*Drop the MH/OH distinctions for hit/crit/expertise, as far as I can tell these are legacy stats and are no longer applicable.
There may be good reason why these are all still in, but as far as I can tell these are mostly changes which wouldn't affect outcome.
MH/OH expertise is of some significant value when it comes to Orcs with axe options, of which there are relatively few viable combinations currently. Pretty much only The Key when it comes to one handed axes.
There are a few things which it could do which might reduce the number of questions asked here, and although this forum isn't about pandering to people who don't read the manual, it might be worth considering. Here are a few of them:
*Drop the MH/OH distinctions for hit/crit/expertise, as far as I can tell these are legacy stats and are no longer applicable.
*Drop the spell/melee distinction, ask just for rating. Any modifiers come from talents which are already asked for and can be applied behind the scenes.
*Convert everything to either rating or value, right now they are mix and match which causes some confusion.
*Drop spirit.
And as Malan said, magical EP value ranges which switch to negative when over cap.
There may be good reason why these are all still in, but as far as I can tell these are mostly changes which wouldn't affect outcome.
As noted in the post above me, the MH/OH distinction is important for orc shamans. But further to this, if you make all the changes you've suggested, you remove a lot of the power of the sim for those of us who actually know what we're doing. The ability to increase spell hit/crit only to see the effect on DPS is useful to know whether crit rating is really more valuable than agility. Sure you can sim out the infinite combinations that you're interested in, but the ability to look at individual stat interactions helps us gain a better understanding how our stats affect our DPS.
Especially when it comes to EP steps, I really like being able to adjust these manually. I can or remove haste with the step size, as well as vary the amount. Both options change the results considerably. Simming our stats is more than just inputting our gear and getting out EP values.
Elemental Shaman: You're OOM. Enhancement Shaman: So are you.
MH/OH expertise is of some significant value when it comes to Orcs with axe options, of which there are relatively few viable combinations currently. Pretty much only The Key when it comes to one handed axes.
He added an option under the "Procs and Stuff" panel to tell the Sim if you are using an Axe in the main or offhand and since the Sim is set up to also know whether you are an Orc, I would assume that telling it you are using an Axe in a certain spot, when you have told it that you are an Orc, will adjust the expertise value for that spot.
As for Values versus Rating. For expertise it really needs to use Expertise, not expertise rating, in the EP calculations since otherwise it is going to end up adding a large degree of inaccuracy. This is because Expertise only works in 0.25% chunks, which is equal to 1 expertise or ~8.179 expertise rating. If you were to have it using rating for EP calculations and if your value ends up between the "chunks" then a portion of it is actually doing nothing. Which will then reduce the EP value you would obtain for expertise rating.
As noted in the post above me, the MH/OH distinction is important for orc shamans. But further to this, if you make all the changes you've suggested, you remove a lot of the power of the sim for those of us who actually know what we're doing. The ability to increase spell hit/crit only to see the effect on DPS is useful to know whether crit rating is really more valuable than agility. Sure you can sim out the infinite combinations that you're interested in, but the ability to look at individual stat interactions helps us gain a better understanding how our stats affect our DPS.
Especially when it comes to EP steps, I really like being able to adjust these manually. I can or remove haste with the step size, as well as vary the amount. Both options change the results considerably. Simming our stats is more than just inputting our gear and getting out EP values.
Re: Stepping: I am not suggesting that gets changed at all, just the input stats.
Re: Spell hit/crit: I am not suggesting any changes to your ability to adjust hit or crit or agility independently, merely that if you enter your hit rating there is an equation to determine spell hit from it, likewise for crit, entering them twice is redundant. I am not sure what benefit being able to adjust spell hit vs melee hit is any longer, since the hit merger there aren't any items I can think of which are viable and provide spell only benefits.
Re: Orcs: As has been said, the race is covered and whether or not axes are equipped is covered, it is redundant.
Re: Stepping: I am not suggesting that gets changed at all, just the input stats.
Re: Spell hit/crit: I am not suggesting any changes to your ability to adjust hit or crit or agility independently, merely that if you enter your hit rating there is an equation to determine spell hit from it, likewise for crit, entering them twice is redundant. I am not sure what benefit being able to adjust spell hit vs melee hit is any longer, since the hit merger there aren't any items I can think of which are viable and provide spell only benefits.
