Excellent sounds like with some team work you will have managed to get the Mac users sorted.
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 my first post here but i'm following this forum since long long time
I'm making this reply to ask you more information about this results that comes out from EnhSim calculating EP Values.
As you can see i'm already spell hit capped but the simulator still says that hit rating worth 2.97 (more than crit rating and haste rating). Since i'm not sure about this results i'm asking you if those values are correct (and then i have to go for hit rating gems) or not. In the case they are not correct, any idea about how much hit rating can worth ? Since i have to use this value to compare some equipment pieces that i have (T6 chest and gloves vs Badge Ones)
This is my first post here but i'm following this forum since long long time
I'm making this reply to ask you more information about this results that comes out from EnhSim calculating EP Values.
As you can see i'm already spell hit capped but the simulator still says that hit rating worth 2.97 (more than crit rating and haste rating). Since i'm not sure about this results i'm asking you if those values are correct (and then i have to go for hit rating gems) or not. In the case they are not correct, any idea about how much hit rating can worth ? Since i have to use this value to compare some equipment pieces that i have (T6 chest and gloves vs Badge Ones)
Thank you for your anwers
You...Aren't spell hit capped.
You show 13.40% Spell hit. The boss has 17.00% spell miss chance. That's 3.6% you're missing. Thus hit rating is showing as Hugely valuable.
If you enable the 3% Spell hit buff in raid buffs, then you'll be 0.6% short. If you change your warp burger to Spicy Hot Talbuk, then you'll cross the spell hit cap, and get the Valid EP ratings.
EDIT: After looking closer, you have inputted Massive EP steps to test. They should be a fraction of that size, such as 40AP, and 20 Crit rating.
And it looks like you've disabled all spell casts anyways? Your config file has you only auto-attacking.
Rotation_priority_count=0 should be 4 or 5, and have all the spells that you'd be using in it.
Just auto attacking will give way different results then a proper rotation.
Your config.txt should have something like this in it:
rotation_priority_count 5
rotation_priority1 ES
rotation_priority2 MW5_LB
rotation_priority3 SS
rotation_priority4 LL
rotation_priority5 LS
Here are my current EP values according to the Sim:
EP
STR 1.10
AGI 2.02
AP 1.00
CRIT 2.06
HIT 2.14
HST 1.80
Apn 1.49
EXP 3.55
STA
INT 1.34
META 75.00
That's with nearly full raid buffs (I ran my sims with the buffs I tend to have in real raids) My Config is at the bottom
The Meta gem value is from the old EP calculations. I assume it's gone up a few points now that it's affecting our spell crits.
Hit is still very valuable, since it directly affects our chance to proc Maelstrom Weapons. My only suggestion would be to change your simulation_time in the config.txt to something higher, like 5,000 or 10,000. that will take longer to run, but offer more stable EP Values.
##########
#SHAMAN###
##########
mh_speed 2.60
oh_speed 2.50
mh_dps 96.5
oh_dps 103.0
mh_crit 25.24 //%
oh_crit 25.24
mh_hit 10.42 //%, you give hit which shows on your character sheet
oh_hit 10.42
mh_expertise_rating 58 //notice that these are given as rating, 20 rating is about 5 expertise
oh_expertise_rating 38
ap 1885 //when changing this, remember to change the spellpower also(if have mental quickness talent)
haste 8.94 //%
armor_penetration 2.43 //%
str 115
agi 410
int 214
spellpower 587 //you give the spellpower which shows on your character sheet
spell_crit 16.94 //%
spell_hit 13.37 //%, you give spell hit which shows on your character sheet
