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11/30/09, 2:17 PM
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#1
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Deeper Shade of Blue
Rouncer
Orc Shaman
No WoW Account
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EnhSim updated thread
Going to continue this thread for Cataclysm updates and to garner help with testing on the Beta and PTRs. Please see the second post to see what Ziff would like tested and if that seems out of date then please check the last page of the thread.
What is EnhSim and what can it do for you?
EnhSim is a World of Warcraft utility for simulating shaman combat. EnhSim tries to accurately replicate combat and it's mechanics inside WoW to generate useful data to enhance your playing. In damage dealing role, this means maximizing your DPS. EnhSim helps you to:
- Find the best rotation for max DPS.
- Optimize your talents.
- Choose the best equipment, enchants, consumables etc. available.
- Calculate your personal EP values.
Information for using EnhSim can be found at About EnhSim
The latest version can always be found at EnhSim
Current Release Notes
2.0.2 ALPHA
This alpha adds in the changes for Cataclysm up to beta build 12942. This initial alpha does not include the GUI, just the command line version.
To use this alpha, you must have the Microsoft Visual C 2010 Redistributable Package installed. This can be downloaded from Download details: Microsoft Visual C++ 2010 Redistributable Package (x86)
Added Fire Nova to UW Flametongue
Added LL_SFx to the rotation to allow you to hold Lava Lash until x stacks of Searing Flames
Switched the Glyph of Stormstrike to a crit bonus buff
2.0.1 ALPHA
This alpha adds in the changes for Cataclysm up to beta build 12942. This initial alpha does not include the GUI, just the command line version.
To use this alpha, you must have the Microsoft Visual C 2010 Redistributable Package installed. This can be downloaded from Download details: Microsoft Visual C++ 2010 Redistributable Package (x86)
Chain Lightning now has a 3 sec cooldown, down from 6 sec.
Stormstrike now increases your chance to critical strike the enemy with Lightning Bolt, Chain Lightning, Lightning Shield and Earth Shock spells by 25% for 15 sec instead of increasing nature damage by 20% on the target.
Windfury Weapon - Unleash Weapon now lasts 6 swings or until 12 sec, instead of a flat 12 sec.
Maelstrom Weapon no longer affects Lava Burst.
Lighning Shield can now crit
2.0.0 ALPHA
This alpha adds in the changes for Cataclysm up to beta build 12857. This initial alpha does not include the GUI, just the command line version.
Added level85.h with approximations of 85 combat ratings, spell base damage, and coefficients for known spells. Fire Elemental, Earth Elemental, and Feral Spirits were not updated.
Changed mana regen to a flat 1171 mp5, as in combat regen is not affected by int or spirit anymore for non-healers.
Added in Mastery rating
Changed how Primary Talents are described in the config file to reduce the chance of conflicts
Changed how spell damage multipliers are applied to be more dynamic in preparation of having dynamic mastery buffs
Added Unleashed Elements into the standard rotation, as UE
Updated all buff and debuffs and all enhance relevant talents except the Unleashed Elements aspect of Elemental Weapons.
Show output for Searing Flames and Improved Lava Lash, including uptimes and damage.
Updated the config file to match with above changes.
Added in the Unleashed Weapon effects for Windfury and Flametongue.
Added initial version of Unleashed Elements.
Updated to Boost 1.44.0
Also fixed a problem with the flurry haste effect not getting cleared if it was active at the end of a combat run
Removed the "Cast LvB only if FS dots left" option for Work Item # 7089
EnhSim 1.9.8.10
Release Notes
Added in the Charred Twilight Scale trinkets
Added in Maelstrom Weapon for Lava Burst to allow some Cataclysm testing
Fixed how the Glyph of Flame Shock was being applied
Fixed Lava Burst to use Maelstrom Weapon stacks when calculating its cast time
Fixed Lava Burst to actually consume Maelstrom Weapon stacks when the cast completes
Project Coordinators
Levva
Rouncer
joenievelt
Project Developers
Alandovos
Arbreng
Cryolithic
Eralun
Mcdrewski
tortugapir8
Ziff
Extenze
This project is a continuation of the excellent work already done by Tukez and the original EnhSim project at EnhSim.
Last edited by Rouncer : 09/12/10 at 11:19 AM.
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11/30/09, 2:18 PM
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#2
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Deeper Shade of Blue
Rouncer
Orc Shaman
No WoW Account
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Check list of Outstanding Issues

Originally Posted by ziff
Now that it looks like most of the Cata mechanics are in the sim, I'd like to get out a beta in the next couple days. The only outstanding work items are updating the UI for the new talents/buffs, and updating the spell damages so they are reasonable for level 85. So I'd like to make sure we get some of the base spell damages at level 85 in there. Especially since most of the damage numbers are based off of at best level 83.
Got most of the numbers, just need to get Feral Spirits and the guardians. Known values in blue.
Lighning Bolt Base 770, Coeff 0.71398
Chain Lightning Base 1092, Coeff 0.57101
Lava Burst Base 1440, Coeff 0.57095
Flame Shock Direct Damage Base 531, Coeff 0.21407
Flame Shock Dot Base 859, Coeff 0.60024
Earth Shock Base 931, Coeff 0.38599
Frost Shock Base 872, Coeff 0.38604
Searing Totem Base 95, Coeff 0.16696
Magma Totem Base 268, Coeff 0.06712
Lightning Shield Base 391, Coeff 0.26720
Fire Nova Base 686, Coeff 0.14292
Fire Elemental - Fire Blast
Fire Elemental - Fire Nova
Fire Elemental - Fire Shield
Fire Elemental - Melee
Earth Elemental
Feral Spirits
Windfury 1395 extra AP
Flametongue @ 2.6 speed Base 119, Coeff 0.10005
Elemental Weapon Flametongue Base 1117, Coeff 0.42902
Frostbrand Base 612, Coeff 0.10004
Elemental Weapon Frostbrand Base 872, Coeff 0.38602
Base Mana 23430
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Last edited by Rouncer : 09/12/10 at 11:23 AM.