Re: Orcs: As has been said, the race is covered and whether or not axes are equipped is covered, it is redundant.
Except that being able to manually adjust for melee or spell crit can be useful for experimentation. You are asking him to dumb down the Sim and there are still things that only affect spell or melee crit or hit and you would be limiting the ability of the Sim to deal with those items in the future.
What if they make an offhand Claw in Ulduar with an equip bonus that makes it so that it can't be parried or dodged. The equip bonus is such that it only applies to the offhand. Currently I would be able to just increase the Offhand expertise value so that dodge would be removed from the table, leaving the mainhand expertise at it's real value. This would allow me to see how Expertise's EP value would be affected by equipping such a weapon and I would be able to make informed choices based on that information. If the Sim was "dumbed down" like you are requesting it would require Tukez to rewrite the Sim to incorporate a special modifier just for that weapon.
What if there is a boss encounter with switching debuffs, one that increases spell hit by 10% and decreases melee hit by 10% and then reverses. Or a boss with a AoE cloud that makes melee attacks 25% less likely to hit. Or a boss that spells will never miss on. Etc etc etc. There are many things that the developers could incorporate into their boss encounters that the current open ended framework of the Sim will allow us to recreate and utilize to maximize our performance. If the Sim is dumbed down however, that would no longer be true and while it would remain an incredible tool it would lose a lot of versatility at the same time.
Hopefully Levva will have success with his plan to allow the use of Rawr's UI framework to gear out your shaman and then "export" the Rawr saved file into Enhsim for simulation. Then we will have the simplification you are arguing for and at the same time keep the versatility that is so useful to others who possess a deeper understanding of the Sim's potential.
Regarding expertise cap I've heard everybody saying that you just set the expertise EP to a negative value before starting the sim. However if you set your current expertise rating to 214 and try to set the EP value to -4 the GUI info will still tell you that you are over the cap and will skip the EP calculation of expertise if you run the EP calculation through the GUI.
Currently I either just set my rating to 213 or use the commandline calculation instead where 214 expertise rating and an EP value of -4 seems to work just fine, not skipping EP calculation and giving you a negative EP value of expertise as expected.
Is this a bug in the GUI or am I missing something?
Edit: Never mind, turns out it won't skip the test but just warn you that you are over the cap. I must have ran the sim using value 4 and not -4 when I noticed it skipping. Sorry about that.
I currently get a bug when running 1.5.6, an "unhandled exception error":
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.ArgumentOutOfRangeException: Index and length must refer to a location within the string.
Parameter name: length
at System.String.InternalSubStringWithChecks(Int32 startIndex, Int32 length, Boolean fAlwaysCopy)
at System.String.Substring(Int32 startIndex, Int32 length)
at enhsimgui.MainForm.readConfigFile(SByte* filename)
at enhsimgui.MainForm.MainForm_Load(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnLoad(EventArgs e)
at System.Windows.Forms.Form.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ContainerControl.WndProc(Message& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
enhsimgui
Assembly Version: 1.0.3314.31736
Win32 Version:
CodeBase: file:///C:/Documents%20and%20Settings/Rene/Desktop/EnhSim1.5.6/enhsimgui.exe
----------------------------------------
msvcm90
Assembly Version: 9.0.30729.1
Win32 Version: 9.00.30729.1
CodeBase: file:///C:/WINDOWS/WinSxS/x86_Microsoft.VC90.CRT_1fc8b3b9a1e18e3b_9.0.30729.1_x-ww_6f74963e/msvcm90.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
I can click continue and the sim loads, but I thought I'd report the error here (and hopefully get pointed to a fix, however, noone else seems to have this problem).
EDIT: Rounced's suggestion worked, thanks for the tip.
Did you to load your config file from 1.5 and try to run it with 1.5.6? I got that error doing that and then I just deleted my old 1.5 folder and started over with a new Config and everything has worked fine since.
Does anyone know why I might be seeing no increase in DPS when I include weapon enchants in my sims? I get DPS values that vary by no more than 2 when I run sims with and without weapon enchants.
Does anyone know why I might be seeing no increase in DPS when I include weapon enchants in my sims? I get DPS values that vary by no more than 2 when I run sims with and without weapon enchants.
Asking a question like this without including a config file and telling us what weapon enchants you are attempting to add is like calling your Doctor on the phone and asking them to diagnose what ails you without an examination.