base_mana 2958
mh_imbue windfury
oh_imbue flametongue
//{ windfury | flametongue | - }
mh_enchant mongoose
oh_enchant mongoose
//{ mongoose | executioner | crusader | deathfrost | - }
trinket1 hourglass_of_the_unraveller
trinket2 darkmoon_card_crusade
totem stonebreakers_totem
set_bonus -
metagem relentless_earthstorm_diamond
//you can't use same type of glyph in multiple slots
glyph_major1 flametongue_weapon
glyph_major2 windfury_weapon
###################
#ROTATION AND MISC#
###################
mh_auto_attack 1 //{ 0 | 1 }
oh_auto_attack 1 //{ 0 | 1 }
wait_ss_with_wf_cd 0.00 //max seconds to wait to SS, if wf cd is still up
cast_ll_only_if_wf_on_cd 0 //{ 0 | 1 } this is noted only if you have dual wf
bloodlust_casters 2 //{ 0 | 1 | 2 }
sync_bloodlust_with_trinkets 0 //{ 0 | 1 }
cast_lvb_only_if_ed_left 15.0
cast_lvb_only_if_fsdots_left 4
cast_lvb_only_if_fs_active 1 //{ 0 | 1 }
wait_mw_if_lvb_cd_left 0.0
cast_fs_only_if_dots_left 0
cast_ls_only_if_charges_left 0
rotation_priority_count 4
rotation_priority1 ES
rotation_priority2 MW5_LB
rotation_priority3 SS
rotation_priority4 LL
##########
#BOSS#####
##########
miss 9.00 //%
dodge 6.50 //%
glancing 25.00 //%
armor 7700
spell_miss 17.00 //%
nature_resistance 0 //effective resistances
fire_resistance 0
frost_resistance 0
#########
#TALENTS#
#########
ancestral_knowledge 3/5 //ENHANCEMENT
improved_shields 0/3
mental_dexterity 3/3
shamanistic_focus 1/1
flurry 5/5
elemental_weapons 3/3
unleashed_rage 5/5
weapon_mastery 3/3
dual_wield_specialization 3/3
mental_quickness 3/3
improved_stormstrike 2/2
static_shock 0/3
maelstrom_weapon 5/5
convection 5/5 //ELEMENTAL
concussion 0/5
call_of_flame 0/3
elemental_devastation 3/3
reverberation 0/5
elemental_focus 0/1
elemental_fury 0/5
call_of_thunder 0/1
elemental_precision 0/3
lightning_mastery 0/5
elemental_oath 0/2
lightning_overload 0/5
lava_flows 0/3
storm_earth_and_fire 0/5
#########
#BUFFS###
#########
armor_debuff_major 2600/2600 //acid spit, expose armor, sunder armor
armor_debuff_minor 0/610 //faerie fire, sting, curse of recklessness
physical_vulnerability_debuff 0.0/2.0 //%, bloody frenzy, 2nd talent spec TBA
melee_haste_buff 20.0/20.0 //%, improved icy talons, windfury totem
melee_crit_chance_buff 5.0/5.0 //%, leader of the pack, rampage
attack_power_buff_flat 306/306 //battle shout, blessing of might
attack_power_buff_multiplier 0.0/99.7 //BUFF UPTIME %, DISABLES UR, abominations might, trueshot aura, (unleashed rage)
spell_haste_buff 0.0/5.0 //%, wrath of air totem
spell_crit_chance_buff 0.0/5.0 //%, moonkin aura, elemental oath
spell_crit_chance_debuff 10.0/10.0 //%, improved scorch, winter's chill
spell_damage_debuff 0.0/10.0 //%, ebon plaugebearer, earth and moon, curse of elements, totem of wrath
spellpower_buff 150/150 //focus magic, improved divine spirit, flametongue totem, demonic pact
spell_hit_chance_debuff 3.0/3.0 //%, improved faerie fire, misery
haste_buff 0.0/3.0 //%, improved moonkin aura, swift retribution
percentage_damage_increase 0.0/3.0 //%, ferocious inspiration, sanctified retribution
crit_chance_debuff 0.0/3.0 //%, heart of the crusader, totem of wrath
stat_multiplier 10.0/10.0 //%, blessing of kings
stat_add_buff 19/19 //mark of the wild
agi_and_strength_buff 98/98 //strength of earth, horn of winter
intellect_buff 40/40 //arcane intellect, fel intelligence
#############
#CONSUMABLES#
#############
flask_elixir elixir_of_major_agility
guardian_elixir elixir_of_draenic_wisdom
potion haste_potion
food spice_hot_talbuk
misc_item drums_of_battle
-What is the PPM of Shamanistic Rage and how does it work(haste affects how)?
-How should I model Judgement of Wisdom?
-Is there anything else besided mp5, normal mana regen, Water Shield, Shamanistic Rage, Mana Spring Totem, Replenishment and Judgement of Wisdom, that generate mana?
