Not to stray terribly off topic but about your OH slot; I ran into a similar problem several weeks ago when I got the 245 ilevel axe from 25 Anub'arak. I figured it should've been an upgrade over my Caress of Insanity but it didn't sim as being an upgrade. Since the FT coefficient scales up with weapon speed the 2.7 speed Caress will beat any 2.6 speed weapons but 258 ilevel weapons (nothing conclusive on Raging Deathbringer yet though). I don't play an orc however though I would surmise that the 245 axes would probably be a DPS upgrade in your OH if you needed the expertise.
Brynmor, you are wrong about Caress. Even for non-orcs, the ilevel 245 axe from HAnub-10 is the superior weapon. Most likely your misinformation is because you are not changing your offhand speed to account for the bug with matched weapons and Flurry charges in the sim.
Change your offhand to 2.71 and rerun your sims and you will see the axe show up as a better option.
Running your profile through EnhSim I get 8235.94 when the speed is kept matching. This drops to 8199.77 when you unmatch the offhand speed to 2.71 Loading up the Axe and sticking a 20 expertise gem in it (slightly under the expertise cap but more relevant without regemming things) EnhSim shows 8220.59dps.
Until the sim gets fixed always make sure to unmatch your weapon speeds.
Brynmor, you are wrong about Caress. Even for non-orcs, the ilevel 245 axe from HAnub-10 is the superior weapon. Most likely your misinformation is because you are not changing your offhand speed to account for the bug with matched weapons and Flurry charges in the sim.
Change your offhand to 2.71 and rerun your sims and you will see the axe show up as a better option.
Running your profile through EnhSim I get 8235.94 when the speed is kept matching. This drops to 8199.77 when you unmatch the offhand speed to 2.71
Loading up the Axe and sticking a 20 expertise gem in it (slightly under the expertise cap but more relevant without regemming things) EnhSim shows 8220.59dps.
Until the sim gets fixed always make sure to unmatch your weapon speeds.
Levva - You mentioned a graphing feature within Enhsim, but this is the first I have seem mention of this. Is this in a dev version that has not been released to the general public? I was unable to locate any tickets or description of this on the codeplex site.
It is available in change 26691 or later see EnhSim - Source Code for the source code. You will need to compile this source code for it to work. If you don't know how to do that then please wait for the release. I and the other developers will NOT be compiling versions for you sorry.
Originally Posted by bestpike
I think abandoning EP values over more sophisticated ways to calculate upgrades in gear seems a bit trivial. I mean, item upgrade choices usually dont have many options on what we want anyway. Let's say you have Belt of Dragons and the 245 level belt dropped (belt of Deathly dominion). You are going to take it because the stat difference is massive (so its surely an upgrade even if minimal) and there isnt really any other choice. So if you actually did a pretty intelligent theorycrafting you are pidgeon-holed in a single item and your calculations didn't provide any real results.
About gemming, we have around 12-14 gem slots average. Lets say the educated person used his real calculations and found out that he should gem with some stat that in reality has for example 2.1EP. Another person uses Enhsim EP values that are quite false, so while thinking he is gemming with for example a 2.1EP stat, in reality it has a pretty low 1.6EP.
The first player is gaining 504-588 real EP. The second player because of his ignorance will be gaining 384- 448 EP. The average EP bonus the first player will gain through his hard work is around 130EP, which equals usually to about 1% more DPS. This difference wont even show up in real raid encounters, and this is the maximum that can exist (2.1EP vs 1.6EP is pretty huge).
It seems to me that this game isn't punishing enough people for not being educated and not knowing what they are doing, or looking it on the other side of the coin, it isn't rewarding players very much that actually want to search things a bit more.
Maybe we should just stay with the EP values and focus more on DPS priorities and cycles, where some real difference can be made. But of course it all depends on how much time and thought someone is prepared to invest compared to the results he is getting.
This is EXACTLY a description of someone completely and utterly screwing up and using EP values in the worst possible way. DO NOT multiply EP values together on stats of an item to compare them EP is too variable these days to make that a sensible strategy.
Instead sim start and end states and see how much DPS you gain or lose not how much EP you gain or lose. Using EP values correctly means using them as a guide as to which direction to go in. This is where I think graphs will be better as they could be easier to understand.
I'm not in favour of abandoning the concept of a feature that shows us what direction to go in. I am in favour of abandoning the way EP values are treated at present as the current variability of them means that far too many people fall into the trap of the poster above.
Last edited by Levva : 10/05/09 at 6:05 AM.
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.
