Vontre's Deathgraf - DK theorycraft tool (beta)
Posted 26 September 2008 - 05:57 PM
I didn't realize this post was the top search result on google. Sorry for any confusion!
Greetings fellows and sirs! I've just completed a stable and working beta of magegraf built specifically for Deathknights! Oh joy!
I'm going to copy my post from the magegraf thread because it's basically the same thing:
How it works
Deathgraf is almost a simulator, providing incredible detail and accuracy while still being fast enough to recalculate on a whim. Deathgraf calculates an optimal sequence of ability firing and individualy calculates each ability's damage over x amount of time. However, the things we know; crit/hit averages, average damage, proc rates; are averaged out for each ability, so you always get the same perfect result. It then makes a graf of fite that looks something like this:
Do you see that shit? It's a fucking beautiful graph. Er, graf. That's what this shit does, it makes grafs and they tell you stuff.
The tool comes with a variety of output and fact checking options, so other theorycrafters can verify what's going on under the hood. With peer review, we know we're getting the right results.
Deathgraf is in beta right now, we are still pounding out bugs to make sure everything is accurate. This is now the official deathgraf thread, so post any questions, comments or suggestions here.
Edit: I forgot to mention one of the best features, the ability to instantly share your results. Every calculation has a unique url hash associated to it, so just copy the url out of your browser to show other people what you're seeing.
Important note here. IF YOU ARE POSTING AN ERROR, please include a link to your results so I can quickly find out what the problem is. Thank you.
Pets fire their abilities in tandem with player abilities, and a percentage of the damage is applied based on the timing compared to how often it would actually fire. This process isn't visible right now, sorry. Also claw is simply counted as a 4 second cooldown, there is no energy model.
All the values are based on the most recent PTR build as of 01/01/2008.
Things That Still Need To Be Done
Empower Rune Weapon and Blood Tap.
Posted 26 September 2008 - 06:14 PM
Posted 27 September 2008 - 12:18 AM
Posted 05 October 2008 - 02:09 PM
Posted 13 October 2008 - 09:23 PM
Posted 27 October 2008 - 11:34 PM
The degree of accuracy should be pretty high now.
Master of Ghouls is really overpowered, though I'm not 100% on these pet calculations, I think they are pretty close.
Oh and I should also mention Vulajin and I are collaborating on a roguegraf using the magegraf engine. That's my idea of a press release, suck it.
Posted 28 October 2008 - 12:31 AM
Posted 28 October 2008 - 12:33 AM
One thing I've noticed right off though is that you have rune strike in your rotations and that ability has been made reactive for tanking (only works on target dodge or parry now).
Mind posting the three "reference" specs you include by default (or just adding a "view" link to them like you do for specs we add)?
Edit: found a code error trying to render the stat analysis (happens for your link and any others as far as I can tell):
Warning: include_once(includes/stat_analyze.php) [function.include-once]: failed to open stream: No such file or directory in /var/www/public_html/magegraf.com/public/includes/home.php on line 851 Warning: include_once() [function.include]: Failed opening 'includes/stat_analyze.php' for inclusion (include_path='.:/usr/share/php:/usr/share/pear') in /var/www/public_html/magegraf.com/public/includes/home.php on line 851 Fatal error: Class 'Stat_Analyzer' not found in /var/www/public_html/magegraf.com/public/includes/home.php on line 853
Posted 28 October 2008 - 12:43 AM
Needless to say this must be a loss of DPS.
Edit: Posting an example:
Icy Touch - 0
Plague Strike - 1.37
Blood Strike - 4.29
Blood Strike - 5.79
Scourge Strike - 7.29
Unholy Blight - 8.79
Icy Touch - 15.16
Plague Strike - 16.53
Blood Strike - 18.03
Death Coil - 19.53
Blood Strike - 20.9
Scourge Strike - 22.4
Since I assume your Unholy spec has Epidemic and Reaping, there's a bug in skill priority/rotation somewhere.
Edit #2, How odd, I just looked at the time on those attacks, a 7 second jump from the Unholy Blight to the Icy Touch, perhaps you are using 3x Scourge Strikes there and it's simply not showing in the cast sequence log. There's still something odd going on though.
Posted 28 October 2008 - 06:59 PM
Posted 30 October 2008 - 04:02 AM
Why? Scourge Strike's main advantage is that it's magic damage and ignores armor. Because raids assume a huge amount of armor reduction via major and minor armor debuffs (sunder and faerie fire), scourge strike's armor piercing advantage is no longer enough to overcome blood strikes higher base damage (when doubled).
So basically death runes are useless to the unholy raiding DK.
Posted 30 October 2008 - 12:43 PM
That might be true if you do a 5/3 rotation like this:
But im not sure if that still goes if you use a 4/4 rotation:
A lot of tests have shown the latter to be higher dps on boss fights since you don't lose any time switching between single / dual runes. And you generally have more time at each rotation to use RP abilities.
Posted 31 October 2008 - 06:07 AM
Also, the new options for presence and glyphs show up in menus, but they don't do anything yet. =x
Posted 31 October 2008 - 07:17 AM
http://www.magegraf....27942e5dbdde17f (for reference).
Looking through the cast sequence and dps differential, it looks like gargoyle isn't implemented properly yet? It strikes once on the cast sequence and has zero dps increase (ie make any spec and swap garg for something like pale horse and they report identical dps).
Some other oddities for you:
- Rune Strike is being used. Could you add a tanking option or simply disable this (optimal dps while tanking is obviously less of a concern).
- Ghoul dps listing does not seem to benefit properly from castable buffs when a talent spec has master of ghouls.
- Death Strike is used over Obliterate for a blood/unholy spec without epidemic.
- If I look at identical specs in the Spell Detail window, it shows the first spec as having 927 dps for autoattack and all the others at 1010? I can switch which spec appears first in the window and it still does that.
- Rotations appear to be screwed up in general?
eg (removed autoattacks + ghoul claw + rune strike for clarity):
Death Coil - 246.22
Icy Touch - 247.51
Heart Strike - 248.81
Plague Strike - 250.31
Death Coil - 251.81
Icy Touch - 255.1
Heart Strike - 256.4
Plague Strike - 257.9
Death Coil - 259.4
Heart Strike - 260.69
Death Strike - 262.19
Death Coil - 263.69
Icy Touch - 266.99
Don't mean to bombard you, I realize some of these are nit-picky. Just posting what I find as incongruous with my experience on beta and the obvious errors.
Posted 01 November 2008 - 05:04 AM
Posted 01 November 2008 - 06:57 AM
I loosened up the disease refresh imperative by 1 tick which increased dps substantially.
I added logic that would allow obliterates to be used at the end of the disease timers for specs that don't have annihilation. However, because you lose damage from dot ticks, and often have to lose rune refresh time by delaying your strike, this resulted in a clear dps loss. Specs without annihilation will end up using Death Strike almost exclusively instead of Obliterate.
The simulator calculated that the gargoyle would do less damage than spamming death coils. I forced it to use the gargoyle anyway just to make sure it was right, and it was.
I'll look into adding castable buffs for the ghoul, and the spell detail glitch.
Posted 01 November 2008 - 07:11 AM
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users