#tc-research
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Also, is there a dedicated simulationcraft discord that would be better to ask these kinds of questions in?
There is a (not very active) project to generate the apl with machine learning.
You can find it if you look at the aplgen channel on the Simc discord.
link to the discord: https://discord.gg/tFR2uvK
Excellent, thanks!
some of the low end outliers would be funny to see. like only backstab spam and knife throw.
but it needs to start with a reasonable APL as the training material correct? or does it start from scratch with a list of available actions
I haven't looked a lot into the project, but i invite you to join the discord above and read/ask in the channel designated to it
Probably would be a lot better to train with existing APLs. But it depends I guess.
Also might be interesting to train it with like all our official APLs over the last 3 xpacs or something.
That'd be pretty sick if they could get this to work 😮
That's way back though from like Legion... Just looked at some of the code they were trying. 2016?
Yeah, I'm thinking of how to apply reinforcement learning to find a policy (i.e. APL) that will maximize DPS. The project fuu pointed out is already trying to do this, so once I gather my thoughts and do a bit of research I may try to collaborate with them
This is one of the ideas I had too. Instead of training an agent from scratch, start with getting the agent to reproduce a current APL. Then with that as a starting point, fine tune it on a reinforcement learning task
This is similar to what Deepmind did with AlphaGo: start with training on a database of human games, then switch to self play
It does look like most of these efforts have gotten stuck on integration with simcraft. Seems like getting an agent hooked into the simulation in place of an APL will be one of the main challenges with this kind of project
The major challenge here is making APLs where simplicity is also enforced as a positive and not just massive complexity bloat for minimal improvement. Still needs to be “sensible” even if it comes up with different approaches.
Also need to run against various sim types or lengths to avoid too many timing specific local optimizations
Yes! these are excellent ideas
To sim for the seasonal affix, just paste this below your /simc in advanced sim.
Note: This is just a estimate, so not a perfect representation as it gets slightly impacted by stat dr.
(Sims are for 5 and 10 stacks)
This should include all S4 items on max item level including WoD items.
Can be just copy/pasted in top gear under your gear profile.
Note: Not 100% sure about the WoD Dungeon loot table, but will update if something changes.
Just as a heads up, although not technically a rogue-specific issue- The Mechagon bracers [Wraps of Electrostatic Potential] don't appear to be getting used in simulations I've run so far. I doubt they're actually any good, as I don't recall them being worth losing secondary stats for the damaging effect, but figured I'd let you folks know in case it ends up being better than other options.
They were bad back in BFA because it shares a cooldown with trinkets? I'm pretty sure
Trinkets, or combat potions I forget which one it blocks
Hm, I'd have to test it real quick
I don't remember that bit admittedly, I'll try them out to see what they overlap with
That might also be why it wasn't showing up in sims if that's the case since I had DPS potions enabled
Edit: So I tried them out- No overlaps with either of the on-use trinkets I had (xy'mox/IQD), no overlap or other cooldown issues when using a DPS potion, and it appears the bracers DoT cannot critically hit. I did look it up on Wowhead, for what it's worth, and the active effect Electrostatic Induction does not appear to share cooldowns with anything.
there was no cooldown sharing that I can remember originally. it was basically just macro it to something else.
I will check the SimC implementation, although I don't really see why it wouldn't work
I'm not sure it's actually good though since it has no secondary rating on it
Might be though
it had some pvp use for extra burst, but was never really sought after in pve.
So looks like it just needs APL support for the use_item action for it since it's a non-standard slot
Seems pretty side-gradey with the same ilevel bracers
So not bad/not particularly good either
But they may be upgrades in some cases so will check in some support for it tonight
Yeah I figured it'd be an edge case since it does miss out on secondary stats, and also has positional requirements on top of that too. Just got one from a Junkyard spam I've been doing and figured I'd get the word out in case people don't realize how good/bad/whatever it ends up actually being is all, especially since it just flat-out wouldn't show up in any sims I tried. ^^;
The same happens with the kara ring afaik
Kara ring works
the damage part of the ring is just very low
I think it needs to be tested
The issue with it back in Legion was that the proc was not set up to scale from ilevel correctly
It's possible they have fixed this
Also very possible they have not 🙂
Or I think the issue was that it had some max scaling level of 45 or something silly
yeah
Name : Collapse (id=234142)
School : Shadow
Spell Type : Magic
Max Scaling Level: 45
👌
I've got it right here, tell me what to do
The tooltip alone is already 
and this is just insane as well
not only is the damage portion already absolutely terrible, it has a chance to go on a 5 min cooldown
but yeh the damage exactly like it says on the tooltip. so terrible.
It’s like a 5% chance in the 30-60s window to incur the larger cd stacking with stack
So it’s a risk/reward thing
I forget the optimal strategy from Legion. Would just sim it if it worked.
But it doesn’t 😄
If the proc was scaling with ilevel correctly looks like it'd be around 160 DPS at 304 ilevel
I'll go ahead and put in the APL logic tonight just in case the spell data gets fixed 🙂

i think it was 2-3 stacks back then. I tried to optimize it now and it seemed to be within damage variance
The Season 4 affix is now supported by simc/raidbots you can use the below to sim it:
(advanced sim on raidbots)
u guys ever thought abt some weird conditions for necro in the apl during spike dispatch only periods? i noticed sometimes on packs i would be dealing a fk ton of damage with shark buff compared to traditional "good" buffs, esp in this specific window. my thoughts are the buffs that normally give value in certain ways don't actually have any value here
broadsides, worthless cuz extra cp doesn't matter cuz u just go 0->6 dispatch 0->6 dispatch
bt doesn't matter cuz spike and dispatch already so energy efficient u never oom and usually overcap energy
snc almost no value cuz ur not ssing. only time it good is when there's like a 1-2s break between the spike dispatch spam where u could try to fish for a gsw opp in those globals which it does seem decent for
gm kekw
tb is actually decent, still mid but more notable than the others cuz it gives cdr on the vanish to fish for the shark if u don't already have and the bte so 1-2 extra gsw shooters after like 5 or 6 spikes cdr
and rp is goat
i mostly notice it when mobs are dying and, pack has like ~15s left, and im almost perma spam spike dispatch. if i have shark i should technically reroll the shark, but like almost every roll combo is going to be less dps than shark, except maybe shark + tb. so in these situations i've actually been trying to sit on the shark. happens maybe once per key. maybe more frequently in a key like junkyard or lower.
maybe it's too niche of a scenario and doesn't occur often enough to make a dif in a sim or anything. does the logic at least check out?
Happy to look into it some more. There's only so much we've had time to investigate since all the major retuning so can certainly test a few things. I did improve the Necro APL a little bit in terms of how it interacted with Pistol Shot casts but nothing really beyond that. Are you mostly trying to figure out what to do with the RtB buff during periods you may be casting a lot of SBS?
yeah basically. like i said it's very niche idk if the situation would even come up in the avg dslice sim but i particularly noticed it in jy and lower kara
broadside is not worthless, there is another component to it that everybody seems to forget about, your builders are gonna be doing 20% extra damage
oh yeah i am TROLLLLLLLLLLLLLING ok bs not worthless
still stand by the others tho
Where can we report items not found in Raidbots? annoying to see that all backs are upgrades xD
you can report issues in the raidbots discord: https://discord.com/invite/86EF64Q
Thanks, someone else reported it apparently 🙂
Is there a way to sim Seasonal Affix?
scroll up a bit
where can to see how many times sadistic glee was refreshed while the dot was already active? https://www.raidbots.com/simbot/report/vfVQtVsGcPSePzeGPycTpX/simc
Don't think there's any straightforward way to do that for a DoT right now in the reporting
Unfortunately
Although with only 30% uptime it's probably not too significant
Not sure if the data gets recorded and just needs to be added to the report or if it isn't recorded for DoTs at all. Will look into it
was curious cause the thing is 6ppm but only 17 procs
is that weird?
thought the 17 was not counting refreshes
where are you getting 6ppm from? 30% uptime of a 6 second dot lines up more with an unhasted 3ppm
wowhead and simc spell data
oh
the rppm is overridden in its implementation
https://github.com/simulationcraft/simc/blob/f0981700697e4f54441afe4a138fcb06813d7205/engine/player/unique_gear_shadowlands.cpp#L4314 maybe @knotty oriole knows why this is here
I presume it was tested at some point if Emallson made the change
I can ask him about it
weird implementation, would be pretty easy to tell in logs if the uptime is actually 30% vs something closer to 50-60%
https://github.com/simulationcraft/simc/commit/81d0920b4b46d5e3b3bec27f984c8c0e93c22b9d
https://github.com/simulationcraft/simc/commit/a4643b8f6a4d3d7d8fd9f322182a82a5890526c2
@finite sparrow
Something to keep in mind is that Sadistic Glee does have the "Proc cooldown on a per target basis" flag on it which we have only modeled somewhat recently in SimC (I believe after SoD was current they started doing it more for things like Weaponmaster and such)
So this probably needs to be tested more
May just work fine though
I retrofitted the general proc logic with the target_specific logic a bit ago so it should work, but all needs to be double-checked in-game for AoE probably
Don't really think the target-specific stuff is super relevant though considering Outlaw's lack of non-proc yellow damage
awesome, thanks a bunch
Based on some quick testing it seems like it may use target-specific RPPM in a very strange way where it does have increased trigger attempts in AoE but they only go on your primary target
ST uptime seems about right though based on looking at some more recent logs
Seems around 26% in most Guardian logs from this week
But there could definitely be something funny here in AoE (which would only increase the value, but not linearly like one might expect with it triggering on secondary targets with equal frequency.. ends up triggering a lot of refreshes, but my swarm dummy testing had like 60% uptime or something)
if only I had the weapon to test
So based on looking more at the logs, kinda leaning to thinking it maybe gets to 6 RPPM if you are behind and the target is slowed
Despite the tooltip saying "or"
Might be 3 RPPM with one or the other but 6 RPPM with both or something
Going to test more to isolate
I'm still using my old SoD one 😛
Well initial tests with both behind seem to show that Crippling+behind is significantly better than boss+behind (probably the full 6 RPPM)
Tomorrow I will test front+crippling for non-boss as well as the impact of cleaving to non-boss with Blade Flurry.
This is only relevant against targets that can be CCed right?
Yes. Will change the evaluation for dungeon use mostly.
for outlaw, is there an amount of crit at which it becomes notably better to BtE on CD rather than following the 'minor minmax' to only BtE w/RP or to refresh
yea looks like at some level of crit it is just neutral instead of a small gain
nice, do you remember offhand what the base crit % of that profile is?
just out of curiosity too if you happen to have it, what's the gain on not BtE-ing on CD?
that profile is 40.37% and the gain for venthyr bb is <0.2%
@stray bolt moving here since I think this channel is a bit better to discuss this
I did some testing after raid as well and it does seem like it's possible it's applying the damage bonus to all weapon damage abilities (but not AP-only abilities)
Not sure what they did to do this, since this wasn't the case before (quite a few people tested this)
But definitely appears Sinister Strike, Pistol Shot, etc. are affected. But I gotta test some more things
@knotty oriole It seems a fix has been implemented, but a wrong one.
take off weapon and equip it -> normal
normal + signet -> normal
normal with signet - signet -> weapon damage buffed but not AA
buffed +signet -> normal again
Well there is definitely a bug that I saw while testing where the AA bonus gets stuck or inverted after swapping shortly after combat, at least on dummies
Relogging appears to return things back to normal
That is kinda a different issue
I equip the signet and only aa buffed, but after taking it off my SS increased. I take off my weapons and re-equip it, damage gets back to normal.
