I've had a chat with the Rawr co-ordinator and he is now happy for the Rawr.Enhance module to include an export to EnhSim option as long as the work on the Enhance module proceeds at the same time. Ideally he would like to see the Rawr.Enhance module used by the majority of users who want basic accurate results, and for the elite who want to check things more in depth he is happy for the Rawr.Enhance module to have an export to EnhSim option. Thus my idea for writing a separate java module is unnecessary I can look at incorporating the export into the Rawr module.
For users here this means you could run Rawr import your stats from the Armory, play around with different items in different slots and get reasonable figures from Rawr. You could then export the data to Enh Sim and get more detailed analysis. Play around some more - export again - and test again. It should make swapping out different items a whole lot easier.
It might even be possible with some help from Tukez to set up communication EnhSim so that the Rawr module could write the config to a file that EnhSim would use. This would probably require splitting the character data config from the sim, raid, buff & proc data config. The idea would simply be to eliminate the cut n paste operation in between. Initally doing the work via cut n paste manually would be simplest as it requires no changes at the EnhSim end. Longer term a degree of automation of the process would be desirable.
The biggest challenge in all this is that my C++ is exceptionally rusty, having last coded using that at least 8 years ago. The Rawr stuff is all in Visual Studio which I have but am unfamiliar with so it may take some time. Toots said he was working on the main module to get the stats right, hopefully I can integrate with that and add the export option.
If nothing else we would have two calculations of stats which we could compare one with the other to see where any major differences lie. The major downfall of Rawr of course is that it doesn't attempt to simulate different timings of stuff WF in particular with its internal CD only raw dps calcs. However the basics should be possible to give ballpark comparisons of the 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.
I want to start off by saying thank you for all the work that has been done here. I play in an endgame guild, and use this site regularly as a way to better my play. Wonderful stuff keep it up, and I will do my part to contribute what I've found now as well.
My question is to why I'm recieving an error when I try to import my config file from SAA. I copy it, and put it into wordpad, and save as a .txt. When I try and open it with the enhance sim I get an error, and it won't let me continue. I mainly stick to manually entering all my stats, but this is getting kind of old. I'm also using the most current version of both the addon and the sim. Any help would be appreciated.
If I'm understanding correctly, Levva you're looking to build a program in which works with enhsim to make inputing different gear set-ups easier? This would be amazing, and would help greatly in deciding whats best for each of us. If there is anything I can do let me know, but I'm not a programmer so keep that in mind.
Add the lag back in and CG will be better then WS since autoattacks are unaffected by server latency.
Also, with a fast offhand, FT damage will be higher and this will inflate the value of WS. I would try simming with Angry Dread in the offhand as well. And are you sure you're adjusting stats correctly when you swap weapons in the sim?
@Nordin: I think the auto-generated file is just portion of the config file that EnhSim needs. Read the readme carefully and it tells you were to paste in the auto-generated SAA config inside the EnhSim config.
EnhSim has been working well for me for a while now, but I'm getting some results that don't seem right. With this configuration (it should match my current gear):
EP value DPS total DPS difference
baseline 5045.83
ap 1.00 0.55 5080.80 34.97
crit rating 1.82 1.00 5091.60 45.78
hit rating 1.72 0.94 5073.90 28.07
expertise rating 0.00 0.00 0.00 -5045.83
haste rating 2.10 1.15 5083.69 37.86
armor penetration rating 1.19 0.63 5055.23 9.40
spellpower 0.96 0.53 5060.54 14.71
mh dps 5.87 3.18 5077.66 31.84
oh dps 2.53 1.33 5059.08 13.25
strength 1.10
agility 1.80
intelligence* 1.36
spirit 0.00 0.00 0.00 -5045.83
mana 0.00 0.00 0.00 -5045.83
mp5 0.00 0.00 0.00 -5045.83
* part of the EP value is missing because of skipped tests.
elapsed simulation time: 200000.00h
elapsed real time: 277.63s
simulation speed: 2593426x
Is anyone else really getting haste values above 2? Everything I've read suggests haste is pretty weak, particularly for melee, and that would make sense seeing as it only affects our white damage. I ran this configuration at least a couple of times and got similar results every time. Previous runs of the sim with older gear didn't give these results. I don't know if I'm missing something obvious, or if maybe there are discontinuities in the value of haste that I'm right on the edge of, or what. Any theories?
