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10/24/09, 8:12 PM
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#76
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Von Kaiser
Human Warrior
Silver Hand
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v2.2.24 Released!
The following comprises the code commission notes for 2.2.24 for Rawr.DPSWarr (to see the notes for other modules, please visit the site or the Rawr thread here on EJ:
- Added new naming/colors for the custom chart so you know what each number actually means
- Fixed a bug with Sword Spec to show values when not using a Swordspec
- Fixed a bug with Needed Rage in Arms Rotation, making it visually double-dip
- Fixed a bug where in an Unlimited Rage scenario, Heroic Strikes/Cleaving would cause a NaN error
- Tied the Boss Does AoE Damage fields to the AoE Damage freq's in BossHandler
- Removed unnecessary float casts on Math.Max and Math.Min. Also removed string calculations when needsDisplay is false.
- Removed a lot of validation on return values that only serve to hide bugs that we don't have and should probably fix if we get them, rather than just say 'make it 0'. (ie return Math.Max(0f, Lag/1000f))
- Removed the cast to float on Math.Abs, as there's an overload for floats.
- Refactored some of the talents/special effects calculations so we're doing Talents/30 instead of Talents*10/3/100
- Fixed a bug where null MH item would cause a crash
- Improved the Extra Rage handling for Sudden Death/Execute
- Added Modeling for situations where you aren't generating enough rage for your rotation to slip ability activates (relatively evenly). When this happens, you no longer Slam or Heroic Strike/Cleave to conserve rage. Should only happen when unbuffed or at really low gear levels. Note: There's a side-effect with this that reduces the value of Expertise when at low gear levels, this is somewhat to be expected but could be a little bugged.
- Fixed a bug where Unbridled Wrath was only proccing on missed attacks instead of landed attacks
- Unbridled Wrath now procs on landed Heroic Strikes and Cleaves. The DPS change refunded to the rage cost of the effect. For those curious, from 0/5 to 5/5 UW went from +15dps to +21dps on a test fury character, so ~40% increase.
- Minor performance increases by removing parameterized methods and making unparameterized ones. Changes made were:
- ContainCritValue(bool isMH) to ContainCritValue_MH and ContainCritValue_OH
- AvgMhWeaponDmg(itemspeed) to AvgMhWeaponDmgUnhasted (never used with a different speed)
- GetDPRfromExp(float Expertise) to just use StatConversion (no need for the wrapper)
- LevelModifier() and NPC_CritChance() changed to properties with only a Get method (no params)
- Reworked the 'I don't have enough rage' Arms scenario that Jothay checked in, per his request.
- Added new Comparison Chart 'Rage Cost per Damage'. This chart shows the amount of damage per ability divided by the abilities rage cost. The second point shows the bonus damage that goes to Deep Wounds for that abilities crits per rage point spent. This gives extra value to abilities that have high crit rates as they are more likely to gen extra damage via Deep Wounds.
- Fixed a bug with Hide Enchants Based on Professions. It wasn't doing it's recall set until you unchecked/rechecked.
- Separated the PerRageFails for Above and Below Exec Spam points
- Added a WARNING! statement to the Total GCD Usage tooltip stating how much of your abilities are being lost to Rage Starvation
- Improved the Total GCD tooltip (better spacing and lining up of stuff)
- Added Every Man for Himself handling to break stuff besides just stuns. Limited to previous uses for other stuff
- Fixed handling of BonusRageGen stat, at some point it got dropped off
- Changed handling of Bloodrage for Arms and Fury, now properly adds to both sides for the appropriate amounts
- Fixed a cosmetic issue with Fury's display of Rage Gen Other (Anger Management, Blodrage etc rage gains)
- CombatFactors wasn't updating crit chances from special effects due to caching. Moved the _c_foo methods from readonly public to a property with {get;private set;} and had _c_foo called on InvalidateCache
- Added HealthRestore as a relevant Stat so Healing Pots and similar effects can be counted for Survivability
- Added new handling for Potions in DPSWarr, now the Cooldown is set to Fight Duration on our end to better show the value of the pot in the fight. This only affects users with 'Use Duration in SpecialEffects' not checked
- Added Profession to Buff handling. If you are a Miner it auto-enables the Toughness Buff, same for Master of anatomy and Skinning. If Engineer and using Runic Healing Injector, auto-enable the improvement bonus
- Bugfix for the new Bloodrage usage (wasn't counting health value for BR Glyph)
- There was a bug where the new potion code would affect the potion's duration until the character was re-created (ie, when changing models and their stats instead of creating a new character or loading an old one). Modified so we are creating a new buff instead.
