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The basic profile is effectively worthless for real world comparisons. Please bring back the helter-skelter and other outputs that are closer to reality.
Also 359 BIS tables are probably more useful to 80% of your readers. Please bring it back.
The 372 run did not even calculate scale factors. It is just a place-holder while we get organized. We'll host 4.0.6 359 and 372 data soon. Trying to push out a bunch of bug fixes first.
Re 4.06-2 sample Moonkin output:
Some explicit indication of the fight type would be good. This appears to be Patchwerk, but I have to dig into the Sample Sequence to be sure, since there are no Wild Mushroom casts.
There is a WM-detonate at the start of the fight. Apparently there are some pre-casts of WM, that don't show up.
I assume that the condition "if=!ticking" will not refresh a DoT even when no real clipping would occur (only one tick remains). Is there a way to explicitly target that 1-tick-remaining time, or do you just have to use an approximation like dot.insect_swarm.remains<1.2 ?
Feral Druid - I tried several methods to import a Feral Bear Tank and have the software simulate an encounter; however, every import resulted in cat simulations. I looked at editing the simulation script and attempted to do so by specifying role=tank and changing form to feral_bear. In looking through the script there are additional things that would need to be changed that are beyond my ability to change. I have an upgrade/suggestion.
1. Provide a selection for model/role. 2. Provide a cut & paste action script for each role as an example. 3. Auto-select Role=Tank + Form=Feral_Bear? if talent "Thick Hide" is selected.
Any of the above options would be an awesome addition, though option 3 would be the most awesome.
We will had a "role" option to the gui to control import: auto, dps, tank, heal
Erdluf, We have a ticks_remain expression: actions+=/insect_swarm,if=ticks_remain<=1
New color scheme is much harder to read than the old one, priest and hunter colors especially blend into the background easily. I can only imagine what it's like for those people who are color blind.
Death Knight - For the PTR build, remove Blood Strike from the Frost 1h/2h action lists, there is no reason to use it anymore. If for any reason the single remaining Death Rune has to be expended, it should be used on Howling Blast anyway.
It'll be added with another DK change once I get it done.
couldnt find it in the simc release notes.
on PTR: The current damage-dealing death knight 4-piece raid set bonus now also grants increased attack power when Killing Machine triggers, as well as when the death knight gains Death Runes).
effect taken from wowhead ptr: Each time you gain a Death Rune or trigger your Killing Machine talent, you also gain 1% increased attack power for 30 sec. Stacks up to 3 times.
When you sim the PTR and see that you still gain the 4pc buff, it confirms that it does proc from KM in the sim.
I don't know if this is the place to ask for a feature but: I think that simulating the estimated dps for an entire guild (based on their armory items, spec, etc) would be really helpful for evaluating how players in a guild are performing. Any chance of someone trying to take up this feature?
This is already a feature: http://code.google.com/p/simulationcraft/wiki/Characters#Importation:_armory
Awesome, i didn't see that listed under features and or screenshots. I tried a search for guild but didn't see it either. Thanks!
On the march 3 run, it looks like stat weights were given too. I loaded up simulationcraft webpage again today, and looks like there was a new run today on march 9, and the stat weights are no longer there. Will they ever come back?
I'm glad I still have the march 3 run still open in firefox, or I would've lost those weights.
The scale factors will come in class-specific reports. The raid-wide versions are generated automatically every 4hrs. This will help us catch unexpected changes in the model. Generating scale factors for the full raid of over 30 players is cpu intensive. Breaking this into class-specific reports is much more manageable.
Me again. Would it be possible at all to leave a previous run with scale factors available if the most recent run doesn't have them yet? Thanks for the quick reply earlier on.
If a report is replaced it's because changes were made in the models or profiles since the time it was generated. That means the old report is no longer considered accurate, and there's no sense in leaving such a report available on our site.
But this just illustrates the problem with using a full-raid sim for scale factor reporting - it takes a full day to generate the report, which means it will almost always be outdated before it's even finished. Class-specific reports will solve this problem, as we can (relatively) quickly regenerate a report just for the relevant class(es) whenever they change.
Thanks for adding class-specific reports.
Is it possible to code Simcraft to take advantage of GPU processing to speed up the simulation process and if so - is that something that has been considered?
While the GPUs in some systems can be suborned for the purposes of massively parallel matrix-math, neither desktop hardware nor SimC software fit those requirements.
The GPU is good at iterating small pieces of code millions of times, in a parallel way. A typical example is matrix operations. For Simcraft, however, roughly half of its code is involved in the iterations (basically: anything found in sc<classname>.cpp, along with most of sc_player.cpp and sc_sim.cpp)). We're not iterating one small algorithm (matrix inversion) but one big algorithm with many sub-components (a couple of algorithms per spell, one for buff application/removal, one for resources management, one for attack table resolution, ...). Besides, while fights can be ran on parallel, every fight simulation is sequential and therefore not parallelizable.
Thank you for the info natehieter & DonQuiche?!
please give us 359 samples. 372 only caters to the most elite guilds, and is not useful to try and gauge/better most raiders' performance.
Please create for us 359 profiles and we'll gladly add the 359 samples. Until then, you can simulate your own character for even better results.
There is a link from google to gmail but there is no link from gmail to google so it will be easier to people if there is a link from gmail to google.
That appears to be google feedback or one very confused person.
Many of the override command-line options seem to have stopped being recognized since roughly 406-13. Target_armor, target_resilience, target_level, max_time all don't work. Not sure if you're aware of this but posting just in case. Keep up the great work!
