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Old 04/01/09, 10:50 AM   #1651
Gadoh
Just a little bit off
 
Gadoh's Avatar
 
Tauren Shaman
 
<VoS>
Sargeras
Ah, okay. Im getting an error saying the application must be reinstalled. I may be doing this wrong. Im getting an error saying the application configuration may be incorrect.


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Old 04/01/09, 11:08 AM   #1652
Grommgar
Glass Joe
 
Orc Shaman
 
Lothar
Originally Posted by Levva View Post
Tukez one other important change not listed on MMO-Champion thread is that DoT's are now able to crit. This may well mean that we can return to ES/FS as a viable shock rotation.

I was struggling to find a blue post source for this but all I was able to come up with is people on the PTR posting their WWS which show DoT's critting. Once I get home I can test this and confirm it.

It may have a major impact on whether FS is viable again. It may also make trinkets like Flare of the Heavens viable.

The ele shaman t8 2pc bonus is flameshock ticks can crit btw so that may be where you saw crit flameshock dots

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Old 04/02/09, 6:43 PM   #1653
buzzed1979
Glass Joe
 
Human Rogue
 
Lightbringer
First, I would like to say thank you to the developers for this GUI. I love it. Second I have a concern with the main hand and off hand dps values that are output when you calculate EP values. When I plug them into Pawn I find that the value doesn't change on the weapon unless it is a main or off hand specific weapon. There is an option in Pawn for 1hand weapon and when you put a number into that it changes the value for the 1handers. I get a 9.2 for main hand ep and a 3.2 for off hand ep. I have duel [Angry Dread] so do I input the main hand or the off hand EP value? In the line of EP values as well, When I calc. the EP's I get a message at the end of the window that says "Could not open enhsim_ep_exports.txt". Is there a way to fix this so that I don't have to manually plug the numbers into pawn?

I am also wondering if it would be possible to put the name of the buff on the consumables and buffs tab. There are a few I don't know what the buff is, I have figured most out but am uncertain on the others. I am just saying for ease of use that names instead of what it deas could be helpful.

Overall bang up job though.

Last edited by buzzed1979 : 04/02/09 at 6:53 PM.

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Old 04/03/09, 7:44 AM   #1654
CommandoXXX
Glass Joe
 
Draenei Shaman
 
Neptulon (EU)
Unfortunately that's a restriction of the Pawn addon. The only way around it (that I know of) would be to create a second set of values so that when mousing over an item it gives you both the value as a mainhand weapon and the value as an offhand weapon, but that's a bit of a fudge really. Alternatively, just remember when evaluating a 1H weapon that it's displaying the EP if you were to use it in your mainhand and change the Pawn values temporarily if you want to see the EP of using it as an offhand weapon.

As for the error message, are you using Windows Vista? If so, I'd check the security settings on the folder you've installed EnhSim into and see if it's marked as read-only. Sounds like a local security rights issue to me.

If you mouse-over the buff description on the Consumables And Buffs tab in EnhSim it'll tell you the buff names that it applies to.

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Old 04/07/09, 8:47 PM   #1655
Rouncer
Deeper Shade of Blue
 
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Orc Shaman
 
Mal'Ganis
edit, nm looks like it could just be a tooltip bug.

Last edited by Rouncer : 04/08/09 at 12:52 AM.

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Old 04/09/09, 12:41 PM   #1656
Axekilla
Glass Joe
 
Draenei Shaman
 
Lothar
I dont know If i'm doing something wrong, but whenever I run enhsim using SAA exports, and input all my raid buffs, and rotation, I always get a number that is higher that actual, sometimes significantly.
I guess the main reason for the mod is to compare different pieces of gear for large dps increases/drops?

Occasionally I'll regem for a new piece of gear, run the numbers, and get pretty much the same output. Frustrating sometimes.

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Old 04/09/09, 1:31 PM   #1657
OnosKT
Piston Honda
 
Tauren Shaman
 
Kel'Thuzad
1. You'll need to provide the input and output for us to be able to say anything about mistakes that you are making or if EnhSim does something wrong (doubtful)

2. It is normal to see a big difference between actual and EnhSim. EnhSim simulates perfect conditions - a perfect 'rotation' (rotation = priority queue), no movement, and with default values 0 lag.

3. Pretty much the same ouptut != same output. A piece of gear/gem could increase your DPS by 5, 10, 15, 20 DPS. (weapons probably more). Don't expect from one piece of gear to see hundreds of extra damage.

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Old 04/09/09, 7:55 PM   #1658
Haalun
Von Kaiser
 
Draenei Shaman
 
Cenarion Circle
Has anyone else tried out SimulationCraft: simulationcraft - Google Code

It's a multi-class combat simulator. It seems less mature than EnhSim but is being more actively maintained (so for example it supports 3.1 mechanics).

