Ok just looking for brutal honest feedback. First time using sim, trying to help out our guild enhancement shaman. Really like the setup of the sim and how simple it is to configure. Thanks for time spent on making this sim. Please correct me for whatever I made in possible imput mistakes. Overall I have spent alot of time reading post in here from Rouncer and alot of others. Feeling to have a comfortable general idea on hit / expertise info, and overall stat weight.
rotation_priority_count 6
rotation_priority1 SS
rotation_priority2 ES
rotation_priority3 LL
rotation_priority4 LS
rotation_priority5 MW5_LB
rotation_priority6 MW4_LB
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### Everything in the section below can be replaced by information obtained ###
### from your paper doll stats or exported by the ShockAndAwe addon ###
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Generally only doing 3-4k in raids. Been having some lag issues, but overall I am just trying to help him improve his DPS by ensuring better gem chocies and enchants. His armory is follows to help double check my config information. The World of Warcraft Armory
Generally only doing 3-4k in raids. Been having some lag issues, but overall I am just trying to help him improve his DPS by ensuring better gem chocies and enchants. His armory is follows to help double check my config information. The World of Warcraft Armory
He is WAY over the expertise cap and he is using a weapon chain on the mainhand. Get him to either change his gemming to take advantage of the trinket or he should just use a different trinket altogether since every drop of expertise above 214 is worth 0 EP.
One other thing, when you configure the sim use the weapon speed values from the tooltips without including the haste.
You should prefer LL over refreshing LS because of Flurry, UR, and most importantly MW procs.
That was sort of what I expected to see in my sim results, but it did not seem to be true for the scenario I was running. Further experimentation with faster offhands did not increase the difference as I thought might be the case, but held constant around ~2dps. The behaviour I observed only seems true with 3/3 Static Shock and few buff/debuffs. Increasing the buffs/debuffs favoured LL, so it's clearly a trivial difference with an uncommon buff situation. I think the conventional wisdom has been validated.
And as Protico pointed out, this is really a theoretical sim only situation anyways. Thanks for reminding me to pay more attention to refreshing early!
That was sort of what I expected to see in my sim results, but it did not seem to be true for the scenario I was running. Further experimentation with faster offhands did not increase the difference as I thought might be the case, but held constant around ~2dps. The behaviour I observed only seems true with 3/3 Static Shock and few buff/debuffs. Increasing the buffs/debuffs favoured LL, so it's clearly a trivial difference with an uncommon buff situation. I think the conventional wisdom has been validated.
And as Protico pointed out, this is really a theoretical sim only situation anyways. Thanks for reminding me to pay more attention to refreshing early!
It wouldn't be a bad thing for Tukez to include an option to refresh Lightning Shield when it is below a certain number of charges. Unless the Sim is simply ignoring the charges and refreshing LS whenever it has a free GCD, not really sure how the Sim works in that regard.
It wouldn't be a bad thing for Tukez to include an option to refresh Lightning Shield when it is below a certain number of charges. Unless the Sim is simply ignoring the charges and refreshing LS whenever it has a free GCD, not really sure how the Sim works in that regard.
Pretty sure that's what this command is for.
cast_ls_only_if_charges_left 1 //maximum Lightning Shield charges left to cast LS
I use that and put it down below my 'main' rotation, but above searing totem. Both get refreshed that way.
But does the searing totem have a similar command to refresh it when it has less than a given amount of time left on it? (can't see a command like that so I'm assuming the sim is refreshing the totem whenever it can)
Well, to be fair it's not really needed. The only real loss from putting a new one down early is mana, and possibly a little DPS if it puts it down right before it's going to shoot, but that's a completely different issue. So unless the sim is telling you that are going to be out of mana for some fairly substation amount of time, I wouldn't worry about it.
Edit: It guess I should suffix this by saying, adding searing in the method I described above doesn't make a difference to my out of mana time. I'm still not ever running out with my mediocre gear.
Some dps would be lost by the swing timer getting reset a lot more than needed (if ST was being refreshed every available gcd), which is why I brought it up.
Some dps would be lost by the swing timer getting reset a lot more than needed (if ST was being refreshed every available gcd), which is why I brought it up.
Instant spells such as totems don't effect the swing timer.
I have been reading through many of the parses from sims ( I am not well versed on how to run one so I choose to read them with the different gear sets that people have come up with) and was wondering if webbed death/sinisters (neither have dropped for me yet in raid as well as a CG) is still BIS or close to it with the patch coming up. I mostly ignore the double FT imbues parses with spell dmg weapons since it has been states that WF/FT will be superior( with a slow weapon in the MH) with WF glyph change. I dont want to hinder the rogue if the daggers would not be a significant up grade or BIS for myself. Thank you in advance for answers.
