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01/23/10, 1:31 PM
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#2401
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Glass Joe
Gnome Warlock
Silvermoon (EU)
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for some reason simcraft (330-7) doesnt pick up the stats for ethersoaked bracers, have to manually input them
[Ether-Soaked Bracers]
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01/23/10, 3:33 PM
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#2402
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Von Kaiser
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Originally Posted by Okyn
for some reason simcraft (330-7) doesnt pick up the stats for ethersoaked bracers, have to manually input them
[Ether-Soaked Bracers]
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This is a problem for many new gear pieces. It also does not pick up stats for
1. Valanar's Other Signet
2. Pendant of Split Veins
3. Shadow Silk Spindle
4. Gloves of Broken Fingers.
I'm sure there are more of the ICC items not entered.
Last edited by ultrajustin : 01/23/10 at 3:39 PM.
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01/25/10, 10:24 AM
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#2403
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Bald Bull
dedmonwakeen
Undead Priest
No WoW Account
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Originally Posted by ultrajustin
This is a problem for many new gear pieces. It also does not pick up stats for
1. Valanar's Other Signet
2. Pendant of Split Veins
3. Shadow Silk Spindle
4. Gloves of Broken Fingers.
I'm sure there are more of the ICC items not entered.
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Please remove "simc_cache.dat" and retry.
In the meantime I will determine if it is an xml-description change or just a bug......
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01/25/10, 9:34 PM
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#2404
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Von Kaiser
Blood Elf Warlock
Magtheridon
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Apparently the warlock buffs are finally official.
World of Raids | World of Warcraft 3.3.2 Patch Notes - Translated From Korean
Warlock
* Talents
o Affliction
+ Shadow Embrace - Now stacks up to 3 times. Healing reduction effect has been reduced to 2/4/8/10% to compensate.
o Demonology
+ Demonic Pact - This talent now increases your spell damage by 2/4/6/8/10% (Up from 1/2/3/4/5%). Effect to raid or party members remains the same.
o Destruction
+ Conflagrate - Periodic spell damage has been increased to 40% (Up from 20%)
+ Empowered Imp - Increases damage done by Imp by 10/20/30% (Up from 5/10/15%)
+ Improved Shadow Bolt - Now increases Shadow Bolt damage by 2/4/6/8/10% (Up from 1/2/3/4/5%)
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01/25/10, 11:31 PM
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#2405
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Glass Joe
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Originally Posted by Mystearica
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With these new changes set to go into effect with the next patch, how does the DPET look for Shadow Bolt as compared to Incinerate (with Molten Core) for the Demonology spec? If Incinerate is no longer worthwhile, MC procs also lose value, does it make sense to change the Quick Decay glyph to Metamorphisis?
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01/25/10, 11:43 PM
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#2406
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Don Flamenco
Human Warlock
Emerald Dream (EU)
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Originally Posted by something2
With these new changes set to go into effect with the next patch, how does the DPET look for Shadow Bolt as compared to Incinerate (with Molten Core) for the Demonology spec? If Incinerate is no longer worthwhile, MC procs also lose value, does it make sense to change the Quick Decay glyph to Metamorphisis?
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Prior to the current version of MC there was a "increases the damage of your incinerate by 5/10/15%" or something along those lines. Basically it means that incinerate ended up doing like 3% less damage than shadow bolt still. In the current version of Molten core, the cast time is also reduced by 30%, meaning incinerate has much, much higher DPET than shadow bolt at this point.
Even though Shadow Bolt might do more damage than incinerate even with molten core up in the next patch, the reduced cast time will make incinerate a definite DPS increase.
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The mind is like a parachute. It works best when it's open.
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01/26/10, 9:26 AM
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#2407
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The Chairmaker
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I've updated the OP with 3.3.2 numbers.
EDIT: I also just updated the scale factors, using the T10 bonuses, and upping the lag settings to get a smoother haste scaling curve. This does result in slightly lower haste scaling across the board, but I think these factors better reflect how people generally end up playing in real encounters anyway.
Last edited by Zakalwe : 01/26/10 at 10:23 AM.
