#tc-research
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Press the + sign here and you have all the options right there.
sorry if this is the wrong place to ask, how would you sim a tinker module since its not an option under the gem list?
I was trying to improve ho dance cto builds but while messing with reroll condition I ended up also finding 0.4% for normal ho dance. 2pts in CTO also seems strong in ST, but these are all aoe builds. Didn't test with any pure ST builds. I did this on my phone so might have made some mistakes, and it won't be super easy to see what lines I changed.
https://www.raidbots.com/simbot/report/jye9W7uTSRGHBmqJCqJiXq
I did improve cto builds a bit more than standard ho dance, it's pretty close now also in aoe
1pt cto drops GSW. 2pt cto drops GSW and HH
Should probably increase the number of iterations and clean this up a bit but it's a pain on a phone
Just to confirm, was it just the rtb_reroll stuff you changed here? Or also the KiR?
I think using the new expressions I added this could maybe be simplified even further to:
actions+=/variable,name=rtb_reroll,value=rtb_buffs.will_lose<2+buff.loaded_dice.up&!rtb_buffs.will_lose.skull_and_crossbones&!rtb_buffs.will_lose.broadside
Seems to be the same with the builds above anyway. But these would need to be tested with more builds just to be sure there aren't more exceptions.
Checking will_lose total seems to be worse for KiR builds which indicates to me some accidental rerolling is better, so there's probably something better there potentially
(Since technically there should be no reason avoiding rerolling because of buffs you won't lose would be a loss otherwise)
Very interesting, not sure I've seen this before but I guess it makes sense given the KiR logic needing 3 good matches.
KiR basically doesn't like single buffs at all no matter what
Other than SnC
1 = broadside,
2 = buried_treasure,
3 = grand_melee,
4 = ruthless_precision,
5 = skull_and_crossbones,
6 = true_bearing
BT+GM still gutter trash as normal 😄
That's Resounding Clarity + Keep it Rolling build
With LD forcefully disabled to keep the random case from being unfair
So either way this indicates the Broadside rule is not good for KiR most likely
But maybe borderline
Results for HO Dance build even more wild though lol
Basically only cares about fishing for SnC
Above almost everything else
Also GM plz...
is this assuming that we have 100% uptime on those buffs?
This is with fixed_rtb=X
Which basically forces every RtB roll to yield that result
And the APL modified slightly to never reroll
I had some other optimizations in the profiles just called opt. Those also affect the rtb opt ones. It was mainly the ones I linked here a few days ago plus adding a condition to the line that presses bte on cd with rp if you don't have gsw.
Was minor stuff though, was trying to eek out a few more ambushes and dispatches for ho cto builds
Ah rtb_buffs.will_lose is already a counter, nice
Trying to find rules for KiR right now is rather hard though lol
I know, it's a pain
HO seems to pretty clearly just prefer fishing for SnC, especially at lower gear levels
A lot of this kinda goes away with BiS (it's only like 0.1-0.2% at BiS, but at lower gear levels it's up to like 0.6%)
What I was really trying to achieve was to make ho dance cto builds outperform gsw
Think it might be possible
Seems very close when I last looked
Gcds are pretty expensive as ho dance. Should probably try to work in some pandemic logic as well
Rerolling without pandemic (but with the buff up) should probably have very strict rules even though snc is very strong. There is also the loaded dice factor to try to optimize. There is a lot of variables
Gcds in dance and to a lesser extent subterfuge are also extra expensive
Didn't really see much gain for checking LD
Tried a few different lines based on your sim above but didn't find anything that beat one I already had
This monster perfermed best yesterday
variable,name=rtb_reroll,value=!rtb_buffs.will_lose.skull_and_crossbones&!rtb_buffs.will_lose.broadside&(rtb_buffs.will_lose.true_bearing+rtb_buffs.will_lose.ruthless_precision<2)&(rtb_buffs.normal+rtb_buffs.shorter<1|rtb_buffs.normal+rtb_buffs.shorter<2&buff.shadow_dance.down|rtb_buffs.normal+rtb_buffs.shorter<4&buff.loaded_dice.up&!buff.shadow_dance.up)
Can be simplified a bit though. Didn't know that rtb_buffs.will_lose was a counter for example
I may have run too few iterations though
This one is very restrictive
For HO messing around with it today I didn't really see much better than just pure fishing for SnC.
Using your top profile from above
actions+=/variable,name=rtb_reroll,value=!rtb_buffs.will_lose.skull_and_crossbones&(rtb_buffs.will_lose-rtb_buffs.will_lose.grand_melee)<2+buff.loaded_dice.up
Seems about the same for DS, but for ST it's probably better.
DS sims care a bit less about pure SnC rolls than ST
(I assume because this profile has Ambi)
But also rerolling during AoE has increased opportunity cost because each global does more damage, so that also factors in a bit as well. Could be where a pandemic rule or ignore reroll rule could make sense at N targets
(Although likely the bigger impact is wave length/fight duration segments)
This is probably why more restrictive rules will show up higher on DS sims, because the real thing it prefers is just less rerolling in general if the duration will be wasted (due to downtime, remaining wave duration)
Can see this even with the SnC rule in ST (which, on average, is clearly better) by setting a 20 or 40s fight duration, and it's always a loss even though we know the rule is better
The buff DPS advantage still has to recoup the global cost over time which is something we may just need to approximate
One thing I haven't figured out yet is why 2pt cto is better in ST compared to gsw+hh (still aoe builds). I don't see why it does more in st but not in aoe. Maybe some cto specific lines are bad for aoe. I'll dig into the damage profiles at some point to find out
Can you see debuff uptime somehow in the sim report?
I think cto might let bte debuff drop sometimes
Also, cto presses br a little less
It's down on the enemy report
At the bottom
Top debuff of each type corresponds to first profile and so on I assume?
I don't get it, 2pt cto seems to be doing more flurryable damage but still does less blade flurry damage. I'll try looking at pure sustained aoe. Maybe there is something I think flurries the actually doesn't
2pt cto compared to gsw+hh mainly moves damage from pistol shot to ambush and dispatch
Not sure why that would mean less flurry damage
Also more auto attack damage and main gauche
Does hidden opportunity not flurry for example?
Every rogue attack flurries except the specific interactions for Blade Rush and Killing Spree that is not technically flurry damage
I need excel for this
Maybe there is a simc bug
Maybe just blade flurry uptime
0.18% lower uptime in pure aoe for the cto build. Maybe that does it
Or one of the rtb buffs increases damage in a way that only affects ST somehow
Broadside would be the most likely candidate maybe
sorry, are you wondering why CTO might have less value in cleave?
Kind of yeah. I'm comparing the normal dance ho build with a dance ho build with 2pt cto
2pt cto is stronger in ST and seems to do more flurryable damage, but still somehow did y less blade flurry damage
could be the mere fact of having to press BF, occasionally during Dance or Subterfuge, takes away from average CTO procs
BF is also a cheap global that perhaps slightly devalues the impact of Buried Treasure
The extra True Bearing uptime could contribute to more Blade Rush casts which is not flurry damage
The cto profile actually casts br less than the normal profile
I'm looking at 2pt cto rtb opt vs ho dance rtb opt ko this run if anyone else wants to have a look
https://www.raidbots.com/simbot/report/qBm2VrSsHeYRG5CtCCXXjd/simc
Otherwise I should be able to figure it out with excel when I get to a pc
I must be missing something because the normal profile also has higher prio target damage
I just failed at basic math, cto build did 600 less flurryable damage
as to why it does more damage in single target I'm still not sure
Then the increased BT uptime means it is less likely to hit the BR condition probably
I think now that BF procs MG, it's possibly even slightly net energy positive on decent target counts
I'm confused about this reroll condition. When i try it it's a clear loss compared to baseline. Do you have a link to this run?
It’s only for HO builds.
Don’t have a link handy on my phone but haven’t really seen a build where it isn’t positive or neutral for HO.
Yeah but baseline was a ho build
Was about 0.6% loss in both st and ds
I just copied the condition you linked. I can make a run with that part isolated, sec
Maybe it didn't play nicely with some of the other changes i made
Worked better when I isolated it for some reason
https://www.raidbots.com/simbot/report/7Sy4jbXgyfrn1kyPHvLPVb
There is a bunch of other changes in the top profile. They are annotated now at least. Some of them are not well tested yet
Running snc fishing in st and something more restrictive in aoe seems to work well
So when we have spare gcds out of range for example we can probably be extra greedy and reroll for SnC
Here is a comparison (with way too many profiles to get good accuracy). The combo ones just run snc fishing if target count is <2, otherwise a more conservative version
https://www.raidbots.com/simbot/report/8jJ95MWS9NBFacbH7FEfw8
Sorry if this is silly question but what are the changes here from the current simC APL?
or that is the current apl
i have to say combining 30 million profiles and changes makes this look about as unapproachable as possible
I know. It's mainly because I'm working on my phone
The changes are commented at least
The main changes are reroll condition though. The rest are minor things. A higher prio br line for aoe, not rerolling in subterfuge, no br in subterfuge and finish early if ambush is possible next gcd
Mentioned this in a comment above but I think the issue with more aggressive rerolling having lower performance in DS is less about logic and more about timing.
