#tc-research
1 messages · Page 3 of 1
so might be sage specific, which probably means bug #6
small indie company moment
i kinda wish we could hear something from realz about this trinket but this shit prolly aint their priority lol
it's also not his area, so prob doesnt know
Netscape states once the ace is drawn it no long shuffles. But it’s shuffling after the ace gets drawn 😂 but it feels like each cast it shuffles but is that how it is supposed to work? If so the sims are wrong and this trinket is dead to me
yeh basically this one
jetscale is dead but trinket still not bad at all
emberscale is literally just 50% chance to land on something poggers every shuffle
So jet scale is confirmed dead or just dead on how it’s working now
it's the pvp sigil
unless u dont shuffle out of combat, but ur supposed to somehow retain shuffles between 2 packs?
Ya I used it in raids and it shuffles on the same boss. P dumb
Wasted all that gold too
Falls in with the ruby trinket too
Tho I had 360k crit but getting buffs more than shots is silly
Did you train it correctly?
I came back to this to look at it again but im getting this error now, and im not sure whats going wrong?
Looks like that paste is missing some underscores
highmountaintauren -> highmountain_tauren
voidelf -> void_elf
etc
fixed
oo thanks ^.^
is broodkeeper's barrier (diurna ring) not implemented on simc? i wanted to check uptime
Should be identical to the dps proc
Both are 2 rppm and last 6 seconds
details shows around 20% uptime (assuming shield lasts all 6s)
not sure if it's tracking it since you're not taking damage in the sim
shields like that are kinda weird
either way ~ sub 20% uptime matches 2rppm with 6s duration
ye
probably should have picked a socket instead of this but yea
what is the best sigil atm for darkmoon deck?
there are a lot of bugs around sigils, so hard to say
is there a good video/tutorial on learning how to use raidbots in an advanced manner?
thought this would be the place to ask
there is no video, but the apl wiki linked in the pins is a good starting point
@south notch thanks for looking deeper into it. I noticed this on my feral as well as my rogue (both have the heroic version) and way different secondary stats.
The 25% vs. 10% thing was some hidden hotfix at some point. This has already been fixed today when Push reported it earlier with logs.
This isn't in spell data at all and hard-coded in some script somewhere
So not something we can pull or update automatically. And isn't referenced anywhere in the tooltips either.
Not sure what you mean by the B point though
I would think A and B are basically just the same issue though? The max being lower seems like a factor of it just being a much lower bonus in SimC right?
double composite_ta_multiplier( const action_state_t* s ) const override { return generic_proc_t::composite_ta_multiplier( s ) * ( 1.0 + gathering->check_stack_value() ); }
Now the stack value will be 0.25 instead of 0.1. Meaning at cast 8 it will do 1 + (7 * .25)
Which would match your numbers above
Should be updated in the nightly tonight
Not totally sure when the 10% bonus got changed to 25%. If I were to guess, it would be when they were messing with the ICDs.
But since it's not referenced anywhere, nobody noticed
Not immediately anyway
is it updated in the nightly yet?
ty
still seems no good for sin
Spiteful storm after the update:
~ 1.5% gain for Subtlety single target.
~ 0.3% gain on Outlaw single target.
still behind on Assassination but moves from 1.6% behind bis to 0.8% behind.
It was buffed by 15% at some point i think ? Not sure if that’s what you’re talking about
what was the update if you mind me asking?
the stack scaling was changed from 10% to 25% per stack
ty
it isn't something you see in spell data, and hence it needs testing and was a change that was missed, the update adjusted it
is there a cap on how many times i can trigger diurnas ring in a period of time
eranog*
it's hasted 2ppm I believe
99% of the time if you look up the proc it will tell you the rate:
https://www.wowhead.com/spell=394452/broodkeepers-blaze
Current instance where that isn't true is primordial stones, they don't say shit about proc rate.
To answer the question, it's unhasted 2ppm, if you look at 400+ ilvl it will give you the real procs.
Interestingly most stuff at ilvl1 says hasted ppm but if you take the slider up, then back to 1 it is no longer hasted.
Dealing Fire damage has a chance to ignite your enemies, burning them for an additional 1027 damage every 2 seconds. A spell from World of Warcraft: Dragonflight.
not sure what's going on with wowhead's slider but simc assumes hasted from the data it pulls from game files
Weird, looking through some random logs it's super inconsistent too:
Enhance is definitely the highest haste spec there though so it may very well be hasted.
Sliders on wowhead really aren't relevant. It's just one spell with scaling factors. It wouldn't change.
Just a bug on their side
Does anyone have info on when the onyx annulet and its sockets will be available to simulate? Maybe it might be worth comparing some things with flaring cowl considering seal of diurna's chosen having fire damage proc
maybe they can proc off from eachothers dots, etc...
the 10.0.7 gems all seem very weak as of now
from both testing and some early simulations, it seems like they probably wont beat most obtainable gear like valored rings
let alone some of the stronger special effects
we will have preliminary simulations closer to the patch, there are atm only 3 dps gems implemented.
But as already mentioned, the power level is fairly low so they seem to act more as a optional catchup system.
Possible that we see a buff to them similar to domination in SL.
A sim i did earlier this week:
https://www.raidbots.com/simbot/report/hLTiWCgMsKQJr36ipfwXwf
Would any of the gems allow you to use a different embelishment than flaring cowl and equip the 424 tier head while still proccing eranog ring?
Looking at fuu's test the only thing that seems to be changed was the ring. unless i'm missing something it didn't seem to consider adding a different embellishment and changed to a 424 tier helm + picking up better shoulders.
as mentioned above, most gems still need to be implemented. We can look if its worth when they are.
So best is to have a bit more patience, the gems possibly are not worth the damage loss given that they are pure damage effects and completely lack secondary stats.
Eranogs ring doesnt sim right, right?
it does
lol forget i said anything thanks
Tbh I think the best solution would have Been to just let use existing sockets Instead of a new piece of gear
Small update on the Primal stones, Dorovon did implement a lot more of them.
Not all Gems are implemented yet, nor is the implementation perfect, keep this in mind!
List of gems: https://www.wowhead.com/guide/forbidden-reach/primordial-stones
Simulations Show the following combinations as the highest result:
Desirous Blood Stone - Freezing Ice Stone - Echoing Thunder Stone
Relative damage to bis for each spec:
Subtlety:
- 0.4% dps
Outlaw:
+ 1.7% dps
Assassination:
- 1.8% dps```
__Simulation links:__
Assassination: <https://www.raidbots.com/simbot/report/rSP14kU75PpBQK7pDd3sAJ>
Outlaw: <https://www.raidbots.com/simbot/report/k2M2fCPaLweVMCjiBnjaYn>
Subtlety: <https://www.raidbots.com/simbot/report/iJCCfZCfWLfx8f14WJWRNN>
Table showing individual values:
Flame licked maybe better if it lets you cut cowl for a higher ilvl helm and another embellish, since it's pretty close to blood
the flame gem doesnt seem to have high enough rppm to proc diurna's ring as much as the cowl can
example on ST for outlaw https://www.raidbots.com/simbot/report/jr285QUuNHPukaPiL52PoU
I forgot to add enchants to the ring, will post updated results in a minute
Updated - Relative damage to bis for each spec:
Subtlety:
+ 0% dps
Outlaw:
+ 2% dps
Assassination:
- 1.5% dps```
__Simulation links:__
Assassination: <https://www.raidbots.com/simbot/report/draimpLboovwNkbFwCW6rx>
Outlaw: <https://www.raidbots.com/simbot/report/1Mzbjdn4pLQazPoN6RBbaN>
Subtlety: <https://www.raidbots.com/simbot/report/2gmLidoi6wy7PPHRz1b1bb>
Simulations Show the following combinations as the highest result:
```Desirous Blood Stone - Freezing Ice Stone - Echoing Thunder Stone```
Table showing individual values:
any initial tc thoughts on announced 10.1 set bonuses
the 3 spec channels have pins talking about them. It is too early to talk about numbers
you should see the pins of each spec channel for that stuff
And those Are Max upgraded gems?
Expanding on the initial Primordial Stones sims, I ran the outlaw profile again with a few more combinations. Grouping the arcane missiles stone with 2 non-arcane stones significantly improves its damage.
ST: https://www.raidbots.com/simbot/report/4rCAsFYYBN1QpEixtL4fmA
Dungeon Slice: https://www.raidbots.com/simbot/report/gc728cHR2FCKWpfK61qX9S
nice find
seems like this applies to all 3, making the ring even for subtlety approachable
What brings the comparison to:
Subtlety:
+ 0.6% dps
Outlaw:
+ 3.2% dps
Assassination:
- 0.6% dps```
And changes the highest simming combination to:
```Humming Arcane Stone + Freezing Ice Stone + Echoing Thunder Stone```

are are these sims just with the ring and not replacing the flaring cowl for a different embellishment?
Dropping flaring cowl didn't seem worth it for Outlaw at least
it isn't worth on all 3
cowl has consistent damage to trigger the effect, neither of the rings can compensate for that
it is just a common misconception that we don't run cowl anymore, it is also why i made a note about it in the pin in #subtlety when i created it yesterday
i've not done exhaustive sims but it is not impossible for outlaw to replace cowl in dslice/aoe sims
just my impression so far
oh absolutely, cowl in general is not far ahead in dungeon slice and can lose to pure stats in aoe
however for single target it is quite set
is the shadow dmg stone getting amped by sub shadow amps?
it should be given that those are global damage amps, but i don't know the implementation details in simc
is the damage/heal shadow gem being considered because i did some test on ptr and it seem broken
Whats the name of it? Should be in the combination sim.
This is a level 411 epic primordial stone. In the Primordial Stone Gems category. An item from World of Warcraft: Dragonflight. Always up to date.
its not in the screenshot so i was wondering
This is a level 411 epic primordial stone. In the Primordial Stone Gems category. An item from World of Warcraft: Dragonflight. Always up to date.
