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Old 12/09/08, 3:22 PM   #951
gilf
Glass Joe
 
Draenei Shaman
 
Arygos
One thing that might be worth mentioning: I originally downloaded a bjam executable from the boost website. This is some sort of compiled nonsense. What you need is the full source-code header library, not the bjam thing.

The current library is here:

SourceForge.net: Files

the general download page is:

Boost Downloads

(In general pick the second of the two 'Packaged Releases'.)
 
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Old 12/09/08, 3:25 PM   #952
Malan
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Yah the boost download page is a little misleading and I made the same mistake at first.

Is there a reason that you can't just bundle Boost with the sim Tukez? I seem to recall you did so at first and then removed it.

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Old 12/09/08, 3:32 PM   #953
tukez
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Dragonblight (EU)
Originally Posted by Malan View Post
Compile instructions for mac:
  • Invoke xCode (install from OS X cds under Developer Tools if you don't have it)
  • Start a new project (the name of the project will by default be the name of the binary that you have to run, so be concise). Immediately delete the main.cpp file when the project appears.
  • Right click in the left panel of xCode on the name of the project and choose Add -> Existing Files, then browse to the source code for EnhSim and choose all the files, including the SFMT subdirectory.
  • In the list of source files in xCode, un-check the box in the right-most column next to the test.c and SFMT.c files so that these are not included in the build.
  • Edit the file enhsim.h (double click it) and add the text "#define NOTHREADS", then save the file. (CMD-S)
  • In finder, unpack and then copy Boost (Should appear as something like 'boost_1_37_0' when unpacked) directly to the project path that you created in xCode. Do not do this *in* xCode, do it in Finder.
  • In the main menu choose Project -> Edit Project Settings then the Build tab. Scroll down till you see the header that says "Search Paths". Double click the entry for "Header Search Paths", and in the dialog use the + button to add a new path. You must ensure that the 'Recursive' checkbox is cleared or the build will fail. Type in the relative path to the Boost folder you copied, it should look like: "boost_1_37_0" and then close the menu.
  • In xCode choose Build. When its complete your binary executable for the sim will appear in [path to project]/[project name]/build/Release. You can copy the binary file to anywhere else in the system so that you can run it in Terminal with your config file.

Final step - tell your wife she no longer has to be pissy that you have to use her windows laptop to run the sim.
Thanks for the guide. I copied it here: EnhSim: Compiling and building EnhSim.

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Old 12/09/08, 3:45 PM   #954
tukez
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Originally Posted by Malan View Post
Yah the boost download page is a little misleading and I made the same mistake at first.

Is there a reason that you can't just bundle Boost with the sim Tukez? I seem to recall you did so at first and then removed it.
I guess I could put it back in, it seems to take about 160KB in the rar. Not too much. I think I could try to include ZThreads also, so you wouldn't have to build it separately...have to take a look later.

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Old 12/09/08, 3:50 PM   #955
gilf
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I'll look into ZThreads for Mac when I get home. If it's something along the lines of the Boost library, I imagine it wouldn't be too hard to do.

What advantages does it provide for the build? I've never dealt with multithreading. Presumably I guess it would matter in the ep calculations since it could do multiple stats independently?

Are there any negative effects that arise from not using Zthreads? Aside from speed, possibly?
 
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Old 12/09/08, 4:24 PM   #956
Malan
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Originally Posted by tukez View Post
I guess I could put it back in, it seems to take about 160KB in the rar. Not too much. I think I could try to include ZThreads also, so you wouldn't have to build it separately...have to take a look later.

Well really I think you're almost at the point where you may as well make 2 packages - a Source release with no precompiled binaries, just source and bundled with Boost and ZThreads (prebuilt), and then a Windows release that's nothing but the precompiled binaries and the config files and readmes.

Originally Posted by gilf View Post
What advantages does it provide for the build? I've never dealt with multithreading. Presumably I guess it would matter in the ep calculations since it could do multiple stats independently?
It provides a lot of objects dealing with multithreading synchronization, and does it cross-platform to deal with all the different ways that each OS handles errors and thread creations/termination.

