Well version 1.2.0 is finished, with its inner bits corresponding to what we expect the 3.3.2 changes to be.
Changes - version
1.2.0
Lots and lots. Seriously. Loads. Basically the entire guts of the spreadsheet have been rewritten, lots of new stuff added, some old stuff tweaked, etc.
New stuff- DPS and DEP calculators entirely redesigned. They now pseudo-simulate a "rotation" (more on this below).
- Chain Lightning can now be used on cooldown if desired. You can still elect not to use it during EM/Heroism. Please note the setting for EM use applies to trolls'/engineers' abilities too.
- Fire totems:
- Fire Elemental totem is now fully modelled based on data from the EnhSim project (thanks especially to Levva for this). As it gets some benefit from STR/AGI and AP, there are now stat/buff options for this. Please note that shortcomings in the model are my own fault and not EnhSim's.
- Searing and Magma totem are also fully modelled.
- "Placement time" advanced option increases the amount of time spent "casting" fire totems, e.g. if you have to run into melee range and back.
- "Time on target" can be reduced if you think your fire totem(s) will be out of range or not attacking for a portion of the fight.
- You can now select your race and profession bonuses in the buffs menu.
- Hyperspeed Accelerators and Berserking now fully modelled.
- Uptime for these and Elemental Mastery can now be toggled between "actual" and "smooth". The latter models uptime as duration/cooldown*fightlength and the former determines exactly how many seconds they would be active for if you used them on cooldown every cooldown given the fight duration.
- Limited "Cleave"-style AoE modelling
- Selecting Chain Lightning, Fire Nova, Magma Totem or Fire Elemental Totem plus more than one target will generate additional damage based on number of targets.
- The model is rudimentary at present and does not properly affect Clearcasting or spell priorities.
- Debuffs selected will be applied to all targets.
- You can now see a "snapshot" of the "rotations" the spreadsheet is using to work out your DPS. I figured this may be helpful for new players, as one of the most helpful things to me early in WotLK was going under the hood of SEIC and seeing how it constructed its "rotation".
Changed stuff- Enhanced movement modelling. More on this below, but here are the main points:
- "Movement per LvB" advanced setting works similar to the old "Rotation delay", only now the calculator can cast spells (frost shock, fire nova or both) during "movement" if allowed by the options.
- Spell damage can now be universally modified by the "Deflate spells" advanced option. You can use this to reduce the damage done by all spells of a certain type.
- Reducing Lightning spells affects both LB and CL and will also reduce the number of Lightning spells factored in to 2t10 EM cooldown calculations.
- Reducing "AoE" spells affects the primary hit of CL as well as subsequent ones. Sorry.
- Some default options have changed:
- Miss chance and partial resists - now turned ON by default. Now also apply to DEP calculations.
- "Cast delay" is now an Advanced Option. Still set to 0 by default. I hope to model latency and reaction time better in a future build.
- Trinket proc setting is now at 55 seconds instead of 60. I may do a proper uptime model for every trinket later.
- "Rotation delay" is redesigned into the new movement stuff.
- Trinket, racial, profession and potion DEPs are now on a separate tab.
- Reign of the Dead/Unliving trinkets are now included in DEP calculations, if selected.
- Haste DEP no longer has freaky dips and peaks at certain values. Instead the spreadsheet performs two separate calculations for haste DEP and selects the most reasonable one to use. This should eliminate most "haste anomalies" from DEP, though not from DPS.
Stuff that's gone which might come back later- Black Magic DEP
- Encounter statistics
- eDPS and DPCT
The encounter stats were really useful to compare against WoL reports when I was writing the first version of the spreadsheet, but now I've got other ways of verifying the formulator and the stats are a lot of work to write. They may make a reappearance later. DPCT I just forgot and can't be bothered adding right now.
Known issues (will be fixed before 3.3.2 is released)
- Thunderstorm's MP5 and -DPS are calculated but not integrated.
The new "movement" stuff
Obviously a big limitation of theorycraft is calculating the incalculable - factors which can seriously affect our DPS and spell use etc, but which vary between encounters, players, and so on. We often think "ah, but movement" whenever we TC something and have to "guesstimate" how it'll affect what we're thinking about.
