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09/26/09, 1:42 PM
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#2551
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Deeper Shade of Blue
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Originally Posted by Razanar
To you guys that are discussing the viability of Reverberation, have you considered the possibility of only going 4/5 instead of the full 5/5? At a 5.2 second cooldown, your shock would come off cooldown at the 15.6 second mark. This might provide a couple benefits, including an automatic safeguard against clipping the DoT, as well as freeing up a talent point to put in a place such as Improved Shields, at minimal-to-no DPS loss.
Of course, this is all only relevant if reverberation ends up being a DPS boost with 4/5 T9
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How would 15.6 be any better then 15? The clipping I was talking about is of the last tick which occurs at 18 not the tick that occurs at 15 seconds. I'm not sure it's possible to clip the tick that occurs at 15 seconds with 5/5 reverb or the one that would occur at 18 seconds with 0/5 reverb. Since the cooldown would end as the tick occurs, your client's instruction to the server to cast the next Flame Shock should be a minimum of a latency period behind the server calculating that last DoT tick.
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09/26/09, 2:35 PM
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#2552
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Glass Joe
Tauren Shaman
Lightninghoof
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Originally Posted by Razanar
To you guys that are discussing the viability of Reverberation, have you considered the possibility of only going 4/5 instead of the full 5/5? At a 5.2 second cooldown, your shock would come off cooldown at the 15.6 second mark. This might provide a couple benefits, including an automatic safeguard against clipping the DoT, as well as freeing up a talent point to put in a place such as Improved Shields, at minimal-to-no DPS loss.
Of course, this is all only relevant if reverberation ends up being a DPS boost with 4/5 T9
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Rouncer is right, i was playing around with the shock rotation and for me it seemed 3/5 worked best, when latency was taken into account. I was able to get my 2 shocks off and right as the last dot tick occured i would re-apply the Flame Shock dot. This was me standing at a target dummy just spamming the shocks, no priority list. Later when i started working on a priority list basis instead, it change things ALOT. The most i was able to keep flame shock on the target i would say was about 85% of the time, as i was placing making sure the QE totem buff stayed up and even more important than that was using MWx5_LB. My priority list boils down to this
MWx5_LB
ToQE =< 7 seconds, LL
FS
ES_SS
SS
LL
LS
MT
Basically the same as Levva's, the only difference i added was to do LL if the QE buff was at 7 or less, so i could HOPEFULLY keep the buff up for a longer period of time, refreshing it rather than letting it drop.
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09/26/09, 7:23 PM
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#2553
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Glass Joe
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This may be a moot point in a few days when we get an updated version of the simulator, but I was wondering what would be the best way to deal with the armor pen. adjustment in the current sim. I'm thinking not just in terms of modeling dps but adjusting the EP value.
I figured that a reasonable approximation would be to manually decrease my current arm. pen. value which I exported from S&A (multiply by 0.88 to account for the 12% decrease in effectiveness) to adjust the dps output from the simulator, and then apply the same 0.88 coefficient to the EP rating that the simulator gives me. I figured that the first adjustment takes care of the armor pen. I already have, and the second adjusts the rating for future gear that I may look at evaluating.
The difference is not extreme; my current stat went from 13.1 to 11.9 or so, and the EP value from 1.57 to 1.38. That seems reasonable to me, I suppose. Its already led me to swap one piece of gear so I'm just hoping I'm not off base.
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09/26/09, 10:57 PM
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#2554
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King Hippo
Draenei Shaman
Khadgar (EU)
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Originally Posted by Enkeedu
This may be a moot point in a few days when we get an updated version of the simulator, but I was wondering what would be the best way to deal with the armor pen. adjustment in the current sim. I'm thinking not just in terms of modeling dps but adjusting the EP value.
I figured that a reasonable approximation would be to manually decrease my current arm. pen. value which I exported from S&A (multiply by 0.88 to account for the 12% decrease in effectiveness) to adjust the dps output from the simulator, and then apply the same 0.88 coefficient to the EP rating that the simulator gives me. I figured that the first adjustment takes care of the armor pen. I already have, and the second adjusts the rating for future gear that I may look at evaluating.