This is EXACTLY a description of someone completely and utterly screwing up and using EP values in the worst possible way. DO NOT multiply EP values together on stats of an item to compare them EP is too variable these days to make that a sensible strategy.
Rawr and enhsim combine together to do some things very well. "What is our BiS gear talent and priority combination" is a good example of an interesting, meaningful, approachable, and non-trivial problem that the rawr + sim combination is helpful for, and we have a whole thread full of posts approaching the best answer to that question. An even more ideal scenario: I have (or hope to have) two items in my possession, and want to find out which one will provide me with more potential dps.
In theory, every time a potential upgrade drops, I should compare it with my current gear in this fashion. If it ends up not being an upgrade, or if I can see that it will be more beneficial to a hunter or rogue, I pass on it. However there are several pieces of gear for each item slot in any given tier. The combinatorics on this set end up being too big for me to test every possible drop with enhsim. Rawr's genetic algorithm optimizer is great, but its formulae don't have the depth of simulation. The ideal scenario of just grabbing every item on the BiS list is out of the question for me, since my main spec is resto; by guild policy and personal unselfishness I get leftovers that other people don't need.
So, fully aware of the limitations and weaknesses of EP values in the current game, I deliberately use them anyway, in the exact manner you deplore. I'm not going to wait for 9 or 24 other people wait for me to weigh in on loot when we can otherwise spend that time. After I win an item I then of course go through a more rigorous examination with the available tools. Maybe an item isn't an upgrade after all, then I give an Abyssal Crystal to the group. It would have been disenchanted anyway if I didn't want it.
EP isn't the best way to compare gear. No one will argue that. It is, however, a convenient quick and dirty guesstimator. It's fast, and it's usually pretty close.
It is available in change 26691 or later see EnhSim - Source Code for the source code. You will need to compile this source code for it to work. If you don't know how to do that then please wait for the release. I and the other developers will NOT be compiling versions for you sorry.
This is EXACTLY a description of someone completely and utterly screwing up and using EP values in the worst possible way. DO NOT multiply EP values together on stats of an item to compare them EP is too variable these days to make that a sensible strategy.
Instead sim start and end states and see how much DPS you gain or lose not how much EP you gain or lose. Using EP values correctly means using them as a guide as to which direction to go in. This is where I think graphs will be better as they could be easier to understand.
I'm not in favour of abandoning the concept of a feature that shows us what direction to go in. I am in favour of abandoning the way EP values are treated at present as the current variability of them means that far too many people fall into the trap of the poster above.
Levva, you are totally right and i believe most people know that. EP values never show the full true picture. They are constantly changing. But i believe you are taking things a bit too far. You are implying that after 1 or 2 item upgrades the EP values of a player would have changed so much that he is actually making totally wrong decisions on what items are upgrades for him or not.
Are they really changing that fast? And if they are, if i upgrade 1 item that is truly an upgrade, that means that on another or more slots because of the changed EP values the BiS items would have changed too. If that is the case the only solution to this problem is creating an application where you are putting various (or even all) items for each slot and then the application will decide what is the best combination for you depending on what items you have availabe. But i think this process is hard and time consuming and for only minimal gains.
bestpike - sounds like you just described the optimizer in rawr. you select (the green diamonds next to gear name) the gear items and run optimizer to select the best item, enchant, and gemming based on its formulae. As Levva as said before, it will go thru all the selections, running them thru the formulae and select the best end result. Also, run that new selection thru the sim to confirm the results. always always always sim to confirm.
side note, EP does change per item change. As it is calculated for the total set as it currently is. Changing one item, changes the result of the EP calculation. For most reliable EP reults, however reliable EP is, it would need to be calculated after each item/enchant/gem change. I personally stay away from EP. And if need be, I will run a quick sim between pulls to see an item drop from a boss is worthwhile.
Levva, you are totally right and i believe most people know that. EP values never show the full true picture. They are constantly changing. But i believe you are taking things a bit too far. You are implying that after 1 or 2 item upgrades the EP values of a player would have changed so much that he is actually making totally wrong decisions on what items are upgrades for him or not.
Are they really changing that fast? And if they are, if i upgrade 1 item that is truly an upgrade, that means that on another or more slots because of the changed EP values the BiS items would have changed too. If that is the case the only solution to this problem is creating an application where you are putting various (or even all) items for each slot and then the application will decide what is the best combination for you depending on what items you have availabe. But i think this process is hard and time consuming and for only minimal gains.
For haste, yes sadly they are changing that fast. It has yet to be determined if this is an artefact of using a computer doing perfect priority skills and thus hitting an exact sweet spot for haste which means suddenly 22.2% haste is miles better (EP 2.8+) than haste of 22.1% (EP 1.6).
