#tc-updates
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@pseudo grove @manic pulsar is there a wiki for simc apl syntax?
ah its on the github
it can be reached from simcraft in the help window
uhm, i'm trying to improve envenom APL for 7.1.5
for now 4+ is the king, as expected by my previous calculation about envenom strategy.
but with the combination MP+DS+AP 5+ is above of ~2k, so is pretty reasonable expecting that the 2% more for surge of toxins is enough to compensate the previous difference.
so there is a method to force a fixed crit chances in simcraft without change items?
(because for my previous calculation envenom at 5+ is better under 30% crit chance, meanwhile 4+ above)
guys i have 2-3 simple questions
when i have vendetta phase up + vanished rupture i should only focus on keepeng up elaborate planning 100% right? So i dont care if the envenom i use is 2 or 3 cp i just want to keep elaborate p. as much as possible?
@bitter quarry I don't know if that's theorycraft friend, but yes. EP's uptime should be as high as possible throughout the entire fight
@pseudo grove So you need help on the assassin apl? ๐
Hey guys, is Simcraft accurate for Outlaw rogues... I know shadowcraft is broken, but can i trust Simcraft with Outlaw results? At the moment I am getting very high stat weight for haste for example ( Pawn: v1: "Nvrmore": Agility=10.71, CritRating=6.54, HasteRating=10.55, MasteryRating=7.16, Versatility=7.94 )
I understood that haste isnt great, so thats why I'm unsure if I can trust this
well, rather time @brisk fiber ๐
i watching sc_rogue.cpp and i see "Does Kingsbane debuff get procced 2x on Mutilate? (If both hands apply lethal poison)."
testet now, can confirm that double proc are 2 stack
if needed can load screen
in the issues page?
yes you can comment each issue
I made a bench profile for assa
will update the APL tomorrow I guess
(by bench profile it's a profile that check a lot of talents and a lot of legendaries so I can check that some condition should be restricted or not)
fixed a couple of things
mostly related to the mantle legendary and master of subtlety
what would vendetta uptime look like with boots + 3 relics + trinket?
EDIT im dumb, i remember tha convergences was 4sec instead of 5 <.<
btw im dumb, cant find that profile
@hazy bolt vendetta on avg 34s cd
@gilded bonethek what trinket?
convergence of fates
on this page it says shadow techniques proc every 3-5 hit
but in game its 4-5
does anyone know the exact value? or maybe the wa is incorrect
it's 3-5 after previous proc
i asked the wa community to write a wa for it
and it always reset when it shows 3 or 4
so 4-5 hits
thats why im interested in the exact value
still trying to perfect the wa because shadowblades fcks up the counter
but works most of the time
@clear bobcat you might be right. I don't think anyone tried to retest it, during late beta it was 3-5 and confirmed in official TC thread
do people just test everything and guess how they work?(sim and amr)
thats so much work
basically
it really looks to either 4th or 5th attack now
and I cannot recall anything said about ShT. Stealth change?
isnt that the one i sent
its incomplete
doesnt count during shadowblade
because melee gets changed shadow blades
im asking wa community for help with it now
ah yeah true sorry didnt see
oh interesting
is it the case that the combat log entry for melee swings isn't registered during shadowblades somehow?
@chrome sun open log links I posted
for duration of SB melees are just 2 new different spells
oh cool
so just have to track those in addition to the standard SWING_DAMAGE effect
no problem
it's quite strange that they proc now on 4th or 5th attack since last proc
can add another trigger to the increment sub-aura
yeah, i was confused too, but it's definitely the case
previous behavior was 3,4,5
does simc believe it's 3-5 or 4-5?
imo
great question, actually
simc is probably wrong
let me verify
yeah
it's wrong
that's range(3,5)
one sec, will send a PR to fix
i think it's from the data file, we don't hard code that
see: https://github.com/simulationcraft/simc/blob/legion-dev/engine/class_modules/sc_rogue.cpp#L5392
25%. It is in spell data
so something is checkable from data but something you guys just test to check
yes
huh?
@white trail - fixed in latest commit: https://github.com/simulationcraft/simc/commit/b723d9a8bddd81e4eb89b436b483e7c492696120
Lot of news !
Fixed couple of bugs related to Assassination and Improved a little bit the APL (mostly for MA relics / Boots / Convergence and also for EP)
Will update default profiles later
see https://github.com/simulationcraft/simc/commit/6ab9d2766c296040fe2442f71680a450eae118ba and https://github.com/simulationcraft/simc/commit/431298f9fc4b9afcf8173e95f6b81ef38b839d7c for more details
@pseudo grove from https://cdn.discordapp.com/attachments/235366820712939521/264546580827340800/unknown.png is alacrity only ahead from MoS with t19 4pc?
or is it ahead with 7.1.5
That's right, ahah
it's only with set bonus
the set bonus's perpetual extra ss cp (which is practically premed) allows us to ditch premed in favour of alacrity
otherwise we'd just be casting 4xss 1xfin in dance
which is inefficient
Playing around with wrists and trinket and doing ss evi x3 in dance netted some insane uptime
i think that
it was determined that 2x ss 1x fin 2xss
was still optimal
with anti build
by fuu or some1
i didnt test the bracers
Premed with ss evi x3 nets you more cps towards extending SB
And uses less energy to achieve this
Yes, heard it's mostly wrong
Are there any sims done by these smart people here? anything "official"?
did a quick simulation on it: (10k iterations, not so quick becouse my pc is slow asf)
T19M_NH with sub bracers:
vanilla apl:
DS/premeditation - 701651 dps
Anticipation/alacrity - 701586 dps
Anticipation/prematitation - 725402 dps
slightly adjusted apl:
DS/premaditation - 729277 dps*
Anticipation/premaditation - 744950 dps*+
*(use finisher @4+ cp during shd and only use finisher as last gcd if at 6 cp)
*+(cp trashhold rised to 3 for shd and last gcd = ss during shd)
@pseudo grove is anyone else besides yourself focusing on the outlaw APL for 715?
@flat rain I don't think so, help is always welcome especially on APL (it's easy to tweak) so I can focus on the rogue module
@frozen brook it's old
@stuck sapphire for anti+premed it's ss x2 finisher ss x2 finisher x2(outside shd) am i correct?
@frozen brook the vanilla version starts shd with 0 or 1 cp, finishes with 5+ cp so its typical 2ss+finisher+2ss
No discussion about Tier Bonuses Ranking here, you can talk about mechanics related to that or wrong implementation on simulation tools but not ranking.
Herro. Do I need to put ptr=1 for a simc import from ptr?
if you use latest nightly, no it's already 7.1.5 (hence PTR Data)
Thanks. Data was a bit screwy.
@stuck sapphire do u use the same APL as the one in the latest simc sample profile? opener with sblades?
used the one from latest simc build. not sure if its the most recent one.
it was just to "quick evaluate" the thesis
im just wondering what's the optimal opener with alacrity since u will only 3-4 CP in subterfuge without nightblade and premed
is it actually worth it to use a 1cp nightblade to get the 4cp bonus rolling?
maybe if u havent try this yet u can try to implement it
you start with shadowblades this means you get 2 cp each ss so the opener doesent change
is the old 7.1 APL uses sblades at the start too?
have to try if thats a damage win over this opener
like currently i think most if not all sub uses sblades before/after the 1st NB application
we still talk about t19 4p + trinket ?
yeah
just comparing the current 7.1 APL with 1.5 APL opener
i mean like if the current APL uses sblades before/after 1st NB, the 7.1.5 uses sblades at the start
i think the 7.1. apl did it with bracers (use shadowblades on opener) but not without
if you run a simulation, you can extend the "action priority list" tab and then the "Sample Sequence Table" to get a knowlage what the apl does
well if the best solution (and dps) using alacrity by using sblades at the start then i guess wont have any problem then.
yeah i know about that. i dont have 7.1 simc installed anymore and lazy to reinstall just to check the APL ๐
we should move the discussion to general moderated
i'll try simming the t19nh with bracers 50k iterations
Fun thing, on longer fights on live, if you "bind" shadow blades with backstab, you see a dps increase
Aka prio using it outside of dance rather than during dance. On shorter fights this doesn't really do a lot since if you dont use it in the opener you will lose usages
Are the comparisons being done on Simcrafts front page with T19M profiles? The sub one has way better gear both in ilvl and itemization than Assn does.
Its all a work in progress. I would take sims done right now with a grain of salt until aethys says hes done with them
For people trying to decide what to play based on sims, the most sensible thing for them to do is sim their own gear that they expect to have by the end of the first week of heroic nighthold and make a decision based on that.