Relogging fixes the odd issues with swapping the ring but still see an increase to abilities after doing that
But swapping the ring in-game definitely has some very strange effects
I don't know, the whole thing is quite strange and buggy
I think the way they are injecting it is into the weapon AP calculations but swapping the ring itself doesn't actually change those cached calculations
So it doesn't update until your Agility changes
Celestial Guidance proccing seems to force it to update
e.g. relog I will do 80 damage with Poison Knife until Celestial Guidance procs then I will be doing 125 damage even after the buff goes away
The further I dig into this, the stranger it gets. The ring is definitely having some interesting effects on a wide variety of skills and may also be normalized differently based on MH weapon type.
Druid was saying it added 15% dmg to their bleeds, but druid attack speed and weapon dmg is modified.
Applying bleed and leaving form lowered the tick value with a dagger equipped
very likely MH weapon based
Not strictly MH weapon based for all abilities, some appear to use OH or Hybrid AP coefficients but many attacks are
what a headache this ring turned out to be
Whole thing is quite strange, I've been testing for a very long time trying to figure this out and still experimenting with a few different ways this may work
Have some ideas but nothing has quite matched perfectly yet
Where was the original comment that started this investigation and finding?
was a conversation in assassination where he posted details screenshots last night
nothing crazy, can just lookup from:lament has:image probably
Good thing I farmed both sets just in case. When are sims going to be updated for this?
should be around 1am cst unless seriallos decides to rebuild raidbots sooner
Is this a rogue unique bug or other melee classes (havoc, monk etc) also have this interaction with jeweled signet?
melee
Fuck
From what I know this also affects enhance shamans spirit wolves
It doesn't specifically, it's just that Spirit Wolves themselves are set to inherit AP from their owner so it's just the same as any other ability we'd have
This is different from the pet bugs with the ring in S3
Since this buffs typed AP, it basically will work on any ability or spec that uses WDPS->AP conversion, which is all the melee specs at the very least. And possibly Hunters.
Most beneficial for Feral due to their attack speed
For them it is about 10%
feral is going nuclear holyyy
Ahh, for some reason the original convo wasn't popping up for me. But yeah, this is a crazy finding. Good stuff
Just to keep this in mind, the ring could get bug fixed given the impact and 100% will for DF if it stays in the loot pool.
So the benefits of getting it might be only temporary.
Back to CoS prison 
Better than vault prison
Yeah i really hope this is a bug and im not perma 1k behind the entire tier lol
glad i gave up farming it in NA due to it not simming that crazy last week
perma behind all tier now
please keep in mind that regular discussions should happen in the spec channels ( #subtlety, #assassination, #outlaw )
This is to reserve this channel for theory crafting questions and discussions.
Apparently the ring works for demo locks too: https://www.raidbots.com/simbot/report/urmr6Av32vknjrMEoHs9PM
nvm it's cheesed #outlaw message
I somewhat doubt this has been vetted in terms of the AP type their pets get tbh
copy="Jeweled Signet of Melandrus 298 (Slot 1 / 16 Haste) (2),Vyrîe"
finger1=",id=134542,ilevel=298,enchant=1600haste"
Yeah I wonder 🤔
Real sim
So no 😛
I have been doing the same-ish to a select degree because I have noticed this too. I wouldn't say I'm fish'n for a shark boi but while it's up and have a flow of SBS and mobs are falling off on the backend of a pack I ride it out over directly rerolling. This feels more of a "feel good moment" than actual gain if you factor in the CDR you get from the SBS-Dispatch synergy that would prob let you roll into more Buffs in the long term.
if triple threat is 21% chance then shouldn't the average number of hits be 81.9 * .21 in this case
what could be causing tt to have 21.8 procs instead of ~17.2?
Not totally sure. I can check.
I believe it's assuming the second TT hit has a chance to proc TT again since it calls the SS OH hit again. But looking at logs that likely isn't accurate.
i had a suspicion that thing was oversimming a bit
comparatively yeah, but ~25% worse? 😄
Probably not totally linear due to energy overcapping but I'll look
Although guess I need to specifically test this just to double confirm
Still seems ahead of SoH even for WM builds so probably nothing changes anyway
ill afk dummy a bit
Need help? Just ss spam?
Hopefully I'm on the right track with this one, but in sims it looks like TT might proc off itself infinitely, or at least after a large amount of chances. I put the 21% in a calculator and got that result, which is close to the linked sim and to other sims I tested. I also tested lower ranks of TT and that seemed to follow as well.
Yes, that's what I mentioned above here #tc-research message
Was just a matter of confirming if that was possible or not. Usually these types of things with cyclic calls on Blizzard's side actually can
(Like some Havoc DH mechanics and such)
But it appears not in this case. Likely TT proc is attached to the primary Opportunity proc script and not the impact of the OH ability itself
Hey, I was just playing around with things relating to the scars trinket because I got it in my vault. I noticed that it would never blow up the final rune on my sims.
https://www.raidbots.com/simbot/report/rwszW6WufQ9DSGY6dBKheh
I looked at the line for scars and it didn't seem quite right
actions.cds+="/use_item,name=scars_of_fraternal_strife,if=!buff.scars_of_fraternal_strife_4.up|fight_remains<30
If its sub 30 then it'll be 29.99999 so it'll never land the explosion because it lasts 30s so I altered the line to be
actions.cds+="/use_item,name=scars_of_fraternal_strife,if=!buff.scars_of_fraternal_strife_4.up|fight_remains<31
for a small gain
https://www.raidbots.com/simbot/report/jUin8eZNmms1QeSx44zAQz
might be more potential with scars idk. Not an expert by any means 🙂
makes sense to me, thanks for finding that oversight
I suspect some timing thing happened with this trinket setup in SimC at some point since this condition did something at some point in the past. But hadn't re-checked it recently. Will make the change for sure as it's simple enough. May just make it <35s or something to avoid health estimator issues.
Given the recent buffs to the trinket does seem relevant here for simming purposes, at least for Assassination and Sub. Probably will continue to be awful for Outlaw by the looks of it.
I played a round with it a bit during lunch to see if there's potential with it. Unrealistic sim, but was to mainly to compare explosion to just pure stats in an AoE Patchwerk situation.
https://www.raidbots.com/simbot/report/kdjaRsCC4cqAVMN2FQ8WyL
With explosion (I removed the if condition on the line, so it should just spam it)
Vs
https://www.raidbots.com/simbot/report/dxW3SM6LBCYmv6QnMH4iBh
Default APL that will just keep the stats and the explosion wont proc at the end (<30s)
I played with raid_event.adds.in<29-raid_event.adds.duration instead of the <31s condition on dslice to try and get it to activate on adds and got this
https://www.raidbots.com/simbot/report/gUYoWBQ1npSxMoN4QAggJH
Idk, will look at it a bit more when I get some time, might not bear fruit though and I'm very new at changing APL things.
This was a old optimization i did, but i am not sure it still holds up (assassination):
- actions.cds+="/use_item,name=scars_of_fraternal_strife,if=!buff.scars_of_fraternal_strife_4.upfight_remains<30"
+ actions.cds+="/use_item,name=scars_of_fraternal_strife,if=!buff.scars_of_fraternal_strife_4.up|buff.scars_of_fraternal_strife_4.up&cooldown.vendetta.remains<=0&fight_remains<=60|fight_remains<=30"```
You can have multiples profiles to compare things like that by doing a copy="name" and paste your changed APL or whatever you want under it
Instead of doing multiples sims
Adding this to the top also helps seeing the relative loss:chart_show_relative_difference=1 relative_difference_from_max=1
Thanks for the info 🙂
I was thinking about your proposed change this morning and I now suspect given the issue pointed out above that a decent amount of this would have been related to fixing the remains check.
But still could be beneficial potentially
There is potential to consider flag too, but i haven't tested that
i think whispyr is atm looking into improvements, maybe he found something
Whispyr was also working on evaluating some raid_events changes probably similar to what you are trying @opal whale but this probably needs further iteration. All this seems worth looking into now that the trinket is buffed a fair bit.
There wasn't too much gain playing around it before since it was quite bad before the hotfixes. But now does seem strong enough that it could be worth.
Just need to figure out the new target thresholds
how do you sim 2 target cleave but the mobs are not bosses so they can be slowed?
i know you can use a raid event like raid_events+=/adds,name=CleaveBoss,count=2,cooldown=300,duration=300 in advanced sim, but then how do you force raidbots to ignore the patchwerk 1 target that is selected at the bottom
afaik adding that would make it 3 targets, 1 boss (from the bottom settings) and 2 non bosses (from raid events)
invulnerable,cooldown=500,duration=500,retarget=1
from dslice
I think that should do waht u want
Use type=add_boss
This is how it works on the initial boss for DS sims
/adds,name=Boss,count=1,cooldown=500,duration=135,type=add_boss,duration_stddev=1
This will count as a boss for the purposes of CC effects
Or wait I'm dumb
I thought you were asking the opposite, my bad 😄
i didn't know that either, was that always a thing?
I added it some time ago. It's not super new but semi-recent this year.
@finite sparrow do you have the sims for using BTE on CD vs BTE conditionally for the various bounty stacks?
yes, with no crit stacks it's just a small minmax +0.2% or so. with 10 stacks it became neutral.
i didn't sim 5 stacks or 15 stacks or anything else. if someone wants to find the exact point it is neutral instead of a minmax, it'll depend on their initial crit
and i'd still do the minmax anyway, since it helps with target swapping
Awesome thanks, so I don't have to harass Koji for the sims 😂
I think using invulnerable raid events may be conflicting with blade flurry targeting
example https://www.raidbots.com/simbot/report/mKsLB9GpW1q7GM9VzJzzoY:
raid_events+=/adds,name=SlowedBoss,count=4,cooldown=300,duration=300,duration_stddev=1```
this is invulnerable + 4 targets, 5 minutes
changing it to invulnerable + 5 targets (<https://www.raidbots.com/simbot/report/927Uum37vUSRKctHQuUJGM>) is only a ~0.5% gain, which makes me think the invulnerable thing is getting hit by blade flurry instead of the 5th target
If you are doing something custom with a "fake" primary target outside of DS, you need to add
ignore_invulnerable_targets=1
Otherwise the event doesn't really know if it's a temporary boss invuln event
DS and DR fight styles do this automatically, but won't apply with pure custom events
Hello, has there been any headway into how much value the WFT changes will bring?
thats something wordup does
probably a noticable amount but we will have simulations sooner or later
ok cheers
Can estimate it will roughly double the value for most dual-wield specs.