So it's most likely reroll rules in order to be optimal for DS just need to be slightly forward-looking and consider current max enemy TTD and if there is a downtime gap between waves.
yes, but just checking for number of targets works pretty well, if there are 0 targets you have more leeway
I did it like this now
actions+=/variable,name=rtb_reroll_aoe,value=!rtb_buffs.will_lose.skull_and_crossbones&!rtb_buffs.will_lose.broadside&(rtb_buffs.will_lose-rtb_buffs.will_lose.grand_melee<2)&(rtb_buffs.will_lose<2+buff.loaded_dice.up-buff.shadow_dance.up-buff.subterfuge.up)```
and
actions.cds+=/roll_the_bones,if=buff.dreadblades.down&buff.subterfuge.down&(rtb_buffs.will_lose=0|variable.rtb_reroll&spell_targets.blade_flurry<2|variable.rtb_reroll_aoe|variable.rtb_reroll_kir_cto)
oh, mistake there I see, subterfuge check should be removed from last line
Last I looked that reroll condition was fine in sustained multi target though. Maybe something changed. It seemed mostly just a DS refresh timing issue.
I can take a look at that later
Sometimes it isn’t really worth 200 IQ optimizing for small losses in DS that are only timing based though. Typically only care about it if it is significant and changes things meaningfully.
I'll try a bit more with separate conditions for st and aoe to see if there is a significant gain to be had. Then I'll try to find a compromise
Umm, something changed in simc nightly. Baseline shifted up to 119k dps in ds
Looks like maybe wft was enabled by default for ds
I'm not totally sure why, the change in SimC itself was to set optimal_raid = 0 and disable most everything not enable anything. Unless raidbots is overriding it.
Should actually be lower since Battle Shout was intended to be disabled
Probably just raidbots applying the user defaults and since they aren't explicitly disabled it gets turned on
Is it possible to force the sim to cast something in the gaps between packs in ds? Trying to make it reroll or blade flurry before the adds are actually up, but it doesn't seem to want to do anything until the adds are up
Wasn't sure since its more of a theoretical question or if it should be posted in outlaw disc but is there any world where single roll SnC is worth keeping even if you have loaded dice? Feels really bad rolling away borderline guaranteed procs for 30s for a chance at two good double buffs or it pretty certain with the sims that have been done? SnC just feels so much better to have than any of the other buffs its just not even close but didn't know if thats more feelycracft or not
For HO build specifically the standard one with subterfuge no extra util or anything like that
Recent testing indicates that you should never reroll snc if you play ho
Scroll up a bit for a nice sim that koji did for value of different rtb buffs
Single snc beats all combos of two buffs that doesn't include snc basically
fuck thats what i was thinking while playing, rerolling off snc felt so wrong, the faq still says otherwise so i kept doing it
It's not unexpected that rotation optimizations can be found over time, but you may be overestimating the impact, reroll logics are probably changing soon with separate rules for different builds, but you're looking at 0.3-0.6% average dps gains
I didnt mean it in a hyper critical way of the people doing sims, think im just kinda frustrated with the HO build, the build just feels like absolute ass when you dont proc and roll poorly energy starving you. People claiming this doesnt happen semi often are coping hard so anything to lessen any of this rng I'm down with even if its small idk. The damage still seems high even when you roll poorly and dont proc so it all doesnt mean much apparently, guess its the flow of it that isnt fun at all when rng is fucking you.
https://www.raidbots.com/simbot/report/1P5QiYPGGu3eaLpkemxo9M yes, I looked at that a bit some while ago, here if you want to take a look
(its at the top of the action list)
there is no other way to do it rn I believe
Thanks!
I think the precombat apl is just prepull, not in between packs in ds?
yes thats why I had to do that
Also, bf doesn't have the precombat_seconds option
since you are always in combat in a slice sim
wdym
It has to be manually added to each relevant skill i simc I think
look at "whole precombat apl"
sorry I didnt precise
all the others profiles are irrelevant to what you are trying to do
Ah. Before stealth in the normal apl gotcha
Where can i ask a question about raidbots if it wont put a gem into a socket when simming
One of the spec channels is appropriate
if it is a bug on the website, best is to ask in their discord.
If you need help with simming, the spec channels or #wow-general
Can't get the sim to stealth between packs if it does blade flurry before the adds are up. Maybe it hits the invulnerable target and enters combat
rerolling etc works fine though
where can i find their discord? i think its a bug on their website
@half karma combining your work on casting rtb between packs (with some added restrictions), avoiding reroll at the end of packs and new reroll conditions (kojis snc fishing in st and a more restrictive one for aoe) yields pretty good gains. There are a few more improvements in the all_the_stuff profile, but they are not as significant and needs more tuning. I'll continue working on those but I'm mostly done with the reroll logic/timings.
https://www.raidbots.com/simbot/report/mKTwwenqFUyRqJUds41Th3
@potent ferry do you have a sim/link to the cto ho build you spoke about a few days ago in the channel or what the changes are from the default dslice build is?
how far behind just out of curiousity?
Less than 0.5% I think
Sim the same for me in like any scenario last I checked so might just depend on profile
Only 2% gains eh?

Pretty decent eh
Yeah it's cool
The timing stuff is things that most good players already do I'd say
Well unfortunately it won't translate into gains in real game but at least sims are more accurate
Didn't include your precombat apl opts
Yeah that don't matter much
It was just to clean up the precombat lines
But it's insignificant really
The timing stuff helps when comparing reroll conditions I think
I'll try to isolate the other 0.3% changes to see which ones are most significant
I think the main gain is from blade rush optimizations
Some from using BF the gcd before adds spawn
If in combat that is
Couldn't make the sim restealth between packs if I did bf between packs for some reason
Its hard to execute in practice
So like 2 sec less on rtb
Same for ar if you pre ar
And in practice its a bit akward
You gain a gcd in subterfuge though
Yeah I mean
I think it's net positive but not worth doing because you'll mess it up a lot in practice
But you can bf, hook and stealth on the same gcd I think
If you are not already in stealth that is
I'm not going to pursue that line of investigation more though. I'll focus on cleaning up the other stuff
Well you can even bf stealth
If you macro them together
Even if bf hit something you would still stealth
I think this doesn't work with subterfuge tho for some reason
Using AR prepull or between packs if you still reroll for loaded dice didn't seem to be a gain btw
I guess you don't get enough extra rolls with ld up to make up for the lost uptime on AR
Yeah I know, it's not enough for ho builds, i guess it's just cause of the GCD loss
That also why I did the fixed precombat thing, wanted to be sure it wasn't a gain
Or a loss i guess
what's the avoid reroll end of pack condition
Avoid reroll during the last 8 seconds of a pack is what I settled on. Might need further testing to find the optimal number
I also added a condition to make sure that if new adds will come before pack ends we can still reroll
ok. also were there any changes to br logic btw with the br proccing mg thing? i know solo had mentioned that it could (?) be worth to br on cd on 6+ targets? that still the case? not sure if it got posted or not missed a lot of things with the race and all
Yes I made a new line for br and increased the prio a bit. It's around 0.3% increase
ok. is it 6 then? or 5 or 7?
also does the apl slam it pre dance then in opener i assume?
It's a bit more complicated, maybe too complicated to keep in the apl or have in a guide
I basically tweak the energy condition based on the number of targets (and increase the condition if in dance/subterfuge)
Normal energy condition for br is time to max energy>4. I did 4-spell_targets/3
ahh ic. and then i would guess that time to max energy decreases as target count increases?
Exactly, by one second per 3 targets
interesting. lol would make a nice maths question on an exam for an optimization problem
I think either make a wa for it, or approximate it somehow
ok so it's
4 - 3
3 - 6
2 (baaaasically on cd) - 9
1 (on cd) - 12
Just slamming at somewhere around 5-7+ targets isn't that far behind though
yeah probably the play but i'll see if there's some kind of predictive wa that can be made. have my hackerman army go to work lol
Yep, but add one sec if in subterfuge or dance
In sd/subterfuge you still want to press it if you are completely stalling on energy, even in st
i used to have that on ele sham that would tell me if my next chain lightning would give me sufficient maelstrom to be able to earthshock/earthquake depending on # of targets in combat in a certain radius around my target iirc so something can probably be cooked up
I don't think it will be too hard to make a wa that approximates this. Maybe translate the time to max energy to simple energy thresholds, or try to actually calculate the energy recovery rate. Both should work
But it's a fair amount of work for all of 0.3% dps
Kind of free dps once you have the wa though I guess
Ok, I've isolated the rest of the changes as well now, which should make it a bit easier to see the impact of the changes and what I changed.
https://www.raidbots.com/simbot/report/wAAgFyu3zVnxSJQBGkHrAw
nice, thats quite a noticeable change. Does it hold up with other builds too?
Haven't tested it much with KIR yet. It works with ho dance cto and ho tea br builds at least
Might need other reroll conditions for kir
Note that the bulk of the increase comes from trying to press rtb in gaps between packs rather than during packs. Which many players already do. The impact is probably much lower in ST and in sustained aoe
I'm on a ski trip without pc access, lots of time to kill
Doing apl stuff on phone 
Yes, it's painful..
Here is ST.
https://www.raidbots.com/simbot/report/n5aHYPp2GKRLsriKcJLhZB
Not too shabby actually
Kojis snc fishing reroll condition carrying the st gain
All the changes are positive for kir as well except the new reroll conditions
Or well, positive or neutral
https://www.raidbots.com/simbot/report/1Vwr1L2HnvPR1rQACPkWCU
The ho_dance_baseline is actually kir_er_baseline in this sim, and all the isolated changes are with kir also. Only all_the_stuff is ho dance.
yeah KiR will need some more testing for rerolls. My plan was always for this reroll to be HO specific
For the time being anyway
The aoe specific one I made should probably also be HO specific
My current working version before I took some days off for the holidays was just splitting them
actions+=/variable,name=rtb_reroll,if=!talent.hidden_opportunity,value=rtb_buffs<2&(!buff.broadside.up&(!talent.fan_the_hammer|!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)
actions+=/variable,name=rtb_reroll,if=talent.hidden_opportunity,value=!rtb_buffs.will_lose.skull_and_crossbones&(rtb_buffs.will_lose-rtb_buffs.will_lose.grand_melee)<2+buff.loaded_dice.up
Basically old reroll condition unless HO?