The difference is not extreme; my current stat went from 13.1 to 11.9 or so, and the EP value from 1.57 to 1.38. That seems reasonable to me, I suppose. Its already led me to swap one piece of gear so I'm just hoping I'm not off base.
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Errr no not really. EP values simply don't work like that. The EP value of any stat can't simply be multiplied by any change to it as there are plenty of interactions between a single stat and all the other stats in lots of different formulae.
Now as it happens ArP is a complex beast, as GC's formulae on the Blizzard forums showed and isn't directly linear however it is one of the more straightforward stats being a straight modifier to damage reduction. You also have to recall that it only affects around half our dps and so a 12% nerf to Arp will not be a 12% dps loss in fact it only modifies the damage reduction modifier on half our damage so its not even 6%. Assuming the damage reduction modifier you had from ArP is no more than 20-30% then 12% ArP loss is closer to .12*.25*.5 = 1.5%. Of course many will have a lot lower ArP than that and so lower dps loss.
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Author of ShockAndAwe Enhancement Shaman max dps addon
Author of Rawr.Enhance an automated gear checking program that can generate config files for EnhSim.
Please use the EnhSim by Tukez, Sylvand & others to simulate what gear, priorities etc are the best dps.
FAQ: Hit cap 342 Draenei, 368 Horde, Expertise rating cap 140 with 3/3 Unleashed Rage. Cap those before worrying about other stats.
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09/26/09, 11:27 PM
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#2555
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Von Kaiser
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I wanted to do some quick comparisons with shock damage to see just how much DPS flameshock would add. In order to simulate this I used the Flame Shock glyph in the sim. For all intents and purposes this glyph should mimic what FS acts like on live without the glyph.
Steps:
1. 2 glyph slots filled with Stormstike and Feral Spirits (only Stormstrike is really important here due to the debuff) and 1 empty glyph slot.
2. Sim without FS in the rotation.
3. Add FS glyph to the third glyph slot (remember that this is the old FS glyph so it will mimic the way FS acts on live unglyphed)
4. Add FS to the rotation above SS_ES
5. Resim.
The difference between 2 and 5 is 10 DPS in favour of 2. Assuming that the new FS glyph adds 77DPS as Bink said then we're still looking at a loss compared to using the WF glyph.
I find it strange that the EnhShock spreadsheet Bink posted was reporting DPS gain without the new glyph when the sim clearly shows otherwise. Something is buggered up in one of the two.
Find my config below:

### Saved by version 1.7.0 of EnhSimGUI
simulation_time 5000
simulation_time_combatlog 30
combat_length 10
report_count 80
threads 2
min_lag 50
max_lag 60
simulate_mana 0
ep_precision 2
ep_base_stat ap
ep_ap 200
ep_crit_rating 30
ep_hit_rating 30
ep_expertise 4
ep_haste_rating 30
ep_armor_penetration_rating 30
ep_spellpower 150
ep_dps 7.5
ep_mana 250
ep_spirit 150
ep_mp5 20
mh_auto_attack 1
oh_auto_attack 1
wait_ss_with_wf_cd 0.00
cast_ll_only_if_wf_on_cd 1
bloodlust_casters 1
sync_bloodlust_with_trinkets 1
cast_lvb_only_if_ed_left 15.0
cast_lvb_only_if_fsdots_left 4
cast_lvb_only_if_fs_active 1
cast_fs_only_if_dots_left 0
cast_ls_only_if_charges_left 0
cast_sr_only_if_mana_left 750
use_mana_potion_if_mana_left 3000
rotation_priority_count 12
rotation_priority1 SR
rotation_priority2 SW
rotation_priority3 MW5_LB
rotation_priority4 FS
rotation_priority5 ES_SS
rotation_priority6 SS