Edited to add: just did some testing with my config and the weapon enchants seem to be working as intended.
Hello, I'm new to the EnhSim and to the forum in general, and I'm having some problems with installation. I started downloading (from bottom to top) the list of items in enhsim - Google Code link.
I had no problem with EnhSim0.1.0.rar
Extracting EnhSim0.1.0source.rar gave me this error
! SFMT: The file "SFMT" header is corrupt
EnhSim0.1.0_including_debug.rar was ok
compile_instructions_v1.txt was ok
When I tried extracting EnhSim0.1.1.rar I got
! source\boost\config\abi: The file "source\boost\config\abi" header is corrupt
! source\boost\config\compiler: The file "source\boost\config\compiler" header is corrupt
! source\boost\config\no_tr1: The file "source\boost\config\no_tr1" header is corrupt
! source\boost\config\platform: The file "source\boost\config\platform" header is corrupt
! source\boost\config\stdlib: The file "source\boost\config\stdlib" header is corrupt
! source\boost\pool\detail: The file "source\boost\pool\detail" header is corrupt
! source\boost\type_traits\detail: The file "source\boost\type_traits\detail" header is corrupt
! source\boost\type_traits\msvc: The file "source\boost\type_traits\msvc" header is corrupt
! source\boost\config: The file "source\boost\config" header is corrupt
! source\boost\detail: The file "source\boost\detail" header is corrupt
! source\boost\pool: The file "source\boost\pool" header is corrupt
! source\boost\type_traits: The file "source\boost\type_traits" header is corrupt
! source\boost: The file "source\boost" header is corrupt
! source\SFMT: The file "source\SFMT" header is corrupt
! combatlog_version: The file "combatlog_version" header is corrupt
! source: The file "source" header is corrupt
Any others that I tried extracting keep giving me errors like those. Obviously I'm doing something work, can anyone help me out?
Just as a hint, you probably don't want to download the oldest and most out of date version of the sim. Getting the current version would probably be a big help.
! source\boost\config\abi: The file "source\boost\config\abi" header is corrupt
! source\boost\config\compiler: The file "source\boost\config\compiler" header is corrupt
! source\boost\config\no_tr1: The file "source\boost\config\no_tr1" header is corrupt
! source\boost\config\platform: The file "source\boost\config\platform" header is corrupt
! source\boost\config\stdlib: The file "source\boost\config\stdlib" header is corrupt
! source\boost\pool\detail: The file "source\boost\pool\detail" header is corrupt
! source\boost\type_traits\detail: The file "source\boost\type_traits\detail" header is corrupt
! source\boost\type_traits\msvc: The file "source\boost\type_traits\msvc" header is corrupt
! source\boost\config: The file "source\boost\config" header is corrupt
! source\boost\detail: The file "source\boost\detail" header is corrupt
! source\boost\pool: The file "source\boost\pool" header is corrupt
! source\boost\type_traits: The file "source\boost\type_traits" header is corrupt
! source\boost: The file "source\boost" header is corrupt
! source\SFMT: The file "source\SFMT" header is corrupt
! source: The file "source" header is corrupt
! combatlog_version: The file "combatlog_version" header is corrupt
Right. I saw that the linux section on EnhSim: Compiling and building EnhSim is empty so I figured that I'd make a blob of what I do to compile EnhSim. Did this on my new EEE so none of the old library magic I did on previous versions should be present(and jesus this keyboard is tiny).
ZThread
1. Download ZThread from http://zthread.sourceforge.net/download.html
2, Unpack and change into the new directory.
3. ZThread seems to do some stunts which gcc doesn't like, so do: export CXXFLAGS="-fpermissive"
4. ./configure && make && sudo make install
ZThread should now be installed under /usr/local.
Boost
I cheated hee and just installed Ubuntu's binaries.
1. sudo apt-get install libboost-dev
~150MB, but I have no idea what parts EnhSim uses and gcc gets bitchy without the binaries. After this, boost should be done.
EnhSim
1. Unpack and move into the source sub-dir
2. g++ -pthread -I./boost *.cpp /usr/local/lib/libZThread.a -o enhsim
Something is changed since earlier releases as I had to work a bit to get gcc to accept boost, but the above works. Use the binary like the wintendo client: ./enhsim config.txt.
