Use of castsequences is recommended against regardless due to the fact that castsequence macros do not get placed in the cast que, and thus- latency will hit you very, very hard.
The mind is like a parachute. It works best when it's open.
Using the new Qt GUI, how do I enable specific buffs like heroic presence? I've tried a few things, like putting the line "heroic_presence=1" in the overrides tab, but Simulationcraft complains about an unknown option/value pair.
As a specific hack to apply heroic presence, I can change my character's race, but that's only a hack, and not The Right Way.
Using the new Qt GUI, how do I enable specific buffs like heroic presence? I've tried a few things, like putting the line "heroic_presence=1" in the overrides tab, but Simulationcraft complains about an unknown option/value pair.
As a specific hack to apply heroic presence, I can change my character's race, but that's only a hack, and not The Right Way.
The variable names for forcing the buffs and debuffs all start out with "override.xxx"
I just noticed that the BiS geared 03/13/55 specced warlock is using a 12 SP / 10 hit gem in his off-hand, despite having more then enough hit to get rid off it, assuming having misery of improved faerie fire on the target.
Is the original poster the one who takes care of these profiles, or is it the one who made the simulationcraft software?
Edit: I just tried to change this gem to 10 haste instead of 10 hit, or even 23 sp (instead of 12 sp 10 hit 5 sp bonus) and got lower dps results then with the 10 hit gem, is the first one because i've only done 10k iterations with each type of gem? and how is the second one possible?
I just noticed that the BiS geared 03/13/55 specced warlock is using a 12 SP / 10 hit gem in his off-hand, despite having more then enough hit to get rid off it, assuming having misery of improved faerie fire on the target.
Is the original poster the one who takes care of these profiles, or is it the one who made the simulationcraft software?
Edit: I just tried to change this gem to 10 haste instead of 10 hit, or even 23 sp (instead of 12 sp 10 hit 5 sp bonus) and got lower dps results then with the 10 hit gem, is the first one because i've only done 10k iterations with each type of gem? and how is the second one possible?
I believe this has something to do with how your Imp's Firebolt and [Reign of the Unliving]'s Pillar of Flame work regarding your talented hit (3/3 Suppression).
From what I've noticed in my simulations, both Firebolt and Pillar of Flame do not seem to be receiving the 3% hit benefit from Suppression. hence you see ~3% miss from both using 3/13/55 (depending on your personal hit from gear)
You can also see these misses on the results posted in the OP (quoted bellow for clarity)
Now, if this is true, it means that we could probably have a different target hit for 3/13/55 when the warlock has [Reign of the Unliving] equipped. It seems like something that should probably be looked into, I'll make some tests this weekend to verify if any of this means anything different for hit considerations.
I've run a test comparing different gem choices in the offhand. The choices were 23sp, 10haste/12sp, 10crit/12sp and 10hit/12sp. I ran it with 20000 iterations.
As can be seen, the actual difference is very small, but to ensure we're using the best profile I have updated the wowhead profile and checked in an updated version of the .simc file.
Just a quick observation and question at the same time. I did some testing on the ptr with corruption and its interaction with rolling haste, very similar to how priest's SW:P was before they removed it.
I noticed in the simcraft 55/0/16 in 300 secs corruption ticks 128 times or roughly one tick per 2.3475 seconds, and that it is not being reapplyed, thus indicating its not falling off and should have damn near a 100% uptime. Might I also point out the obvious 8% haste from raid buffs, also added into this.
On my ptr testing, I put up corruption and waited for an eradication proc (for testing purposes). Once eradication proc'd, I reset recount hit a haste pot and reapplyed corruption with my updated haste, continuing with my normal rotation for 300 seconds. Give or take even a tick or two for error at exactly 300 seconds ( I was using the stopwatch in game), I finished with 92 UA ticks or 1 higher than simcraft (this is a weak but semi control, depending on uptime) and more importantly 163 ticks from corruption or 35 more than the simulator. I should also point out that in my testing I used spellstone, and 589 haste from gear, also less than the gear setup by about 10 or so used in simcraft. I did not have access to a boomkin and or shammy for the 8% haste from raid buffs, so this was simply my own gear, spellstone, eradication proc, as well as a haste potion.
