I actually tried out the aoe rotations on the 6 target dummies in theramore. Fun times as demo generating so much fury from drain life.
I noticed one major weakness in the affliction aoe action list: it doesn't re-cast SB:SoC until corr has already fallen off. Shard income from nightfall procs is really high with 6 targets, you can soulburn pretty frequently just to reduce life tap GCDs. Only reason not to is that if the ticking corruptions went up with a spellpower proc, it's better to leave them ticking and life tap.
Simcraft bugs I noticed along the way (Windows 501-6, build level 15762, which was the latest pre-built binary on the site, so unfortunately lagging behind 501-7 that the
Simulationcraft Results was generated with):
- SB:SoC seems to be refunding a shard, which it doesn't in 5.0, only 4.3.
- SB:SoC costs no mana in 5.0, but simcraft doesn't know this. My action list actually results in more life taps on 8 targets than the default aoe one, and still basically casts nothing but SoC and life tap. I don't understand this at all. Was simcraft allowing the aff lock to run below 0 mana, and only tapping at the mana_pct<70 action? (edit: testing indicates that wasn't the case. Maybe it's charging mana for something, like the mana cost of casting corruption on all the targets hit by SB:SoC? the "resource" output section is not illuminating)
- The resources graph appears to show the warlock at max mana 72k or so. A lvl85 in MoP has 100k mana (105k for gnomes)
Also note that SoC and SB:SoC are separate dots, and both can be ticking on a target at once. At least that's how it appears in the blizz UI debuffs under a target. IDK how to distinguish the two in an action list. On 8 targets the action list barely casts fel flame anyway, so it's not a problem for that sim. For modelling fights where adds spawn and are only up for a shorter period of time, getting your seeds to pop sooner rather than later isn't a bad thing, not sure trying to let SB:SoC and SoC be ticking on all targets is worth the trouble.
actions.aoe+=/soulburn,if=buff.soulburn.down&soul_shard=4
actions.aoe+=/soulburn,if=buff.soulburn.down&!action.seed_of_corruption.in_flight&!dot.seed_of_corruption.ticking&(!dot.corruption.ticking|dot.corruption.ticks_remain<add_ticks%2)
actions.aoe+=/seed_of_corruption,if=buff.soulburn.up
actions.aoe+=/haunt,if=soul_shard>=3&!dot.corruption.ticking&!in_flight_to_target&(action.seed_of_corruption.in_flight_to_target|dot.seed_of_corruption.ticking)
actions.aoe+=/life_tap,if=mana.pct<10
actions.aoe+=/seed_of_corruption,cycle_targets=1,if=!in_flight_to_target&!ticking
actions.aoe+=/life_tap,if=mana.pct<70
actions.aoe+=/agony,cycle_targets=1,if=ticks_remain<add_ticks%2&target.time_to_die>=8
actions.aoe+=/haunt,cycle_targets=1,if=!in_flight_to_target&!ticking&soul_shard>=3
actions.aoe+=/fel_flame,cycle_targets=1,if=!in_flight_to_target
I'm trying to SB:Seed at 4 shards, or early enough for the seed to pop before corruption expires. I removed the test for SoC already in flight or ticking on the SB condition, since the SB buff lasts plenty long enough. One of the cycle_targets=1 SoCs will consume SB eventually. This shouldn't keep soulburning until that seed pops, as the condition to SB for corr refresh checks that there isn't a seed ticking or in flight to the primary target. An earlier attempt at this action list I think would have resulted in the sim opening with 4x SB:SoC, since I was trying to let it cycle targets with soulburn. But then I realized the regular cycle_targets SoC line can still consume SB. I guess this action list is dependant on glyph of soul shards, which I could see swapping out for glyph of siphon life to get heals from the corr ticks. I could soulburn with shards >= 3, I guess, but I'd prefer not to so the action list doesn't keep you below max shards when you are glyphed.
That does SB:SoC, haunt to pop it if there are enough shards, (I would guess this is a dps win, to get corr ticking sooner, but haven't checked), then SoC spam like normal. With 8 targets, and the bug of refunding a shard for SB:SoC, the add_ticks condition for corruption never gets checked, so I hope that's the right syntax, and add ticks is looking at corr, not SoC. If corr duration ever does get low enough, it should SB:SoC as early as possible without wasting ticks, given everlasting affliction.
Also not sure the agony line would prioritize refreshing agony to keep it at 10 stacks on a few targets, instead of putting new agonys up. I'd have to check on a sim with fewer targets, because sim never gets past life tap on 8 targets.
Having agony and corr ticking on targets makes seeds pop faster, so you're able to keep seeding, accomplishing the same goal as popping them with fel flame, but using a higher DPET spell than fel flame. Same deal for haunt if you have seed and agony ticking on everything and high shards. (Although as I said, SB:SoC is a separate dot from seed, so you could throw shards into SoC until everything pops and you can go back to regular SoC for a while.) Tapping if really low before non-SB SoC makes sure you never have to delay SB:SoC for life tap.
This still doesn't try to get strong corruptions ticking on targets from considering procs or dark soul when deciding when to SB:SoC.
Also not sure whether the ordering of the agony and haunt lines should be reversed, or if trying to haunt a target that has an agony on it is needed, or if that will just happen because the line will happen while still targetting something that has an agony with high duration.
RESULTS:
This comes out to almost exactly the same dps for the lvl85 T13H aff warlock as the old action list, but with more life taps. I get less SoC *ticks*, since with higher uptime on corruption (765% vs. 486%) they always have another dot on the target helping them pop more quickly. Commenting out both soulburn lines only drops the dps from 186k to 161k. (and results in a lot fewer life taps!! o.O, does simcraft think soulburn costs mana?)
My action list needs more testing for cases of fewer targets, since 8 targets never triggers the case where you have SoC ticking on all 8 targets, let alone with time left after you life tap. So it remains to be seen whether haunt to increase damage taken from SoC (and usually pop an SoC when it lands), or other dots, are the best use of time when SoC is still ticking on everything.
I ran stat weights, and with my action list haste is ahead of crit, rather than slightly behind. Relative to int, crit=0.468, haste=0.551, mastery=0.263 on 8 targets.