This is a level 411 epic primordial stone. In the Primordial Stone Gems category. An item from World of Warcraft: Dragonflight. Always up to date.
paired with these two and btw leech proc the healing one
and getting healed by another player (healer) will proc it and then proc de damage side of the ring and combine with fire gem you can reach a 30% uptime on eranog ring with cowl
Very interesting
thats not what is being suggested by the description tho. if it indeed procs off of other effects that are not prim stone related, seems like something that might get fixed
im not talking about the infinite loop
the heal stone still proc the damage one and vice versa
i tested it after the hotfix
so when your leech proc the heal stone it proc the damage one
and when damage stone proc by itself you get the heal proc to
so idk if I don't understand how it works on a systematic level, but wouldn't you want the shard that does fire damage for more eranog ring procs? or is it so much lower than the frost one that it's not worthwhile
not worth at least in single target sims so far
you wont get “more” ring procs because the ring is rppm and flaring cowl already procs the ring as much as it’s able
so the value of the flame gem is removing flaring cowl for something else, but the flame gem has a low proc rate so the ring wont proc nearly as often than it does with cowl
I see, thank you for telling me 🙂
Is it unhasted RPPM?
The effect is not implemented yet.
https://www.raidbots.com/simbot/report/rm1DdNnEsYmRRsQ1zaNxhd
I see, where do you get the spell data files from?
The loop mentioned above between the heal gem and fire gem could increase the ppm of the fire gem considerably right?
Well, considerably is an exageration, it would more likely be like 50%
ye but thats far from enough to make using only a single dpsgem worth it
considering that the dpsgems in the sim all give around 1.5-2k dps
Yea i was more thinking about the diurna ring
If the increased ppm would make it usable without flaring cowl
not really
the required amount of triggers is one trigger every 3.5s
if you have bigger gaps
the eranogring wont be used with max procs
and can easily lowroll
Yeah, its not gonna have that much ppm no matter what
ofc if you like to gamble its a thing you can do
do you not see the outlaw color? they live for the gamba

Nah been playing sub

The 424 helm + potion inhibitor oh is mighty juicy in dung slice
So im coping for a flaring cowl replacement, most likely not going to happen
well the thing is that eranogring is purely st thing so if you change from dslice (which is very st heavy) to a droute the value from eranogring diminishes pretty quickly, esp when you use routes from AA or AV
but overall its more liekly that the gems for dungeons will be something with the absorb triggers earthquake thing
thats sadly not simmable since there is no absorb gem implemented
https://www.wowhead.com/ptr/item=204007/shining-obsidian-stone
https://www.wowhead.com/ptr/item=204012/cold-frost-stone
This is a level 411 epic primordial stone. In the Primordial Stone Gems category. An item from World of Warcraft: Dragonflight. Always up to date.
This is a level 411 epic primordial stone. In the Primordial Stone Gems category. An item from World of Warcraft: Dragonflight. Always up to date.
but for example this combination looks promising due to the very frequent and reliable tirggers for the earthquake
tho it can ofc also end with the 3 target capped ring
the problem is more the way this scales
it has the same scaling like a lot of trinkets
e.g. whetstone
oof
I was very sad to see boon actually scales that way aswell
Since tooltip doesn't mention it
it doesn't state that it deals reduced damage beyond those 5 targets, so either it's uncapped or only hits 5
if it only hits 5
might not be that great
unless someone already tested it then I don't know anything
well it states the same as the trinkets with that effect
that's fair
"increased dmg up to 5" is 15% per target up to five and then split dmg
same thing you have rn with whetstone
and since i see a lot of unimplemented stones in the advanced sims from @weary scroll here is a list and the link to the file with the list of the stones
https://github.com/simulationcraft/simc/blob/dragonflight/engine/player/unique_gear_dragonflight.cpp
just search for primordial_stones if you want to look for the list yourself 
also improved my sheet 
it now includes a builder for copies so we can sim in advanced more easily with all combinations 
https://docs.google.com/spreadsheets/d/10fN6J2vzF2FfSPxtXjF3l5BRF5b29JvbRwMh_vSy5yM/edit#gid=745426612
Combination Builder
finger1=onyx_annulet,id=203460,ilevel=424,GEM ID
Humming Arcane Stone,204018,204018,204005,204002,# finger1=onyx_annulet,id=203460,ilevel=424,gem_id=204018/204005/204002
Entropic Fel Stone,204005,204018,204005,204011,# finger1=onyx_annulet,id=203460,ilevel=424,gem_id=204018...
nice 👍
so feel free to make a copy and yeet/add the gems of your choice 
I'm wondering if Boon is simming properly at the moment, since it looks like the target scaling is not linear at all.
The logs I will link are all from the first damage event of the trinket, so no damage amp involved, and same fight, same player, so no vers difference.
First log is 1 target (15.6k damage for first tick), second log is 9 targets (11.3k damage for first tick) and third log is 13 targets (a bit less than 10k for first tick).
https://www.warcraftlogs.com/reports/TrANyRBVbZ3479hW#fight=5&type=damage-done&source=11&ability=382090&phase=1&start=2478967&end=2481968
https://www.warcraftlogs.com/reports/TrANyRBVbZ3479hW#fight=5&type=damage-done&source=11&ability=382090&start=2640834&end=2662470
https://www.warcraftlogs.com/reports/TrANyRBVbZ3479hW#fight=5&type=damage-done&source=11&ability=382090&phase=4&start=2962601&end=2973799
Would appreciate a tag if anyone explores this
looking at exclusively min hit non crit, there might be damage splitting going on
1 target 15.6k, 9 targets 11.1k, 13 targets 9.6k
Yep, and I'm wondering what amount of targets does damage split starts, because at the moment the trinket is uncapped in simms (using it on 10 targets does 10x dmg than on 1 target)
15.6k->9.6k is 61.5%, which is uncannily close to the 62% dmg/target for a 5 target softcapped ability against 13 targets
Calculation isn’t as close for the 9 target one tho
There is still a damage increase from 9 targets to 13, 100k to 125k, but it is not linear scaling
Is the ring specifically playable for rogues? I tried asking around about it in other class discords and it seems like people aren't even looking into it
this is the current numbers
fuu has more precise sims in his sheet
there's still some simc stuff that needs to ironed out I believe + some testing isn't fully understood
but it should be good enough
if you scroll up there's been a lot of discussion in the channel around it
This is the damage graph of boon based on number of targets
Is that raw damage? as in, it does less damage over 20 targets?
Would assume it’s damage per tick
It's total damage
Yes, it does less damage over 20 targets
Scales linear to 5 targets, so 5 targets is 5x damage of 1 target, and after 5 targets you start losing dmg per target
So 8 targets is 27% more damage overall than 5 targets, as opposed to 60% if it were a linear scaling
You can see in the graph how at 5 targets the curve changes
It's missing pulls between 14 and 19 mobs because i cbad testing that but everything else was tested multiple times, especially the 21 to 31 mob pulls because I found the values giga weird
but for it to go down at 21 targets is odd
If you want to test it yourself, go to normal RLP and do it on whelps
You can easily pull up to 32 mobs
But I did double / triple test all the values over 20 because I was a bit mind blown
The only place this really matters is AA tree area
But I think it's still good to implement into sims for 5-10 target sims
i mean yeah i always felt like it didnt so as much as it should considering the target amount in AA tree area so this explains it, i think it's worth updating sims incase we get a system similar to fated raids again
There's still quite a bit of 10.0 left 😛
yeah that too
Did some open world testing with the bomb dispenser and here's all the info i have on it:
1. ANY CRIT will give you a stack, this means autoattacks, main gauche, any global and even trinket crits will grant a stack.
2. Gaining a stack seems to have a internal cooldown of roughly 0.5 sec, after testing on dummies i seem to get a bomb roughly every 19 sec. (KiR dance build)
3. Range seems to be somewhere around 50 yards? (probably to keep MM hunters in mind)
4. Using the trinket does not incur the double on use CD other on use trinkets normally would.
5. Throwing a bomb on a target that already has a bomb on it makes the old one explode disregarding the remaining duration and applies a new one with the normal duration.
Bomb Dispenser damage info:
All tests are done on Tauren.
ST 106k nm 106k total
215k crit
AoE 1 target 88k nm 88k total
179k crit
AoE 2 target 51k nm 102k total
105k crit
AoE 3 target 38k nm 114k total
78k crit
AoE 4 target 32k nm 128k total
66k crit
AoE 5 target 28k nm 140k total
57k crit
AoE 6 target 26k nm 154k total
52k crit
AoE 7 target 22k nm 157k total
46k crit
AoE 8 target 19k nm 154k total
38.2k crit
AoE 9 target 17k nm 153k total
35k crit```
what is ST
Its when you use the bomb on 1 target
without sniping at all
the AoE snipe is the targets hit by the actual explosion portion, meaning that you'd need 1 target above the the actual targets hit in order to do it
updated with higher target counts
Is this graph based off of damage from the first tick or all ticks?
I’ve noticed it doing full damage on some ticks in logs (7-9 targets, never the first tick) but didn’t dig to see if there was a consistent pattern.
are you referring to the bomb dispenser?
Sorry, that was in reference to the graph from @warm zinc
no worries
Past 20t for boon is it actually hitting all the mobs?
they introduced a soft cap on many spells for 20(in pandaria iirc), after wich the damage spreads equally w/e of target counts.
My assumption would be that this applies here. There could be some other funky stuff going on if damage gets lower after 20
Yea like somehow it's considering it as -1t instead of +1t for every target over 20
Or the ticks are not empowered on fresh targets over 20
Would need to see a log ig
the damage for each individual target should be less but the overall damage should be the same at 20+, should it not?