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01/26/10, 1:35 PM
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#2408
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Glass Joe
Human Warlock
Xavius (EU)
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Excuse me if I'm wrong but according to the new scaling factors:
Warlock_T9_00_56_15 Sta=0.2081 Int=0.5239 Spi=1.0647 SP=1.4925 Hit=3.2801 Crit=1.0838 Haste=1.0722
Does this mean the 12SP/10Haste gems should now be replaced with 12SP/10Crit (assuming socket bonus)?
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01/26/10, 3:25 PM
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#2409
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Glass Joe
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Originally Posted by Vidiz
Excuse me if I'm wrong but according to the new scaling factors:
Warlock_T9_00_56_15 Sta=0.2081 Int=0.5239 Spi=1.0647 SP=1.4925 Hit=3.2801 Crit=1.0838 Haste=1.0722
Does this mean the 12SP/10Haste gems should now be replaced with 12SP/10Crit (assuming socket bonus)?
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It does seem to point to at least revisiting the situation. However, it really comes down to tests on training dummies and real raid situations. Besides, exact gear makeup can make a huge difference. I doubt your gear is as good as what's being put in those situations. You might not have all the tier gear they have, for instance. That can make a big difference.
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01/26/10, 3:51 PM
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#2410
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Von Kaiser
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Haste lost it's pow
Originally Posted by Zakalwe
I've updated the OP with 3.3.2 numbers.
EDIT: I also just updated the scale factors, using the T10 bonuses, and upping the lag settings to get a smoother haste scaling curve. This does result in slightly lower haste scaling across the board, but I think these factors better reflect how people generally end up playing in real encounters anyway.
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Thanks a ton for the quick update. You mentioned a change to the lag settings for a smoother haste scaling curve and it did make a huge difference. For every spec but Aff haste now looses to crit for dps (and for affliction haste even beats out spell power by a good margin)? I just wanted to make sure this was not a typo by putting a 1.9 for aff vs a .9 or something of the like. There is a lot of competition for raid spots and I use EJ and even more so this thread to keep ahead as much as possible.
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01/26/10, 4:49 PM
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#2411
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Don Flamenco
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Originally Posted by Zakalwe
I've updated the OP with 3.3.2 numbers.
EDIT: I also just updated the scale factors, using the T10 bonuses, and upping the lag settings to get a smoother haste scaling curve. This does result in slightly lower haste scaling across the board, but I think these factors better reflect how people generally end up playing in real encounters anyway.
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How is the T10 bonus currently calculated in the sim? I ask because you need to recast Corr during the proc to gain the benefit, does the sim account for this or is it simply applying a flat % increase?
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I spell things wrong on porpoise
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01/26/10, 7:56 PM
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#2412
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Glass Joe
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Originally Posted by Vidiz
Excuse me if I'm wrong but according to the new scaling factors:
Warlock_T9_00_56_15 Sta=0.2081 Int=0.5239 Spi=1.0647 SP=1.4925 Hit=3.2801 Crit=1.0838 Haste=1.0722
Does this mean the 12SP/10Haste gems should now be replaced with 12SP/10Crit (assuming socket bonus)?
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Or should the 12SP/10 Haste gems still be used but replace Spellstone with Firestone, especially on damage multiplied fights like Queen?
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01/26/10, 10:55 PM
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#2413
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The Chairmaker
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Originally Posted by Melbuframa
How is the T10 bonus currently calculated in the sim? I ask because you need to recast Corr during the proc to gain the benefit, does the sim account for this or is it simply applying a flat % increase?
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It does account for that, but it doesn't do anything special to recast corruption to get the bonus rolling.
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01/27/10, 5:51 AM
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#2414
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Banned
Blood Elf Warlock
Executus (EU)
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When you say 'adjusted lag settings' what do you refer to in simcraft? I recently simcrafted my demo warlock and my scale factors still favoured haste over spirit and crit, with crit behind spirit. Spell power was still also ahead. Take in mind that I don't raid with a shaman so I don't get the benefit of WoA totem, or bloodlust so my 1058 haste with spell stone would receive the moonkin haste buff and that is it, so the value for haste is most likely higher for me.
My question is though, is it wise for everyone to adjust their lag settings like you have? I'm concerned that if I do the same I may have alot of regemming to do.