I do believe from this testing, while very rough, sorry I dont have quite the patience to run several more tests, we can conclude very roughly that corruption haste rolls very similar to priest's old SW:P. Thus popping a haste pot during first erad proc, or even pre-poting with a potion of speed will increase dps even more. Is it possible to modle the rolling haste on corruption in simcraft?
So having a look at the new t10 set, i noticed that there is no spirit on any of the pieces (World of Warcraft Database - Sigrie). Because of this, i was thinking that the glyph of lifetap would be devalued and once again be replaced with immolate - which in turn, would make 0/13/58 >> 3/13/55. Any thoughts?
I did some testing with Dark Pact both on the PTR and using SimulationCraft(after it got updated so that Dark Pact procs the Glyph of Life Tap). On the PTR, I wanted to see if the Felhunter could keep up with the mana requirements of an Affliction Warlock. Without any buffs, I was able to run a normal rotation without stopping or switching to Life Tap, however, my Dark Pacts removed over half of my pet's mana so casting Dark Pact multiple times in a row, such as between phases, might not be possible. I'm sure Arcane Intellect and Blessing of Kings on my pet and myself would help my pet's mana situation a lot.
In SimulationCraft, I wanted to test the viability of Dark Pact from a pure dps standpoint. Using the BiS Affliction Profile(55/0/16), I removed one point from Cataclysm to get Dark Pact. I replaced the Life Tap in the priority list with Dark Pact, and ran the simulation. This resulted in 9552 dps over 10,000 iterations, compared to 9556 using Life Tap, a 4 dps loss. I also ran the same simulation using my own gear, which has quite a bit less spirit and a little less spell power. This resulted in 8733 dps for the Dark Pact spec, compared to 8705 using Life Tap, a 28 dps gain. SimuationCraft had my raid buffed spell power at 3750 vs 4020 for the BiS profile and my spirit at 747 vs 1136 for the BiS profile.
I didn't take the time to run scale factors for each profile, but using Dark Pact over Life Tap should reduce the value of spirit slightly. It also frees up the 2 points currently spent in Improved Life Tap, these could possibly go to Improved Drain Soul if threat becomes an issue. Dark Pact also has the obvious benefit of not hurting the warlock. If our tier gear remains how it is, with no spirit on it, Dark Pact might universally be the way to go, but if we end up with a lot of spirit like the BiS profile has, we will continue to use Life Tap.
Isn't it a little silly counting a 4 dps loss as a win for Life Tap? I mean, even if you're not at any risk of dying due to the health Life Tap takes, you're at least saving your healers a GCD every now and then throwing a HoT on you. I'm just saying - isn't your health a little more important than your pet's mana?
Actually no.. the self healing capabilities of affliction don't require a heal anyways, atleast moreso than any other class. If theres raid damage during the fight, then constant heals will be going on anyways (i.e. steelbreaker, Twin Valks). Life tap in no way requires any more additional heals than say destro with imp sL. In fact, demonology with its lack of mana effeciency talents and lack of self healing through damage dealing talents, would require more heals than any of the two other specs. The only possible fights where it would be beneficial for dark pact of life tap would be a fight where two abilities going off at the same time will Gib you, i.e. Freya +3 even Thorim to a lesser degree.
P.S. You can always self heal through affliction not requiring that rejuv from your resto druid, even while life tapping, whereas your pet not dps'ing who does what 1k dps in the upcoming patch is a little more worrysome.