- Fixed a null reference error
- Added some Default Talent Specs for Warriors (several mutations for Arms and 1 Fury, 1 Prot)
- Changed the Set Bonus filtering to use the new Class restrictions instead of by string comparison
- Updated Patch Notes on the Options pane to use the FAQ system (drop-down selects version to view DPSWarr notes for that version)
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Come see the Rawr Project for all World of Warcraft Classes and Specs!
- Astrylian: Project Coordinator
- Ebs2002: Fury Warrior Dev
- Jothay: Arms Warrior Dev
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10/31/09, 5:26 PM
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#77
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Glass Joe
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I noticed that Rawr doesn't take meta gem bonuses into account.
When I use custom gemming to make or break the bonus from a meta, I only see a tiny change in DPS which is often a DPS loss going from a red gem to a blue gem.
I'm guessing that Rawr always assumes the meta is active. Any plans to add better functionality?
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10/31/09, 5:28 PM
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#78
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Von Kaiser
Human Warrior
Silver Hand
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The Meta Gem is considered active unless you activate 'Enforce Gem Requirements' on the stats pane. Then it becomes active only if you meet it's activation requirements. Had you done even the slightest research on this issue in the Rawr thread here on EJ or at the Rawr site you would have seen this same question asked dozens of times.
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Come see the Rawr Project for all World of Warcraft Classes and Specs!
- Astrylian: Project Coordinator
- Ebs2002: Fury Warrior Dev
- Jothay: Arms Warrior Dev
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10/31/09, 6:57 PM
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#79
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Glass Joe
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Jothay:
With respect, it does not mention anywhere in this thread about meta gems or the Force Gem Requirements option. I did search before I posted.
I thought that "Force Gem Requirements" meant force using the appropriate color for each slot to meet the gem bonus. As in, only show the best blue gem for a blue gem slot, etc.
Changing the description of that option to "Force Meta Gem Requirements" would be a lot more clear. I don't know whether that falls under Rawr.DPSWarr feedback or whether it's a generic Rawr option.
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10/31/09, 7:16 PM
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#80
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Von Kaiser
Human Warrior
Silver Hand
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Originally Posted by Moozhe
With respect, it does not mention anywhere in this thread about meta gems or the Force Gem Requirements option. I did search before I posted.
I thought that "Force Gem Requirements" meant force using the appropriate color for each slot to meet the gem bonus. As in, only show the best blue gem for a blue gem slot, etc.
Changing the description of that option to "Force Meta Gem Requirements" would be a lot more clear. I don't know whether that falls under Rawr.DPSWarr feedback or whether it's a generic Rawr option.
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Searching "meta gem" on the Rawr site yielded 95 PAGES of results, several of which on the first page clarify what that option does.
Rawr - Discussions
Reading the Documentation:
Rawr
Rawr Thread on EJ:
http://elitistjerks.com/f31/t21713-r...eased_10_24_a/
Searching the above thread for "meta gem" yields a number of posts that would have probably answered the question:
http://elitistjerks.com/search.php?searchid=3139088
The tool tip on the option in the Stats Pane itself states:
"If enabled, meta gems will only be counted if their gem color requirements are met, and gems will only be counted if their uniqueness if met."
