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Old 02/01/09, 3:15 PM   #1351
Shabadu
Essence
 
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Orc Shaman
 
Mal'Ganis
Originally Posted by Protico View Post
*Drop the MH/OH distinctions for hit/crit/expertise, as far as I can tell these are legacy stats and are no longer applicable.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.

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Old 02/01/09, 3:38 PM   #1352
Nevets_69
Piston Honda
 
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Orc Shaman
 
<TG>
Arthas
Originally Posted by Protico View Post
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*Drop the MH/OH distinctions for hit/crit/expertise, as far as I can tell these are legacy stats and are no longer applicable.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.

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Old 02/01/09, 3:46 PM   #1353
Rouncer
Deeper Shade of Blue
 
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Orc Shaman
 
Mal'Ganis
Originally Posted by Shabadu View Post
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.

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Old 02/01/09, 4:37 PM   #1354
Malan
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Malan
Tauren Shaman
 
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e:fb

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Old 02/01/09, 7:09 PM   #1355
Protico
Von Kaiser
 
Draenei Shaman
 
Burning Legion
Originally Posted by Nevets_69 View Post
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.

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Old 02/01/09, 8:44 PM   #1356
Rouncer
Deeper Shade of Blue
 
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Orc Shaman
 
Mal'Ganis
Originally Posted by Protico View Post
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.

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Old 02/02/09, 3:21 AM   #1357
Blazeflack
Von Kaiser
 
Human Priest
 
Darksorrow (EU)
Expertise cap & negative EP value

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.

Last edited by Blazeflack : 02/02/09 at 3:32 AM.

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Old 02/02/09, 5:00 PM   #1358
Bellante
Von Kaiser
 
Tauren Shaman
 
Mazrigos (EU)
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.

Last edited by Bellante : 02/03/09 at 10:19 AM.

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Old 02/02/09, 5:09 PM   #1359
Rouncer
Deeper Shade of Blue
 
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Orc Shaman
 
Mal'Ganis
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.

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Old 02/03/09, 2:05 PM   #1360
Chrizz
Glass Joe
 
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Troll Shaman
 
Skullcrusher
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.

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Old 02/03/09, 3:02 PM   #1361
Rouncer
Deeper Shade of Blue
 
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Orc Shaman
 
Mal'Ganis
Originally Posted by Chrizz View Post
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.

Last edited by Rouncer : 02/03/09 at 3:35 PM.

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Old 02/03/09, 3:28 PM   #1362
AlexS
Glass Joe
 
Tauren Shaman
 
Azgalor
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?

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Old 02/03/09, 4:55 PM   #1363
Malan
Mike Tyson
 
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Malan
Tauren Shaman
 
No WoW Account
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.

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Old 02/03/09, 6:01 PM   #1364
AlexS
Glass Joe
 
Tauren Shaman
 
Azgalor
If I try to download the most recent .rar, I get
!   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

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Old 02/03/09, 6:30 PM   #1365
Malan
Mike Tyson
 
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Malan
Tauren Shaman
 
No WoW Account
You're doing something wrong with the download or the unpack then.

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