Feedback on the Import from Armoury java program. This has stalled a lot as I've got caught up in improving ShockAndAwe and doing lots of testing. However I just had a lightbulb moment. What if I add an option to ShockAndAwe to export (cut n'paste) your paperdoll, glyph and talent settings.
Tukez would it be possible to add a suitable import option to the sim to make this possible? ie: perhaps some means of allowing paper doll stats to be input separate from the other config options. This would mean that the sim could take two config files. Paper doll stats, glyphs & talents file and a buffs, rotations, config options file.
Is this idea possible or something you would consider? If so I can add in some of the stuff I'd planned for the java app to ShockAndAwe so that players could simply click a button to create the paperdoll/glyph/talent export data format.
This would then completely isolate any work I'm doing from changes to EnhSim, as one of the issues with the Java App I was struggling with was how to interpret the config file if you had made changes - eg: adding new parameters.
With a separate paper doll/glyph/talent file and a buffs/rotations/settings file, the only time changes would be needed to the format of the paper doll file would be if blizzard changed the stats or talents.
Is this a possibility?
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'm not a big fan of mods that have way to many functions rolled into one. Why not just make it a separate mod instead? I personally don't use ShockAndAwe, that's why I'm asking.
Now that I think of it, might be nice to implement and EquivalencePoints like functionality into the mod that exports your stats, haven't tried EquivalencePoints yet this patch, but I presume it to be dead.
I'm not a big fan of mods that have way to many functions rolled into one. Why not just make it a separate mod instead? I personally don't use ShockAndAwe, that's why I'm asking.
Now that I think of it, might be nice to implement and EquivalencePoints like functionality into the mod that exports your stats, haven't tried EquivalencePoints yet this patch, but I presume it to be dead.
Equivalence points works just fine. You just can't use the defaults any more, then again the best use of it was always to enter your own personal numbers. I'll miss the import feature to import from Yo! However would be very very easy for Tukez to add an EP string to the output so we could cut and paste it into Equivalence Points. The format is a simple one after all.
As for writing a separate mod. Why? ShockAndAwe is aimed at being a mod for Enh Shammys to give them everything they need to work the most efficiently. Having a very specific feature that is only of relevance to Enh Shammys sits perfectly with an Enh Shammy mod!!
Also since you don't use it I suspect you are not aware that the design philosophy is to make all parts of the mod optional so that users use as much or as little as they like, yet have it all in one mod tightly focused on ONLY Enh Shammys. ie: I won't put in totem management, or things of generic benefit to shammys its going to be purely for Enh Shammys. This design philosophy means that users can use it for just the export feature if they don't want the other parts and the other parts will be turned off and not executed at all, thus acting as if it was a smaller mod.
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 if my post came out as offensive, it wasn't meant to be. It's just that my experiences with mods with a lot of functions aren't to good I guess, which has made me look for separate smaller addons to get the functionality I want.
Regardless, considering the sim is taking more of a general approach as well, aiming at enhancement and elemental shamans right now, the elementals might feel a bit silly installing an enhancement mod just so they can export stats.
Anyway, before I come of again as bashing your idea again, I like your idea, would make life simpler for all of us. Didn't know about the modular design, might not have been implemented yet when I tried earlier versions of your mod, but I guess I can live with being able to turn stuff of
Yeah the early versions of ShockAndAwe was all or nothing. I have substantially re-written it with the goal of being modular that it uses only what you want it to use. Eventually I hope to make it with sub modules so that you only load what you choose to use. This design I feel meets both objectives a single mod (thus easy updating) with lots of user choice as to what features to use/or not.
On the Sim and Macs. It would be fantastic if someone who has a Mac and a bit of technical knowledge would volunteer to compile a mac version of the Sim. At present Tukez supplies all the source code, all we need is someone to compile that code and upload the mac executables. This would need to be done whenever there was a new sim uploaded.
It should be fairly straightforward once you have done it once, it could be scripted to simply ftp get the new source code compile it and ftp post the new executable back to the site again. We just need that someone with a Mac.
