Current Features
Engine- Supports 3.2.x (WotLK) mechanics
- Multi-actor (players and pets) event-driven simulator
- Actions broken down into following components:
- Resource type and cost
- Result determination (miss, resist, hit, crit, dodge, parry, block, glance)
- Damage calculation based upon attack/spell power and talents/buffs/debuffs
- Damage mitigation based upon damage type (physical vs various schools of magic)
- Core difference between a attack and a spell is in the result determination
- Player AI is controlled via a priority list of actions
- The first ready action in the list is executed
- Examples of ready-state modifiers: cooldowns, damage-over-time still ticking, insufficient resource (mana, energy, etc)
ClassesClass support includes all dps-related abilities, talents, glyphs and tier set bonuses. - Druid
- Hunter
- Mage
- Hunter
- Priest
- Rogue
- Shaman
- Warlock
- Warrior
Reporting- Overall dmg_per_second including pets
- Casters: dmg_per_mana and mana_consumed_per_second
- Text-based breakdown of each type of player action
- dmg_per_execute
- dmg_per_execute_time
- dmg_per_resource_cost
- average/max hits/crits
- execute frequency
- Pet actions integrated into owner action list
- Proc frequency reports
- Reports on sources of resource gain (such as mana)
- Up-Time reports for various buffs/debuffs
Interface- All controls are passed in the form name=value
- The parameter name file may be used to specify files containing a list of name=value pairs, one per line
- Armory download via: armory=region,server,character (ex: armory=us,llane,pagezero)
- Wowhead profile download via: wowhead=profile_id_number
- Generates Google Chart alternative to current wall-of-text output
Consumables
Enchants and Unique Gear
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