But we don't have exact values yet
Is there a Raidbots or SimC for beta? If so, where can I find it.
the beta version of raidbots requires a white-listed account and is reserved for theorycrafters typically. You can build the beta version of simc through the github page here: https://github.com/simulationcraft/simc/tree/dragonflight
there's a beta version of simulationcraft on curseforge
you can get your character import like that
but given how shaky beta implementations are for simc currently, idk how much info you can really get from that
I end up just using the template char or making a profile
I just what to sim some talent builds with the template character
yeah that's fine
just remember that a lot of stuff might not be implemented properly and the APL's don't support it fully yet
Thanks
Hello, in df build sim Duskwalker's Patch affects on deathmark (instead of vendetta)
yep, as intended
But in the game it does not work on deathmark
Who says that? Pre-Patch is not out yet.
:P
No worries, we've been told it should work.
well then ok, I hope they'll figure it out 🙂
Yeah I put it in advance of the patch due to the comments.
It wasn’t working on ptr yesterday for me
But if they make it work on live it’s more than welcome 👍🏻
good luck out there this week gents
For Outlaw it seems like the dungeon slice sim doesnt use Vanish so no gain from Shadow dust
can you link an example?
your /simc is missing your covenant
it's because of this
generating simc input from raidbots top gear results will remove your covenant atm
okay sorry my bad then didnt know
so y if i create the simc direct from the addon and quicksim it uses vanish
oh it's cool, it's something that's confusing a lot of ppl
you had no way of knowing if i didnt tell you
since vanish rules with dust are tied to which covenant you are, in the event you have no covenant then vanish doesnt get used
I think shrouded buffs might be broken in SimC/Raidbots atm?
Dslice, 10x crit: (33,514 DPS +-17) https://www.raidbots.com/simbot/report/jeqPok93sPjJevBpB3sq6j
Dslice, no buff: (33,520 DPS +-17) https://www.raidbots.com/simbot/report/kBNDfFveaxSymhF7svL8Jd
support for them may have been discontinued
Gotcha, I'll look into it thanks!
yeah don't bother with those google docs they're rarely updated
that NYI is a general disclaimer I'm pretty sure
do you have any issues when you try to sim?
im more trying to get my rotation helper working
the APL's should all be functioning fine
just run a sim, you can then just look at it in the html report in the profile section.
For rotation helper, hekili and Hero damage will be updated over time, so you need to have some patience.
yeah cheers
Some small-ish apl improvements:
https://www.raidbots.com/simbot/report/6qH8BRKV9aPm8rvxG7n8GU/simc
didn't spend a lot of time on it though, might be some holes in the logic
great work 👍
the ambush thing probably needs some conditionals for talents like FW/hidden opp/CTO
Will investigate a bit. I have seen some build setups where it is a loss to remove the low energy lines and I suspect there is probably a more narrow condition for when this is a loss vs. a gain that I'm still trying to identify.
the !cooldown.dreadblades.ready condition to me feels a little "accidental" inasmuch as we are currently holding Dreadblades for Flag right now so that is a somewhat indeterminate/unspecific time window and I think there's possibly a more specific check that may be more targeted
I intended to dump stacks prior to db
But if we sync it with flag we need a much more complicated condition for that
I also only tested ds and my char/build
I guess the way I'm looking at it is that I think it could be better to be more specific about when we shouldn't be dumping stacks rather than conditionally enabling when we should based on a variable length of time? If that makes sense. e.g. if it's fine when Dreadblades CD is ready then it may also be fine when Dreadblades is not ready but Flag is finished, etc.
The other part of it is to not use opp at 3 stacks of you don't have gsw buff
Might be interested to isolate that part to see effect of only that
The db interaction might not matter
I'll try some more when the kids are sleeping
The rule we were discussing with solo last time was to use OPP procs on cd but only at under 3? Cps, so the idea is to not use procs while building but instead keep them after a finisher (obviously if you get to 6 stacks while building you would finish early akin to bb), I tested a rough version of that against your OPP rule and it seemed to perform slightly better, might be interesting to explore OPP rules a bit more
In db tho I would agree with your OPP rule (never use unless 6 or GSW)
Unless you have gsw proc or opp proc is running out yeah
Making sure you use them on low cp might be more important, or not. Haven't tried
Just to give you an idea of the breakdowns
I split out the lines for reporting purposes
Yes
This is just for debugging
For even more detail
(2nd line is the stacking portion not persist)
So I guess my curiosity here would be
a) The majority of fallthrough SSs are outside of cooldowns
b) Dumping stacks prior to Dreadblades does seem to be a small gain
But that leaves to me some lack of identification of what conditions are actually beneficial here during the "normal" rotation
Then the mail gain should be more related to stacking for gsw procs?
Yeah I do wonder if that is most likely
With vanish you can get bte with very little time in between
This allows you to not have to hold bte
I don't think so, the rule I explained earlier don't even care about gsw and it's still slightly better
There might be more to it tho
I think the problem here I guess is identifying things that may or may not be "accidental" as it were, since this is in a very complicated point of interactions
Holding for bte will also make you use fth directly after bte
0.2-0.4% can really pop out of nowhere
So you may be right zac
Will have to see yea, happy we can already find some dumb rules for less than 1% dps tho
I would not normally care about this for prepatch but I want to determine if this is something relevant for the "real" DF APL
In terms of some generalized conditional rule
Since FtH+GSW+Dreadblades will all still be there
Oh it should be yeah, don't think dust as anything to do with just a normal FtH rule
Should try without dust then
Would only impact GSW really
Sweet
(Baseline is with your change)
The difference here is instead of the dreadblades cooldown check
I made it a CP deficit check
Idk if you did but you should probably look at the finisher rule as well koji
The gain here makes sense as it's more about generator efficiency
This doesn't dump stacks before db at all right?
Correct. Or, well, it will be just using stacks whenever it will get 4+ CP
Yes this needs evaluation for sure
Although was more planning on doing it for DF branch
Well I think this is relevant for both tho?
We can probably squeeze out a bit more hehe
Well for me this rule only works if you have a proper finisher rule
That's the thing I tried earlier
I had to change the finisher rule
I mean it's somewhat relevant for both
So it doesn't send 6 stacks but instead finish early

Finish early if you have 6 stacks and 4+ cp maybe
Most of the fallthrough SSs with Opp up shift into Dreablades only
Which makes sense
We should not finish early with just 3 stacks at least
Hm
I don't think it's useful to have a special line for GSW, since we are only delaying OPP usage by one finisher at most with this new rule, it would be a better cp gain for maybe or even not less gsw
Then you have to hold bte a little?
Will check shortly
But for full comparison in ST
Putting baseline back
compared to baseline
Basically getting 9-10 more CP out of this
Is the main change
Some waste is going to be inevitable (especially with Dreadblades)
But 10 CP is 20k+ damage so
That's why I wanted to dump before db
Yeah I think it was the right idea, just it was being limited to the window between Dreadblades and Flag rather than the entire time between Dreadblades CDs
But dumping might hurt the gsw gain (if there is any)
This change basically opens it up all the time outside of DB
Funny enough it's kinda backwards how pre-DF APL used Opp procs to fill in low CP gains
Now we want to use SS to fill in low CP gains instead 😛
I will check BtE
Since we have a rule to not send db unless low on cp this rule might actually force dump before db anyway
Hmm. No
Maybe add a rule to not send db of you have opp proc
Slightly related, prioing SS more during dreadblades and just ignoring FtH overcapping during the last 3 seconds looks like a small gain.
https://www.raidbots.com/simbot/report/wCTZ7gTqo692mLvEkPYdsK/simc
Might mess with flag alignment though
I'm curious why at all that would be since Opportunity/PS generates far more damage than SS, wasting stacks would seem just net negative. What's the gain coming from here?
SS's only purpose in this build is to generate stacks and if we're already at max I'm curious what the value would be if you're already capped
I mean how often would this really mean holding bte?(might happen more with dust I give you that) I think it would just end up on more cp gen average
Having 6 after db
So more cp agajn
Yes, the idea is to increase your odds of ending DB with 6 stacks
Yeah the other side of the coin of dumping stacks before db
Note that my build is using imp bte, so holding bte is even worse than normal build
thats a lot of cdr wasted on db tho
and db is a bit too good to waste cdr on it
I think there can be a narrow gain for this but it's far smaller with the adjustments I've made now
But what is the gain if db except cp?
true
Seems only like 0.2% difference with the changes to PS usage in my version
Main issue with dumping before db should be the alignment with flag
But it takes at most 4 seconds to dump so maybe we can do something smart
I think it's more the point that there isn't any reason to specifically dump before Dreadblades. You should just be using for max CP all the time outside of Dreadblades.
And only banking charges when CP deficit is low
The idea is to get an extended period with 1 builder per finisher
Right but there's no reason to "dump" specifically before Dreadblades if you're not sitting stacks to begin with
Consider this sequence: SS (procs opp), dispatch, db
Vs
Ss (procs opp), dispatch, ps, dispatch, db
I think we want to force the latter somehow
Adding a conditional to DB to delay seems to be negative at a glance
Anyway I think the altered PS trigger conditions make sense to put in since the net gain is rather large at this point.
However, I do need to also revisit if the commented out low energy PS/non-QD lines serve any purpose anymore.
I assume they do for the Ambush builds
So yeah, I think you are right that having a GSW-specific line is probably not valuable for FtH builds (which is obviously implied in the talent tree--but I may need to leave a line in there for legendary GSW though for a few weeks puke)
At least with my more aggressive timing adjustments
There doesn't really seem to be any waste here
oh totally forgot you could not take fth xd
yeah lol this is only a prepatch consideration
I do enjoy some of the talent tree stuff actually makes life easier
Some things are harder, but not all thankfully 😄
Same working on the Momentum stuff for Havoc, because it's required to have Unbound Chaos to get Momentum it makes things much simplier lol
Ok, on a roll now 😄
actions.build+=/pistol_shot,if=buff.opportunity.up&(buff.greenskins_wickers.up&!talent.fan_the_hammer|buff.concealed_blunderbuss.up)
actions.build+=/pistol_shot,if=talent.fan_the_hammer&buff.opportunity.up&(buff.opportunity.stack>=buff.opportunity.max_stack|buff.opportunity.remains<2)
actions.build+=/pistol_shot,if=talent.fan_the_hammer&buff.opportunity.up&combo_points.deficit>4&!buff.dreadblades.up
Disabling the GSW condition with FtH
So legendary only
oh wow didnt expect it to be that much better
Probably also a fair amount of CP waste
I must have messed something up when I did my tests haha, tried the same thing but wasnt near as much of a gain
A lot of this stuff is kinda a house of cards, it could have been getting munched by the other lines
you are still not doing any special finisher rules right? maybe I messed that up
I think I will leave these lines split because it's much more clear to debug
And we'll be removing all the SBS lines so it'll be fine 🤣
No finisher changes yet no
Shurtugal's work has some updated logic that I was going to profile soon
So cp efficiency is more important than getting off as many gsw procs as possible
I don't think it really ends up overflowing any GSW
Given the conditions in which the charge usage is happening now it would be pretty unlikely not to cast PS between BtEs
If not impossible outside of some Shadowdust sequencing
After all this build is casting Pistol Shot every 6s on average anyway 😛
Maybe I'm missing something, but for the second line, how is it possible to have talent.fan_the_hammer, buff.opportunity.up and buff.opportunity.remains<2 all true at the same time ?