The damage should level off into a flat line past 20 if I understand right
And mythic raz p2 intermission
This is kinda common actually at 20T due to their sqrt scaling they apply
Most stuff actually does less
I'll bring up this boon stuff to the other guys who work on items, but people are pretty busy with the PTR stuff atm
Do you have the raw data for this? In like a google sheet or something?
Should be less per target but not less total damage, no?
It's because sqrt scaling continues past 20 but damage is hard-capped at 20
Oh that's pretty wack
Updated Primal stones Combinations:
Not all Gems are implemented yet, nor is the implementation perfect, keep this in mind!
List of gems: https://www.wowhead.com/guide/forbidden-reach/primordial-stones
Simulations Show the following combinations as the highest result:
Single Target:
Dungeon slice:
Storm Infused Stone + Humming Arcane Stone + Obscure Pastel Stone
Relative damage to bis for each spec:
Single Target:```diff
Subtlety:
- 0.7% dps
Outlaw: - 3% dps
Assassination:
- 1% dps
Dungeon Slice:diff
Subtlety: - 1.2% dps
Outlaw:
- 0% dps
Assassination:
- 1.4% dps```
Simulation links:
Single Target - Combinations
Assassination: https://www.raidbots.com/simbot/report/idXu2Y8M9sy8XhjVLVmrh1
Outlaw: https://www.raidbots.com/simbot/report/sMNkjqVa248TtyueMriZaV
Subtlety: https://www.raidbots.com/simbot/report/2v7BvuSh1VpFmatZ33YuxM
Dungeon Slice - Combinations
Assassination: https://www.raidbots.com/simbot/report/5FAVRnB5v16ob7zPvcMwV4
Outlaw: https://www.raidbots.com/simbot/report/hVSWDdbmaV5Q6Ft1bAijnX
Subtlety: https://www.raidbots.com/simbot/report/qT9M7BtRsRqNsPKJ71CMzz
Note: Dungeon Slice simulations might be not 100% representative, it is advised to re-run with your Gear/raid buff setup.
There's something strange in sims when simming the Humming Arcane Stone. I ran the Outlaw profile again with the Humming Arcane, Freezing Ice and Echoing Thunder stones and switched the slot of the Arcane stone. The Arcane stone in the third slot sims about 1% less than when it's in either of the first 2 slots when keeping the other stones the same. https://www.raidbots.com/simbot/report/jgQRhXhAwAbwHgERgkyrVD
Interesting find. it's proccing fewer damage events when Humming is last, as if it's not getting counted as a different type of stone. From the damage breakdown, it's showing 22.2 damage events with it last versus 33.3 when it's 1st or 2nd.
That seems to be the case. I ran sims using just 2 stone types (Arcane + Nature) and the damage for the arcane stone itself turns out to be the same when using 3 types and slotting it third. Interestingly though, when using just 2 types and slotting it third, it seems to count itself then https://www.raidbots.com/simbot/report/dPH9mYr1rmAGSrtXnMmTko/simc
Upon further testing, I found that not all gem combinations follow the pattern above. I tested permutations of Flame Licked, Freezing Ice, and Humming Arcane and the order did not matter in sims. However, when I tested Echoing Thunder, Freezing Ice, and Humming Arcane with more permutations, then certain orders caused the Arcane stone to do less damage, not just having it in the 3rd slot.
Arcane/Flame/Ice: https://www.raidbots.com/simbot/report/ve2Yr2YttBrwPtUzDun1Uk
Echoing Thunder/Arcane/Ice: https://www.raidbots.com/simbot/report/uxuScqFxDZoYVd6apRKQmM
is the twillight stone still not implemented in the sim ?
Quick question, were these simmed assuming you have the Eranog ring equipped?
yes
the sims did replace the other ring, because dropping eronag is a noticable loss
just to repeat it, given that the message is a bit up, the new ring does not replace cowl.
This is because cowl procs the ring reliably and consistent while gems have too low proc rate to compensate
so 10.0.7 we will run Seal of Diurna's Chosen + new ring, possibly still use stat rings instead depending on the content/boss
i tried simming seal + new ring with fire proc and it seems that if blizzard make eranog ring proc off dots, we will be able to run tier helmet + good shoulders + seal + new ring.
This image is using head + shoulder with good stats.
Next message and screenshots will be about procs
poeple should be aware that twilight is not yet implemented in sim and can be very strong from ptr testing btw
Here you can see, even when the number of damage procs of flare and fire gem are almost the same, eranog ring procs 2.5 times less with fire gem.
It may be some other thing, but I believe its just eranog ring not proccing with dots
That was because you had a infinite loop with it, that has been fixed tho
people basically combined this for it
But also to mention these are sims from 3 days ago and I heard blizz made some changes with gems
pastel stone also had the wrong shool assigned in simc, so it is not bis anymore.
best is to sim again with the next update on raidbots as it should eliminate most problems
(raidbots current version is some days out of date because it did halt builds before 10.0.7)
wrong this is not the setup i used
and it wasnt a infinite loop i did after hotfix
exuding stone licking flame twilight its the combo i did since exuding is procable through leech
and the outcome was a boost of 10% uptime to eranog ring if you use the flame stone
Does pastel not proc random schools?
Sorry if I am uninformed, i just started my geology major last night
fair, it is possible that some combos did fly under the radar. So maybe
fyi this was fixed in simc raidbots just hasn't built for several days
do we have sims for the new ring comming tomorrow for EU?
Updated Primal stones Combinations:
Not all Gems are implemented yet, nor is the implementation perfect, keep this in mind!
List of gems: https://www.wowhead.com/guide/forbidden-reach/primordial-stones
Relative damage to bis for each spec:
Single Target:```diff
Subtlety:
- 2.2% dps
Outlaw: - 5% dps
Assassination: - 0.7% dps
Dungeon Slice:diff
Subtlety:
- 0.2% dps
Outlaw:
- 1.5% dps
Assassination:
- 0.7% dps```
Simulation links:
Single Target - Combinations
Assassination: https://www.raidbots.com/simbot/report/4Fh85FBifKPWpHEDUoSjtM
Outlaw: https://www.raidbots.com/simbot/report/utzLEkHGqn5FEXDb2URe35
Subtlety: https://www.raidbots.com/simbot/report/fDnWqN7RD7JnzGbXcHZ5SA
Dungeon Slice - Combinations
Assassination: https://www.raidbots.com/simbot/report/st1yxVWsFhAxtZjZvzWLJv
Outlaw: https://www.raidbots.com/simbot/report/eUjxpGHvo6P4JYTxeqv7fg
Subtlety: https://www.raidbots.com/simbot/report/btuq1U3HYkNn3nAvQPKa7y
Note: Dungeon Slice simulations might be not 100% representative, it is advised to re-run with your Gear/raid buff setup.
Best Stones:
Single target:
Assassination: Echoing Thunder Stone / Freezing Ice Stone / Humming Arcane Stone
Outlaw: Echoing Thunder Stone / Freezing Ice Stone / Humming Arcane Stone
Subtlety: Echoing Thunder Stone / Freezing Ice Stone / Humming Arcane Stone```
__Dungeon Slice:__
```yaml
Assassination: Echoing Thunder Stone / Freezing Ice Stone / Humming Arcane Stone
Outlaw: Echoing Thunder Stone / Freezing Ice Stone / Humming Arcane Stone
Subtlety: Storm Infused Stone / Freezing Ice Stone / Humming Arcane Stone```Note: Please re-run simulations for your Dungeon Slice buff setup to get more accurate results.
Do poisons count as magic damage? Otherwise I’m struggling to see how Assassination is going to proc Humming Arcane Stone.
Is it just from Cowl procs like Eranog ring?
anything not physical is magic
Which item is this for?
The rate that the echoing thunder stone charges up is dependant on movement speed, Does this sim use sprint for dps :)
i noticed during raza prog, the buff was stacking 4per out of stealth, 5 per in stealth with shadowrunner, and 6 per with sprint or roar
i just did a test by running into a wall next to a training dummy. The freezing ice stone is 242. eching thunder stone is 411 and storm infused stone is 411. crit was 35.22%. movement speed is 121%. This was for 5 minutes and 11 seconds
no shadowrunner
stacking up by 4 on a 411 stone and it beats freezing ice stone 242
but thats holding W for 5 minutes straight
I'm pretty sure the echoing thing is terrible and not realistic
i have personally wiped the raid twice by trying to spin in circles on raza prog
it is
it's oversimming
how is that flame licked stone not bis for st?
It just isnt
th
Yeah I swapped the echo for blood stone
Preforms slightly worse but better overall and gives healing
it does not use sprint or other effects to get more movement speed, it is something you as a player can do to increase your output
How would that function with static/run speed flask?
speed potions/flasks likely won't generate enough extra damage to be worth it
Dragonfire bomb dispenser, but the trinket is very overtuned so expect it to change, just did it out of curiosity to see when it would start being worth to snipe with it
Just a heads up, Desirous Blood Stone does count as a healing stone, what means it will proc damage stone effects and vice versa. It is hard to say if that's intended but probably means Desirous Blood Stone + Prophetic Twilight Stone + X will become bis. X is most likely Humming Arcane Stone.
since X is unkwon , what do u think about fire gem? if u have the ring is it worth it?
humming is rly strong so possibly humming
is it simming correctly with this interaction?
Edit: by it, i mean, the twilight stone interacting with blood stone
i think raidbots did rebuild for twilight, so nightly should have the interaction
thanks fuu
There is a missmatch between what is BiS for Outlaw here, and what is BiS for Outlaw according to WoWHead. Which one is more up to date?
nightly is showing the twilight+blood+humming as higher than thunder+freezing+humming
i also hear you may be able to put a vault socket onto this ring but i cannot try it
You cant add a socket, just tried it
ty for testing!
i tried the fire on a dummy for ~5minutes it did same dmg as the storm for me
then it has 4 sockets?