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01/27/10, 6:11 AM
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#2415
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The Chairmaker
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Originally Posted by Jenren22
When you say 'adjusted lag settings' what do you refer to in simcraft?
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I manually set queue_lag to 0.2, gcd_lag to 0.4, and channel_lag to 0.5. This is slightly higher than the "high" latency option in the GUI. I'm gonna go ahead and rerun the scale factor generation using the "high" latency settings, to make it easier to replicate my results.
I personally think high latency is a good choice for scale factor generation for two reasons:
1. Because the lag is applied as a random value within a certain range, increasing that range creates more randomness in cast timing, which helps avoid an overly jagged "haste graph". This makes the calculated haste scaling factor more generally applicable for gear stat weights, because it's less dependent on the particular gear set used to generate the scale factors.
2. Most people will have trouble replicating the simulated actor's spell casting patterns when the sim is run at a low latency setting. In a real fight, things such as stress, movement, spell push-back, UI lag, and actual network lag will combine to make some of your casts go off at a slower than optimal rate. I'll admit that these effects aren't all simulated perfectly by simply switching the lag setting to high, but the effects on the haste scaling factor should be very similar.
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01/27/10, 6:15 AM
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#2416
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Banned
Blood Elf Warlock
Executus (EU)
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Thanks, I will try this. Of course, I have been running my latency as 'low' but I guess you have to define that. I usually have around 2-300 ms in game, I appreciate this will be different for everybody, and I don't consider that high at all but I guess it could be.
I will try running mine with the settings you gave and will see how it looks afterwards.
EDIT: My results for demonology:
Scale Factors:
Jenerena Sta=0.1671 Int=0.4365 Spi=1.0185 SP=1.3204 Hit=0.0000 Crit=0.7260 Haste=0.9570 Lag=0.0000
Interesting...the fact spirit is higher than haste may make gearing awkward.
And for Affliction:
Scale Factors:
Jenerena Sta=0.0000 Int=0.2484 Spi=0.7953 SP=1.5310 Hit=0.0000 Crit=0.8379 Haste=1.2494 Lag=0.0000
The scale factors for affliction are very similar to what I had before, though spirit was slightly higher than crit last time i checked it under low latency. I may need to redo these as the gearset was the same as for demonology so things may not have been itemised the same.
It will also be interesting to see how they look with full BiS ICC gear, presuming haste levels will most likely be alot higher perhaps dropping the value further.
I would guess running Simcrafts to work out set bonus values is also sensible under these conditions. Despite it being a proc chance, this chance will also be calculated based on damage/DPS values which will most likely drop with higher lag.
Last edited by Jenren22 : 01/27/10 at 6:37 AM.
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01/27/10, 6:43 AM
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#2417
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The Chairmaker
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Originally Posted by Jenren22
Thanks, I will try this. Of course, I have been running my latency as 'low' but I guess you have to define that. I usually have around 2-300 ms in game, I appreciate this will be different for everybody, and I don't consider that high at all but I guess it could be.
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The queue_lag value is so low by default because ideally you'll be queuing up your spells after any spell with a cast time, so even with relatively high network latency there should be virtually no delay betweeen the casts.
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01/27/10, 7:27 AM
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#2418
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Glass Joe
Human Warlock
Kazzak (EU)
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These extremly high values of spirit does not make sense to me. In simulations on my own demo lock, spirit was slightly better than haste. The main value of spirit comes from getting 59% of it to spellpower, the only other gain is getting 3 extra mana per life tap but simcraft seems to value this extremly high. What was the command to turn on unlimited mana in simulations? It would make experimenting abit easier before starting to regear.
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01/27/10, 7:42 AM
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#2419
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Piston Honda
Human Warlock
Frostmane (EU)
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Originally Posted by Naoe
These extremly high values of spirit does not make sense to me. In simulations on my own demo lock, spirit was slightly better than haste. The main value of spirit comes from getting 59% of it to spellpower, the only other gain is getting 3 extra mana per life tap but simcraft seems to value this extremly high. What was the command to turn on unlimited mana in simulations? It would make experimenting abit easier before starting to regear.
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actually its 59%*1,1=64,9% for a non-human, can't forget about blessing of kings! As a demo lock, you should gear for rDPS and not pDPS, and for rDPS spirit should without a doubt be better then haste and crit, have a look at the demonology forum and the 3.3 compendium here on EJ!