Oh god just forget what I said
I read the last condition as buff.opportunity.stacks<2
yeah np!
Yeah
buff.opportunity.stack>=buff.opportunity.max_stack
is the generic way of checking this that should work with all ranks
If they change anything
(Even without FtH this would work)
I need to determine if that line is appropriate for non-FtH builds but haven't checked yet
Seems good
🤣
I mean, without FtH, GSW or BB, pistol shot is never used by the 3 lines you proposed.
Yeah the previous versions commented out the low energy PS lines
That line still seems to be ok at a glance for the other builds, at least until the Ambush builds get further optimized
To just have a !fan_the_hammer check on it probably
I tried it on lvl 70 builds, got the low energy PS line to be a gain with a talent.hidden_opportunity check (not having that line is a loss for HO+FtH builds).
I think probably the Ambush lines and maybe some Audacity conditions need to be shifted somewhat
A task for another day
did a few more versions, some stuff is really really volatile
the only thing that seems to be a clear gain is a small adjustment for GSW, add something like this
actions.build+=/pistol_shot,if=talent.fan_the_hammer&buff.opportunity.up&buff.greenskins_wickers.up&(cooldown.between_the_eyes.ready)
can't see clear gain with changed finish condition or dump before db, results for those seem to be extremely volatile
but even the GSW thing is 0.1-0.2% at most
Yeah I tested a BtE condition there but it seemed not really to do much of anything. Maybe that changes at some point, but it will be even less important without Shadowdust so that doesn't worry me too much
yeah, probably not worth bothering with
Ok, all this stuff should be cheked in and picked up in the next raidbots build. Thanks everyone for the iteration and feedback!
So should we opp (if <6 stacks) or ss during dreadblades at 0cp?
apl after kojis change only does ps with 6 stacks during dreadblades (or if opp proc is about to run out, but that's unlikely)
these two lines:
actions.build+=/pistol_shot,if=talent.fan_the_hammer&buff.opportunity.up&(buff.opportunity.stack>=buff.opportunity.max_stack|buff.opportunity.remains<2)
actions.build+=/pistol_shot,if=talent.fan_the_hammer&buff.opportunity.up&combo_points.deficit>4&!buff.dreadblades.up
first one can trigger in and out of dreadblades
second only outside of dreadblades
For exsang in DF, should it be a dps gain if cast a exsang's remaining cd+12s rupt and cast a 7cp rupt with ER when exsang's cd also up for a rotation of 21s of exsang'd rupt every 45s?
Hi folks. On line 25 of the outlaw.simc file, there is some arithmetic with talents and buffs: cp_max_spend-buff.broadside.up-(buff.opportunity.up*(talent.quick_draw|talent.fan_the_hammer). How does that work? Do the talents return 1 or 0 if they are selected or not? What about talents with multiple ranks? Just trying to work out the calculation here.
talent checks are booleans yeah, talent.quick_draw would return 1 when talented, 0 when not
that line basically says to finish earlier when you have broadside, or an opportunity proc with a pistol shot talent to avoid overcapping
Ok, thanks! 🙂
Yeah just binary arithmetic in this way. Basically it is "lower the CP threshold by 1 if you will get extra CP from casting Pistol Shot"
And if you want to check the rank you do talent.fan_the_hammer.rank.
This should include all spell changes from the bluepost.
link to the blue post:https://us.forums.blizzard.com/en/wow/t/class-tuning-incoming-november-1/1388637/1
I am not entirely sure if the override for amplyfing poison is correct.
You can put this in your "header" section in expert mode or below/above your /simc in advanced sim.
To give a rough idea how much this impacts performance, some quick simulations.
Keep in mind that the profiles are not highly optimized so damage differences between the spec are not indicators to general performance!
Simulations:
subtlety: https://mimiron.raidbots.com/simbot/report/q4ndXF2MYQJjxRqQMXi6Bo
outlaw: https://mimiron.raidbots.com/simbot/report/bmMdGz8HQt2RganDY8DxYn
assassination: https://mimiron.raidbots.com/simbot/report/1AovJqEQnTVSC1XMAMscgF
Im having a weird bug but its about m+ in general, not about outlaw
Where should I post it and what kind of info should I share to help ppl work on it?
Like, logs, recording of my screen etc
post about it in #wow-general, will see if other people are also experiencing the bug
there is also a bug tracker
!bug
Rogue Bug tracker: https://github.com/SimCMinMax/WoW-BugTracker/labels/Rogue
WLOG, we need builds with cheat death for comparisons. maybe?
I'm pretty new at the APL stuff, does this value=combo_points.deficit>=2+talent.improved_ambush+buff.broadside.up&energy>=50&(!talent.count_the_odds|buff.roll_the_bones.remains>=10) mean that the variable is when you have 5 or fewer CP AND are talented into improved ambush AND have broadsides up AND have more than 50 energy (and dont have over 10 seconds on roll the bones buffs)?
or is it that you have 5 or fewer CPs AND (either improved ambush OR broadsides ) AND more than 50 energy... that makes more sense but im still not entirely sure how to read it as that :3
its easier to break into chunks imo, and from there it's just boolean logic
combo_points.deficit>=2 = do you have 2 or more empty cp
+talent.improved_ambush = add 1 if you have improved ambush
now we get a big conditional
+buff.broadside.up = add 1 if you have broadside right now, but only if we also have &energy>=50, AND we have either:
!talent.count_the_oddsno count the odds
OR -buff.roll_the_bones.remains>=10roll the bones has 10 or more seconds left
so in context, lets say you have both deeper strategems, giving you a max of 7cp. A combo point deficit of >=2 would be 5 or less cp. If you have improved ambush, we lower it to 4, if we also have broadside, more than 50 energy, and roll the bones has 10 more seconds on it, we lower it to 3.
Alternatively, if we only have 6cp max, the deficit would be 4 or less. We don't have improved ambush, so skip that, but we do have broadsides, and we have roll the bones >=10 seconds left, but we have less than 50 energy, so we skip that too, leaving us at 4
thank you
i got confused that the + was adding one >.< i've never done any kind of coding really, is there like a key or something anywhere
i can kinda figure it out but its more using what i know about the class to figure out what it says and id really like to be able to do it the other way around - aka I'm hitting a target dummy and thinking about how to optimize vanish better, so i thought, well someone finally linked a sim i can look at ill just read that and look at the conditions theyre using, um... turns out, reading it is kinda hard
also just for max clarity, the operators in simc are:
+ #addition
- #subtraction
< #less than
> #greater than
= #equal to
& #and
| #or
! #not (invert)
* #multiply
% #divide
%% #mod
forgot one 
oh my gosh youre a saint :3 in case theres anyone else like me out here, purrhaps pinning that in here could be useful too?
Let me see if there's a wiki page that would be better to pin
yeah this is way more involved
the wiki is already pinned under
the APL wiki here
ahh okie, i see, thanks ❤️
it makes sense to compare the highest dps builds, skipping utility for dps is also worth diffrent amounts depending on the spec.
e.g. subtlety gains the most of it (with ~3-4% dps), while outlaw and assassination both have lower impact to the point this option is not appealing (assassination esp. in a ER build does gain no dps from it given how weak nightstalker is without shadow dance)
Maybe it would be better adding some tag to notify that sub's sim has a significant gain from not spending two points for the major utility of cheat death. I don't know if we're going to shift to a no-cheat_death normal since any top build for a spec utilising SF and dance will get into this dps gain for no cheat death, which is however a bit of misleading considering cheat death isn't some cheap utility we can just throw away.
is this sim ilevle of 408 or i missed some ilevel setting?
yes all items are 408 ilvl
he only did these sims to give a rough idea as to how much of a gain the buffs were for the differents specs tho you shouldn't look too much into it for now
i understand that. thx for the info.
Apart from small gains being found for each specs APL (Outlaw probably finding the most), it's actually quite indicative of where the specs stand relative to eachother atm.
yea I more so meant regarding utility dps value like cheat cheat and such since he was asking about that, the differents specs will probably have detailed informations about dps gain/loss regarding utility nodes in the future
Hello, i know this is not a help channel.. but i want to research if this APL String is a DPS LOSS without the Opportunity Condition. I think i can manage to change the string, how i want it.. but where do it put it in raidbots? 😄 pistol_shot,if=buff.opportunity.up&(buff.greenskins_wickers.up&!talent.fan_the_hammer|buff.concealed_blunderbuss.up)|buff.greenskins_wickers.up&buff.greenskins_wickers.remains<1.5
Get a full profile from a sim that includes all the lines (you can get it from going to the full html under profile)
Head to an advanced sim, paste it, and underneath type “copy=x” where x is whatever you want to name it
Take the entire list (such as actions.stealthed) where the line occurs that you want to change, and change the line
https://github.com/simulationcraft/simc/tree/dragonflight/engine/class_modules/apl/rogue can get the apls from here
careful about not taking the otl-df if you want to sim for prepatch
ok 7 dps loss 😄 thanks all
by consuming gsw procs without opp?
or were you trying to achieve something else
because I highly doubt consuming gsw without op is only 7dps loss lol
i tried to sim if its worth to use the last minute procc for gsw without opp ( the last seconds)
ah, but thats already in sims
dw its cool that you are interested in testings things yourself tho
ty, It's always fascinating how you guys play with the numbers, so I wanted to try it myself 🙂
keep trying things
the apl wiki also helps a lot usually.
https://github.com/simulationcraft/simc/wiki/ActionLists
subtlety buffs are ~3% on single target (also aoe).
https://www.raidbots.com/simbot/report/ekmgsBvh5im5Xy2xuNbUXU
spell data overwrites for the changes, if i made no mistake:
if you want to do a before/after sim, you can just paste this below your /simc in advanced sim.
^ the above is not needed if you sim with ptr=1, the spell data update should have all changes.
link: https://github.com/simulationcraft/simc/commit/3daeda6bdb6ccf41b1a0450584f29a9947d1b0c6
this list should include all DF s1 Raid/m+ items, can just paste it below your /simc in top gear.
just in case someone needs them, mythi 0 trinkets. (can just copy/paste in top gear like the above)
If you want to sim Dragonflight consumables, you can paste this below your /simc in advanced sim.
I wonder if anything is missing about thistle tea. We have 3 charges at beginning and 1 more per minute, but there are only 4.7 uses on APL
It seems we never drink tea in dm according to sample APL and it only uses 5 charges where some casts are missing.
