5% uptime in your simulation. Over the course of a 300 second fight this sums up to 6.5*3 = 19.5 seconds of no SnD. Any rogue with such a downtime wouldn't participate in any of our raids (on an un-interrupted fight, which I assume the tool simulates).
Therefore I assume the code is making the wrong assumptions. It should refresh SnD whenever it is about to fall off, no matter what the current combo points are, with maybe a buffer of 1 second of downtime if you are in reach of 4 or 5 CPs (to reflect human decisions and bad luck). It should not ramp up CPs even if it is going to end in 1 second, and you've just applied a Rupture/Eviscerate. Not sure if it is already coded that way, but according to the data it is not or faulty.
The second possibility might be that the uptime is calculated versus the total span of 300 seconds, but the actual fight length is lower than that - which I think I was reading somewhere in that thread.
As an example, in a fight with an actual duration of 285 seconds and with never letting SnD drop, the uptime versus the 'standard' 300 seconds would be only 95% (which would approximately match the 93.5%).
A third (partial) explanation I can come up with is the start of a fight. Is the tool assuming an actual starting and ending point or does it assume all buffs are already up and you start at some point after the fight has begun?
As for the starting rotation, you don't begin with a full 5(4) CPs to do a SnD. Instead, you start with 1 or 2 CPs, perform SnD, and then either go with 5r or 5(4)s, depending on the actual CPs you have earned before and Combat Potency Procs.
To speak only for myself, I mostly start with 2 CPs, even if I don't have a crit SS glyph proc and then decide whether I proceed with SnD or Rupture. If I chose Rupture, I even might go back to a 3s afterwards if SnD will fall off otherwise.
Last edited by sp00n : 01/28/09 at 9:15 AM.
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01/28/09, 9:13 AM
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#72
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Chief Passenger
Gnome Rogue
Earthen Ring (EU)
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OK, you *cannot* have 23% uptime on tricks of the trade from a single rogue. It's a 6 second boost on a 30 second timer, so the maximum is 20%. Uptime on Blade Flurry is also too high. You can get three flurries in a 300 second fight, so the total uptime is 45 seconds / 300 seconds = 15%. Either your uptime calculation is wrong, or you're overestimating how long these various abilities last.
Other weird stuff: "Spell Stats: power=1833". Where does this number come from, and what is it affecting?
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01/28/09, 9:20 AM
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#73
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Bald Bull
dedmonwakeen
Undead Priest
No WoW Account
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Starfox, did you run in the presence of the entire raid?
My runs have been: simcraft input=raid_80.txt input=hunter.txt input=rogue.txt
The hunter/rogue configs put them all in the same party for modeling HAT.

Originally Posted by sp00n
// Edit
About SnD uptime:
Combat Fist/Dagger has only 93.5% uptime in your simulation. Over the course of a 300 second fight this sums up to 6.5*3 = 19.5 seconds of no SnD. Any rogue with such a downtime wouldn't participate in any of our raids (on an un-interrupted fight, which I assume the tool simulates).
Therefore I assume the code is making the wrong assumptions. It should refresh SnD whenever it is about to fall off, no matter what the current combo points are, with maybe a buffer of 1 second of downtime if you are in reach of 4 or 5 CPs (to reflect human decisions and bad luck). It should not ramp up CPs even if it is going to end in 1 second, and you've just applied a Rupture/Eviscerate. Not sure if it is already coded that way, but according to the data it is not or faulty.
The second possibility might be that the uptime is calculated versus the total span of 300 seconds, but the actual fight length is lower than that - which I think I was reading somewhere in that thread.
As an example, in a fight with an actual duration of 285 seconds and with never letting SnD drop, the uptime versus the 'standard' 300 seconds would be only 95% (which would approximately match the 93.5%).
A third (partial) explanation I can come up with is the start of a fight. Is the tool assuming an actual starting and ending point or does it assume all buffs are already up and you start at some point after the fight has begun?