Those are temporarily broken as part of our transition to multi-target support. The max_time option should still work.
is it posible to use localized DBC Files for localized output?
Also wich files do I have to edit for generated a localized html output?
Tried out my chardev for hunters ilvl 372 Marksmanship and I got higher dps than what i could see on the site. See if you get the same. I don't know if the gear is BiS for the other specs but for marksmanship I think it is :D
http://chardev.org/?profile=115384
Thanks for the update. You have three professions in that profile, so I removed blacksmithing and simmed it. It increased DPS so I committed it.
Ah yeah, was starting with jewelcrafting, enchanting and somewhere i changed it to blacksmithing, no idea why.
Happy to help! Keep up the good work :D
I'm a bit confused with the output for Demonology warlocks. I get this error for scaling mastery: Player mippette may have insufficient iterations (10000) to calculate scale factor for mastery_rating (error is >10% delta score). As you can see I had it on the highest iteration setting. I also found it odd that it suggested succubus as the preferred pet when according to what I have read felhunter is supposed to be best for single target dps at this point (and felguard for aoe). Maybe I'm doing something wrong here...any assistance would be helpful.
I'll be adding more iteration options to the GUI in the next release, until then you can add iterations=X where your actions are displayed.
The profile will use the felhunter unless you have the Lash of Pain glyph, then it'll use the succubus instead.
Just set up the new simucraft. No more errors on the mastery thing. It suggests felguard now which makes a bit more sense for demonology than the succubus. Thanks for the update.
Recently discussed with an 85 level Rogue, I am level 85 Warrior, how I used SimCraft? for testing my dps. Made the mistake of telling him his was at about 8.5K using imported information and mine was at 10K. His comment was if Simcraft is saying you are higher dps then mine then why "ingame" are you not also higher in recount or skada. We both have been playing for a few years and make use of rotation information we have gathered. Basically we know the rules for how to get high dps and I won't go into them here. If you have two players with close skill levels why is there such a difference in dps between SC & In game. The setting within SC are kept as close to bare min for testing purposes. Does the time zone server location come into play?
Simulations are not replicas of exact fights. Assuming you're simming a patchwerk type fight, your closest example of that is Argaloth and even then you need to ensure you set the fight length appropriately.
If the sim says you're doing 8.5/10k respectively, you're either half naked, talentless, or not using any buffs at all. Unless you raid like that, you should setup the sim to mirror your raid. We have great examples in the Wiki on how to do this.
I'm going to take a leap and assume time zone server location means 'does your latency to the server affect your dps', yes, but to a minor amount assuming you've setup the spell queuing in-game correctly.
If you are doing everything I just asked, then I'm sorry, but you're not playing as good as you think you are. To see how to improve, compare a combat log parse to the simulation output for a properly setup fight and see where the disparities exist.
Using the most recent version of simcraft, I get a Hunter focus timeline that look suspiciously buggy (I've done this multiple times). Focus stays at a constant 100 in the timeline, and the damage output shows 0 steady shot use. Is this a bug?
Yes, this is fixed in the SVN and we should have a new release out shortly to address it.
For TW server hunter,some problems occur.
Hunter (NAME) unable to download pet data from Armory
Simulation has been canceled during player setup! (thread=0)
Player çå¤å¤ unable to find glyph mend_pet
It is the problems of tw armory or the problems of simulator?
There was a PTR change for warriors that now causes all overpowers, regardless of how they are triggered, to cause a 1.5 second GCD when executed. The tooltip also shows a 1.5 second cooldown. I went on the PTR to check for myself while spamming this macro (it prints the duration of the cooldown for mortal strike (innate 4.5 sec cd, 1.5 sec gcd), overpower, and slam (no cooldown, 1.5 sec gcd) to confirm my findings while casting various abilities, along with overpowers triggered by both dodges, and taste for blood procs.
/run print("OP CD:",select(2,GetSpellCooldown?("Overpower")),", MS CD: ",select(2,GetSpellCooldown?("Mortal Strike")),", Slam CD: ",select(2,GetSpellCooldown?("Slam")),"")
They return 0 when they are ready to cast, so macro has to be used while the abilites are affected by a cooldown.
Felhunter should be used for the Warlock_Demonology_T11?_372_PTR profile.
Chardev profile should swap out Glyph of Lash of Pain for Glyph of Corruption - http://chardev.org/?profile=127425
Both changes result in about a 700 dps gain over the current profile.
There is a mistake in the PTR 4.2 sample output (build 14199) Thu Jun 2 15:06:06 2011, the rogue combat build got the wrong specc, 2 points in the assassination tree are set in "Quickening" but they should be in "Ruthlessness", so the result is probably not to the best advantage
After complaints about how any raiding rogue will be taking quickening, we converted to use that over ruthlessness. You can't compare the extra healing to the extra 100 dps.
I'm unable to import for my warrior right now from either armory or chardev - both result in errors that no main hand weapon is equipped.
Additionally, it tells me source stats for reforging on my helm do not exist.
My DK will not import with neither BNet nor CharDev?. I get this error: Player xxxxxx has unrecognized glyph dark_succor Player xxxxxx with 'reforge=' 'crit_hit' at slot neck does not have source stat on item. Unable to initialize item 'pendant_of_quiet_breath' on player 'xxxxxx' Simulation has been canceled during player setup! (thread=0) Player xxxxxx has no weapon equipped at the Main-Hand slot.
forgot to add: tried using version 8 and 9 with nothing working
Me too, I am not able to import my character (or any other character) neither from BNET nor Chardev.