Should never decide what to play based on sims, especially at a start of a patch when APLs are very imature
and sims are wildly innacurate
For those interested, i did preliminary simming of 2 legendaries for each spec. I used the lateest nightly build of simcraft (01-02-17), fight settings of 300+-20%, 0.01% error target, patchwerk 1target fight. I pulled the profiles off the latest github t19M profile for each spec.
All of these numbers are fairly meaningless without the profiles behind them
i just pulled the t19M github profiles atm, and replaced gear with legendaries
ill pastebin the profiles
so you dont have to make all the permutations of legendaries haha
sin: http://pastebin.com/CGjn2Kka, exsang: http://pastebin.com/5JYqh2bq, sub: http://pastebin.com/2dWWqH2y, outlaw: http://pastebin.com/nG1SADn4
the t19M_outlaw.simc or w/e is just the pulled github profile with the rogue name chopped out so i could make spam combinations like this
all the legendary data is pulled from rogue_legendaries.simc, i added in mantle manually
Well this seems fairly as expected I feel. Greenskins didn't really suffer a nerf because BTE reduces its own cd via TB now, unlike on live, which means every second finisher is BTE instead of every 3rd
there could definitly be some improvements in apl for some of these, im thinking mantle especially
or maybe talent changes to subterfuge, etc
You'd need to find optimal talents as well
Pretty sure denial is better with anticipation
these dont use nighthold gear
Anticipation and denial aren't NH
right, but i think most of the benefit of anticipation comes from sub 4pc
^ without a doubt, the benefit from having the extra 'space' to get more cps is much more of a benefit when every shadowstrike during sblades creates 4cp instead of 3
well it kinda makes sense for sub to be not that good without 4pc anyway - if u just look at the gain there it would be op as fuck
why would they not announce it.
I noticed the tooltip for bloodthirsty instinct is different in SimC than in game. Is this just a visual difference or is it affecting sims? http://i.imgur.com/7iJT6Wz.png
@plush relic Also with those legendary sims of Exsang vs AP you have with the default sims in T19M profiles the exsang one is terribly optimized. It has 2x Gushing wound and 1x Master Alchemist relics and its gear has things like a haste/vers chest. So when comparing the legendaries something like boots get underestimated since with boots you want 2xMA relics and 1x Gushing wound.
i didnt make the gear profiles, but you are right could do some optimization
Nah I know and you doing the Sims in general is awesome
this is very prelimanary, it depends on what the patch says too
it's gonna be better shown than this, at least mine, but in the future
๐
@pseudo grove do you know if the spontaneous appedendages trinket hits proc main gauche the same way it procs stormstrike for enhanc shamans?
how do i upgrade simcraft apl ?
you can get the most recent ones from git
do you have a link ?
ty
to sim in 7.1.5 do we use the PTR option?
nope
is it a different setting?
I didn't see it
all I know is that I really hope our DPS matches the PTR simulator results ๐
@plush relic Does the legendary pair sims you did take into account the nerf of greenskins to 200%?
Care to hazard a guess how far down it will take them?
does weaponmaster proc double energy regen?
energetic stabbing and relentless strikes
@quaint prism update using a nightly
got excactly the same problem as @quaint prism
use nightly build for ptr and official dec 20 releasefor 7.1.0
ptr "options" setting seems to be bugged
there is no need of the ptr option if there is a 7.1.5 release
the ptr "option" goes full spaghetti, the nightly build is already on the ptr, as fuu said
whats the logic for shadowdance energy pooling right now?
in simc
i couldnt find it or im too stupid to understand it
Hey folks we're changing around how this channel functions. See my comments in #announcements for full details.
How this will work going forward: If you have something to say you think would be useful for this channel and you are not currently on the channel whitelist let me or a <@&226424944148480000> know and they can add you if your contribution appears useful. If you don't contribute usefully you will be removed from the access list.
In the short term if you have been a useful contributor to TC work let me know so I can start building the list.
So there is most certainly something going on with the blizzards new % auras based on spec.
I just started looking at outlaw and already saberslash and pistol shot are not matching.
Both the saberslashes base damage from AP scaling was increased in 715 by 10% which seems to be the case. But the 16% dmg aura is no where to be seen
Or the other way aoround
But for example when I compare the damage of mutilate and garrote there is a clear 7% dmg increase as the aura buff would suggest
But canoonball barrage I can get to match both the ap buff and the aura increase
Killing spree yet again is missing either the dmg scaling buff or aura buff
This is silly
It would also seem that they fixed the free saber slash combo by making the animation faster
They have seen my video I guess ๐
Some additions:
Sub boots "bug" (distance computation was center to center) looks like fixed (seems to be boss edge to player center) making the boots nerf higher than the "70%" shown on patch note and making the legendary not that good now. (i.e. it was hit by the biggest legendary nerf of all classes and was further nerfed by the bug fix)
It seems MA nerf introduced a bug where Vendetta has no cooldown. If anyone is able to reproduce it, let use know:
https://www.warcraftlogs.com/reports/JgCj4MkcA8yfqRY7#fight=31&type=damage-done
https://www.warcraftlogs.com/reports/JgCj4MkcA8yfqRY7#fight=26&type=damage-done
https://us.battle.net/forums/en/wow/topic/20752599672
So I'm playing Assassination right now and my vendetta doesn't have a Cooldown. I took off my legendary boots and I still have no Cooldown on Vendetta. I have two Vendetta relics. I'm wondering because of the quick Vendetta relic nerf something went wrong with the relic(s). https://www.warcraftlogs.com/reports/pxqtaHN1QckArmKy/#fight=3 I did LFR, check all the fights. I'm doing 1M-1.3M on all fights. Blizzard, fix this. This is broken and will disrupt the game... Original Post. https://us.battle.net/forums/...
I did a writeup (with rare's help) about the changes to MA relics and my findings with them at http://roguedpsguide.com/master-assassin-ma-trait-and-relics-stealth-nerfed-in-7-1-5-2/. It's probably hard to evaluate the ilevel difference now for the relic sheet as it depends on whether you have the CoF trinket and sin boots or not, @fair owl . In general the relic difference is now very close, so higher ilvl upgrades will be much more valued.
It's gonna be hard to optimize the APL around that by the way, if anyone want to contribute feel free to
Quick update on Subtlety, boots bug is still there, so enjoy the fact that the leg is garbage on tiny bosses and op on big bosses.
There is also another bug with anticipation that is for the moment "considered as a blizzard feature" making finality eviscerate (not nightblade it seems according to @chrome sun tests) being up to 40% empowered (instead of 20/24% max) because of the fact that the value is taken from current cp instead of cp spent.
Vendetta bug (no cd) seems to be fixed as I've not encountered another one able to make it, they probably hotfixed it server side.
It's quite the bug, pushing anticipation to the "strictly best talent" in the slot.
We'll have to play with the APL to optimize for it, if it is indeed intended, though I can hardly believe it would be.
Also, most bugs reported on PTR thread are still there, I'll make an updated list and post it somewhere. Some of them are really annoying and need to be considered while playing rogue as part of "our identity" because they might changes the way we play.
More infos on Finality:Eviscerate "bug":
Anticipation: Up to 10 cp for normal cast and up to 5 cp for weaponmaster proc.
Others: Up to 5/6 cp for normal cast and 0 cp for weaponmaster proc```
It's 4% per cp, so from 0% to 40% with Ant.
These bugs, have they been submitted to blizzard through the bugreport?
Yes, both in-game and there's a more public collection being made by Aethys further on.
nvm random napkin. interesting thought tho
DS is 24% for 6cp evi and nightblade (on top of the 5% base from the talent)
this probably means that the anticipation bug isnt as impactfull as assumed.
but i can be wrong in my napkin math
Yes it is not from my quick test from work, I'll do more later. At least the model reflects ingame behaviors now
With bracers it becomes more interesting, and with 4p and bracers it's probably the goto.
Simply because you can then utilize the combopoint overflow in a positive (damaging) way with anticipation, and therefore gain uptime, I imagine
It's not as huge as one can imagine though, it doesn't (bar WM procs) reduce the need to finish during dance. So amount of SS's are the same.
There's not as many temporary buffs anymore either, so the gain to save a finisher from a low DPE(CP) to a high DPE(CP) time is also marginal.
However, it smoothes out vanish and gainst you an SS. It helps on AoE, esp with WM or during dance on lower amount of targets. It smoothes out NB usage.
And then the aforementioned Finality: Eviscerate buff as well as WM'ed buff (Still minor though, gives 20% on half of the 6% of evis cast).