Yeah I mean until we find something better seems like the most straightforward way to do it
I didn't have a ton of luck improving KiR stuff but there's a lot more going on there
Yeah I haven't even tried yet
You were correct on that improving timings for rtb could improve things a lot for ds too
Anyway thanks for breaking it all down above. I'll probably get back to sim stuff tonight and see if I can start testing/integrating part of this. I know know if we need all of the faux-precombat stuff in there at this point or not really.
I don't know if the MfD line will actually work because there's no target to cast it on, for example
In sims anyway
Only works in precombat because the main target isn't invulnerable yet
I guess the fake precombat stuff helps a bit in correctness of talent comparisons for ds
But most players already do roughly what my apl does I think. Avoid reroll at end of packs, be a bit more aggressive with rerolls in between
Yeah most likely
raid_event.adds.remains>8|raid_event.adds.in<8&raid_event.adds.in<raid_event.adds.remains|target.time_to_die>8
Is there an advantage to not just having the second conditional be "raid_event.adds.in<8" without the overlap check?
e.g. I assume if the current add remains is 5s and the next add wave is in 7s that would be fine to reroll too
We can freely reroll if there is no gap between the packs is my thinking
Hmm, maybe something is redundant there
Maybe it was for the gaps
If there is a gap you don't want to reroll last few seconds of the ongoing pull
If the gap is less than 8 seconds
If there is a gap you want to do the rtb the gcd before the new pack
I can mess with it a little bit when integrating. I'll do some tests
Kir misses out on most of the improvements. It's mostly the timing stuff that helps kir since it can't use the new reroll conditions and doesn't use BR
The Blade Rush target condition kinda got to my test results at a different way
Maybe a relaxed energy condition (time to max at 2s) starts being like 0.2% better at 6-7T
I had separate AOE br condition first
I guess it depends on what ends up being easier
Time to max 2 seconds and +5 targets or something performs nearly as well
The thing about this though is that it's slight moving target
Since Mastery affects this threshold
Yeah that too
e.g. something I was testing was if Puzzle Box uptime changed these rules and while it's not mind-blowing it definitely changes things a bit
But it's also a gain to allow br in dance with stricter energy condition
e.g. to use a bit of an example
So i tried to combine it all into one condition. Also removed the time to die part I think
I did some testing with 5800 Mastery and in that case it was worth using Blade Flurry (for the instant attack) on 8T on cooldown regardless of BF duration
Same for Blade Rush
Yeah not easy to make an apl that can account for that
Well
I think in this case we may just want a Puzzle Box condition. But this is a lower prio I guess compared to the other changes
Yep
It's probably the only way to get to meaningful Mastery levels atm that would be realistic
So just something that checks for the Puzzle Box buff would probably be fine
|buff.puzzle_box.up or whatever
Maybe tea interaction as well
idk if it's a large enough buff to bias it
But could look
Solo also mentioned Blade Flurry clipping should be added back in
For
actions.cds=blade_flurry,if=spell_targets>=2&buff.blade_flurry.remains<gcd
Which I think was another 0.3% or so in DS
Nice
Hmm, there is something with the fake precombat apl that doesn't work right. Found cases were it didn't roll even without rtb being up at all. I'll see if I can nail it down
Sure RtB just wasn't on CD? Without CDR from casting finishers that doesn't seem unlikely
That's a possibility
But unlikely that the container buff runs out and rtb is still on cd
Added two more small opts, low accuracy though. And baseline shifted again
https://www.raidbots.com/simbot/report/sotMeWvu7uq8dSLuDxUFcq
Ps from stealth with max stacks probably needs conditions like subterfuge talent and maybe no cto
So I tested most of the conditions tonight. Had some interesting/mixed results. Some of the stuff probably needs more investigation
e.g.
actions.cds+=/blade_flurry,if=(spell_targets>=2|raid_event.adds.in<=2)&!buff.blade_flurry.up
Was negative on HAC so I suspect the add wave count impacts the results here.
Maybe only a gain for certain target thresholds
That one is sketchy indeed
Another thing is I still wasn't really feeling the configuration of the reroll variables
Probably not worth integrating, it's negative in the sim i just linked and has been only slightly positive at best
So I experimented with restructuring and had some pretty good results
Mostly I think the AoE rules were still only really a gain due to timing, because they were a loss on sustained 2T/3T/etc.
It wasn't worth avoiding rerolling on sustained counts until like 5+
So I integrated the timing rules into the reroll conditions themselves and I think it worked out a bit better
Interesting
Performance seems to be comparable to yours and sometimes a little higher for some builds
It was also a small gain for KiR setups
Still working on cleaning it up literally right now so apologies if this doesn't play nice but something like this
# Roll the Bones Reroll Conditions
actions+=/variable,name=rtb_reroll,if=!talent.hidden_opportunity,value=rtb_buffs<2&(!buff.broadside.up&(!talent.fan_the_hammer|!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)
actions+=/variable,name=rtb_reroll,if=!talent.hidden_opportunity&(talent.keep_it_rolling|talent.count_the_odds),value=variable.rtb_reroll|((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))
actions+=/variable,name=rtb_reroll,if=talent.hidden_opportunity,value=!rtb_buffs.will_lose.skull_and_crossbones&(rtb_buffs.will_lose-rtb_buffs.will_lose.grand_melee)<2+buff.loaded_dice.up
actions+=/variable,name=rtb_reroll,op=reset,if=!(raid_event.adds.remains>12|raid_event.adds.up&(raid_event.adds.in-raid_event.adds.remains)<6|target.time_to_die>12)|fight_remains<12
I'll add some comments shortly but basically just merged in the KiR line into a single variable to clean things up
Added the HO specific line
And then added a generic "no reroll" condition that was a variant on the TTD checks you had put in previously
The 12s threshold seemed a bit better testing on things like 20s/40s ST sims as well
Yeah, looks good. And probably nice to have it all in one place
(Which are dumb, but actually kinda useful for this particular test lol)
Yeah I think this makes it a little easier to keep track of what is going on
Already pretty hard to follow the apl sometimes
I changed the setup of the Blade Rush line slightly just for readability but your changes seemed good there
actions.cds+=/blade_rush,if=variable.blade_flurry_sync&!buff.dreadblades.up&(energy.base_time_to_max>4+stealthed.rogue-spell_targets%3)
Since Stealthed.Rogue includes both Subterfuge and Shadow Dance seemed a little easier this way
Was neutral in all my tests anyhow
Re-positioning and logic seems good
Wanted br to go off before stealth cds
Yeah moving it up seemed solid
And then I felt I had to move AR as well
AR moving also seemed good
Gonna hold on the fake precombat stuff for now
Since I'm still having some discussions about potentially trying to fix the core SimC bug
I haven't tested but it's probably nice to do br before dance
Also nightly I fixed the issue that was causing DungeonSlice to get raid buffs so that may impact your testing somewhat
The thing that stopped the apl from fully executing? Seemed like it stopped on the stealth line or something
SimC isn't running call_action_list or run_action_list with no targets due to an arcane bug that's existed forever and nobody noticed
Ah that's what it was
Technically it's an easy fix
Good find
But may have funny side-effects so want to chat with the other devs first
Noticed that doing bf without a valid target stopped the apl from executing at all until a valid target comes up
So here's where I've gotten so far:
ST: https://www.raidbots.com/simbot/report/oacLVTYCkowa5kncQ9fejb
DS: https://www.raidbots.com/simbot/report/cuzn6yUjRUj351X25LNyNN
HAC: https://www.raidbots.com/simbot/report/riQTM6k8rdgmP9xJHDuRXy
I know the out of combat stuff is noticeable so hopefully can get that in soon
I'll take a look later, have to focus on something else for a while
For DS it's about halfway there, obviously missing the out of combat stuff so that's part of it and may still need some more reroll tweaks
But does work a fair bit better in HAC. In ST it should be roughly the same.
For KiR the DS gains are about the same right now since even though it's missing the out of combat stuff it gained a bit from merging the TTD rules
Haha fair enough. Thanks again for all your work on this, has been great!
I'll be back at it later today, just need to do some actual skiing on this ski trip as well
haha better skiing than simming 😄
actions+=/variable,name=rtb_reroll,op=reset,if=!(raid_event.adds.remains>12|raid_event.adds.up&(raid_event.adds.in-raid_event.adds.remains)<6|target.time_to_die>12)|fight_remains<12
I'm not sure about this overlap condition. It will reroll at the end of the pack even if there will be a gap where we could reroll for "free". Are those few extra potential seconds of rtb uptime really worth it?
raid_event.adds.in-raid_event.adds.remains<0, makes more sense in my head. It will probably only show as a gain together with the fake precombat stuff though
I rebased my remaining stuff on top of your integrated stuff, but it didn't quite add up. Found some issues with the timing changes you pushed. Main thing is this line:
actions.cds+=/roll_the_bones,if=buff.dreadblades.down&(rtb_buffs.total=0|variable.rtb_reroll)
The rtb_buffs.total thing ruins your reset of the rtb_reroll variable
Also think this version of the reset is more correct and easier to read
actions+=/variable,name=rtb_reroll,op=reset,if=raid_event.adds.remains<12&(!raid_event.adds.in<12|raid_event.adds.in>raid_event.adds.remains)&target.time_to_die<12|fight_remains<12
My timing thing wasn’t really intended to stop buff down rolls, just rerolls
The DPS delta is gonna be quite a bit different for buff down cases
For ds changing those two things has a pretty big impact
Think you would want different timing thresholds to check for raw rolls
The DPS delta is gonna be at least double in most of those cases
The reroll condition already covers raw rolls mostly
Maybe different reset condition though?
