I think you might have a bug relating to the crit cap. iDPS says with full buffs I'm over the crit cap by 1.7%, but Aldriana's spreadsheet and Recounts from actual fights disagree. My melee swings are non-crit hits about 3.1% of the time, and I have no agi or crit procs to mess with it, so I suspect your app may not be correctly applying the 4.8% crit penalty somehow.
I couldn't find anywhere how the app measure "Use Rupture" when you enable that. What cycle and rupture uptime is the app using to determine the DPS?
I've been messing around with different rotation with 3.3.3 for high rupture uptime, but it seems pretty difficult to maintain a high rupture uptime. I tried clipping SnD going 3s/5r. I tried Adriana 3s/2e/5r. I then try no maintained cycle and just try the best I can keeping up SnD, Rupture and any evis I can squeeze in. Adding Rupture seems to make things a lot more difficult. So I'm wondering what cycle does this Application measure Rupture on?
I'm planning to try Adriana Low Rupture cycle on Thursday raid where we're doing Festergut. Keep SnD up, Rupture if its not up, otherwise Evis (energy pool 60). It's easier to maintain like a 3s/5r cycle (which ends up clipping alot of SnD).
Depending on how difficult doing a rupture cycle, IMO would determine which spec is the better overall spec instead of which spec in theory is on top.
The crit cap is correct,as you can see in the application. Cap will always be 100-Glance-Miss-Dodge. You have 14.44% miss (with Dranei) and 0.16% dodge so your cap is 100-24-14.44-0.16 = 61.4%. Yes your crit chance vs a boss is reduced by 4.8%, but iDPS already shows your crit rate reduced by that. If i remove all buffs and debuffs, the displayed crit rate matches your crit rate on the armory minus 4.8% also, so there is no error there.
I even went through the effort to plug you into Aldriana's latest mutilate sheet, and it tells me your crit cap is 61.77%. If you are complaining about the 0.33% difference, it's because Aldriana's sheet was so kind to enchant your boots with icewalker, which you don't currently have on the armory.
If you mysteriously see some hit in raids it can be explained by many things, such as:
- You were missing some buffs
- Your target was missing some debuffs
- You attacked from the front, and blocks were registered as hits
Sorry If it had been stated yet, but how does the tool handle envenom clipping. I'm thinking about dropping FF for blood splatter in static encounters. With 4t10 maintaining rupture if envenom is about to clip.
With 4t10 maintaining rupture if envenom is about to clip.
It indeed appears that the highest dps mutilate spec is 51/13/7 with blood spatter/rupture glyph/4T10. But what is the priority on using rupture exactly and how does this application handle rupture? Do you only rupture if your next 4 or 5 CP envenom is about to clip and no rupture is up or do you try for 100% rupture uptime?
It might be a huge difference for someone trying to figure out which talents are best. There are some modelling differences between my app and Aldiana's spreadsheet which you will especially notice when comparing the effects of removing the SS Glyph. It seems Aldriana's spreadsheet gives extra CP alot less value then my app. If you are now wondering which model is incorrect, I am quite sure that both models will be
Anyway, to the people wanting to play arorund a bit more with rupture modeling, i released a new version which lets you select your projected rupture uptime. Note that higher uptimes will always give you more dps if rupture is actually your best finisher, tho you might not always be able to achieve that uptime in real play. The app will always play *perfectly*, achieving 100% SnD uptime and the selected rupture uptime, while using all remaining CPs for eviscerates. Tho there is some added slack in clipping SnD the more different finishers you are using.
About envenom clipping, in the current model envenom will be clipped as soon as you need to make your next envenom finisher. If you use rupture and/or expose armor tho there is a chance the next finisher is not an envenom so the buff will not be clipped. The app however is not "smart" in using those non-envenom finishers only when you would clip the buff by a large margin.
Anyway, changes in 0.17
- Added SnD Glyph
- Armory Import now fetches Race, Gear, Talents, Glyphs, Professions and will learn unknown items
- Armory Import progress indicator
- Added slider to adjust your Rupture Uptime
- Hitting ESC will take you back to the default view
After downloading v0.17 I received an error every time I tried to import an armory-profile - "Looks like there was minor setback when importing the character: null". This disappeared after I manually put in every item, enchant and gem.
Would you mind commenting on the current state of subtlety modeling in this app? Do you somehow take weapon swapping into consideration for your SubHemo-Model?
Anyway, I like your work, thanks a lot for the nice app.
Receiving a null error generally means the armory is undergoing maintainence; at least, that's been my experience the four times I've seen it happen. If it happens again, might be worth checking the armory.
There was a bug when importig into an empty profile in r90 but it was fixed in r91. If you are still getting one in there i need to test again.
At the moment there is weapon swapping support in the app, that's why even SubHemo forces you to use a Dagger. I might add it someday, but it will be not an easy feature to implement so i won't make any promises.