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Please note that I don't mean to sound like an ass regarding this but we get asked this (and a few similar questions) all the time because people don't take the time to look for the answer. I'm happy to answer questions but please, like I said in my post just below the opening one, do your research first.
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Come see the Rawr Project for all World of Warcraft Classes and Specs!
- Astrylian: Project Coordinator
- Ebs2002: Fury Warrior Dev
- Jothay: Arms Warrior Dev
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11/08/09, 10:33 PM
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#81
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Von Kaiser
Human Warrior
Silver Hand
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v2.2.25 Released!
The following comprises the code commission notes for 2.2.25 for Rawr.DPSWarr (to see the notes for other modules, please visit the site or the main Rawr thread here on EJ):
- Fix for issue 14526 (Bladestorm eating all your GCDs in low rage settings). Also removed a reference to a variable in Rotation.cs that was never used
- Refactored ErrorBoxDPSWarr to a new file
- Added a check for the iterator for Heroic Strikes/Cleaves to use the already set verification of (HS/CL)OK before attempting to loop, should imp perf a little for users not HS'g
- Added a Dev Only Accessible checkbox to enable Markov Rotation for Arms (working a new method that's more intelligent and better adapted for Interference modeling, it doesn't actually do anything as we haven't fully constructed the necessary files)
- Fix for Mongoose, fix for off-hand weapon enchants using MH speed in their uptime, some performance improvements
- Committing work on Markov method for arms rotation, note that it has absolutely no bearing on anything right now
- Updates for markov model
- Well Kavan and I got to working on it and it is generating states.... like 140,000 of them /facepalm. Turned it off for now so it doesn't affect anything
- Converted CalcOpts' variables to properties with an OnPropertyChanged event (to be used later in Rawr3)
- Rawr3: Some cleanup on the Options pane... but it isn't showing up in Rawr3 when run for some reason
- Rawr3: LOTS of work on the Options Pane and now it's not crashing (well, almost not) and it's functioning (selecting options actually does stuff)
- Rawr3: Updated the Options pane to reflect work from Rawr2 (still not done but definitely closer)
- More Markov work with Kavan
- Rawr3: Significant improvements to the Options pane, objects should line up correctly, enable/disable and tie to the correct parameters. There's still work to be done but we're getting close to a fully functional Rawr3 model.
- Added a verifier for bleed hit intervals (in Special Effects handling) to check if Rend is being maintained instead of assuming it is.
- Cleaned out some old commented code
- Added logfile creation for recording errors in DPSWarr that go through ErrorBoxDPSWarr class. This is primarily for Rawr3 debugging.
- Rawr3: Ability Maintenance Tree now ties to abilities, but for some reason when you open that tab, it resets all of them to off (thus making user re-activate them on each character load). Once reactivated, it seems to work fine.
- Rawr3: Fixed the Ability Maintenance so it won't reset them all to not active (had to do away with the tree unfortunately)
- Rawr3: Got some of the ComboBoxes working
- Fixed the cooldown on Intercept and added PvP 4 pc set bonus to it
- Added comments to the Hunter and Warrior Set Bonus Stats
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Come see the Rawr Project for all World of Warcraft Classes and Specs!
- Astrylian: Project Coordinator
- Ebs2002: Fury Warrior Dev
- Jothay: Arms Warrior Dev
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11/09/09, 7:51 AM
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#82
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Von Kaiser
Undead Warrior
Balnazzar (EU)
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Strength vs armorpen
While Landsouls spreadsheet for arms still values armorpen higher than strength, Rawr is pretty insistant on me gemming pure strength / crit.
Any thoughts on what spreadsheet / helper is right at the moment? Couldn't find anything previoiusly in this thread. Also, thanks for a great program. Really like it except for the str / arp confusion.
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11/09/09, 11:31 AM
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#83
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Glass Joe
Undead Warrior
Demon Soul
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I was just wondering how your dps calculations are based on an arms rotation, specifically for a non-cookie cutter build. Im currently using the incite build (55/8/8) and find Im doing significantly and consistantly more single target DPS then Rawr predicts for my character when raid buffed, sometimes as much as 1000 DPS more in fact. I guess my question boils down to, does Rawr take into consideration heavier heroic strike useage with incite and heroic strike glyph in an arms rotation?