Don't reroll last 12, don't roll last 6 or something
Quite possible there is a check that would make sense yeah just mentioning that it’s kinda intentional I only put it on the reroll case currently since that’s the only one I specifically tested.
Anyway, by changing those lines and readding my aoe specific reroll condition for ho on target count above 4 i can match the old all the stuff apl
Or well, the prepack roll stuff too
I think it's often nice to hold rtb for next pack, you sacrifice some uptime at the end of one pack, but you reroll the gcd before next which is probably worth a lot
I'll send a link soon with my rebased stuff
Stuck in vault sim queue though. I should really just pay for raidbots premium with the amount I use their service
But you could be right with that stuff in there that checking for no gap between waves would make sense. But without the prepull stuff this was like 0.2% better to allow small gaps.
But that makes sense to me until that is added.
Yeah, it makes sense that allowing small gaps is better if the sim never rerolls between packs
https://www.raidbots.com/simbot/report/8SaMR8hGsvasHwzaoV61zC
Still missing 0.1% that I'm not sure where it disappeared, but most of it is still there.
Renabled all the buffs. Not really sure what buffs we should sim ds with now. Everything is a bit unrealistic but so is nothing
Didn't seem to affect the relative increases anyway
I mean I think no buffs is probably more applicable in most cases than otherwise since at best you'll get like 1 per key but probably the average case is maybe Battle Shout since Prot Warrior is so common as a tank atm
WFT is definitely rather uncommon right now for me anyway in keys
Wft should be disabled for sure
Battle shout, motw, bloodlust is reasonable to have enabled probably
Lord forbid we get a rotation change that depends on what party buffs you do or dont have
Let's avoid exploring that hehe
lol
WFT is the most likely to do that I assume since it changes actual ability usage
@potent ferry been reading your stuff this last week. Dope stuff
thanks for improving our dps
I can't take credit for all of those improvements. Zac did a lot of the work on the between packs stuff and koji did most of the work on the reroll logic.
Unless I’m blind, are there any energy conditions surrounding vanish with subterfuge? Bc at some energy levels, it is obvious that you cannot fit all ambushes you can within window and may have to br instead for example.
Have experimented with adding them in the past without any notable improvement
Maybe we should pool energy before vanish
Right now it looks like if we are low on energy we'll just skip vanish, but if sd is not on cd we'll probably hit that instead
no there is a condition to not use dance when vanish is off cd
Right
I tried playing a bit with pooling conditions but could never get something to work
even got small losses in some situations
So we ummm ss or something instead
yeah its a bit strange, but I also dont think this happen a lot
We pool energy for ambush for less than 3 sec during a ds
So we are not low on energy very often
Maybe some rule to encourage BR before vanish with subterfuge and dance would make sense
yep altough moving the br line up already helped with that
That would mostly be to avoid having to waste dance/subt gcds though
Kind of tricky to make a good condition for that I think
Vanish/sd rules are pretty complex
Don't want to duplicate them for br
Maybe hold vanish/sd if br cd < x and energy<y
not convinced by this tho, dance and vanish rules are already very strict idk If we can afford them being even more restricted
Can try to add pooling for vanish I guess
would the new blade rush logic (blade rushing at low energy in dance) also be beneficial as space to roll the bones if possible in low energy in dance when blade rush is down. Currently the faqs state not to reroll at all in dance/sub
Apl does reroll in dance/sub atm
But it seems to be a gain to avoid doing that in aoe. The low energy idea is nice though
Not just in dance/subt
Since we pool for energy for a total of 3 ish seconds during a ds. Might as well use those for rerolls somehow
Need some condition that stops rerolls when we have energy though so we have something to loosen when we run out
I tried this like a week or two ago and never managed to get it beyond neutral
Still might be something that is possible but hard to say
Like we generally don't run out of energy except if we get bad proc RNG after the fact so it's hard to really predict that
As long as we are getting Opportunity procs we won't run out of Energy unless we just get mega unlucky with Fatal Flouish
Yes I haven't had much luck either
And the real problem is just standing around waiting is very inefficient since we don't gain a lot of energy just from standing AAing
So much of our energy gen is just feedback loop activity-based
But I assume this is why you moving Blade Rush above the Stealth CDs showed some positive improvement
It probably is injecting in cases that normally would be low Energy Stealths
I'll try removing the energy condition from ambush condition instead
That was one of the reasons yeah
But also to avoid using br in subt or dance
I feel like dslice pulls aren't long enough to see serious energy starvation downtime in the sims; you need to be unlucky for it to happen, but once it happens, undoing it can be rough without just... awkwardly waiting. Since once you're starved, you stop efficiently reducing AR CD and are basically waiting for procs or BR to save you. At least this week in m+, I've had chain pulls that were multiple minutes long, and without that out of combat reset for energy gain, it can get rough if you roll bad buffs repeatedly. Like, when you're proc bouncing with AR up, you're usually great, but the moment you deplete that energy bar with only grand melee up, you're just stuck for a bit
I mean if it was about length it would happen in ST sims as well
Maybe it is a bit late to reply to this. For some reason, BT is somehow strong for HO build as I suggested here: #tc-research message. I did similar "rtb=single buff" sims for HO and that's why I put the BT condition in early tryouts reroll conditions. I've modeled normal and HO output myself. It shows normal (non-HO) build gives a hyperbola of f(x)=B+A/(x+C), while HO build gives a hyperbola of f(x)=B-A/x (where x is time/executing gcds). From HO build's hyperbola of f(x)=B-A/(x+C), its output is increasingly approaching its asymptote along with gcds. Therefore, more energy for this build can promote its damage output considering in practice we dont have endless energy so that each second is an executing gcd.
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Hi Koji, is this with ghost or BR?
Sadly I don't remember, I ran a bunch of these. I think it was the non-ST build though. So BR.
BT is going to be better at lower gear levels as well
Even with the same build it's much worse on the T29 profile than my gear from last week for example
Hmm, how often is the apl called? Got significantly better results on the pre pull rtb stuff with raid_events.adds.in<=1.5 compared to raid_events.adds.in<=1
From my model, i think the extra energy makes it more smoothly or quickly gets into HO output curve's prime interval.
The answer to this question is complicated since the polling interval depends on various things like energy/usability/etc.
In this case we're talking prepull stuff which means no active targets
The polling interval may be reduced in this case
Yeah looks like it is
I'd need to look specifically at the code for polling scheduling when no targets are active
Let me get back to you 😄
I was hunting for the issue that made us miss to roll just before pull sometimes that I've seen in sample sequences
Changing those prepull timings to be a bit more loose fixed it and gave around 0.2%
Might also impact the ideal timers for avoiding rtb at the end of a pull
Regarding BT, it does show up pretty high on HO ST, but I think it was a bit lower in sustained aoe. Let me check
Here is a run I did a while ago for ho dance 8 targets
https://www.raidbots.com/simbot/report/94ET9UrTozdwZwb9xKVRvL/simc
I didn't bother disabling ld for the outlaw profile like Koji usually does though
There are three combos of 2 buffs that are really bad, and RP is a bit stronger than in ST iirc
Keeping single RP is around where the threshold seemed to be
Ready trigger looking at it when no targets around would depend almost completely on relevant events happening
e.g. energy/buffs dropping/etc.
Could sometimes probably be as much as 0.8s or so looking at some logs
Also I don't totally know how Blade Flurry handles having no target
I'd need to debug that more as well
Maybe make the restealth allowed variable visible to the apl instead
How do you mean? Or what specifically are you referring to?
There is some variable in sc_rogue that is checked to see if you can restealth
I think more to the point, Blade Flurry needs to have some modal functionality for when there are no targets
Can't access it from the apl, but could use that instead of bf targets =0
Or just make sure bf really ignores invuln targets completely, but it seems to do that already
It does but probably messes with the stealth state
Yeah, i could not get the sim to restealth after bf on no targets
Yeah I'm sure I know why that is, just may be a little tricky to fix it
Not sure it will be a gain to pre bf anyway, but I want to try
I did some work to avoid aoe specific reroll condition btw
Instead I added an aoe specific reset condition with some extra stuff like pandemic check
It's pretty close in performance
Something like
actions+=/variable,name=rtb_reroll,op=reset,if=spell_targets.blade_flurry>=4&(raid_event.adds.remains<15&(!raid_event.adds.in<15|raid_event.adds.in>raid_event.adds.remains)&target.time_to_die<15|fight_remains<15|(buff.roll_the_bones.remains>10|buff.loaded_dice.down&cooldown.adrenaline_rush.remains<15)||energy>=50&(buff.subterfuge.up|buff.shadow_dance.up))
Can probably be simplified further
I'm not sure how I can check true pandemic here, not sure refreshable works when there is no spell associated. But maybe it does if the variable is only used in conditions for rtb
Technically refreshable is only for dots, the SnD support is a custom expression on the SnD action I put in
I don't think it would do anything no
I'm gonna spend some more time on this to make sure all those conditions are really relevant
You'd just have to hard-code like buff.roll_the_bones.up&buff.roll_the_bones.remains<10 or w/e
Yeah i did that
It's the reverse here since it's a reset condition, but still
About 1.5% worth of gains left on top of current baseline
https://www.raidbots.com/simbot/report/ixMsS3agFukhFfuk1WkHcK
Maybe a bit more if I find a few more tweaks
Not going to check this in until tomorrow since it's rather late but think I got that working at least
Cool!