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.
Long-time reader, first time poster. I use a Mac and would love to help compile a Mac version. I have tech knowledge but no programming knowledge, although I do have a developer friend who does, so I could probably get something done this weekend?
Looking over this thread, I assume that calculating the EP values for us is still the subject of on-going research (hence the simulator!). Looking at the most recent values posted by people, it seems that while individual runs do vary, the EP figures for each stat are more or less in the same range.
While calculations are on-going, would it be appropriate as a stop-gap measure to just take an average of the EP values for use in things like Pawn or Lootrank?
Are people unable to compile EnhSim with gcc on Macs, or are you using other compilers? I've requested actual compile errors from Mac users earlier to try to help solve the problem. There's no actual information from anyone trying right now, just "it didn't compile".
Baby, you can hold my balls.
10:10 < buu_> Raut: You are a hero of the internet.
I just think no one has put their head above the water and said "I'm happy to be the regular compiler (pun not intentional) of the Mac version". The individuals who have tried compiling for a Mac before have been solo users who have as you said just replied "it didn't compile" which is useless. As a non mac user I can't help.
Hopefully if Rosboeuf is up to the challenge between us we can get any issues sorted out and get him regularly compiling the sim and uploading the executable as a service to the mac users and that part of the Enh Shammy community.
Rosboeuf if you could pull down the latest code from the source and try to compile it - check earlier in this thread for details about a processor threading issue. If it works great, if not see if your developer friend can help if not then post the actual error so those of us that can debug these things can get it working.
Once its working, getting permissions to upload it somewhere can be sorted, and we can update the thread with details so mac users can use the sim "out of the box" too. It would then just be a case of you keeping on top of updates and re-compiling when Tukez releases a new version. This would mean a slight lag for Mac users but its better than nothing for those who have no clue what a compiler is.
On the EP values the problem is at present putting in a big effort to establish a base EP values is not hugely productive when things may change and we only have a couple of weeks until Wrath anyway. What will be a lot more productive is producing stable EP values for Naxx geared and beyond shamans. Of course we may need pre-Naxx values too but these should quickly lose usefulness.
Last edited by Levva : 10/17/08 at 11:06 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.
Are people unable to compile EnhSim with gcc on Macs, or are you using other compilers? I've requested actual compile errors from Mac users earlier to try to help solve the problem. There's no actual information from anyone trying right now, just "it didn't compile".
Well in prior attempts gcc failed out complaining about the formatting of the file. Now when I tried last week, I couldn't get it to recognize where the Boost lib was at. It kept complaining that the files didn't exist, even though I was providing the linkage to gcc.
Well in prior attempts gcc failed out complaining about the formatting of the file. Now when I tried last week, I couldn't get it to recognize where the Boost lib was at. It kept complaining that the files didn't exist, even though I was providing the linkage to gcc.
Full command with reported errors, please. I'm sure I saw tukez say that you only needed a header file from Boost somewhere.
Baby, you can hold my balls.
10:10 < buu_> Raut: You are a hero of the internet.
So I just made a quick and dirty java-app to calculate mean ep values for me and give me a string to import it into EquivalencePoints (which is quite useful but I think there might be some problems after 3.0 because of the new stats, so it has to be updated somehow)
Do not delete anything, especially no double spaces because I use them to split up the results)
Go into a nice console and type something like "java EPMeaner EP.txt"
Then you will hopefully get something like this:
Mean AP EP: 1.00
Mean strength EP: 1.10
Mean agility EP: 1.8283333333333331
Mean intelligence EP: 1.1849999999999998
Mean crit rating EP: 1.2616666666666667
Mean hit rating EP: 3.73
Mean expertise rating EP: 3.681666666666666
Mean haste rating EP: 0.6966666666666667
Mean armor penetration rating EP: 1.405
Mean spellpower EP: 1.215
Equivalence Points import string:
^1^T^SCR_SPELLHIT^N3.73^SATTACKPOWER^N1.0^SCR_SPELLHASTE^N0.6966666666666667^SDM
G^N1.215^SCR_HIT^N3.73^SCR_EXPERTISE^N3.681666666666666^SSTR^N1.1^SINT^N1.184999
9999999998^SCR_SPELLCRIT^N1.2616666666666667^SCR_CRIT^N1.2616666666666667^SCR_HA
STE^N0.6966666666666667^SAGI^N1.8283333333333331^SIGNOREARMOR^N1.405^t^^
You can copy and paste the import string under "session import" in EP config menu.