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Old 12/09/08, 4:27 PM   #957
Akkilees
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Has there been any discussion on the merits of Call of Thunder vs Feral Spirit? I tried searching the forums and I couldn't find anything on it. I know its been said you get roughly 100DPS from wolves whichh would be for 45sec every 3min. With Call of Thunder you would get an additional 5% LB crits which on my dps logs has been behind autoattack melee and flip flopping with WF for the #2 spot. On top of that it would cause Elemental Devastation to proc more. Just curious if it has any merit.
 
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Old 12/09/08, 4:40 PM   #958
Malan
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Originally Posted by Akkilees View Post
Has there been any discussion on the merits of Call of Thunder vs Feral Spirit? I tried searching the forums and I couldn't find anything on it. I know its been said you get roughly 100DPS from wolves whichh would be for 45sec every 3min.
Incorrect. Wolves are worth around 300-400 DPS (assuming they were bloodlusted) while they are active, its 100 DPS over time when you consider the cooldown and lifespan.

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Old 12/09/08, 4:41 PM   #959
Rouncer
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Originally Posted by Akkilees View Post
Has there been any discussion on the merits of Call of Thunder vs Feral Spirit? I tried searching the forums and I couldn't find anything on it. I know its been said you get roughly 100DPS from wolves whichh would be for 45sec every 3min. With Call of Thunder you would get an additional 5% LB crits which on my dps logs has been behind autoattack melee and flip flopping with WF for the #2 spot. On top of that it would cause Elemental Devastation to proc more. Just curious if it has any merit.
The sim gives you the option to select Call of Thunder and test it for yourself.

I tested it for myself awhile back and it was worth 15dps so if the wolves do more then 60dps they are better (to say nothing of their utility).

I'm bored so I just simmed myself with Call of Thunder selected and without it and it is now up to 34dps.

Recent Naxx parse has the Wolves averaging 410dps in a raid setting. 25% uptime would set the wolves at 102.5dps.

Besides how could you look into the faces of those doggies and tell them that you are trading them in for 5% crit on LB/CL.

Last edited by Rouncer : 12/09/08 at 4:54 PM.

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Old 12/09/08, 10:18 PM   #960
 Raut
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Originally Posted by Malan View Post
Well really I think you're almost at the point where you may as well make 2 packages - a Source release with no precompiled binaries, just source and bundled with Boost and ZThreads (prebuilt), and then a Windows release that's nothing but the precompiled binaries and the config files and readmes.
Keep things the way they are. Readme states how you get ZThread. ZThread docs explain how you compile it. The binary isn't bothering my linux boxes in any way but it's nice to have on my Wintendo box as I have no compilers on it.

ZThread being a library need to be installed just once(and maybe updated when new releases come out) so I don't see why an URL shouldn't be enough.

Btw, is ZThread on Mac using pthreads?

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Old 12/09/08, 10:43 PM   #961
Triper
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Korgath
Just ignore this post.... fail guild without sunder armor on patchwerk is fail...

Last edited by Triper : 12/09/08 at 11:14 PM.
 
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Old 12/10/08, 6:46 AM   #962
Totentanz
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I followed the instructions for compiling on Mac, I get 40 errors in enhsimconfig.cpp all of this kind:

Projects/enhsim/source/enhsimconfig.cpp:252: error: no match for 'operator<<' in 'enh::eout. enh::EnhSimOutput::operator<<(((std::string&)(& message))) << enh::endl()'
Could it be related to the kind of Project I'm using (Command Line Utility - C++ Tool)? It's not specified in the guide.
 
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Old 12/10/08, 6:54 AM   #963
Malan
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Grab the version that Tukez posted on the previous page. He hasn't updated the files on his site with those changes yet.

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Old 12/10/08, 11:01 AM   #964
Purges
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Shadowmoon
I am unsure if this belongs here or over at Pawns forums, but I figured I'd try here first since I'm producing my values using EnhSim. I guess I'm trying to find out if anybody else is having any problems with either the export string produced by EnhSim or with plugging that string into Pawn itself? I am getting very strange EP numbers when looking at weapons using Pawn's tooltip (I should note, that other gear "appears" to be fine and I am only noticing this error with weapons at the moment, but I haven't extensively used Pawn due to the weapon errors) . I currently dual wield [Angry Dread] and Pawn is giving me a number somewhere in the 200s. Meanwhile when I scroll over older banked weapons like [The Stray] it is assigning a value in the 600s (where the value should be). Pawns default codes (while the values are way off base) are at least giving the correct comparison ranking with the superior weapon having a higher ranking. So I thought it may have to do with the string being spit out by EnhSim.