@little pelican Use log=1 in your apl and read the log to see
Okay
I've simmed Kingsbane extensively the past few days
and my avg cast in logs is like 50% larger than in sims
my max crit in 200k iteration sim is 1.01m
max crit on 1 fight (helya M) is 1.6
this statement: "and my avg cast in logs is like 50% larger than in sims" is even wrong
my non-preempty death kingsbane casts on mobs on helya M was like 5m+
and simc has the avg of around 2.8
I personally have had upwards of 2.5M ticks on kingsbane before
no sin legendaries
hm, i havent seen such high numbers, but as i said, this is just 1 fight
i havent tested in significantly in-game
All I can see is that the simmed Kingsbane is super weak in comparison
i couldnt find the 2.5m crit i saw, but i did find a 1.9m crit on xavius here (no insanity buff) https://www.warcraftlogs.com/reports/L9g3B62PKFfMCpjt#fight=18&type=damage-done&source=12&ability=192759&view=events&start=6397314&end=6422156
Im working on this issue at the moment
It takes awhile though because blizzard makes tracking AP poison refreshes very difficult
once ive finished my weakaura I should be able to see a bit more clearly what the deal is
Posting it here since it might help you:
- Some trinkets will be hotfixed, no one knows which yet but we can bet there might be some NH trinkets : https://twitter.com/WarcraftDevs/status/821527210695671812
- SimC is updated for 7.1.5, there is a release (http://downloads.simulationcraft.org/ and take a 715-0x file, zip for portable version, exe for installer)
- You can still give a try to nightlies: http://downloads.simulationcraft.org/?C=M;O=D
Still coming (along with a couple other trinket-related tweaks)! https://t.co/HmFuhPDgl0
Oh btw, Trinkets Hotfix:
https://github.com/simulationcraft/simc/commit/3ccf48a7445850e9b2d4c4a9f69dd3fe87811e1e
No CoF nerf for us (Ripperino Retribution)
are these hot fixes live? I don't see them anywhere but spell data
If someone can pm me logs of recursive strike trinket on dummy (long enough), I would love u.
I take the raid angerboda (Aluriel ?) aswell if you have. Thanks in advance
At least 15mins, only AA are needed (so just avoid dc by small move every X mins)
The longer it is, the better it is.
I have a 17 minute aa only one from ptr a few days back
has anyone tested, if recursive strikes works with CoS AA ring
Its not an autoattack so I would be very surprised, its a different ability
Thanks everyone, received 10logs or so, you rocks.
Thanks to @white trail, the mystery around Kingsbane has been solved. If you're talented into AP, each application of the poison increases 2 times the kingsbane ticks instead of just 1 time (like Deadly Poison & Wound Poison). Another bug from Blizzard, expect a nerf/bug fix soonTM.
https://github.com/simulationcraft/simc/commit/f28f50fb80159caf7d379135f32360f41cff1c54
And btw, Surge of Toxins doesn't interact with Kingsbane tick increase. (It's only a target modifier like the tooltip says)
So this bug, without an optimized APL is about 3-4% dps increases overall. I think by abusing the bug it can be a bit higher.
I am looking for Draught of Souls and Arcanogolem logs if some of you have (rogue or not, doesn't matter, just be sure to do advanced combat logging so I can see the gear, talents, etc...)
Thanks in advance.
@pseudo grove i'll give u my logs of draught. 910ilvl draught
Thanks for the logs again.
Interestingly enough, you can use draught while sprinting and still get into vanish
So if you want to get sub nerfed even more
O.o
sprint /stopautoattack /use draught of souls style?
that's a disgusting wombo combo
Indeed, even the global cooldown change with draught doesnt really matter for this
that's awesome. need to get my hands on one.
Not sure how I'll put this into SimC -_-'
So I like the concept of guaranteeing a good roll with AR. However, I don't think the current iteration (single use of AR grants a single two-buff) will ever end up making a difference really. You already RTB prior to the pull and if you get a decent set of buffs, you're not going to reroll it just because you get a free two-fer. This ability needs to be a bit stronger or more flexible. It should allow for ALL rolls during AR to be two-buffs, or guarantee a single three-buff (I'd personally prefer a free 3-...
I'll reran the sims when we'll have spell data for new trinket, etc..
Also, I'll push the NH profiles on the website (but not spreadsheet) when I'll do so.
@pseudo grove well, you can try just if sprint use draught and see where that gets you
and if its positive you can go from there, like adding it to opener or whatever
anyone figure out when exactly the best time to use draught? especially at the start of a fight
and an example of the spreadsheet data that ends up being generated https://docs.google.com/spreadsheets/d/13pAx5ycUHhpIR21Ic8YIeNaK6khy4k9A4lzG5kQD5Uc/edit#gid=340651414
Because Sub Rogues are starting to use flickering shadows (sprint and take no damage + do no damage for 3 seconds) to generate vanishes for use with Mantle of Master Assassin, I wanted to make a tracker to see if my sprint is "safe" or if I
That's a weakaura that will show you if you messed up a flickering shadows sprint, and should keep attacking.
@small mountain (and others), @chrome sun plays Outlaw & Subtlety, @acoustic lake plays Assasination, @pseudo grove plays Subtlety, and all 3 specs are "represented" by you, the community.
It is not as easy as you may think to be top notch on all 3 specs (some tcers do have only one, i.e. ret, shadow, ... and still not as much complete as we try to be).
Tbh, when something is "worrying you", just open an issue on SimC or mention us and we'll see what we can do.
Also, Assa APL is currently under rework (thanks MA/Boots nerf + CoF) but do not expect something outrageous. Also, there might be some bug/unknown interaction (I heard some things about a bug in Assa 2pc).
Updated the WA, fixed a bug.
https://github.com/simulationcraft/simc/issues/3435
I should have fixed that but I'm not sure how it interacts with AP (another target modifier) since this Vendetta thing is rather new (7.1 hotfix or 7.1.5).
If someone do have Insignia and can give me logs, it would be nice. (Just muti a dummy with no poison then again when you have 5 stacks, should be enough)
I got ring, what are you looking for
Just muti a dummy with no poison then again when you have 5 stacks, should be enough
AP of course. Update it on wcl and pm me it ๐
I implemented the "bug" with Assa 2Pc:
https://github.com/simulationcraft/simc/commit/ebd260a3d86afe863e5dc3b0aed03c675e40cb2a
Now I'm not sure if it's bug or a blizz feature. Could be also a double dip somewhere else, but global value is the same (about 42% instead of 30% which is the dmg pre-mitigation).
doubles with ago
you mean mutilated flesh double dip with ago ?
Then I would need a log as AP and Exsg with 2Pc
guess I can look on WCL for this
As I have 2pc and ring
ops wrong log
with and without ago with and without vendetta
ok the insignia thing looks like to be vendetta only
for the mutilated flesh thing, may you do just 1 mutilate so I don't have to add remaining dmg ?
1 mutilate with 0 ago, 5 ago, vendetta 0 ago, vendetta 5 ago
while we are at this, may you confirm Exsanguinate doesn't work with Mutilated Flesh ? (and if it does not, all the test I did on PTR should still be valid)
love you โค
and if you want, you can add hemo but I don't think they reverted the revert on this one, so it shouldn't work ๐
Logging a dummy just keeps fucking up as it cuts off randomly all the time
as long as I can see the events, it's ok even if it's not on the same fight
For me it matches my 36 or so modifier on ago exactly
yes
now the question is
how does it double dip on multiple mutilate ?
like when there are remaining dmg, are the muti + ago dmg added, or just the muti
For me it was exactly 36% no matter how many mutis I did
ok so it doesn't double dip on the remaining dmg, it means the ago has an effect on the bleed itself
and Vendetta doesn't double dip on this
ok will update it according to this
one last test
Surge of Toxins ? ๐
What do you mean
oh, I should sleep more, nvm it doesn't interact with bleed --'
:p
With surge up the dot did 46% more damage which is my ago during sot. So just as it should imo
yes, thanks for everything
Give me logs and we'll see ๐
It doesnt apply player and target modifiers properly on simc
pinpoint what is wrong and I'll be able to fix it
Quite a pain to test as the ppm is so low. Anecdotally it feels way lower than 1
Using latest nightly
https://github.com/simulationcraft/simc/commit/42c6048dfd0d180ed58ba38346b2c742c9c08932
This time we should be good.
not sure if u guys notice this but draught can be use in stealth/vanish whatever and it doesnt break u out from stealth. not sure if this can be useful. might be good for assa, vanish>dos>rupture
It does break stealth?
I dont have cof myself but on ptr it did break. Also subter or ns?
sub. subterfuge
notice that i kill a mob using draught and still in stealth
Yes no big surprise subterfuge makes it not break. Without it it breaks
oh really? what makes subterfuge doesnt break on using draught?
