A few things about the demo specs;
[1] The hybrid demo specs should no longer be using curse of agony as it no longer procs molten core (well, it shouldn't anymore anyway).
[2] actions+=/corruption,health_percentage>=35 can be removed from all profiles
[3] I'd like to see how deep demo does with glyph of quick decay. I'm pretty sure the change won't be big, but we can hope [Id do it myself only the download isn't updated].
Ok so we've got 60 ticks in total, 6 immolation aura's, 3 metamorphosises. Which means we're using it twice per metamorphosis (as expected). An immolation aura that doesn't get clipped has 15 ticks, which means that the 3 immolation auras that do get clipped average at 5 ticks.
The average tick @ 1792 for a DPE of 8960, DPET of about 7456. The DPET is lower than that of soulfire, so *deally* you'd only cast 2 immolation aura's per metamorphosis above 35%. This will provide us with a very very small DPS increase, one we probably won't enough notice >_<
Last edited by Warlocomotif : 10/22/09 at 10:28 AM.
The mind is like a parachute. It works best when it's open.
Well, on the PTR as of the latest build, Molten Core has been changed yet again:
"Your Shadow spells and damage over time effects have a 12% chance to increase the damage done by your Incinerate by 5/10/15% and Soul Fire by 4/7/10% for 12 sec."
CoA, Corruption, Shadowbolt, Shadowflame all proc Molten Core. Molten Core no longer has charges; it lasts for the full 12 seconds, regardless.
Also, BLizz is trying to get the new glyphs up; they put 3 recipes on a vendor, but unfortunately they're bugged and cannot be learned. : /
Edit: Just tested Conflag. Out of 54 Conflag DoT ticks, none crit, and the damage only scaled with random spellpower procs; i.e., when Conflag itself crit, the DoT was no stronger than normal.
Last edited by TheRabidSniper : 10/22/09 at 2:14 PM.
Well, on the PTR as of the latest build, Molten Core has been changed yet again:
"Your Shadow spells and damage over time effects have a 12% chance to increase the damage done by your Incinerate by 5/10/15% and Soul Fire by 4/7/10% for 12 sec."
It's just the tool tip of MC that is old. The effect in the patch notes is partially working, in that MC has charges and correctly affects incinerate damage and cast time, but immolate's duration is not affected. As mentioned earlier, charges don't get consumed until incinerate hits a target. The fourth incinerate will not get the damage boost, just the cast reduction.
Also, I just did 1002 ticks of corruption (167 casts) with 3/3 MC on a training dummy and only had 51 procs (applications as well as refreshes).
It's just the tool tip of MC that is old. The effect in the patch notes is partially working, in that MC has charges and correctly affects incinerate damage and cast time, but immolate's duration is not affected. As mentioned earlier, charges don't get consumed until incinerate hits a target. The fourth incinerate will not get the damage boost, just the cast reduction.
That is incorrect. The tooltip I quoted is exactly how it is now working on the PTR.
No charges. No reduction in cast time.
12 second buff
I was able to cast 6 incinerates during one MC, all benefited from the damage bonus.
That is incorrect. The tooltip I quoted is exactly how it is now working on the PTR.
No charges. No reduction in cast time.
12 second buff
I was able to cast 6 incinerates during one MC, all benefited from the damage bonus.
This is a screenshot taken just now. Have you unlearned and respent your talent points since the latest build?
If not, could you do me a favor and give it a shot to see if that changes it? I respec'd immediately after logging in in order to pick up a third point in MC.
Edit: I just found the source of the issue. The first and second points give the old effect. Only at three points invested will it give the effect listed in the latest patch notes.
With 3/3 MC, I finally get 3 charges on a 15 second buff. I had been using 2/3 MC beforehand. So 1/3 and 2/3 MC are currently bugged (even worse than what MC is *supposed* to be).
Glad I know what's what now...
So, as of the current PTR build, MC works as follows:
Any shadow damage (DD, DoT) has a chance to proc MC. MC then lasts 15 seconds and has 3 charges, where one charge is consumed by Incinerate or Soul Fire when either of those hit their target, not when their cast is finished.
Edit: a little something extra, though it matters not at all: if the incinerate Misses, a charge is not consumed.
Last edited by TheRabidSniper : 10/22/09 at 5:09 PM.
OK. I reran my original profile two more times and the dps did not vary for any haste value by more than 3. The largest class of DPS_1-DPS_2 or DPS_2 - DPS_3 was -1,0,1 so the runs are pretty consistent at the 15k cycle. Different numbers for BiS though (T9, from the 3393 release - the latest doesn't work under wine for me) I expect because higher levels of crit and SP are magnifying the differences. I present to you in all its glory - the BiS haste run from 300-790
I imagine they will eventually modify either the effect or the notes for Molten Core so they match. However, in the interim, are simcrafts going to assume that it can proc on all shadow spells or just Corruption, or possibly run both sets of sims?
Interesting. It looks like there are couple of sweet spots. 390 haste is the best dps until 430 haste. The largest example of a sweet spot is 550 haste which is the best dps in the 500-600 haste range and also of note is the significant dps loss when you go from 700 to 710.
I'm assuming that the generation of those numbers is automated; is there any chance you can do the same for numbers up to the haste soft cap so that we can take a closer look at our haste trinkets and the benefit they provide?