More tea would lead to a bit more dmg, which will be diminished with longer fight.
At least some extra room for optimisation here.
forcing tea in opener and then just not letting it overcap should be easy enough to implement in simc
Not drinking tea during cooldowns is by design since the mastery isn’t worth playing around
But there’s probably wiggle room to use energy more aggressively
Seems like a no brainer fix lol
I assumed that's how tea was functioning since we had pretty minor tea optimizations already pushed internally
This is for Assa, but probably similar results for other specs if it's not working for Sub/Outlaw either:
actions.cds+=/thistle_tea,if=!buff.thistle_tea.up&energy.deficit>=100&(charges=3|debuff.deathmark.up|fight_remains<cooldown.deathmark.remains)|!buff.thistle_tea.up&debuff.deathmark.up&fight_remains<60|!buff.thistle_tea.up&fight_remains<12
Sync's the tea with the last Deathmark, sends the last tea on its own if ttd < 12s. Can probably optimize slightly bit more.
all within margin 
look what they did to my boy
Outlaw already has modified lines
But Outlaw only really uses it for energy because Mastery is just whatever random BS
You mean we don't link it with Killing Spree? 
both the best place for the Mastery and the worst place for the Energy 🤣
Actually probably technically the best place to use it for Mastery is using it prior to Blade Flurry initial cast in AoE since the hits can trigger MG now
tea is just a weird talent, there's rarely if ever a good place to get full benefit from it
you have to sacrifice either the energy or the mastery
Noticed that the sim is actually holding onto 2 charges at all times and only using if energy deficit is >100 and DM is up. Simply allowing the sim to use tea during Kingsbane windows when energy deficit is >100 shows a noticeable gain.
actions.cds+=/thistle_tea,if=!buff.thistle_tea.up&energy.deficit>=100&(charges=3|debuff.deathmark.up|fight_remains<cooldown.deathmark.remains|dot.kingsbane.ticking)|!buff.thistle_tea.up&fight_remains<12
*cleaned up the line slightly
100k assa 

DTB in the dirt?
it's happening
Yeah assa is balanced for sure
Needs another 15% buff
Nerf outlaw
It's unfair that it does any aoe damage, meanwhile assa is doing 20k more st than most specs in the game 
Weird, I could've sworn this is tc-research not wow-general or a spec channel
^ please stay on topic in this channel, it will be the heaviest moderated one
I asked Fuu to try to sync it with CDs for sub since the apl wasn’t using tea until 40 seconds into the fight. it was no noticeable difference with whatever he ran a couple weeks back.
Yeah like Whispyr said earlier, syncing tea with cds hasn't shown gains previously so we just default to using it for energy. However the sin apl wasn't using all the charges during the fight so we would end the fight with 2 charges instead of 0 which is what changed. Also forcing the sim to use tea charges during Kingsbane for energy and the mastery proc. But again it's only a gain outside of Deathmark windows where you gain the benefit of the energy and the mastery proc, using tea during all cds the beginning is still a loss. Sin apl also uses the first charge at around 45 seconds currently even with all of these changes.
that 40-45 seconds is what makes my brain hurt. the stat gain during lust seems like it would be the equivalent of popping a trinket and to let it sit that long just doesn’t make much sense. granted it’s in a ~5 minute bubble.
assa I could maybe understand if it pops them during execute.
Just adding a Kingsbane ticking check here then to the existing line right?
Give me a little more time to tweak it to perfection.
I'd imagine DTB still has something it wants that is better though
fwiw the Outlaw line is
actions.cds+=/thistle_tea,if=!buff.thistle_tea.up&(energy.base_deficit>=100|fight_remains<charges*6)
@knotty oriole Came up with a really good Tea line for Kingsbane and non-Kingsbane builds:
https://mimiron.raidbots.com/simbot/report/ptsnNtstQoKJrRuUmQ63nK
actions.cds+=/thistle_tea,if=!buff.thistle_tea.up&(energy.deficit>=100|charges=3&(fight_remains<cooldown.deathmark.remains|dot.kingsbane.ticking|debuff.deathmark.up)|fight_remains<12)
I had 2 separate lines for KB builds and non-KB builds at first but managed to merge them into one single line. Had to rearrange and pretty much rewrite the entire line from scratch.
Does it actually need the fight_remains<cooldown.deathmark.remains check anymore?
I tried without it several times and it was a 0.2% loss everytime
Did you try something like the Outlaw line I posted?
Instead
fight_remains<charges*6
~~I did yeah, was quite a bit worse than having all the checks. ~~nvm I'm dumb.
No I don't mean in place of the checks
Yeh
actions.cds+=/thistle_tea,if=!buff.thistle_tea.up&(energy.deficit>=100|charges=3&(dot.kingsbane.ticking|debuff.deathmark.up)|fight_remains<charges*6)
or something like that
idk I'd check but I've got like 3 plates spinning atm lol
That line is perfect, does the exact same thing without the mumbojumbo. This is why you're the big TC boss, or I'm just dumb. Anyways, 3am sims hit too hard, time to sleep. 
can one of u guys post a tldr for my dumbass? its literally just tea rules from before + use it during deathmark + use it during kingsbane? 
Isn't there also ER now?
yeah so the issue was that tea was being wasted, so we use it for energy, or if we're overcapping we slam it on a kingsbane/deathmark, or we dump it before the fight ends
@noble pendant do you know what ilvl this sim is done at?
that's bis gear
How can I reduce the uptime of Corrupted Rage in sims?
usually a variable gets added to handle it, I'm not sure that exists yet. Probably would need to add raid damage events into the sim
think it's a little jank atm
Holding charges was what i said and this beautiful 1% is what i expected! well done Cev!
In the beginning of first dm "G", it has no tea buff with 3 charges. However, there is no tea use.
Or I am not reading the condition correctly?
Should be dot.deathmark.ticking probably but I just checked and it made no real difference to the performance of either spec
Thx. a bit of sad feeling dtb does not enjoy drinking tea like kb.
Subtlety also had a small room for improvement with Tea. (sadly no 2% improvements, we are already fairly optimized)
https://www.raidbots.com/simbot/report/uaaMn5Es3ojQDpEq1BZRcw```diff
- actions.cds+=/thistle_tea,if=cooldown.symbols_of_death.remains>=3&!buff.thistle_tea.up&(energy.deficit>=100|cooldown.thistle_tea.charges_fractional>=2.75&buff.shadow_dance.up)|buff.shadow_dance.up&!buff.thistle_tea.up&spell_targets.shuriken_storm>=3|!buff.thistle_tea.up&fight_remains<=(6*cooldown.thistle_tea.charges)```
slightly more in two target cleave given that energy stays relevant with two targets:
https://www.raidbots.com/simbot/report/3YzScXscr3FxtBBVpDvY6K
Are you looking at the right thing? It definitely does that as shown here in this pic.
this is the KB one. I was talking about DTB report.
The reason for that is because the apl is at 100% energy for so long that it cannot use tea.
I think Koji's comment would work. tea does not require gcd, which leads to plenty opportunities to use right after you cast something. we would be capping energy but not like at 100% all milliseconds.
The apl is using tea at the same time as other gcds so it checks the energy and the only time that it would be able to use tea is in between gcds, but that"s Koji stuff.
Yeh exactly.
I don't see how that could matter? You can't use energy between gcds anyway? Isn't it better to see how much energy you have once it is time to use the next ability? If you think tea is not used enough then tweak the energy threshold instead?
The apl doesn't use tea because it's at 100% energy at all times, which means you're sitting at 3 stacks permanently. The energy threshold is not the problem, that's how the ability works in-game. You cannot use it if you're at 100% energy, you have to be at a deficit to press it, which is what we do in-game. We would press tea between gcds.
you can use Tea while at 100% energy
Tea is probably implemented wrong in simulationcraft then if you can use it at 100% energy in-game now.
yeah I forget when that was changed, but you can use tea at 100% energy in-game
but before you 100% couldn't
Yeah, I was still under the impression that you couldn't. But good to know.
it got changed after one of the HC raid tests.
https://mimiron.raidbots.com/simbot/report/aF3c8jndGr6rKWbe1ejHBf/simc
I wonder about this "V" line of shadow dance.
In sample it does not cast at the end so it is applying with the 2nd part of the condition, which is just rupt ticking?
Yes, the 2nd part of the condition is the one that will trigger regular when only playing with one charge.
condition: shadow_dance,if=variable.shd_combo_points&fight_remains<cooldown.symbols_of_death.remains|!talent.shadow_dance&dot.rupture.ticking&spell_targets.shuriken_storm<=4
The only condition it has is that rupture is up and the target count is below 5 targets
the condition in essence skips the usual constrains that Shadow Dance is tied to on lower target counts
@knotty oriole I feel for you guys this time around. So many build alternatives.
- Does haste still increase Energy rate (added in BFA)
- Are we expecting to see high crit build variants with seal fate? Or is it not really that impactful ?
afaik Haste mechanics are still the same. As for Crit, seems solid for all the specs right now.
Does anyone have a resource showing which rogue spec is likely to be preferred for each boss in the upcoming DF raid?
that is a question for #wow-general
@knotty oriole how robust are the crafted item implementations? Not just JC neck (which doesn't seem to include secondaries), but the proc effects? https://www.wowhead.com/item=193451/slimy-expulsion-boots
On a simple first glance these sound like they would drastically outperform any other boots, but don't know how simmable they are yet
This epic leather armor of item level 350 goes in the "Feet" slot. It is crafted. Added in World of Warcraft: Dragonflight. Always up to date.
My guess is that the passive Haste reduction doesn't work but the damage proc does. But I'd have to look
Unless the proc rate is atrocious I have a hard time believing those aren't pretty insane, or any of the crafted items (vault 2 set frost damage wrist/waist)
its 4rppm
hover over the text in wowhead
There are quite a few items that seem to be very good
700 damage every 3 seconds on the helm at 350 ilvl too
The items seem pretty undervalued in sim profiles atm.
It looks like the snowball set is best for all three specs by a sizeable margin, but I can't get the neck to sim properly and I'm not fantastic at Sims. Above my pay grade at this point
I don’t think all the effects are properly implemented on the backend
Maybe not, but this is probably for fuu/Koji/whispyr/seli, I'm out of my depth
Someone may want to confirm/re-run things, but I'm seeing +1k for sin to run the crafted 2set, +950 for sub to run it, and +2k for outlaw to run flaring cowl+slimy expulsion boots
Compared to the bis profiles from fuus sheet.
will look into adding crafted gear when i update the sheet the next time
@knotty oriole I think if a SecT is cast in the middle of a tornado, the CB gets consumed by the auto SS. Put it to the end should be a gain or something wrong there (fuu said it was not a gain). Or we delay that SecT and make a space for CB after the auto SS.