Provided dps is the same, there's no reason not to take the route with more survivability. Taking less damage than other classes is great, but taking less damage than that is better. The only way Life Tap is better is if there is a designated time, such as between phases, that it is ideal to tap. In these situations you cannot spam Dark Pact because of pet mana limitations. However, you can still Life Tap, it just doesn't provide as much mana as it does with Improved Life Tap. So in a situation where your pet is dead, out of mana, or you absolutely have to regain mana as fast as possible, a Life Tap spec might be better. You could always spec for Improved Life Tap even though you will be using Dark Pact, but I would rather have the aggro reduction even if I don't need it most of the time.
Can the tier 10 be imported into simcraft?
So we can know what spec would be the best with the tier10v1 and t10v2 since those are what we are gonna end up with first?
Can the tier 10 be imported into simcraft?
So we can know what spec would be the best with the tier10v1 and t10v2 since those are what we are gonna end up with first?
The stats on the tier10 is not 100% certain yet as far as I know, and seeing as no part of any casterset has any spirit on it, some changes are likely to be made.
Nice result. I discussed the same spec elsewhere yesterday, though I didn't consider taking the next step and drop that point in backlash to get one more point in unholy power.
Anyways, here are my results with the "strong imp spec" (Profiler - Wowhead) for 3.2 and 3.3 mechanics, using simcraft v322.7:
I calculated the scale factors to see if one of the specs will scale better (3.3 mechanics, 10k iterations), but there is no clear trend:
I've been trying to test out 'rolling' corruption with buffs on, it seems to work fine when just trying this particular thing out, but in a scenario when you're trying to deal as much damage as possible (haunt is up), and then you get a eradication procc up without losing out on any other buff, you're unable to cast corruption because there's "a more powerful spell already".
Nice result. I discussed the same spec elsewhere yesterday, though I didn't consider taking the next step and drop that point in backlash to get one more point in unholy power.
Anyways, here are my results with the "strong imp spec" (Profiler - Wowhead) for 3.2 and 3.3 mechanics, using simcraft v322.7:
I calculated the scale factors to see if one of the specs will scale better (3.3 mechanics, 10k iterations), but there is no clear trend:
Itemization and loosing the 2pc T9 bonus will probably work in favor of the ISL spec for Icecrown gear.
Hope you find this useful.
So did some more work around this lilsteele heres the results in a nutshell
I have run the tests multiple times and spent over 5 hrs on this checking and double checking , results are the same.
I'm wondering a bit about those really high dps numbers you are getting. Shouldn't they be somewhere close to what is presented in the first post in this thread? Also any simulation I'm doing has the Glyph of Imp some 100 dps behind the life tap glyph. It's also strange that the Glyph of Imp is better for the spec that doesn't have points in Unholy Power.
Which simcraft version are you using? I just upgraded to 322.9, but it didn't bring any significant change.
I see the 3 points in 3% hit are left out in all specs you guys are applying the 3.3 mechanics on, does this mean this spec will become worse? I have always worked my gear around my 3/13/55 spec.
Unless I've missed something very obvious, the highest dps spec listed using 3.2 mechanics and BIS gear is, in fact, the hit talented 3/13/55 spec. It is also the 4th highest spec listed using 3.3 mechanics, just a few dps behind 0/13/58. For my gear level, 3/13/55 beats 0/13/58 by about 36 dps (though I do drop a point in backlash for destructive reach in 0/13/58 to mitigate threat). So clearly (at least to me) specs that include hit talents are viable currently and will continue to be in 3.3.
On another note, anyone actually tried 0/18/53, the strong imp spec? I sim'ed it for myself and found it beat my current spec by about 4 dps with the added benefit of soul link and master summoner should your imp be killed. This does however include dropping one point in destructive reach for an additional point in Unholy Power. For me the added threat was the killer in this spec, though this may be partially compensated for by lower personal threat due to increased pet damage. I'd love to hear personal experiences with this spec as it may be (as suggested by other posters) the highest dps destro spec come 3.3.
Is there a way to model the simcraft numbers with the way corruption works to see how big of a dps increase it would be to stack all your haste buffs then pop a speed pot to keep that corruption rolling the whole time or even with the new crit trinket on activation?