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
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.
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
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.
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.
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.
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.
Author of ShockAndAweEnhancement Shaman max dps addon
Please use the EnhSim by Ziff & others to simulate what gear, priorities etc are the best dps. You can use ShockAndAwe to export your paperdoll stats to EnhSim.
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.
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
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.
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.
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?
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?
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
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?
Yeah, that original post isn't accurate. I think Levva has it in his sig. 1.8.3.3 is the current.
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.
What is your reference point?
You need to sim without WF glyph first, and then add the FS glyph.
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
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
What is your reference point?
You need to sim without WF glyph first, and then add the FS glyph.
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.
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
Remember kids that a dead character contributes 0 DPS
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.
Well, I see a difference of about 20 dps in favor of FS for me. So your results might not be valid for others.
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.
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.
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
Might be a dumb question, but does this version includes the changes to FS and ArP?
...also, what about a new LL_QE priority?
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:
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:
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?
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
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?
Author of ShockAndAweEnhancement Shaman max dps addon
Please use the EnhSim by Ziff & others to simulate what gear, priorities etc are the best dps. You can use ShockAndAwe to export your paperdoll stats to EnhSim.
sorry about that fixed my posting with the code tags.
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.
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.
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.