Is anyone else really getting haste values above 2? Everything I've read suggests haste is pretty weak, particularly for melee, and that would make sense seeing as it only affects our white damage. I ran this configuration at least a couple of times and got similar results every time. Previous runs of the sim with older gear didn't give these results. I don't know if I'm missing something obvious, or if maybe there are discontinuities in the value of haste that I'm right on the edge of, or what. Any theories?
I've gotten negative haste values recently. Try playing with the base haste in your input and see what comes out. I definitely think there's some discontinuities in the value of haste coming out of the sim.
Is anyone else really getting haste values above 2? Everything I've read suggests haste is pretty weak, particularly for melee, and that would make sense seeing as it only affects our white damage. I ran this configuration at least a couple of times and got similar results every time. Previous runs of the sim with older gear didn't give these results. I don't know if I'm missing something obvious, or if maybe there are discontinuities in the value of haste that I'm right on the edge of, or what. Any theories?
I boost all my EP values up to 45 generally or whatever the equivalent elixir is, but yeah lately I've been getting much higher haste ratings. A LOT of our DPS comes from damage forms that scales, at least theoretically, linearly with haste. I attributed my boost in haste to considerable new gear including 2pc T7 bonus and respecing for imp shields.
Melee - normally our top damage move
FT - generally in the top 3 for our total damage, if not top 3 then a close 4
MW - more haste = more PPM = more LBs
Static Shock - faster attacks means more proc chances
WF - assuming you're still not at the divisible into 3 second theoretical chasm then more haste = more WF procs
Only the damage on CDs doesn't directly benefit from haste, and I don't think our flame totems do either so that just leaves SS, ES, LL and ST/MT unaffected by haste.
Do wolves get our haste like some temporary pets seem to? (thinking of gargoyles)
Originally Posted by Skiace
I've gotten negative haste values recently. Try playing with the base haste in your input and see what comes out. I definitely think there's some discontinuities in the value of haste coming out of the sim.
You only have 30 more points of haste than I do, but a slower weapon, not sure why that would cause your numbers to be that much lower than mine, I'm thinking the base EP values are set a bit too low for certain stats and cause them to be more affected by statistical variations than they should be (I'm looking at you armor pen rating).
I've gotten negative haste values recently. Try playing with the base haste in your input and see what comes out. I definitely think there's some discontinuities in the value of haste coming out of the sim.
That's not unexpected actually and its been discussed repeatedly in this thread as to why.
That's not unexpected actually and its been discussed repeatedly in this thread as to why.
Yes, I do remember reading the discussion about it. I was pointing out to qid that it's not just him; I suppose I should have pointed him towards the posts on haste.
I presume "snapper_extreme" is a valid food option, as the simulator didn't complain when I used it, but there's no mention of it as a valid option in config.txt. You might want to add that Up till now I'd just assumed you hadn't added it as an option yet.
I want to start off by saying thank you for all the work that has been done here. I play in an endgame guild, and use this site regularly as a way to better my play. Wonderful stuff keep it up, and I will do my part to contribute what I've found now as well.
My question is to why I'm recieving an error when I try to import my config file from SAA. I copy it, and put it into wordpad, and save as a .txt. When I try and open it with the enhance sim I get an error, and it won't let me continue. I mainly stick to manually entering all my stats, but this is getting kind of old. I'm also using the most current version of both the addon and the sim. Any help would be appreciated.
If I'm understanding correctly, Levva you're looking to build a program in which works with enhsim to make inputing different gear set-ups easier? This would be amazing, and would help greatly in deciding whats best for each of us. If there is anything I can do let me know, but I'm not a programmer so keep that in mind.
You do paste the SAA stuff at the END of the config file where it says
###############################################################################
### Everything in the section below can be replaced by information obtained ###
### from your paper doll stats or exported by the ShockAndAwe addon ###
###############################################################################
don't you?? You don't just paste it into an empty file???
I'm not looking to build a different program I'm looking to get Rawr.Enhance working see Rawr - Home
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.
I was apparently replacing too much of the config file and that's what kept giving me the problem. Thank you.
And to the rawr program, looks very interesting, my earlier statement still applies.
Rather than making two very short posts in different places, I would love to help with the testing of it once it's ready to do so.
Those that wish to test the Rawr.Enhance module please do. At present it's still needing a LOT of work and the export function isn't written yet. However as long as you are downloading the latest svn copy from Rawr - Home and not just the releases you can assist by testing your Rawr data vs your character/computed data. The aim is to get the Rawr module working then get it to export that config to EnhSim. However I need LOTS of testers and feedback as there is LOTS to test. Please use the Rawr.Enhance thread in this forum to keep this thread clean.