Updating the client to 4.1.0 Release 10 seems to fix the issue.
I'm using version 4.10.8 and noticed while doing some rogue simulations that Swordguard Embroidery has a 45 second internal cooldown according to SimulationCraft?'s database entry. However, numerous other WoW sites have tested this enchant and listed the ICD at 55 seconds. Who is right?
I fixed the "unable to import" problem mentioned above - at least for my characters, by adding these lines to sc_util.cpp:1233 (util_t::parse_stat_type)
Oddly, for different items on the same character sheet, Wowhead was using different names for the same stat (apparently). Sometimes "spi", sometimes "spr". It looks like you might want to do some refactoring to make the code able to handle this sort of schizophrenic behavior.
@masje feel free to provide links to the testing and we'll update accordingly
@sb - this has already been fixed. In the future please use an issue for problems with the sim.
About Swordguard Embroidery: I was simulating this profile: http://chardev.org/?profile=141308 when I noticed SimulationCraft? said the enchant had a 45 sec ICD. Just to be sure it was a 55 sec ICD, not 45, I snooped around on WorldofLogs? and finally found a tailor who used this enchant (retribution paladin). Here's a screenshot - the shortest ICD I found was 56.1 sec.
Also, from what I can tell, it seems the ICD of Lightweave Embroidery is 50 sec, not 45 sec (as in SimulationCraft?'s database). I simulated this character. Here's the combat log, and here's a screenshot of the log (filtered out everything except Lightweave procs).
Hope this helps.
When I download simulationcraft, it comes bundled with a bunch of source code that I really don't need, but there are so many files that I don't know what is safe to delete and what isn't. First time it asked for QT dll's so I restored those, second time I tried, I lost the ability to see all pictures when importing.
So what exactly can I delete that won't affect the GUI version of simulationcraft?
I downloaded the source code and built it on my windows computer. When I try to run it with a .simc containing "ptr=1" I get: SimulationCraft? has not been built with PTR data.
How do I build SimulationCraft? with PTR data?
Found it, if someone else is curious:
Open simulationcraft.h and find: #define SC_USE_PTR ( 0 )
Replace with: #define SC_USE_PTR ( 1 )
Simulationcraft already runs 4.20 only, so there is no ptr setting available right now ( until Blizzard starts working on 4.3 ).
I'm not a big fan of only using BiS gear as the only option on the site. By time time you have all (or even near) BiS gear, you're virtually done with this tier (except maybe the last boss or two) and its largely irrelevant the DPS rankings at that point.
What I would like to see is at least 3 gear points (preferably 4). One you already have, which is the BiS 391 gear. You should also have the equivalent 378 setup. Also have at least one gear setup from the previous Tier (preferably both heroic and non-heroic).
Full BiS is a pipe dream. No one really gets this except the top 1-2% of guilds in the world (and even then, not necessarily for every player, though close). For everyone else, you're aiming too high (and note, I'm 12/13 heroic, hoping to down last one tonight).
We're not a big fan of BIS lists in general, but they are informative when used correctly. The BIS lists are intended to show theoretical maximum DPS, help players identify how their priority of actions changes with gear, and to see how well a spec scales across tiers. They're not to tell players how much DPS they should be doing or to give them scale factors, etc. Anything like that should be ran from their current gear, not some BIS list, with options including time length, movement, etc.
378 gear lists are 90% done and will be included in the next release, so you can run them if so inclined. We also still include all of the T11 setups in the list, so we do have all four of your required lists, granted not every spec has a T11N profile. We don't generate automatic lists for all four because that's really not feasible.
Some comments on the sample Balance simulationcraft results at
http://www.simulationcraft.org/420/Raid_T12H.html (expand the Balance results)
I suggest some changes to the Starfall, Moonfire, and Sunfire logic (although I'm not sure exactly how the new actions should read).
This has a 42s rotation (look under Buffs/Solar_Eclipe?/Interval).
The action list is casting Starfall only during Lunar. That gives one Eclipsed Starfall every 84s. With an appropriate action list (use Starfall on cooldown, except when close to Lunar) it would get a Starfall every 63s, half of them during Lunar. Over six rotations, the current strategy gives 3 Lunar Starfalls. An on-cooldown strategy would give 2 lunar and 2 non-lunar starfalls, for a DPS gain (about 1% in overall DPS).
The current action list casts MF/SuF: 1) Only during Eclipse 2) Only if the "other MF/SuF" is not still ticking and 3) Willing to clip up to 10s of "this MF/SuF" just before Eclipse expires.
For a Patchwerk fight, item (1) is not much of an issue for a six-minute patchwerk fight. Item (3) seems fine.
Item (2) is a problem for this sample, because sometime Sunfire doesn't expire until just after Lunar Eclipse expires (there is sometimes less than 18s from the end of Solar to the end of the next Lunar). In the "Sample Sequence" you can see that no Moonfire was cast during the first Lunar. It is possible that the opposite happens occasionally (MF ticks prevent SuF from being cast). Combined MF+SuF uptime was about 90% and should be closer to 97%. Higher MF uptime should yield a bit more than a 1% overall DPS increase.
