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DPSSim Simulation Tool


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#1 Tankietka

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Posted 04 January 2009 - 01:28 PM

DPSSim is standalone program written in Java that tries to simulate Arms and Fury warrior DPS rotations.

You can choose rotation/priority list to use (or even create one), length of fight, stats and talents of your character, available buffs and run simulation to get info about DPS, damage breakdowns, uptimes and other statistics (ie. average swing time, average time between executes etc.).

This tool has been created mainly to allow easy testing of different rotations/priority lists for given gear/buffs/talents, but due to many configurable options I believe it can be used also for other things.

Please post bug reports, new features propositions here. Unfortunately my free time is very limited at the moment so I cannot guarantee when or if at all any of them will be implemented.

Last update: 9.IX.2009

Download link for jar package
DPSSim.jar

How to run
You need to have Java installed on your computer, version 1.6 is needed.
If you have Java installed and package downloaded, it should be enough to double click "DPSSim.jar" file.

Known bugs

Recent updates
7.IX.2009
- quick update for ArP rating nerf
3.IX.2009
- Armory Import module by Alaa added - you can now import most of your character statistics, talents, sets, and glyphs info directly from Armory
- Expertise can now accept non-integer values
- Sword Specialisation talent changed to 2% chance per point
12.VII.2009
Update for incoming patch 3.2:
- Execute takes now up to 30 rage only
- Bloodrage now generates 20 rage
- Armored to the Teeth now Increases your attack power by 3 for every 108 armor value
- T9 set added
4.VI.2009
- update for patch 3.1.3: Blood Frenzy 3/6% -> 5/10% haste, Bloodthirst cooldown and rage cost reduced
- added new procs from Ulduar trinkets
31.V.2009
- corrected bug in SEP calculations for dualwielding
- updated ArP calculations formula
- updated rage generation formula
17.IV.2009
- SEP values can now be automatically calculated - see SEP panel for details
- simulation of several procs added (you can choose for example proc on Mirror of Truth or Grim Toll trinket) - check Procs panel
7.IV.2009
- Rend tick damage is now more in line with in-game values
6.IV.2009
- fixed some bugs with dualwielding (armor penetration, expertise)
2.IV.2009
- fixed offhand damage too low bug
- IBS 20% strength
24.III.2009
- update for build 9722 (TfB 9s, IBS 15% strength)
- Berserking enchant will use base weapon speed for proc chance calculations now
20.III.2009
- update for patch 3.1 build 9704 (many changes, check other topics on these forums for details); ArP rating changes not updated, also stacking of ArP for now is implemented as multiplicative
- Siegebreaker set added (no internal cooldown and 150 haste rating assumed - to be checked)
- enchants update (Berserking, Executioner)
25.I.2009
- sets bonuses added (Sets tab in main window)
20.I.2009
- Overpower now has proper shorter GCD if talented
- DeepWounds now cause more realistic damage
- added new condition for custom priority lists: "MH swing in less than x seconds"
7.I.2009
- bug with incorrect GCD usage percentage fixed
- 3% increased critical damage meta gem added
4.I.2009
- custom priority lists can now be easily created within DPSSim
- simulation of multi targets implemented (Targets option in Option tab) - you can set number of targets (up to 20) and mode of simulation (whether they are dying one by one throughout the fight or at roughly same time at the end)
- changes from PTR 3.0.8 added: Glyph of Whirlwind, Bloodsurge proccing from HS, WW and BT
- some bug fixes

New features I'm thinking about/were requested
- add Sweeping Strikes, Cleave and Thunder Clap actions
- Protection talents/rotations
- Pawn string, link to LootRank and Wowhead filters in SEP pane
- Heroic Presence buff
- Sunder action in rotations

#2 Romoose

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Posted 05 January 2009 - 01:09 AM

I've only tried the Arms portion of it and overall it seemed well concieved and very useful. However, there are some basic parts that are unnecessarily complicated, mostly involving stat inputs. because the stats you pull off your character screen are already modified by talents, one must figure out half the stats by adding them up from gear, also making the weapon damage input as a min/may damage rather than average. The other thing I noticed was that there is no option for beserking as a weapon enchant, nor is there an allowance for trinket procs and or stacking buff trinkets such as Fury of the Five Flights.

This aside, its a very solid basis for a program and its 1 of only 3 Arms DPS simulators available, that is if you even count maxdps.com. The other is Doc's PVE simulator which is wildly inaccurate in my experience.

#3 Tronn

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Posted 05 January 2009 - 02:31 AM

Nice program, but I have some problems:

- What's the average dmg of my weapon? DPS or ((min+max) div 2) ?
- Everytime I start a new simulation, the program shows a new DPS number. Is that intended?
- After the simulation, I found that I had 109% GCD usage. wtf? 8-)

#4 Tankietka

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Posted 05 January 2009 - 08:16 AM

I've only tried the Arms portion of it and overall it seemed well concieved and very useful. However, there are some basic parts that are unnecessarily complicated, mostly involving stat inputs. because the stats you pull off your character screen are already modified by talents, one must figure out half the stats by adding them up from gear, also making the weapon damage input as a min/may damage rather than average. The other thing I noticed was that there is no option for beserking as a weapon enchant, nor is there an allowance for trinket procs and or stacking buff trinkets such as Fury of the Five Flights.


