Ok, I've found something a little strange with the sim. Been playing with my build a bit to work static shock in, since I've been unable to even give my mana away during raids no matter how hard I try. Using the sim, I find that if I drop Elemental Focus, it's a huge loss in dps, around 500. But if I drop the point from Shamanistic Focus, my DPS goes up 100. And this is with no other difference between the builds. Is this a fluke, I don't understand why my dps would possibly go up doing that.
P.S. Here's the build I'm looking at. If I put in the sim I have EF and SF, my dps is 4550ish,4kish with just SF, and 4650ish with just Elemental Focus. Shouldn't it be highest with both of them?
It's because you have the little mana button checked and without Elemental Focus you end up with periods of no mana which is horrible for sustained dps. If you mana really is never a concern then uncheck that box and rerun your values.
Oh and it's not an issue with the sim being wrong or anything like that, the defaults on the sim are for 6 minutes of sustained dps and even with replenishment (and no mana pots) that can be rough on some builds. The reason that isn't what you are experiencing is that there are no current raid fights with 6 minutes of sustained dps, most fights are 3-4minutes or they have breaks where your natural regen is active and you get closer to being able to use Shamanistic Rage while not spending mana.
It's because you have the little mana button checked and without Elemental Focus you end up with periods of no mana which is horrible for sustained dps. If you mana really is never a concern then uncheck that box and rerun your values.
Oh and it's not an issue with the sim being wrong or anything like that, the defaults on the sim are for 6 minutes of sustained dps and even with replenishment (and no mana pots) that can be rough on some builds. The reason that isn't what you are experiencing is that there are no current raid fights with 6 minutes of sustained dps, most fights are 3-4minutes or they have breaks where your natural regen is active and you get closer to being able to use Shamanistic Rage while not spending mana.
I'll do that, though I assume then the dps numbers should be the same across the board then since mana won't be taken into account, no?
One thing I don't get though, if it's taking mana into account, why wouldn't DPS be highest with both mana cost reduction talents?
I couldn't find Enhancer's EP string. Could someone post it here, so I can add it as default to enhsim_ep_export.txt
I have written a small java tool for building the mean value of EP Stats out of multiple runs and give me an import string for Equivalence Points. I used the Session Import which has following format (for our relevant stats):
Just replace the [ ] with the according stat. It's also worth noting, that Equivalence Points calculates BoK itself, so all base stats should be divided by 1.1 to give correct numbers.
I'll do that, though I assume then the dps numbers should be the same across the board then since mana won't be taken into account, no?
One thing I don't get though, if it's taking mana into account, why wouldn't DPS be highest with both mana cost reduction talents?
Probably because Elemental Focus is active just about constantly in a raiding situation and affects shocks and Lightning Bolts and Chain Lightning. Do you have MW5CL in your priority list? If you do that could easily explain the results you are seeing.
1.4.9
-Fixed export string bug. Spellpower was set as attack power value.
-Fixed export string rounding bug.
-Added consumables from this list EnhSim, DPS simulator which were not in the sim. Thanks to Ardonomus for making that list.
Hey guys.
I'm getting the following error when trying to run the sim on Vista 64. Based on what i see from the log the sim is not compatible with x64?
Error:
The application has failed to start because its side-byside configuration is incorrect. Please see the application event log for more detail.
Event log detail:
Log Name: Application
Source: SideBySide
Date: 12/7/2008 9:33:47 AM
Event ID: 33
Task Category: None
Level: Error
Keywords: Classic
User: N/A
Computer: PC
Description:
Activation context generation failed for "C:\Users\username\Desktop\enhsim\enhsimgui.exe". Dependent Assembly Microsoft.VC90.CRT,processorArchitecture="x86",publicKeyToken="1fc8b3b9a1e18e3b",type="win32",version="9.0.21022.8" could not be found. Please use sxstrace.exe for detailed diagnosis.
