1.8.3.1 is out, marked as Beta for now. Please give it a shot and see how it goes.
Notably missing is any change to troll racials; mostly because troll racials aren't implemented at all right now. Also I have not changed the totem of electrifying winds because there are too many unknowns right now.
By the way, if someone can clear something up for me, it looks like Thunder Capacitor is designed to build up 4 charges and then discharge on the 5th spell crit. This doesn't seem to agree with the little I can find on it and The Lightning Capacitor. I'm asking because of Reign of the Unliving works the same way and I think it should discharge on the third spell crit. Of course there is a big difference between discharging on the third vs. fourth spell crit.
Dark matter will now correctly proc 612 crit rating for melee and spells, instead of 6.12% melee crit.
Specifying identical/overlapping set bonuses will no longer cause bonuses to be applied twice.
Average AP and spellpower during each ability is now tracked and displayed. For spells and special attacks the average is across the attacks that hit or crit. For white attacks (including spirit wolves' attacks) the average also includes misses, dodges and glancing blows.
Victor's Call and Talisman of Volatile Power should now be correctly implemented, similar to the Blackened Naaru Sliver.
Adding Reign of the Unliving, modeled after Thunder Capacitor. Damage done is always the average of the range, and it will deal damage on the third spell crit (subject to cooldown).
Trinkets dropped in the Trial of the Crusader now have normal and heroic versions. Use the following names for these trinkets:
-victors_call, vengeance_of_the_forsaken, 47725, 47881
-victors_call_heroic, vengeance_of_the_forsaken_heroic, 47948, 48020
-talisman_of_volatile_power, fetish_of_volatile_power, 47726, 47879
-talisman_of_volatile_power_heroic, fetish_of_volatile_power_heroic, 47946, 48018
-deaths_verdict, deaths_choice, 47115, 47303
-deaths_verdict_heroic, deaths_choice_heroic, 47131, 47464
-reign_of_the_unliving, reign_of_the_dead, 47182, 47316
-reign_of_the_unliving_heroic, reign_of_the_dead_heroic, 47188, 47477
Other items (trinkets, totems) and set bonuses added in 3.2 can now be specified by item/spell ID.
Adding searing totem and magma totem details for damage summary.
Spirit wolves now gain expertise from the shaman's hit rating; attacks will be dodged 6.5/8 times as much as they miss (0% miss = 0% dodge).
Updating config.txt to contain the supported weapon, trinket, totem and set bonus strings.
Last edited by Sylvand : 08/08/09 at 2:38 PM.
Reason: Updating for 1.8.3.1
Thanks to Cryolithic for reverse engineering the EnhSimGUI. I've committed this as an extra project into the source of EnhSim. It doesn't compile at present and needs some significant work but at least its a start. If anyone has some time to help out and is a C# developer let me know.
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.
Sylvand, can you check on how it is simulating Dark Matter.
It seems to be treating the proc as significantly less then 612 crit rating and there is something wrong with how the proc is affecting spell crit. When I run it with all the stats but the trinket slot left blank (simulating removing the proc) there is no change in Earth Shock, Flametongue, LB or Magma totem dps. There is a slight decrease in white, windfury, SS and LL dps but not enough to correlate with the average amount of melee crit that the proc should be adding.
From playing with the sim a bit more what seems to be happening is that it is only adding 6% melee crit per proc instead of adding 13.33% melee and spell crit per proc.
From playing with the sim a bit more what seems to be happening is that it is only adding 6% melee crit per proc instead of adding 13.33% melee and spell crit per proc.
Thanks, you're exactly correct. Please check out the fix in 1.8.3.1:
By the way, if someone can clear something up for me, it looks like Thunder Capacitor is designed to build up 4 charges and then discharge on the 5th spell crit. This doesn't seem to agree with the little I can find on it and The Lightning Capacitor. I'm asking because of Reign of the Unliving works the same way and I think it should discharge on the third spell crit. Of course there is a big difference between discharging on the third vs. fourth spell crit.