I have been reading through many of the parses from sims ( I am not well versed on how to run one so I choose to read them with the different gear sets that people have come up with) and was wondering if webbed death/sinisters (neither have dropped for me yet in raid as well as a CG) is still BIS or close to it with the patch coming up. I mostly ignore the double FT imbues parses with spell dmg weapons since it has been states that WF/FT will be superior( with a slow weapon in the MH) with WF glyph change. I dont want to hinder the rogue if the daggers would not be a significant up grade or BIS for myself. Thank you in advance for answers.
1. Download the sim.
2. Run enhsimgui.exe and input paper doll stats, buffs, consumables, etc.
3. Run it.
Do this for each of the combinations you want to test, changing paper doll stats to account for the differences from changing setups.
I did a sim just recently and had a wierd result. My haste EP was negative, not by a whole lot but still. I thought that it was just a fluke, went about my buisness and when I got a new upgrade yesterday I ran the sim again on my new stats and I still had a negative haste EP but a little bit bigger.
I can't see what I did wrong and I can't seem to find if there's some known bug. I don't reach the 1.5 speed except with heroism and that's such a short while that I can't see it mattering that much.
I don't reach the 1.5 speed except with heroism and that's such a short while that I can't see it mattering that much.
Actually your weaponspeed is only a tiny bit slower than 1.5 and with the additional haste of the ep-calculation your mainhand weapon is faster than 1.5 attackspeed.
The negative haste ep value will change once you stack more haste. If i remember correctly from a few pages ago, you're just in one of those sweet spots right now. Play around with the sim and see what happens when you stack more and more haste. At some point I believe those numbers should start going positive again.
Elemental Mastery - Lightning Bolt - Die - Reincarnation - Lightning Bolt - Lightning Overload Procs - Die
More like sour spots. Sour like rancid lemons dipped in battery acid. There is the possibility that this is a sim only phenomenon but nothing has been proven with any certainty so far.
By sim only I am referring to the fact that it works perfectly, ie the windfury procs at the same moment as the melee attack that procced it while it seems that due to server-client interaction there is a lot of leeway in when the actual windfury proc from a melee attack gets worked out and that may be being determined independent of the cooldown which would allow the cooldown to run out even though the attack that procced the windfury occurred while the cooldown was still active (or something like that, whole thing is pretty confusing and hard to get your head around straight).
Ah, yes. I missed a few of the haste effects. Now it all makes sense.
It's very counterintuitive though as I would probably not need a whole lot of haste to get me out of that spot and into positive values of about 1-2 eps but I guess there's not much to be done about it.
I read in another thread that you wrote Rounced that WF cooldown seems to be less than 3 secs but the simulator is written for 3 secs so for simulations I guess that doesn't matter.
Thanks for the help to find that obvious thing out.
EDIT:
Originally Posted by Rounced
By sim only I am referring to the fact that it works perfectly, ie the windfury procs at the same moment as the melee attack that procced it while it seems that due to server-client interaction there is a lot of leeway in when the actual windfury proc from a melee attack gets worked out and that may be being determined independent of the cooldown which would allow the cooldown to run out even though the attack that procced the windfury occurred while the cooldown was still active (or something like that, whole thing is pretty confusing and hard to get your head around straight).
I've had such lag happen to me a lot of times when turning away or going out of range. I do my last attack (white or special) and then either turn or go out of range and a ½ second later or so the WF animation plays and the yellow numbers pop up. This could just be lagg on the animation and combat log if it wasn't for the fact that the mob died when the WF hit. I'm sure I'm not the only one.
I would dearly love some expert guidance here if I could. I was a resto shammy, who was much better versed in HEP's and the like, until the guild I'm in asked if I would switch over to Enhancement because we were lacking dps, and had more healers that we knew what to do with. I had no quibble, as I had leveled enhancement, and with the addition of Maelstrom, I had very little downtime, and a great deal of fun. So, I respeced, came here, read the Think Tank, and as many threads as I could, and downloaded the sim and played with it extensively. I can't claim to be an expert at it's subtleties, but I do believe that I have a basic understanding of it's workings. I'm also very much indebted to Shock And Awe, which got rid of my button mashing phase, and instead had me work on the priority ability at the time. So, as ones does, I've gotten geared with drops and assorted items as they become available (come on Grim Toll... drop again). What I'm experiencing is a distinct disconnect between what I sim out my dps should be, and my best actual raid dps. I don't know if I'm doing something wrong with the sim, or I'm still very much inexperienced at being enhancement, but I'm starting to get concerned at my general low raid dps numbers. The difference is ~ 1000 dps between the sim number and the acutal raid number, and I don't have a clue as to why that is.