Event Xml:
<Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event">
<System>
<Provider Name="SideBySide" />
<EventID Qualifiers="49409">33</EventID>
<Level>2</Level>
<Task>0</Task>
<Keywords>0x80000000000000</Keywords>
<TimeCreated SystemTime="2008-12-07T14:33:47.000Z" />
<EventRecordID>749</EventRecordID>
<Channel>Application</Channel>
<Computer>wilby-PC</Computer>
<Security />
</System>
<EventData>
<Data>Microsoft.VC90.CRT,processorArchitecture="x86",publicKeyToken="1fc8b3b9a1e18e3b",type="win32",version="9.0.21022.8"</Data>
<Data>C:\Users\wilby\Desktop\enhsim\enhsimgui.exe</Data>
</Event>
A got a newbie question, how often should i check&update the ep value? every item? was also wondering about the basic ep values set in the gui, the amounts it check for variation, do i need to change it or just leave it?
Shouldn't the ep value of int never be lower than 1.0, or 1.1 with kings?
I understand that what's happening is the sim takes a run with more mana and due to the RNG can come up with a lower dps number, thus giving the mana portion of int a negative value. But there should be a hard cap in place if this happens, i.e. the sim should know that this isn't realistic and report a default value of 1.0 or 1.1.
Shouldn't the ep value of int never be lower than 1.0, or 1.1 with kings?
I understand that what's happening is the sim takes a run with more mana and due to the RNG can come up with a lower dps number, thus giving the mana portion of int a negative value. But there should be a hard cap in place if this happens, i.e. the sim should know that this isn't realistic and report a default value of 1.0 or 1.1.
except that Intellect also gives spell crit which has value
Think about it this way, why is Agi worth more the 1.1 with kings. Because you get melee crit from each point of Agi. Intellect gives spell crit and since half of our dps is spells now that has value. It's not as good as Agi since it takes 2 points of Intellect to give as much spell crit as 1 point of Agi gives in melee crit.
except that Intellect also gives spell crit which has value
Think about it this way, why is Agi worth more the 1.1 with kings. Because you get melee crit from each point of Agi. Intellect gives spell crit and since half of our dps is spells now that has value. It's not as good as Agi since it takes 2 points of Intellect to give as much spell crit as 1 point of Agi gives in melee crit.
That's not what he's asking. He's asking why Int is sometimes showing up as less than 1.0 or 1.1 (with King) in the sim, when that should be the absolute minimum due to Int adding to AP now.
I noticed a minor rounding bug in exporting. On screen, values are rounded normally, but export strings truncate the values, I think.
Looks like EquivalencePoints import routine for any imports is bugged, it isn't understanding Armour Penetration and Spellpower. I can have a look at some point about fixing this. For now that format of LootRank string looks fine though I'd add
&s1=2.4&s3=2.4
at the start to force min MH & OH weapon speeds to 2.4 perhaps even 2.5 should be used.
BTW any support for Meta gem EP values in output.
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.
That's not what he's asking. He's asking why Int is sometimes showing up as less than 1.0 or 1.1 (with King) in the sim, when that should be the absolute minimum due to Int adding to AP now.
Oh, sorry about misreading it. I've never had that happen before (the Int showing as low in value not the misreading part).
Guessing the 3 points in Mental Dexterity aren't selected.
Oh, sorry about misreading it. I've never had that happen before (the Int showing as low in value not the misreading part).
Guessing the 3 points in Mental Dexterity aren't selected.
Intelligence EP value is calculated from attack power(Mental Dexterity), spirit(mana regen), mana and mp5(Unrelenting Storm). Negative values on some of these lowers the intelligence value too.
Looks like EquivalencePoints import routine for any imports is bugged, it isn't understanding Armour Penetration and Spellpower. I can have a look at some point about fixing this. For now that format of LootRank string looks fine though I'd add
&s1=2.4&s3=2.4
at the start to force min MH & OH weapon speeds to 2.4 perhaps even 2.5 should be used.
BTW any support for Meta gem EP values in output.
Well at least the version of EQP I have does a woderful job importing my session strings.