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11/30/09, 5:00 PM
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#3
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Von Kaiser
Night Elf Druid
The Venture Co
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In the newest version of EnhSim Beta (1.9.1.2) I am now getting best results dropping MT down again in priority and setting it to refresh at 1 tick. I am also getting more benefit with 2 points in reverb and no points in improved stormstrike, with only 1 in improved fire nova if you have 4 pc t9. Thought I would share my config and results (my current gear).
config:

### Saved by v1.9.1.2 of EnhSimGUI
config_version 1.9.1.2
simulation_time 5000
simulation_time_combatlog 30
combat_length 7.00
report_count 80
threads 1
combat_length_rng_factor 0.35
min_lag 200
max_lag 250
simulate_mana 1
cast_sr_on_cooldown 0
ep_precision 2
ep_base_stat ap
ep_ap 200
ep_crit_rating 30
ep_hit_rating 30
ep_expertise 4
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
mh_auto_attack 1
oh_auto_attack 1
wait_ss_with_wf_cd 0.00
cast_ll_only_if_wf_on_cd 0
bloodlust_casters 1
sync_bloodlust_with_trinkets 1
cast_lvb_only_if_ed_left 15.0
cast_lvb_only_if_fsdots_left 4
cast_lvb_only_if_fs_active 1
cast_fs_only_if_dots_left 0
cast_ls_only_if_charges_left 3
cast_magma_only_if_ticks_left 1
cast_sr_only_if_mana_left 15000
use_mana_potion_if_mana_left 0
rotation_priority_count 13
rotation_priority1 SW
rotation_priority2 FS
rotation_priority3 MW5_LB
rotation_priority4 ES_SS
rotation_priority5 SS
rotation_priority6 ES
rotation_priority7 MT
rotation_priority8 LL
rotation_priority9 LS
rotation_priority10 FN
rotation_priority11 SR
rotation_priority12 MW3_LB
rotation_priority13 MW4_LB
miss 8.0
dodge 6.5
glancing 24.0
armor 10643
spell_miss 17.0
nature_resistance 0
fire_resistance 0
frost_resistance 0
arcane_resistance 0
shadow_resistance 0
additional_targets 0
additional_target_percent 50.0
armor_debuff_major 20.0/20.0
armor_debuff_minor 5.0/5.0
physical_vulnerability_debuff 4.0/4.0
melee_haste_buff 20.0/20.0
melee_crit_chance_buff 5.0/5.0
attack_power_buff_flat 687/687
attack_power_buff_multiplier 99.7/99.7
spell_haste_buff 5.0/5.0
spell_crit_chance_buff 5.0/5.0
spell_crit_chance_debuff 5.0/5.0
spell_damage_debuff 13.0/13.0
spellpower_buff 280/280
spell_hit_chance_debuff 3.0/3.0
haste_buff 3.0/3.0
percentage_damage_increase 3.0/3.0
crit_chance_debuff 3.0/3.0
stat_multiplier 10.0/10.0
stat_add_buff 51/51
agi_and_strength_buff 178/178
intellect_buff 60/60
replenishment 1
water_shield 0
mana_spring_totem 0
blessing_of_wisdom 1
judgement_of_wisdom 1
mixology 0
flask_elixir flask_of_endless_rage
guardian_elixir -
potion potion_of_speed
food fish_feast
###############################################################################
### Everything in the section below can be replaced by information obtained ###
### from your paper doll stats or exported by the ShockAndAwe addon ###
###############################################################################
race draenei
mh_speed 2.6
oh_speed 2.6
mh_dps 196.5
oh_dps 196.5
mh_crit 38.31
oh_crit 38.31
mh_hit 12.84
oh_hit 12.84
mh_expertise_rating 139
oh_expertise_rating 139
ap 5037
melee_haste 15.30
armor_penetration 12.79
str 147
agi 1187
int 683
spi 172
spellpower 1511
spell_crit 27.70
spell_hit 15.05
spell_haste 11.77
max_mana 15000
mp5 0
mh_imbue windfury
oh_imbue flametongue
mh_enchant berserking
oh_enchant berserking
mh_weapon axe
oh_weapon axe
trinket1 deaths_verdict
trinket2 shard_of_the_crystal_heart
totem totem_of_electrifying_wind
set_bonus1 t9_battlegear_4
set_bonus2 -
set_bonus3 -
metagem 41285
gloves_enchant -
cloak_enchant swordguard_embroidery
glyph_major1 feral_spirit
glyph_major2 flame_shock
glyph_major3 stormstrike
glyph_minor1 -
glyph_minor2 -
glyph_minor3 -
ancestral_knowledge 2/5
improved_shields 1/3
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 0/2
static_shock 3/3
maelstrom_weapon 5/5
convection 0/5
concussion 5/5
call_of_flame 3/3
elemental_devastation 3/3
reverberation 2/5
elemental_focus 1/1
elemental_fury 5/5
improved_fire_nova 1/2
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
Results:

EnhSim version 1.9.1.2
................................................................................