rotation_priority7 ES
rotation_priority8 MT
rotation_priority9 LS
rotation_priority10 LL
rotation_priority11 MW3_LB
rotation_priority12 MW4_LB
miss 8.0
dodge 6.5
glancing 24.0
armor 10645
spell_miss 17.0
nature_resistance 0
fire_resistance 0
frost_resistance 0
arcane_resistance 0
shadow_resistance 0
armor_debuff_major 20.0/20.0
armor_debuff_minor 5.0/5.0
physical_vulnerability_debuff 4.0/4.0
melee_haste_buff 20.0/20.0
melee_crit_chance_buff 5.0/5.0
attack_power_buff_flat 687/687
attack_power_buff_multiplier 0/99.7
spell_haste_buff 5.0/5.0
spell_crit_chance_buff 5.0/5.0
spell_crit_chance_debuff 5.0/5.0
spell_damage_debuff 13.0/13.0
spellpower_buff 165/165
spell_hit_chance_debuff 3.0/3.0
haste_buff 3.0/3.0
percentage_damage_increase 3.0/3.0
crit_chance_debuff 3.0/3.0
stat_multiplier 10.0/10.0
stat_add_buff 51/51
agi_and_strength_buff 178/178
intellect_buff 60/60
replenishment 1
water_shield 0
mana_spring_totem 0
blessing_of_wisdom 1
judgement_of_wisdom 1
flask_elixir flask_of_endless_rage
guardian_elixir -
potion potion_of_speed
food fish_feast
###############################################################################
### Everything in the section below can be replaced by information obtained ###
### from your paper doll stats or exported by the ShockAndAwe addon ###
###############################################################################
race draenei
mh_speed 2.6
oh_speed 2.61
mh_dps 196.5
oh_dps 196.5
mh_crit 37.78
oh_crit 37.78
mh_hit 11.56
oh_hit 11.56
mh_expertise_rating 140
oh_expertise_rating 140
ap 4601
melee_haste 17.92
armor_penetration 3.57
str 147
agi 1014
int 650
spi 171
spellpower 1380
spell_crit 28.79
spell_hit 14.45
spell_haste 13.78
max_mana 13866
mp5 0
mh_imbue windfury
oh_imbue flametongue
mh_enchant 3789
oh_enchant 3789
mh_weapon -
oh_weapon axe
trinket1 45522
trinket2 45931
totem 47667
set_bonus1 t9_battlegear_4
set_bonus2 -
set_bonus3 -
metagem 41285
gloves_enchant -
cloak_enchant -
glyph_major1 feral_spirit
glyph_major2 stormstrike
glyph_major3 flame_shock
glyph_minor1 -
glyph_minor2 -
glyph_minor3 -
ancestral_knowledge 2/5
improved_shields 3/3
mental_dexterity 3/3
shamanistic_focus 1/1
flurry 5/5
elemental_weapons 3/3
unleashed_rage 3/3
weapon_mastery 3/3
dual_wield_specialization 3/3
mental_quickness 3/3
improved_stormstrike 0/2
static_shock 3/3
maelstrom_weapon 5/5
convection 0/5
concussion 5/5
call_of_flame 3/3
elemental_devastation 3/3
reverberation 2/5
elemental_focus 0/1
elemental_fury 5/5
call_of_thunder 0/1
unrelenting_storm 0/3
elemental_precision 0/3
lightning_mastery 0/5
elemental_oath 0/2
lightning_overload 0/5
lava_flows 0/3
storm_earth_and_fire 0/3
shamanism 0/5
Last edited by Ryethe : 09/28/09 at 9:24 AM.
Reason: Clarify the steps used.
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09/27/09, 3:16 AM
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#2556
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Von Kaiser
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I don't think its worth conjecturing about FS and the new FS glyph until the sim gets updated. At the very least we can say your test showed a 10 DPS loss in a situation where the DoT wouldn't be able to crit. If we translate your test to how FS now behaves live (with the effects of the old FS glyph being folded into FS with no glyph needed) it would be as if you used FS in your rotation and only had 2 major glyphs in use. I would very much think that allowing the FS DoT to crit with the new glyph is going to be worth more than 10 DPS. Unless anyone can prove otherwise it would seem that dropping the WF glyph for the new FS glyph and working FS into our rotation will net a DPS increase. That said I'm not about to start doing so until EnhSim gets updated and I can prove it to myself.