There are numerous possible fixes for the issue that can be investigated and its not an issue if your gear build doesn't include much haste. However since a large percentage of Enh Shaman as going haste as main stat then it makes sense to warn these people in particular that they MAY be deluding themselves using EP values multiplying them up.
Your suggestion that we need a program where you select each item you have available and all the different gems and enchant and then get the program to work out what combination is the best is EXACTLY what the Rawr Optimiser does. This is why I spend so much time trying to improve its calculations as the optimiser is a fantastic tool that takes a massive amount of work out of trying to decide how to regem to hit caps, up dps etc.
@Jessamy
Perhaps I'm just too organised but I know in advance of a raid which items I could use as an upgrade off which bosses, and encourage all guild members to do the same. If you were in my guild and didn't have a clue if something was an upgrade you'd be told to go get a clue before the next raid or risk losing a spot to someone who came prepared.
The boss loot tables are seriously not that large that its in any way difficult to know which pieces are an upgrade for you. Waiting until an item drops and only then bothering to think about it is slowing down the raid.
I can however fully appreciate that for an offspec this is perhaps above and beyond the call of duty and so can forgive you on that count
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.
EP values are just the partial differentials of the DPS function in [ap, crit, hit, haste, expertise...etc] space, and "normalized" so that the value of AP is 1. This said, given that the appropriate soft caps are reached, only haste has any complex (higher than ~2nd order) interactions with the DPS function over the ranges that we care about - it wouldn't be terribly difficult to reduce the current "EP system" to a less simulator-dependent "Haste-EP system", where we divide the DPS function and its EP values into groups based upon haste rating, splitting around the windfury interaction areas (which are the root cause of the "haste problem").
Within each group of haste %'s, the EP values would be (very) simple functions - AP would be flat, crit would be (approximately) flat or an exponential function given by flurry and E.D., hit would be linearly dependent on haste %, haste would be approximately linear, etc. With the implementation of such a system, it would be possible to move away from EnhSim for all but the most demanding applications, to a spreadsheet-based system, one that most people are capable of understanding and utilizing, and one that is drastically simpler to use. EnhSim would only be needed when moving across haste groups (from one to another) - however since most of our gear doesn't even contain haste, we could do away with the need to sim every time we acquire a new piece. This would be simple enough that it could merit the return of EP values to the TTT, grouped based upon haste ranges and MH weapon speed, with the caveat that using a trinket with a haste proc (Elemental Focus Stone, etc) will distort these EP values.
edit: also note that (given the differential nature of EP values), the value of current haste is at a max/min when the EP value is lowest.
For haste, yes sadly they are changing that fast. It has yet to be determined if this is an artefact of using a computer doing perfect priority skills and thus hitting an exact sweet spot for haste which means suddenly 22.2% haste is miles better (EP 2.8+) than haste of 22.1% (EP 1.6).
There are numerous possible fixes for the issue that can be investigated and its not an issue if your gear build doesn't include much haste. However since a large percentage of Enh Shaman as going haste as main stat then it makes sense to warn these people in particular that they MAY be deluding themselves using EP values multiplying them up.
Your suggestion that we need a program where you select each item you have available and all the different gems and enchant and then get the program to work out what combination is the best is EXACTLY what the Rawr Optimiser does. This is why I spend so much time trying to improve its calculations as the optimiser is a fantastic tool that takes a massive amount of work out of trying to decide how to regem to hit caps, up dps etc.
Wow I didn't know Rawr was so sophisticated. I didn't give it too much time to work with. I will check it out. Thanks for your hard work Levva
I have, with some help from the codeplex enhsim site, compiled a current Mac version of EnhSim. It's a Unix binary but works just like it always has on the Mac.
Brynmor, you are wrong about Caress. Even for non-orcs, the ilevel 245 axe from HAnub-10 is the superior weapon. Most likely your misinformation is because you are not changing your offhand speed to account for the bug with matched weapons and Flurry charges in the sim.
Change your offhand to 2.71 and rerun your sims and you will see the axe show up as a better option.
Running your profile through EnhSim I get 8235.94 when the speed is kept matching. This drops to 8199.77 when you unmatch the offhand speed to 2.71 Loading up the Axe and sticking a 20 expertise gem in it (slightly under the expertise cap but more relevant without regemming things) EnhSim shows 8220.59dps.
Until the sim gets fixed always make sure to unmatch your weapon speeds.
I was unaware of that bug, but I just ran a set of tests; the first with my current setup with the OH speed set to 2.71 and I got 8359.92 (my number's higher than the test from your post because I got some new loot tonight).