Stat input: in this way one can easily check influence of talent choices from within simulator. Unfortunately for now I don't see solution that would give both this and easier filling for your character - good thing is that you need to do it only once and then only change on gear upgrades. Maybe in the future there will be Armory import option - for now it looks like quite a big time investment for me for not so much needed thing.

Weapon damage input: well, for me it is easier to just calculate average and enter one number. It is also consistent with layout of other input fields and additionally takes less space.

Enchants/trinkets: added to things to do in future. Have in mind however that for all proc effects I need clear info about PPM/mechanic/internal cooldowns before I'm able to implement it.

Thanks for your opinion :-).

- What's the average dmg of my weapon? DPS or ((min+max) div 2) ?
- Everytime I start a new simulation, the program shows a new DPS number. Is that intended?
- After the simulation, I found that I had 109% GCD usage. wtf? 8-)


Ad 1. (min+max) div 2
Ad 2. That's because it is simulation, not spreadsheet, which means it is influenced by RNG the same way as real fight - sometimes you got lucky on SD/ToB procs, sometimes not, which of course has effect on your final DPS. One way to limit fluctuations is to average all RNG things by setting fight length to higher values. Generally 300000s+ gives good enough approximation for me, ten times that if I want really small differences.
Ad 3. Interesting. Could you provide rotation you used and damage breakdown from Results tab? Possibly I count maximal available GCDs as 1 less than it should be (ie. in fight of 3s length available GCDs number is 3 not 3/1.5=2).

#5 angi

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Posted 05 January 2009 - 11:33 AM

Is it possible to integrate the code into Rawr?

#6 Tankietka

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Posted 05 January 2009 - 12:58 PM

I don't know much about Rawr! but I think it would be quite hard thing to do - different concepts of implementing the same thing, probably also different programming languages.

However if someone would like to try, I can send sources of DPSSim.

#7 Tronn

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Posted 06 January 2009 - 12:56 AM

Ah, I got the Relentless Earthsiege Diamond and saw that I couldn't insert this in the program. Needs to be added ;-)

#8 Tankietka

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Posted 06 January 2009 - 11:25 PM

DPSSim.jar updated

- bug with incorrect GCD usage percentage fixed (too small available number of GCDs + Heroic Strikes were counted as GCD usage)
- 3% increased critical damage meta gem added (available as static buff)

#9 Tronn

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Posted 07 January 2009 - 01:21 AM

I thought about your statement that it's not a spreadsheet but a simulation. The effect is that I run several tests (~20) and try to figure out what's the average DPS ... then I change a stat and do the same again. Isn't there any option to include the average DPS straight away?

#10 Tankietka

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Posted 07 January 2009 - 07:11 AM

With simulation you almost never get one final value for DPS. However as you said averaging results of several simulations is a way to get some approximation. And I have something like that in mind (that is automatically running several simulations in a row) when I think about implementing SEP calculation in the future. So, yes, I think such option will be available, for now we must do it manually.

#11 Fragpoint

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Posted 07 January 2009 - 08:50 PM

Great Program!

Will it be able - in future - to import Stats and Skills from Blizzards Armory?

#12 Tankietka

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Posted 08 January 2009 - 07:20 AM

It will only be possible if some other person than me will do importing module, as I don't have time right now.

#13 Tankietka

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Posted 20 January 2009 - 10:29 PM

DPSSim has been updated:
- Overpower now has proper shorter GCD if talented
- DeepWounds now cause more realistic damage
- added new condition for custom priority lists: "MH swing in less than x seconds"

#14 Tankietka

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Posted 25 January 2009 - 01:48 AM

Update:
- sets bonuses added (Set tab in main window)

#15 Tankietka

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Posted 19 March 2009 - 11:23 PM

Update:

- patch 3.1 build 9704 (many changes, check other topics on these forums for details); ArP rating changes not updated, also stacking of ArP for now is implemented as multiplicative
- Siegebreaker set added (no internal cooldown and 150 haste rating assumed - to be checked)
- enchants update (Berserking, Executioner)

#16 Claertes

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Posted 21 March 2009 - 01:53 AM

- enchants update (Berserking, Executioner)

does this mean, that the tool now uses hasted-weapon-speed (and not the base-weaponspeed) for procchance calculation?
i have very low uptimes(in the simulation), even with dual berserking. Simulation says 30-40%. on live server i have 50-75%+ with dualberserking, depending on my luck ;).


all in all i like this simulation tool very much! great job!

#17 Tankietka

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Posted 22 March 2009 - 11:07 PM

does this mean, that the tool now uses hasted-weapon-speed (and not the base-weaponspeed) for procchance calculation?
i have very low uptimes(in the simulation), even with dual berserking. Simulation says 30-40%. on live server i have 50-75%+ with dualberserking, depending on my luck ;).


Yes, it uses hasted weapon speed for on hit proc chance calculation. I assumed 1ppm - maybe it is higher?

#18 Rallik

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Posted 23 March 2009 - 04:15 AM

Yes, it uses hasted weapon speed for on hit proc chance calculation. I assumed 1ppm - maybe it is higher?


It's 1 ppm, but it uses base weapon speed.

#19 Tankietka

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Posted 23 March 2009 - 07:02 AM

It's 1 ppm, but it uses base weapon speed.


Is it for all enchants or only for Berserking?

#20 Tankietka

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Posted 24 March 2009 - 02:14 PM

Update:

- build 9722 (TfB 9s, IBS 15% strength)
- Berserking enchant will use base weapon speed for proc chance calculations now




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