As you can see from the simcraft logs, even with GoLT and ISL, you still need to Lifetap more for mana than you'd need to just keep the buff up.
So you say that even whit ISL I need to lifetap more then once every 40 sec? I find that hard to believe, because I got ISL specced and I hardly lifetap, atleast way less then once every 40sec.
I keep missing, to the tune of about 1% (all via Simcraft, see below). I'm at 13% from gear, so with the Boomkin buff and the Draenei buff I should be capped. The only thing I can think of is that the Draenei hit buff isn't up because I don't see it anywhere below. Is that the issue? If so, do I add it under
hello everyone, I was just wondering if anyone has found a softcap for haste for 13/58 locks, using the glyphs (lifetap,incin, conflag) assuming standard 25 man raid buffs?
I've run a couple of simulations, but as of yet have been unable to find a reliable number. It would seem that in the 550-600 haste rating range there is a drop off from benefits of haste, but I haven't been able to pin it down to an exact figure.
So you say that even whit ISL I need to lifetap more then once every 40 sec? I find that hard to believe, because I got ISL specced and I hardly lifetap, atleast way less then once every 40sec.
Simcraft Mana-Timeline proves your believe wrong.
for a man hears what he wants to hear and disregards the rest - Simon & Garfunkel
The simcraft from the 0/13/58 build uses glyph of lifetap, but is it beneficial to have both ISL leech AND glyph of lifetap?
To me it seems that you dont life tap as much whit ISL which makes glyph of lifetap pretty bad, but if you DO lifetap to keep the buff up, is ISL necassary? Isnt it better to just put te points in supression so you can take less hit?
Just make sure that you keep in mind the usefulness of Destructive Reach. The extra 10% range is extremely beneficial in many circumstances; speccing into this, however, involves taking at least one point out of ISL.
So you say that even whit ISL I need to lifetap more then once every 40 sec? I find that hard to believe, because I got ISL specced and I hardly lifetap, atleast way less then once every 40sec.
While you won't need to lifetap because you're out of mana every forty seconds, lifetapping every forty seconds does replenish mana equal to the value of lifetap. By the end of a long fight, I'm generally oom, but for the duration of that fight I've been lifetapping every forty seconds, and seeing benefit from doing so.
Just make sure that you keep in mind the usefulness of Destructive Reach. The extra 10% range is extremely beneficial in many circumstances; speccing into this, however, involves taking at least one point out of ISL.
It involved taking a point out of Backlash, which is a far smaller DPS gain than ISL.
The mind is like a parachute. It works best when it's open.
It involved taking a point out of Backlash, which is a far smaller DPS gain than ISL.
Could it be argued that the extra DPS up-time is in fact a bigger increase in DPS (in ToC - where there's plenty of movement) than the one point in Backlash?
In terms of DPS, 2 points in improved soul leech provides more than 3 points in suppression and extra 2 points in backlash. No you can not argue that 1 of those 2 points in ISL is worse than a point in backlash, the difference between the 2 is too significant.
If you feel that you move a lot and don't really need ISL, spec 3/13/55- otherwise ISL > Backlash.
The mind is like a parachute. It works best when it's open.
In terms of DPS, 2 points in improved soul leech provides more than 3 points in suppression and extra 2 points in backlash. No you can not argue that 1 of those 2 points in ISL is worse than a point in backlash, the difference between the 2 is too significant.
If you feel that you move a lot and don't really need ISL, spec 3/13/55- otherwise ISL > Backlash.
Hmm, sorry. I didn't make myself clear. Could it be argued that 1 point in destructive reach is more valuable than 1 point in backlash?
Hmm, sorry. I didn't make myself clear. Could it be argued that 1 point in destructive reach is more valuable than 1 point in backlash?
Any such argument will need to take into consideration that regardless of movement required in the fight, you will have to get within 30 yard range every 60 seconds to drop CoD anyway.
Hmm, sorry. I didn't make myself clear. Could it be argued that 1 point in destructive reach is more valuable than 1 point in backlash?
Yes the argument could definitely be made, both for range sake (but keep CoD in mind), and also for threat's sake. The benefit however would be subjective and would not really be measurable in any way. I'm demo, and I for one would love to have a little bit more range for snobolds on Northrend beasts (for example).
The mind is like a parachute. It works best when it's open.
I was running some comparison's in our guild and sifting through the raw data text and I noticed that if you import your wowhead profile, it isnt correctly importing everything. (gear, etc.)
also without the raid it is showing everyone as having 0 hit rating, etc.
if i have the raid optimization on does it only include the armor bonuses with the raid build?
Also I am a different spec than they are (i'm xtera). I am specced into suppression and according to this I only have 14.95% hr, is it properly taking into account that I have the extra 3%.
do I need to adjust the settings for 25 man raids so that the cap is properly raised to 17% for 100% hit rating. because according to this 14% hr in raid is enough without suppression.