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01/27/10, 7:42 AM
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#2420
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The Chairmaker
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Originally Posted by Naoe
These extremly high values of spirit does not make sense to me. In simulations on my own demo lock, spirit was slightly better than haste. The main value of spirit comes from getting 59% of it to spellpower, the only other gain is getting 3 extra mana per life tap but simcraft seems to value this extremly high. What was the command to turn on unlimited mana in simulations? It would make experimenting abit easier before starting to regear.
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The option is infinite_mana=1. Assuming you have kings, you get 64.9% of your spirit as SP, so with that option turned on, my spirit scale factor for demo would have been 0.649 * 1.4925 = 0.9686. The generated factor is 1.0647, so the effect on life tap mana returns is valued at 0.096 DPS per point of spirit. I would not call this extremely high.
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01/27/10, 7:55 AM
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#2421
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Glass Joe
Human Warlock
Kazzak (EU)
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My current values are like this:
low latency:
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SP: 1.61, Haste: 1.54, Spi 1.36, Crit: 1.00, Int: 0.55
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high latency:
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SP: 1.54, Haste: 1.12, Spi: 1.41, Crit: 0.97, Int: 0.53
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I really find no sense in spirit value going through the roof from higher latency, since all other values are lower and less mana is used (56k mana gained from life tap with low latency compared to 51k in the high latency simulation). Haste being affected so much by latency doesn't come naturally to me either.
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01/27/10, 8:03 AM
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#2422
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Banned
Blood Elf Warlock
Executus (EU)
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Indeed, i think mana return has a very small part to play in this. However, at lower spirit levels I would think the value is higher, but when plotting spirit it seems it isn't exponential.
With the focus on rDPS, with a value of 500 spirit buffed in ICC gear, that accounts to 324.5 spell power, which will give extra spell power to the raid, depending on your base spell power levels. I'm guessing that will add to the value as simcraft will take into account the benefit to the raid? I suspect this is the reasoning for the superior scale factor for spell power also.
Fact is, I'll only be worried if spell power is overtaken by another stat. I'm not too concerned about spirit being second because as you say, haste is affected by lag making it a less forgiving stat.
Last edited by Jenren22 : 01/27/10 at 8:32 AM.
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01/27/10, 8:28 AM
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#2423
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The Chairmaker
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Originally Posted by Naoe
I really find no sense in spirit value going through the roof from higher latency, since all other values are lower and less mana is used (56k mana gained from life tap with low latency compared to 51k in the high latency simulation). Haste being affected so much by latency doesn't come naturally to me either.
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I hardly think 0.05 DPS is "through the roof". What number of iterations are you running, anyway?
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01/27/10, 8:42 AM
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#2424
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Glass Joe
Human Warlock
Kazzak (EU)
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With unlimited mana, scale factors become:
low latency:
high latency:
Which makes complete sense, spirits only value is through the SP it gives.
This concludes that my simulations high value of spirit is from its affect on Life Tap. This value (Total value minus SP value) is a whopping 0.32 with low latency, and 0.41 with high latency which is 3-4 times as high as Zakalwes simulations. This leads one to think that 1. There is a bug somewhere, or 2. my simulation Life Taps a lot more than Zakalwes simulation. On high latency, my simulation lifetaps 17.6 times on high latency, 8.0 times with unlimited mana in a 300 second fight; this does not sound unreasonable.
@Jenren22: I strongly doubt the rDPSvalue of SP/spi is included in demo simulations since it does not know what the rest of the raid looks like.
@Zakalwe: Sorry, I wrote that in a weird way. It's spirits high value in general that boggles me, combined with the fact that its value increased with high latency.
For reference, all of my simulations are run with 10k simulations with all other settings on default
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01/27/10, 9:05 AM
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#2425
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Don Flamenco
Undead Warlock
Twisting Nether (EU)
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The rDPS spec is calculated in a 8 DPS caster setup with an average scaling value of 1.7 in SP if my memory is right.
It actually includes both SP and Spirit in raid scalings and yes, both of them are higher than haste and crit.
Warlocomotif can give you more details if he finds the time.
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