Subterfuge is so buggy. It has endless amount of bugged interactions
hmm yeah tested with assa it does break stealth
this might explain why i can mount while in stealth
May someone do a quick test for me with Draught of Souls ? Using it from stealth with nightstalker
If you have Mantle, it's even better ๐
Want to be 100% sure it works with and it doesn't break stealth.
i tested yesterday by using sub with subterfuge and assa with ns, as sub dos doesnt break stealth, but as assa dos break stealth
Ye it is tied to subterfuge
In regards to the rewriting sin apl Ive done some work on mantle apl
And fairly happy with the results
Share it with @royal sonnet @white trail or PR / open an issue on Github ^^
Yeh, I just pmd lorentz to ask on his take on boots apl. Im really just trying to compare boots against mantle and Im seeing mantle destroy boots in pretty much all cases
The ability to stack our cooldowns even if it means holding on to them and missing like 2 kingsbanes over a fight is significant dps increase with mantle
it's entirely possible
http://i.imgur.com/YI4XGmI.png
Taking krosus mythic as an example with a strict 6 minute kill time.
The benefit of cof isnt remotely as close for boots than it is for mantle
And this is with mantle sitting on cooldows for what some could think very long times
I've been playing around with some things for subtlety's finality bug.
Specifically, the fact that finality is applying a bonus modifier for the number of CP you have when you evis, rather than the number you spend
Which, intuitively, means that a playstyle with anticipation that tries to stay between five and ten combo points is quite strong.
If you play with Mantle and MoS talent, you can do some truly absurd things.
(weaponmaster's bug still exists, where sometimes the weapon-mastered' eviscerate will leave you with a 0% finality buff, which is not what you want)
Any result to share ?
Tentatively, it seems like a DPS gain. Need to finish fleshing out some math and APL stuff, will share more tomorrow.
@chrome sun the weapon mastered evis buff depends on how many CP you have a swell. So if you finish at 10 CP and it weaponmasters, you'll have a 20% buff.
This should be handled by SimC already
The thing is, the more Shadow Dance we have, the more MoS becomes OP.
@chrome sun, what about situation when u have sblades up? Is it still worth stay within 5 to 10 cp range, or dump cp and get more sd stacks?
also i believe it should be better to go something like ss-ss (10 cp)->evis - ss (7+ cp)-evis repeat; at least on boss this one feels best for me on augur m
That's under the assumption that it's more beneficial for dps to have Shadow Blades up during Shadow Dance as compared to when dance is down. Which is a faulty assumption
(Your first point, not the second)
finishing at 9+ is a dps loss
because cp overflow
ideal is between 5 et 7 (maybe 8) depending on energy (because relentless strike) and buff (because shadowstrike is better than backstab and there is ES/Boots)
Do someone can check Assa 2PC dmg with and without 5 AP Stacks ? just one muti with 0 AP Stack and one muti with 5 AP Stack
they might have "fixed" it aswell
just do that with a /combatlog uploaded to wcl, will be enough for me to check
Thanks @obsidian flower for logs.
To sum up:
- Kingsbane tick increases on poison application is now only x1 instead of x2 (was a bug fixed in latest hotfix, and is only related to AP).
- Assa 2PC is still bugged and still double dip on AP.
- Any SimC nightly that will be published after this message will include the Kingsbane change.
just for visibility:
there is a sub specific bug with the Legendary: mantle of-the-master-assassin
it can be reproduced by using shd while in in stealth.
the duration of stealth get extendet in that case.
the bug in use is documented on the WCL; link: https://goo.gl/uyV5TT
tell me more about this, i'm not sure i see what's going on
If you only deal damage or receive damage while both stealthed and in dance
stealth doesnt break
it does not need mantle to happen, mantle just makes it op because of the crit buff
Ye, jsut another subterfuge bug
gotta love the "well fed" buff translates to "eat enough"
Thanks for the public report (was whipes about this but was away).
Also, SimC does include the 4% Assa Buff in latest nightly
(In fact, they increased the Assa Aura "from PTR" (that is on Live) from 7% to 11%.)
this dance bug with stealth mantle whatever seems to have already been fixed, I don't seem to be able to reproduce it
Nope I was wrong it seems
but this is not as simple as I thought it was..
You just cannot do anything that would knock you out of stealth when dance is down
if you evi in stealth your stealth drops
Which is a pity because a dungeon would be the best place to uh, benefit from this feature
the bug make your opener better tho you can use your shd charge first and dont lose the subterfuge/stealth
This is obviously complitely broken in pvp
You can just kill people in bgs without them even seeing you
Well pvp, how long does dance last, 8 seconds or something wasn't it
Doubt it to last very long, someone would have read this discord by now I imagine
quickly delete all the evidence
Yes I just reproduced it ingame
Finishers doesn't break stealth while shadow dance is ongoing, just have to refresh it at the right time (hard since it is affected by the gcd) for me (EU Server).
But you can open with ur ShD SS Macro instead of just SS and continue normally
I guess that extending the Stealth one time is optimal (especially since on pull ur 3rd charge is wated)
After that, I'm not sure extending it is worth, but maybe another one yes
Prolly not without mantle and prolly yes with
I'll implement it tomorrow in SimC
Nothing break it for me, neither SS ShStorm Evisc Nightblade
Ye dance guards stealth from anything that would normally break it
Yes but @acoustic lake was saying Finishers was breaking it
Not the case for me
you aswell ๐ wEak - Today at 3:20 PM if you evi in stealth your stealth drops
Just need to handle ShD carefully, but in this case, EasyRaid will do it perfectly ! I just added the ShD in opener since it's 99% a gain, gonna see if it's worth to extend when I'll have implemented it into SimC.
Works only with Subterfuge btw, you can't cast ShD while being talented into Ns or SF, guess that is how they'll "temporary fix it", disabling ShD while Stealthed ๐ ๐ ๐
Ye I should have said only in stealth it breaks. Just like it should
I was doing whole bgs without dropping stealth once
If only Blizzard would have done this "representative" thing I would have reported it to an appropriate person, but guess we'll just have to wait.
Hope we'll receive the Assassination treatment aswell btw, i.e. 4% buff.
why? sub seems fine (and broken) with mantle
the #1 (krosus) log abused the bug
@pseudo grove Finishers didn't break it for me, shuriken storm broke it though
Nothing is breaking it for me.
PSA: While this bug is "fun" in PvE especially with Mantle (big dips), I recommend all of you to not abusing it especially in PvP. It can be seen as a perma-stealth "exploit" (it is in fact!) that can be bannable. You're warned!
Hello, so the perma-stealth bug has been hotfixed but isn't still fixed. You can somewhat still achieve it (the first dance on opener at least) and now can also do it on vanish !
Ican on MMO-C explained it well :
Shadow Dance now cancels stealth.
However, if you shadowdance before applying stealth, you will still be able to dps without breaking stealth for the duration of shadowdance even though shadowdance buff is not visible.(your character will glow purple for the duration.)
In combat vanish can also be done the same way, cast shadowdance right before vanish buff wears off to apply stealth onto you. Five seconds extra in stealth for the duration.```
Also, I'll publish the complete bug list tomorrow. ๐
/cast Stealth
/cast Shadowstrike```
Do not forget this macro to raid tonight Subtlety folks ! ๐
It works.
Just on pull yeah?
so in order for the macro to works, we must at first be out of stealth at the start right?
i tried it in lfr, didnt work
nvm it works just need to be careful to not be in combat before
Also works if you time your dsnce inbetween vanish dropping and stealth applying after vanish cast
actually it's kinda hard to use the macro especially boss fight
since u cant get near enough to use sstrike
before combat
Yes on pull, you have to be out of stealth, so ideally you have your SoD refreshed at -4s or so, cancel stealth, go near the boss (15y is enough, even if it's 20y it's fine because you'll like loose 500ms it's okay) then press the macro. If you're in range, it'll port you, else just walk while spamming ur SS.
I did it the whole night yesterday, it's easy once used to.
Altough, I think they'll fix it someday, I twitted them again yesterday. Just pray for the % dmg compensation, especially if they remove step by step "all the tricks".
Tell me Im not having power delusions. We know mantle buff gets extended due to vanish interaction with subterfuge. Now if we vanish and use 2 globals during vanish -> dos the last second of vanish and then 2s in regular stealth. Wouldnt this extend mantle buff even further
To 11-12 seconds
You won't have those 2s of regular stealth during a raid encounter.
Why not. Vanish puts you into normal stealth and dos doesnt break it
So unless you take damage it should work
huh.
Stealth doesn't proc from Vanish on a raid encounter.
You're always in combat, so stealth isn't castable so the vanish end cannot cast the stealth.
Im pretty sure it does...
well, you know how to demonstrate it ๐ go LFR and record?