Sample sequence opens: 013589AHQQQJQQFHMHMMMMAMFMMMMMMLEHKKKAKKKKNFHMMMMAMMMFMMMHMHPKAKKGHKKKK Q, L, and K are Starfire M, N, and P are Wrath G is Moonfire F is Sunfire The first Lunar Eclipse occurred at the "LEH" in the sequence. The second Lunar Eclipse occurred at the "HPK" in the sequence. The first Moonfire (G) does not occur until partway into the second Lunar Eclipse.
Does importing from wowhead profiles work atm?
So since chardev is going defunct (the creator says he isnt updating for 4.2, and the server is going down sep. 2, 2011), are there any other sandboxes I can use to experiment with gear and import? manually editing .simc files is extremely cumbersome and I almost don't want to use simcraft solely because of that. I can't get the rawr ingame addon to work like a sandbox either so thats mostly useless too. I need something to let me play around with gear in an easy way and lets me import it to simcraft to see if its better/worse.
You can use Rawr's GUI and import. You can leverage simc to import the items for you eg: head=foo,id=71051,gems=agile_shadowspirit_20agi_20crit_30agi,enchant=60agi_35haste Use Mr. Robot which will automatically generate a SimC file for you.
We also have our own paper doll in the works, but that takes time. Otherwise if you do know of an updated tool, we can try and add support for it.
or ... wowhead profiles? BTW is importing from wowhead profiles supposed to work atm??
Just a minor fix: on the warlock affliction T12H priority list, action E is fel flame when the T11 4pc bonus procs ... it never appears in the sample sequence and probably never since it's a T12 gear set.
I suspect that same T11_4pc proc is in the other warlock spec priority lists too.
It would be really cool if you could publish builds more often. How long does it take to compile the project? A new version once a week would be really nice.
Thank you
Two improvements to Arms warrior priority list:
1) Golemblood potion should be aligned with second recklessness, i.e. change actions+=/golemblood_potion,if=!in_combat|buff.bloodlust.react into actions+=/golemblood_potion,if=!in_combat|buff.recklessness.react|target.time_to_die<26
2) It is a dps loss to slam too much when colossus smash is up, at least with T12 4pc bonus. Present priority list has actions+=/colossus_smash,if=buff.colossus_smash.remains<0.5 actions+=/execute,if=(buff.deadly_calm.up|buff.recklessness.up) actions+=/mortal_strike actions+=/overpower actions+=/execute actions+=/slam,if=(cooldown.mortal_strike.remains>=1.5&(rage>=35|buff.deadly_calm.up|buff.colossus_smash.up))|(cooldown.mortal_strike.remains>=1.2&buff.colossus_smash.remains>0.5&rage>=35)
This should be modified to actions+=/colossus_smash,if=!buff.colossus_smash.up actions+=/execute,if=(buff.deadly_calm.up|buff.recklessness.up) actions+=/mortal_strike actions+=/overpower actions+=/execute actions+=/colossus_smash,if=buff.colossus_smash.remains<=1.5 actions+=/slam,if=(cooldown.mortal_strike.remains>=1.5&(rage>=35|buff.deadly_calm.up|buff.colossus_smash.up))|(cooldown.mortal_strike.remains>=1.2&buff.colossus_smash.remains>0.5&rage>=35)
Basically Mortal Strike, Overpower and Execute are allowed to drop Colossus Smash buff, while Slam is not. Increase in numbers of melee strikes, deep wounds, opportunity strikes and fiery attacks outweight the Slam dmg (because of swing timer pausing).
With 420-4 and 50k iterations unmodified T12N 28700 dps, T12H 32545 dps. Modified T12N 28923 dps, T12H 32844.5 dps.
This is kind of a request for more accurate numbers through brute force, but in a timely manner. Have you ever thought about using OpenCL in order to do simulations? That is, using your video card to do all the calculations. They can be up to hundreds times faster than computing with your CPU.
An example of speed difference is hashing speeds done on a bitcoin miner. Early miners used CPU power, but later ones implemented GPU mining with OpenCL.
A comparison in speed is as follows: The fastest consumer desktop processor from AMD, the phenom 2 X6 1100T with 6 cores overclocked to 3.82GHz can compute ~22 million hashes/second (call it 22 mhash/sec) and the fastest intel cpu, the core i7 990x overclocked to 4.5GHz can compute 33.3 mhash/sec
On the other hand, the lowly Radeon 6570 (The lowest end 6xxx series) can do 82 mhash/sec at stock speeds. Much more advanced video cards such as the radeon 5870 can do 390 mhash/sec and radeon 6990 can do 708 mhash/sec.
There's a lot of untapped power here :)
Source for numbers @ https://en.bitcoin.it/wiki/Mining_hardware_comparison
I really don't think SimC does much of the type of calculations that are a good candidate for offloading to the GPU. Scroll up to read a few comments on the topic from March 24 of this year. Quoting DonQuiche?:
"The GPU is good at iterating small pieces of code millions of times, in a parallel way. A typical example is matrix operations. For Simcraft, however, roughly half of its code is involved in the iterations (basically: anything found in sc<classname>.cpp, along with most of sc_player.cpp and sc_sim.cpp)). We're not iterating one small algorithm (matrix inversion) but one big algorithm with many sub-components (a couple of algorithms per spell, one for buff application/removal, one for resources management, one for attack table resolution, ...). Besides, while fights can be ran on parallel, every fight simulation is sequential and therefore not parallelizable."
Ok, everything you've got going here is awesome, and I fully support what you're doing. My question/request is: Is it possible or something that can be worked on so that the everyday PvPer? can have stats weighted so that it accounts for survivability so that we may know how much more in Stamina /resilience we should be stacking to get that extra more "oomph" to win?