Anybody else experiencing these issues? On a sidenote, LootRank appears to be functioning fine, but I'd love to get an in-game function so I don't have to constantly alt+tab to compare gear.

Here's the string I produce and plug into Pawn. From my novice opinion, it appears to be fine. Any suggestions much appreciated.

EP                        value     DPS       total DPS      difference

baseline                                      4559.61
ap                        1.00      0.52      4663.45        103.83
crit rating               1.65      0.86      4585.37        25.76
hit rating                2.01      1.04      4590.88        31.27
expertise rating          2.50      1.30      4602.24        42.62
haste rating              1.20      0.62      4578.33        18.72
armor penetration rating  1.08      0.56      4576.38        16.77
spellpower                1.13      0.59      4647.87        88.26
mh dps                    5.33      2.77      4580.38        20.76
oh dps                    2.61      1.35      4569.77        10.16
strength                  1.10
agility                   1.64
intelligence              1.44
spirit                    -0.01     -0.00     4558.99        -0.63
mana                      0.00      0.00      4560.01        0.39
mp5                       0.17      0.09      4561.40        1.79

( Pawn: v1: "EnhSim": Ap=1.00, CritRating=1.65, HitRating=2.01, HasteRating=1.20
, ExpertiseRating=2.50, ArmorPenetration=1.08, SpellDamage=1.13, MainHandDps=5.3
3, OffHandDps=2.61, Strength=1.10, Agility=1.64, Intellect=1.44, Spirit=-0.01, M
ana=0.00, Mp5=0.17 )
http://www.lootrank.com/wow/wr.asp?Cla=64&Str=1.10&mh=1.20&dps=5.33&mp5=0.17&mcr
=1.65&odps=2.61&spd=1.13&Agi=1.64&mhit=2.01&Int=1.44&Spi=-0.01&map=1.00&arp=1.08
&Exp=2.50

elapsed simulation time: 140000.00h
elapsed real time: 283.53s
simulation speed: 1777583x

Last edited by Purges : 12/10/08 at 11:11 AM.
 
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Old 12/10/08, 11:41 AM   #965
Rouncer
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Originally Posted by Purges View Post
I currently dual wield [Angry Dread] and Pawn is giving me a number somewhere in the 200s. Meanwhile when I scroll over older banked weapons like [The Stray] it is assigning a value in the 600s (where the value should be). Pawns default codes (while the values are way off base) are at least giving the correct comparison ranking with the superior weapon having a higher ranking. So I thought it may have to do with the string being spit out by EnhSim.
First off, I hate you and your RNG luck.

That said, Gratz! on the awesome weapons.

Is it possible that you have the Pawn MH/OH dps values only in place in the Fist weapon slot and not in the general weapon slot?

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Old 12/10/08, 11:52 AM   #966
tukez
Don Flamenco
 
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Dragonblight (EU)
Originally Posted by Purges View Post
I am unsure if this belongs here or over at Pawns forums, but I figured I'd try here first since I'm producing my values using EnhSim. I guess I'm trying to find out if anybody else is having any problems with either the export string produced by EnhSim or with plugging that string into Pawn itself? I am getting very strange EP numbers when looking at weapons using Pawn's tooltip (I should note, that other gear "appears" to be fine and I am only noticing this error with weapons at the moment, but I haven't extensively used Pawn due to the weapon errors) . I currently dual wield [Angry Dread] and Pawn is giving me a number somewhere in the 200s. Meanwhile when I scroll over older banked weapons like [The Stray] it is assigning a value in the 600s (where the value should be). Pawns default codes (while the values are way off base) are at least giving the correct comparison ranking with the superior weapon having a higher ranking. So I thought it may have to do with the string being spit out by EnhSim.
I believe it's a bug in Pawn, I have noticed the same thing and I think sometimes Pawn just ignores the DPS value on some weapons.