I then ran the sim replacing the OH with [The Lion's Maw] ([Frostblade Hatchet] for horde), changing the OH speed to the correct 2.6, adding a 20 Expertise gem to the OH to get to me 135 to Expertise Rating and assuming I drop a 40 AP gem for a 10 Expertise/10 Hit gem to get me over the Expertise cap. I got 8359.42.
So even when I make the change to the sim to take into account the matched weapon speed bug I still get results that indicate only a 258 weapon is going to replace CoI.
[e] Actually it wouldn't make sense to use the 10 Expertise/Hit gem since even if I was under the Expertise cap by 5 Expertise rating the 40 AP gem would be worth more in terms of EP than the Exp/Hit gem. I get ~30 EP for the Exp/Hit gem when I'm 5 Expertise Rating under cap while the 40 AP gem is of course worth 40 EP. Even so, the extra 10 EP value I'd gain hardly makes the [The Lion's Maw] a clear upgrade over CoI.
I have, with some help from the codeplex enhsim site, compiled a current Mac version of EnhSim. It's a Unix binary but works just like it always has on the Mac.
At the risk of sounding like a complete newb, what am I supposed to do with this file? Is there a place I'm supposed to put it in my iEnhsim folder? Or do I need a separate program to run it?
It might not be completely clear unless you've used previously released versions. This is the mac binary file, not a GUI app and must be run in Terminal.app in much the same way Windows users will run enhsim.exe.
The first thing you need to do is rename it if your browser downloaded it as a generic file. (just call it enhsim)
Secondly, as with many binaries, you need to make it executable. In the terminal locate the file and enter:
chmod 755 enhsim
I'd recommend moving it to an existing enhsim folder that contains the windows files, that will give you a default config file.
After exporting from ShockAndAwe and pasting in another file, you can run something like:
./enhsim myconfig.txt output.txt
You should expect a similar experience to enhsim.exe from the command-line and I've verified this is true with 10.6.1.
Not sure who is approving patches on EnhSim right now, but I added a patch to fix the changes to Flame Shock and Armor Pen for 3.2.2. I uploaded the patch to CodePlex so if one of the coordinators could look it over, it would be nice to get EnhSim updated for 3.2.2.
How does the sim work with "use" trinkets? I saw the option for syncing it with heroism, but if that's not chosen does it just pop them whenever they're off cooldown?
EP values are just the partial differentials of the DPS function in [ap, crit, hit, haste, expertise...etc] space, and "normalized" so that the value of AP is 1. This said, given that the appropriate soft caps are reached, only haste has any complex (higher than ~2nd order) interactions with the DPS function over the ranges that we care about - it wouldn't be terribly difficult to reduce the current "EP system" to a less simulator-dependent "Haste-EP system", where we divide the DPS function and its EP values into groups based upon haste rating, splitting around the windfury interaction areas (which are the root cause of the "haste problem").
Sadly that isn't true. Hit rating also has a very significant effect above the spell hit cap. As additional hits generate more MW procs which means you can get an extra LB in before another skill (eg: LL). This then puts that second skill delayed for another GCD. By which time a third higher priority skill (eg SS) might be available further delaying the "second" skill (LL). This delaying effect then ripples through the combat sequence of skills used and can significantly change the balance in numbers of casts between abilities - LB & LL usage numbers are often significantly changed for instance.
This means that the numbers of LBs cast during a combat cycle of the sim will vary due to RNG but also due to additional hit adding a greater frequency in there. This can push more LBs at the expense of other abilities (notably LL & MT). This CAN mean that marginal variations in hit rating (above the spell hit cap) can change the number of abilities used and hence the dps results.
In EP terms this can seriously distort hit rating above the spell hit cap, adding additional hit rating does definitely give a dps boost, however it feels "stepped" ie: small amounts of hit make little difference then there is a jump to a new plateau. This is my gut feeling as to how it will come out. I'm still working on adding a graphing function to Rawr which will show steps of each stat +/- 5 steps of 1 epic gem's worth of stat either side of your current gear. eg: +/- 200 AP, +/- 100 haste, +/- 100 crit etc. The output will be presented as a graph of each stat change vs dps.
Last edited by Levva : 10/14/09 at 11:51 AM.
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.
Not sure who is approving patches on EnhSim right now, but I added a patch to fix the changes to Flame Shock and Armor Pen for 3.2.2. I uploaded the patch to CodePlex so if one of the coordinators could look it over, it would be nice to get EnhSim updated for 3.2.2.
Fantastic!