You can't add a socket so it doesn't
i misread lol, nvm
Updated Twilight + Blood combinations:```diff
-- BLOOD currently counts as HEALING STONE proccing dps gems and vice versa. This interaction might not be intended and is possible to be hotfixed. Keep this in mind when using the combo --
Best Combination:```yaml
Desirous Blood Stone/Prophetic Twilight Stone/Humming Arcane Stone```
Relative damage to `bis` for each spec:
Single Target:```diff
Subtlety:
+ 5.2% dps
Outlaw:
+ 8% dps
Assassination:
+ 2.6% dps```
Dungeon Slice:```diff
Subtlety:
+ 1.7% dps
Outlaw:
+ 2.5% dps
Assassination:
+ 1.2% dps```
__Simulation links:__
Single Target - Combinations
Assassination: <https://www.raidbots.com/simbot/report/qpvSvbna8KtAYe21C2a679>
Outlaw: <https://www.raidbots.com/simbot/report/noKVfzmpVc2j8JuEFEc9dL>
Subtlety: <https://www.raidbots.com/simbot/report/uWQw5MbD15eZH4zrShAaHw>
Dungeon Slice - Combinations
Assassination: <https://www.raidbots.com/simbot/report/asAHqhPpGLyxxRvX7Ud76V>
Outlaw: <https://www.raidbots.com/simbot/report/3eQKLhoVsucSEgaDr5Nj2o>
Subtlety: <https://www.raidbots.com/simbot/report/p2NiYRtQg7wj2VHkTN2G93>
Note: Dungeon Slice simulations might be not 100% representative, it is advised to re-run with your Gear/raid buff setup.
__Simulations without the twilight/blood combo:__
[#tc-research message](/guild/124169701881282560/channel/266712108861751296/)
To sim gem combinations easy, you can put this below your /simc in advanced sim on raidbots.
Make sure to use the NIGHTLY build.
Is a blood stone necro magic ?
that is a question for the discussion channels, the damage type of it is shadow.
knew it twilight busted
btw not work using fire gem to gem more ing uptime ?
on ptri was able to get 10% additional ring uptime with fire gem and twilight shinan
i added all gems to the Twilight + Blood combination, so unless there is a implementation issue it should consider that
how does annulet item level affect the dps the gems do?
also does twilight stone ilv affect ppm or does twilight stone ilv literally not matter
Annulet level depends on the level of the gems
if you have 424 humming and desirous, does the propethic item level matter at all
is basicly what i'm asking
I believe annulet level depends on the average level across all three gems?
yes
oh, sorry, misunderstood your question
so does the damage the gems do depend on the item level of the item overall or of the specific gem doing damage?
I believe it depends on the gem
Because by itself the annulet only gives stamina
The item level of your Onyx Annulet will be based of the average ilvl of the three Primordial Stones socketed into the Annulet, but this will only increase the base Stamina from the ring. To increase the effectiveness of the effects from each Primordial Stone, you must level the gem individually.
Would there be a way to implement Twilight with an actual healing stone? It's not in raidbots at the moment but before I tested Blood, I tested Exuding and it seemed competitive, but wasn't sure how it'd sim vs. non-blood/twilight setups https://www.raidbots.com/simbot/report/hZdat4dBGsGrdMWafLLJXP
best is probably to ask in the simc discord about implementation details or how to implement it.
https://discord.gg/tFR2uvK
could people check their fights and see if the ring actually gets 5 ppm?
i've done quite a bit of target dummy testing + reclear today and it seems that its 4 ppm, or slightly over on average
which would be quite an oversim
(also want to note this was on assa / sub i did not test outlaw at all)
wdym 5ppm?
what gem are you talking about?
the blood gem is 2.5 and arcane (without proccing through twilight) is 2
unhasted
i mean the twilight, blood, arcane combo
if you check the blood gem in simc it has an interval of 11.5 sec, which would be roughly 5 ppm for the blood gem
and obviously the arcane one is just 3x
but in reality it looks like the blood gem has an interval of 15 sec on average
(with the combo)
none of that matches spell data so dunno what simc is doing behind the scenes
this is what i mean
like obviously it will have some variance but the variance seems to be huge and skewed towards less procs
Do the values for interval and execute match for every stone in the sim reports for the blood/twilight/X combos?
Wondering if the sim is having X stone trigger a desirous blood proc as well.
after bringing this into the simc discord i dont think there is an issue
its apparently from RNG protection
All gems damage scales of ring ilvl, not the gem lvl.
ring ilvl.
source?
@gloomy creek trust me bro
no random procs of mainstat/vers/crit to affect the results
tested the same, got similar results
gems scale of the ring item level
what are you talking about xd the rings ilvl goes up with the gems. not the other way around
some people were suggesting not upgrading twilight gem (because it dosent do any dmg) to save mats
i mean it kinda was fair assumption to think so
Save the invaluable resource you can get a shitload off
And no it wasnt considering you want the stam anyways and the aforementioned, even if you have in your head that it doesnt offer more dmg
yeh, grinding the gem stuff is super free
its like 1k hp difference, sure u want it but its not a big deal
you can day 1 max level like 7 gems
but someone could be extra strapped for mats etc
I maxed 6 gems in 1.5 hours before raid yesterday, including questing
took me about 2-3 hours from logging in on patch day to having my maxxed out 424 ring with the correct gems
had a bit of an rng skill issue regarding which gems I got from the vendor
but yeah
i got like 5 gems upped to max in similar time and like 15 leftovers stones
had to buy one few times
plus the whole thing about not upgrading twilight was in pinned message in outlaw channel
yeah I mean not upgrading twilight is probably fine
but it seems really silly when you're at most getting like 5 gems for all of pve
even the enchanting stuff is dirt cheap
yes but it seems likely to anticipate a nerf on the specific twilight combo
therefore preparing the other two gems aswell is reasonable
people worried about a nerf when the gems are still abysmal for the majority of specs. kinda funny.
just farm mats for 60 minutes. you’re prepped.
This channel is for discussion about simc implementations or APLs
discussions about farming should be #wow-general
On that note, warrior people said something about humming proccing from non-magic damage spells in sims
yea, humming arcane was proccing from physical and magical dmg, latest nightly build should be magic only
So actual numbers are lower than #tc-research message ?
Or was it working as intended there already ?
for rogue there is no difference, we have constant magic damage from poisons etc
It’s not about that, the point was that it was pinned in the outlaw channel that upgrading the twilight gem was useless
Alright, thanks for the answer
I'd suggest you use a different channel to ask for that. Not really what this channel is for ^^
so the flame licked stone was bugged before and couldnt crit? is it bis for st damage now lol
Have to wait for next raidbots build
I logged off and on, and some stones dmg looks different, am I mistaken?
Waiting on new sims
hotfix data, once you login again it should change
i hope to see a rebuild of raidbots soon to re-run (pleas be patience)
btw the change to humming doesnt seem to aply to proc from twilight it seem to ignore the ICD if proced through the blood one
would be useless if not
rebuild? 👀
Semi - Updated combinations:
List of gems: https://www.wowhead.com/guide/forbidden-reach/primordial-stones
Relative damage to bis for each spec:
Single Target:```diff
Subtlety:
- 5.2% dps
Outlaw: - 8% dps
Assassination: - 2.6% dps
Dungeon Slice:diff
Subtlety: - 2.6% dps
Outlaw: - 3.2% dps
Assassination: - 1.7% dps```
Simulation links:
Single Target - Combinations
Assassination: https://www.raidbots.com/simbot/report/jbkekJQtzu9p25iSVVyfbr
Outlaw: https://www.raidbots.com/simbot/report/orjk61SBjRWC63Wf7hUPe5
Subtlety: https://www.raidbots.com/simbot/report/iEwjRoA8mJKMKZFYbnDb4N
Dungeon Slice - Combinations
Assassination: https://www.raidbots.com/simbot/report/3Wq3cyeiHyT3JuVDEF33MV
Outlaw: https://www.raidbots.com/simbot/report/rx7z8DvmrcZHZREmDg2fXQ
Subtlety: https://www.raidbots.com/simbot/report/2fEM31rhiGpomE59NdFhZ5
Note: Dungeon Slice simulations might be not 100% representative, it is advised to re-run with your Gear/raid buff setup.
yes, but we got another commit just now that is not in the sims
tl;dr: mostly changes for dungeon slice.
Blood + Twilight seem to stay bis
once they commit tht new one we will be able to sim the 20 icd?
What is missing in the current build is the humming iCD, so expect it to get lower once it is in
so maybe freezing ice ends up better. is it possible to separately view damage of humming proccing itself and humming getting procced? 😄
wait, I could actually just view a spread of humming without twilight + blood
Echoing thunder stone sus for outlaw dgslice
is the flag change for flamelicked and pestilence included?
or functionality
only missing change i know of is the icd one.
but you can go through the commits and look specific changes up:
https://github.com/simulationcraft/simc/commits/3107e49a05
The wowhead post mentioned something about the dot rolling over iirc. But it wasn't particularly specific
Do we know if the icd is circumvented by twilight procs
Full Updated combinations:
List of gems: https://www.wowhead.com/guide/forbidden-reach/primordial-stones
Relative damage to bis for each spec:
Single Target:```diff
Subtlety:
- 4.6% dps
Outlaw: - 7% dps
Assassination: - 2% dps
Dungeon Slice:diff
Subtlety: - 2.4% dps
Outlaw: - 3.3% dps
Assassination: - 1.7% dps```
Simulation links:
Single Target - Combinations
Assassination: https://www.raidbots.com/simbot/report/jmUr3JtAc2oaRNgRP8Ju9x
Outlaw: https://www.raidbots.com/simbot/report/1aPCAWMKH6hym4ZDf8mWht
Subtlety: https://www.raidbots.com/simbot/report/cmKxdXkaajRAaZJcZNvdad
Dungeon Slice - Combinations
Assassination: https://www.raidbots.com/simbot/report/9pmtX9237RqgWYfD767UKX
Outlaw: https://www.raidbots.com/simbot/report/tUBY1KAoFdafZffbfK2FuH
Subtlety: https://www.raidbots.com/simbot/report/mqZt87tvZcc4AT7kFMndP3
Note: Dungeon Slice simulations might be not 100% representative, it is advised to re-run with your Gear/raid buff setup.
