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SimulationCraft Model Development


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#21 dedmonwakeen

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Posted 10 October 2008 - 07:14 PM

Pitbuller, with the fix to Searing Totem and some slight changes to the config:

Config:
shaman=Shaman_Enhancement
level=80
talents=http://talent.mmo-champion.com/?shaman=052030150000000000000000000000000000000000000000003020502300502135331131231051
actions=flask,type=relentless_assault/windfury_weapon,weapon=both/auto_attack/lightning_bolt,maelstrom=5/stormstrike/strength_of_earth_totem/windfury_totem/shamanistic_rage/spirit_wolf/flame_shock/earth_shock/lava_lash/searing_totem/water_shield/bloodlust,target_pct=35
gear_agility=386
gear_stamina=800
gear_intellect=280
gear_attack_power=2000
gear_attack_expertise_rating=185
gear_attack_penetration=0
gear_spell_power=0
gear_hit_rating=280
gear_crit_rating=445
gear_haste_rating=75
chaotic_skyfire=1
# Hateful Gladiator Weapons
main_hand=mace,damage=373,speed=2.6,enchant=mongoose
#off_hand=dagger,damage=258,speed=1.8,enchant=executioner
off_hand=mace,damage=373,speed=2.6,enchant=executioner
# Glyphs
glyph_earth_shock=0
glyph_strength_of_earth=1
glyph_windfury_weapon=1
glyph_stormstrike=1
glyph_lightning_shield=1
# Pets
pet=spirit_wolf
blessing_of_kings=1
blessing_of_might=550
sanctified_retribution=1
swift_retribution=1
quiet=1
active=owner
# Throw in a pair of Paladins.......  Eventually these static parms will be replaced with real actors.
blessing_of_kings=1
blessing_of_might=550
sanctified_retribution=1
swift_retribution=1

Output:
Player=Shaman_Enhancement  DPS=4827.6 (+-10.3)  CS=5  DPR=20.2  RPS=238.8/227.1  (mana)
  Core Stats:  strength=138  agility=501  stamina=1028  intellect=461  spirit=154  health=13290  mana=10766
  Spell Stats:  power=977  hit=10.7%  crit=14.7%  penetration=0  haste=2.3%  mp5=0
  Attack Stats:  power=3257  hit=8.5%  crit=17.4%  expertise=5.6  penetration=0  haste=2.3%
  Actions:
    earth_shock           Count=  8.4|33.2sec  DPE=2953| 2%  DPET=1924  DPR= 5.3  Miss=3.3%  Hit=2137  CritHit=4471|4548|38.0%
    flame_shock           Count= 11.1|25.1sec  DPE=2145| 2%  DPET=1397  DPR= 4.0  Miss=3.3%  Hit= 926  CritHit=1935|1947|35.6%  Tick=272
    lava_lash             Count= 27.6|10.1sec  DPE=1275| 3%  DPET= 750  DPR= 7.3  Miss=0.0%  Hit=1027  CritHit=2054|2070|31.8%
    lightning_bolt        Count= 55.2| 5.1sec  DPE=3590|15%  DPET=2365  DPR=10.5  Miss=3.2%  Hit=2597  CritHit=5421|5628|38.1%
    melee_main_hand       Count=173.9| 1.6sec  DPE=1554|20%  DPET= 973  DPR= inf  Miss=12.5%  Hit=1473  CritHit=2947|3040|31.4%
    melee_off_hand        Count=173.9| 1.6sec  DPE= 776|10%  DPET= 486  DPR= inf  Miss=12.4%  Hit= 736  CritHit=1473|1520|31.3%
    searing_totem         Count=  3.8|73.6sec  DPE=9979| 3%  DPET=8307  DPR=43.5  Miss=3.4%  Tick=268  CritTick=559|564|37.7%
    stormstrike           Count= 27.9|10.0sec  DPE=2658| 6%  DPET=1563  DPR= 2.6  Miss=0.0%  Hit=2368  CritHit=3855|4560|31.7%
    windfury              Count=224.5| 1.2sec  DPE=2225|37%  DPET= inf  DPR= inf  Miss=0.0%  Hit=1797  CritHit=3594|5053|31.4%
   spirit_wolf
    wolf_melee            Count= 59.2| 4.1sec  DPE= 798| 4%  DPET= 532  DPR= inf  Miss=0.5%  Hit= 880  CritHit=1761|1763|6.1%

Perhaps I'm triggering Shamanistic Rage too eary.......

http://chart.apis.go...&chts=000000,20

#22 Kalle

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Posted 11 October 2008 - 02:12 PM

For Pandemic you're doing
if( rand_t::roll( s -> player_crit ) )
{
  s -> tick_dmg *= 1.0 + p -> talents.pandemic / 3.0;
}

However, currently the damage added by Pandemic is kind of a seperate spell and is subject to partial resists. I have no idea if this is intended. My combatlog reads (with 3 points in pandemic):

Corruption ticks for 194 (453 resisted)
Pandemic hits for 58 (136 resisted)

#23 ravenndude

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Posted 11 October 2008 - 05:57 PM

<My IV post>
Definitely. It will be in the next release for sure.