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.
it's because you're already well past the WF proc chasm; with all of the haste buffs up, it's right around 5.45% haste for the first chasm with 2.6/2.5 weapons.
edit: try doing a run with FT/FT and you'll see that WF drastically deflates the value of haste anywhere near those change points.
Does anyone know how to change the glyph in enhsim so that it is only 2% instead of 5%? I was wondering because it looks like my heroic nexus healing mace may be better then my KT Reach at the moment with this nerf but i could not find the spot where the glyph could be changed myself.
Does anyone know how to change the glyph in enhsim so that it is only 2% instead of 5%? I was wondering because it looks like my heroic nexus healing mace may be better then my KT Reach at the moment with this nerf but i could not find the spot where the glyph could be changed myself.
Change lines 2025 and 2026 in enhsimconfig.cpp from 500 to 200. Recompile.
Baby, you can hold my balls.
10:10 < buu_> Raut: You are a hero of the internet.
Hah, so they changed the glyph but left the original effect active?
Yup which is probably why they were so quick to nerf it. The effect was pretty subtle and really only noticable if you were actually looking for it. So they changed the glyph to 5% and their conceptual numbers matched what the Sim was showing us but then when they looked at the actual returns from game play and raiding they saw Windfury damage scaling at a level beyond what they intended. Since they also probably didn't realize the original effect was active just reduced the proc rate increase to get Windfury back where they intended it to be.
What's interesting is the glyph is actually better overall in it's current form then with just the 5% proc rate since even though this glyph won't scale as well, it is much nicer for more undergeared shaman.
None of that changes the fact that they need to do something to either reign in Flametongue scaling or to allow Windfury Weapon to scale with Haste or we will be back in this situation again in a couple of months. Although UR only giving melee crit and Improved Scorch being reduced to 5% (if those preview notes can be believed) might be enough to keep Windfury on top through Ulduar.
edit:
Originally Posted by tukez
1.5.8
-Fixed Lava Lash damage.
-Fixed Thunder Capacitor.
-Glyph of Windfury Weapon gives 40% bonus ap and 2% extra proc chance.
What about the upcoming change to Unleashed Rage, should I change it already?
First off, you are amazing!
Secondly would it be possible to have 2 exe files in the folder? One with the current game and the other one based purely on whatever changes are floating around on the PTR/patch preview etc.
I know Malan has mentioned to me that he would love an advanced panel option so that a person could play with things like Windfury's proc rate or the coefficient of Flametongue for theorycrafting purposes, personally I just like the idea that I could compare what is current with what may be coming up soon.
Having a panel (not visible by default though) that would allow some tweaking of things like coefficients, multipliers, etc etc would be great yah. That way even if Tukez can't keep up with changes to real life stuff people can still adjust their sim for hotfixes or PTR changes.
The reason I brought it up originally was that I mentioned to Rounced that the simulators needed to be a little more user adaptable just so that when the author goes MIA there's some insulation for the community. That way we don't have to wait for someone to either decode the current sim to make changes or to rebuild a new one.
Alternatively instead of a panel you could offer another config file that could be specified at run time to override the default sim values. Then when a PTR change comes up you could just bundle a config file entitled "PTR_3_1_0.txt" with the sim, and we could load it in as such: enhsim config_lvl80.txt --with-config PTR_3_1_0.txt
I know Malan has mentioned to me that he would love an advanced panel option so that a person could play with things like Windfury's proc rate or the coefficient of Flametongue for theorycrafting purposes, personally I just like the idea that I could compare what is current with what may be coming up soon.
Well you should be able to achieve this by having a "beta" version which tracks PTR changes or announced changes so would include things like the UR change which is coming in 3.1 and then a "stable" version which tracks what is on live.
You can fairly easily have 2 "installs" of the sim and simply use the same config for both.
Tukez would it be possible to set the Sim up so that if a person chooses FT/FT it reduces the rank of the mainhand to rank 9? Either that or can the GUI be changed to include an option to select rank 9 Flametongue, in addition to the current options?
If both weapons are using the same rank of Flametongue then there appears to be something going on that causes the loss of a significant number of procs. It is most likely a hidden cooldown but I haven't seen any testing that has been able to determine the specific length of the cooldown. Actually, if you could add a 0.1 second cooldown to same rank Flametongue procs that would probably model the current behavior well enough until someone can figure out how to determine the real cooldown.