@Shayo: I just generated a loop to run simcraft over and over for each of those haste values. Takes about 2 hours to run on my machine so the idea of running it up into the thousands is not interesting - remember that simcraft is taking into account those procs and I am doing 15k iterations per run.
The lowering of dps with higher levels of haste is originated by the cooldowns of chaos bolt and conflagrate.
It is "a bug in simulationcraft", because it use a wrong casting strategy.
First, simulationcraft uses a priority list. If a spell is on cooldown, it uses a spell down the priority list.
This happens even, if a high dps-spell is getting ready in a very short time. A better casting strategy
is to wait for the high dps-spell to get ready.
Lets do a simplified example:
Spell A on 10 sec cooldown with 1.5 sec cast time doing 10k damage per cast.
Spell B with 2 sec cast time doing 5k per cast.
Spell B fits perfectly into the cooldown of spell A.
So you have 5 casts of spell B and 1 cast of spell A in 11.5 sec time.
Finally, you get for a rotation sequence (5 * 5k + 1*10k)/11.5 sec = 3043.5 dps.
Assume now, that you get additionally an infinitesimal amount of haste.
Then after 5 cast of spell B the spell A is still on cooldown, so simulationcraft uses another
cast of spell B.
In this situation simulationcraft uses 6 casts of spell B and 1 cast of spell A in 13.5 sec.
So finally, you get with infinitesimal amount of more haste (6*5k + 1*10k)/13.5 = 2963 dps.
I have to emphasize, that the "haste to dps"-relationship IS NOT generally LINEAR, so the linear scaling factors have to be taken with additional care.
This relationship even shows that the "stats to dps"-relationsship is even not multilinear!
The scaling factors are only difference quotients at specific points in the gear configuration space.
This non-linearity ensures that best-of-gear build by these scaling factors is disputable.
Even if you compare exactly one items with another and scaling factors calculated this no item of this slot worn, you make an (hopefully small) error, if you use these linear scaling factors.
Hey guys, this is not 3.3 related but how do I ensure that heroic presence is added to the buff list on simcraft. I changed overrides.heroic_presence=0 to 1 in the globals_t9 & t8.simc files. No luck, I also tried adding this in the simcraft bat file with no luck aswell as in my own profile file (missaar.simcraft). No luck in each one. Hopefully someone can get me a clear answer on my problem.
Hey guys, this is not 3.3 related but how do I ensure that heroic presence is added to the buff list on simcraft. I changed overrides.heroic_presence=0 to 1 in the globals_t9 & t8.simc files. No luck, I also tried adding this in the simcraft bat file with no luck aswell as in my own profile file (missaar.simcraft). No luck in each one. Hopefully someone can get me a clear answer on my problem.
Out of interest, what race was your character when you tried seeting override.heroic_presence=1
From what I recall it still checks your faction so that only Alliance can benefit from it, so if you had an alliance character and it wasn't working it's probably a bug.
It is "a bug in simulationcraft", because it use a wrong casting strategy.
Some actions (such as Mind Blast back when Mind Flay sucked eggs) have custom options for "waiting", but they aren't easy to implement at the moment. I'll add some code to the underlying architecture that will check duration_ready and cooldown_ready against a specified "wait" condition. If successful, the action will execute even if not truly ready, but instead of performing the ability merely schedule a player_ready event "wait" seconds into the future.
Don't know if this is only GUI-related but it seems that the default actionslist for affliction in v322 is using fire_stone. Had to edit this by hand (originally fire_stone):
edit:
Interesting enough the scale factors for haste with quick_decay compared to curse_of_agony are much worse.
Don't know if this is only GUI-related but it seems that the default actionslist for affliction in v322 is using fire_stone. Had to edit this by hand (originally fire_stone):
The choice between Fire Stone and Spell Stone in the default action list is tied to the presence of points in Master Conjuror.
If you have at least 1 point in it then it uses the Spell Stone, otherwise it uses the Fire Stone.
Is there a better option to check to decide which stone to use?
I can't replicate this with the default 53/00/18 T9 profile (making sure it's using spell stone).
I can't replicate this with the default profile either, but it does make sense that this glyph would interact oddly with haste scaling. It creates an interesting "soft cap" for haste where you're forced to recast corruption while under heroism because it ticks out too fast to be refreshed by haunt in time.
I would also assume that this is related to forced recast of corruption at a certain amount of haste, like Zakalwe stated above. Olthough I got in both 128 Ticks of Corruption and the count doesen't seem to be remarkably off:
i had time to test new glpyh Quick Decay. Everything was expected with my 700 haste counter started from 14 seconds.
but when i haunt refresh it no matter what corruption went up to 18 seconds. NOT back to 14 seconds like probably we all expected. But again this time corruption did hit 7 ticks.
Result: Corruption Original cast hits same amount of ticks but in reduced time
Corruption refreshed by haunt stays 18 seconds on target but tick frequency is increased resulting more ticks.
my idea is blizz just did this to make sure haunt cd wont be problem for Corruption refreshment. actually haunt corruption relation is almost same as is on live.
That's an interesting solution. Does anyone know of any other mechanism in the game that works like this? I'm wondering how exactly they go about calculating how many more times it should tick. I suppose the most straightforward way would be to multiply the original number of ticks (6) by your haste, but past experience shows blizzard doesn't always choose the most straightforward way of doing things
Simple way to test it would be to get to 1093 haste rating and see if corruption ticks 8 times after being refreshed by haunt.