You start delaying Secret then, what can cause desync. A quick test to use secret later in dance:
https://www.raidbots.com/simbot/report/ijkL1V2RsXhRxY3GXbDFih/simc
lower cdr can also have side effects when you get secret up too late to lineup
e.g. if i make it more strict, it gets worse and the sample sequence becomes weird
^ for example
ofc either of this simulations are just surface level looks at it and not modifications i looked into in detail
Then I have to push my 0.3 delay strategy here.
tornado - late dance (or dance after 1st SS)- BP - 0.3s delay SecT - CB after auto SS - BP after akkali - BP - SS - BP - SS - BP -(dance finish)
we can exploit CB on the SecT shadow dmg and the following BP.
This may not show good gain in sim, but in keys we have more opportunities to apply this.
For sub ST, would it be a gain if dance 0.5s after SecT and CB following by an evis? So we get crit SecT shadow dmg and a 4/5cp evis.
dance akaari(crit) akaari(crit) 1evis(crit) - 2strike - 3evis -4 strike - 5strike - 6evis - 7strike - 8strike
or
dance akaari(crit) akaari(crit) 1gb(crit+FW) - 2evis - 3strike - 4evis - 5strike - 6strike - 7evis - 8strike
compared to
dance - 1gb - 2evis - 3strike - 4SecT CB - akaari(crit) akaari(crit) 5strike - 6strike - 7evis - 8strike
one thing to keep in mind is CB is bugged with evis and BP as well
a CBed evis only gets the crit buff for the phys portion
BP is similar, the extra shadow damage has a slight delay so CB doesn't work correctly
It seems working fine on live for BP at least
dont take the bait it does not work correctly
for ST, it would be a gain even without CB for the extra cast in dance.
if you want to sim with the exsang nerf, you can use this:
override.spell_data=spell.200806.cooldown=180000
override.spell_data=effect.295690.base_value=80```Example:<https://www.raidbots.com/simbot/report/mAtEQqNsRGFc1KN6Sjkgex>
Thanks for diligent @regal agate. it is not a gain. case closed.
hello :3 i was trying to test an apl thing using the outlaw profile from the dungeon slice talent sims pinned in #outlaw but my results were about 3400 dps lower than what I thought should be the same sim, so i'm curious what I did wrong, or what to do differently. Relatively new to this and not a coding expert but would like to learn more sim stuff, any help would be appreciated 
original profile: https://www.raidbots.com/simbot/report/6W9N5nuLXgzGoxF5ueKrh4
my sim: https://www.raidbots.com/simbot/report/73s4E7ccs1FLBUubrDdhSo
also i guess a valid question is does it matter, if it gives me the same answer about my apl
also also, i changed the line
actions.cds+=/blade_rush,if=variable.blade_flurry_sync&!buff.dreadblades.up&!buff.shadow_dance.up&energy.base_time_to_max>4&target.time_to_die>4
to
actions.cds+=/blade_rush,if=energy.base_time_to_max>4&target.time_to_die>4
and it appears to be a 0.5% gain in dungeon slice and 0.2% in patchwerk with the HO dance build, presuming i'm doing this correctly
https://www.raidbots.com/simbot/report/7GuATBvUdbsQXJppPvAVSH
The top sim is relatively old, I wouldn't be surprised something changed with items/enchant? Hard to check on phone tho so can't say more than that
Would be cool to check removing just the bf sync condition
I do believe that's where the gain comes from rather than pressing in dance
Also, still on phone so very hard to see, but you don't have to copy the whole apl everytime you make a profile with a change
You can just copy the "action group"
So here you are just changing the action cd you would just need to copy only that on every profile
okay thanks for the tip, took a lil embarrassingly long to figure out how that worked 
i took the bf sync out of the original, still seems ok to use during dance. i would think it'd be optimal to BR right before dance, but not sure what rule/condition would be best to test that, or if it'd even be practical if you're not specifically holding BR and SD condition is pretty random/abrupt
oop have to edit, I guess i messed up copy pasting something and put the bf sync not during dance condition at the very bottom of the CDs list on both "no bf sync" copies. seemed to make 0 difference in the results tho when i fixed it and ran it a couple more times
Generally speaking have we identified the damage reduction of mind numbing vs atrophic
that's really not something that can be averaged. Numbing is mostly used as an attack speed slow for tank mitigation, while atrophic is a raid-wide damage reduction. The fights damage profile varies way too wildly to come to any sort of concrete numeric conclusion. The consensus right now is raids -> atrophic, and mythic+ -> numbing. Mythic+ usually involves more tank damage than group damage, numbing affects less players than it would in a raid, etc etc
Thank you very much for the information!
do we have any current trinket sims yet?
all in fuu's sheet
but only the top few, right? I'd be interested in others aswell - is there a bigger list somewhere?
the simulation is a comparison of all
gotcha, thanks
Any sims for?
I think solo said that non of the effects are implemented in simc
The mastery is now
I'm surprised razs trinket isn't better tbh. And that manic is good without the reset
Be like that I guess
note trinket tuning will likely occur, since some are way out of line and some are useless. also not every trinket is implemented in simc and can be compared yet
Manic does a lot of damage
Good afternoon - has there been any Sims on the slimy expulsion boots as of yet, they are looking much better than all other options for feet
Seems we might want to reconsider CB in sub aoe. Or revisit CB use with a tornado.
When we use CB after secT in a tornado, it crits the following auto SS before the akaari dmg. Thus, the following skill or the akaari cannot benefit from CB.
Even with my suggestion, delay secT for a small window to cast CB after the cast of auto SS, it does not do good in m+ due to SS has trajectory and can be self-delayed. Unless the pack is somehow extremely squeezed together, like dummies in town.
You just delay sectech to the last nado spin
Instead of trying to pull it off mid tornado
One possible solution, but fuu suggests a DPS loss due to cdr issue
4x7x0.7+t+tx7x0.7/2=t+tx7/2 t=18.7
4x7x0.7+t+tx7x0.7/2=60 t=11.7
correct, there should be no cd difference at 2nd finisher in the following dance
Asking here, wowhead is recommending double sophic enchants...are buff enchants stacking or is the rppm low enough that two chances to proc it are worth it?
like other enchants in the past, they do not stack, but the uptime is low enough and sophic is powerful enough to not worry about an occasional overlap
at least that's my understanding, I don't have them to actually test
they seem to all have a 1rppm
The agility stacks, 1 is 800, 2 is 1600 from the proc
it didn't used to do that with the bfa and sl enchants right
Nah
super weird
Just some df thing
I’m pretty sure even burning crusade enchants stacked
yeah that was 15 years ago, hasn't worked like that in the last couple of expacs
Yea but when was the last time we had a simple stat proc
bfa
Should include all Crafted Gear, you can just paste it below your /simc in top gear.
Raidbots also has Dropoptimizer, what does support crafted gear.
You probably meant to post this in #assassination. This channel is for sim research and optimization.
Do you happen to have a rep one on hand?
what do you mean with rep?
items list for all the grindable rep items @regal agate
So wrath neck/back, cobalt ring, etc
Those are useless as soon as Tuesday hits
okay and?
i don't have a list of all possible worldquest/rep/etc items no
you can filter it on wowhead if you rly want a complete list
The balance changes, if you want to sim with them. you can paste them in advanced sim and your /simc below.
Note: Subtlety Cold blood change is not included as that needs change in the simc implementation.```yaml
#subtlety: bp nerf - ~2% nerf on 5 target aoe
override.spell_data=effect.805458.ap_coefficient=0.08778
override.spell_data=effect.805486.ap_coefficient=0.08778
#outlaw: dispatch buff & pistol shot nerf - No noticable change
override.spell_data=effect.622.ap_coefficient=0.29925
override.spell_data=effect.269972.ap_coefficient=0.376
#assassiantion: poison bomp nerfs - ~1.5% nerf for builds using Poison Bomb
override.spell_data=effect.477503.base_value=80
If you want to compare current to tuned value, paste this below your /simc in advanced sim:
#Balance Tuning
profileset."balance changes"+=override.spell_data=effect.805458.ap_coefficient=0.08778
profileset."balance changes"+=override.spell_data=effect.805486.ap_coefficient=0.08778
profileset."balance changes"+=override.spell_data=effect.622.ap_coefficient=0.29925
profileset."balance changes"+=override.spell_data=effect.269972.ap_coefficient=0.376
profileset."balance changes"+=override.spell_data=effect.477503.base_value=80```
@regal agate do you have a consumables string i could borrow?
just put it below your /simc in advanced.
❤️
is the signet still bugged? or only AA damage in S1? how is it simmed now?
it was silently fixed back to AA damage recently, and this is in simc
Hey, was looking at last update of rogue outlaw on simc and was wondering what 'rtb_buffs.normal=0' and 'rtb_buffs.longer>=1' meant
it's some preliminary changes to reroll logic with kir/cto builds, perhaps explained here https://github.com/simulationcraft/simc/commit/7492868f568b7d4d60d18a55cdd865b6e2cdd8d2
thx gonna look at it
in what way
Two items need some help/attention if possible:
- Outlaw HO+CTO build needs some attention on dance condition, cast on cd seems better and a gain, currently it runs at 74s interval where there are 1 or 2 missing casts
- HO builds should have a different reroll logic considering SnC buff way too strong and TB/crit quite weak. Current reroll logic makes the build sitting with TB in single buff sounds like a dps loss (and possibly some weak 2buff combos).
We have conducted some tests and compared results from raidbot. Outlaw's sim seems weak possibly due to these two points. NS bug influence has already been considered.
Q. There are conditions checking if subt buff for ghostly and other skills, does this also check dance?
1.https://www.raidbots.com/simbot/report/eirY1PKpFfYER24D9dCY36 did this quick might be some weirdness, but yea we tested and it was better to hold dance (the nightstalker bug isnt in simc as It should get fixed for raid, if it isnt then unluck)
2. rtb matter way less than you think, we mainly want to press it as less as possible with ho this was an old sim so I dont have a link anymore but you can see how it barely have any impact
Q. tried, didnt matter
you guys seems to always have ideas and suggestions which is great, but doing apl modifications is honestly not that hard, if you think something could be a gain you could try testing it yourselves, I could help if you don't know were to start, more people knowing how to modify apl is always good
Error: Actor 'fuu': Action 'rtb_reroll_kir_cto': Cannot parse expression from '(rtb_buffs.normal=0&rtb_buffs.longer>=1)&!(buff.broadside.up&buff.true_bearing.up&buff.skull_and_crossbones.up)&!(buff.broadside.remains>39|buff.true_bearing.remains>39|buff.ruthless_precision.remains>39|buff.skull_and_crossbones.remains>39)': No expression found.
Hi, trying to do it from the profile from your link. can you run it from your end? it seems a corrupted profile? at least something is not right
use nightly here
got it working finally, thanks
https://www.raidbots.com/simbot/report/swKZWZPBNCmVVc3u2rzpQ4
Some early results on reroll test.