Actually I was to lazy to calculate AP and Strength so they are hardcoded to 1 and 1.1
The java file was compiled on JDK 1.6 on Windows but I don't think I used some great stuff so it should work on every machine.
Your hit looks very High. This sim is different then Yo!'s in that you only enter the paper doll's hit, not the extras you get from talent points.
I'll check you stats in my sim now though, see if it can be re-created
EDIT: Found it. Your Armor penetration is entered as the rate, not the %. You have to use the % in the sim. In your case, that 13 arP rating is worth 2.43%. The sim thinksyou have 13% passive ArP right now.
If I run your stats using 11.47% hit from gear, and the right ArP %, I get 2,850 DPS using Both Executioner and Mongoose.
P.S. I have you with 3/3 Static shock, and 3/3 Elemental Devastation. I do not believe both of these are possible at 70 using your config. You have to give up a point somewhere in the enhancement. i.e. 4/5 maelstrom or some sort.
Set bonus not found.
Spell hit goes past cap by 2.49537% (31.48 hit rating).
Mh expertise goes past cap by 9.6 expertise (37.8462 expertise rating).
Oh expertise goes past cap by 9.6 expertise (37.8462 expertise rating).
I have the SoC trinket and the searing grip gloves for a grand total of 62 expertise rating. This gives me 15 expertise.
When i put my expertise rating into the sim (62) it tells me that I am over the cap.
My config
And the EP
As far as I can tell this means that my expertise is weighted to low in the EPs. Any help would be appreciated.
At the start of the sim, there is the EP steps. What this means is that for each of those values, it'll add that stat in that amount and test your DPS again. So for Crit=20, that means it'll add 20 crit and test your DPS again to see how it improves it.
In your case, your current Expertise, plus the step, is over the expertise cap. So its warning you that the expertise it's adding isn't quite accurate, since a certain amount of it is over the cap.
Yuo can try to lower the step size of EP, and see if that fixes it (try like half the default value)
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.
What I've taken to doing is running the sim generated numbers through lootrank, and the taking the link from lootrank and importing that into EQP mod. I've just unsure how to account for armor pen now... a value of .25 roughly puts armor pen value at what i'd expect it to be but it just me guessing, any tips on how to handle that stat now?
At the start of the sim, there is the EP steps. What this means is that for each of those values, it'll add that stat in that amount and test your DPS again. So for Crit=20, that means it'll add 20 crit and test your DPS again to see how it improves it.
In your case, your current Expertise, plus the step, is over the expertise cap. So its warning you that the expertise it's adding isn't quite accurate, since a certain amount of it is over the cap.
Yuo can try to lower the step size of EP, and see if that fixes it (try like half the default value)
Worked like a charm! thanks.
Maybe a line could be added for the dim witted (like me).
########### //To understand the EP ranges you have to understand how EP values are calculated.
#EP RANGES# //For example, to calculate EP value of crit rating, first I simulate the normal "baseline" dps.
########### //Then I simulate dps with increased crit rating. I take the dps difference and divide it by the
//increased crit rating to get dps/crit rating value. EP range means how much crit rating did I increase.
//If your paperdoll value plus the EP range gets you over the cap for that particular skill, the simulator will rate the EP accordingly.
Well I am wondering if I'm doing something wrong, because I get ridiculous values for haste, sometimes they are negative. I only have 1.33% haste so I don't believe that I stacked to much of it.