I've thought long and hard, and had some detailed discussions with certain folk, about how to model movement better in formulation.
The bad news: I'm pretty sure it's impossible to fully model the effects of movement in a formulation without entirely defeating the point of formulation itself.
The good news: I've dramatically improved the abstract, formulaic methods which the spreadsheet provides to "mimic" the
effects of movement if not movement itself.
Movement per LvB: This inserts a delay in seconds after every LvB cast the calculator performs. These can be filled with shocks/Fire Novas (cooldowns and settings permitted) or with blank, no-damage GCDs. This can be used to represent very high proportions of movement which change spell use significantly.
Deflation menu: This is a bit more abstract. Basically if you think that you'll be casting, say, 30% fewer Lightning Bolts because of movement, just deflate LB by 30%. This also reduces the number of casts counted for EM's cooldown with 2t10, and it fully affects DEP, so it should really provide a good model of what happens with reduced LB usage. The same options are available for LvBs, shocks and AoE spells if you can think of any reason why you'd want to deflate their damage.
These settings are in the Advanced Options to the right of the buffs/debuffs menu. "Advanced options" aren't meant to be entirely unused, but at the same time it's important folk know what they're doing and why before they go fiddling.
New tabs
I know that one of the best things about SEIC's interface was that it was all on one tab, but I couldn't make everything fit and seem usable/friendly. I've moved the DEP displays for trinkets, potions and racials to the new
Trinkets tab (along with new DEP for professions, though those are presently based on averaged stats rather than the new berserk/hyperspeed models). In future I'd like to dramatically expand the trinket information and add some new calcs.
The new
Calculator tab has the same calculators for working out ratings etc that used to be on the Sandbox tab, as well as the Compare Things Thingy. Normalised EP is also relocated here. The haste calculator that nobody seemed to know about is also here now - it works out haste rating needed to achieve a specific haste % given different combinations of buffs.
The
Snapshot tab is just where the user can view their "rotation" as decided by the spreadsheet. The spreadsheet "simulates" a maximum of 60 casts. After the first 40 casts, if the rotation is not naturally "repeatable" (accurate formulation depends on repeatable rotations), it starts to force a repeat by adjusting some stuff to get rid of (most) DPS anomalies. This should be, in general, a lot more accurate than the old formulator which had (for example) an artificially low Flame Shock DoT uptime.
** Note that because of this, using the same stats in the new spreadsheet should return a slightly higher DPS value for most cases, but because partial resists are now turned on by default, your DPS may also be lower than before. **
New haste effects
Yes, Berserking and Hyperspeed Accelerators are fully modelled in their own little pseudo-sim with uptime models and everything.
These effects and EM also now model a complete "rotation" of
at least the effect's duration, but if possible they model more to make sure the effect on the player's subsequent spellcasting sequence is taken into consideration. This means that they should be a lot more accurate than if they just modelled a whole rotation as if the buff were present the whole time, especially in the case of EM's instant-cast spell.
Downloads
Please note these are for
patch 3.3.2 and the user guide is NOT yet updated. Hopefully this will be done to coincide with patch 3.3.2's release, at which time the changes will be finalised and the main links updated to the new version + any changes/fixes that may be necessary.
ZAP! 1.2.0
ZAP! 1.2.0 Compatibility version
I've been working on this nearly non-stop for two weeks and am just about on the verge of an existential crisis (
cognito ergo sum means "I think therefore I am a sum", right?). It's more than likely there are things I've missed or that certain combinations will produce odd results. So please do report them if you find them.
However, the whole point of an exercise like this is to determine in abstract what we want to know in concrete. The answers may not always be what we expect. This does not mean they are "wrong". Unexpected results
may or may not indicate bugs. There are a bunch of reasons why this may give different results to, say, SimulationCraft, which I will gladly talk about further if anyone does find the results to be a little different from what were anticipated.
I've tried very hard to make sure this is as accurate and powerful as possible, especially with regard to key questions of haste scaling and stuff, so bear that in mind. Thankee.