Because thats how it functions in game
Best Stones:
Single target:
Assassination: Desirous Blood Stone / Prophetic Twilight Stone / Freezing Ice Stone
Outlaw: Desirous Blood Stone / Prophetic Twilight Stone / Freezing Ice Stone
Subtlety: Desirous Blood Stone / Prophetic Twilight Stone / Freezing Ice Stone```Note: `Echoing Thunder Stone` sims marginally higher for Assassination but is in general not advised to be used.
__Dungeon Slice:__
```yaml
Assassination: Desirous Blood Stone / Prophetic Twilight Stone / Storm Infused Stone
Outlaw: Desirous Blood Stone / Prophetic Twilight Stone / Storm Infused Stone
Subtlety: Desirous Blood Stone / Prophetic Twilight Stone / Storm Infused Stone```
Note: `Echoing Thunder Stone` sims marginally higher for Outlaw but is in general not advised to be used.
Note: Please re-run simulations for your Dungeon Slice buff setup to get more accurate results.
__Simulations:__ [#tc-research message](/guild/124169701881282560/channel/266712108861751296/)
Thank you. <3
Nightly has the ICD changes now. (make sure you use NIGHTLY build on raidbots)
You can find a copy/paste file for the ring when following this ling:
#tc-research message
@regal agate sims simulate constant movement for echoing, right?
so in practice it might not be best?
the sim does not use sprint or step to generate more stacks, so it potentially even slightly underestimates the value.
You can also jump to trigger the effect if you don't like to constantly want to A - D .
So it's based on how far you travel, not based on being moving?
the stack generation is based on your movement speed
Okay fuck that.
you can easy test it by using sprint and see how many stacks you get vs. moving regular
I'll kill my whole damn raid on raz
still sounds like something noone wants to use tho
If it gives more damage it'll get used.
I just think if you write that echoing is best, it worth mentioning the pre-requisite for it being best, so people will make wiser choices instead of blindly using it.
people dont use easier to manage stuff
that adds more dps
@regal agate is the ICD on humming hand coded to a hard 20 seconds or is it taking into account thundering still hitting it
so should i enchant speed now ?
the gain is not worth the trade off, so no, also no speed potions instead of regular damage potions.
because many people reported having problems with simming the rings, just put this below your /simc in top gear and it will add all ring combinations for you to select.
Sim guide: <#tc-research message>
Do you copy entire text and put in sim or?
This is the bottom of my /simc input plus Fuu's pasted .txt file now showing every ring in Top Gear ring options
Nvm solved it
How to:
/simc in game
Open the browser on https://www.raidbots.com/simbot/topgear
CTRL+ V in the Load from SimC Addon text box
Copy everything from the text file
CTRL + V it Below your /simc
Select the ring combinations you want to sim
Check under "Simulation Options" that SimC Version is NIGHTLY.
Press Find Top Gear
Ty for help tho ❤️
Did they literally just do another fix??
Echoing is 100% not realistic to play with, idk about now or how ahead it is, but I played it on raid night for outlaw, was spamming ad and jumping sprinting as much as I could and I could barely get it to perform half as good as it simmed
Fair, i think freezing is a good alternative that sims within low % dps
If the margins are small I'd say it's hard simbait
Ye, played a nokhud dg, which has a lot of movement, it barely did dmg
Which stone would you replace it with?
The next best choice lol
Slamming a speed pot and sprinting for DPS is Classic levels of scuffed DPS gains lol
I don't have any screenshots off hand, but even with trying as hard as I could to spam movements it just was weak
I adjusted the message to put freezing as a choice and added a note for Echoing, this should lead to better decisions (for both Assassination and Outlaw).
reference: #tc-research message
This was from my Rank 1 on tuesday at the time of our kill. It sucks and I'm pretty sure I was Schmoovin
ty
i've been testing freezing ice since the update and it seems doing pretty well, around the same dmg on every pull (rasz M)
uhmm i dont seem to be able to copy the string over into raidbots properly
what am i doing wrong
@karmic veldt can you describe what makes you think you are doing it incorrectly
i take the text for all the gems and paste it under my simc info for raidbots and it gives errors and wont sim
so is storming stone better than echoing in reality if its only simming a few hundred dps behind?
make sure the ring is in the correct slot
make sure it didn’t copy any extra text and that it’s only the sim info. discord copy can be weird
When that happened to me it was because I had unknowingly highlighted some chat text from the channel as well as the simc input lol
you need to check if your own simc is in the right spot as well
you are in advanced sim, the paste is designed to go under your /simc, to add the rings into your bags so you can select them into top gear
ahh
is there anyway we can get a pin for @regal agate 's best stone post?
im using advanced cuz i dont have raidbots premium, its working for me
tbf i got the fuu's sim, and just changed to my character string and workd
doesn't shining obsidian only activate if you get an absorb shield??
I think just healing effects. But the reason it works on the blood stone is because it's healing effect is also a damage effect
any damage effect from a stone will proc the twilight stone which will trigger another stone. But only a stone with healing effects. and healing effects will proc damage effects. But I don't think the shining one works with twilight stone because it activates when you gain an absorb shield from a stone
if you don't have a stone that grants you an absorb shield I don't believe shining stone will ever activate. I guess that's all I mean.
the damaging effect from shining is dependent on gaining an absorb shield
why not also use then Obscure Pastel Stone ? instead of shiny
I am not sure all healing related gems are implemented
you can try to sim with/without the gem and if the dps don't change it is likely that it is not
you can check
https://github.com/simulationcraft/simc/blob/dragonflight/engine/player/unique_gear_dragonflight.cpp
for implementation status (ctrl + f and search for the stones).
Also to emphasize this, this channel is a Theorycrfting centric one.
This means most common questions/discussion should go to #assassination , #subtlety , #outlaw or #wow-general .
An example of a question that fits the channel is an observation of a behavior that differs from the simulation.
Questions like "How to sim", "What is BiS" or discussions around flavor/preference should be avoided.
It seems like there are a few mentions of the Rolling Periodic flag in the spec threads, but I feel like im missing something. IF Rolling periodic means it can reaply and add its damage to the previous instance, doesnt that make it the best ST stone on any target that lives a while?
rolling periodic doesn't mean it ramps infinitely, it means that new applications don't lose damage on the previously applied
right, but its got the highest numeric value too
if it's 10 seconds for example per dot, and you apply the first, and the then 2 seconds later you apply the second application, you would have 8 seconds of damage from both, then the first drops, and you have 2 seconds of the second left
I mean it still depends on the proc rate
yeah, simc pulls them from the game data
I see
Is there some way to see them in the repo? Or does it pull them at runtime?
I found it
OK, so the flame stone and freezing ice stone should both be RPPM of 2.5
Same proc rate, but Flame stone does more damage, with the sensible downside that it takes 7 seconds
Still hard to see why Patchwerk sim would put flame behind freezing (paired with desirous and prophetic)
Fire also has the marginal interaction with Eranog ring I imagine...
it can be proc during its effect
it seems it does not accumulate damage if proc before its current instance
seems unintended if so
cannot judge that
i didnt have the time to test but it seems so from a perspective that can explain the phenomena of flame falling behind ice.
ill go hit a dummy, but if its storing damage from multiple "ignites" at once, I would argue there is no damage loss
i believe somewhere in a pin, someone stated something like this
obviously the previous iteration where it was overwiting itself it was going to be weaker
so, im seeing 34 hits with 64% uptime, but im seeing all ticks being the same DMG
it ticks every sec?
if this was acting like ignite I'd expect it to grow
looks like some ticks lost?
it seems to tick for 4846 every time
i need to watch it more closely
3 procs, 21 hits it seems
so maybe it hits fast with multiple procs
34hits sound like a hit missing for some reason
im not being scientfiic enough with my test
Ok i definitely just watched it reproc itself
27 hits...
I need an acutal combat log
Ok so I think its not rolling at all. Its still rewriting itself. I saw it proc twice in sucession, eneded up with 8 total ticks, all for 4.6K
rolling I would expect 6 of the ticks to be double ticks, OR id see all 14 ticks but definitely doesnt look like it
Final evidence, the ticks are not always a multiple of 7 and the NEVER deal more damage
IT does look its doing some pandemic behavior though... sometimes the buff duration goes above 7
so weird
ignite effects typically refresh up to +1 second above their normal duration
Wouldn’t we also expect it to add damage though? It doesn’t seem to be doing that part
To roll over the damage
It wouldn't be double ticks. It rolls the remaining damage of the DoT into the total duration of the new DoT. This is often much less than double.
In terms of Rogue mechanics, Doomblade is a rolling periodic off Mutilate and should work exactly the same way
https://www.raidbots.com/simbot/report/qUQFhpcZ6rzoGA7QfZZmsA after the hotfix i sim my gear with the ring (at the current gear i have Desirous Blood Stone / Prophetic Twilight Stone / Storm Infused Stone) and in M+ the Pestilent Plague Stone do 1% more dmg
Shouldn’t that result in 14 total ticks for back-to-back procs? @humble linden is reporting only seeing 8 ticks in that scenario.
