I am trying to simulate holding off on Chaos Bolts based on the duration left on the Dark Soul cool down. I want to test conditions where crit stacking and holding off on casting CBs x seconds prior to dark soul could be a dps gain.
Tried that, as far as I know how to at least - changing destro's action list so it casts chaos bolt only when low on mana, but dumping all embers when dark soul is up is a ~150dps gain in the sim, so nothing spectacular.
Perhaps you should have a line to cast a Chaos Bolt if you reach 38 emberbits, but your mana.pct<30 might be sufficient to avoid ember capping.
Resource tab says, that the sim never goes above 3 embers, so it shouldn't be an issue.
Additionally, today's build changed a lot about sacrafice - along with removal of the double-effect-for-first-15 seconds and adding 1 of the sacc'ed pet's spell(charge/singe magic/spell lock/seduction/shadow bulwark) to your arsenal it adds:
Destro: a 30% buff to incinerate/conflagrate/shadow burn/chaos bolt/fel flame, but fire and brimstone modified spells are unaffected.
Affli: a 50% buff to malefic grasp/drain soul/haunt/fel flame.
Demo: a 35% buff to shadow bolt/soul fire/hand of gul'dan(shadowflame unaffected)/metamoprhosis melee/wild imps/fel flame.
Edit: Single chaos bolt indeed uses all of havocs three charges as the new tooltip suggests, and if cast with less than three of them up it doesn't copy itself, but eats all the remaining ones.
Edit2: It seems that glyphed shadow bolt indeed gains ~82% on the first bolt, and 35% on second and third for a nice 50% boost overall instead of the 35% that unglyphed gets(and tooltip suggests).
The sim has been updated with the new grimoire of sacrifice stuff - it appears to be a gain for destruction but a loss for the other two specs.
For me the sim results on the first page are still the same as yesterday and the day before. When I checked destro is also still using supremacy there.
The numbers I'm seeing are 123591 Demo, 116378 Affi and 104748 Destro
Originally Posted by ZumoO
It looks like this is currently being implemented by the Warrior dev :
r13483 - simulationcraft - World of Warcraft DPS Simulator - Google Project Hosting
I don't know how this will be used in the sims of the other classes though (on cooldown ?).
I think on cooldown would probably the best implementation, as bloodlust is used at the start of combat, and the synergy with that should be quite high. Afterwards using it on cooldown in a patchwerk style fight should be the best option as to no waste using it one more time because of waiting (depends on the fight length of course). I'm not too sure about the cooldown lining up of warrior abilities with it but in a raid environment the raid lead will probably tell them to use it on cooldown in a patchwerk fight , so that should give the most realistic simulation imo
If this is true, sacrifice is a significant gain for affliction as well.
I can confirm that, malefic created dot ticks do 0.75 with sacrifice up, and drain soul ones deal 1.5x.
By the way, anyone else feels, like chaos bolt is hitting for way less then in previous build? I might be seeing things, but it feels like today --with sacrifice up-- it hits for similiar amounts as it did yesterday without it... Anecdotally, I kinda lost 4-5k dps in my ~5 minute tests I've being doing lately(with the same rotation/talents).
Edit: Nevermind that, didn't notice pvp trinkets lost their passive int along with some other changes to the whole set probably.
I managed to increase Aff's AoE damage by about 27k by adding in Agony, removing Haunt (it wasn't contributing anything significant anyhow), and lowering the priority of non-Soulburned SoCs. It uses fewer SoCs overall, but Agony's damage compensates that loss.
So I read this:
Earlier, you mentioned that swing speeds slow down dynamically if an attack speed buff expires mid-swing. Does this also apply to temporary haste rating effects (say, a trinket proc or the elemental blast buff)? Do swings also speed up dynamically if you gain an appropriate buff mid-swing?
- Yes to all of these.
Which I guess might also apply to spells in mid-cast which I *think* is new behaviour in Pandas. Is it new? Is it true for spells? Is it modelled?
I was taking a look at the current sims (Simulationcraft Results) and there are strange values in the Stats section for Mastery.
55,65% for Affliction, 17.95% for Demonology, 47.61% for Destruction (with only 1720 rating). I don't see how we could reach such high values with so few mastery rating.
And when I play simulations myself, with an up-to-date version of Simcraft, I don't get these values at all.
The report was recently changed so the stats section displays the spec-specific percentage value of mastery, to match the in-game tooltips - 3.1% dot damage per point of mastery for affliction, for example. The translation is done in an automated way that happens to pick the caster form value (1% per point) for demonology and the ember spell value (3% per point) for destruction. In all three cases the value should match the value shown in the stats section of your in-game paper-doll screen.