Thunder Capacitor has had many changes since it was added to the game.
At first it required 4 crits (build up 3 charges and release on the 4th), and only had a cooldown after the Lightning Bolt.
Great, thanks for the info. I'll assume for now that Reign works the same way. This would mean that it's modeled incorrectly in 1.8.3.1 (along with TC). Right now they will charge on any crit except for 2 seconds (2.5 seconds) after a discharge.
So for now the trinket will be overvalued, but I should be able to get a fix out by the time it's actually attainable.
What might be a better idea would be to post the current assumptions about all the new trinkets and ask people to prove or disprove them once the trinkets are attained.
I've tried to explain how they're modeled in the change notes (EnhSim - Source Code). The missing details that I still wonder about are e.g. when it says attack or spell, what is included. For example Reign currently assumes that flametongue crit will trigger a charge. So let me try to summarize these sorts of assumptions:
Victor's Call - any melee attack (MH/OH auto swing, SS, WF) will bump up the stack
Talisman of Volatile Power - any direct spell damage (shock, LB, lightning overload, CL, LvB) or a lightning shield discharge will bump up the stack
Banner of Victory - same trigger as Victor's Call
Abyssal Rune - same trigger as Talisman of Volatile Power
Death's Verdict - any melee attack (MH/OH auto swing, SS, WF) or direct spell damage (shock, LB, lightning overload, CL, LvB) can trigger the proc
Comet's Trail - same trigger as Victor's Call
Reign of the Unliving - any spell crit (shock, LB, lightning overload, CL, LvB) or FT crit can add a charge
Totem of Electrifying Wind - any LB cast (miss, hit, crit) can trigger the proc
Totem of Quaking Earth - any LL cast (miss, dodge, hit, crit) can trigger the proc
are there any addons which can export my character into a config file for enhsim?
Given your character name and realm, Rawr can conveinently retrieve your character from armory, at which point you can export to EnhSimGui, which can save/etc to persist your settings. Note that you will have to specify which buffs you want to include.
The set bonuses for T9 will be an important factor in determining when to drop 4pc T8.... Arguably the 2pc T9 is rather weak, thought at least it plays well with 2pc T8...
It's obviously not a huge priority right now as it'll be a few weeks before anyone will even have 2pc T9, but wasn't sure if the shaman community had sufficient data from the PTR on the mechanics to begin modeling it now in advance for better planning on which pieces to pick up down the road.
Also, I'm not the best one at reading these tables. Does the "difference" category still mean that AP would be better than Haste? (On this note is there an FAQ for reading these tables? I was unable to find one)
I believe the value in the difference column is the difference in dps when you add the specified EP-value for that line's stat. So for AP the standard-EP-value is 200, with a dps-increase of 131.64 this leads to a dps increase of 133.64 / 200 = 0.6682 per point AP. Since your dps-increase for haste is at about 2, i would say that 1 haste-rating is worth more than 1 AP.
While I didn't derive this in any mathematical way, I just value haste at hit*1.1, as they both have a similar effect on DPS by increasing MW procs, LS procs, and FT damage. Haste having the additional effect of reducing the GCD on LB and ES, thus the amplification. Of course, 1.1 isn't a constant (and like I already stated, I didn't use any maths to create such a number) as haste value rises compared to hit as you reach the DW hit cap and the diminishing returns on hit begin to become apparent.
Also, I'm not the best one at reading these tables. Does the "difference" category still mean that AP would be better than Haste? (On this note is there an FAQ for reading these tables? I was unable to find one)
I don't kow if my english is good enough to explain it.
Total DPS
Baseline: DPS with current stats
Haste for example: DPS with the amount haste from your EP range added.
Difference
The Difference between basline total DPS and haste total DPS.
DPS p.p. (per point)
DPS p.p. := difference / EP range (rounded values!)
Haste: 2 = 59.87 / 30 (You didn't post your EP ranges. But it should be round about 30 for haste)
EP
We choose AP for comparison.