Another idea for PvP, is it possible to have 2 characters square off, and maybe even show what stats would help an individual, or even cooler, a team win vs. another team stat wise? You know for example arenas?
PvP is very different from PvE and is really outside the scope of the sim. That said, you can simulate yourself as a tank, vs a level 80 mob, and we do support resilience.
A level 85 mob even.
Couldn't you replace "fluffy Pillow" with an imported character, and have the "unfluffy pillow" hit back and try and survive?
No, the sim doesn't work that way. You can customize everything about what the target does to you though, see the documentation. Again, the sim isn't designed for PvP, as PvP doesn't follow a set of logical commands you do in order like you do for PvE.
PVP set bonuses for arcane mage do not count while simulating.
Can i compare more Chars? I want to import my whole Raid to get for everyone the Item Weight. Is there a possibility? I need a way to know: If Item X drop, wich player get the most DPS gain.
BR
You can create your simulation with a inactive enemy without problems ( if you know how ). Just set up 2 players fighting each other and use the fixed_time setting.
For example: simc.exe PlayerA.simc infinite_health=0 PlayerB.simc infinite_health=0 target=PlayerA active=PlayerA target=PlayerB fixed_time=1 max_time=50
Of course most of the Player vs. Player mechanics aren't included in simulationcraft, no resilience, interruptions or anything.
Ps. PvP Set Bonus for Mage & Paladins are now included, for PvE purposes.
Improvement to the Protection Warrior Default Action list.
At present the action list looks like; 0 flask,type=steelskin 1 food,type=beer_basted_crocolisk 2 snapshot_stats 3 earthen_potion,if=!in_combat|health_pct<35&buff.earthen_potion.down 4 auto_attack 5 use_item,name=handguards_of_the_molten_giant 6 stance,choose=defensive 7 last_stand,if=health<30000 8 heroic_strike,if=rage>=35 9 revenge A shockwave B shield_block,sync=shield_slam C shield_slam D devastate E battle_shout F berserker_rage
Which is a throw back from the days when SimC used the 100%AP coefficient for Revenge, I beleive that a priority of;
0 flask,type=steelskin 1 food,type=beer_basted_crocolisk 2 snapshot_stats 3 earthen_potion,if=!in_combat|health_pct<35&buff.earthen_potion.down 4 auto_attack 5 use_item,name=handguards_of_the_molten_giant 6 stance,choose=defensive 7 last_stand,if=health<30000 8 heroic_strike,if=rage>=50 9 inner_rage,if=rage>=85 A berserker_rage B shield_block,sync=shield_slam C shield_slam D thunder_clap,if=dot.rend.remains<=3 E rend,if=!ticking F devastate,if=cooldown.shield_slam.remains>1.5 G shockwave H concussion_blow I devastate J battle_shout
Will give better DPS (and thus TPS) over the course of the fight on both Patchwerk and Helter-skelter scenarios. The Prioritisation of Rend maintenance behind Shield slam is due mainly 2 piece bonus, without them it's actually very close as to which you should be prioritising.
Possible Elemental Shaman improvement
If you could change "actions+=/spiritwalkers_grace,moving=1"
It would be nice to check to see if Spiritwalkers Grace is actually needed when using Glyph of Unleashed Lightning. I'm not good with SimC, but all you would need to do is check to see if the Lava Burst CD is up while moving, if true then use SWG & Lava Burst. Using SWG everytime the shaman has to move, regardless of whether it's useful or not, is not ideal.
Hi, just got around to playing with this and i must say: awesome work guys, truly the power of internets bringing bright minds together shines here!
Ive been playing around with Demo and one thing I was wishing to simulate was dancing between Elixir of the Master(since Mastery is applied to Metamorphosis and Doomguard as snapshot) and Flask of the Draconic mind.
I however cannot find a way to write an action for popping the elixir. Help writing the action would be appreciated if Im simply unable to get it working :) But if its actually missing, making it an option would be cool! You never know what the game has us doing next.
We currently only support flasks and potions. You can easily test your elixir by disabling a flask and instead using enchant.mastery_rating=225 to simulate the extra 225 mastery rating. Even with Demo's excellent scaling from mastery, 225 mastery is never going to be worth more than 300 Int. You'd need closer to 600 mastery to even begin to consider not using the flask.
You misread my intention. The idea was to switch them back and fords in combat, applying Elixir of mastery to apply it to Meta, then switching back to flask. Obviously due to the CD of 5 seconds and the expenses this might not be that useful, but i thought it would be cool to simulate.
i think your right, i bet your correct on what you said
Not sure if its been noticed, but the Arms talent layout that is being used in the T12 Heroic does not have any points in either the Fury or Prot trees, so is actually being valued as lower DPS than it ought to be.
http://www.wowhead.com/talent#LGMccRMRurkcrZh:MmcrRMV0c Yields the highest single target DPS that I've noticed.
I would also suggest using http://chardev.org/?profile=236402 as the gear set, given that there is not a 391 version of the rep build available.
I use Simulationcraft to generate an upgrade list each time I win a new item in raid. By using a spreadsheet that I wrote, I can select any gear/enchants/gems combination and the spreadsheet spits out a simc file that passes it to simc.exe. However, because of the nature of RNG, calculating small upgrades is very hard. In order for simc to have a +/- 1 DPS error, it would require hundreds of thousands of iterations! But even with 8 threads with an Intel core i7 920, it takes several minutes to calculate a single gear combination!