Im not home but just had to throw it out
@pseudo grove I think that you might be wrong about this? I could be misinterpreting?
here's an Anare log
00:00:18.594 Anare casts Vanish
00:00:19.470 Anare gains Fel-Crazed Rage from Anare
00:00:19.472 Anare casts Fel-Crazed Rage
00:00:21.609 Anare gains Stealth from Anare
00:00:22.475 Anare's Fel-Crazed Rage fades from Anare
00:00:24.636 Anare gains Subterfuge from Anare
00:00:24.647 Anare's Stealth fades from Anare
00:00:26.542 Anare casts Mutilate Off-Hand on Xavius
00:00:26.545 Anare casts Mutilate on Xavius
00:00:27.559 Anare casts Rupture on Xavius
00:00:27.625 Anare's Subterfuge fades from Anare
certainly, shadowmeld won't take you out of combat
Neither will vanish. Still grants stealth
yes but DoS doesn't cancel AA, no ?
No but you should be able to manually, right?
latest AA : 00:00:17.902 Anare Melee Xavius Miss
first AA after: 00:00:26.550 Anare Melee Xavius 83204
I guess he did a manual stopattack then
maybe I'll have to add this stuff to simc, but those cancel AA things might be tricky
especially if the stealth that proc give you Master of Shadows energy back
have to test
I'm confused, mainly because I'm working at the same time. But can someone tl;dr?
you have to stop aa when vanish is about to expire to get an extra stealth gcd
and so 1s of mantle
and with DoS
weaving mantle + draught might trigger and re-trigger stealth if you do it right, and with subterfuge you might get up to 12s on mantle
Yup
Ah
ah, same ๐
Thanks
๐ค
I love this
same
I live by this
I feel sub has always been filled with small tricks
it's... pretty subtle, you might say ๐
okay, so: what I'd like to see from someone with Dos is the following
go into raid combat
vanish. cancel AA
DOS
(cancel AA with 1s left on vanish)
Ill do it when I get home if no1 did it by then
a log of this would be neato
10 imaginary internet points to the first person to get it
Not fair man
and another one without cancelling AA ๐
If you want to be really fancy, you can time it so that you gain an extra tick of bleed
So, DoS usage would be :
W/O Mantle: During sprint_offensive
W/ Mantle: At the end of the vanish since it let you proc stealth (need to check AA thing)
right ? ๐
So, have to check the AA thing and the "on stealth" proc like Master of Shadows on this stealth proc
i think that's a good summary
because if it does proc it, it has to be done even without mantle/dos
since it's free energy (unless u're full of energy ofc :D)
i assume that this will be hotfixed
but then again, i said that about 40% finality and it's been ... a while
the "hotfix needed list" is getting longer and longer everyday so...
They do hotfix stuff. Just.. not the bugs
"some random unimpactful set bonus for use in levelling dungeons has been removed"
"Something is causing X spec to do a lot of damage. Let's turn our new knobs down a bit for them" "Oh, this was the bug.. well let's fix that, probably wont affect anyone"
ouch too close to home
I think the complete public list of bugs might change the things, well rather I hope.
If possible.. maybe we can supply some data "DPS with abusing bugs" "DPS without".
Blizzard doesn't really like when people feel forced to do weird unintuitive stuff in fear of losing dps
isnt vanish stop our AA automatically?
it already exists in simc @dense swift bugs=0
or bug=0, to disable "all ingame bug"
but some are dps negative like the weaponmaster ones so
dps might be the same
Ah, yeah well I kinda mainly meant bugs that makes the player want to do something else in their rotations
Aethys, when you cancel AA + sprint. Do you do that in a macro? I have a feeling if one does it at the same time, some residue such as procs or equal might mess it up
I just do it manually because I like the control, but might be worth swapping up if it always works
I've got it macro'd, but I usually step back from the boss before I do it
I just esc + sprint :p
But well if you can just /stopattack /sprint and that always works, it'd be optimal
I have a feeling it won't always though
i used that macro and so far it always works for me
What happens if WM procs after if you run it? Or satyr's?
i'm still not convinced I know what counts as "breaking the flickering shadows"
i wrote a (buggy) weak aura
it's right maybe 80% of the time
but the idea was to know when you've messed up the sprint and should just go back to your rotation
but i cannot for the life of me get a handle on what constitutes "taking damage" or "dealing damage"
i.e. a running DOT will not break it
but autoattacks will
does absorbing damage count? e.g. if you have a tirathon's betrayal shield up, and take damage, does that break the flicker?
etc
I guess that's quite easy to check
But tbh, in 99% of the cases "taking damage" is the only thing that breaks it I say
Yeah. I havent found any damage in nh that didnt break flicker
So this DOS testing.
I cannot personally do this as ptr is already 7.2 and subterfuge seems to be recoded there
It now force breaks stealth after you attack in vanish so this trick would not work
And no acces to dos on retail
Now this also sometimes happens on live too
Like sometimes envenom during vanish forces subterfuge which forces out of stealth
Other times I can just env and afk and stealth pops
Side note perma stealth with dance still works on ptr
@chrome sun need to recheck that with absorbed damage
I have DoS what you need testing
read above ๐
[1:51 AM] deimos/synecdoche: go into raid combat
[1:51 AM] deimos/synecdoche: vanish. cancel AA
[1:51 AM] deimos/synecdoche: DOS
[1:52 AM] deimos/synecdoche: (cancel AA with 1s left on vanish)```
Have not being able to reproduce the stealth regulardly.
Most of the times subterfuge procs from first global after vanish. Sometimes it procs from second globa.
And any time you proc subter you are forced out of stealth. So I guess it was just a power fantasy all along
What about Mantle+Subter functionality in 7.2 then
seems like it would break the 9s stealth part too
can somone test my Flickering shadows Weakaura?:
http://pastebin.com/eVU1Djzh
with sound:
http://pastebin.com/isar2Gc6
use together with macro:
/cast sprint
/stopattack
btw. absorbed damage also breaks flickering.
i thought there is no need for that bc. you use /stopattack
O right, didnt realize ๐
But seemed to work fine ๐
How would I go if I wanted to add a sound on fail?
updated the weakauras.
if you want to change the sound file just change the sound path in the aura_env.fail function (FS_Text->actions)
@stuck sapphire Wanted to try this out, so just did it on a target dummy. It's loaded and all, but neither the icon nor the text shows. Can't see why. Also tried changing display icon etc if the case was I was missing it, but mh
ill try i may messed up sth with export
moment
ye sry i messed up and anorchered it to the personal ressource frame befor exporting moment, reupload
Yeah that fixed it, thanks
@stuck sapphire Just a tip. But with WA you might want to add ,"Master") as th second argument in PlaySoundFile(path, channel). Will make it work even for people who play with game sounds muted
ah ye thanks, not that familiar with lua ^^
any of you chaps
know if NE racial can get you into stealth?
shadowmeld, that is
can you shadowmeld > stealth?
not in combat
gotcha.
thanks.
it will work on M+ trash, but not M+ bosses, or raids
i.e. if the encounter would prevent you from leaving combat, shadowmeld can't be used to get into stealth
๐
can someone elaborate on the idea from the other day about extending vanish with DoS? obviously only really relevant with shoulders
I just got DoS and was testing last night. I tried pressing DoS immediately after vanish, and also after 1 GCD when the vanish buff was still up. didn't seem to work, the shoulders and vanish were giving the normal buff duration. am I missing something?
Did you cancel AA's?
yes
Youre not missinganything. It didnt work out as I planned. Either it was changed some weeks ago or I remember horribly wrong
okay good, just wanted to be sure
Quick update on the Vanish - Stealth mechanic, Stealth seems to proc only if you don't have Subterfuge (and you don't break Vanish before the end of the buff), so the only way to proc Stealth 100% of the time is to afk during Vanish buff.
As of today, I don't see any gain doing this EXCEPT if you got DoS trinket and Mantle leggo:
For example, as Subtlety, you would do Sprint, then at < 0.5s left before Flickering Shadows proc (Sprint < 5.5s), you DoS, then you ShD and wait for the Stealth proc of Vanish so you get a free Extended stealth with a 2.5s+ mantle buff (depending on how fast you can DoS near the end of Sprint and how fast you can ShD when DoS expires and before Vanish expires).
Altogether, you get 3 + 4.5 + 6 = 13.5s Mantle Buff. Remember that Extended Stealth means 4.5s+ of Stealth + 3s of Subterfuge.
In regards to one popular thread on MMO-C, I did a reply (see http://www.mmo-champion.com/threads/2166203-Nightblooming-Frond?p=44705127&viewfull=1#post44705127), I'm quoting it there since it's something recurrent (DoS, Frond, ...) :
Some RPPM are scaling with haste yes, but not Frond (nor CoF nor Foci, Arcanogolem Digit is for example) altough the proc of Frond is based on Atk Speed (and Haste increases Atk Speed), so yes SnD make the proc better but it won't give you more procs (Haste aswell).