I think HO+CtO ST build enjoys more on aggressive reroll .
the reroll rule in the APL is kind of in limbo while we test KIR stuff, you may want to isolate out the latest KIR reroll changes first
it’s possible ho and kir should use different logics but it’s looking like a lot of text and complexity for 0.3% gains, was hoping a simplistic catch all rule for all builds and sim styles would be what is in the APL by the end
i mean we can work on the complexity later
u can just sim both builds with different rules individually
and then in the future we can work on adding code to tell the difference automatically
since if what hes saying is true about the values being large, we can just keep the sims the way they are and then suggest to people otherwise
There is an increasing amount of voices from cn community talking about low sim numbers on HO ST build recently.
They claim about 2k-3k difference in dps, where sims number is much weaker.
One thing is the NS bug and dance abuses.
But I took a look into logs and sim reports.
It shows a big difference on rtb buff uptime considering CTO builds.
Current sim report shares a general rule on rtb reroll while SnC has a huge impact on HO builds compared to TB and BS, and this is where I start to dig.
However, there is another issue that sim report's overall rtb buff uptime is generally below logs.
For example, with my aggressive reroll rules, SnC's uptime is still only 46%, while logs show much better uptime around 55% to 65%.
Ofc my log samples does not cover as many iterations as sims, but this could be another direction.
Maybe it would be better to test more next week if NS bugs are fixed.
For example, with my aggressive reroll rules, SnC's uptime is still only 46%, while logs show much better uptime around 55% to 65%.```
what are you exactly saying here?
potentially we're having better cto proc on live?
Are you saying that its much better to keep SNC (makes sense) and when actually rerolling for it you have much larger uptime?
Oh interesting
yea, it is like from sims report, we have SnC sitting at 46% with more reroll rules but other buffs sitting at 35%ish. From logs I received there is a considerable more uptime for other buffs sitting at arount 43%.
I mean for me the concept is clear that HO builds should not have big gain anywhere in APL considering cast builders or finishers. That's why I was surprised at the first place when several players talking about big difference than sim'd numbers.
Obviously the Nightstalker bug is the reason behind this. But that will be fixed for raid so it is a non-factor for planning.
That issue is worth about 3.5%
Regarding buff uptime, I don't really think there's any proof of anything like this without more logs. The differential in uptime will be wildly different just to pure RNG. You would need 100s of pulls of logs to get any sense of one buff being higher than another.
We also can't control for players themselves biasing uptime by their own execution of rerolls.
Does look like NS bug has been killed in tonight's hotfixes
F
W
My hidden op assa build...
@stray bolt mentioned that the bugfix to NS is not applying correctly on his server
NS curently works on ambush for outlaw. it gives a tooltip 8% dmg increase description for sub but no effect
yes, switch to sub and try some attack.
and also NS does not provide 8% for other skills on outlaw
im not sure if there was another hotfix in between
Hey guys, not sure if this is the right spot for it, but is the phial of glacial fury simming correctly? Damage instances appear to be happening after the buff drops off in sims. This sim has 33.60 instances of damage on average. https://www.raidbots.com/simbot/report/xewew3gMBAqY8mGB4EGzXW/simc
Also just talking to a guildmate this bug was able to be replicated for a DK sim so it is potentially an issue with the potion and not rogue so to speak.
Some new apl change focusing on PS conditions. It seems we enjoy more if we PS early
https://www.raidbots.com/simbot/report/8vQYhxyyCjBfGzNH1gpBj4
It also comes with an aggressive reroll conditions.
Could you detail a bit what the changes are ?
Or paste here the lines you changed, its a bit hard to find
- reroll condition
- PS at 5 or 4 cps
one more potential change is vanish condition, not for ambush but for surprise
Take em by surprise you mean?
actions+=/variable,name=rtb_reroll,value=rtb_buffs<2&((!talent.fan_the_hammer|!buff.skull_and_crossbones.up))|rtb_buffs=2&(!buff.skull_and_crossbones.up&buff.grand_melee.up|buff.ruthless_precision.up&buff.true_bearing.up&!buff.adrenaline_rush.up|(!talent.fan_the_hammer|!buff.skull_and_crossbones.up)&buff.loaded_dice.up)
I think we looked at this one and it didn't seem worth to play around the buff
actions.build+=/pistol_shot,if=talent.fan_the_hammer&buff.opportunity.up&combo_points.deficit>=2&!buff.dreadblades.up&(!talent.hidden_opportunity|!buff.subterfuge.up&!buff.shadow_dance.up)
Ok that does sound interesting
This is probably only worth for ho? Or have you tested for kir builds aswell?
(the pistol shot rule)
well, we believe current APL is way too conservative for HO.
pistol_shot,if=((talent.killing_spree.enabled&cooldown.killing_spree.up)|buff.adrenaline_rush.up|buff.buried_treasure.up|buff.skull_and_crossbones.up)&talent.fan_the_hammer&buff.opportunity.up&combo_points.deficit>=3&!buff.dreadblades.up&(!talent.hidden_opportunity|!buff.subterfuge.up&!buff.shadow_dance.up)
this is the refined version
Ok thanks will take a look, great work
So far, the reroll and PS changes seem solid gain; vanish part maybe not so accurate
I think the PS change is more like loosening the PS condition. I try to merge it with current "careful" conditions together.
I dont want to just set it to PS at 5, which seems too aggressive. However, it seems not achieving any better results yet.
I tried to set it from PS at 4 with buffs to PS at 5 with buffs, and it gets better.
maybe we just PS at 5?
The top3 PS at 5 or at 4 or at4 with buffs are basically the same dps, sidegraded
I mean the ps at 5 rules is simplier and seems to perform the same as the Complexe one
We probably can take a deeper look at it maybe
But we also try to keep the apl simple
yes, could be a good direction. i mean if it is just the same or PS at 5 is better, it suits me anyway.
although, it would be difficult to explain?
I somewhat doubt it’s really worth playing around Buried Treasure. The buff does almost nothing.
Bt is the energy buff right?
energy roll yea
It’s 4 energy regen unaffected by modifiers. It’s a minuscule part of our regen.
Only 4 energy?
Sorry 5 now but the fact that it’s post modifier makes it very weak.
For single rtb buff SIM, BT is actually not that bad, on par with TB and RP.
So I think it could be a potential indicator for early PS.
If we PS early, basically we waste cps for full dispatch and more frequent ambush that is also a resource generator. Instead of storing opportunities, we just try greedy strategy to speed up ambush-PS cycles. If we fail to get opportunities from ambush, energy would provide good help.
On second thought, the reason for PS early should be forcing ghost strike when PS should be cast. In this scenario, we have opportunities ready but we have to ghost strike and cause random cps from 2-5 (with SF). Then we are forced not to cast PS due to high enough cps, causing more SS fillers.
yeah we have been discussing that aswell, idk if you tried on a normal ho build yet?
What do you mean?
we also have been thinking that it might be related to gs since gs makes it more likely to have ps procs and higher cp, so Im asking if you tried this new rule with more classic HO builds ? (without gs )
override.spell_data=effect.269972.ap_coefficient=.376```
use this for the dispatch/pistol shot tuning, im not sure if they are in simc yet
They aren’t I don’t think
https://www.raidbots.com/simbot/report/3YhEDpyqkzvKpnaNH9VdGf
reroll still works, but PS early apls fall
choosing sepsis
probably a gs only rule then yea
make sense
sepsis is not casted as much as gs so might be the same
indeed, gs is really a frequent castee
Has anyone tried delaying reroll a bit if no loaded dice and adrenaline rush is coming off cd soon?
No need to look it up if it was already tested
yeah did that
didnt check if loaded was already ready tho
Im not sure if that would even happen
but could if you get lucky
but didnt seem promising
Yeah doesn't look promising
(this also would still press rtb if you have no buffs)
I assumed this case would have been bad to hold
Yeah I was thinking of those two things as extra conditions. No rtb buff up at all and loaded dice already up
here are some apl changes I've been working on
https://www.raidbots.com/simbot/report/gjgA8KMDPv3FdEAVUZZHb4
The tea build is a build without improved ambush (so full util)
The dance build is a build with cd and acro (but not all the other stuff)
The tea change (don't tea with opp proc) is probably too small to bother with)
The other two changes are:
don't reroll during subterfuge, seems good for both builds
don't vanish with any opp stacks, seems neutral for dance but good for tea
All in all, pretty insignificant stuff for HO dance, but 0.5% is decent for HO tea at least
It is usually good to outline the APL changes you did.
a good way to format it (what i typically use) is like this:
```diff
- lines added
- lines removed```
the result looks like this: ```diff
- new line
- removed line```(it is perfectly fine to just link the sim, but it makes it easier to discuss the change)
also thanks for your contribution
+ actions.cds+=/roll_the_bones,if=buff.dreadblades.down&buff.subterfuge.down&(rtb_buffs.total=0|variable.rtb_reroll|variable.rtb_reroll_kir_cto)
- actions.cds+=/roll_the_bones,if=buff.dreadblades.down&(rtb_buffs.total=0|variable.rtb_reroll|variable.rtb_reroll_kir_cto)
...
+ actions.cds+=/thistle_tea,if=!buff.thistle_tea.up&(energy.base_deficit>=100&buff.opportunity.down|fight_remains<charges*6)
- actions.cds+=/thistle_tea,if=!buff.thistle_tea.up&(energy.base_deficit>=100|fight_remains<charges*6)
...
+ actions.stealth_cds+=/vanish,if=talent.hidden_opportunity&!buff.audacity.up&(variable.vanish_opportunity_condition|buff.opportunity.down)&variable.ambush_condition&variable.vanish_condition
- actions.stealth_cds+=/vanish,if=talent.hidden_opportunity&!buff.audacity.up&(variable.vanish_opportunity_condition|buff.opportunity.stack<buff.opportunity.max_stack)&variable.ambush_condition&variable.vanish_condition
something like that
that's easier to read maybe
perfect
it seems that the subterfuge window is more important for HO tea than for HO dance, might be more improvements to be found there
So one thing I will mention is that it is typically not a good idea to put many dramatically different profiles in the same sim as it can widen the error margin beyond what may be intutive
It's typically best to iterate on 1-4 profiles at a time with small differences as once there is a very large delta between top and bottom profiles in a sim you can lose fidelity in the other changes
As an example
If I extract the profiles out to their own sim
It's a bit larger in DS but can be different than the bulk result
Still worth investigating this but just a bit of a warning since I notice you have a lot of profiles in that sim
Yeah I did run this only for the tea build on the side to confirm that it is around 0.5% but wanted some context when sharing here
Yeah that's all good, just wanted to make a note
Easy to make mistakes with a sim with that many profiles too, fully agree
Always hard to tell when there are slightly larger DS gains vs. ST gains if it's not an AoE-specific change because that can just be the result of some timing shift but will look into it
It was only 0.2% for the dance build in DS too though
Only the tea build had 0.5%
the change to the vanish line is probably not good for the dance build, otherwise it would have been found already I think. I assume it is slightly negative if you run enough iterations
clearly positive for tea though
One observation is that running it through ST the only real difference over the 5m fight is that the changed APL gets 1 more Ambush in
However the strange part there is that it has roughly 1 less Vanish
Due to the stricter conditions
It's unclear to me what alignment is changing to allow more Ambushes to fit into the existing Subterfuge windows specifically
Unless that is just the RtB change
Probably the Subterfuge condition on RtB makes sense but would need to restrict it to HO builds most likely
yeah, that one is the clearest gain for both HO builds
I suspect we can find more subterfuge optimization, especially for HO tea
maybe throw up some extra lines for statistics for what we do with subterfuge up that isn't ambush
if we could make the DS sim BF, then stealth, then ambush it would probably be a gain. Not sure how to do that though, also pretty hard to execute in practice
Yeah I have some ideas, but will have to investigate more tomorrow
reroll broadside/ss when going into db
if they're at less than 15 seconds left
since having something like crit/true bearings would be better no?