-Should WF proc Static Shock now? AFAIK, WF doesn't proc Static Shock currently, but after the change maybe?
They've just updated JoW in the latest beta patch, so it might be easier to sim. The old equation was (AP*0.09)+(SP*0.09) per proc. This double dipping is why Enhance shaman are currently crushing on the mana regen. This has been changed to 2% of Total mana. It's a chance on hit (50%?) with an internal cooldown of 4 seconds. For my own purposes on spreadsheets, I've been treating it as 2% total mana/5.
Currently, Manaspring totem stacks, so if you are going to include that option in the sim, could I request the option to toggle an additional shaman's totem?
As I have absolutely no experience with macs, is there any restriction in using Java on Macs?
I could perhaps write a new Java-based GUI which recognizes the system its running on and can replace the Windows GUI. Using Java only for the GUI has no performance impact on the simulator itself. And so we could make a package with GUI + win executables + mac executables. (if it is that easy)
Java works fine on Macs as long as you stick to the "pure java" stuff and don't use platform specific extensions. There's a blurb on Apple's site that says what you can expect Mac users to have: http://developer.apple.com/java. You don't want to use anything outside of that standard distribution, since I believe Apple's distribution is the only one really available for Macs.
So I finally decided to try out this sim and I'm getting what I think is weird results. Can someone check this over and see if I messed something up or something looks weird? I'm getting an armor pen EP rating of 2.21 and its my highest EP stat and that just seems wrong to me.
EDIT: I'm dumb and I made the same mistake as the guy above and didn't change my EP ranges from default, rerunning the sim, will post results.
EDIT 2:Heres the results with fixed EP ranges, and I think I still managed to mess something up because I got a negative value for haste rating.
So I finally decided to try out this sim and I'm getting what I think is weird results. Can someone check this over and see if I messed something up or something looks weird? I'm getting an armor pen EP rating of 2.21 and its my highest EP stat and that just seems wrong to me.
EDIT: I'm dumb and I made the same mistake as the guy above and didn't change my EP ranges from default, rerunning the sim, will post results.
EDIT 2:Heres the results with fixed EP ranges, and I think I still managed to mess something up because I got a negative value for haste rating.
I would assume based on the passive haste you have now, and that you're using WF/WF, any more haste will push you over a plateu in the WF 3 second CD, which will actually hurt the time until you can proc you next WF, thus reducing DPS. to confirm, could you try throwing on 4% more passive haste, and see if it spits a negative value again?
Not sure if there's a version i missed (just been updating with Curse Client) but the latest build I downloaded will not allow me to hide the Priority frame
I would assume based on the passive haste you have now, and that you're using WF/WF, any more haste will push you over a plateu in the WF 3 second CD, which will actually hurt the time until you can proc you next WF, thus reducing DPS. to confirm, could you try throwing on 4% more passive haste, and see if it spits a negative value again?
I ran the sim again, everything the same except for 4% more haste rating. I lost the results cause the power went out but haste was 2.43 positive. So haste rating went from -2.9 EP and lowering my dps to being my best stat by far with 2.43 EP. This doesn't make sense to me, maybe it was a fluke? I'll run the sim a few more times.
You can see flukes, but haste is a dodgy stat for enhance due to the 3 sec rule. I've had everything between 1.9-something to my current 0.31. If the sim gave you such a large negative EP, chances are that the haste you currently have is hurting your DPS. Try to insert -10 haste in the EP section and see what happens.
Baby, you can hold my balls.
10:10 < buu_> Raut: You are a hero of the internet.
I think someone else (levva?) was working on a java gui too, might check with him to see what he's got done.
I was working on this and got bogged down in trying to learn to use the RCP extensions that made stuff platform independant. It was eating into play time and more importantly ShockAndAwe time so I've suspended doing any java related stuff. I also realised that being able to export exact values from the ShockAndAwe addon in the format that EnhSim requires is a lot easier and will produce quicker and more accurate results than trying to rely on the Armory which doesn't match my paper doll stats a lot of the time.
The Armory also suffers from the problem of having buffs up when logged out, so the armoury figures are not the "paper doll" figures that EnhSim suggests. All this led me to think that armoury based stats was not the way to go and in game export of stats was.