It's clear that the apl is not called frequently enough when there are no vulnerable enemies to be able to have conditions that roll exactly one gcd before adds. I had to start already 2-2.5 seconds before adds to be sure we roll one gcd before adds pop up
https://www.raidbots.com/simbot/report/1hMnzWDdf21PAn4uLWgJNY
do we know if the spiteful storm trinket is viable now with the buffs?
i don't know about the other specs, but i wrote about it in the pins of #outlaw, there are a few undocumented changes to its proc rate which i believe are not supported in raidbots just yet
okay ty solo!
Hey, was reading simc apl for assasination and wondering what is pmultiplier and how is it calculated ?
it is used to see if a bleed is empowered
oh
like e.g. the 50% empowerment on garrote
so if you see a line with dot.garrote.pmultiplier<=1, it just checks if it is a regular rupture/garrote
thanks a lot, now I am checking what can cause empowerment
breaking stealth with Improved Garrote, Master Assassin, Septic Wounds
, Elaborate Planning, Zoldyck Recipe,
May be in some extent scent of blood bc it increass agility
The only thing that increases the pmultiplier is stealth garrotes atm
Exsanguinate is handled in a different case
OK, in that case why pmultiplier is used for rupture ?
Ah true! Maybe it does handle exsang as well then
The other things you mentioned don’t actually apply to the bleeds themselves cause they don’t snapshot, so those for sure don’t work
thx
would that not be for a nightstalker condition?
Nightstalker doesn’t work on bleeds anymore but I guess it could be a hold-over we missed when cleaning up the APL going into this expac
I left it in "just in case" for now but yeah it's kinda dead now.
Technically SimC code supports pmultipliers on all the DoTs so there's not a major harm in leaving it in there I don't think
yeh I try to avoid thinking about nightstalker as much as possible
didn't even consider it

Always possible some Rupture pmultiplier reappears someday. I kinda hope it does because I like the mechanic but probably not. 😛
i did use it for some tests, but the finality condition is only relevant on single target and hence it was not needed for it.
Can't quite make it significantly positive
There is probably some interaction I'm missing that could make it positive, maybe something with tier set
Had to change to call_action_list instead of run_action_list and add pooling for dispatch to reach neutral
I guess we slipped through to pistol shot with low energy without the pooling
New question will_lose_exsanguinate its purpose is to check if we will replace a dot empowered by exsanguinate ?
I realize this is just a single sample from the Sims but how often does the sim use Vanish during a Shadow dance window?
Yes
I was doing some testing earlier when I noticed that the 50% damage buff from attacking from stealth isn't applying. Left wihtout stealth right with it. I got a diffrence of about ~30 damage on average, which seems low considering one was supposed to have the 50% dmg buff 🤔
All tests were done without gear (except for unenchanted weapons) and damage buffs
Yeah that tooltip is fake
Nightstalker is 8% now if talented, but the 8% also does nothing because bugged
Really? I'm new to Rogue this expansion 😅 is this a well known fact among veteran Rogue players?
it's just a random thing no big deal
just never trust tooltips
bugs are part of the game, it did previously incorrectly apply the 50% or 12% damage buff (depending on spec), we now just wait for bugs to fixed. The bug is also in simulationcraft, even tho we just added it very recently.
the commit for it:
https://github.com/simulationcraft/simc/commit/78289f4a793400b9db740496f12a6e7bad18c3ec
Does anybody know if in the APL for SnD here actions.finish+=/slice_and_dice,if=buff.slice_and_dice.remains<fight_remains&refreshable&(!talent.swift_slasher|combo_points>=cp_max_spend) there is a way to add condition that it check if our SnD is already around 1 min duration and it skips recasting it?
Isnt recasting it when we already have long SnD a wasted GCD?
Perhaps the refreshable variable can be changed to static times, say 60sec? Would that be possible?
Sorry what does "under pandemic" means?
!pd
Pandemic takes up to 30% of the duration of a applied dot/buff and adds it to your new applied one. The duration depends on the new instance.
Example: Garrote (18 sec) can be extended by up to 5.4 seconds from an existing instance.
Note: Pandemic applies to most but not all debuffs/buffs
well thats exactly what refreshable does tho
idk the exact pandemic timer for snd
but it will refresh under it
you also cant even cast snd if its over 1 min or something
I believe it already accounts for this and if you look at a sample actions list, it only refreshed pandemic range and if the fight length is greater than remaining time
I am not sure if this is true, Ive ended up multiple times with 20min SnD at the end of the dungeon
unless thats weakaura bug
he's saying it doesn't let you cast it because "a better buff is already active"
i think you can if it's 55 or something though i'm not sure
Oh I see my bad, sorry my english sometimes I missunderstand

i think it lets you cast it though cause pandemic + 7 points ?
just hitting a dummy at 52s it lets me cast it at 7CP
Yeah I just went to test as well, can confirm
That's fine then, I was under the impression we always cast SnD under the current APL conditions but it only does it if it hits 52sec or less
Rest of the time it just gets increased by the passive automatically
no, refreshable means it will only cast under pandemic timer
52s would be when you can actually press it
but you would waste a lot doing that
I see! Is there a way to find the pandemic timer for SnD somewhere?
we just press under pandemic which is 52s * 0.3 = 15.6 seconds
30% of whats on the tooltip
so if you cast it at 7 cp pandemic will be 30% of 52s?
(idk if 52s is the exact number)
Yes that makes sense, thank you
anyone have an idea of how to alter apl to only ST at max combo points during SD, but leave existing finisher logic in APL (deficit<=2 when talented in stratagem, cold blood)
this is what I went with
actions.finish+=/secret_technique,if=buff.shadow_dance.up&(buff.danse_macabre.stack>=3|!talent.danse_macabre)&(!talent.cold_blood|cooldown.cold_blood.remains>buff.shadow_dance.remains-2)&combo_points.deficit=0
that should work
but probably won't get you to what you want to do
the change (this)
- actions.finish+=/secret_technique,if=buff.shadow_dance.up&(buff.danse_macabre.stack>=3|!talent.danse_macabre)
+ actions.finish+=/secret_technique,if=buff.shadow_dance.up&(buff.danse_macabre.stack>=3|!talent.danse_macabre)&combo_points.deficit<=0```will only use Secret on 7 cp (with the default build)
but i assume your idea is to use another builder instead of a finisher if secret is up and you end up on 5 or 6 combo points
correct. and for more optimization, gloomblade specifically with 5
you can re-use part of the logic of the secret condition to achive this
Gb should be used on 5
If you look at the Gloomblade condition(s):yaml actions.stealthed+=/variable,name=gloomblade_condition,value=buff.danse_macabre.stack<5&(combo_points.deficit=2|combo_points.deficit=3)&(buff.premeditation.up|effective_combo_points<7)&(spell_targets.shuriken_storm<=8|talent.lingering_shadow) actions.stealthed+=/shuriken_storm,if=variable.gloomblade_condition&buff.silent_storm.up&!debuff.find_weakness.remains&talent.improved_shuriken_storm.enabled actions.stealthed+=/gloomblade,if=variable.gloomblade_condition actions.stealthed+=/backstab,if=variable.gloomblade_condition&talent.danse_macabre&buff.danse_macabre.stack<=2&spell_targets.shuriken_storm<=2
combo_points.deficit=2 means 5 combo points with deeper dagger talented
yeah, that should evaluate true
buff.danse_macabre.stack<5 shoult usually not lead to a issue
given that you:
Shadow dance (1)
Gloomblade(2)
eviscerate(3)
Shadowstrike(4)
--- Still end up below 5 stacks here
even when the sim uses storm first you end up on 4 stacks, what would make this trigger
so, i'm seeing a very marginal increase in DPS running deficit<=1 on ST, basically ignoring the talent condition for stratagem
88,124 with 1 deficit, 88,097 with 2 due to talent condition
moment
maybe what you want to do is simply
something like this, ill run a sim in a sec
- actions.stealthed+=/call_action_list,name=finish,if=combo_points.deficit<=1+(talent.seal_fate|talent.deeper_stratagem|talent.secret_stratagem)
+actions.stealthed+=/call_action_list,name=finish,if=combo_points.deficit<=1
+(talent.seal_fate|talent.deeper_stratagem|talent.secret_stratagem&!cooldown.secret_technique.ready)```
oh, thats much more elegant
finish on 6+ is
actions.stealthed+=/call_action_list,name=finish,if=combo_points.deficit<=1
yeah, margin of error here, but it is consistently better on my sims
the sim was run with 100k iterations, to lower target error
well, at very least, its enough data for me to stop ST at 5 combo points and only 6+
what did you change in the line, i assumed the above did represent your change
yes, I changed what you suggested
ah perfect
much more effective in stealth condition
and what i mean by that, its where it makes sense
so I've found with double on-use, or at least using manic grieftorch or I believe algeth'ar puzzle box (the channeled ones) second, I can't actually use them until roughly 28 seconds after my first trinket instead of 20. However if I do a sim with it as my second on use behind windscar whetstone, it'll use it at 22 seconds which isn't actually possible in game
Yeah its a known issue. Not sure if intended or not. It adds the duration of the first on use on top of the ICD. If your first on use is 6s its effectively 20+6s ICD for example.
very neat
yeah this is bugged/undocumented in-game behavior
Even the UI is bugged in-game
Since it only shows a 20s shared CD and the second trinket will show as usable, but will not actually become usable until 26s.