For assassination rogues, you can sim the fatal concoction nerf by adding override.spell_data=effect.1030552.base_value=10into expert mode. Here's an example of the impact (around 1% for DTB)
https://www.raidbots.com/simbot/report/po25h5yvsRhfxTnKudPjar
does dungeon slice not apply WFT?
https://www.raidbots.com/simbot/report/wLkajGCZFCvyq1RuksoAmU im not sure if im applying things wrong but this is w/ lust and wft selected but i only get the p/m/w buffs
no, dungeon slice does not apply all raid buffs by default
If you want to sim with all nerfs you can put this in the header section in EXPERT MODE.
If you want to compare before/after put this below your /simc in ADVANCED SIMULATION.
Hi all, apologies if this is not the correct space to ask this, but does anybody know how "good" is the default APL in SimC? I am using the addon called Hekili to help me with my rotation and was wondering if there are more advanced APLs out there or the default one from SimC is good enough?
Rogues push updates fast to simulation craft, so the apl is well maintained.
The alternative would be hero-rotation, it is an implementation of the apl as a rotation helper.
But in general, rotation helpers have their shortcomings and i would suggest you try to understand the specs instead.
The spec channels have a lot of nice people who help you if you got questions
Ok thanks a lot fuu
Because i got multiple DMs already, simulations for the change:
Assassination: https://www.raidbots.com/simbot/report/dTrjSJ4m7SzUFoNSnR4DyZ
Outlaw: https://www.raidbots.com/simbot/report/jpZYhoD6w7YYGJrL9xAHye
Subtlety: https://www.raidbots.com/simbot/report/iGhJMS9cK76R8AGU4ftUhH
Do we actually know how Resounding Clarity is nerfed ? Does it randomly choose 3 out of the 4 cp previously charged or is the 5th cp just not charged anymore ?
random
So every single Sin opener is random now.....
KB/EXG openers will feel really bad depending on crits and cps charged
I don't know if it's possible to changed them in a way where we can always have that 7cp rupture before exg outside the opener
With ER + SBS we should always be able to hit the charged rupture on pull, worst case scenario is 0 cp -> ER crit -> 3 cp with 2-4-5 charged -> SBS bringing you to 4/5 is fine but after that SBS can randomly crit and bring you to 6..... I don't know if it's big deal, it's to early to tell, but i feel like nerfing by adding rng in this way is not the best choice.... Even if the spec needs the nerf
raidbots had a update earlier, ptr=1 should work now too to sim the changes (nightly build)
^ following up on this Koji was putting in some extra hours to implement you the ER changes.
reference: https://github.com/simulationcraft/simc/commit/e5abff81d1257e7bd5b38bed4c9b3aa6ca15bcaa
you can sim it using the latest nightly with ptr=1.
I'm seeing bronzed grip wrappings underperform compared to the toxic boots proc I also wear - is it possibly because procs are getting "wasted" by getting proc'ed by the healing effects I self-apply (slice and dice healing, crimson vial)? I see 66 healing procs over a dungeon and only 74 damage procs. Compared with 137 damage procs from the toxic boots. I'm wondering if the sims maybe aren't modelling this proc rate correctly and thus giving misleading embellishment comparison results. The comments in the code indicate the sim is undersimming by only proc'ing on auto attacks, but it may in fact be over-simming
Bronze grip performs on average worse than boots, this is just a consequence of power level of the effects.
But the reason people go for weapons is that they are the highest damage upgrade item you can get early on, and if you already craft weapon you can just spend a bit more and put bronze grip/fang on it for a small extra gain.
additional, bronze is slightly more proc dependent, so how well it performs is also depending on your luck to a degree
Sims model this right now. In fact, sims may slightly undersim on average since it only triggers damage from AAs right now
All yellow damage hits are presumed to proc the heal until we whitelist them
I did the testing for this the other day but isn't implemented yet
Since AAs always proc damage and are so frequent, you can more or less look at this as a 50/50 roll, or maybe a 60/40 damage biased roll due to some yellows triggering damage in-game
But sims should be fine for this
Good reason to at least recommend erasing the embellishment (or swapping to the flavor pocket) once you have spark item 3. Since a toxic armor patch/toxic boots is higher damage, I guess.
Idk, I tested a ton of openers on target dummies last night, and literally every time I did ambush -> slice and dice on the raiding dummy (just so I took damage) I proc'd 2 healing procs and zero damage procs, but maybe I'm just unlucky. But it lead me to assume that sitting there regenerating, I was eating procs to heal somehow.
(and the heal proc is very not good, it's crazy undertuned)
Every ability procs a specific one
Ambush procs heal
Finishers don’t. AAs don’t.
Hey all, does anybody know if there is a way to compare WoW Logs and the current APL to see where I am going wrong in my rotation?
there is no tool/script to do that. But overall a better way is to ask for a log analysis in the spec channels if you reach the point of not finding mistakes on your own.
Ok thank you fuu!
Or do a log cmp, in wcl and compare your self to other better rogues
@knotty oriole @noble pendant For sin's dance, I'm checking a sim -- https://www.raidbots.com/simbot/report/bbRJ5sxEdtbS1T1LTGViwG
- dance has a condition that prevent its use to refresh imp'd gars. (1st cast is used at 35s, can be used at 11s ish to refresh?)
- vanish is also not used for anything like refreshing imp'd gars or use MA during dm. (1st cast of vanish is at 58s)
- significant cast missing for dance, but this is due to pandemic loss issue I think? (1st cast at 35s and 2nd cast after 2min with IC)
It's been on my list to revisit this a bit now that the expressions are updated to have the correct odd Shadow Dance duration returned for MA and Imp Garrote
(Since they don't overhang Shadow Dance duration by 3s like normal stealth)
Although I think most attempts at syncing things with Deathmark have not really been positive so far it may be worth revisiting that given the various tuning changes that have happened with Exsang, etc.
I guess probably Carnage could definitely see some Dance improvements since currently the Carnage syncing up is mostly oriented towards Vanish
(At a quick glance, not really seeing any gains here though messing with some of the Dance conditions for Carnage unfortunately.)
I also kinda haven't cared to optimize it much because dance is just so so far behind
maybe if you can find like 1.5% you could justify it on council specifically
but any hope for general use would require like 5+% worth of gains
and that's a tall order
Changing Shadow Dance to have a Garrote refreshable condition seems to be neutral at a glance and my attempts to sync it with Carnage seem negative so hard to say so far. It's definitely a bit awkward to play around.
I understand that. It is however very difficult to argue without some good numbers with "tough" players there.
The thing is if we look at current sim, for 5mins, there is only average 2 casts of dance, which is odd.
and only 1.3 casts of vanish
I checked in some Shadow Dance optimizations after looking at some various things tonight. Some weren't specific to Shadow Dance though (funny enough, the Garrote change was mostly relevant for Vanish due to the timing edge cases and not really impacting Dance much)
Not sure where you are seeing that 5 minute count though
Even with the unchanged profile I'm seeing 3.5 Shadow Dances
With my modified profile it is 4.5 though
Still appears to be a rather far way off other builds though
in the link
I was able to gain about 1.7% in DungeonSlice and 0.6% in ST.
Your particular build I ended up getting 1.8% in ST due to fixing an odd timing issue I noticed with Crimson Tempest and Kingsbane (in ST only, it was still about the same in DungeonSlice for that build.)
Link above is only a 3 minute sim
Likely this is still quite a bit behind Tea and ER setups unfortunately though, but always good to improve things
Dance with KB sync, ambush and envenom som for duration?
Could you please link me the sim so I can use the same profile and do some tweak?
Currently I'm thinking about:
- maybe we dont open with IC in some scenarios (like 5 targets), and we put a normal opener dotting 4 targets and IC imp'd gar from dance a bit later. This gives us 5 gcd with crit to do some other stuff instead of 5 gars
- 8 normal gars without pandemic=4 imp' gar+2 normal gar, if this does not last long enough for next dance, it becomes 8 normal gars +6 imp'd gars with 2 pandemic. if we delay IC, it could be 8 normal gars + 6 imp'd gars with better pandemic. Or we delay IC further for a sync, and we get 8 imp'd gar with maximum 7 full pandemic. This will cause miss cast of IC, so maybe it should be limited by combat time.
I'm a total TC/numbers noob, but is there any chance I could estimate how much my Jeweled Signet of Melandrus dealt (contributed to dmg) during my whole dung run? Can I somehow estimate it based on amount of melee casts and dmg they dealt? like I had 2278 melee casts that dealt 6,10m dmg, is there any chance I can count the dmg that the ring provided? EDIT: + does it proc on Main Gauche as well?
i'm not sure how it interacts with the damage formula, but i think this will work in raidbots advanced sim, so you can see the difference:
profileset."disable ring effect"+=override.spell_data=effect.343994.coefficient=0```
does it proc on Main Gauche as well
no, it just boosts melee damage, does not boost main gauches that proc from melees
Does this APL for roll the bones looks alright to you guys?
rtb_buffs < 2 & ( ! buff.broadside.up & ( ! talent.fan_the_hammer.enabled | ! buff.skull_and_crossbones.up ) & ! buff.true_bearing.up | buff.loaded_dice.up ) | rtb_buffs = 2 & ( buff.buried_treasure.up & buff.grand_melee.up | ! buff.broadside.up & ! buff.true_bearing.up & buff.loaded_dice.up )
Can anyone advise on how to edit my current gear to ilvl 418?
I tried copying the line in my simc but I don't know how to change the ilvl
scale_to_itemlevel=418
Oooh where do I put that in?
Under my Simc?
e.g # Primal Molten Shortblade (405)
off_hand=,id=190505,enchant_id=6643,bonus_id=8836/8840/8902/8802/8845/8795/8937/8960,crafted_stats=40/49
Primal Molten Shortblade (405)
off_hand=,id=190505,enchant_id=6643,bonus_id=8836/8840/8902/8802/8845/8795/8937/8960,crafted_stats=40/49, scale_to_itemlevel=418
Like this?
just put it in advanced and your /simc below
Just add ,ilevel=418 at the end of the string.
roger, will give that a shot
So for the weapon it would be # off_hand=,id=190505,enchant_id=6643,bonus_id=8836/8840/8902/8802/8845/8795/8937/8960,crafted_stats=40/49,ilevel=418
You can do that in Top Gear.

nvm