Also (as some mentionned), benchmarking a trinket by looking at %overall dmg over one or some attempts isn't a good way to compare 2 trinkets (in the DoS vs Frond debate), especially when those trinkets doesn't have the same stats (Haste vs Agi).
About Haste, generally it's a bad stat for Rogue except for Outlaw where in some case it's something good. (T19 reduced this effect since we have now a lot of energy, but still, it's not as bad as the others 2 specs)
Finally, yes Frond is an RPPM so yes it's pretty RnG.
SimC is okay with Frond (it was nerfed right after NH release before being buffed back, the nerf was that the dmg gain per stack was 50% of the first intent, they changed it back to 100% recently).
To be honest, it's a pretty good trinket that can be godlike if you have good RnG and a bit disappointing if you aren't lucky.
Overall, don't forget the Agility on the trinket and the fact that Agility is by far the best stats for Rogue. (We aren't the kind of classes with some Secondaries better than Primary)
PS : Some DoS sims can be wrong because of the APL that don't do a good usage of it, feel free to open an issue on Github if you spot something weird (and especially if you have the solution !).```
Also, there is another popular thread about 7.2 Outlaw Nerfs. This is wrong, Blunderbuss hasn't been nerfed, the 7 -> 4 multiplier change is just a tooltip change. The detailed explanation is because it's a 4 part dmg ability (>= 7.1.5) that was previously (in < 7.1) a 7 parts dmg ability. The tooltip on 7.2 reflects how the ability acts already on Live.
About the Fatebringer nerf, they did a 4% buff in the aura to offset this.
There were nerfs and changes, I tried to details things yesterday during my stream, I decided to highlight it and put it as VOD on Youtube, you can retrieve it here (I cutted it a bit more today, so you will have the essentials in less than 10mins): https://www.youtube.com/watch?v=oeTE_mSZZBY
I'll continue to do this on every patch as I know that datamining and spell data changes might be weird sometimes, hope it'll help you to see better what's coming for us.
RPPM is scaling with haste yes what did I miss?
for Frond it doesn't say that it scales with haste
You're right @white trail, thanks, I fixed it.
Gain of the Extended Stealth on Pull w/ Mantle (DPS Loss w/o)
Target Error: 0.05% /// Fight Length: 300s +-30% (The shorter the fight is, the higher the gain is)
You tried whether the sprint/dos combo is worth it. As it feels like it slows the dance cycling down quite a bit due to missed sprints
Normal or Mantle one ?
Via mantle. Losing sprint vanishes along with having to spend dance on vanish
From my tests, delaying Sprint by 20s is worth for DoS
Really seems to drop dance uptime
But it's early results ๐
Didn't implemented all the bugs we have (I mean, features!)
At this moment (now that I've implemented everything correctly), delaying DoS for the 100% and do the Sprint, when Flickering Shadows will proc use DoS then proc Extended Stealth isn't a dps gain, it's a dps loss:
New is Sprint + DoS, Default is Sprint ... DoS ... ShD ... Normal
You happen to have the html?
Interesting, didn't know Ago was snapshotting SoT, so if you re-apply the 5th stack with SoT, you'll keep the increased % until a re-apply without SoT.
Same as if you re-apply before SoT, you won't have the increased % until a new apply.
Driving reason for sot cplipping
Conjecture: suppose we wrote an APL that tracked both ShT procs and Enveloping Shadows
might it make sense for 4p sub to play ShT, Enveloping Shadows with DS?
The driving reason to play anticipation there was minimizing CP loss, but if you swap Premed for ES you have a bit more control on timing.
It also has the advantage of increasing the relative power of shadowblades for shadowstrike, 1.3 CP -> 2.3CP in expectation versus the current assumed default of 2.3 -> 3.3 CP
would be quite a bit more micro-intensive, as a downside
Mastery has no effect on ES and you loose one finisher
this is true; it also costs a GCD and energy
@brazen jay yes
Can't wait to see how they'll fix legendaries โค
wondering how will they 'fix' mantle. duration nerf maybe?
No, they'll buff it ๐
It's basically Subterfuge that makes it strong, not the effect itself.
even with 6 seconds its pretty strong?
im pretty sure it will get nerfed, its universally too good
We'll see, hope they'll fix Sub Boots. 5 energy no matter the distance, 10 or 15 if u're > 10 or 15y.
Simple fix to fix the gameplay
well, currently we got 6 on bosses, but I guess they will prefer put 5 rather than 6
what makes Mantle OP is : CDR on Vanish for Outlaw, Subterfuge "Bugs" for Assa & Sub and, Assa high burst short window (KB/Vendetta/...) synced with the buff and Sprint Vanish for Subtlety
I hope they'll change Flickering Shadows but I guess it won't happen.
The mastery scaling along those damage modifiers in 7.2 ๐
Extended Stealth bug is a benefit without Mantle on opener btw
Low impact if you have Prydaz and Valeera ofc, but if you have dps leggo the impact becomes bigger.
Mostly because you refill the 3rd charge of ShD before starting having any CDR benefit from Deepening Shadows (while comparing to the case where you don't use the bug), so you increases Stealth uptime at no cost.
ye but you need a brave group that doesent pulls to early else you lose your subterfuge
No that's false
Just make a macro without Shadow Strike
/cast Stealth
/use Your_Potion```
use this at -1s (or even at -2s if ur group is really bad) and SS when it pulls ๐
You can add Shadow Blades if you're lazy (or do a macro with SBlades and SS)
so you lose 0.5 secs(or more) of shd
Yes but still okay because you have 5+0.9s of Shadow Dance buff (and you use only 5s = 5gcd)
ye i should have been clear that i talk about using
/shadowdance
/stealth
as late as possible (0.5-0.3 secs pre pull)
When you do this
You dont actually gain dance
You just gain a bugged version of stealth
Which lasts for dance + stealth /w subter afterwards
Obviously this is beneficial
Just might be confusing to some as you dong gain dance buff
Considering 7.2 is around the corner and it might not be fixed until then, I'll post it here for more visiblity.
- Subterfuge proc does break Vanish on 7.2 (RIP 9s Mantle Buff)
- DoS does break Vanish (RIP DoS during Mantle Buff with Nightstalker)
- DoS still doesn't break Flickering Shadows (Subtlety only)
- More soon, I just logged on PTR for 1 hour or so, didn't tested everything.
- Finality: Eviscerate bug is fixed, weaponmaster procs will correctly set the right number of CP and anticipation scales properly up to 20% (was 40%). Both thing were the same bugs (it was snapshotting the combo_points on cast rather than the combo_points spent)
IF this MoSub is not a bug we can say weaponmaster will be ahead?
I edited, it should be okay in fact.
Considering the high stealth uptime we have, I doubt. But we'll see.
i was wondering why my ingame tooltip for agi displays a different base value than what simc and shc use, AMR's values seem to be right now
Anyone know how the new Outlaw gold trait works exactly ?
The Loaded Dice?
yes
The mechanic behind, the fact that it gives a 2 buffs roll is something I am aware ๐ ๐
yeah you pop AR and highlights your roll the bones and gives you at least a 2
pretty autism cause before without cof youd not use AR till you got TB anyway
it was mostly for the second roll i guess
either way its not as bad as i originally thought, just still not a solution to the problem that is the spec xd
yes but what does it do behind ? Does it blacklist 1 buff choice ? Does it roll until it's a 2+ one ? Does it roll the 5 remaining buffs if you get one ?
That's my point
Maybe for now I'll just roll it until it got a 2+ buffs on SimC
It would blacklist the 1 buff choice completely, hopefully, raising the chance of a 3 or 6. if it just makes the chance to make the 1 buff into a 2 buff, it seems a lot more mediocre
that's the question ๐
Ye its just that it blacklists one buff
Even the tooltip was updated to at least two matches
Think I rolled like 4 3 buffs over 40 casts
Pretty small sample size but it was very rare to see more than 2
it's hard to confirm without a huge sample size
these should be the probabilities https://puu.sh/uWTAp/11553dcea2.png
@brazen jay do you have log?
It is all private as it is ptr boss testing, sorry
If you want to help me implement the 7.2 Traits (Patch is Tuesday) to give hints about Artifact Path, I'll need your help.
To have the 7.2 Traits we have to be in a dungeon on PTR. I thought about Court of Star because if you're Engineer (and my char is), you can disable the Horses and hit them like a Dummy. Unfortunately, the item is not here for me (I tried several reset and it's still not there).
So, if someone got it in its dungeon and would like to invite me, it would be cool. I have my char on Benedictus-Alliance. Thanks in advance.
PS: If you got another strategy to have 7.2 traits or an instance with mobs that didn't hit back, let me know.