As for the starting rotation, you don't begin with a full 5(4) CPs to do a SnD. Instead, you start with 1 or 2 CPs, perform SnD, and then either go with 5r or 5(4)s, depending on the actual CPs you have earned before and Combat Potency Procs.
To speak only for myself, I mostly start with 2 CPs, even if I don't have a crit SS glyph proc and then decide whether I proceed with SnD or Rupture. If I chose Rupture, I even might go back to a 3s afterwards if SnD will fall off otherwise.
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The fight begins with no buffs on the target. It seems I need to improve the "conditional" support so that the AI handles the engage better. Let me rephrase: I need to improve the AI in general. I must say I have a newfound respect for raiding Rogues.
sp00n, I'll probably release an alpha today, but won't put the hunters/rogues in the standard raid_80.txt config file. (It still needs more testing and I'm a bit concerned about performance: Classes that need to "wait" flood the simulator with "player_ready" events, dragging down performance.) I'll put out a melee_test.txt config that is self-contained and I'll publish a SampleOutputMelee wiki that I'll keep up to date as we tune the models.
Originally Posted by songster
OK, you *cannot* have 23% uptime on tricks of the trade from a single rogue. It's a 6 second boost on a 30 second timer, so the maximum is 20%. Uptime on Blade Flurry is also too high. You can get three flurries in a 300 second fight, so the total uptime is 45 seconds / 300 seconds = 15%. Either your uptime calculation is wrong, or you're overestimating how long these various abilities last.
Other weird stuff: "Spell Stats: power=1833". Where does this number come from, and what is it affecting?
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SimulationCraft's definition of "up-time" is not time-related. It is calculated in the following manner: Every time a buff COULD benefit an action a counter is incremented: "UP" is increased if the buff is present and "DOWN" is increased if the buff is NOT present. The value reported at the end is: "UP/(UP+DOWN)". The idea is to report a percentage that represents "usefulness" as opposed to just being "present".
What this means is that unless the fight ends immediately upon a CD reset, then the actual up-time will be higher than (duration/cooldown).
The spell power stat is just an inheritance from a default "caster" config in the main raid_80.txt file. This has been fixed.
Last edited by dedmonwakeen : 01/28/09 at 9:36 AM.
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01/28/09, 11:34 AM
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#74
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King Hippo
Leito
Troll Rogue
No WoW Account
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Originally Posted by dedmonwakeen
SimulationCraft's definition of "up-time" is not time-related. It is calculated in the following manner: Every time a buff COULD benefit an action a counter is incremented: "UP" is increased if the buff is present and "DOWN" is increased if the buff is NOT present. The value reported at the end is: "UP/(UP+DOWN)". The idea is to report a percentage that represents "usefulness" as opposed to just being "present".
What this means is that unless the fight ends immediately upon a CD reset, then the actual up-time will be higher than (duration/cooldown).
The spell power stat is just an inheritance from a default "caster" config in the main raid_80.txt file. This has been fixed.
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Does this mean that the "down time" would be inflated for specs with a higher number of attacks per second, since more attacks without the buff present when needed would occur, even if the actual time the buff is missing for each spec is the same?
Also, just a minor note for combat daggers, Vulajin's spreadsheet estimates that dual wound poison would be better than wound/deadly for it, since dagger hit frequently enough to outweigh the deadly dps.
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Rogue at heart.
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01/28/09, 11:50 AM
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#75
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King Hippo
Tauren Druid
Destromath (EU)
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Originally Posted by dedmonwakeen
Starfox, did you run in the presence of the entire raid?
My runs have been: simcraft input=raid_80.txt input=hunter.txt input=rogue.txt
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Ah well, nope. I have my own raid_80.txt (shadow, ele+enhancer, mage+10%crit, warlock and serveral druids to get values for different rotations) and added the rogue profiles from your file to and just simulated it with that.
And yea, spellpower is probably because i have the default_xx values so every caster has the same values so i can kind of compare the dps i should do to other classes at same gear level.
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Hello.
Light the fuse.
For all my homies.
Do not run, we are your friends.
SimulationCraft Druid Guy
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