EP := haste DPS p.p. / ap DPS p.p.
3.03 = 2 / 0.66
Edit: With the EP value you can compare your stats. Total DPS and difference tells you nothing, just because the sim adds a different amount of each stat for simming these values.
Also, has anyone noticed a drop in dps this patch? With the change to troll berserking, and the change to spirit wolves, it seems like I would have gone up. Perhaps I have been getting some bad RNG, but unfortunately I lost all of my pre-3.2 sim results.
Thoughts/Comments?
Also, I'm not the best one at reading these tables. Does the "difference" category still mean that AP would be better than Haste? (On this note is there an FAQ for reading these tables? I was unable to find one)
It would help if you posted the config file as well. Right now I am getting EP of 1.67 for haste rating. Note that my dps is simming higher than yours and but oddly the breakdown is not proportional, so you may have something weird with your rotation/etc. I would recommend that you check out the BiS thread and see how the rotation there compares to what you're using.
Ok, I was using the EnhSimGUI and I had never used it before, so I went and redid everything manually through the config to show my actual unbuffed stats. As you can see, my DPS went up by about 450, but haste is still up at 2.95. Hopefully with the config, the sim results, and the EP calc you guys may be able to wonder why Haste is this much better than AP as far as EP values go.
################# //comment marks are # and //
##ENHSIM CONFIG## //if you write comments on the same line with config line
################# //leave at least one space between the comment and value
//IMPORTANT: Be careful when inputting your stats. Read is the value rating or percent etc. Read the comments.
//You always input what you see on your character sheet/paper doll.
simulation_time 5000 //in hours, you can also input decimals ex. 0.05
simulation_time_combatlog 300 //in minutes
combat_length 10 //in minutes
report_count 80 //how many times the progress is reported during the simulation
threads 2 //number of threads to use, combatlogging always uses 1 thread
min_lag 80 //in milliseconds, lag means ping + player reaction time
max_lag 120 //1000 ms = 1s
simulate_mana 1 //{ 0 | 1 } if disabled, increases speed, but doesn't take mana limitations into account
########### //To understand the EP ranges you have to understand how EP values are calculated.
#EP RANGES# //For example, to calculate EP value of crit rating, first I simulate the normal "baseline" dps.
########### //Then I simulate dps with increased crit rating. I take the dps difference and divide it by the
//increased crit rating to get dps/crit rating value. EP range means how much crit rating did I increase.
//Watch the expertise and hit caps. For example if expertise goes over the cap resulting from too high EP
//range, the EP value will go lower than it should be. On the other hand, if you give too low EP ranges,
//you won't get accurate results. Best scenario is low EP ranges and high simulation time.
//If hit/spellhit or expertise is already over the cap, test will be skipped. Although you can
//give negative ep range to see how much EP is hit/expertise worth to have. To skip a test, use 0 as range.
//Which stat is used as baseline stat, meaning it gets EP value of 1. This is important when calculating EP values.
ep_precision 2 //how many digits there are in ep value?