PS2: You can enter CoS in any difficulty on PTR, Mythic prefered because they have more HP. (They doesn't regen)
Confirm one of the doubt, it's 5 energy even when we got the extra CP proc. (It was something that was asked)
that makes sense seeing as it says when ShT procs ๐
yes but it needs a confirm, you know with Blizzard we aren't sure how things are done ๐
Unlike what the tooltip shows, it's 0.5s ๐
My stopwatch as proof ๐
(And 0.5s is what is in Spell Data)
So I guess the Poison Bomb % rate is 2.5% and not 3.1% as the tooltip shows aswell.
ye that was changed last ptr patch
(the poison bomb) went from 3% to 2.5% last ptr notes
i cant explain this .1 issue
probably forgot to update tooltips
no
tooltips were right some days ago
and poison bomb changed weeks ago
anyway, I've done the mechanic research I had to for all specs
only secret for me is their RtB bad luck protection
but for now, it'll be done this way -> normal roll, if it's a 1 buff, then add a 2nd buff by doing a roll between the remaining buffs
because I don't know if they used the same system as the initial roll the bones or not
I wish Sigma would pop here and tell us, but, it's just a wish.
@pseudo grove do you know what causes NS sims to have insanely high garrote dmg on the pull from stealth?
(higher garrote dmg than a sim with subterfuge)
also, looking at the spellsequence and garrote DPS graph, in-combat vanish-subt-garrotes seem to not affect garrote damage at all.
or is subterfuge simply not adding garrote dps on ptr=1
(it doesnt add garrote dmg on live either)
i think subterfuge is simply not working in sims
maybe its a 1.25 mod typo instead of 2.25 (as Miie suggested), I cant see it
let's take a look at the source
so maybe the spell data is weird, somehow, because that code looks right to me
Yes and the issue is with NS
Would seem that NS simply uses the damage of subter garrote and adds 50%
Aka almost 4 multiplier for ns instead of 1.5
With my personal gear garrote max tick:
No talent around 200k
NS around 300k
Subter just above 400k
Regarding Loaded Dice, the behavior is the blacklist model. The resulting probabilities for 2, 3 and 6 buffs are all modified as a result. Single buffs are not just rolled into the 2 buff probability.
So, it is the same as it is now, just remove the single rolls as a possibility
Basicly, the way you would expect it to work.
@pallid halo Thanks I wasn't sure
Wait so that means it does not modify the 3 and 6 buff probability outcomes?
just imagine that it keeps rolling until it wins a 2, 3 or 6
Ahh that's lame. I was hoping it would adjust the percentages, instead of blacklisting (iirc it would still be only ~3% for a 6 buff)
i don't even know the regular percentages ๐
removing the single rolls will boost the average performance per roll, that what it does
has the additional benefit in that you no longer spend your whole ar rerolling too ๐
these should be the probabilities https://puu.sh/uWTAp/11553dcea2.png
I lied, it's closer to ~4% for a 6 buff xd
those are relative to the base?
Base is column one yes; if the ones are rerolled it's the second column
i do know 3 rolls goes up
Hoping for the second column
those are all positive, unless i'm reading it wrong
Yes but the main change we are talking about whether the result of a single buff is added to the a double buff
Or if it's blacklisted, increasing all higher possibility rolls, by different margins
yes, on the second one
Awesome, that's good news for the dying spec.
lol, language is hard
Yeah ><
๐
omg, i know what i did wrong
~ looks like -
lmao
was like, how can that be negative
yep, it's the second column in practise
@little pelican @tough sleet @chrome sun Garrote is fixed. 7.2 things should be in tonight.
Nicely done. I'm moving apartments (rent in SF is insane) and cannot take time to roll through the commit, but I trust you've done some nice work as per usual ๐
p() -> talent.subterfuge -> ok() ๐ ๐ ๐ ๐ ๐
I (or navv or skasch ?) forgot it ^^
๐
looks good aethys, the god โค
not sure if anybody noticed this, but on PTR sephuz adds more haste than it should, obiously
it's HastePercent * 1.02 + 2%
Isnt it just a 2% multiplier?
11.8 * 1.02 = 12.04
But I dont get whats the surprising part, its just a multiplicative 2% of haste, just like any other haste buff
read the numbers again pls
Sure its not just tooltip?
the tooltip is pretty much the only haste % indicator we have
Could try with mage teleports
i compared with the MH speed returned by UnitAttackSpeed and it's also using that percentage
double dipping?
wow, you're right
Why it raises in value for specs like frost mage and sp
what r you guys talking about
sephuz just adds a flat 2% extra haste
aka 700 haste stats or w/e
no
wait, what?
None of the games haste buffs work like that
They are separate multipliers to haste rating
see my screenshot, that's 4426 haste from gear 4426/375=11.8%, rest is what sephuz adds
yes, so 2% putting you at 13.8 = 14% unrounded ?
if it added 2-25% to haste rating it would be fucking useless for specs that dont have haste, and even if u have a bit, say 1k
the sephuz proc gives u 250 rating?
or what r u saying
i simply dont understand
that's my point exaclty, i'd expect 11.8 + 2, but its 11.8 * 1.02 +2
yeah, i just tested alacrity
More so pointed for alaiz :p
So in this case frost mage and sp gain insane value from seppu
they wouldnt gain any fucking value if it didnt give flat haste at all
my haste goes from 6 to 80% on my frost mage when i pop those 2 cds
oh, stupid me, now i found my mistake: i have to calculate 1.118 * 1.02, yeah
Can someone explain to me the shoulder/subterfuge situation? Some are saying subterfuge was broken instead.
Subterfuge breaks Vanish
no 3 seconds of stealth with subterfuge and vanish?
well
you still get subterfuge
but not anymore vanish
while before you had both
making shoulders "op"
oh, that old double vanish bug was still around?
ok, yeah, i think i understand why people are upset now
it's 5% dps nerf on sub with mantle
used to the bugged behavior
~
do we know the nerf without mantle, is it substantial?
it's a nerf for MoS and Mantle
So some interesting math here. Thanks to @Caeriss for making me explore this line of thought.
Since Mastery will boost Env damage but not Bleed damage eventually we will reach a point where A NS Env will be superior to a NS rupture.
At 170% Mastery
Nightstalker Mantled Env
Mantle (5cp NS Env 3475% AP + 4cp env 1853.3% AP 4cp Env 1853.3% AP )+ 5cp Rup 3093.75% AP = 10275.3% AP
Nightstalker Mantled Rupture
Mantle (5cp NS Rup 5197.5%AP + 4cp Env 1853.3% + 4cp Env 1853.3% AP) + 5cp Env 1447.9% AP = 10352% AP
At 180% Mastery
Nightstalker Mantled Env
Mantle (5cp NS Env 3603.6% AP + 4cp env 1992% AP 4cp Env 1922% AP )+ 5cp Rup 3093.75% AP = 10681.35% AP
Nightstalker Mantled Rupture
Mantle (5cp NS Rup 5197.5%AP + 4cp Env 1992% + 4cp Env 1992% AP) + 5cp Env 1501.5% AP = 10683% AP
At 190% Mastery
Nightstalker Mantled Env
Mantle (5cp NS Env 3732.3% AP + 4cp env 1990.6% AP 4cp Env 1990.6% AP )+ 5cp Rup 3093.75% AP = 10807.2% AP
Nightstalker Mantled Rupture
Mantle (5cp NS Rup 5197.5%AP + 4cp Env 1990.6% + 4cp Env 1990.6% AP) + 5cp Env 1555% AP = 10733.2% AP
Above 180% Mastery with 25% crit a NS env is better than a NS rupture.
The higher your crit the more mastery you will need for a NS env to beat a NS rupture.
After testing in Simulationcraft the mastery required to make this switch is much lower than I initially thought. With my gearset which gives me 155% mastery, dps output between nightstalker rupture and nightstalker envenom was within the margin of error. Nightstalker Env was superior with 4/4 GW 4/4 TB and 4/4 SE. With higher mastery nightstalker envenom would only become stronger and stronger.
The reason for this is because vanish env will get the full effect of mantle. A vanish nightstalker will only get a few ticks with the 100% crit. So getting 100%crit on 3 ticks of a 150% rupture is worth less than a 5cp 100% crit env, especially, when you consider that when you vanish you would already have Rupture ongoing and that bleed would still benefit from mantle.
is BotA in this calc?
No. I'll add it but there are some other things we have to consider as well. Just going to sim it once we get a feature complete simc for 7.2
it's complete
do we have numbers on the impact of the "mantle nerf" for mantle and non-mantle users, additionally, is there information on relative values of talents on the MoS tier now?
I am compiling feedback regarding the change.
With my apls there is a 3k dps difference between subterfuge and nightstalker. They are well balanced atm. Nightstalker is good for some situations and subterfuge others. This is with mantle.