MH:
miss 977769 7.15%
dodge 1415 0.01%
glancing 3283338 24.00%
hit 1893862 13.84%
crit 7525556 55.00%
average ap 8144.36
clip 83309 0.61%
MH Windfury:
procs/hits 13.94%
procs/swings 13.06%
miss 0 0.00%
dodge 387 0.01%
hit 1706893 42.02%
crit 2354586 57.97%
average ap 8144.98
MH Storsmtrike:
miss 0 0.00%
dodge 186 0.01%
hit 784533 42.05%
crit 1080981 57.94%
average ap 8137.61
OH:
miss 979671 7.16%
dodge 1294 0.01%
glancing 3283671 24.00%
hit 1895338 13.85%
crit 7522566 54.98%
average ap 8154.07
clip 82894 0.60%
OH Flametongue:
miss 0 0.00%
hit 9584958 58.14%
crit 6902392 41.86%
average sp 3047.00
OH Stormstrike:
miss 0 0.00%
dodge 193 0.01%
hit 783706 42.01%
crit 1081615 57.98%
average ap 8179.21
Earth Shock:
miss 0 0.00%
hit 1039861 58.17%
crit 747665 41.83%
average sp 3042.42
Flame Shock:
miss 0 0.00%
hit 514901 58.15%
crit 370580 41.85%
average sp 3042.44
dots hit 3088347 58.13%
dots crit 2224535 41.87%
average dot sp 3051.52
Lava Lash:
miss 0 0.00%
dodge 161 0.01%
hit 807254 42.03%
crit 1113200 57.96%
average ap 8159.88
Lightning Bolt:
miss 0 0.00%
hit 1591746 58.10%
crit 1147980 41.90%
average sp 3043.35
Fire Nova:
miss 0 0.00%
hit 689389 58.09%
crit 497453 41.91%
average sp 3039.59
Lightning Shield:
miss 0 0.00%
hit 3674934 100.00%
crit 0 0.00%
average sp 3050.04
Spirit Wolves:
miss 0 0.00%
dodge 0 0.00%
glancing 2008584 24.02%
hit 5393256 64.49%
crit 961678 11.50%
average ap 8161.40
Magma Totem:
miss 0 0.00%
hit 4813484 58.12%
crit 3468005 41.88%
average sp 3045.87
Maelstrom Weapon:
PPM 50.72
flurry uptime 93.00%
unleashed rage uptime 0.00%
elemental devastation uptime 78.87%
elemental oath uptime 0.00%
mh enchant uptime 41.65%
oh enchant uptime 41.53%
searing totem uptime 0.00%
magma totem uptime 92.97%
trinket1 uptime 32.52%
trinket2 uptime 18.73%
racial uptime 0.00%
totem uptime 80.46%
metagem uptime 0.00%
gloves enchant uptime 0.00%
cloak enchant uptime 26.91%
MRPS without overregen
mana regen 0.00 0.00%
mp5 17.57 8.67%
replenishment 43.13 21.28%
unrelenting storm 0.00 0.00%
judgement of wisdom 9.09 4.48%
shamanistic rage 132.90 65.57%
mana potion 0.00 0.00%
misc 0.00 0.00%
stormstrike 0.00 0.00%
DPS PPM MPS
white 2671.57 32.01% 91.21
windfury 925.18 11.09% 6.77
flametongue 622.30 7.46% 54.96
stormstrike 408.66 4.9% 6.22 34.26 15.71%
lava lash 290.87 3.49% 6.40 12.97 5.95%
magma totem 588.90 7.06% 3.00 55.80 25.58%
earth shock 562.08 6.73% 5.96 25.58 11.73%
flame shock 405.94 4.86% 2.95 12.34 5.66%
lightning bolt 990.30 11.87% 9.13 55.40 25.40%
fire nova 200.31 2.4% 3.96 18.49 8.48%
lightning shield 370.06 4.43% 1.74 0.00 0.00%
spirit wolves 309.66 3.71% 0.40 3.28 1.50%
DPS 8345.82
MPS 218.14
MP2min 26176.27
MRPS 248.77
Out of mana time 0.17%
elapsed simulation time: 5000.00h
elapsed real time: 22.00s
simulation speed: 817995x
edit: The difference if I take 2 points in reverb and put them in fire nova/improved stormstrike is ~25 dps
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11/30/09, 5:25 PM
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#4
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Deeper Shade of Blue
Rouncer
Orc Shaman
No WoW Account
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Originally Posted by pintor
edit: The difference if I take 2 points in reverb and put them in fire nova/improved stormstrike is ~25 dps
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and how much of a difference do those points make if 25% of the encounter has 4 adds that can be affected by Fire Nova? The multiple target feature in the Boss Panel is the big new change in EnhSim and that is what we really need people to start testing. We also need to start figuring out a proper Boss panel config to use that will average out all the encounters. Should start with ToC since all the encounters are known and then once we have something that we can agree on, and we are sure that the multiple target feature is working properly, then we can start to talk about optimizing talents and priorities. We should also start figuring out a general configuration to use for ICC.
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11/30/09, 5:35 PM
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#5
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Von Kaiser
Night Elf Druid
The Venture Co
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Originally Posted by Rouncer
and how much of a difference do those points make if 25% of the encounter has 4 adds that can be affected by Fire Nova? The multiple target feature in the Boss Panel is the big new change in EnhSim and that is what we really need people to start testing. We also need to start figuring out a proper Boss panel config to use that will average out all the encounters. Should start with ToC since all the encounters are known and then once we have something that we can agree on, and we are sure that the multiple target feature is working properly, then we can start to talk about optimizing talents and priorities. We should also start figuring out a general configuration to use for ICC.
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I agree with this most certainly. However, without a way to model chain lightning appropriately I have yet to start playing the with multiple target model. I think once that is figured out we can start to discuss it. Full single target models still do have their place though, especially those who can run with 2 enhancement specs.
I was simply just sharing some interesting results, especially given that in the previous model, having MT high up in the priority was a big deal. Additonally, many people refresh the totem (myself included) with 5-6 ticks left and the model is showing a much bigger difference (in the realm of 100-150 dps) for dropping the totem past 3 ticks.
edit: perhaps this was the wrong thread for this. Maybe should have been in the BiS thread.
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11/30/09, 6:16 PM
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#6
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Deeper Shade of Blue
Rouncer
Orc Shaman
No WoW Account
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Chain Lightning is certainly modeled by the multiple target section or do you mean in relation to using the Elemental Totem?
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11/30/09, 6:37 PM
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#7
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Von Kaiser
Night Elf Druid
The Venture Co
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Originally Posted by Rouncer
Chain Lightning is certainly modeled by the multiple target section or do you mean in relation to using the Elemental Totem?
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I meant in relation to the elemental totem as well as how it is difficult to model %-uptime of multiple targets in relation to chain lightning (i.e. there is no code yet to only use CL if target>2, though I know it is in the works).
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11/30/09, 7:45 PM
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#8
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Struck by Diax's Rake
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There are significant changes to enhsim with the newest version, including the multiple target functionality. Another significant, but less flashy, change is making the default mean fight length 7 minutes instead of 10. I assume this is for (at least) two reasons: to better represent actual in game boss fight lengths, and to prevent the default 35% rng factor from ever causing the sim to cast bloodlust twice in the same combat.