ep_base_stat ap //{ ap | sp }
ep_ap 200
ep_crit_rating 30
ep_hit_rating 30
ep_expertise 4 //not rating
ep_haste_rating 30
ep_armor_penetration_rating 30
ep_spellpower 150
ep_dps 7.5
ep_mana 250
ep_spirit 150
ep_mp5 20
###################
#ROTATION AND MISC#
###################
mh_auto_attack 1 //{ 0 | 1 }
oh_auto_attack 1 //{ 0 | 1 }
wait_ss_with_wf_cd 0.00 //max seconds to wait to SS, if wf cd is still up
cast_ll_only_if_wf_on_cd 0 //{ 0 | 1 } this is noted only if you have dual wf
bloodlust_casters 1 //{ 0 | 1 }
sync_bloodlust_with_trinkets 1 //{ 0 | 1 }
cast_lvb_only_if_ed_left 15.0 //cast LvB only if ED duration x or less seconds left
cast_lvb_only_if_fsdots_left 4 //maximum Flame Shock dot ticks left to cast LvB
cast_lvb_only_if_fs_active 1 //{ 0 | 1 }
cast_fs_only_if_dots_left 0 //maximum Flame Shock dot ticks left to cast Flame Shock
cast_ls_only_if_charges_left 0 //maximum Lightning Shield charges left to cast LS
cast_sr_only_if_mana_left 700 //maximum mana left to cast SR
use_mana_potion_if_mana_left 3000 //maximum mana left to use mana potion
//set the rotation priority
//SW = spirit wolves
//SS = stormstrike
//FS = flame shock
//ES = earth shock
//ES_SS = earth shock only if there are stormstrike charges
//Frost = frost shock
//MW5_LB = maelstrom weapon cast lightning bolt, min 5 charges
//MW3_CL = maelstrom weapon cast chain lightning, min 3 charges
//generic form: MWx_YY, x is 1-5 and YY is either LB or CL
//LS = lightning shield
//LL = lava lash
//LB = lightning bolt
//CL = chain lighting
//LVB = lava burst
//ST = searing totem
//MT = magma totem
//SR = shamanistic rage
rotation_priority_count 9
rotation_priority1 SW
rotation_priority2 SR
rotation_priority3 MW5_LB
rotation_priority4 ES_SS
rotation_priority5 SS
rotation_priority6 ES
rotation_priority7 LL
rotation_priority8 MT
rotation_priority9 LS
rotation_priority10 MW4_LB
##########
#BOSS#####
##########
miss 8.00 //%
dodge 6.50 //%
glancing 24.00 //%
armor 10645
spell_miss 17.00 //%
nature_resistance 0 //effective resistances
fire_resistance 0
frost_resistance 0
arcane_resistance 0
shadow_resistance 0
######### //default value after the buff in comment
#BUFFS### //put to 0 if you dont use that buff
#########
armor_debuff_major 20/20.0 //acid spit, expose armor, sunder armor
armor_debuff_minor 5.0/5.0 //faerie fire, sting, curse of recklessness
physical_vulnerability_debuff 4.0/4.0 //%, bloody frenzy, savage combat
melee_haste_buff 20.0/20.0 //%, improved icy talons, windfury totem
melee_crit_chance_buff 5.0/5.0 //%, leader of the pack, rampage
attack_power_buff_flat 688/688 //battle shout, blessing of might
attack_power_buff_multiplier 0.0/99.7 //BUFF UPTIME %, DISABLES UR, abominations might, trueshot aura, (unleashed rage)
spell_haste_buff 5.0/5.0 //%, wrath of air totem
spell_crit_chance_buff 5.0/5.0 //%, moonkin aura, elemental oath
spell_crit_chance_debuff 5.0/5.0 //%, improved scorch, winter's chill, imp.shadow bolt
spell_damage_debuff 13.0/13.0 //%, ebon plaugebearer, earth and moon, curse of the elements
spellpower_buff 280/280 //flametongue totem, totem of wrath
spell_hit_chance_debuff 3.0/3.0 //%, improved faerie fire, misery
haste_buff 3.0/3.0 //%, improved moonkin aura, swift retribution
percentage_damage_increase 3.0/3.0 //%, ferocious inspiration, sanctified retribution
crit_chance_debuff 3.0/3.0 //%, heart of the crusader, totem of wrath, master poisoner
stat_multiplier 10.0/10.0 //%, blessing of kings