Have you guys heard of Cuda? (check this out: http://developer.nvidia.com/what-cuda)
I think simc's code could run very well with the cuda compiler and could potentialy run 100 times faster even with obsolete nvidia cards. (For example, the nvidia 8800 GPU has 128 processor cores and can run 12,000 threads simultaneously. http://www.youtube.com/watch?v=nlGnKPpOpbE)
Imagine having 12,000 simc iterations in a single pass! With cuda with could crank way up the number of iterations and have a 0 DPS error, or we could calculate very precise scaling factors or generate DPS plots with 1 stat resolution to see exactly where are the soft caps.
Using the GPU has already been discussed, on this page even. Search for "Comment by project member DonQuiche?, Mar 24, 2011" to find the answer.
Is there a way to indicate the amount of time a melee dps spends in front of the boss in simulation options?
You can set your position at the start of the fight and in regards to being in front or behind the boss and it won't change during the simulation.
http://code.google.com/p/simulationcraft/wiki/Characters#Optional
Thanks for the reply, but I was hoping there would be an option to simulate occasional situations where you are forced to attack from the front for a short time through raid_events. I guess that isn't possible.
Create an issue for it and someone will add it when they get time.
i downloaded the latest version for mac os and i tried to import from armory a feral druid, cat, i got always error on simulation, it never ended. did try with other classes and specs, and had no problems, just with cats something doesn't work
tnx for help
Can we get Mithril Stopwatch added to the warlock trinket comparisons?
Is there a way to emulate the Hunter T13 bonus? That is, change the focus gain on steady shot/cobra shot to 18 instead of 9.
Unholy death knight's ghoul on the live servers doesn't get buff of energy regeneration by the death knight's haste.In the simcraft he does.
@Bill, override the set bonus and make sure you're running as PTR. Alternatively if you just equip the needed pieces of T13, it'll automatically apply (if you're on PTR.)
@Klyaks13, please open an issue with support. Thanks.
First, appreciate the work you guys are doing and keep it up.
Was looking at the DK in depth results for t12 unholy on the ptr and just wanted to point out that the BiS list has some changes to it. I haven't gone through everything but using the stat weights from your results I plugged them into mrrobot for a quick reference and then did my best to replace the existing list you guys have with the one generated by mrrobot and gained 434.8 dps. Still have to double check the reforging but it's significant enough that I thought I would point it out. The trinkets on mrrobot says apparatus is better at first glance but when you look at the math crushing weight is actually weighted higher, I suspect it's just a bug with it.
head=elementium_deathplate_helmet,heroic=1,type=plate,ilevel=391,quality=epic,stats=3057armor_400str_689sta_311haste_239hit,gems=reverberating_shadowspirit_40str_30str,enchant=60str_35mastery neck=necklace_of_fetishes,heroic=1,ilevel=391,quality=epic,stats=256str_384sta_188crit_142hit,reforge=hit_haste shoulders=elementium_deathplate_pauldrons,heroic=1,type=plate,ilevel=391,quality=epic,stats=2822armor_322str_513sta_238haste_191mastery,reforge=mastery_crit,gems=40str,enchant=50str_25crit chest=elementium_deathplate_breastplate,heroic=1,type=plate,ilevel=391,quality=epic,stats=3762armor_420str_689sta_266mastery_304crit,reforge=mastery_haste,gems=20str_20haste_20str_20haste_20str,enchant=20all waist=cinch_of_the_flaming_ember,type=plate,ilevel=391,quality=epic,stats=2037armor_282str_454sta_113hit_230crit,reforge=hit_haste,gems=40str_40str legs=lavaworm_legplates,heroic=1,type=plate,ilevel=391,quality=epic,stats=3292armor_420str_689sta_320hit_244mastery,reforge=hit_haste,gems=40str_40str,enchant=55crit_190ap feet=arachnaflame_treads,heroic=1,type=plate,ilevel=391,quality=epic,stats=2586armor_322str_513sta_228crit_208haste,gems=40str_10str,enchant=50haste wrists=earthcrack_bracers,heroic=1,type=plate,ilevel=391,quality=epic,stats=1646armor_256str_384sta_158haste_178crit,enchant=50str hands=elementium_deathplate_gauntlets,heroic=1,type=plate,ilevel=391,quality=epic,stats=2351armor_322str_513sta_238hit_191mastery,reforge=hit_haste,gems=40str_10str,enchant=synapse_springs,addon=50str finger1=alysrazors_band,heroic=1,ilevel=391,quality=epic,stats=256str_384sta_171exp_124haste,reforge=exp_crit,gems=67str_10str finger2=obsidian_signet_of_the_avengers,ilevel=391,quality=epic,stats=236str_384sta_195crit_110hit,reforge=hit_haste,gems=67str_10str trinket1=vessel_of_acceleration,heroic=1,ilevel=397,quality=epic,stats=458str,equip=onattackcrit_93crit_5stack_20dur trinket2=crushing_weight,heroic=1,ilevel=372,quality=epic,stats=363str,equip=onattackhit_2178haste_10%15dur_75cd back=cloudburst_cloak_of_the_earthshaker,ilevel=372,quality=epic,stats=673armor_215str_322sta_143hit_143crit,reforge=crit_haste,enchant=65crit main_hand=sulfuras_the_extinguished_hand,heroic=1,ilevel=397,quality=epic,stats=446str_730sta_333crit_262mastery,reforge=mastery_haste,gems=40str_40str_20str,enchant=rune_of_the_fallen_crusader,weapon=mace2h_3.80speed_2700min_4050max ranged=relic_of_the_elemental_lords,heroic=1,ilevel=391,quality=epic,stats=145str_217sta_94crit_98haste,gems=67str
I did some testing with the PTR gear for combat rogues, and I get a feeling that No'Kaled, the Elements of Death (item ID=78472, agility axe from Madness of Deathwing) is not modelled properly. Either that, or it is insanely overpowered. So I would like to ask about how the proc is modelled in simcraft. The proc itself works as described here <http://ptr.wowhead.com/item=77188#comments:id=1559525>, that is it has a chance to produce a damaging attack with either fire, frost or shadow (not all 3 at once). The amount of procs simcraft is reporting, and the fact that using the axe results in 5k dps more than the second-best weapon (Morningstar of Heroic Will, which is 6 ilevels below, though) makes me wonder if the coding for this proc is correct.