If anyone has any idea why there is such a difference, I'd be ever so grateful for an explanation.
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MH:
miss 2690703 10.72%
dodge 689237 2.74%
glancing 6268492 24.96%
hit 2998257 11.94%
crit 12463072 49.63%
MH Windfury:
procs/hits 14.38%
procs/swings 12.65%
miss 0 0.00%
dodge 204634 2.79%
hit 3594586 49.01%
crit 3534984 48.20%
MH Storsmtrike:
miss 0 0.00%
dodge 108068 2.79%
hit 1906281 49.17%
crit 1862487 48.04%
OH:
miss 2583744 10.71%
dodge 661374 2.74%
glancing 6013742 24.93%
hit 2882824 11.95%
crit 11977438 49.66%
OH Flametongue:
miss 55510 0.19%
hit 16208057 55.73%
crit 12821232 44.08%
OH Stormstrike:
miss 0 0.00%
dodge 103651 2.75%
hit 1851936 49.14%
crit 1813181 48.11%
Earth Shock:
miss 9547 0.19%
hit 2791582 55.76%
crit 2205329 44.05%
Lava Lash:
miss 0 0.00%
dodge 129683 2.77%
hit 2280810 48.78%
crit 2264868 48.44%
Lightning Bolt:
miss 9290 0.20%
hit 2635605 55.66%
crit 2090287 44.14%
Maelstrom Weapon:
PPM 43.58
flurry uptime 90.01%
unleashed rage uptime 99.99%
elemental devastation uptime 77.70%
elemental oath uptime 0.00%
mh enchant uptime 33.31%
oh enchant uptime 30.84%
trinket1 uptime 0.00%
trinket2 uptime 18.01%
totem uptime 46.45%
set bonus uptime 0.00%
metagem uptime 0.00%
MRPS without overregen
mana regen 0.00 0.00%
mp5 34.62 31.98%
replenishment 30.81 28.46%
unrelenting storm 0.00 0.00%
judgement of wisdom 0.00 0.00%
shamanistic rage 42.82 39.56%
mana potion 0.00 0.00%
misc potion 0.00 0.00%
DPS PPM MPS
white 1269.56 33.79% 82.05
windfury 480.72 12.8% 6.11
flametongue 462.87 12.32% 48.47
stormstrike 221.51 5.9% 6.46 35.60 27.05%
lava lash 127.07 3.38% 7.79 15.48 11.76%
earth shock 522.35 13.9% 8.34 33.57 25.51%
lightning bolt 672.58 17.9% 7.89 46.95 35.68%
DPS 3756.65
MPS 131.60
MP2min 15791.56
MRPS 129.22
Out of mana time 0.01%
elapsed simulation time: 10000.00h
elapsed real time: 19.10s
simulation speed: 1885310x
Look and make sure you're actually receiving all of the buffs you checked. You're not using or refreshing Lightning Shield (or at least you weren't on Patchwerk). The simulation also begins with both weapons already in phase with each other. You'd need a macro to put your weapons in phase with each other immediately at the start of the fight.
Edit: Is there something wrong with your EP values or are mine just outdated?
Last edited by Vesham : 01/17/09 at 6:28 AM.
Elemental Mastery - Lightning Bolt - Die - Reincarnation - Lightning Bolt - Lightning Overload Procs - Die
(I apologize, in advance, if the answer to my question is answered elsewhere -- I haven't been able to find it if it is)
For a Draenei Shaman, 214 (6.5%) is commonly accepted as the expertise cap for level 80 without buffs, food, or flasks. Unfortunately, EnhSim is reporting that my expertise (209 / 6.25%) is above is above that cap when calculating EP values. Is this a bug in EnhSim? Is the math wrong? Or is this just a PEBKAC error?
EnhSim uses steps to evaluate EP values. Idea of that is to lessen the RNG effect I believe. Your problem is that the step takes you over the Expertise cap as default value is 4, unless I remember wrong. You can just cap it, or if really want to measure it change the step to 1.
By reducing the EP value for exp to 1 you are merely introducing more error into your calculations. Change it to -4 instead and then it will be removing 4 exp from your values and then rerunning the testing series and seeing what effect the removal had on your dps. The result will be something like -2.67 which you then just make into a positive number, 2.67, which is your value for expertise.
The precision line is how many units of precision you want the results to have. 0 would give you results like 1 or 2 or 3 while 1 precision would be 1.1 or 1.2 or 2.3 and 2 precision would be 1.21 or 1.32 or 2.67