stat_add_buff 52/52 //mark of the wild
agi_and_strength_buff 178/178 //strength of earth, horn of winter
intellect_buff 60/60 //arcane intellect, fel intelligence
replenishment 1 //{ 0 | 1 }
water_shield 0 //{ 0 | 1 }
mana_spring_totem 1 //{ 0 | 1 }
blessing_of_wisdom 0 //{ 0 | 1 }
judgement_of_wisdom 1 //{ 0 | 1 }
#############
#CONSUMABLES#
#############//remember that you can use guardian elixir only if you use elixir in the flask_elixir slot
flask_elixir flask_of_endless_rage
//{ flask_of_relentless_assault | elixir_of_major_agility | fel_strength_elixir |
// elixir_of_major_strength | elixir_of_demonslaying | elixir_of_the_mongoose |
// elixir_of_mastery | gurus_elixir | elixir_of_mighty_agility | elixir_of_mighty_strength |
// elixir_of_expertise | flask_of_endless_rage | - }
guardian_elixir -
//{ elixir_of_draenic_wisdom | elixir_of_mighty_thoughts | - }
potion haste_potion
//{ haste_potion | insane_strength_potion | heroic_potion | super_mana_potion |
// runic_mana_potion | - }
food fish_feast
//{ roasted_clefthoof | spice_hot_talbuk | ravager_dog | warp_burger | skullfish_soup |
// rhinolicious_wyrmsteak | fish_feast | - }
###############################################################################
### Everything in the section below can be replaced by information obtained ###
### from your paper doll stats or exported by the ShockAndAwe addon ###
###############################################################################
##########
#SHAMAN###
##########
race troll //{ orc | tauren | troll | draenei }
mh_speed 2.6
oh_speed 2.6
mh_dps 178.8
oh_dps 178.8
mh_crit 30.62 //%
oh_crit 30.62
mh_hit 12.75 //%, you give hit which shows on your character sheet
oh_hit 12.75
mh_expertise_rating 142 //notice that these are given as rating
oh_expertise_rating 142
ap 3938 //when changing this, remember to change the spellpower also(if have mental quickness talent)
melee_haste 24.62 //%
armor_penetration 7.71 //%
str 131
agi 873
int 535
spi 154
spellpower 1181 //you give the spellpower which shows on your character sheet
spell_crit 22.63 //%
spell_hit 15.93 //%, you give spell hit which shows on your character sheet
spell_haste 18.94 //%
max_mana 12141
mp5 0 //in combat
mh_imbue windfury
oh_imbue flametongue
//{ windfury | flametongue | flametongue_9 | frostbrand | - }
mh_enchant berserking
oh_enchant berserking
//{ mongoose | executioner | crusader | deathfrost | berserking | - }
mh_weapon axe
oh_weapon axe
//{ axe | fist | - } used currently only for orc's racial bonus
//in the future, this might also be used for items similiar to Dragonstrike
trinket1 pyrite_infuser
trinket2 mirror_of_truth
//{ dragonspine_trophy | ashtongue_talisman |
// madness_of_the_betrayer | hourglass_of_the_unraveller |
// tsunami_talisman | shard_of_contempt |
// berserkers_call | bloodlust_brooch |
// abacus_of_violent_odds | badge_of_tenacity |
// shadowsong_panther | blackened_naaru_sliver |
// darkmoon_card_crusade | fury_of_the_five_flights |
// grim_toll | loathebs_shadow | mirror_of_truth |
// the_skull_of_guldan | meteorite_whetstone | embrace_of_the_spider |
// dying curse | illustration_of_the_dragon_soul |
// sundial_of_the_exiled | forge_ember | incisor_fragment |
// mark_of_the_war_prisoner | sphere_of_red_dragons_blood |
// tome_of_arcane_phenomena | mark_of_norgannon | fezziks_pocketwatch |
// thorny_rose_brooch | rune_of_finite_variation | bandits_insignia |
// darkmoon_card_greatness | pendulum_of_telluric_currents |