The number of ticks will depend on when the refresh happens.
your storm infused setup simmed as 411 where as the others simmed as 424
Basically rolling periodics perform a duration refresh (typically base duration + in progress tick)
Then take all the existing damage from pre-refresh and divide by the new tick count and add it to each tick
The bigger thing is im seeing a fixed amount of damage
it doesnt go up
and it doesnt tick more
not even a little
e.g. if you have a periodic ticking for 32 damage 6 times. And it refreshes prior to the 4th tick, you should see something like 32, 32, 32, 41, 41, 41, 41, 41, 41, 41
I'm addressing this comment "rolling I would expect 6 of the ticks to be double ticks, OR id see all 14 ticks but definitely doesnt look like it"
In this case, it's 6 ticks + pending 4th + initial 3 for 10 ticks total. Then the new periodic ticks end up being 32 + ( (32 * 3) / 7 ), taking the pending 3 ticks and spreading them across the new 7 ticks.
so I just hit the dummy for a while and at the end, I rolled it like 4 times
every single tick did exactly 4664
min and max are the same
when you refresh, duration goes up as high as 7.5, but no change in tick damage
If there's no change in damage then it's not a rolling periodic
yeah, but it says it is
but its not
it has the flag right? that was in the hotfix
but its not working
BTW, the one thing that does scale it is ghostly strike, it definitely scales with ghostly strike
which also seems kind of wrong
gs debuff has always affected all sources of dmg on that target
that at least makes sense then
heres another fun fact, Running the fire stone by itself at ilvl 411 it ticked for 3827, adding the desirous blood stone at 424 it ticked for 4196
pretty sure the damage scales with the ilvl of the ring, not the stone
kinda irrelevant because we will all use max ilvl rings, but people have been giving the advice that you dont need to rank up the prophetic stone, and that might be incorrect
yeah this is what people have been noticing
oh my mistake I thought I was in it. removing now
Have they implemented tier set into sims yet, and if not, I presume best cause would be to check the commits for an update when they go live?
t30 tier is not in yet
^ on top of that, it is likely that apl changes need to be done after the implementation. So please be patient
I did run some simulations to show how strong the ring is, and how likely we will replace it next tier.
If there is a mistake in the simulations just let me know.
Simulaitons:
Single Target:
Assassination - Melandrus: https://www.raidbots.com/simbot/report/iorqhgjKzftsA1PRph1jF9
Assassination - Regular ring: https://www.raidbots.com/simbot/report/4a4eQZHKzFH7ndJxteZfD6
Outlaw: https://www.raidbots.com/simbot/report/7hhU6uqJYmkMYHfh3oqox8
Subtlety: https://www.raidbots.com/simbot/report/h4dSmUstSYcoe2eBpyAxhX
Dungeon Slice:
Assassination: https://www.raidbots.com/simbot/report/mRGLuHDaf2ivtrRgHwW55f
Outlaw: https://www.raidbots.com/simbot/report/k2z5XJ2ThRJyphyQyrR4sC
Subtlety: https://www.raidbots.com/simbot/report/oQeDTaXcMgyFw8HMt77BAT
Results as table:
so outlaw would need a 565 crit vers ring to beat the onyx annulet in ST?
yes
Doesn't that make it highly likely that they would disable the gems or atleast heavily nerf them going into the next tier?
yes, they already announced that they would in order to make 10.1 gems replace the annulet
Alright thats explains it
no, this is saying the ring would need to have an item level of 565
nice, can you also do this for the eranog ring?
~475-480 for sub when i check a week or so ago (for the mythic version that is)
I might be blind but I think there is a Mythic + row on that picture linked
did the sim take into account the fact that annulet cant have a gem socket added ?
might be not implemented in sim then, you can ask in the simc discord if somone is working on adding support for it.
https://discord.gg/tFR2uvK
Seal of Diurna's Chosen comparison:
DISCLAIMER: This is in combination with cowl.
Simulaitons:
Single Target:
Assassination: https://www.raidbots.com/simbot/report/1B6fwmUdvkWRcY5pxpGgUe
Outlaw: https://www.raidbots.com/simbot/report/dppMhGGwMXcVDcKtX82eZW
Subtlety: https://www.raidbots.com/simbot/report/a2Udi1P6BFPm3hEdSRAjJr
Dungeon Slice:
Assassination: https://www.raidbots.com/simbot/report/hm3frnzvEeF8LmtsVRvM5n
Outlaw: https://www.raidbots.com/simbot/report/daHbV2DSaXqX3nc71EHchK
Subtlety: https://www.raidbots.com/simbot/report/7GEs8b5FfLR4dprwHmVKVe
Results as table:
does this one take into account the stats lost from helm on higher ilv helms? or just straight ring comparison
i assume its just straight ring comparison but thought id dbl check
it just replaces Diurna's Chosen with a pure stat ring
the item level is the point it roughly breaks even
yeah still pretty cool info imo. crazy how strong they are
you can upgrade cowl to my knowlage in s2, so not sure why head item level is relevant
On ptr yes i tested it
To 424 only though, didnt have access to the higher one
This is accurate. I suspect seal will get nerfed though
I have an idea for M+ that isnt really possible to test via sims and am wondering if we can find a way to test it to get solid results.
My theory is with the relation Necromantic Death Stone. First its hard to tell if there is any synergy with Prophetic Twilight Stone to bring its PPM below the started 1 per min which is the first thing i would like help testing.
If it has no synergy the third Stone would be Shining Obsidian Stone which increases its damage done up to 5 enemies since we get a shield from Cold Frost via NDS.
Was wondering if anyone would be able to help me test this since you cant sim having a dead target just next to you
screenshots for quick reference
already implemented?
f
cause you can farm the fragments now
and i wanted to test it out
do we have an estimate on when we can expect tier set implementation or no word. also ahhhh light mode
no eta atm
So apparently unholy DK’s are procing it off their pets dying, so Death Stone maybe viable with a warlock or UhDK in your party?
Edit: nvm misread your conclusions at the end
Hello, another person had a few questions that i will ask here, because I don't know myself.
The blood stone deals damage with shadow magic, Sim shows that for subrogue, this blood stone deals about ~30% more damage than in other specializations. Take 2 reports of the same character, but in different specializations, the blood stone in 5 min sim (1 target), Sub deals 1.3M damage, whereas Assa gives 1M or slightly less
Based on this information, the question arises about such a stone as Entropic Fel Stone, which turns damage from fire magic into damage from the school of chaos (and buff this on 60%), which in the game is a mixture of all magic schools, and, if I'm not mistaken, receives buffs from any effects acting on magic damage (subtletly talents, in example).
And finally, the question itself, is the combination of Fel + Flame Stone considered correctly in SimulationCraft? It's just that, as far as I can see, the school of magic is not listed in the Simcraft reports, and it's unclear if it works that way, or if everything is fine there and just these stones themselves are weak?
Sorry for my mistakes in English, it's not my native language. Sorry if this has already been discussed somewhere, I haven't found it.
Sub does more shadow damage because their talents apply to everything. It’s all simming properly with that. Chaos is not shadow, so that wouldn’t work
chaos damage is a mix of multiple shools iirc including shadow, correct me if that changed
correct
if we can increase chaos, and that thing changes all fire to chaos, then maybe it could have some interesting interaciton with grieftorch as well
chaos has a many magic school, such as holy, fire, frost, nature, shadow, physical
and cosmic school has holy, nature, shadow and arcan, which is the first reason why blizz nerfed conduit in shadowlands.
The pvp trinket was the reason, it had cosmic shool. But it should be similar here so it should be effetced by it.
I did sim the combo but it did not end up as best, what could be due to individual gem value but also because twilight adds a very hard to beat interaction.
It does not seem to be doing the "fel flame" chaos damage dot in sims with the flame licked + entropic fel stone combo
is it possible to find out which school of magic sim uses? it is likely that the sim does not change the school of magic at the fire stone
entirely possible, probably worth to ask in the simc discord as the one that did the implementation of the gems is not reading this channel
so in the actual implementation it does look like they set the school to chaos, the report might just be wrong
i would assume that it works correctly
the report doesn't change when the school changes, it just reports what the spell data says. the color of the graph in the simc HTML will change though based on the school.
It only turns fire damage from stones to chaos
and buff this on 60%
and sub talents buff this again
that is why I'm interested in this moment
the sim uses this combo
as mentioned, the main "problem" is that twilight just creates a fairly strong combo that does power creep more
think you need divine intervention to beat blood twilight combo
well, I'm asking if it really works correctly or not. Just wondering.
it's not written anywhere which school of spells is used, idk
4.444 Player 'T29 Havoc Demon Hunter' tick amount for Action flame_licked_stone (school fire) on Player 'Fluffy_Pillow'
it doesn't seem to be doing damage as chaos
uhm
is it possible to somehow forcibly change the stone damage to chaos, in some advanced, or do need to wait for the developers?
idk simc very well
best is to ask in: https://discord.gg/tFR2uvK
the problem was fixed in nightly
nightly is rebuild, so should be in the sim now (does not seem to change output tho)
yes, but I got an answer to my question and satisfied my curiosity. thank you all for the discussion, even though it did not bring any results (this combination is still trash)
Just because it became a frequent question.
Given the dominance of Twilight + Blood combos, you can use this reduced set of ring combinations.
How to use: Put it below your /simc in Top Gear and select the ring combinations before pressing Find top Gear.
Do we have a guesstimate on how long fire ring will last into next tier?
Wait... for real?
yes
Flaring cowl too?
you can upgrade cowl
comparing the eranog ring vs. a stat ring:
#tc-research message
comparing onyx vs. a stat ring:
#tc-research message
Fuu, for Eranog ring, is this only compared to the Mythical version ? HM one not worth enough for next tier ?
yes, it compares to the mythic version not the heroic/normal
but it should be fairly easy for you to just use raidbots to see the difference between heroic / mythic using top gear
mythic is also easy to clear in a random group, at least the first 2 bosses. But we should move this discussion to the spec channels
I ran the sims with the same profile and heroic + socket like a week ago, its still better on ST until slightly higher than mythic ring ilvl
Yes if you dont have it remember to save at least 1 S1 socket for it
it will be worth to farm eranog M for st
@regal agate both eranog and stats ring sims are with fire head tho ?
