3.3f download link
I have implemented a new module that allows you to measure the impact of target switching and fight interruptions on your dps. As a user you can enable the module in DPS Strat tab and choose the following three parameters:
Travel time = time it takes a rogue without run speed buffs to reach the add (1-10 seconds). Any run speed buffs, such as Fleet Footed and Cat's Swiftness, reduce the time it takes you to reach the add and then back to the boss.
Add dps time = time spent attacking the add (0-30 seconds)
Time between adds = intervals between add spawn times (50-180 seconds)
When you enable fight interruption, first add is programmed to spawn 20 seconds into the fight (hardcoded). Then there is first travel period furing which you reach the add, followed by add dps period, followed by second travel period and finally back to boss dps. The cycle repeats itself and the length of the cycle is equal to time between adds you choose. If you choose 0 add dps time, then there is only one travel period up to 10 seconds and you go back to the boss. Thus by setting add dps time to 0, you are effectively simulation a small fight interruption.
Details of modeling:
1. Right before each run phase, provided you have the energy and DP stacks for it, your combo points are spent on either an eviscerate or an envenom depending on your dps settings. This is done so that your combo points are not wasted and you get an envenom buff when switching to a new target.
2. The add is assumed to not be sundered, but its armor is fully exposed one second into add dps time. When you go back to the boss, it still has full sunders.
3. It is assumed that the add has all other debuffs as chosen by you in the Inputs tab, in particular, it is assumed that when you start dpsing the add, it is already poisoned.
4. While you are running and dpsing the add, your DP stacks on the boss are not wiped immediately, DP continues ticking and if you get back to the boss fast enough, you will have a chance to refresh DP and not allow it to fall off. Regular tick reset rules still apply, so if you refresh DP after 4 DP damage ticks, the next DP tick will be reset. Similarly, while you are running to the boss, DP continues to tick on the add until it runs out.
When referring to simsheet results, I want to introduce new notation regarding the interrupted fights. (5/30/50) interrupted fight is a fight with 5 second travel time, 30 seconds add dps time, and 50 seconds between adds. In terms of examples, I'd say closest you can get to Putricide fight is (5/20/50), Jarraxus is close to (2/6/50), and Blood Queen is somewhat like (10/0/120).
P.S. I changed Troll Berserking to start at the same time as other cooldowns. I also moved the starting time of Shard of the Crystal Heart to occur after Hyperspeed Accelerators.
P.P.S I know the file gets bigger and runtime increases, it's the price I have to pay for added functionality. I am constantly thinking of ways to reduce the running time.