If the scale factors change for each piece of gear that you swap, what is the true benefit of your current gear scale factors? Wouldn't there be more benefit from bis since that is generally what people are aiming for in upgrades?
I do understand that current gear could result in a different optimal spec than the bis gear.
Originally Posted by Warlocomotif
Wouldn't it be better to not have scale factors in there at all? IE: To discourage people from just assuming those scale factors for themselves?
If the scale factors change for each piece of gear that you swap, what is the true benefit of your current gear scale factors? Wouldn't there be more benefit from bis since that is generally what people are aiming for in upgrades?
I do understand that current gear could result in a different optimal spec than the bis gear.
They don't change wildly unless under very specific conditions- however they do change enough for the stats to be pretty different from 1 person to another if the stats on their current gear are somewhat different, and frankly- they tend to be.
The mind is like a parachute. It works best when it's open.
If the scale factors change for each piece of gear that you swap, what is the true benefit of your current gear scale factors? Wouldn't there be more benefit from bis since that is generally what people are aiming for in upgrades?
I do understand that current gear could result in a different optimal spec than the bis gear.
I'm not sure, but it seems like you're trying to say that the only scale factors that are interesting for gearing choices are the ones generated using the BiS gear set. That is exactly the opposite of what's true - for gearing choices, what matters is how good each stat is relative to your *current* gear, not to some hoped-for future BiS gear set.
People generally don't wait to upgrade gear in each slot until they get their BiS piece for that slot. If they did, they wouldn't need scale factors at all, they could just look directly at the posted BiS gear set.
Is there a way to customize the timing of bloodlust\herosim during a simulation?
I've been looking forward to testing different combinations of Meta and BL regarding special fight lengths, but I can't find any satisfying way to do that.
* Unstable Affliction - Only one Unstable Affliction or Immolate per Warlock can be active on any one target.
* Life Tap - Now converts [ 150% of Spirit + 1490 ] health into [1490 + Spell Power * 0.5 ] mana. (Old - [300% of Spirit + 1490] health into [1490 + Spirit * 3 Mana]
by the wording of the change on UA, it could be either a tooltip update or a nerf. Don't have a lock toon on the PTR to confirm either of the two. I guess I'll copy one tonight.
Neither the tooltip nor the current PTR behavior are likely to be correct. Having the health loss scale with spirit makes no sense at all, and the current PTR behavior has the mana gain scaling both with spirit *and* with SP. (3 * Spirit + SP * 0.5).
If the tooltip mana gain is the intended behavior, that seems weird as well, since it would make dark pact benefit almost twice as much from SP as life tap.
Life Tap was fixed on the PTR, here are some numbers:
(without Improved Life Tap)
2726 sp - 4233 mana
2582 sp - 4161 mana
2471 sp - 4106 mana
2253 sp - 3936 mana
2007 sp - 3753 mana
1807 sp - 3359 mana
PTR patch notes for Build 11623 (MMO-champion) states "(Life Tap) Now converts [ 150% of Spirit + 1490 ] health into [1490 + Spell Power * 0.5 ] mana."
So it seems they have already "nerfed" it. For destruction, haste and crit will be better stats than spirit and it's likely there won't be any spirit in destruction lock's gear (except chest and leg enchants + 2 blue gems) and raid buffed spirit will be below 400.
For example, with 376 spirit and 4000 spell power, 3.3.2 Life Tap gives 2618 mana and 3.3.3 Life Tap gives 3490 mana. This means 3x 3.3.3 taps will give the same amount than 4x 3.3.2 taps give at the moment.
If my ingame reported latency is 450ms, and I can bash keys at a rate of 4x per second, how do I reflect this in gcd_lag and queue_lag in the globals file? Also if I just select one of the Latency options in the GUI, what variables are affected and what values are actually being used?
I am trying to figure out how to model Simcraft with Strength of Wrynn / Hellscream's Warsong auras only on yourself since your pet does not benefit from this buff. This will become more important and noticeable in the coming days as the buff reaches its maxima (upto 30% damage increase), and we may see Destro outdpsing Demo since the latter is more pet dependent.