// vestige_of_haldor | twilight_serpent | thunder_capacitor |
// tears_of_bitter_anguish | pyrite_infuser | wrathstone |
// elemental_focus_stone | dark_matter | blood_of_the_old_god |
// mjolnir_runestone | victors_call | vengeance_of_the_forsaken |
// victors_call_heroic | vengeance_of_the_forsaken_heroic |
// talisman_of_volatile_power | fetish_of_volatile_power |
// talisman_of_volatile_power_heroic | fetish_of_volatile_power_heroic |
// banner_of_victory | abyssal_rune | deaths_verdict |
// deaths_choice | deaths_verdict_heroic | deaths_choice_heroic |
// comets_trail | reign_of_the_unliving | reign_of_the_dead |
// reign_of_the_unliving_heroic | reign_of_the_dead_heroic | - }
totem deadly_gladiators_totem_of_indomitability
//{ stonebreakers_totem | totem_of_the_astral_winds | totem_of_splintering |
// totem_of_ancestral_guidance | totem_of_the_void | skycall_totem |
// totem_of_hex | totem_of_dueling | totem_of_the_elemental_plane |
// deadly_gladiators_totem_of_indomitability | hateful_gladiators_totem_of_indomitability |
// savage_gladiators_totem_of_indomitability | deadly_gladiators_totem_of_survival |
// hateful_gladiators_totem_of_survival | savage_gladiators_totem_of_survival |
// totem_of_the_dancing_flame | furious_gladiators_totem_of_indomitability |
// relentless_gladiators_totem_of_indomitability | furious_gladiators_totem_of_survival |
// relentless_gladiators_totem_of_survival | totem_of_electrifying_wind |
// totem_of_quaking_earth | - }
set_bonus1 worldbreaker_battlegear_4
set_bonus2 -
set_bonus3 -
//higher set bonuses include lower ones eg. naxx_melee_4 includes naxx_melee_2
//{ cyclone_harness | cataclysm_harness | desolation_battlegear |
// skyshatter_harness_2 | skyshatter_harness_4 | skyshatter_regalia_2 |
// skyshatter_regalia_4 | naxx_melee_2 | naxx_melee_4 | gladiators_earthshaker |
// naxx_nuker_2 | naxx_nuker_4 | worldbreaker_battlegear_2 | worldbreaker_battlegear_4 |
// t9_battlegear_2 | t9_battlegear_4 | t9_regalia_2 | t9_regalia_4 | - }
metagem chaotic_skyflare_diamond
//{ relentless_earthstorm_diamond | thundering_skyfire_diamond |
// chaotic_skyfire_diamond | chaotic_skyflare_diamond |
// ember_skyflare_diamond | relentless_earthsiege_diamond | - }
gloves_enchant -
//{ hyperspeed_accelerators | hand_mounted_pyro_rocket }
cloak_enchant -
//{ lightweave_embroidery | swordguard_embroidery }
//you can't use same type of glyph in multiple slots
glyph_major1 stormstrike
glyph_major2 feral_spirit
glyph_major3 windfury_weapon
//{ lightning_shield | flametongue_weapon | lightning_bolt |
// windfury_weapon | stormstrike | earth_shock | lava | lava_lash |
// water_mastery | feral_spirit | - }
glyph_minor1 -
glyph_minor2 -
glyph_minor3 -
#########
#TALENTS#
#########
ancestral_knowledge 2/5 //ENHANCEMENT
improved_shields 3/3
mental_dexterity 3/3
shamanistic_focus 1/1
flurry 5/5
elemental_weapons 3/3
unleashed_rage 3/3
weapon_mastery 3/3
dual_wield_specialization 3/3
mental_quickness 3/3
improved_stormstrike 2/2
static_shock 3/3
maelstrom_weapon 5/5
convection 0/5 //ELEMENTAL
concussion 5/5
call_of_flame 3/3
elemental_devastation 3/3
reverberation 0/5
elemental_focus 0/1
elemental_fury 5/5
call_of_thunder 0/1
unrelenting_storm 0/3
elemental_precision 0/3
lightning_mastery 0/5
elemental_oath 0/2
lightning_overload 0/5
lava_flows 0/3
storm_earth_and_fire 0/3
shamanism 0/5
EnhSim version 1.8.3.1
................................................................................