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Old 04/09/09, 11:24 PM   #1659
Rouncer
Deeper Shade of Blue
 
Rouncer's Avatar
 
Orc Shaman
 
Mal'Ganis
Originally Posted by Haalun View Post
Has anyone else tried out SimulationCraft: simulationcraft - Google Code

It's a multi-class combat simulator. It seems less mature than EnhSim but is being more actively maintained (so for example it supports 3.1 mechanics).
You realize that 3.1 isn't out yet, right?

As far as we know Tukez is maintaining enhsim just fine, he posted in Levva's rawr thread recently and has given no indications that he is abandoning it. If you want to discuss another Simulator then make a new thread on it since posting that here feels very disrepectful, as well as being completely offtopic, since this thread is specifically about Enhsim.

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Old 04/10/09, 2:31 AM   #1660
Haalun
Von Kaiser
 
Draenei Shaman
 
Cenarion Circle
Originally Posted by Rounced View Post
You realize that 3.1 isn't out yet, right?
This seems like a needlessly snarky reply. It is obvious that 3.1 isn't out, but equally obvious that many of us would like to have the best gear/enchant/gem/talent setup we can they day it goes live. And this could be in as little as a week or two.

Originally Posted by Rounced View Post
As far as we know Tukez is maintaining enhsim just fine, he posted in Levva's rawr thread recently and has given no indications that he is abandoning it. If you want to discuss another Simulator then make a new thread on it since posting that here feels very disrepectful, as well as being completely offtopic, since this thread is specifically about Enhsim.
Don't get me wrong, enhsim is a great tool and I've found it incredibly helpful. In my opinion it has helped put Shaman DPS theorycrafting far ahead of many other classes which are using more primitive tools. Indeed, I've even tried hacking the source locally, and would consider submitting patches if there were a public repository and a bug tracker or list where I could post. So definitely no disrespect was intended, and if Tukez was offended then I apologize.

I don't think I'll start a new thread on SimulationCraft, since I can in no way represent it (I did submit one simple bugfix patch in the 2 days I've known about it, but that's about the extent of my dealings with it) and it has plenty of its own existing discussion forums. I just thought others might share my interest in learning about a tool that's got the same kind of detailed information as enhsim but is a little easier to use to prepare for 3.1.

Enhsim truncates effect of expertise rating to whole units of expertise skill (0.25% quanta of dodge reduction) but this analysis on the Rogue forums from a few months back seems to indicate that expertise is now continuous and there are no breakpoints: Retesting hit table assumptions

This would be easy to fix and I can provide a patch if there is a way to submit one (all you have to do is stop computing expertise skill at all and instead compute dodge reduction directly from expertise rating).

Last edited by Vulajin : 04/10/09 at 3:22 PM.

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Old 04/10/09, 3:22 PM   #1661
Xieon
Von Kaiser
 
Draenei Shaman
 
Feathermoon
Just a reminder that tukez has a site up and running and has stated in this thread that bugs and requests be listed on that site.

Tukez, you should add your site to the original post, bold it and state that current development is based off of that page.

Enhsim Website: EnhSim: Welcome to EnhSim homepage

Ref: EnhSim, DPS simulator

Last edited by Xieon : 04/10/09 at 4:28 PM.

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Old 04/10/09, 5:12 PM   #1662
tukez
Don Flamenco
 
Orc Shaman
 
Dragonblight (EU)
EnhSim 1.6.5

1.6.5
-Changed Windfury cooldown to more accurately mimic ingame mechanics. Windfury cooldown is now normal distributed random number. Mean 3.0s and standard deviation 0.10s. This means 95.4% of time, cd is between 2.8 and 3.2s. The cd is hard capped between 2.5 and 3.5s.
-Frostbrand added.
-Unleashed Rage changed to 3 point talent. Gives 3/6/9 expertise also.
-Flurry reduced to give 5/10/15/20/25% haste.
-Haste rating gives 30% more melee haste.
-Armor penetration rating gives 25% more armor penetration.
-Expertise does not truncate.
-Changed Flametongue mechanics to WoW 3.1 and Flametongue rank 9 added.
-Added trinket Tears of Bitter Anguish. 10% chance on melee crit, 45s cd.
-Import from Clipboard option added to EnhSimGui.
-Wow IDs work with EnhSim configs.
-Gladiator's Earthshaker set bonus reduces Stormstrike cooldown by 2s.
-Stormstrike cd is 8s, 4 charges per cast.
-Improved Stormstrike gives 50/100% chance to give 20% of base mana when Stormstrike is casted.
-Spirit mana regen reduced by 40%.
-Bloodlust every 10 minutes.
-Mana Spring Totem changed to 91mp5.
-Spirit Wolves added. Rotation option is SW.
-Glyph of Feral Spirit added.
-Set Wolrdbreaker Battlegear added.

Watch out for possible bugs.

EnhSim, shaman DPS simulator

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Old 04/10/09, 5:14 PM   #1663
Orrimark
Glass Joe
 
Draenei Shaman
 
Silvermoon
Updating / Optimizing dps calculations

I'm wondering if any there is any interest in modifying the enhsim code to include a filter. The necessity of simulating 10k hours just to get a dps value - even for a highly non-linear system - pains my inner-engineer-dweeb greatly.