With these changes in mind, I decided to revisit the mass sim batch process and see if 35% is still a reasonable rng factor. Note that my goal is not to find (or approach) the rng that will produce the most dps, but rather the rng that will be the most representative.
So with this post* (10m mean fight length, no multiple target) for comparison, here are my preliminary findings. I color coded the data. At 43% rng, a 7m mean fight length will start to introduce a second bloodlust for some of the fights. If preventing this is a deliberate design philosophy on the part of the enhsim development team, the data from 43% and above can be declared not representative of in game results.
The shape of this graph is quite different from the single target 10 minute results I and others have posted. I'll tentatively say that 35% is still a reasonable value for an rng factor though. After an initial sharp change, the data stabilizes, and 35% is within the stable range. At 43% when a second bloodlust is introduced, the data starts changing again.
* Spec, talents, and gear were changed as little as possible. I moved my 5 points in Elemental Warding and Reverberation to Call of Flame and Improved Fire Nova. I added Fire Nova to the priority, but did not add Chain Lightning, or move spells around in the priority.
Last edited by Jessamy : 12/01/09 at 6:59 PM.
Reason: add 10k sim plot
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12/01/09, 2:03 AM
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#9
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Von Kaiser
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A 7minute fight would favor spirit wolve dps highly. I also believe that's the reason for the shape of the graph. There's not a 2nd dip.
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Bulk Sim with variable RNG
If debugging is the process of removing bugs, then programming must be the process of putting them in.
-Edsger W. Dijkstra
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12/01/09, 2:10 AM
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#10
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Don Flamenco
Night Elf Druid
Frostmane (EU)
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You should keep in mind though that what you want to find is not necessarily the value where the dps stops changing. The only thing you accomplish by changing this random fight length variable is introducing different effects from specific fight lengths. Just an example without proving anything is that if you have a 7 minute fight, you will be able to use feral spirits 3 times. With a variable fight length, once you start using fight lengths below 6:45 you will get less and less value out of Feral Spirits on average. This effect will continue to decrease dps until you start using fight lengths above 9 minutes, which should happen sometime around 28%. Bloodlust will also have an effect on this just as you mentioned, and probably any other cooldown spell.
I mean, once the variance gets high enough, isn't it quite close to running a 10000 hour simulation with a fight length of 10000 hours (Apart from haste pot usage...)? The point of the fight length variance is to make sure haste/weapon speed/whatever doesn't get an inflated value due to fitting in one more of a specific spell. A value much lower than 35% (previously suggested) or 43% (probably 5 or 10%) is more than enough for that. Anything else will just _change_ the dps output, not make it more correct or relevant.
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12/01/09, 3:43 AM
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#11
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Piston Honda
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I thought the fight length variance was more to simulate different fights for different bosses.
Not every boss is the same length, and so a higher variance means that some simulations are at the middle 7min length, while some end up at 5, 6, 8 and 9 minutes. This gives us a nice average DPS that is independent of fight length, and allows us to sim our gear for ALL fights, rather than one specific case (ideal or otherwise).
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Elemental Shaman: You're OOM.
Enhancement Shaman: So are you.
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12/01/09, 5:24 AM
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#12
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In Awe of Shocks
Draenei Shaman
Khadgar (EU)
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Originally Posted by pintor
I meant in relation to the elemental totem as well as how it is difficult to model %-uptime of multiple targets in relation to chain lightning (i.e. there is no code yet to only use CL if target>2, though I know it is in the works).
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We are adding code that will give a tick box - use MW5_CL if targets > 1. What this will do is when it checks MW5_LB if the priority is triggered (ie: you have 5 stacks of MW) and CL is available it will use CL instead of LB. Otherwise it will use LB as normal. This should be fairly intuitive as its what you do as a player, use CL if multi targets when you hit 5 stacks.
Originally Posted by pintor
I agree with this most certainly. However, without a way to model chain lightning appropriately I have yet to start playing the with multiple target model. I think once that is figured out we can start to discuss it. Full single target models still do have their place though, especially those who can run with 2 enhancement specs.
I was simply just sharing some interesting results, especially given that in the previous model, having MT high up in the priority was a big deal. Additionally, many people refresh the totem (myself included) with 5-6 ticks left and the model is showing a much bigger difference (in the realm of 100-150 dps) for dropping the totem past 3 ticks.
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The new setup is such that the model works IDENTICALLY if you set additional targets to zero. As such people doing "normal" modelling will have this at zero, people looking to study multi target fights can now play with that too. This should be a BIG step forward for the usability of the sim.
Carrying on from previous thread, can we have a test question in post two asking for test results of whether flametongue weapon should be considered spell damage for the purposes of triggering "on damaging spell" or "on spell cast" type trinkets.
Also need info on what
http://ptr.wowhead.com/?item=50362
Your attacks have a chance to awaken the powers of the races of Northrend, temporarily transforming you and increasing your combat capabilities for 30 sec.
actually does.
Last edited by Levva : 12/01/09 at 6:08 AM.
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Author of ShockAndAwe Enhancement 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.
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12/01/09, 9:59 AM
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#13
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King Hippo
Tauren Druid
Destromath (EU)
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Originally Posted by Levva
Also need info on what
http://ptr.wowhead.com/?item=50362
Your attacks have a chance to awaken the powers of the races of Northrend, temporarily transforming you and increasing your combat capabilities for 30 sec.
actually does.
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* Your attacks have a chance to awaken the powers of the races of Northrend,
temporarily transforming you and increasing your combat capabilities for
30 sec.
There are _6_ buffs associated to this proc:
+600 Agi/Str/ArPen/Crit/Haste and +1200 AP (heroic: +700/+1400)
Have to see if it is random or not at which buffs it procs.
Only thing I found out about it, because I can't seem to find anyone with this on PTR 
Edit:
Uncategorized - Spells - World of Warcraft
Those are the buffs it procs
Last edited by Starfox : 12/01/09 at 10:13 AM.
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Hello.
Light the fuse.
For all my homies.
Do not run, we are your friends.