Probably will be added to sims if it stays in the game much longer
I've just been personally opening with torch instead of whetstone for that reason though
Totally not because I'm hoping someone in my guild dies early
You can control your own destiny on certain fights 
That explains so much lmao, thank you
Is there a condition to force no stealth? Wanna test worst case no restealths in dslice
Just remove the stealth line at the beginning of the APL
^ either remove or put a # to comment it out
You also have to remove the + and / on the following line (should be kick), otherwise you get errors
actions=kick
you have to edit the APL (action priority list, aka the rotation your sim uses) to stop it from using stealth.
they can be found here (this link is for sub)https://github.com/simulationcraft/simc/blob/dragonflight/engine/class_modules/apl/rogue/subtlety_df.simc
remove these lines in the action list:
actions.precombat+=/stealth
and
actions=stealth
change actions+=/kick to actions=kick (it's now the first action in its action list)
now go to raidbots advanced sim and follow this:
copy=remove stealth
# paste entire edited APL here```
example result: <https://www.raidbots.com/simbot/report/gjYhsB1cMjyqBvKJ5wzTNf>
tyvm
is it just me oris the sim not accounting that puzzle box has a 2s cast?
Ive been stuck with this trinket for a while now, and just kept it over other things cause sim said it was better but not im not sure as its counting it using 0 gcds instead of 2
It’s not really 2 GCDs in game because you can start it mid GCD and it is hasted. But the sim implementation is not perfect right now in the core.
It’s a known issue that is being looked at. But it’s also not super major.
i dont think any APLs play around it so it is undersimming in that regard
I hate that its 20 ilvls up on any other trinket Ive gotten this tier
e.g. outlaw might use it prepull, recast outside of adr, maybe blade rush logic changes with it active etc
ye I pop in stealth pre pull so I guess it costs no gcds but I love like 2s uptime or I cast it after my adren and lose 2s adren
and then cast is when pooling energy
Ideally you will start casting it during GCD which means since it’s hasted basically the result is sims have it like 0.4 or 0.5s too fast. But that isn’t gonna change the results much.
Obligatory
I wish I had grieftorch
torch is great, but its helped massively by its linear scaling on ilvl. i have controlled current technique and spiteful storm and the normal level drops (because trinkets don't exist in heroic for my raid team) sim higher than normal torch, which surprised me.
torch is probably better in practice since you can play around damage bonuses and optimize in a way you can't with proc trinkets, but worth noting
forgive me if this is a dumb question, but i have tried looking through pins - what settings are best to sim m+ for outlaw on raidbots?
dungeonslice
i might be dumb but what does this mean, the spec aura thing Outlaw Rogue Outlaw Rogue (Spec Aura)
Decreases damage/healing by 3%: Ambush, Blade Flurry, Blade Rush, Deadly Poison, Death from Above, Eviscerate, Gloomblade, Instant Poison, Internal Bleeding, Killing Spree, Main Gauche, Mastery: Main Gauche, Mind-Numbing Poison, Opportunity, Poison Bomb, Secret Technique, Shiv, Sinister Strike, System Shock, Wound Poison
Decreases periodic damage/healing by 3%: Ambush, Blade Flurry, Blade Rush, Deadly Poison, Death from Above, Eviscerate, Gloomblade, Instant Poison, Internal Bleeding, Killing Spree, Main Gauche, Mastery: Main Gauche, Mind-Numbing Poison, Opportunity, Poison Bomb, Secret Technique, Shiv, Sinister Strike, System Shock, Wound Poison
it's part of how blizz balances how much damage your spec does. there are hidden "auras" that blizz can tweak that affect the damage of all those skills. so when tuning says "all ability damage increased by %" they are usually adjusting this aura value
So this is a flat out 3% dmg decrease?
yeah for all those skills
Rip :S seems like outlaw is getting hammered right now
This 3% aura nerf is from several weeks ago
so its live rn?
Yes been live since mythic week 2
ezpz ty
i was bored and wanted to see how important restealths are for outlaw, so i took pre-combat stealth and restealth out of the apl, and it was a gain for KiR
https://www.raidbots.com/simbot/report/xcLwDusd5A2wnTFsixtLBc
so i thought i must've mixed stuff up with all the profiles going on, but i ran it again with just 1 copy, and double checked the HTML and everything seemed to be working correctly, and not stealthing was a 0.6% gain lol
https://www.raidbots.com/simbot/report/pE4eFNZKN31ns25Cmkfsdp
so im curious if anyone has any ideas why it would work out like that
Just as context, dungeonslice normally has re-stealths and downtime between packs. There's been a lot of work from @knotty oriole behind the scenes to make that stuff better and allow for casts between packs/movement recently. This might be a weird side-effect of some of those changes, or an APL issue that has sprung up in relation to some of those things.
At first I thought that you removing stealths removed the movement/downtime, but it doesn't seem like it did. It also still stealths, so I'm not quite sure what went wrong here if I'm honest. Maybe @half karma or @finite sparrow can find the issue, I'm not well versed in the outlaw specific stuff.
mm HO dungeon was with stealth
I see
or if u look at the buffs section below that, stealth is at 0 sec, 0% uptime vs 15% uptime on the other ones
It’s not really a gain so much as just not doing anything from Steath in particular since you’re mostly Stealthing at finishing CP so it’s just changing the order of globals slightly for BF/BtE
Can see you only have like 3 Ambushes in the Stealth profile with that build so the difference is minimal
yea
i was curious if it was just because ambush is bad, so i changed ambush to SS on the stealth list
DS sims can be a little sensitive to timing/cast ordering but that’s mostly inconsequential in this case probably and somewhat random.
But this may change in the future a little bit when we add the between pull casts of like SnD or RtB
ok ic, yeah i mean it's not really important since we already know like, stealth is nice but not that important
was just curious
I think it’s mostly just a difference of ordering. Without Stealth you’ll open with BF into BtE and this probably marginally beats Dispatch into BF sometimes.
oo ic
Depending on the pull length
But yeah we can look at it a little bit more. I’ll double check nothing is amiss.
i ran it again and just changed the BF out of stealth line
actions.stealth=blade_flurry,if=~~talent.subterfuge&talent.hidden_opportunity&~~spell_targets>=2&!buff.blade_flurry.up
and that seems to be what caused the gain lol
so probably not much weird going on with the stealthing in the sims i'm guessing
I mean outlaw gains from stealth are... minor? Better buff odds with cto? Slightly more cp efficient opener w/ambush? Better haste uptime with HO builds? (Lol haste) Anything we get is probably dwarfed just by better bf uptime on multitarget. Good news for spiteful week, tbh, since you'll probably almost never get a restealth. Might be able to get both tho - bf at 3s prepull (while out of range), stealth, adren (if improved), rtb, slice (if combo points available), then open with ambush/dispatch as appropriate is actually my opener irl; jiggering the sim to do it in dslice would probably help, like what is being worked on for rtb between pulls.
funny enough, ambush is just a bad builder. I've been looking at ways to make subterfuge work better with KiR and i noticed on sims it was casting SS during subterfuge, so I changed it to prio ambush just above SS during subterfuge and it's a loss lol
Ambush without either HO or FW is probably just not worth pressing?
Maybe only to build up a fat kir
Hey, what kind of value is effective_combo_points for what I understand it is related to anima charged cp.
It is a boolean like 'Is my current cp charged ?'
It is a number for the biggest charger cp ?
Not sure what it mean with this kind of use :
effective_combo_points>=cp_max_spend
effective_combo_points>combo_points
It evaluates to 7 if you are currently on an animacp
thx, also also wondering what represent time_to_sht.x.plus it seems to represent time untill next Shuriken Tornado to proc but not sure about x part
time_to_sht is for shadow technique procs
it is used in the subtlety apl quite a bit to optimize ER
ahh was totally wrong so, but it is actually possible to anticipate Shadow Techniques ?
yes
ok just read it on wowhead first two auto cannot make it proc, third auto attack 50% chance and fourth guaranted
Some more timing optimizations for DS.
https://www.raidbots.com/simbot/report/1wgN6TiVdfUtN33sSJnmZs
Basically, hold AR if there is less than 13 sec left of the pull and downtime between this pull and next is >7 sec. So waste at most 7 sec of the ar duration. Nothing new really except maybe what the optimal number is
Also holding bte with 6 or less seconds left of the pack seems like a gain. But there I think morec work can be done. Can we force the sim to switch to the highest hp target before doing bte for example?
Note that the hold cds stuff is on top of the tobfon baseline profile, which contains a few other timing optimizations that are not merged yet
On use trinkets with stat buffs could probably use a similar condition to the one i used for AR also
But it would have to depend on the duration of the buff to be any good probably
Full re-targeting is not something we support right now but it's something I want to look at. I added support for AA retargeting at some point but not full retargeting. It's something that should be a little more practical now that I've changed the base targeting rules of friendly abilities and such.