Don't worry about adding glyoh of IV ... I didn't quite read it, hah. For some reason, I thought it elongated IV.

#24 dedmonwakeen

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Posted 11 October 2008 - 07:51 PM

For Pandemic you're doing

if( rand_t::roll( s -> player_crit ) )
{
  s -> tick_dmg *= 1.0 + p -> talents.pandemic / 3.0;
}

However, currently the damage added by Pandemic is kind of a seperate spell and is subject to partial resists. I have no idea if this is intended. My combatlog reads (with 3 points in pandemic):

Corruption ticks for 194 (453 resisted)
Pandemic hits for 58 (136 resisted)


Thanks for the heads up. Very interesting mechanic. I'll set it up as a separate spell such that it gets tracked properly.

#25 Fireye

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Posted 14 October 2008 - 09:35 PM

I saw mention of a raid_70.txt that would be coming soon on the shadowpriest board, any idea when we might see that arrive?

#26 dedmonwakeen

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Posted 15 October 2008 - 01:10 AM

I saw mention of a raid_70.txt that would be coming soon on the shadowpriest board, any idea when we might see that arrive?


I've been dragging my feet..... hoping someone else would do it..... :)

What's a good gear point that I can use across all classes? Tier6 + Badge fill-ins?

#27 ithecho84

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Posted 17 October 2008 - 07:51 PM

Well I can't proffess to knowing how the action line fully works, but I figure it was roughly the spell rotation. With this in mind, I wanted to play around with the Affliction Lock sequence a little and managed to squeeze out 20 more dps. I guess it does seem trivial though.

I changed the
actions=flask,type=pure_death/spell_stone/fel_armor/summon_pet,felhunter/haunt/curse_of_agony/corruption/unstable_affliction/siphon_life/shadow_bolt,shadow_trance=1/drain_soul,target_pct=20/immolate/shadow_bolt/dark_pact

to

actions=flask,type=pure_death/spell_stone/fel_armor/summon_pet,felhunter/unstable_affliction/haunt/corruption/curse_of_agony/siphon_life/shadow_bolt,shadow_trance=1/drain_soul,target_pct=20/immolate/shadow_bolt/dark_pact

Since dots won't tick for a few seconds anyways, why waste the uptime of increased dot damage buff from haunt when the time could be spent casting UA.

I played around with every possible order of the three instants after haunt, and this order came out to be the highest dps. Once again, 20 dps seems trivial but a dps increase is a dps increase! And it's a consistent one at that so I figure it's worth mentioning.

(Maybe I should have put this in the warlock thread)

#28 Kalle

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Posted 19 October 2008 - 07:38 PM

On live, critical cleaves don't proc Demonic Empathy. I believe they currently do in SimulationCraft (though I'm not 100% sure). As I currently don't have access to the PTR or beta, I can't check it in the new build.

#29 Kyrious

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Posted 19 October 2008 - 07:50 PM

Once again, 20 dps seems trivial but a dps increase is a dps increase! And it's a consistent one at that so I figure it's worth mentioning.



This is one of the only places where a seemingly trivial dps upgrade is anything but. The entire forum's dedicated to squeezing out the most possible dps/rdps for each class/spec.

#30 dedmonwakeen

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Posted 19 October 2008 - 07:59 PM

On live, critical cleaves don't proc Demonic Empathy. I believe they currently do in SimulationCraft (though I'm not 100% sure). As I currently don't have access to the PTR or beta, I can't check it in the new build.


Thanks, Kalle. I really appreciate your attention to detail.

We've had an explosion of functionality over the past few months..... and that will continue with Paladin/Hunter released soon.

At some point the team needs to stop and perform careful regression analysis. I think our individual spell mechanics are probably close enough to the "noise" region (not that we won't relentlessly pursue perfection), but I'm starting to believe that I need to rethink our handling of latency.

There are three types of actions
(1) instant
(2) cast-time
(3) channeled

There are nine different combinations of spell pairs. It is likely that some of those combinations can be combined into groups.

All I know for sure is that using the same random lag between actions is looking more and more like a very poor model.

I believe this is ESPECIALLY true with all the haste floating around creating a higher percentage of "lag points" in WotLK cast sequences.

I would really welcome experiential data in this area......

#31 Gaborn

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Posted 20 October 2008 - 09:26 AM

Those 3 types of actions can be reduced to 2:
- Actions that allow other actions to be queued (cast-time and channeled)
- Actions that doesn't allow other actions to be queued (instant)

Because casting an instant breaks the posibilily of queuing the next action, that's the only situation that is affected by lag. Every other combination of actions is "lag free" because those actions allow to queue the next spell.