SimulationCraft Druid Guy
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12/01/09, 5:56 PM
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#14
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Piston Honda
Orc Death Knight
Sargeras
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Originally Posted by pintor
In the newest version of EnhSim Beta (1.9.1.2) I am now getting best results dropping MT down again in priority and setting it to refresh at 1 tick. I am also getting more benefit with 2 points in reverb and no points in improved stormstrike, with only 1 in improved fire nova if you have 4 pc t9. Thought I would share my config and results (my current gear).
.......
edit: The difference if I take 2 points in reverb and put them in fire nova/improved stormstrike is ~25 dps
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In your simulation, Fire Nova is way down on the priority list. In fact, you sim it as being cast only 3.96 times per minute for 200.31 dps, or 50.583 dps per cast. In comparison, Lava Lash was casts 6.4 times per minute for 290.87 dps, or 45.448 dps per cast. It seems to me that FN should be at least as high on the priority list as LL, if not much higher for multi target fights. Obviously with FN being so low on the priority list, you will not be getting the most benefit out of the talent!
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12/01/09, 6:04 PM
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#15
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Von Kaiser
Night Elf Druid
The Venture Co
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Originally Posted by Deathicle
In your simulation, Fire Nova is way down on the priority list. In fact, you sim it as being cast only 3.96 times per minute for 200.31 dps, or 50.583 dps per cast. In comparison, Lava Lash was casts 6.4 times per minute for 290.87 dps, or 45.448 dps per cast. It seems to me that FN should be at least as high on the priority list as LL, if not much higher for multi target fights. Obviously with FN being so low on the priority list, you will not be getting the most benefit out of the talent!
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I simmed the highest dps I could single target. Moving FN up is a dps loss. I cannot explain it, but moving FN above LL results in a 30 dps loss.
Results with FN just above LL:

EnhSim version 1.9.1.2
................................................................................
MH:
miss 980226 7.15%
dodge 1334 0.01%
glancing 3286972 23.99%
hit 1901193 13.88%
crit 7530221 54.97%
average ap 8143.26
clip 57055 0.41%
MH Windfury:
procs/hits 13.94%
procs/swings 13.06%
miss 0 0.00%
dodge 420 0.01%
hit 1705809 42.03%
crit 2352437 57.96%
average ap 8143.81
MH Storsmtrike:
miss 0 0.00%
dodge 160 0.01%
hit 773999 42.13%
crit 1063130 57.86%
average ap 8137.05
OH:
miss 981003 7.16%
dodge 1413 0.01%
glancing 3288126 24.00%
hit 1901970 13.88%
crit 7528117 54.95%
average ap 8153.64
clip 56553 0.41%
OH Flametongue:
miss 0 0.00%
hit 9457230 58.12%
crit 6815941 41.88%
average sp 3046.48
OH Stormstrike:
miss 0 0.00%
dodge 197 0.01%
hit 772001 42.02%
crit 1064931 57.97%
average ap 8178.53
Earth Shock:
miss 0 0.00%
hit 1038054 58.10%
crit 748631 41.90%
average sp 3042.70
Flame Shock:
miss 0 0.00%
hit 514606 58.14%
crit 370454 41.86%
average sp 3042.15
dots hit 3088049 58.15%
dots crit 2222309 41.85%
average dot sp 3051.39
Lava Lash:
miss 0 0.00%
dodge 197 0.01%
hit 722809 42.07%
crit 995217 57.92%
average ap 8148.30
Lightning Bolt:
miss 0 0.00%
hit 1568393 58.19%
crit 1127130 41.81%
average sp 3043.39
Fire Nova:
miss 0 0.00%
hit 985151 58.10%
crit 710425 41.90%
average sp 3045.80
Lightning Shield:
miss 0 0.00%
hit 3158894 100.00%
crit 0 0.00%
average sp 3049.27
Spirit Wolves:
miss 0 0.00%
dodge 0 0.00%
glancing 2008404 24.03%
hit 5391444 64.51%
crit 958124 11.46%
average ap 8160.85
Magma Totem:
miss 0 0.00%
hit 4785758 58.12%
crit 3447867 41.88%
average sp 3045.53
Maelstrom Weapon:
PPM 50.41
flurry uptime 92.83%
unleashed rage uptime 0.00%
elemental devastation uptime 78.50%
elemental oath uptime 0.00%
mh enchant uptime 41.55%
oh enchant uptime 41.59%
searing totem uptime 0.00%
magma totem uptime 92.16%
trinket1 uptime 32.52%
trinket2 uptime 18.72%
racial uptime 0.00%
totem uptime 79.96%
metagem uptime 0.00%
gloves enchant uptime 0.00%
cloak enchant uptime 26.76%
MRPS without overregen
mana regen 0.00 0.00%
mp5 17.81 8.85%
replenishment 43.76 21.74%
unrelenting storm 0.00 0.00%
judgement of wisdom 9.23 4.59%
shamanistic rage 130.44 64.82%
mana potion 0.00 0.00%
misc 0.00 0.00%
stormstrike 0.00 0.00%
DPS PPM MPS
white 2674.05 32.16% 91.34
windfury 924.31 11.12% 6.76
flametongue 614.25 7.39% 54.24
stormstrike 402.27 4.84% 6.12 33.74 15.27%
lava lash 259.88 3.13% 5.73 12.39 5.60%
magma totem 585.46 7.04% 2.96 55.13 24.94%
earth shock 562.15 6.76% 5.96 26.12 11.82%
flame shock 405.70 4.88% 2.95 12.91 5.84%
lightning bolt 973.63 11.71% 8.99 55.22 24.99%
fire nova 286.38 3.44% 5.65 22.23 10.06%
lightning shield 317.95 3.82% 1.33 0.00 0.00%
spirit wolves 309.33 3.72% 0.40 3.28 1.48%
DPS 8315.35
MPS 221.00
MP2min 26519.90
MRPS 229.13
Out of mana time 0.56%
elapsed simulation time: 5000.00h
elapsed real time: 21.49s
simulation speed: 837637x
Moving FN up as well as MT, results in 8312. This is lower than the 8345 I showed earlier.
Edit: I thought perhaps it may be the lightning shield priority that could be confounding this. Perhaps lightning shield needs to be above FN. Moving LS above FN, and LL right below results in 8341 dps. So, obviously there is some interaction, but that is not the only thing going on here.