I'll be wrapping up the full removal of the primary target in DS sometime this week, just been testing a few more things
adrenaline_rush,precombat_seconds=3,if=talent.improved_adrenaline_rush this will only cast AR if improved AR is talented ye?
yes
talent.name.enabled or talent.name
both is fine (i prefere the simpler version)
Hm weird, I've removed if=talent.improved_adrenaline_rush as well as precombat_seconds=3 but it still prioritizes ambush
Thats for precombat stuff
Sorry I should've mentioned I am using Hekili as a helper, and even with the changes from above it still tells me to cast ambush
Rather than AR
When stealthed and about to open
The whole line is this:
no idea how hekili works cant help you there sorry
actions.precombat+=/bottled_flayedwing_toxin
actions.precombat+=/stealth
actions.precombat+=/marked_for_death,precombat_seconds=10,if=raid_event.adds.in>25
actions.precombat+=/adrenaline_rush
actions.precombat+=/roll_the_bones,precombat_seconds=2,if=remains<3
actions.precombat+=/slice_and_dice,precombat_seconds=1,if=refreshable```
It just follows the APL
Completely misses the AR and goes into RTB + Ambush
Yeah
No worries
Hekili probably only does precombat apl if there is a pull timer or maybe not at all
The APL uses symbols and blades in opener after the first shadowstrike, and instantly after, items (including channeled items)
If you modify it to use shadow blades after the channeled item it's 0.3% gains (in my case with grieftorch), probably more for stuff like puzzle box
I guess you could also apply this to Symbols
For some more gains
puzzle box is used pre combat, but i am fairly certain similar rules can apply during combat
Some very niche optimizations that should make it soon into the default sim:
Subtlety changes - part 1:
Shuriken storm cleanup:```diff
- actions.stealthed+=/shuriken_storm,if=variable.gloomblade_condition&buff.silent_storm.up&!debuff.find_weakness.remains
- actions.stealthed+=/shuriken_storm,if=variable.gloomblade_condition&buff.silent_storm.up&!debuff.find_weakness.remains&talent.improved_shuriken_storm.enabled
Small cleanup for talent combos without improved shuriken storm. **Trinket optimization, pre pull use:**diff - actions.precombat+=/variable,name=algethar_puzzle_box_precombat_cast,value=3
- actions.precombat+=/use_item,name=algethar_puzzle_box
Pre combat use for puzzle box **Two target cleave improvements:**diff
- actions.build=shuriken_storm,if=spell_targets>=2+(buff.lingering_shadow.up|buff.perforated_veins.up)
- actions.build=shuriken_storm,if=spell_targets>=2+(buff.lingering_shadow.remains>=6|buff.perforated_veins.up)
keep using Glomblade on two targets with more than 6 seconds of lingering remaining __**Shb optimization for DS & Sepsis**__diff
- actions.cds+=/shadow_blades,if=variable.snd_condition&combo_points.deficit>=2
- actions.cds+=/shadow_blades,if=variable.snd_condition&combo_points.deficit>=2&target.time_to_die>=10&(dot.sepsis.ticking|cooldown.sepsis.remains<=8|!talent.sepsis)|fight_remains<=20```Better handling of Shadowblades in Dungeon Slice and with Sepsis.
Subtlety changes - Part 2:
Rotten improvement```diff
- +actions.stealth_cds+=/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
- actions.stealth_cds+=/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&!buff.the_rotten.up
- actions+=/call_action_list,name=finish,if=combo_points.deficit<=1|fight_remains<=1&variable.effective_combo_points>=3
- actions+=/call_action_list,name=finish,if=combo_points.deficit<=1+buff.the_rotten.up|fight_remains<=1&variable.effective_combo_points>=3
**Small improvement for vanish in aoe**
```diff
- actions.stealth_cds+=/vanish,if=(!talent.danse_macabre|spell_targets.shuriken_storm>=3)&!variable.shd_threshold&combo_points.deficit>1
+ actions.stealth_cds+=/vanish,if=(!talent.danse_macabre|spell_targets.shuriken_storm>=3&!buff.silent_storm.up)&!variable.shd_threshold&combo_points.deficit>1```Does prevent the use of Vanish when silent storm is up.
**Small improvement to Cold blood handling**
thanks to `Kojiyama#4176`.
```diff
- actions.finish+=/secret_technique,if=buff.shadow_dance.up&(buff.danse_macabre.stack>=3|!talent.danse_macabre)
+ actions.finish+=/secret_technique,if=buff.shadow_dance.up&(buff.danse_macabre.stack>=3|!talent.danse_macabre)&(!talent.cold_blood|cooldown.cold_blood.remains>buff.shadow_dance.remains-2)```
Secret Techniques can be used as 3rd instead of 2nd finisher if cold blood is not up initially.
Updated apl with the changes:
-- IMPORTANT: KEEP THE CHANNEL TO THEORYCRAFTING TOPICS! --```
This means simulations, mathematical models, ideas and observations are welcome.
For APL change it is advised to provide the changed line(s) to make the result easy to test/reproduce.
Ideas or bug reports are usually best to come with media that support/explain it (logs, screenshots, videos).
THE CHANNEL IS HEAVY MODERATED, SO KEEP REGULAR DISCUSSIONS TO THE SPEC CHANNELS!
^ just to mention it, dps impact of the apl change will be fairly low usually, the changes are mostly very niche.
tc-subtlety
tc-outlaw
tc-assassination
Theorycrafting Threads:
To allow for a more specific discussion focus, we introduce spec-specific Threads!
Assassination: #1065730164077645916
Outlaw: #1065730004920586350
Subtlety: #1065728795455266888
^ Feel free to join and contribute.
will we have new rotation tweaks etc in faq on wednesday?
there will be a 10.0.5 update to all 3, i do plan to add new rotational tweaks for #subtlety-faq if rleevant
not really going to touch sub unless its hands down the best - was just curios about the rotational changes / tweaks for outlaw, but i saw your tweet and I'll do the cold blood macro thing!
if you peek in #1065730004920586350 at best there will be some finisher rule changes and more playing around the 2pc bonus. but it's all so minor they may just be unexplored changes that could have been good before the FTH nerf. you should always expect the pins/faq to be updated when things are finalized of course
oh okay, so i will have to check tc outlaw to see non finalized changes and then faq when finalized? 😄
you dont have to check the thread unless you are curious, the threads like #1065730004920586350 is where things are explored without the expectation that someone will read it and run with it before its due diligence is done
everytime I see TC updates i be like 
when we see tc updates, does it mean that they have been implemented in the APL?
yes, #tc-updates are usually for commits to simc
e.g. the subtlety one references this:
https://github.com/simulationcraft/simc/commit/813e9c45fac46f70e8dc7c69acc5d6a041127742
Updated Gear list including all catalyst pieces (without crafted gear):
When will this be live in droptimizer? Or is it live already
already live
Cheers
combo_points>=((cp_max_spend-1)<?(6-talent.summarily_dispatched))|effective_combo_points>=cp_max_spend
this line is correctly?
whats means "<?" ?
its a max operator --- x1 <? x2 --> if x1 < x2 then x2
pog ! thx @quiet hound
Relevant thing:
Fixed an issue where using Windscar Whetstone caused other on-use trinkets to remain unusable for several additional seconds past the displayed cooldown.
I believe boon also has a similar bug
I wonder if they fixed both
boon is still 30s, tested it earlier this evening
tc-outlaw-rtb-issues
I've been wanting to ask, since this issue has been boggling my mind for quite some time, is there a secret parameter or a logic that I am unaware of to the storm eaters boon? Overall whetstone seems to have a much higher dps margin on-use than boon, but boon sims much higher in simulations. Is this purely due to agility vs mastery thing? really appreciate all input on this since I have been pulling all-nighters on excel to figure this out
Boon is uncapped aoe. Whetstone just gains 15% damage per additional target up to 60%
The rest is tied to agi vs mastery as you suspected
this is what I was looking for, thank you
Np
Is the dance trinket with jetscale devalued by running a 2nd on-use trinket? Sims say the trinket can be used 4 times with Ace over a 5 minute fight. Best I've got so far is 3 after several tests and more often than not it's 2 uses with Ace.
as far as i understand sim performance can only be reached by jumping while dmd is on cd/lockout as that shuffles it for some reason -> you can have ace up right when dmd becomes ready
Thanks for the info - I can confirm that behavior now
Looks like Lariat is not simming with the full 12s it should give, only 10s
it does undersim but it still get better uptimes than i do ingame lmao
for m+ or raid?
my last terros had 33% for example
not sure if m+ uptime would be accurate but i dont have any samples atm
oh got over 40% on a council kill actually
best to check raids I think yeah, but there will be some variance obviously
I mean, it won't really change anything since everyone is already using lariat 🙂
10s average duration is due to refresh clipping
60.227 Player 'T29_Rogue_Outlaw' gains Buff elemental_lariat__empowered_frost (stacks=1) (value=-2.2250738585072014e-308)
72.227 Player 'T29_Rogue_Outlaw' loses Buff elemental_lariat__empowered_frost
Mismatch in the spell data is present due to Blizzard. 10s on the buff and 12s in the spell data on the triggering effect, which is what is used.
can it clip frost with fire for example
what's "expiry"
Natural expirations
it says average sophic devo duration is 16.5 sec
now im confused
oh it counts as a refresh for sophic but lariat counts as getting clipped
manic grieftorch is undersimming a bit as well:
it's off gcd so we can actually start it same gcd as the ambush
not sure how easy it would be to force the sim to do that though
opportunity procs dont cancel it like fth right
it should be in the sub apl, maybe not in the outlaw one i dunno
maybe we can steal the line from sub apl then
use_item,name=manic_grieftorch,use_off_gcd=1,if=gcd.remains>gcd.max-0.1,if=!stealthed.all
the extra pistol shots from fth does cancel it actually
probably also getting a proc from ambush/ss then
moment, ill test it
you could like make it not cast if you have exactly 1, 2, 4 or 5 stacks
oh i thought you were testing the proc thing canceling casts in game
I tested ps only so far, will try to get it to cancel with ss/ambush
can use the pvp talent to proc more might be easier
order seems to be whestone -> torch
in the trinekt priority
this was good enough in my test
+ actions.cds+=/use_item,name=manic_grieftorch,use_off_gcd=1,if=gcd.remains>gcd.max-0.1,if=!stealthed.all
for sims yeah, in game you want do torch first in case someone goes and resets it for you
we have to model the ps interaction though
didn't the outlaw apl have a check for no AR as well for grieftorch?