00:01:07.113 Aรจthรฟs Garrote Gul'dan Tick 80505
00:01:07.522 Aรจthรฟs Melee Gul'dan *71511*
00:01:07.555 Aรจthรฟs gains Recursive Strikes (6) from Aรจthรฟs
00:01:07.555 Aรจthรฟs gains Recursive Strikes (7) from Aรจthรฟs
00:01:07.555 Aรจthรฟs Recursive Strikes Gul'dan *135406*
00:01:07.812 Aรจthรฟs Melee Gul'dan 17838
00:01:07.843 Aรจthรฟs gains Recursive Strikes (8) from Aรจthรฟs
00:01:07.843 Aรจthรฟs Recursive Strikes Gul'dan 90271
00:01:08.489 Aรจthรฟs Rupture Gul'dan Tick *280766*```
why did I get 2x stacks ?
Mh Oh?
that's 2 then
not 3
I gained 2 on the same AA (MH) and one on the other AA (OH)
and not possible to track ago refresh so :/
About the hotfix, Sinister Circulation is 0.5s CDR (and not 1.1s like the tooltip mays show ingame), and the 0.5s proc cooldown is to prevent incredible KB reduction while using FoK. Will also affects the ST portion (for double application).
Possible you refreshed the proc at that point and that's why you got a 2nd stack ? 1 for the hit one for the refresh ?
Hmm, that's possible let me see the full duration.
I moved on something else and didn't check deeply, too much things to do since 7.2 ๐
00:05:07.318
Lรฉgs gains Recursive Strikes (7) from Lรฉgs
00:05:08.166
Lรฉgs gains Recursive Strikes (8) from Lรฉgs
00:05:08.166
Lรฉgs gains Recursive Strikes (9) from Lรฉgs
00:05:08.985
Lรฉgs gains Recursive Strikes (10) from Lรฉgs
00:05:09.841
Lรฉgs gains Recursive Strikes (11) from Lรฉgs
00:05:10.665
Lรฉgs gains Recursive Strikes (12) from Lรฉgs
00:05:11.511
Lรฉgs gains Recursive Strikes (13) from Lรฉgs
00:05:13.893
Lรฉgs gains Recursive Strikes (14) from Lรฉgs
00:05:15.339
Lรฉgs gains Recursive Strikes (15) from Lรฉgs
00:05:23.173
Lรฉgs's Recursive Strikes fades from Lรฉgs
it seems to be the case
T19M_NH w/ CoF instead of DoS.
Also w/ and w/o Boots and Ago VS Alacrity. (Well, Ago vs DP ^^).
Kingsbane 29.58sec
T19M_NH Ago Post-Hotfix (Only CoF instead of DoS):
Kingsbane 33.81sec```
< 1% nerf in ST, probably way higher for AoE due to FoK, hence my previous message.
If someone wants to see in AoE, just take the nightly from today, and the nightly that will be up tomorrow or so ๐
Oh, forgot to rename actors on 2nd img, but it was Post-Hotfix ๐
so kingsbane will have a 33.8s cooldown on avg?
yes
in pure ST
also, there is a bug under investigation (this sentence sounds Blizzard ๐ )
pretty sure I narrowed how it works thanks to the help of navv
I'll do an implementation of it in SimC
can you explain this bug a bit :3 ?
It's a bug that let you stack to the infinite KB Damage ๐ ๐ ๐
If the effective CD of KB is < 34s (a bit less, see below) and you cast KB on CD, you can infinite stack the dmg increase.
This is due to this spell : http://www.wowhead.com/spell=192853/kingsbane
Current guess is that the duration is refreshed on each apply, so if your latest poison application is right before the expiration, you still get for 20s (20s-time_since_last_poison_application_before_kb_end in fact) the buff. So if you recast KB in the next 20s, it continues to stack up to at least 99stacks.
๐คฆ
Gonna be implemented in SimC really soon
Do a comparison with a 15 minute boss, like guldan
at some point, they might put a 1.5s icd with 1s cdr
but who knows, we aren't in Blizzard balance team ๐
or they just change the refresh behavior of the buff, problem solved
Imo the icd ruins the trait. It was different gameplay to feed adds into your ST damage
I agree but balance team =/= design team
they just do something quick to balance a spec, not cool things
Without KB Bug
With KB Bug
#alacrity bois
and APL is not even optimized in regards to that
and it's with 0.5s ICD of course
and now with a proper APL
And in case you're wondering, haste is still bad for us, even with this bug.
New Assa APL is out.
It handles correctly Mantle, DoS and whatever you want to sim. It's packaged with SimC as default APL.
PS: There might be some little tweak to do still, I'm keeping an eye on it ๐
In regards to this: https://us.battle.net/forums/en/wow/topic/20753815486?page=2#post-21
I'll be much more active on the next PTR Cycle than I was on this one (there were almost no Rogue changes), I hope this time Blizzard will listen and fix all ours problems.
There are few issues not listed, let's talk about EP duration not scaling with CP (so, if it scales the 15% can be back). Hemorrhage beick lackluster (even if they buff Exsanguinate, will also depends on Garrote buffs). Venom rush being the only lvl 100 talent. Elusiveness that doesn't reduces Feint cost (making the talent not really used, at least in PvE, in PvP it might be too strong). Cheat Death not resetting on Encounter End (so if you vanish and encounter reset, you still get the debuff unlike Time Warp).
Flickering Shadows for Subtlety, Gloomblade, Enveloping Shadows, Premeditation, ...
Well, there are a lot of things to be adressed in addition to what they said, we just have to let them know when PTR will be there ๐ (I'll make 3 threads, one for each spec)
It also means that SimC will be 100% updated in regards to what will be on the PTR to help all of you (and me ๐ ) choose your spec for 7.2.5 (and thus Tomb of Sargeras) since we have to take in account the AP Grind factor.
Their paragraph on Shadow dance is spot on
Oh also their Sub AoE paragraph is perfect!
i wonder do we still to be in shd to deal 200% increase shuriken dmg? since we have limited dance
Okey, honestly their whole Sub part fits really well with my wants of the spec
Likely only to prevent capping of dances. But that's way too soon to speculate
I'm fine with sub as is but those change I would welcome
I like how they have finally acknowledged multi Nightbladeing isn't good aoe
While during alpha & beta it was "Nightblade is Sub AoE"
Yeah which is fine but on short lived adds sucks
all im saying is that if sub gains significant dmg on ST, its either gonna be really broken when it has adds or really bad if it doesnt have adds to cleave from.
Imo, they should give Sub Crimson Tempest
Well we shall report problems sooner
Calls it Shadow Tempest or whatever
Crimson tempest wasn't amazing
Have like if our storm hits X targets the next evis cleaves all targets
yes why not, your next eviscerate throw blade that transpierces enemies
in all direction
I already basically designed exsanguinate for them during alpha
The previous one ?
I liked it a lot
the current one, not that much
I liked the auto spread
I tweeted a spell called exasanguinate
That basically half did what it does now
It basically drained all bleeds and did aoe dmg
Last time you twitted them, they asked what was KB
I got another reply last night instantly :p
Maybe we could invite Blizz in this channel ? ๐ ๐
Sure I'll tweet Celestalon an invite when I'm at my laptop
@Celestalon Iโm extending a formal invitation to the rogue discord tc channel https://t.co/ZKPI1g58b2 as people think you reply to me a lot.
๐
Tell me when he's here, I will give him access to reply :)
Sesly ?
:p
/lurk
Hello ๐
๐
Hope you like my bug findings !
Got a bunch ready to be dropped on PTR Forums when 7.2.5 will be pushed ๐
๐ซ
I guess it means Kingsbane bug is already fixed ๐ฆ
Perhaps, but right now, I'm interested in something more important...
Ramen.
returns to lurking
@pseudo grove The light that burns twice as bright burns half as long, and that bug burned very very brightly.
If someone got Assassination 7.2 Golden (Sinister Circulation), I'm really interested to checks some things. Let me know if you have it ๐
Celestalon can you fix outlaw pls thanks xd
So, someone finally got the Golden trait. We'll have the answer really soon ๐ ๐
Improvements I've made to the APL Today (compared to Yesterday)
This is T19M_NH Nightstalker with Strangler 4/4.
And this is Subterfuge.
New APL will be default in next nightly.
You can get it from Github if you want to: https://github.com/simulationcraft/simc/blob/legion-dev/profiles/Tier19M_NH/Rogue_Assassination_T19M_NH.simc
And Kingsbane stacking bug has been fixed.
So the "perhaps" of Celestalon is in fact "yes" ๐
now if i could just get mantle ๐
The new apl looks ๐
@fair crystal go casual, it'll drop
Also @pseudo grove we might have gotten somewhere with the wound poison
It would seem it is not about attack power but actually weapon damage ๐ค
cool ๐