If you import something it is saved as a new set with status hidden, so you have to unhide it to see it.
There is a bug which prevents loading sets into the actual set to change the values manually. You have to set all values to a random value and then load the set.
Oh, sorry about misreading it. I've never had that happen before (the Int showing as low in value not the misreading part).
Guessing the 3 points in Mental Dexterity aren't selected.
I have had int EP show up as less than 1, and even negative with both kings and Mental Dexterity selected. The issue is negative values from mana etc as tukez pointed out.
I have had int EP show up as less than 1, and even negative with both kings and Mental Dexterity selected. The issue is negative values from mana etc as tukez pointed out.
This should get fixed then. Intel should never be less then 1 with Metal Dexterity. Also why would any score ever give a negative value. Their is no stat or value that should lower another stats usefullness below a certain piont. If your crit % is over 50% agl might be worth less but still should never dip below 1.1 (with kings).
This should get fixed then. Intel should never be less then 1 with Metal Dexterity. Also why would any score ever give a negative value. Their is no stat or value that should lower another stats usefullness below a certain piont. If your crit % is over 50% agl might be worth less but still should never dip below 1.1 (with kings).
If increasing a stat results in negative DPS, it will get a negative EP value. Rare, but possible.
Im not going to add any fail safes to check does some EP values make sense, because how can the sim possibly know, for example when some negative value is correct or incorrect? If you get results you didn't expect, then you notice something went wrong when calculating EP values. If I added limits for some of the stats, you wouldn't notice anything and would use bad EP values happily.
Usually, when you get negative EP values, it is not correct. You are probably using too short simulation runtime or too low EP ranges.
1.5.0
-When mana simulation is disabled, spirit, mana and mp5 EP tests are skipped automatically.
-Fixed a bug with armor penetration consumables.
I have been building this website for EnhSim: EnhSim: Welcome to EnhSim homepage. There are some useful guides and you can also download EnhSim through that site. The website is not completely done yet, but at least the EP value guide is good reading for many people.
If someone wants to help me out with this site, you are welcome.
This should get fixed then. Intel should never be less then 1 with Metal Dexterity. Also why would any score ever give a negative value. Their is no stat or value that should lower another stats usefullness below a certain piont. If your crit % is over 50% agl might be worth less but still should never dip below 1.1 (with kings).
If you'd actually read my initial post, you'd see how mana-related stats can easily give negative EP values just from RNG fluctuations.
If increasing a stat results in negative DPS, it will get a negative EP value. Rare, but possible.
Im not going to add any fail safes to check does some EP values make sense, because how can the sim possibly know, for example when some negative value is correct or incorrect? If you get results you didn't expect, then you notice something went wrong when calculating EP values. If I added limits for some of the stats, you wouldn't notice anything and would use bad EP values happily.
Usually, when you get negative EP values, it is not correct. You are probably using too short simulation runtime or too low EP ranges.
How would increasing any stat result in a lowering of DPS. Its even shown that increasing haste even to the "special" levels will not lower dps. I can understand how some stats will not raise DPS. But maybe I'm missing something if a stat increase can lower DPS? Can you give me any stat or even a sitution in the sim where a increase would lower overall dps.
Personal I have never seen a sim run where any increase has does this, but if its possible I would know how or even why?
EDIT:
Just saw the post above mine. I run the sim with mana turned off. So except for mana fuctionations it should not happen?
How would increasing any stat result in a lowering of DPS. Its even shown that increasing haste even to the "special" levels will not lower dps. I can understand how some stats will not raise DPS. But maybe I'm missing something if a stat increase can lower DPS? Can you give me any stat or even a sitution in the sim where a increase would lower overall dps.
Personal I have never seen a sim run where any increase has does this, but if its possible I would know how or even why?
EDIT:
Just saw the post above mine. I run the sim with mana turned off. So except for mana fuctionations it should not happen?
I was thinking about those haste levels. Some people have gotten negative values from haste. I'm not sure though, was it because of RNG or not.