Last edited by Brynmor : 09/27/09 at 3:22 AM.
Reason: Clarification
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09/27/09, 11:33 AM
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#2557
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Von Kaiser
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Originally Posted by Brynmor
I don't think its worth conjecturing about FS and the new FS glyph until the sim gets updated. At the very least we can say your test showed a 10 DPS loss in a situation where the DoT wouldn't be able to crit. If we translate your test to how FS now behaves live (with the effects of the old FS glyph being folded into FS with no glyph needed) it would be as if you used FS in your rotation and only had 2 major glyphs in use. I would very much think that allowing the FS DoT to crit with the new glyph is going to be worth more than 10 DPS. Unless anyone can prove otherwise it would seem that dropping the WF glyph for the new FS glyph and working FS into our rotation will net a DPS increase. That said I'm not about to start doing so until EnhSim gets updated and I can prove it to myself.
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Except all previous conjecture and math showed that the extended FS dot was a DPS upgrade BEFORE adding in the new FS glyph (which is why the glyph would have been such a no brainer).
One glyph slot was open was exactly the point. If I fill that glyph slot with WF and removed FS from the rotation, it was a 77 DPS upgrade. That means the new glyph will have to pack one hell of a punch for it to be worth adding a new spell to our rotation.
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09/27/09, 7:29 PM
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#2558
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Glass Joe
Draenei Shaman
Die Ewige Wacht (EU)
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Hmmm ..
I use Totem of Quaking Earth and Victor's Call Heroic (Trinket)
When I run the Sim I get the Message
"Trinket 47946 not found.
Totem 47667 not found."
I'm sure I have the latest version of Enhsim. (1.7.0) What can I do about this? O.o
Do we have to wait for a newer version or does my addon give me the wrong numbers of the totem/trinket?
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09/27/09, 7:45 PM
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#2559
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Von Kaiser
Orc Death Knight
Sargeras
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Originally Posted by Nayruu
Hmmm ..
I use Totem of Quaking Earth and Victor's Call Heroic (Trinket)
When I run the Sim I get the Message
"Trinket 47946 not found.
Totem 47667 not found."
I'm sure I have the latest version of Enhsim. (1.7.0) What can I do about this? O.o
Do we have to wait for a newer version or does my addon give me the wrong numbers of the totem/trinket?
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I'm going to go out on a limb here and suggest that you are, in fact, NOT using the latest version of Enhsim, and that you would be wise to actually use the search function on this thread to search for the correct version of Enhsim, 1.8.3.3
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09/27/09, 9:18 PM
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#2560
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Glass Joe
Tauren Shaman
Boulderfist
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Originally Posted by Nayruu
Hmmm ..
I use Totem of Quaking Earth and Victor's Call Heroic (Trinket)
When I run the Sim I get the Message
"Trinket 47946 not found.
Totem 47667 not found."
I'm sure I have the latest version of Enhsim. (1.7.0) What can I do about this? O.o
Do we have to wait for a newer version or does my addon give me the wrong numbers of the totem/trinket?
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Yeah, that original post isn't accurate. I think Levva has it in his sig. 1.8.3.3 is the current.
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09/27/09, 10:05 PM
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#2561
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Glass Joe
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Could we please get an updated mac version?
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09/28/09, 3:47 AM
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#2562
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Glass Joe
Orc Shaman
The Sha'tar (EU)
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Originally Posted by Ryethe
I wanted to do some quick comparisons with shock damage to see just how much DPS flameshock would add. In order to simulate this I used the Flame Shock glyph in the sim. For all intents and purposes this glyph should mimic what FS acts like on live without the glyph. I then inserted FS in the rotation above ES_SS. I then simmed with FS in the rotation and with FS out of the rotation.