yea but I do believe its not a gain anymore
it did ye
old line was this:
use_item,name=manic_grieftorch,if=!stealthed.all&!buff.adrenaline_rush.up|fight_remains<5
moment, ill compare
without bte
why no bte check, that's weird
is there any trinket we want to use without bte
I love torch
i had a bte check in the above, but it seemed to not impact the result
well you said it uses whetstone first
btw. order of use seems to be whatever too, was just slightly ahead due to target error
lines are:
#off gcd
actions.cds+=/use_item,name=manic_grieftorch,use_off_gcd=1,if=gcd.remains>gcd.max-0.1,if=!stealthed.all
#ar sync
actions.cds+=/use_item,name=manic_grieftorch,use_off_gcd=1,if=gcd.remains>gcd.max-0.1,if=!stealthed.all&!buff.adrenaline_rush.up|fight_remains<5
#bte check
actions.cds+=/use_item,name=manic_grieftorch,use_off_gcd=1,if=gcd.remains>gcd.max-0.1,if=!stealthed.all&debuff.between_the_eyes.up|fight_remains<=5
bte seems somewhat significant at least
ar check seems to not be so we could just update the whole thing so its cleaned
I even got a pretty green number
got lucky
does the fth cancelling thing not happen in sims
I haven't been able to get it to cancel with ambush or ss
getting it to cancel with fth is very easy though
doubt that happens in sims
also not sure it is necessary to implement that, we could just add something to not torch if last gcd was ps in the apl instead if we want it to be fair
also on the topic of trinkets:
algathar pre pull seems to be quite good for outlaw too
off gcd use seems fairly whatever
this line:
+ actions.precombat+=/variable,name=algethar_puzzle_box_precombat_cast,value=3
+ actions.precombat+=/use_item,name=algethar_puzzle_box```
without fixes to simc I think it will be hard to model algethar puzzle box fairly in ds
since apl is not called often enough when there are no valid targets
the sim was for single target
but it should be good to try to sync it to between packs in DS and hold it at end of packs and that kind of stuff
algathar is still not great tho ^^ just less shit
ST isn't really the best arena for it for outlaw
true, but the off gcd use seems significant enough to be added
and shouldn't cause issues in DS
should bug report torch being cancelled by ps tbh
but it makes sense since also cp gain from fth is delayed
well wcl shows fth as actual casts
does it get cancelled by weaponmaster too then maybe
i've had it cancel on me a few times in raid tonight so maybe thats the reason
I couldn't get it to cancel from ss/ambush procs no
Can try some more, but pretty sure
odd, was in sub but it cancelled like twice on me
could have been something on my end though
could be something with gloomblade specifically
different implementation than opportunity for outlaw so it is possible
this being said that log i linked it looks like maybe i spammed too much
im dumb so dont know how to log dummies
or is it supposed to behave like this? I thought you should be able to spam abilities during the cast and it not stop the channel
are you just canceling it with a normal strike
no you have to channel it
No you cant do that
no its a channeled ability
ohhhh my b sorry guys
doing stuff stops it
you just lose 1 gcd instead of 2 if you start the channel in the ogcd
I'll try macroing it to ambush
iirc there is a macro condition to check if you are channeling
probably [nochannel] or sth similar
yeah, should add that to all skills probably when running torch
except maybe kick/stuns
lol imagine missing a stun bc you were channeling grieftorch
if the ability that goes off kills someone then it is a dps gain im just sayin
I tried ambush with torch macroed to it, procced ambush double hit but torch wasn't cancelled
being able to spam abilities during puzzlebox and them not going off but not with torch is messing with my brain. i guess its a channel vs cast things
you can use abilities during puzzlebox?
nah, but you can spam them without canceling the cast
ahh
oh well, for outlaw I'm pretty sure only fth will cancel torch
torch goes on full cd if you do that too
yea ill keep an eye out to see if WM is weird w/ sub but it looks like i just played bad
if you cancel torch due to movement it only goes on 20 sec cd I think
but you get one tick off here so it goes on full cd
I've had it canceled after dispatch now as well, very strange
Hi does anyone find sub rouge Shuriken Storm does not have dmg increase from tier 2 set bonus?
since torch is an off gcd channel, maybe we should have cancel spell queue macro for it
/cqs you mean? yea, that sounds about right. i have suggested that to others that had problems, do not own torch myself tho .. so cant really attest if it makes a difference
maybe this is a better place to ask: what exactly does stealthed.all mean/stand for in the APL?
it includes all variation of stealth
so regular stealth (the ability), vanish, shadow dance, shadowmeld, etc.
ok, so another way to read it is stealthed.any, ty
it is not always the best option tho, e.g. subterfuge has on some specs low impact and hence they might even ignore this version of stealth
subterfuge is included in stealthed.all tho, correct?
yes
(was just making sure its clear as you did not list it initially)
i did mention etc because i likely forgot something like sepsis stealth or subterfuge
yea, you are right. basically anything that would allow using any stealth ability (apart from audacity which is different)
yes because audacity and blindside are procs on abilities, not actual stealth-enabling abilities.
idk if this is the place to ask, but, is there any path to follow to start theorycrafting like you guys do?
I think @noble pendant have some sort of starter guide? https://github.com/simulationcraft/simc/wiki/TextualConfigurationInterface the simc wiki is also very good, otherwise just looking at what other people are doing/opening their sims and looking at the input
the easiest way to start is to try to do some small changes.
e.g. start to copy a profile/apl like this and modify it.
the apl in general is just a sequence of logical conditions and most of it is fairly easy to understand from the naming
the apl wiki https://github.com/simulationcraft/simc/wiki/ActionLists is also fairly useful
raidbots not working for any1 else
raidbots has problems atm:
Guys, I dont have it recorded nor anything, but I had my whelp 6/6 on ST, then missclicked on me for 5/6 ST and 1/6 crit buff...
The next day I trained it for ST and it went 6/6 which is perfect, but I'd imagine it would always train the "oldest" one
Any1 knows something?
It wouldn’t make sense if it would remove the one you are training to add a new one of the same training
it trains exactly what you tell it to.
Yeah indeed. But that's how I understood at first... my bad probably. Seems better how you said
need feedback on something I just saw: Im using Hekili ingame on a training dummy as sub and comparing the suggestions to the APL. Hekili just suggested using Cold Blood followed by Shadowstrike followed by Secret Technique.
I guess this is because run_action_list,name=stealthed always comes before call_action_list,name=finish, meaning sometimes Cold Blood will be used for a damaging ability from the stealthed action list
is that correct, and is that intended?
No, and no
The call for cold blood, and secret technique are in the same link and written in a way that they’re synced
The order of the action list shouldn’t matter I think
cold blood is in the finish list, so what list is called is irrelevant
i assume it is a slight mistake in how hekili implements the rotation
basically what i mean is, cold blood won't be use if the sim wouldn't opt to use a finisher
are you using a macro for sectech/cb or individual binds? the rotation addons can have issues with binds and macros. also make sure everything is up to date
hence that it can't use it for a builder
guess I dont really understand how the APL is processed in simulationcraft then. I thought each line would be a seperate action, after which the whole listz gets re-checked again from top to bottom to determine the next action
because it wouldn't reach the finisher sub list if it skips over them
if it suggests cold blood-strike, it is not 100% for sub
so it’s a user error
but ill go over it quickly
something mangled their config or setup.
if you look at the stealthed list, the red ones will call the finisher sub list
my addon is not up to date I just realized
the blue ones would call for strike
so in order to ask for strike, it would need to "skip" the red ones
they push updates nearly daily if you watch their github
what about the top shadowstrike line though
cold blood is in the "finish" sublist as you see here
that line only applies if you are in stealth or use vanish
yeah afaik shadow dance was up during that suggestion
that doesnt count though right?
update the addon and try again
vanish is applied after using vanish
lots of what ifs for outdated addon
im also trying to replicate before updating, but its not happening
maybe it was a one off
if an update fixed it, all fine. But also should move the discussion to a different channel
(Or hekili support)
So, Darkmoon Deck Box: Dance with Azurescale Sigil
1st, as I suspected, Blizzard preemptively fun-detected this shit
it's not always landing you on 8, but instead it chooses a random card and counts down
basically, worthless sigil
2nd, this thing tends to override the new-ish "always land on 7" feature/bug pretty consistently
i tried 6 casts of it without leaving combat/vanishing
and i didn't start at 7 a single time after the 1st cast
in conclusion, this sigil is gonna fuck up the trinket on long-ish ST fights in the very immediate here and now
but as is, it will also never be useful in the future
I tested hekili today for study reasons and could not reproduce what you reported
Perhaps that is something that the GitHub/hekili discord might help more? Idk
trinket isn't working with jetscale either
not working as intended
how so?
ngl i dont even know what's a bug and what's intended with this trinket anymore
so a list of strange behaviors for that trinket if we dont have one already
- now only shuffles in combat, which is intentional since it's in description, but we dont know if resetting shuffles from dropping combat is also intended
- now shuffle always resets after every cast for some reason, no clue if this is intentional, but it hard screws jetscale
- always resetting to 7 with the aforementioned situations -- this can be broken pretty consistently with ember and azure, @white grove and his sagescale is perma stuck on 7 tho
- right after the trinket comes off cooldown, u can cast it again right away, but for about 2~3 seconds, u don't have a card at all, and if u cast during that time you get 3 bounces instead of the lowest possible of 5. Needless to say, not worth to cast during that time, and I'm sure if this is intentional either, probably not but who knows with Blizzard.
- If you log off with the trinket equipped you also just randomly go into that state of having the cd to cast but not having a card mentioned in 4. This is def a bug, and is fixed by putting trinket off and on again every time u log in
Duke and his sagescale getting hard locked on 7 could count as a 6th bug but idk lol, wasn't me testing, will let him add if he's down to