#32 Erdluf

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Posted 20 October 2008 - 12:44 PM

Those 3 types of actions can be reduced to 2:
- Actions that allow other actions to be queued (cast-time and channeled)
- Actions that doesn't allow other actions to be queued (instant)

Because casting an instant breaks the posibilily of queuing the next action, that's the only situation that is affected by lag. Every other combination of actions is "lag free" because those actions allow to queue the next spell.

That covers the usual case. There are exceptions though.

Some non-instants can have cast times less than the GC (Druid's Wrath under common conditions, or Starfire with PvP gear proc).

A ground-targeted spell requires two actions. I'm under the impression that actually placing the target cannot be queued. I've had mixed results on casting the spell (to get the target ring) early. It isn't something I've really studied.

#33 dedmonwakeen

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Posted 20 October 2008 - 02:05 PM

Those 3 types of actions can be reduced to 2:
- Actions that allow other actions to be queued (cast-time and channeled)
- Actions that doesn't allow other actions to be queued (instant)

Because casting an instant breaks the posibilily of queuing the next action, that's the only situation that is affected by lag. Every other combination of actions is "lag free" because those actions allow to queue the next spell.


I don't know if it is just a problem with Mind Flay, but many SPs have been lamenting about getting MF ticks cut off.

Is spell queuing really in place for channeled spells? Is it a MF-specific problem or more endemic.....?

#34 Gaborn

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Posted 20 October 2008 - 06:28 PM

I don't know if it is just a problem with Mind Flay, but many SPs have been lamenting about getting MF ticks cut off.

Is spell queuing really in place for channeled spells? Is it a MF-specific problem or more endemic.....?


You are right. I didn't think about that but yes, channeled casts don't allow to queue spells.

#35 Kalku

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Posted 22 October 2008 - 12:18 AM

You are right. I didn't think about that but yes, channeled casts don't allow to queue spells.


If by 'queuing spells' you mean precasting to remove the effect of lag, then I disagree, channeled casts allow precasting the next spell. I play in Australia, so my average lag is about 350ms. The only time that lag is a problem though is when it is fluctuating alot. Removing the effect of the average lag is something that every caster can and should do.

#36 dedmonwakeen

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Posted 22 October 2008 - 03:56 AM

SimulationCraft r880 available for download.... too many changes to list.

One that deserves mention: Everlasting Affliction is no longer modeled in its original "bugged" form, dramatically reducing Aff-Warlock DPS.

The LatestReports haven't been built yet, but some SampleOutput can be found here.

#37 BugRoger

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Posted 22 October 2008 - 12:06 PM

I tweaked the demo build of the raid_70 configuration and was able to get an increase of 330dps. This makes it the warlock build with the most dps at the moment ;)

I reckon the build has to change for 3.0.3 with Demonic Empowerment going off the GCD.

  • Removed Cataclysm and specced into Ruin
  • Removed Demonic Empowerment from the build and rotation
  • Removed Immolate from the rotation
  • Specced Firestone (does only seem to have a irrelevant effect)
  • Improved Demonic Tactics yields better results than Demonic Empathy

#
# Demonology Warlock
#
warlock=Warlock_0_46_15
level=70
talents=http://talent.mmo-champion.com/?warlock=550000050000000000000000000000000000000000000000000000023033011352121500035031200
actions=flask,type=pure_death/fire_stone/fel_armor/summon_pet,felguard/curse_of_doom/corruption/shadow_bolt/life_tap


http://chart.apis.go...&chts=000000,20

#38 dedmonwakeen

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Posted 22 October 2008 - 12:42 PM

I tweaked the demo build of the raid_70 configuration and was able to get an increase of 330dps. This makes it the warlock build with the most dps at the moment ;)

I reckon the build has to change for 3.0.3 with Demonic Empowerment going off the GCD.

  • Removed Cataclysm and specced into Ruin
  • Removed Demonic Empowerment from the build and rotation
  • Removed Immolate from the rotation
  • Specced Firestone (does only seem to have a irrelevant effect)
  • Improved Demonic Tactics yields better results than Demonic Empathy


Thanks!

I'll get that into the next release..... which should be soon given that I'm thinking about retracting my change to Everlasting Affliction.......

#39 Kalle

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Posted 26 October 2008 - 06:25 PM

Several of your lvl70 players use three instead of the two glyphs available at lvl70. Some of the glyphs you use for them are not available until we have acces to herbs from Northrend, Glyph of Curse of Agony, Glyph of Felguard and Glyph of Siphon Life for warlocks (didn't check for other classes).

#40 Kalle

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Posted 29 October 2008 - 12:49 PM

In spell_t::level_based_miss_chance you are still enforcing a minimum chance to miss of 1%.




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