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Old 12/10/08, 12:25 PM   #967
Purges
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Shadowmoon
Originally Posted by tukez View Post
I believe it's a bug in Pawn, I have noticed the same thing and I think sometimes Pawn just ignores the DPS value on some weapons.
Thank you. I thought I was going crazy missing something stupid. Maybe I'll troll Pawns forums to see if its been reported as a bug. Also, thank you very much for your hard work (and everybody else's work) and effort to these forums and producing this amazing sim.
 
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Old 12/10/08, 12:31 PM   #968
Totentanz
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Originally Posted by Malan View Post
Grab the version that Tukez posted on the previous page. He hasn't updated the files on his site with those changes yet.
I used that version. Then followed the instructions, still I got the errors. I'm on a G5 Mac with OSX 10.5.5, XCode 3.0
 
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Old 12/10/08, 12:36 PM   #969
Staticus
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Nordrassil (EU)
Anyone else getting expertise cap issues? I have 168 rating atm but the sim says I'm over the cap. Even taking the EP range into account (which at 4 would add ~32 rating) that's still less than the cap of 213.

I'm also getting weird haste results atm (<0.5) which in the past have reverted to normal ones (1.3-1.4) with an upgrade or two but then change back to the weird <0.5 values again with the next upgrades.
 
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Old 12/10/08, 2:24 PM   #970
gilf
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Arygos
Originally Posted by Totentanz View Post
I used that version. Then followed the instructions, still I got the errors. I'm on a G5 Mac with OSX 10.5.5, XCode 3.0
The errors you are describing are exactly the ones Malan and I found in the old versions.

There were two linked versions on the previous page. The first one suffered those operator problems. Make sure you use the one here:

EnhSim, DPS simulator

I compiled on XCode 3.1 on an Intel chip. I don't think, necessarily, this is the problem, especially considering your errors are identical to the ones Malan and I found.

Which version of GCC are you using with XCode 3.0?

If your code has the errors still, do the search and replace as tukez suggested.
 
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Old 12/10/08, 3:09 PM   #971
Bart00
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Draenei Shaman
 
Warsong
Originally Posted by tukez View Post
I believe it's a bug in Pawn, I have noticed the same thing and I think sometimes Pawn just ignores the DPS value on some weapons.
Actually that's because Angry Dead is One-Hand, and when you export with EnhSim it only fills the Main-Hand and Off-Hand values, wich are used only by weapons that are Main-Hand only and Off-Hand only. So you have to fill the One-Hand value yourself.
Pawn also can't know if you want that One-Handed to be used on MH or OH.

What I do is make 2 Pawn "profiles", one where One-Hands have the MH DPS value and one where they have the OH DPS value, cause then you know how much it would be worth if you are using Angry Dead and others One-Handed weapons on either the MH or the OH.
 
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Old 12/10/08, 5:40 PM   #972
Nefastilock
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Dalvengyr
1.5 here
The dps i'm seeing ingame with recount is 200 higher than what i`m getting at the simulator.
Any idea?
 
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Old 12/10/08, 8:14 PM   #973
Supradog
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Troll Shaman
 
Doomhammer (EU)
I might be missing something vital, but why is 1 ap only valued 1 ep when it's real value is 1 ep +(Spelldmg Ep/3) ?
Is it because it's the baseline for ep calculation, so all ep values is relative to ap with that included bonus?
 
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Old 12/10/08, 11:18 PM   #974
 Raut
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Draenor (EU)
Originally Posted by Supradog View Post
I might be missing something vital, but why is 1 ap only valued 1 ep when it's real value is 1 ep +(Spelldmg Ep/3) ?
Is it because it's the baseline for ep calculation, so all ep values is relative to ap with that included bonus?
Indeed it is.

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Old 12/11/08, 6:19 AM   #975
Vesham
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Kel'Thuzad
I'm having an odd problem when I try to use the simulator. Forgive me if this has already been covered in a previous post, but when I try to simulate my current stats, the simulator doesn't include melee damage. No matter what I change to my melee stats, the dps stays at 1350dps or so. The only time this changes is when I increase spell damage or crit, so I'm assuming the simulator is only simulating spellcasts. How can I change this?

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