I just imported your current armory with the command:
Your spell stats that simcraft has recorded are:
Spell Stats: power=2339(2339) hit=13.99%(367) crit=21.51%(529) penetration=0(0) haste=13.63%(447) mp5=0
I checked your page on the wowarmory.
It says you have: 64str, 77agi, 1127sta, 1047int, 518spi, 2339sp, 367 hit rating, 529 crit rating, 447 haste rating, 0mp5 while casting, 0 spell pen, 18802 health, 19859 mana.
That's a difference of 1 stamina, 206 health, 116 mana. The stamina is likely just a rounding error. The health and mana differences are probably talent related and I'll look into fixing it.
It correctly shows you as having 13.99% hit from gear and given that you have Suppression you will be hit capped.
The goal of the Spell Stats and Core Stats etc. on the SimCraft results is to pretty closely match what you will see in game without any buffs on (or close to what you'd see on the Armory if the Armory wasn't buggy with a couple of things).
There are some talents that will increase your paper doll stats and others that don't increase the paper doll value. It would appear from looking at the wowarmory that Suppression is one that doesn't show up on the Armory and thus isn't going to show up either under your Spell Stats in the SimCraft results.
These are the stats that each product suggests be used in, for example, wowhead rankings. Is there a known reason for trusting one over another when looking at potential upgrades?
Obviously, the stronger method of comparing an item to an existing item is to swap to that item in Leulier and/or Simcraft and compare the revised DPS prediction/simulation to the prior one. However, scale factors can be useful as an on the fly predictor (in-game comparison when something unplanned drops) or in looking over large numbers of potential upgrades to zero in on some of the likely candidates you might be seeing soon.
These are the stats that each product suggests be used in, for example, wowhead rankings. Is there a known reason for trusting one over another when looking at potential upgrades?
Obviously, the stronger method of comparing an item to an existing item is to swap to that item in Leulier and/or Simcraft and compare the revised DPS prediction/simulation to the prior one. However, scale factors can be useful as an on the fly predictor (in-game comparison when something unplanned drops) or in looking over large numbers of potential upgrades to zero in on some of the likely candidates you might be seeing soon.
When I run your armory profile through SimCraft with 10000 iterations I get:
About the only things they appear to agree upon is Crit.
Leulier's value for Hit especially is telling. It's obviously not measuring the same thing that SimCraft is. SimCraft subtracts a given amount of hit rating and compares the DPS with the less hit rating with the current gear level. This is because it's assumed that you're going to be pretty much hit-capped anyway and thus having a positive delta stat value would be pointless. At a guess, Leulier's doesn't do the same thing as SimCraft here.
Spirit can be trivially proved to be worth more than the 0.51 given by Leulier scale factors.
Life-tapping to keep up the Glyph of Life-Tap buff as well as using Fel Armor with Demonic Aegis talent and having BoK gives a straight up spirit -> spellpower value of (0.2 + 0.3 * 1.3) * 1.1 = 0.65.
When I run your profile through SimCraft's scale factor generation with infinite_mana=1 I get:
Mordekhuul Sta=0.00 Int=0.28 Spi=0.92 SP=1.44 Hit=2.99 Crit=0.77 Haste=1.16 Lag=0.00
Normalising Spirit to Spellpower that's 0.92/1.44 == 0.64. Which is very close to the theoretical maximum of 0.65.
The 0.79 value from a normal scale factor test just reflects the fewer number of Lifetap's etc. needed to be cast for mana regen purposes rather than just keeping up the Glyph's buff.
So for Spirit at least, SimCraft's value seems a lot more accurate than Leulier's.
*edit* The DPS value I got for you on the scale test was 6908 DPS. That's using Blood Fury as well.
As mentioned, to calculate scale factors, you should probably use at a minimum 10000 iterations.
Otherwise, what you have is correct.
How exactly did you run the sim on my toon? I upped it to 10000 iterations and still got a spirit valuation of 1.53 (vs. spell power valued at 1.42).
I was wrong earlier when I posted the string I had used to generate the scales. What I actually did was drop my mordekhuul.simcraft file onto SCALE_FACTORS.BAT, which looks like this:
You're using an older version of SimCraft to what I'm using. I'm running off the latest SVN version.
I can tell this because there's no Blood Fury in your action list, and the latest SimCraft will add Blood Fury to the list if the race is Orc.
It's quite possible that there was a scaling bug fixed too between the versions.
It might also be due to smooth_scale_factors=1, since on other post dedmonwakeen said that its not working as intended.
Originally Posted by dedmonwakeen
I'm afraid I have currently lost my faith in smooth_rng when used to reduce both iteration count and the scale deltas (which is what happens with smooth_scale_factors=1). I would recommend against smooth_scale_factors=1 and instead iterate in the 10k to 20k range when generating scale factors. I'll eventually work on solving the problem because it still has the greatest performance potential of any reasonable alternative..... but my plate is full at the moment.