Edit #2: Playing around some more, I find that (normal priority)>ES>FN>MT>LS>LL>(normal again) provides the exact same dps (~8345), but again, keeping 2 points in reverb is still a dps gain over 2 in fire nova+1 improved SS.
Last edited by pintor : 12/01/09 at 6:18 PM.
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12/01/09, 8:43 PM
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#16
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Piston Honda
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Originally Posted by Deathicle
In your simulation, Fire Nova is way down on the priority list. In fact, you sim it as being cast only 3.96 times per minute for 200.31 dps, or 50.583 dps per cast. In comparison, Lava Lash was casts 6.4 times per minute for 290.87 dps, or 45.448 dps per cast. It seems to me that FN should be at least as high on the priority list as LL, if not much higher for multi target fights. Obviously with FN being so low on the priority list, you will not be getting the most benefit out of the talent!
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Originally Posted by pintor
I simmed the highest dps I could single target. Moving FN up is a dps loss. I cannot explain it, but moving FN above LL results in a 30 dps loss.
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Deathicle's calculation are looking at the damage done by Lava Lash only, he isn't considering the extra damage from Flametongue on each Lava Lash cast. It's probably enough to make Lava Lash > Fire Nova for single target.
I remember testing this exact case when Fire Nova first made it onto the PTR. I found that Fire Nova is actually more damage than LL+FT, but by a small margin. So if you consider the massive amounts of mana it takes to cast Fire Nova, I figured I'd stick to LL for single target, but if there's even 1 extra target to hit, then FN is better.
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Elemental Shaman: You're OOM.
Enhancement Shaman: So are you.
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12/01/09, 9:43 PM
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#17
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Deeper Shade of Blue
Rouncer
Orc Shaman
No WoW Account
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Even if you include FT damage with the LL damage you are neglecting the 37% of a MW charge and the 6% of a static shock proc that also comes with LL's melee hit. Which is why it is more damage then FN when there is only one target.
Fire Nova's still a button that will be worth pressing if there is nothing else to press and it will be just about your highest priority button to press when there are more then ~2 other things that can be hit by it. So it seems Blizzard did get it right, kudos to them and color me very happy and very impressed.
-------------------------
Back on subject.
What setup should we use to try and quantify ToC? This should be a percentage and a number based on an average of the amount of additional targets being hit per unit time in the actual encounters. We won't be able to put it into full use until the next model of the sim when we'll have an option to have it switch to CL instead of LB when there are more things to hit. However it will be well worth working out how to quantify raid encounters and even raid instances so we can maximize what we can get out of the sim and through that maximize what we can do in those encounters.
Once we have something workable for ToC we should be ready to start in on ICC but I would suggest, for now, that we focus on ToGC-25 just because we already know those encounters well enough to verify the solutions but the information gleaned will still be useful. When ICC opens then we can start working them out on an encounter by encounter basis at first and then adding them together to give an average config to use for gearing purposes.
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12/01/09, 10:34 PM
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#18
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Piston Honda
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Fight by fight breakdown:
Northrend Beasts:
Gormok: 1 target only (AoE won't hit the Snobolds)
Worms: 2 targets (if your guild groups them together)
Icehowl: 1 target
Jaraxxus:
From my guilds most recent TotGC clear.
Portals and volcanoes die pretty much instantly, so lets ignore them.
Mistress of pain (x1) lives for about 20s of every 2min (15% uptime, little less while she jumps to someone)
Fel Infernal (x3) first one dies about 20s after spawning (assume 2 are in range of FN for that 20s)
Gives us x2 mobs for 20s of every 2min (15% uptime, fudgeable cause they move so much)
That means that you have Jaraxxus+1 for about 37% of the fight (or possibly Jaraxxus+1.5 for 30%)
Faction Champions:
75% reduced damage on AoE effects, not worth using for breaking CC (my opinion only)
Twin Valkyr:
Assuming you stack the bosses, you get +50% dmg on primary target and -50% on off target.
Effectively giving you 1.25 targets for the entire fight.
Anub'arak:
From my guild's TotGC clear we can see there is about 20s of the 90s that Anub'arak is above ground that there are no adds for AoE.
That gives Anub+4 for 75% of the DPS time on Anub. (There's probably another 10s after Anub burrows where we finish off the 4 adds)
I know this is just a summary of what we already know. I'm not 100% sure what format you were looking for, so I just took a stab at it. If you're looking for something else, I'd be willing to take some time and work it out any way that is convenient for implementation.
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Elemental Shaman: You're OOM.
Enhancement Shaman: So are you.
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12/01/09, 11:40 PM
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#19
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Deeper Shade of Blue
Rouncer
Orc Shaman
No WoW Account
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Format should be based on the new multi-target config settings.
So according to your post,
Twins would be just 1 Add 100% uptime (ignore fight mechanics like the auras since they aren't simmable)
Jaraxxus would be 2 Adds 15% uptime
etc
Then we would want to work up an average config for the entire zone including an average duration (which only really count time in combat, so for something like Anub we would want to ignore the submerge phases) we could use to represent the entire zone. Fights would be to work on figuring out priorities and mana conservation and the entire zone would be for gearing/gemming/BiS calculations.
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12/02/09, 3:13 AM
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#20
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Piston Honda
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Alright, I think I understand what you're looking for now.
Northrend Beasts
Total 7:10 (430s)
Gormok 2:05 (125s) 29% 1 tar
Worms 2:29 (149s) 35% 2 tar
Icehowl 2:36 (156s) 36% 1 tar
Average Boss+1 @ 35%
Jaraxxus
Total 4:25 (265s)
Mistress 20s/120 15% 1 add
Infernal 20s/120 15% 2 add
Average Boss+1 @ 45% (I worked this out, if you want to see the explanation I can post it)
Twins
Total 3:29 (209s)
Boss+1 @ 100%
Anub'arak
Phase 1 x2 1:30 (90s)
Phase 3 3:06 (186s)
Total 6:06 (366s)
adds are up 75% of the time Anub is above ground
Boss+4 @ 75%
Using a weighted average to work out the zone as a whole results in:
Average Duration 5:17 (317)
Boss+1 @ 124% (The higher percentage is to account for 4 adds on Anub)
Boss+2 @ 62% (this is equivalent, in case uptime cannot be >100%)
Also, something to keep in mind, when working out optimal rotations, the player won't cast an AoE rotation when there's only one boss. So when testing priority, always test with 100% add uptime; we could even find different priorities depending on how many mobs there are (+1,2,3).