If we disregard the axe for the moment, of all the combat rogue gear sets I have tested so far this one produces the highest dps (T13 heroic, with gnome racial dagger expertise bonus); perhaps you will want to use this for your default profiles:
head=blackfang_battleweave_helmet,heroic=1,type=leather,ilevel=410,quality=epic,stats=489agi_824sta_318crit_354haste_1700armor,reforge=crit_mastery,gems=agile_shadowspirit_40agi_30agi,enchant=60agi_35haste neck=cameo_of_terrible_memories,heroic=1,ilevel=410,quality=epic,stats=306agi_459sta_207haste_199hit shoulders=underdwellers_spaulders,heroic=1,type=leather,ilevel=410,quality=epic,stats=368agi_611sta_262haste_241mastery_1570armor,gems=40agi_40agi_20agi,enchant=50agi_25mastery chest=blackfang_battleweave_tunic,heroic=1,type=leather,ilevel=410,quality=epic,stats=489agi_824sta_330mastery_342haste_2093armor,gems=40agi_40agi_40agi_30agi,enchant=20all waist=belt_of_flayed_skin,heroic=1,type=leather,ilevel=410,quality=epic,stats=368agi_611sta_242crit_262exp_1177armor,reforge=crit_haste,gems=40agi_40agi_40agi_20agi legs=blackfang_battleweave_legguards,heroic=1,type=leather,ilevel=410,quality=epic,stats=489agi_824sta_350crit_322hit_1831armor,reforge=crit_haste,gems=40agi_40agi_20agi_20haste_30agi,enchant=190ap_55crit feet=molten_blood_footpads,heroic=1,type=leather,ilevel=416,quality=epic,stats=391agi_647sta_193exp_313haste_1476armor,reforge=exp_hit,gems=40agi_40agi_20agi,enchant=25agi wrists=bladeshadow_wristguards,type=leather,ilevel=397,quality=epic,stats=231agi_406sta_117hit_186haste_866armor,gems=40agi_40agi_20agi,enchant=130agi hands=blackfang_battleweave_gloves,heroic=1,type=leather,ilevel=410,quality=epic,stats=388agi_611sta_268exp_256hit_1308armor,reforge=exp_haste,gems=40agi_10agi,enchant=65mastery finger1=emergency_descent_loop,heroic=1,ilevel=410,quality=epic,stats=286agi_459sta_169mastery_209haste,gems=20agi_20haste_10agi finger2=signet_of_grasping_mouths,heroic=1,ilevel=410,quality=epic,stats=286agi_459sta_203crit_179haste,reforge=crit_mastery,gems=40agi_10agi trinket1=starcatcher_compass,heroic=1,ilevel=410,quality=epic,stats=517agi,equip=ondamage_3278haste_15%20dur_75cd trinket2=wrath_of_unchaining,heroic=1,ilevel=416,quality=epic,equip=onattackhit_99agi_100%10dur_10stack back=batwing_cloak,heroic=1,ilevel=410,quality=epic,stats=306agi_459sta_210haste_194crit_822armor,reforge=crit_hit,enchant=65crit main_hand=morningstar_of_heroic_will,heroic=1,ilevel=410,quality=epic,stats=215agi_353sta_160exp_127haste,gems=40agi_10agi,enchant=landslide,weapon=mace_2.60speed_1353min_2513max off_hand=electrowing_dagger,heroic=1,ilevel=410,quality=epic,stats=215agi_353sta_156haste_134mastery,gems=40agi_10agi,enchant=landslide,weapon=dagger_1.40speed_729min_1353max ranged=windslicer_boomerang,heroic=1,ilevel=410,quality=epic,stats=172agi_259sta_115haste_115mastery,weapon=thrown_2.00speed_1404min_2607max
Modeling has already been updated in SVN, see the closed issue list.