The result was a 10DPS loss when FS was in the rotation. Assuming that the new FS glyph adds 77DPS as Bink said then we're still looking at a loss compared to using the WF glyph.
I find it strange that the EnhShock spreadsheet Bink posted was reporting DPS gain without the new glyph when the sim clearly shows otherwise. Something is buggered up in one of the two.
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What is your reference point?
You need to sim without WF glyph first, and then add the FS glyph.
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09/28/09, 6:46 AM
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#2563
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Glass Joe
Draenei Shaman
Die Ewige Wacht (EU)
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Originally Posted by Deathicle
I'm going to go out on a limb here and suggest that you are, in fact, NOT using the latest version of Enhsim, and that you would be wise to actually use the search function on this thread to search for the correct version of Enhsim, 1.8.3.3
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Sorry for bothering you. I was just checking the first post in this thread and EnhSim: Downloads where you can't find a newer version 
but thanks a lot, I am now up to date 
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09/28/09, 9:22 AM
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#2564
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Von Kaiser
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Originally Posted by Akiros
What is your reference point?
You need to sim without WF glyph first, and then add the FS glyph.
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Exactly what I did. Whether or not the third slot is filled with the FS glyph for both tests is irrelevant since if FS is not in the rotation the third slot is effectively empty.
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09/28/09, 10:49 AM
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#2565
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Enh Shaman for life
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Updated GUI released
New version available from EnhSim - Home
GUI updates only!
If you have issues please either send me a PM or the more preferred option is to open an issue on the enhsim site.
Fixed:
4783 - Remove OH melee hit and crit % boxes
4785 - Add check for correct enhsim.exe path before trying to launch sim
4974 - Prevent selecting both 2 and 4 piece bonuses from the same set
4973 - Pick up food and flask buffs from rawr import
4991 - Fixed imports from Shock and Awe
Additional fixes:
Reset of gear choice & glyph boxes when loading
Reset of buff and food boxes when loading only from rawr
Moved glyphs to the Glyphs & Talents tab
Renamed some tabs
Fixed minor formatting issues
Added "Report an Error" button in place of donate button - users will be directed to the issue tracker page on codeplex
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Remember kids that a dead character contributes 0 DPS
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09/28/09, 11:28 AM
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#2566
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Glass Joe
Orc Shaman
The Sha'tar (EU)
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Originally Posted by Ryethe
Exactly what I did. Whether or not the third slot is filled with the FS glyph for both tests is irrelevant since if FS is not in the rotation the third slot is effectively empty.
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Well, I see a difference of about 20 dps in favor of FS for me. So your results might not be valid for others.
Last edited by Akiros : 09/28/09 at 2:10 PM.
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09/28/09, 2:06 PM
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#2567
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Glass Joe
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Originally Posted by Levva
Errr no not really. EP values simply don't work like that. The EP value of any stat can't simply be multiplied by any change to it as there are plenty of interactions between a single stat and all the other stats in lots of different formulae.
Now as it happens ArP is a complex beast, as GC's formulae on the Blizzard forums showed and isn't directly linear however it is one of the more straightforward stats being a straight modifier to damage reduction. You also have to recall that it only affects around half our dps and so a 12% nerf to Arp will not be a 12% dps loss in fact it only modifies the damage reduction modifier on half our damage so its not even 6%. Assuming the damage reduction modifier you had from ArP is no more than 20-30% then 12% ArP loss is closer to .12*.25*.5 = 1.5%. Of course many will have a lot lower ArP than that and so lower dps loss.
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I think I see what you're saying. I never assumed that the 12% decrease in arp would equate to an overall 12% dps loss, but I did assume that decreasing my arp value by 12% would approximate the 12% nerf, which is not necessarily the case as you have explained.