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11/10/09, 12:45 AM
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#84
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Von Kaiser
Human Warrior
Silver Hand
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Originally Posted by Hamburglar
While Landsouls spreadsheet for arms still values armorpen higher than strength, Rawr is pretty insistant on me gemming pure strength / crit.
Any thoughts on what spreadsheet / helper is right at the moment? Couldn't find anything previoiusly in this thread. Also, thanks for a great program. Really like it except for the str / arp confusion.
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It has to do with the Rage Management stuff we put in, if it's recommending more strength you may be having a hard time maintaining your rotation (in Rawr) due to lack of rage, I'd have to have your character file to know more.
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Come see the Rawr Project for all World of Warcraft Classes and Specs!
- Astrylian: Project Coordinator
- Ebs2002: Fury Warrior Dev
- Jothay: Arms Warrior Dev
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11/10/09, 12:47 AM
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#85
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Von Kaiser
Human Warrior
Silver Hand
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Originally Posted by Necronom
I was just wondering how your dps calculations are based on an arms rotation, specifically for a non-cookie cutter build. Im currently using the incite build (55/8/8) and find Im doing significantly and consistantly more single target DPS then Rawr predicts for my character when raid buffed, sometimes as much as 1000 DPS more in fact. I guess my question boils down to, does Rawr take into consideration heavier heroic strike useage with incite and heroic strike glyph in an arms rotation?
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If I really have to explain this, then please read the Documentation on it at the Rawr website.
Short, Short answer, Priority list of abilities, heroic strike gets the leftover rage, no leftover rage = no heroic strikes, doesn't matter if you are incite build or not.
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Come see the Rawr Project for all World of Warcraft Classes and Specs!
- Astrylian: Project Coordinator
- Ebs2002: Fury Warrior Dev
- Jothay: Arms Warrior Dev
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11/10/09, 3:18 PM
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#86
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Glass Joe
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I have a quick question just to double check.
Does this program do the calculations based on current gear or on bis gear?
What this means is, say that an "upgrade" means that my armor pen drops way lower than what it should be. Does the program take that into account or is it based on the best possible items available in game?
That may sound a bit confusing, so please let me know if you don't understand what I'm asking.
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11/10/09, 3:22 PM
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#87
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Von Kaiser
Human Warrior
Silver Hand
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BiS has nothing to do with it.
What you see on the Stats Pane is your physical stats based on the gear/talents/buffs you currently have equipped/active, no matter how you change your current setup. The Comparison charts show what it would be if you had that gear/talent/buff item instead. The results of a Build Upgrade list shows the same thing, enhanced by what other gear changes would make this particular piece most valued.
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Come see the Rawr Project for all World of Warcraft Classes and Specs!
- Astrylian: Project Coordinator
- Ebs2002: Fury Warrior Dev
- Jothay: Arms Warrior Dev
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11/13/09, 4:11 PM
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#88
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Von Kaiser
Orc Warrior
Sisters of Elune
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Usually, whenever people see results that confuse them (such as suggesting strength instead of ArP), it means they don't have the options set up correctly.
First, check that all your raid buffs are checked on the Buffs tab.
Second, check Options>Ability Maintenance, and ensure that all the abilities that you are using (shouts you're maintaining, sunders, cooldowns like Deathwish or Sweeping Strikes, all abilities in your rotation) are checked. For arms, don't use Execute Spamming (there's still some bugs in that rotation).
Lastly, check the Options>Boss Selector tab. From here, you can set the fight duration, what percentage of the fight you're hitting multiple targets, if you ever have to move or are feared, etc.
Ebs just went from Fury to Arms, so we now have two eyes looking critically at the arms calculations, particularly where the results are inconsistent with Landsoul's sheet.
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