Shouldn’t you replace head by a better embellishment for stats ring sim ?
you can upgrade the head, so you don't lose the impact of it
ofc it isn't a perfect comparison with "all things considered"
When can we expect to see 10.1 profiles ready to sim on simc website?
closer to raid release, there is still a lot of things that change in 10.1 and a pile of missing tuning and bugfixes
Are there some scripts or something that generate the massive lists of items in top gear needed for combinatorial sims of things like trinkets, embellishments, etc?
you can use my updated list for 10.1 but it won't work in top gear before it supports 10.1 (if you put it in it will only show items you can already get in this patch)
Nice, but I'm actually interested in what you use to generate the makefile. Are you pulling from wowhead API all the items or something?
I get the item ids from spell data, typically wowhead or simc spell data dump:
i alternatively get the ids in game via console or addons that add it to the item tooltip
(helps a lot if multiple versions of a item exist)
it is also just a regular text file, i safe it as makefile usually to open it by default with my advanced text editor.
(typically rename it to .txt before posting, but sometimes forget)
had a typo in the above, fixed in this:
the eranog ring ilvl replacement is for mythic version correct? if we didnt get lucky with one and have heroic verison, what ilvl do we think will replace it at?
if you have a mythic one you likely won't replace it this tier, if you have a heroic one probably with mythic item level rings
Thanks Fuu
what's an APL ?
Standing for "Action Priority List"
It's a set of commands which the simulation will try to execute in order
I cleaned up and updated my Season 2 gear lists.
They should include all potential relevant raid/mythic+/crafted gear options.
You can copy/paste the lists directly under your /simc in top gear.
Season 2 gear won't show on raidbots before 10.1 release/update and Dropoptimizer
Item levels of gear is set to the highest possible on each piece.
All items on the list come with empty sockets.
The list is split in two because using both lists at the same time can lag out raidbots (the crafted gear list alone already does that)
One note. The gear lists include Igneous Flowstone and this option sims very strong (on subtlety/outlaw) but it seems that ptr hotfixes remove the ability to proc it. It is still on the list in case we find a method to trigger it reliably.
hey, quick question, season 2 tier set are not implemented in the sims yet, is this true for all classes?
depends on the class, but i assume most sets are implemented.
Rogue sets still have bugs too
what does this mean then?
Im just wondering, how accurate is our idea of what is going to be strong next season
the outlaw tier set is quite buggy, solo keeps track of the bugs in the pin:
#outlaw message
There are questions to the intended behaviour
some specs like #subtlety and #assassination have simulations that modify existing spells to emulate the tier set.
So both will be not perfectly representative but give a rough direction.
tier set implementation hopefully come soon, and will at least for the non buggy parts solve this
It's exactly as it says, our preliminary sims show that HO and KIR builds can be of similar performance, but it is before the tier set is implemented. The rotation for KIR has also not been brushed up on for several months, it's likely we find some small gains there.
boots no longer trigger it?
toxic boots trigger it to my knowlage, unless hotfixed
does that only apply to sub/outlaw?
seems i was able to proc it on sin without any embellishments on ptr
flowstone?
yea
i can try to figure it out
cause the tooltip just says harmful spells and abilities not just ranged attacks
the only known thing to trigger it was toxic boots, but i haven't tested sin in detail
so ill see if i can figure it out
I think it might be poison bomb
i used envenom and it started the stacking to proc the trinket
might be poison bomb like scana said
yea
yea its for sure poison bomb
seems like poision bomb
100% poison bomb btw
Whats the difference between:
actions.stealth_cds+=/shadow_dance,if=energy>=85&!talent.keep_it_rolling&etc```
and
```actions.stealth_cds+=/pool_resource,for_next=1,extra_amount=85
actions.stealth_cds+=/shadow_dance,if=!talent.keep_it_rolling&etc```
i think the next condition needs a energy check if you use pool
that's what I thought but it is still pooling here: https://www.raidbots.com/simbot/report/g1GUfbmhyrVHqXxrtTbqz2
Without an energy condition
pool, for_next=1 means it will stop running until you have enough energy for the next line. If you have no energy to perform any actions it'll pool until there's a condition is met that you have enough energy for
the second sentence being default behavior it won't cast a spell it doesn't have the energy for
Here are 3 snippets from feral apl (it's just what I'm familiar with) with slightly different meaning.
wait means you pause until a specific condition is met. For instance, wait 2 seconds. Or in this example, wait until 5 combo points.
pool for next in the primal wrath line means we are going to pool energy until we can cast primal wrath, assuming it's conditions are met. (Primal wrath is in pandemic for example) bad brain moment, omit this
pool_resource without for_next=1 pools energy while the specified condition is met. In this case, until rake can be casted or there's a clearcasting proc. Now that I think about it, that line could be simplified with for_next=1 but oh well
and as i said before, if no conditions are met due to a lack of energy, then the sim will pool until it can cast something without these lines
(the simplified line would be something like:
pool_resource,for_next=1,if=!buff.clearcasting.react)
bad brain moment. !action.rake.ready is the same as for_next=1, I would still need the conditions in order to only pool when I would actually intend to rake
So in this scenario there wouldn't be a difference. Since shadow dance doesn't cost energy
Yeah that's what I understand from the documentation too, but I still don't see a situation where the second line here would make sense: actions.stealth_cds+=/pool_resource,for_next=1,extra_amount=85 actions.stealth_cds+=/shadow_dance,if=energy>=85&!talent.keep_it_rolling&etc
well u can either do extra_amount or if=energy>=85 (or both) bad brain moment. Extra_amount required since the energy in that line isn't innate to the shadow dance
Yeah but is there any situation where both are needed?
nah, cuz you're always checking the next line anyway with for_next=1
I guess if for whatever reason you need an amount of energy different of the cost of the next action
well but you could fix that with extra_amount
so in the end, if=energy>=85 is independent of pool_resource
Doesn't hurt to have both /shrug won't even notice it performance wise
pool_resource pools while condition is met and for_next=1 means condition of next line.
So the line would be pool resource until energy>=85 and not keep it rolling etc
bad brain moment, it's just the energy requirement of spell in next line extra_amount increasing the amount of energy pooled
Yeah I mean we thought it was a requirement for pool_resource
yea you need some sort of energy requirement, bt default it's the energy of the spell
Actually now that I think about it, extra_amount is definitely required so it knows what to pool to
Cuz shadow dance costs no energy
I totally read the 2nd line wrong
Yeah
But the energy>=85 is unnecessary
Look at the second example
It's just this
its exactly what I wrote above
that energy requirement is something related to shadow_dance itself rathen than pooling_resource
the energy>=85 thing
yea
that was it, was driving me crazy lol
i assume you dont need the energy condition for the dance line .. having pool_resource in front with the for_next and extra_amount set, adds that condition to the action execution
you wouldn't since you're gonna be meeting that requirement anyway from pooling
Yea honestly the wiki has the answer to most questions for simc
Yeah that's what I usually use
Anyway i think the second example is a bit confusing
as written there
well the stuff I did in feral apl is vindicated at least, my brain is just mush
forgot to add stats to the engineering helm, so
Crafted Gear List:
How can i sim to make it use a specific ability as a spender?
you need to change the action priority list
you find it in the profile section of a sim
priority_rotation is just a parameter you can set to make subtlety focus on damage to the main target
You’re awesome!
judging by the icon bottom right i'd say its obs
if I record 30 secs of video it will have at least 200-300 MB
with obs
are you recording in 4k or something 3 screens?
Lower the quality
clankz is correct, it is obs. If you want to lower file size you can adjust resolution,fps , bitrate, encoding and the file format.
How does Alchemy's Decayolgy talent interact with Iced Phial of Corrupting Rage? do you receive less damage per tick of the debuff from the phial? Does it. reduce the damage taken increase effect?
alchemy decayolgy simply reduces the negative effect (the damage you take when it procs), and has no effect on the output of your character
Gotcha
does it reduces the damage of https://www.wowhead.com/spell=371070/rotting-from-within#comments?
Inflicts 5% of maximum health as Nature damage to an enemy every 3 sec for 15 sec. In the Uncategorized Spells category. Added in World of Warcraft: Dragonflight.
Only that one yes
If so, wouldn't that mean it's a DPS increase? As in a sandbox environment where that is the only damage you take, you're taking 400% of your HP less often? It's my understanding you lose the crit buff while you are in the Corrupting Rage part of the Phial cycle. Meaning, Decayology increases the uptime of the phial positive effect?
Not the overwhelming one, which is the one that procs
Before 10.1, a lot of random damage effects didnt count towards the 100% of your hp threshold for the phial. Now they fixed it so all damage counts towards it, but they forgot to buff it (they only changed the tooltip to 400%, not the actual value). So right now its actually awful
For example on kurog youre looking at around 50% uptime
And about 20% increased damage taken in total, its horrendous
I'm fairly certain the damage from the phial doesn't count towards the damage taken effect from the phial itself
but the phial is awful post 10.1 anyways
assuming that it does count ALL damage, including the phial damage, my theory sounds correct right?
because of the changes eleem mentioned
The overwhelming proc doesnt count i think, but the random proc (rotting from within) does
sure
it would be marginal at best
but it would technically be better
For some reason speccing those points also seem to reduce the damage of the overwhelming proc by like 15%, and i cant for the life of me figure out why
Yeah, definitely minor, a friend mentioned the change was technically a buff to Alchemy in relation to player power, wanted to ask someone else to confirm
Also worth noting that the damage you take scale with both parts of vers. IE 1% of vers makes you take ~0.5% more damage from the phial, because it makes you do 1% more damage and then it removes 0.5% of it (rounded)
Which isnt great
I'm playing a Prevoker where Alchemy outright provides player power via Lifebind, healing potion increase via Potion spec, so was interesting to hear there is another occurence of this as of 10.1
Is there code we can add (or maybe options I missed?) on raidbots to sim all variants of the onyx annulet for a specific character?