As to the EP scaling, I did suspect that making a simple adjustment there to compensate for the nerf would be a bit ambitious, but given that anytime you use the EP scale alone to justify a gearing choice you are making an approximation, I figured I would still be in the ballpark. Perhaps not! However, if I could come up with the correct coefficient to scale my input arp. by, I could atleast be somewhat confident that my other melee related EP values would not be as incorrect as they are now. Right now I'm reasonably confident that those other melee related stats are valued slightly higher than they ought to be. But really, the only useful stat we have that isn't related to melee is raw spellpower, of which we're almost never trying to compare gear anyway.
I'll just continue to wait patiently for the new sim. 
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09/28/09, 2:23 PM
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#2568
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Von Kaiser
Troll Shaman
Sporeggar (EU)
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Originally Posted by Alandovos
New version available from EnhSim - Home
GUI updates only!
If you have issues please either send me a PM or the more preferred option is to open an issue on the enhsim site.
Fixed:
4783 - Remove OH melee hit and crit % boxes
4785 - Add check for correct enhsim.exe path before trying to launch sim
4974 - Prevent selecting both 2 and 4 piece bonuses from the same set
4973 - Pick up food and flask buffs from rawr import
4991 - Fixed imports from Shock and Awe
Additional fixes:
Reset of gear choice & glyph boxes when loading
Reset of buff and food boxes when loading only from rawr
Moved glyphs to the Glyphs & Talents tab
Renamed some tabs
Fixed minor formatting issues
Added "Report an Error" button in place of donate button - users will be directed to the issue tracker page on codeplex
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Might be a dumb question, but does this version includes the changes to FS and ArP?
...also, what about a new LL_QE priority?
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09/28/09, 2:50 PM
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#2569
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Von Kaiser
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Originally Posted by Rani
Might be a dumb question, but does this version includes the changes to FS and ArP?
...also, what about a new LL_QE priority?
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That all relates to core enhsim functionality. This was only a GUI update.
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09/28/09, 5:30 PM
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#2570
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Glass Joe
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Hey guys I have been using for Enhsim for a long time but the last two updates have been giving me some real funny numbers:
EP value DPS total DPS difference
baseline 2655.04
ap 1.00 0.20 2695.40 40.36
crit rating 1.19 0.24 2662.23 7.19
hit rating 1.48 0.30 2663.97 8.93
expertise rating 0.27 0.06 2656.84 1.81
haste rating 1.20 0.24 2662.31 7.27
armor penetration rating -0.17 -0.03 2654.00 -1.04
spellpower 2.45 0.49 2729.28 74.24
mh dps -0.50 -0.10 2654.28 -0.76
oh dps 1.87 0.38 2657.87 2.83
strength 1.10
agility 1.24
intelligence* 1.53
No matter what i put in I always have been gettign a negative value for main hand, my combate log shows negative dps for white, and stormstrike damage! what am i doing wrong? here is what i am inputting:

race troll
mh_speed 2.6
oh_speed 2.6
mh_dps 178.9
oh_dps 178.9
mh_crit 35.47
oh_crit 35.47
mh_hit 11.13
oh_hit 11.13
mh_expertise_rating 136
oh_expertise_rating 136
ap 4034
melee_haste 22.96
armor_penetration 0
str 141
agi 956
int 455
spi 164
spellpower 1210
spell_crit 26.01
spell_hit 14.91
spell_haste 22.96
max_mana 11736
mp5 58
mh_imbue windfury
oh_imbue flametongue
mh_enchant berserking
oh_enchant berserking
mh_weapon -
oh_weapon -
trinket1 mirror_of_truth
trinket2 pyrite_infuser
totem totem_of_dueling
set_bonus1 worldbreaker_battlegear_4
set_bonus2 -
set_bonus3 -
metagem -
gloves_enchant -
cloak_enchant -
glyph_major1 feral_spirit
glyph_major2 stormstrike
glyph_major3 windfury_weapon
glyph_minor1 -
glyph_minor2 -
glyph_minor3 -
ancestral_knowledge 5/5
improved_shields 0/3
mental_dexterity 3/3
shamanistic_focus 1/1
flurry 5/5
elemental_weapons 3/3
unleashed_rage 3/3
weapon_mastery 3/3
dual_wield_specialization 3/3
mental_quickness 3/3
improved_stormstrike 2/2
static_shock 3/3
maelstrom_weapon 5/5
convection 0/5
concussion 5/5
call_of_flame 0/3
elemental_devastation 3/3
reverberation 0/5
elemental_focus 1/1
elemental_fury 0/5
call_of_thunder 0/1
unrelenting_storm 0/3
elemental_precision 0/3
lightning_mastery 0/5
elemental_oath 0/2
lightning_overload 0/5
lava_flows 0/3
storm_earth_and_fire 0/3
shamanism 0/5
edited to include code boxes and clear up where my EP info was posted!