MH:
miss 1112712 8.25%
dodge 0 0.00%
glancing 3236749 24.01%
hit 3107380 23.05%
crit 6026750 44.70%
average ap 7118.73
clip 0 0.00%
MH Windfury:
procs/hits 14.86%
procs/swings 13.79%
miss 0 0.00%
dodge 0 0.00%
hit 2231765 52.32%
crit 2033691 47.68%
average ap 7118.87
MH Storsmtrike:
miss 0 0.00%
dodge 0 0.00%
hit 1035907 52.34%
crit 943455 47.66%
average ap 7096.29
OH:
miss 1111824 8.25%
dodge 0 0.00%
glancing 3235457 24.00%
hit 3107860 23.05%
crit 6028450 44.71%
average ap 7155.96
clip 0 0.00%
OH Flametongue:
miss 0 0.00%
hit 10582907 63.30%
crit 6135450 36.70%
average sp 2740.24
OH Stormstrike:
miss 0 0.00%
dodge 0 0.00%
hit 1035567 52.32%
crit 943795 47.68%
average ap 7143.94
Earth Shock:
miss 0 0.00%
hit 1628897 63.30%
crit 944360 36.70%
average sp 2740.25
Lava Lash:
miss 0 0.00%
dodge 0 0.00%
hit 1236702 52.24%
crit 1130526 47.76%
average ap 7025.75
Lightning Bolt:
miss 0 0.00%
hit 2029328 63.29%
crit 1177257 36.71%
average sp 2746.83
Lightning Shield:
miss 0 0.00%
hit 2328758 100.00%
crit 0 0.00%
average sp 2749.39
Spirit Wolves:
miss 0 0.00%
dodge 0 0.00%
glancing 2147706 23.99%
hit 5775396 64.52%
crit 1028356 11.49%
average ap 7142.14
Magma Totem:
miss 0 0.00%
hit 4845190 63.33%
crit 2806082 36.67%
average sp 2741.85
Maelstrom Weapon:
PPM 61.25
flurry uptime 93.43%
unleashed rage uptime 99.99%
elemental devastation uptime 75.67%
elemental oath uptime 0.00%
mh enchant uptime 42.38%
oh enchant uptime 37.81%
trinket1 uptime 18.04%
trinket2 uptime 18.03%
totem uptime 78.91%
set bonus uptime 0.00%
metagem uptime 0.00%
gloves enchant uptime 0.00%
cloak enchant uptime 0.00%
MRPS without overregen
mana regen 0.00 0.00%
mp5 18.09 7.88%
replenishment 36.92 16.09%
unrelenting storm 0.00 0.00%
judgement of wisdom 9.74 4.25%
shamanistic rage 68.28 29.75%
mana potion 0.00 0.00%
misc 0.00 0.00%
stormstrike 96.46 42.03%
DPS PPM MPS
white 2095.25 30.48% 89.89
windfury 796.54 11.59% 7.11
flametongue 568.21 8.27% 55.73
stormstrike 396.86 5.77% 6.60 36.35 14.93%
lava lash 350.44 5.1% 7.89 21.74 8.93%
magma totem 499.37 7.26% 2.60 48.36 19.86%
earth shock 587.17 8.54% 8.58 55.43 22.76%
lightning bolt 1033.19 15.03% 10.69 78.31 32.16%
lightning shield 239.11 3.48% 0.86 0.00 0.00%
spirit wolves 307.50 4.47% 0.40 3.31 1.36%
DPS 6873.65
MPS 243.50
MP2min 29220.04
MRPS 234.14
Out of mana time 0.22%
elapsed simulation time: 5000.00h
elapsed real time: 35.36s
simulation speed: 509064x
EnhSim version 1.8.3.1
Spell hit + EP range goes past cap by 3.07364% (80.6277 hit rating).
Expertise is past cap, EP expertise test will be skipped.
Calculating EP values...
Calculation 1/14: Baseline DPS calculated.