No'Kaled does proc off specials though, at least for Enhancement shamans. It's looking like it does not proc on procs, i.e. Windfury for example. Another unknown is the crit chance; I highly doubt it is using the normal spell crit chance (including debuffs).
excited for the 4.3 release but in the mean time was wondering if we could get another shadowfrost sim on the website with a 2h setup. I pulled the stat weights from the 1h and pulled the following "BiS" from askmrrobot.
head=necrotic_boneplate_helmet,stats=3231armor_270exp_387haste_824sta_489str,gems=reverberating_shadowspirit_50str_30str,enchant=60str_35mastery,reforge=haste_mastery neck=necklace_of_black_dragons_teeth,stats=167crit_189hit_406sta_271str,reforge=crit_exp shoulders=backbreaker_spaulders,stats=3035armor_257crit_257mastery_647sta_391str,gems=50str_50str_20str,enchant=50str_25crit,reforge=crit_exp chest=necrotic_boneplate_breastplate,stats=3977armor_358haste_311hit_824sta_489str,gems=50str_50str_25str_25hit_30str,enchant=20all,reforge=hit_mastery waist=runescriven_demon_collar,stats=2237armor_218haste_271mastery_611sta_368str,gems=50str_50str_50str_20str legs=necrotic_boneplate_greaves,stats=3480armor_288haste_366mastery_824sta_489str,gems=50str_50str_50str_30str,enchant=190ap_55crit,reforge=haste_hit feet=treads_of_crushed_flesh,stats=2734armor_237crit_259mastery_611sta_368str,gems=50str_50str_20str,enchant=50mastery,reforge=crit_exp wrists=rockhide_bracers,stats=1740armor_219crit_159mastery_459sta_286str,gems=50str_10str,enchant=50str,reforge=crit_exp hands=necrotic_boneplate_gauntlets,stats=2486armor_284crit_232mastery_611sta_388str,gems=50str_10str,enchant=50str,reforge=crit_exp finger1=breathstealer_band,stats=194haste_194mastery_459sta_286str,gems=50str_10str,reforge=haste_hit finger2=curled_twilight_claw,stats=143hit_225mastery_459sta_286str,gems=50str_10str,reforge=hit_haste trinket1=eye_of_unmaking,stats= trinket2=creche_of_the_final_dragon,stats=517str back=dreamcrusher_drape,stats=769armor_196crit_127hit_406sta_251str,gems=50str_10str,enchant=65crit,reforge=crit_mastery main_hand=experimental_specimen_slicer,stats=362crit_347mastery_824sta_529str,gems=50str_10str,enchant=rune_of_the_fallen_crusader,reforge=crit_hit,weapon=axe2h_3.6speed_2887min_4331max ranged=gutripper_shard,stats=108haste_92mastery_230sta_153str,gems=50str,reforge=haste_exp
For the Demonology rotation, could be please use the Shadow Bolt profile instead of the Incinerate profile. As has been shown by people before, the Incinerate profile really only pulls ahead on single target fights where you need to cast Immolate only once. Using the Incinerate profile on your sims will most likely cause many people that are simply looking towards these sims for guidance to use the Incinerate spec even when 95% of cases the Shadow Bolt spec pulls ahead.
How can I help localise this great tool ? I can do the translation part.
Hey there, I'm one of the people with Ask Mr. Robot, and we use your tool all of the time! I'd love to get an integration going. We have a new site redesign launching in less than a week, with features that allows Mr. Robot to be a replacement for chardev since it's no longer supported.
Import into SimC: We can make a URL that SimC can call and get someone's entire profile, it would be pretty easy. Export to Mr. Robot: Then SimC could export the stat weights to Mr. Robot, but that would take a little extra work, since we do a few things differently (like separate out physical hit).
We're happy to code anything on our end to get an integration to work. Our users love SimC and we'd like to make it easier for them :)
Is there any particular reason why focus magic is not listed under buffs when I sim my lock? Focus magic while optional is necessary to measure maximum theoritcal dps. It used to be there in 4.2 versions now it is gone.
Did you turn it on? It's not checked by default.
Good point. Previous versions had it turned on so it is a big doh! for me.
When I remove the tricks of the trade glyph, it does not show tricks as using any energy and the dps does not go down at all. Is it just not being reported, or is it still doing a 0 energy tricks even without the glyph?
Is there a means to simulate having X% of bonus haste? IE the Madness of deathwing haste bonus? I play an ele shaman and feel like my stat weights would completely change on that fight :P. Always looking for a means of topping charts XD
I have found a problem in using simc to compare the 4T12 & 2T12+2T13 for mage . The outcome shows the pyroblast's damage of who use 2T12+2T13 are higher than those who use 4T12. However , it disobey the fact that 4T12 improve the trigger ratio of free pyroblast.
I'm not sure what you're saying. Depending on how you're testing this, the damage would be higher for 2/2 if you're swapping gear, as you'll have more stats.
Lately my mage sims have been rock bottom. I can't get my guild's mage to sim above 32k after dozens of sims, when previously he was siming over 40k.
If you think there's something wrong with the results of a simulation, open an issue, give some more details, and attach the simc_gui.simc file found in your simc folder.
I can say that there doesn't seem to be anything adversely affecting mage sims in general - you'll notice that Arcane and Fire are still at the top of our raid sim charts.
Isn't it a bit silly to generate BiS output with TDR, but not fangs for rogues? An update to the sample output to reflect rogue legendaries ( which are getting more common now ) would be awesome.
Referring to: http://code.google.com/p/simulationcraft/wiki/StartersGuide#Basics
You have the #!./simc shebang at the beginning of your script, which is nice. Except in the case where you don't have the script in the same folder as the executable (often, you won't, or, at least I won't).
Wouldn't it be much better to have your "make install" copy the executable to, for example, /usr/bin/simc, so that the you can run executable .simc scripts from anywhere on the filesystem?
Just thought I'd share the above which can be run in the simcraft directory to change "#!./simc" to "#!/usr/bin/simc" in all .simc files
Sorry for "bumping" the issue, but I think its about time to start using rogue FoF profiles for the sample output.