I went ahead and updated the OP with results reflecting a life tap working as indicated in the tooltip - that is, scaling with 0.5 * SP.
Does Simcraft currently model Immolate crits powered by Empowered Imp as tested on PTR? That is that an Immolate cast while buffed by Empowered Imp will have 100% crit rate on ticks?
Does Simcraft currently model Immolate crits powered by Empowered Imp as tested on PTR? That is that an Immolate cast while buffed by Empowered Imp will have 100% crit rate on ticks?
Yes. The crit chance for a DoT is calculated at cast time and maintained throughout the duration of the ticks.
What is the command line parameter for making the fight style as Helter Skelter on the COMMAND LINE? I know it's in the GUI, but it's a lot easier (for me) using the command line version of the program, and i haven't been able to find out how to do it, I've searched through these forums and Google many times, i even looked through a lot of the source files from both the current version, and the SVN version.
I thought it would be something like 'fight_style=helter_skelter' or something similar, maybe with a value of 0 or 1, but none of those work...
What is the command line parameter for making the fight style as Helter Skelter on the COMMAND LINE? I know it's in the GUI, but it's a lot easier (for me) using the command line version of the program, and i haven't been able to find out how to do it, I've searched through these forums and Google many times, i even looked through a lot of the source files from both the current version, and the SVN version.
I thought it would be something like 'fight_style=helter_skelter' or something similar, maybe with a value of 0 or 1, but none of those work...
Helter Skelter is not a boolean toggle. It is a combination of raid_events+= settings.
When you run from the GUI it creates a file simc_gui.simc that is fed to the sim when you press Simulate! button. You can examine that file to see what settings are being used. Alternatively, you can bring up the GUI and go to the Examples tab which will walk you through the possible raid events.
I get some weird numbers when switching glyphs in simcraft. With lifetap glyph the imp does ~480 dps, with immolate glyph ~940dps, with imp glyph the imp does ~1080dps. With glyph of lifetap, 480 dps from the imp seem so low. It seems with lifetap glyph the imp casts firebolt 80 times during the sim and with the other two glyphs 160 times. Is that a bug?
It is a standerd 0_13_58 ISL build (imported from Rawr). Gear is the same in all cases (imported from Rawr), simc files are also the same (only glyphs change) and actions+=/life_tap,buff_refresh=1 is removed for immolate and imp glyph.
I noticed something that strikes me as odd. When i simulate my warlock and calculate scale factors with standard options for demonology under 3.3.2 and 3.3.3 with Life Tap/Felguard/Quick Decay and Life Tap/Felguard/Metamorphosis glyphs, the following scale factors are shown for Stamina:
3.3.2 - Life Tap/Felguard/Metamorphosis: 0.2173
3.3.2 - Life Tap/Felguard/Quick Decay: 0.4088 (!!)
3.3.3 - Life Tap/Felguard/Metamorphosis: 0.1956
3.3.3 - Life Tap/Felguard/Quick Decay: 0.2222
while the SP-scaling stays relatively the same (+/- 0.05). How can this be if the only DPS-boost stamina gives is through more sp?
Please open an Issue and include the relevant .simc files. If you are running from the GUI, it will generate a simc_gui.simc each time you press Simulate.
I just ran simulations using the latest release of simcraft which includes all the recent changes that were discovered/made to this day. Here are the results:
The specs with the "Immolate" tagged on the end are using the Immolate glyph instead of Imp.
And changing the fight style to Helter Skelter gives these results:
Well, forgive me if my math is fuzzy, but given that there's no ICD on the effect:
15%/100% = average of 6.6~ ticks of UA to proc the effect
6.6~ * 3 sec per tick = average of 20 sec to proc each effect
10 sec duration / 20 sec time to proc = 50% uptime
I've probably overlooked something, but I'm not sure what.
At any point in time, the buff will be up if its been triggered in the last 10 seconds. In the last 10 seconds, there were 3 chances to trigger the buff, at 15% each. So the chance of it not being up is 0.85^3 ... or 0.61. So the chance it is up is 1 - 0.61. 0.39. So hitting a 37% uptime seems perfectly reasonable in practice with the occasional missed or delayed tick on refresh.