Calculation 2/14: Attack power calculated.
Calculation 3/14: Crit(physical) calculated.
Calculation 4/14: Crit(spell) calculated.
Calculation 5/14: Hit calculated.
Calculation 6/14: Expertise skipped.
Calculation 7/14: Haste calculated.
Calculation 8/14: Armor Penetration calculated.
Calculation 9/14: Spellpower calculated.
Calculation 10/14: Mh Dps calculated.
Calculation 11/14: Oh Dps calculated.
Calculation 12/14: Mana calculated.
Calculation 13/14: Spirit calculated.
Calculation 14/14: Mp5 calculated.
EP value DPS total DPS difference
baseline 6874.72
ap 1.00 0.64 7002.44 127.72
crit rating 1.84 1.17 6909.97 35.25
hit rating 1.60 1.02 6905.28 30.56
expertise rating 0.00 0.00 0.00 -6874.72
haste rating 2.95 1.88 6931.24 56.53
armor penetration rating 1.39 0.89 6901.38 26.66
spellpower 1.01 0.64 6971.04 96.32
mh dps 5.28 3.37 6900.03 25.31
oh dps 2.59 1.66 6887.14 12.42
strength 1.10
agility 1.75
intelligence 1.31
spirit -0.02 -0.01 6872.60 -2.12
mana -0.00 -0.00 6874.03 -0.69
mp5 -0.02 -0.01 6874.43 -0.29
Could not open enhsim_ep_exports.txt
elapsed simulation time: 65000.00h
elapsed real time: 468.31s
simulation speed: 499666x
Sylvand, as far as my rotation goes, I chose not to go with the one from the BiS discussion, as I do not have the discipline to weave in 3 stack CL or something like that. I chose to go with something that was more realistic to my actual rotation. Also, I put less emphasis on the rotation as well because in anything with more than 1 mob, CL or Magma totem obviously increases exponentially.
Edit: I got my GSD about 45 seconds ago right after I finished posting these charts, so I will have to redo all of these with updated gear and let you guys know.
I'm no sim expert but the melee haste on your config looks way too high. Looking at your armory it shows 16.61 melee haste and you have 24.62 typed in. Same issue with your spell haste. Also you probably want to change haste potion to a potion of speed.
edit: I see you are in some PVP gear, maybe your haste actually is that high. And with me adjusting your haste values to your pvp armory character sheet still shows haste valued ~3.
Well getting haste that high is entirely possible. At one point I was trying to match my ingame haste to my theoretical haste values in the sim for testing purposes, since what I found is, as long as I was at 30% melee crit before raid buffs, and 23% spell crit before raid buffs, and spell hit capped, then once my unbuffed haste was @ 20%, any haste after that seemed to have a 2.5-3.2 value. I gave up this pursuit however when I noticed how much haste was dropped from T8 to T9 and with the assumption the other gear did the same in the tier.
I would still like to test this ingame though, to see if its not just the sim being nuts with EP value. It was funny, 15-18% haste was @ 2.1 value, 18-19.5% was @ 1.7, and 20.5%+ was the absurd numbers I posted. All numbers being what was required prior to raid buffs, and then being simmed with raid buffs checked.
Wow, I ran the sims again, and while sitting at 653 haste (25.89%) the EP for haste went down to 1.7. I am so confused. I know haste fluctuates, but I had no idea it would be that much.
Ugh, I was really wanting to find a way that haste was better than AP by using the sim, but I've hit a brick wall.
To generally give folks an update, I have a couple investigates for which I'm trying to find time (after work, raiding, running daily heroics and running glyphs). I know I also need to add the badge trinket(s).
However the most interesting thing I will try to investigate is the possibility of delaying LBs to maximize Energized uptime. I'll probably try to implement something like "don't cast LB if there are X seconds left on the ICD" or "MW4_LB if the ICD is over". I was trying this yesterday but it was Freya night so I don't think it will reflect anything near the potential benefit.