A process which I used several years ago in college is called a Kalman filter. Some examples can be found here: Kalman Filtering and here: Kalman filter - Wikipedia, the free encyclopedia

Basically, what it does is filters out noise either in measurement or system dynamics to rapidly hone in on an actual state. If the math is beyond you, take a look at the graphics from the first link. It is tracking a simulated object being hit with random, unknown accelerations of up to 0.5ft/s^2. It's then taking measurements of the object's position with a relatively HUGE uncertainty of +/- 10ft. Despite uncertainties in both measurement and dynamics, it hones in on the actual position and velocity within 7 seconds.

Looking through the algorithms is leading me to believe it could be implemented fairly simply. The "dynamics" of the system are very similar to the moving object in the sample code. Current position could be translated to current total damage, and velocity to dps. The dps could be seen as being subjected to a random, high magnitude "acceleration" - the RNG gods in action on the swings, bolts, and shocks. This is no different than the example code subjected the simulated object to.

The only catch to this is I don't think a simple Kalman filter can deal with the non-linearities which occur when flurry, heroism, speed pots, etc. turn on and off. A way around this would be to slightly change the way the dps is calculated. If you run a sim with, for example, all buffs (flurry, heroism, trinket procs, etc.) for a minute or two until the filter hones in on the actual values, and then repeat that for each linear combination of buff settings (e.g. flurry is active for this run, but heroism and all other proc buffs are off) you can get dps values for each state. If you then run the standard sim for maybe an hour or two to find out what percentage of the time each state is active, it's then just a case of multiplying the rates times the fractions to get a combined dps value, with a computation time of over 1000 times less.

Would trying to implement something like this be of interest? Assuming it works, it wouldn't be overly hard (it just takes some matrix algebra - the simulation the guy coded in the attached link is less than 100 lines in Matlab), but it would take some time. I'm willing to chip in some effort, but although I'm pretty good with Matlab or pseudocode, my C++ skills leave much to be desired.

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Old 04/10/09, 6:00 PM   #1664
Haalun
Von Kaiser
 
Draenei Shaman
 
Cenarion Circle
The filter thing sounds like it's stepping away from precisely simulating actual combat mechanics, which seems to me is the biggest advantage of EnhSim. A different approach that I think may help is to compute a confidence interval. Right now, it's not entirely clear how many hours you have to sim to really get a reliable value. This mostly seems to affect the EP calculations, since a small change in baseline or EP range modified DPS can have a large effect on the computed EP value.

If the sim tracked the DPS for each separate interval of combat, it could compute the variance and use the T-Test to compute a 95% confidence interval. That way it would be easy to tell if two sim results that seem kind of close are actually different.

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Old 04/10/09, 6:20 PM   #1665
Rouncer
Deeper Shade of Blue
 
Rouncer's Avatar
 
Orc Shaman
 
Mal'Ganis
Originally Posted by tukez View Post
1.6.5
-Changed Windfury cooldown to more accurately mimic ingame mechanics. Windfury cooldown is now normal distributed random number. Mean 3.0s and standard deviation 0.10s. This means 95.4% of time, cd is between 2.8 and 3.2s. The cd is hard capped between 2.5 and 3.5s.
-Frostbrand added.
-Unleashed Rage changed to 3 point talent. Gives 3/6/9 expertise also.
-Flurry reduced to give 5/10/15/20/25% haste.
-Haste rating gives 30% more melee haste.
-Armor penetration rating gives 25% more armor penetration.
-Expertise does not truncate.
-Changed Flametongue mechanics to WoW 3.1 and Flametongue rank 9 added.
-Added trinket Tears of Bitter Anguish. 10% chance on melee crit, 45s cd.
-Import from Clipboard option added to EnhSimGui.
-Wow IDs work with EnhSim configs.
-Gladiator's Earthshaker set bonus reduces Stormstrike cooldown by 2s.
-Stormstrike cd is 8s, 4 charges per cast.
-Improved Stormstrike gives 50/100% chance to give 20% of base mana when Stormstrike is casted.
-Spirit mana regen reduced by 40%.
-Bloodlust every 10 minutes.
-Mana Spring Totem changed to 91mp5.
-Spirit Wolves added. Rotation option is SW.
-Glyph of Feral Spirit added.
-Set Wolrdbreaker Battlegear added.

Watch out for possible bugs.
How are the feral spirits being buffed while active? for instance, are they being given battleshout if that is checked on the AP buff page? are they being given kings and mark?

Just wondering if we will need an option to select whether they receive the AP buff or not since there is no way I would even ask a pally to BoM them both, if there is a warrior then they may get BS but no way are they getting might. Also need to make sure they aren't getting kings or mark since they won't be getting those either.

That said, I just checked on the PTR and using the Feral Spirit glyph increased their damage by about 25% so I could see that glyph being as powerful as the Sim is showing.

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