To work out the BiS list however, should try to aggregate all of Icecrown as Rouncer suggested; I know I personally have no intention of building separate sets for AoE and single target fights.
Addendum: All this was done using "napkin math", and fight lengths were pulled from my guilds TotGC clear last week. A more thorough derivation should be done using average fight lengths. If anyone is interested in seeing my calculations, I'd be happy to show you. It's all just simple averaging, and my spreadsheet is just a glorified calculator (and a mess).
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Elemental Shaman: You're OOM.
Enhancement Shaman: So are you.
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12/02/09, 3:35 AM
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#21
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Von Kaiser
Night Elf Druid
The Venture Co
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Also, something to keep in mind, when working out optimal rotations, the player won't cast an AoE rotation when there's only one boss. So when testing priority, always test with 100% add uptime; we could even find different priorities depending on how many mobs there are (+1,2,3).
To work out the BiS list however, should try to aggregate all of Icecrown as Rouncer suggested; I know I personally have no intention of building separate sets for AoE and single target fights.
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It might be fruitful then to have EnhSim be able to choose from several priorities based on what is going on (i.e. priority 1 50% of the time for single target, priority 2 for the 30% of the time when 1 add is present, priority 3 20% when 4 adds are up [made up numbers]). I am not sure how difficult this would be to implement. I will mention this on the EnhSim discussion.
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12/02/09, 10:28 AM
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#22
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Deeper Shade of Blue
Rouncer
Orc Shaman
No WoW Account
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Let's keep discussion of things to implement or change in EnhSim over here. Issues should still be brought up, in ticket form, over there but lets keep actual discussion to a single forum.
That said, we've been talking about that exact thing already and the developers are just determining the best way to implement it into the sim. Currently the plan is to try and implement a second priority list that will go active whenever the sim adds in multiple targets and then it will go to the standard priority list whenever there is only one target.
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12/02/09, 3:10 PM
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#23
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Von Kaiser
Night Elf Druid
The Venture Co
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by request:
I did some crude calculations using 100% uptime on boss+0 and boss+2 and then used Nevet's calculations in the EnhSim thread (62% +2 adds, 38% single target) to look at average dps. I used the following config (my current gear), just changed the totem for AoE (used QE instead of EW, as it is likely enough we could swap totems mid-fight):

### Saved by v1.9.1.2 of EnhSimGUI
config_version 1.9.1.2
simulation_time 5000
simulation_time_combatlog 30
combat_length 7.00
report_count 80
threads 1
combat_length_rng_factor 0.35
min_lag 200
max_lag 250
simulate_mana 1
cast_sr_on_cooldown 0
ep_precision 2
ep_base_stat ap
ep_ap 200
ep_crit_rating 30
ep_hit_rating 30
ep_expertise 4
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
mh_auto_attack 1
oh_auto_attack 1
wait_ss_with_wf_cd 0.00
cast_ll_only_if_wf_on_cd 0
bloodlust_casters 1
sync_bloodlust_with_trinkets 1
cast_lvb_only_if_ed_left 15.0
cast_lvb_only_if_fsdots_left 4
cast_lvb_only_if_fs_active 1
cast_fs_only_if_dots_left 0
cast_ls_only_if_charges_left 3
cast_magma_only_if_ticks_left 1
cast_sr_only_if_mana_left 15000
use_mana_potion_if_mana_left 0
rotation_priority_count 13
rotation_priority1 SW
rotation_priority2 FS
rotation_priority3 MW5_LB
rotation_priority4 ES_SS
rotation_priority5 SS
rotation_priority6 ES
rotation_priority7 FN
rotation_priority8 MT
rotation_priority9 LS
rotation_priority10 LL
rotation_priority11 SR
rotation_priority12 MW3_LB
rotation_priority13 MW4_LB
miss 8.0
dodge 6.5
glancing 24.0
armor 10643
spell_miss 17.0
nature_resistance 0
fire_resistance 0
frost_resistance 0
arcane_resistance 0
shadow_resistance 0
additional_targets 0
additional_target_percent 50.0
armor_debuff_major 20.0/20.0
armor_debuff_minor 5.0/5.0
physical_vulnerability_debuff 4.0/4.0
melee_haste_buff 20.0/20.0
melee_crit_chance_buff 5.0/5.0
attack_power_buff_flat 687/687
attack_power_buff_multiplier 99.7/99.7
spell_haste_buff 5.0/5.0
spell_crit_chance_buff 5.0/5.0
spell_crit_chance_debuff 5.0/5.0
spell_damage_debuff 13.0/13.0
spellpower_buff 280/280
spell_hit_chance_debuff 3.0/3.0
haste_buff 3.0/3.0
percentage_damage_increase 3.0/3.0
crit_chance_debuff 3.0/3.0
stat_multiplier 10.0/10.0
stat_add_buff 51/51
agi_and_strength_buff 178/178
intellect_buff 60/60
replenishment 1
water_shield 0
mana_spring_totem 0
blessing_of_wisdom 1
judgement_of_wisdom 1
mixology 0
flask_elixir flask_of_endless_rage
guardian_elixir -
potion potion_of_speed
food fish_feast
###############################################################################
### Everything in the section below can be replaced by information obtained ###
### from your paper doll stats or exported by the ShockAndAwe addon ###
###############################################################################
race draenei
mh_speed 2.6
oh_speed 2.6
mh_dps 196.5
oh_dps 196.5
mh_crit 38.31
oh_crit 38.31
mh_hit 12.84
oh_hit 12.84
mh_expertise_rating 139
oh_expertise_rating 139
ap 5037
melee_haste 15.30
armor_penetration 12.79
str 147
agi 1187
int 683
spi 172
spellpower 1511
spell_crit 27.70
spell_hit 15.05
spell_haste 11.77
max_mana 15000
mp5 0
mh_imbue windfury
oh_imbue flametongue
mh_enchant berserking
oh_enchant berserking
mh_weapon axe
oh_weapon axe
trinket1 deaths_verdict
trinket2 shard_of_the_crystal_heart