Originally Posted by Mengus
Not sure if there's a version i missed (just been updating with Curse Client) but the latest build I downloaded will not allow me to hide the Priority frame
Please take this to the ShockAndAwe thread and keep this one focused on the Sim.
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.
You can see flukes, but haste is a dodgy stat for enhance due to the 3 sec rule. I've had everything between 1.9-something to my current 0.31. If the sim gave you such a large negative EP, chances are that the haste you currently have is hurting your DPS. Try to insert -10 haste in the EP section and see what happens.
This is most probably what's happening. 2.6 weapon speed, with flury, windfury totem, retribution aura and your passive haste gives you an attack speed just over 1.5. Adding 17 haste rating puts you just bellow 1.5 (at 1.48).
When did the "1.5 - 1.4 attackspeed will lower your DPS" idea get back in the discussion? I was convinced that people generally agreed on this not being the case?
When did the "1.5 - 1.4 attackspeed will lower your DPS" idea get back in the discussion? I was convinced that people generally agreed on this not being the case?
From reading the other thread, it seems to me that back in the day, a certain amount of haste would cost you wf's. This was mitigated by the increase in white damage though. Now that flametongue is a viable enchant however, if you have enough haste to get you into that range, you lose dps doing wf/wf compared to doing wf/ft. So it's not that it lowers your dps, just that it makes a different imbue combo superior.
When did the "1.5 - 1.4 attackspeed will lower your DPS" idea get back in the discussion? I was convinced that people generally agreed on this not being the case?
There are actually weird plateaus where things like that can happen, that's why we need the Sim in the first place because Windfury Weapon is so hard to model due to that cooldown. The <1.5 thing reenters the conversation when we add enough haste that there is an additional weapon strike inside of the cooldown that has no chance to proc windfury. It would be exacerbated by using Windfury on just the mainhand since then there would only be one weapon that would be capable of proccing.
Add additional haste after that and you will reach a point where the increased number of white hits will offset the lost windfury proc opportunities but since the EP for haste was set at 17 it was only adding 17 additional haste and then seeing what it did to the overall dps and since that 17 Haste rating was enough to bring it from above 1.5 to under 1.5 it showed a negative value for haste altogether.
It was shown a few pages back that it's a lot less than 1/10th of a second of speed though, it's actually an extremely narrow band that causes the issue. Overall I'd say it's not something to worry about.
So... we can still agree that the <1.5 problem is narrowed down to a very tiny hole right after 1.5 attackspeed. And that the risk of actually ingame ending up at that point is minor. But it will still give some extreeme EP-stats when you hit it?
I'd say it is something to keep in mind. If we agree that the sim is correct, sim results show that juggling haste can actually lower your DPS(however slightly) so one should tread carefully. Getting a negative EP for haste is a strong indication of this(can't really say proof as we're working with empirical observations and not mathematical proofs).
Edit: To reach 1.5 weapon speed on a 2.6 weapon we need 11.11% haste from gear, is this correct? 2.6/(1.2*1.3*(1+X/100)) = 1.5. Wonder why I'm seeing the drop in haste EP at just 3.11 % haste. Are there any raid buff I'm missing? Included are WF totem and Flurry.
Last edited by Raut : 10/21/08 at 10:08 AM.
Baby, you can hold my balls.
10:10 < buu_> Raut: You are a hero of the internet.
I've been tinkering with an Automator script that will make the Terminal executable less painful for people who are not comfortable with the command line to use until some kind of GUI is ready. I love the idea of a Java GUI by the way!
I'm still getting used to the simulator myself (as I've only been using it since I compiled the Mac version!), but as I understand it we want to be able to do two things:
1. Run the simulator with your selected config text file
2. Run the simulator to calculate EP values
I haven't looked at start_ep_calculation.bat yet, but I'm assuming these are the two functions of the simulator? 1 is calculating your DPS, 2 is calculating the EP values of stats and attributes?
Regarding the config file reader bug, my friend who got the build up and running fixed it. He says:
>>
The config loader didn't check for a < 2 character line when it tried to check if the line started with //, so lines with fewer characters generated an exception. I just added a check.
>>
So that's fixed, and the simulator is working correctly and loading config files (as demonstrated in my results post).