Thanks
Edit - Just did a little bit of testing. Matched Daggers with same rank of Flametongue. When I was able to keep them synced only had 50% of the expected Flametongue procs (200 hits/100procs). When I dropped 1 weapon down a rank then all of the procs were there, even when the weapons were synced.
Something I noticed a while ago - leatherworkers drums don't have any effect players over level 70. May want to reconsider whether Drums of Battle should still be available under the misc items drop down, or at least make sure the code takes the level limit into account.
Something I noticed a while ago - leatherworkers drums don't have any effect players over level 70. May want to reconsider whether Drums of Battle should still be available under the misc items drop down, or at least make sure the code takes the level limit into account.
Read the tooltip.
They don't affect players level 80 or higher. So if you happen to be level 79 and want to see what the drums would do they will still work. But since the sim is meant for level 80 they could probably be removed without any real issues.
MH:
miss 2382250 9.72%
dodge 552194 2.25%
glancing 6084753 24.83%
hit 4393617 17.93%
crit 11094842 45.27%
MH Windfury:
procs/hits 15.57%
procs/swings 13.87%
miss 0 0.00%
dodge 180688 2.38%
hit 3805213 50.18%
crit 3596471 47.43%
MH Storsmtrike:
miss 0 0.00%
dodge 64082 2.26%
hit 1415157 49.95%
crit 1354130 47.79%
OH:
miss 2473094 9.74%
dodge 571913 2.25%
glancing 6314085 24.86%
hit 4545240 17.90%
crit 11490635 45.25%
OH Flametongue:
miss 0 0.00%
hit 15061766 51.04%
crit 14446708 48.96%
OH Stormstrike:
miss 0 0.00%
dodge 60300 2.18%
hit 1387456 50.10%
crit 1321531 47.72%
Earth Shock:
miss 0 0.00%
hit 1495421 50.96%
crit 1439054 49.04%
Lava Lash:
miss 0 0.00%
dodge 102553 2.25%
hit 2277818 50.04%
crit 2171709 47.71%
Lightning Bolt:
miss 0 0.00%
hit 1749473 51.01%
crit 1680239 48.99%
Lightning Shield:
miss 0 0.00%
hit 3893048 100.00%
crit 0 0.00%
Maelstrom Weapon:
PPM 43.28
flurry uptime 85.73%
unleashed rage uptime 99.97%
elemental devastation uptime 55.32%
elemental oath uptime 0.00%
mh enchant uptime 32.90%
oh enchant uptime 0.00%
trinket1 uptime 17.70%
trinket2 uptime 17.78%
totem uptime 30.48%
set bonus uptime 0.00%
metagem uptime 0.00%
MRPS without overregen
mana regen 1.21 1.49%
mp5 35.17 43.21%
replenishment 36.10 44.35%
unrelenting storm 0.00 0.00%
judgement of wisdom 8.91 10.95%
shamanistic rage 0.00 0.00%
mana potion 0.00 0.00%
misc potion 0.00 0.00%
DPS PPM MPS
white 1589.95 33.98% 83.17
windfury 642.38 13.73% 6.32
flametongue 535.17 11.44% 49.18
stormstrike 208.40 4.45% 4.72 26.02 26.77%
lava lash 227.93 4.87% 7.59 16.71 17.19%
searing totem 327.54 7% 0.86 4.15 4.27%
earth shock 359.81 7.69% 4.89 14.89 15.32%
lightning bolt 591.21 12.64% 5.72 35.44 36.46%
lightning shield 196.39 4.2% 0.72 0.00 0.00%
DPS 4678.78
MPS 97.19
MP2min 11663.38
MRPS 81.46
Out of mana time 32.04%
elapsed simulation time: 10000.00h
elapsed real time: 19.84s
simulation speed: 1814516x
Oom for 32.04% of the fight seems a little bit high for me. I'm rarely running out of mana when raiding on bosses, even if I use magma totem. Simulation report 0% MRPS for shamanistic rage, is there a problem?
I have found anything about that in this thread and in the configuration file (except "cast_sr_only_if_mana_left"), but i'm not so good in english, particularly with all abbreviation used in the config file, did i miss something ?
Thanks for your help.
Edit : Thanks to OnosKT, problem solved. I have miss the "SR" in the Rotation Priority list.
Last edited by Itania : 02/12/09 at 3:27 PM.
Reason: Edit for problem solved :)