totem totem_of_electrifying_wind
set_bonus1 t9_battlegear_4
set_bonus2 -
set_bonus3 -
metagem 41285
gloves_enchant -
cloak_enchant swordguard_embroidery
glyph_major1 feral_spirit
glyph_major2 flame_shock
glyph_major3 stormstrike
glyph_minor1 -
glyph_minor2 -
glyph_minor3 -
ancestral_knowledge 2/5
improved_shields 1/3
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 0/2
static_shock 3/3
maelstrom_weapon 5/5
convection 0/5
concussion 5/5
call_of_flame 3/3
elemental_devastation 3/3
reverberation 2/5
elemental_focus 1/1
elemental_fury 5/5
improved_fire_nova 1/2
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
Single target priority: SW>FS>MW5_LB>ES_SS>ES>SS>ES>FN>MT>LS>LL>SR>MW3_LB>MW4_LB (totem: EW)
Multiple target priority: SW>FS>FN>MT>MW5_CL>SS_0>ES_SS>SS>ES>LS>LL>SR>MW_3CL>MW_4CL (totem: QE)
In the +2 reverb spec (with 0/2 in improved SS and 1/2 fire nova):
Single target: 8346.07
Boss+2: 10334.21
Weighted average: 9578.72
In the 0/5 reverb spec (1/2 imp SS and 2/2 fire nova):
Single target: 8328.24
Boss+2: 10671.78
Weighted average: 9781.31
The big difference seems to be (as expected) mana, as out of mana time shoots right up on aoe without 1/2 improved SS (2.54% compared to 0.82% on the aoe sim). This may also change if the fire elemental is able to be implemented into the sim and we are not as mana starved for portions of the fight. However, this is a nice indication that for ToGC a more aoe-centric spec may be desired.
Last edited by pintor : 12/02/09 at 6:03 PM.
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12/02/09, 5:49 PM
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#24
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In Awe of Shocks
Draenei Shaman
Khadgar (EU)
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We need some more numbers for Fire Elemental current data is
Swing: 180 + 0.6 * SP + ( 2.0 / 14 ) * AP
Blast: ( 725 to 825 ) + 0.2 * SP
Nova: ( 925-1050 ) + 0.5 * SP
Shield: 96 + 0.015 * SP
Base Mana: 4000 + 15(0.3 * Int)
(1) there is a 5sec CD for Fire Nova
(2) While Fire Nova may be a 2sec cast, the elemental never does anything 0.5sec after the cast is over..... so I have chosen to effectively model it as a 2.5sec cast
(3) Fire Blast also seems to have a 5sec CD
(4) There is no clear priority list. If both FB and FN are off cooldown, it seems random which one is picked
(5) Swing time is 2sec and un-modified by any haste effects
(6) If FB or FN will come off CD in less than 2sec, the Elemental will often just wait instead of trying to get in another melee swing. I haven't yet determined the crossover point yet.
(7) FN costs 207 mana and FB costs 276 mana
(8) The elemental has 4k base mana and inherits 30% of master's intellect, gaining 15 mana per intellect
(9) When out of the five-second-rule it gains 10.66 mana per second
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What is its crit chance? Is its melee crit chance the same as the spell crit chance?
What crit buffs does it benefit from (assume no direct buffing)? I'm currently assuming that it benefits from the same buffs as the wolves, but of course they are melee and Elemental is mostly spell damage.
What is the actual CD on Fire Blast (its being modelled as 4 seconds in Simulation craft)?
How often does its shield proc? Can it crit?
It appears that its melee attacks can crit and are subject to glancing blows, is it affected by dodge? If so is this in relation to Shaman's expertise? In same manner as wolves?
Fire Nova & Fire Blast are both fire damage are they affected by Call of Flame talent ie: are the elemental's casts considered a totem and therefore gets CoF bonus damage?
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Author of ShockAndAwe Enhancement 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.
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12/03/09, 11:37 AM
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#25
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In Awe of Shocks
Draenei Shaman
Khadgar (EU)
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EnhSim v1.9.2.0 released for patch 3.3
Download from EnhSim - Release: v1.9.2.0
ChangeLog
SimChanges
SpellCast & SpellCrit triggers no longer ignore FireNova casts
Talisman of Volatile Power now triggers on Spell Cast not on Spell Damage
Changed Fire Nova to allow cast when MT or ST are not in the rotation (ie. there is 5 min fire totem up)
Added necrotic touch proc (added this as yet another option in config and gui)
Necrotic Touch does not deal shadow damage yet. This is implemented as physical damage for now. Will change as soon as the rest of the info comes available
Added option to cast cl instead of lb when additional targets are in range
Implemented the aoe block calculation, sim now picks a random point in time for the aoe (duration depends on additionaltargetpercent)
Improved the aoe calculations for fn/mt and cl to better work with proc talents like elemental devastation
Fixed the Stormstrike usage of cl when hitting multiple targets
Added a new aoe class for these changes
Added a additionaltargetlevel in the aoe class (feature nyi)
GUI Changes
display item names rather than ids. Added for enchants, gems, totems and trinkets
Added "additional procs" list box for other items that may need to be modelled from weapons/items that are not totems or trinkets. Converted necrotic touch to use the box
Formatting and code cleanup. Please try to use the existing regions when adding new functions to the code.
Removed web browser.
Added links menu. Feel free to add suggestions or just insert new items.
Moved "use SR as soon as available" to the rotation tab as it seemed more appropriate there.
Fixed issue with the GUI holding onto file handles too long. Added dispose calls for the StreamReader objects.
Added warning if minimum lag values set too low.
Updated gui to have a checkbox for cl instead of lb (under boss tab, with other aoe settings)
Added web links for Rawr & EJ forum thread
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Author of ShockAndAwe Enhancement 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.
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