I've really been wanting to run new sims to find out what kind of upgrade path I should be pursuing through T9, but its hard to trust the numbers from an outdated simulator. Can our enhsim contributors get this update approved and pushed through to download? We're in the 4th week since 3.2.2 dropped!
Here is a new EnhSim executable with some small fixes: REMOVED I create a patch for some of the changes.
Things i try to fix:
* Change the proc of the Mjolnir Runestone from 612 ArP to 665 ArP.
* Change the value of 'SPELL_HASTE_RATING_TO_HASTE' to the value of 'MELEE_HASTE_RATING_TO_HASTE' (0.00039646246f). At the armory it seems that both have the same ratio but i did not test it in game.
* Change the value of 'ARMOR_PENETRATION_RATING_TO_ARMOR_PENETRATION' from 0.0008119361f down to 0.0007142857f. I just calculate the value using my ArP rating and percentage. If someone knows the exact value i will replace it.
* Flame shock gives six dot ticks. The coefficient for the dot was not changed if i remember correctly.
* Flurry now gives three charges even with same weapon speed.
Some words about the flurry fix: There is already a define for these change ('FLURRY_SYNCED'). But the code which was commented out by these option did not work anymore. So i only fix these two lines. But i do not have the time to take a closer at the simulator so i'm not sure if i did it the right way. With different weapon speed i get the same results and with same weapon speed flurry uptime ist not higher anymore. So it seems that the sim works correctly.
* Change the value of 'SPELL_HASTE_RATING_TO_HASTE' to the value of 'MELEE_HASTE_RATING_TO_HASTE' (0.00039646246f). At the armory it seems that both have the same ratio but i did not test it in game.
We get 30% more melee haste then spell haste since the 3.1 patch (armory is wrong - check your in-game paperdoll if you want to check your values). Hopefully someone can incorporate your other fixes into a build that treats haste rating properly.
Levva should be able to include you into the codeplex project if you are interested in helping us out in the future. (Ziff should have been contacted about this already, for the curious)
We get 30% more melee haste then spell haste since the 3.1 patch (armory is wrong - check your in-game paperdoll if you want to check your values). Hopefully someone can incorporate your other fixes into a build that treats haste rating properly.
Levva should be able to include you into the codeplex project if you are interested in helping us out in the future. (Ziff should have been contacted about this already, for the curious)
So as of now, are we better off using the default EnhSim on CodePlex, or this new one? Which would be more accurate?
I think Ziff's uploaded source code patch attempted to fix a few more issues than Paterle's uploaded executable even though Ziff didn't say much in his post. These are the full notes that Ziff posted with his patch on the codeplex site:
I went ahead and syn'd up the changes for 3.2.2 with Flame Shock and Armor Pen. I tested all of these changes on live with the exception of the T9 shock bonus, since I don't have that gear yet.
- Switched to the new Armor Pen scaling number for 3.2.2. Numbers from the Combat Rating thread on Elitist Jerks
- Extended the time of Flame Shock to include 2 more dot ticks.
- Updated the spell power scaling for flame shock from the Elemental TTT wiki.
- Created separate stats for the dot so we can see the crit rate
- Changed the spellpower and crit multiplier to applying at flame shock cast time, since they don't change while the flame shock dot is ticking
- Updated the T9 Elemental 2 piece set bonus to now allow Flame Shock to crit
- Updated the Flame Shock glyph to now allow Flame Shock to crit
- Updated the Flame Shock dot to also apply the bonus from concussion along with the shock damage multiplier from the T9 2 piece set bonus
- Removed Lava Burst eating Flame Shock
- Removed the 'cast LvB only if FS dots left' since it wasn't useful anymore. The 'cast LvB only if FS active' should cover any scenarios that are needed
There were a number of problems with calculating the damage for FS dots in the prior version (e.g. T9 bonus was not being applied) that Ziff attempted to address and he even marked off the issues in the issue tracker.
Last edited by Spaceinvader : 10/15/09 at 10:03 AM.
So as of now, are we better off using the default EnhSim on CodePlex, or this new one? Which would be more accurate?
Default one since having 30% less melee haste then occurs in game is likely to lead to some significant inaccuracies. Hopefully one of the other coordinators who actually knows what they are doing will have a chance soon to review the changes in Ziffs XML update to the source code and then compile it into a new executable for download and proper testing.
Can I ask anyone that has coding experience and wants to contribute to the project to contact a project co-ordinator - Myself or Rouncer and we can add you as a contributor.
PLEASE don't issue your own mini versions with adhoc changes as that just leads to confusion with multiple different versions at all different stages of development. The whole point of creating a codeplex project was so that multiple developers could assist and we would have a unified code repository and avoid the diverse versions issue.
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.