I haven't fiddled with OSX in a while, but I see no reason this shouldn't work with a gcc environment set up. It is a UNIX after all.
TODO:
Optimizations - The client is slower than the pre-built binary. Maybe -O2 or 3 is enough. Have to test it on a proper machine.
Baby, you can hold my balls.
10:10 < buu_> Raut: You are a hero of the internet.
Asking a question like this without including a config file and telling us what weapon enchants you are attempting to add is like calling your Doctor on the phone and asking them to diagnose what ails you without an examination.
Understood.
Here is my config file, I've retested using no weapon enchants, using Mong/Mong, using Zerk/Zerk, using Zerk/Mong and using Mong/Zerk. All the results show no more than a 1 DPS difference.
According to that, you have no enchants on your weapons. Did you just blank it out after messing with it, or did you really not set it?
I see that its in the Shock and Awe section that you cut/pasted - you might have an older version of SAA that wasn't parsing the weapon enchants correctly.
According to that, you have no enchants on your weapons. Did you just blank it out after messing with it, or did you really not set it?
I see that its in the Shock and Awe section that you cut/pasted - you might have an older version of SAA that wasn't parsing the weapon enchants correctly.
I purposefully left the weapon enchants blank for now, I did sim using weapon enchants though. I didn't use SAA to load my stats I entered them manually.
Edit: I wish I could say what has changed, but for seemingly no reason I am seeing results from adding different weapon enchants to my sims after recopying the config I posted.
I purposefully left the weapon enchants blank for now, I did sim using weapon enchants though. I didn't use SAA to load my stats I entered them manually.
Worked fine for me.
Running with your exact setup (dropped hours to 1000 but everything else the same) - 4751.96dps
Adding Mainhand Berzerker enchant (no OH enchant) - 4828.41dps
Changing MH Berzerker to Mongoose (no OH enchant) - 4811.46
I'm currently using [Wraith Strike]+[Webbed Death] for my weapons.
I decided to see how much of an upgrade Calamity's Grasp would be if I replaced my Wraith Strike with everything else being the same and to my surprise enhsim is showing Calamity's Grasp as a slight downgrade instead, but only by a few dps difference though
Config with my current stats with lag set to 0 and combat length 3 min
6138 dps
I'm currently using [Wraith Strike]+[Webbed Death] for my weapons.
I decided to see how much of an upgrade Calamity's Grasp would be if I replaced my Wraith Strike with everything else being the same and to my surprise enhsim is showing Calamity's Grasp as a slight downgrade instead, but only be a few dps difference though
Add the lag back in and CG will be better then WS since autoattacks are unaffected by server latency.
Add the lag back in and CG will be better then WS since autoattacks are unaffected by server latency.
Using the same configs except changing lag to 200-250
5998.19 with Wraith Strike
5996.40 with Calamity's Grasp
300-350 lag
5935.56 with Wraith Strike
5934.93 with Calamity's Grasp
The difference got allot smaller and I'm sure if I set the lag even higher CG would pull ahead.
Calamity's Grasp has never dropped for my guild and after seeing the sim results I went ahead and replaced the mongoose on my Wraith Strike with Berserking
Are you serious?
Magma totem is +3% dps over searing at single target fight if there is no movement at all. It cost extra 235mp5. If you have to redrop it all the time then you will lose GCD or totem uptime (extra mana also) and both hurts overall dps. Your WWS show that you used magma totem with very good uptime and that lowered your other attacks like lightning bolt damage greatly.
Magma totem is great for patcwerk if you got gear for sustain it but it's not that hot at all when there is even little movement. Maybe they should fix searing totem if they want wood imp to be better for single targets.
Are you looking at the overall for the whole night or just bosses individually? Because for trash I can assure you magma totem would most definitely have a much higher uptime
However, during the encounters I only ever once or twice found myself in the position where I dropped a MT right as MW went to a 5 stack at the same time. Other than that, in order to keep the uptime on magma totem, I was actually redropping it before its full duration was up so that it would NOT intersect with other GCD's as best as possible (very very few times sacrificing lava lash to redrop it). When I say redropping it before its full duration, I mean anywhere from 4 to 8 seconds before it expired, sometimes 10 if needed.
Last edited by kaoticz : 02/05/09 at 8:56 PM.
Reason: spelling