Last edited by Reztester : 09/28/09 at 5:51 PM.
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09/28/09, 5:36 PM
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#2571
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Deeper Shade of Blue
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Originally Posted by Reztester
Hey guys I have been using for Enhsim for a long time but the last two updates have been giving me some real funny numbers:
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Use [ code ][ /code ] without the spaces when you are going to post config file. Also if you are asking a question about EP values don't you think it would be germane to include the EP portion of your config?
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09/28/09, 5:52 PM
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#2572
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King Hippo
Draenei Shaman
Khadgar (EU)
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Originally Posted by Nayruu
Sorry for bothering you. I was just checking the first post in this thread and EnhSim: Downloads where you can't find a newer version 
but thanks a lot, I am now up to date 
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Would it be at all possible for one of the forum mods to edit that first post in this thread and change the URL link to EnhSim - Home ? What's the protocol to bring this to their attention? Report the post?
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Author of ShockAndAwe Enhancement Shaman max dps addon
Author of Rawr.Enhance an automated gear checking program that can generate config files for EnhSim.
Please use the EnhSim by Tukez, Sylvand & others to simulate what gear, priorities etc are the best dps.
FAQ: Hit cap 342 Draenei, 368 Horde, Expertise rating cap 140 with 3/3 Unleashed Rage. Cap those before worrying about other stats.
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09/28/09, 5:53 PM
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#2573
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Glass Joe
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sorry about that fixed my posting with the code tags.
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09/28/09, 6:02 PM
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#2574
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Deeper Shade of Blue
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Originally Posted by Reztester
sorry about that fixed my posting with the code tags.
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If that is your entire config then the reason you are getting such warped numbers for EP is that you haven't give the simulator any values you also haven't given the sim a priority list to work with either. Try using the GUI import function instead of just copying the rawr output and running that as your config.
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09/28/09, 7:51 PM
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#2575
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Von Kaiser
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Originally Posted by Ryethe
Except all previous conjecture and math showed that the extended FS dot was a DPS upgrade BEFORE adding in the new FS glyph (which is why the glyph would have been such a no brainer).
One glyph slot was open was exactly the point. If I fill that glyph slot with WF and removed FS from the rotation, it was a 77 DPS upgrade. That means the new glyph will have to pack one hell of a punch for it to be worth adding a new spell to our rotation.
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It does, but I don't think you understand exactly how you should've ran your test. I tried to explain it a little on my first response but I guess I wasn't as clear as I could've been. This time I'll just resort to math.
I ran EnhSim with my character's stats, full buffs, rotation as set in the BiS thread. No FS, FS glyph, no removal of WF glyph. I get 8143 DPS.
Next test I remove the WF glyph and change nothing else. I get 8058 DPS. From this we can say that the WF glyph is worth 85 DPS in my circumstance.
Then I ran it adding FS to my rotation (below SS on priority) and replacing the WF glyph with the FS glyph to simulate how FS behaves live. I got 8060 DPS. Now, to get to where we'd be live I now have to add back in the DPS from WF glyph, which would bring me to 8145 DPS. So as far as my own stats go incorporating FS into my rotation does yield a small DPS increase.
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