You’d have to make fake copies of the ring and change the gem_id’s by hand
I don’t have my copypasta handy
Alright np, ty for confirming 🙂
But basically every combo that isn’t desirous blood + twilight is instantly bad, and any third stone not called freezing ice or storm infused is also instantly bad
So that should limit your combos pretty heavily
#tc-research message this has all twilight+blood combos to paste and sim
i think it requires that every related action in that sequence is available before starting the sequence
Yeah
Thank you
how to check the poisoned edges buff in APL? buff.poisoned_edges.up seems not the one?
buff.poisoned_edges.remains should work
https://www.raidbots.com/simbot/report/oZQ8gdDzXFYnEQCBnutB3y
actions.cds+=/sepsis,if=!stealthed.rogue&!stealthed.improved_garrote&(!talent.improved_garrote&dot.garrote.ticking|talent.improved_garrote&cooldown.garrote.up)&(target.time_to_die>10|fight_remains<10)&(buff.poisoned_edges.up&(cooldown.shiv.ready|cooldown.shiv.remains<2))
gained a bit from sepsis
can be possibly further optimized if consider fight time
maybe only a little better for short fight where uses of dm and sepsis are close. for long fight, not to cast sepsis on cd would be more loss of sepsis uses.
The other thought is to adjust the cast time point of sepsis so that more sync with poisoned edges could happen and not lose sepsis casts.
does sepsis give improved garrote twice?
as in before/after
yes

it's the most cursed fucking timings
only 0.6-0.7% dps
I have ever seen
this build
so you say
1:30 with clipping imp gar
we might have apl improvements
Deathmark into exsang when DM drops sepsis.

No one wants to see that, but Sepsis would be cool to see
you mean ass as in ASSassination?
we know that already
do it!

please keep the tc channel(s) to simulation topics, we have the discussion channels for regular discussions
was it possible to change inev to the actual value due to us finding out it doesnt work with WM in the sim? or do we need to add some custom code?
the sim has the correct behaviour
it means, the bug(s) with wm are implemented in simc
ah alright. was it anything impressive?
we should move the discussion to the spec channel, the damage impact of it was fairly low
it did lead to marginal higher symbols uptime (~3% higher) but with the implementation change is now reflcted and as a result lower in the simulation.
How do I add toxic patch with gear compare
There should be an embellishment slot. It won’t show if you have two up though with whatever gear is set up for those so you need to put the slots that have them with items that don’t.
it is easier to just use this in top gear (just paste below your /simc)
Thanks!
Request for anyone who happens to see it--
Does anyone have the crafted thorns boots who could see if Crimson Vial procs the heal when SnD or Stealth is **not **active. (e.g. just standing there other than Crimson Vial.) May take a few attempts to confirm, but would be useful information.
Heroic ilvl omnitoken simc string:
hands=,id=202498,ilevel=431
legs=,id=202496,ilevel=431
chest=,id=202500,ilevel=434
shoulder=,id=202495,ilevel=437
head=,id=202497,ilevel=434
just put it below your /simc in topgear, couldn't find if it had been posted before
Thank you!
Is it possible to download raidbots for offline use?
download simc. raidbots is a web only version of the app
Thank you
it won't have any of the features though like top gear or gear compare
so you'd have to do that yourself
there used to be some addons that did permutations if you can find those
and generate a string for simc
Chromatic Essence:
Put the below text in advaced sim below your /simc.
copy="Ominous Chromatic Essence (Obsidian/All)"
trinket1=,id=203729,ilevel=441
dragonflight.ominous_chromatic_essence_dragonflight=obsidian
dragonflight.ominous_chromatic_essence_allies=obsidian/emerald/bronze/azure/ruby
copy="Ominous Chromatic Essence (Ruby/Versatility)"
trinket1=,id=203729,ilevel=441
dragonflight.ominous_chromatic_essence_dragonflight=ruby
dragonflight.ominous_chromatic_essence_allies=obsidian/emerald/bronze/azure/ruby
copy="Ominous Chromatic Essence (Bronze/Haste)"
trinket1=,id=203729,ilevel=441
dragonflight.ominous_chromatic_essence_dragonflight=bronze
dragonflight.ominous_chromatic_essence_allies=obsidian/emerald/bronze/azure/ruby
copy="Ominous Chromatic Essence (Azure/Mastery)"
trinket1=,id=203729,ilevel=441
dragonflight.ominous_chromatic_essence_dragonflight=azure
dragonflight.ominous_chromatic_essence_allies=obsidian/emerald/bronze/azure/ruby
copy="Ominous Chromatic Essence (Emerald/Critical Strike)"
trinket1=,id=203729,ilevel=441
dragonflight.ominous_chromatic_essence_dragonflight=emerald
dragonflight.ominous_chromatic_essence_allies=obsidian/emerald/bronze/azure/ruby```
I just found out that when you extend Rupture's duration while under the effects of Finality: Rupture the increased damage applies to the entire DoT including the grandfather'd duration. Has anyone looked into this?
At the very least it should be noted that a finality-buffed Rupture should almost never be refreshed super early.
it's been a known interaction since legion
What did you think the talent did
1 tick of 30% dmg?
Known interaction or not I don't think the sarcasm is warranted. The mechanic is not mentioned in any guide I've seen and by my math optimal use is equivalent to buffing Rupture's damage by 4.5%.
it is not mentioned because the interaction is obvious from the tooltip and there is even a command !rupture in the sub channel that highlights how to play around finality
subtlety has 2 spells that snapshot:
Finality: rupture - snapshots for the entire duration of rupture
Cold blood on secret technique - makes all 3 parts of the attack critical
How can I sim toxifies armor patch with top gear
Crafted gear has a little +, you can add a patch from there
Do I need it in my bags then?
You can add the crafted gear using fuu’s message slightly above
Tells you how to add all the crafted gear
Doesn't nightstalker snapshot now too?
yes, nightstalker did start to snapshot
this means garrote, rupture, sepsis, bone spike etc.
But there are some inconsistencies with it
i did document the behaviour in:
https://github.com/SimCMinMax/WoW-BugTracker/issues/1100#issuecomment-1546666126
Nightly build seems flawed somehow. Sims 5k less then yesterday for sub.
it is because the vanish bug for bomb dispenser was implemented (assuming dungeon slice)
Nope patchwork
oh, i saw it in #subtlety, it seems that a change we did to the sim is causing the problem
possibly a problem in the application/refresh behaviour of symbols
from what I see in the html report, Subtlety 2set and 4set aren't being called at any point so all the actors are assuming they don't exist within the sim. I could be misreading this though.
I see a symbols of death conditional that triggers if t30_2pc exists, but nowhere else do I see the t30 set actually being called if equipped.
Is Globe of jagged ice not being simmed correctly? The breakdown from Fuu's sheet shows a huge dropoff in useage on dungeonslice: https://www.raidbots.com/simbot/report/i1jizzGK2zSvQuHASWfHMu/simc
Looks like the sub profile is missing lots of usage when not looking at boss creatures. Perhaps a line to use it when time to die for any target effected is low or any target is at 4 stacks
there is no specific handling for the trinket, this is why it uses the default behaviour (means, on cooldown more or less)
I also think Mark of Dargrul is simming incorrectly in AoE / DSlice
when hitting multiple targets, the damage doesn't have the normal extra target scaling, it's splitting the damage totally evenly and not increasing with extra targets
one hit, non crit, for 31.6k on ST dummy
vs 1 proc, 5 hits, 3 normal hits for 10k each + 2 crits for 20k each
on the cleave dummies
not sure if this is the right spot but, fyi slimy expulsion boots were not simming the haste loss downside
fixed a few minutes ago
We’re aware
the toxic thorn boots are oversimming as well to be fair
That shit still procs the heal off of random junk
I don't see this behaviour in Simc:
for firelands trinkets at 437 if interested: #trinket1=matrix_restabilizer,id=68994,bonus_id=9055,ilevel=437 #trinket1=vessel_of_acceleration,id=68995,ilevel=437 #trinket1=variable_pulse_lightning_capacitor,id=68925,ilevel=437 #trinket1=the_hungerer,id=68927,ilevel=437 #trinket1=apparatus_of_khazgoroth,id=68972,ilevel=437 #trinket1=necromantic_focus,id=68982,ilevel=437
hmmm. maybe im missing something then. maybe something wonky with my testing on dummies then, it was definitely not doing that kind of % of the overall damage
yeah nah scratch that. must have had a few unlucky runs or something
do we know what was "incorrect" on slimy expulsion boot, was it adding haste instead of removing it. or was it just doing nothing to haste, or was it simming higher damage proc?,
because i did some test, and 120 haste should only result in 200 dps loss for me, not the newly sim of 800
to simulate 120 haste, i added 2 socket with 65 haste on a gear set with open slot
When the effect procs, it reduce your haste.
To simplify. When the proc occurs. The sims reduce your haste by a value.
This value is taken from the spell data of the spell that the boots have.
Coated in Slime (id=378423)
This spell has 3 different effect id's. The issue was that the effect ID to query to get how much haste you lost is #2. And in simc it was faulty using the value from #1. Which doesn't have any value that says anything.
Which means that the sims applied the negative haste, but without a value. Now it applies the correct negative haste value
To add to what is said, as far as I know if you have toxic patch you are not losing 120 haste but double that
OO true it double all effect
so id need to test 240 and not 120
makes more sens, im getting value between 620-650 lost for 3x 88 haste, so 264
but if we lose haste only when it proc, shouldnt the sim be lower then a 800 diff?
doesn't look like you only lose haste on proc, I lose haste in character sheet just for equipping
sims shows 100% uptime on corrosive, but in real log thats not the case
I think Rosvall meant proc as in literally equipping the item and thus procing the reduce haste. But yeah I'm pretty certain the reduced haste is not linked to the damage proc
same
i lose 240 haste by equipping
are you counting the effect of patch, I assume it amplifies the downside too
it does
if you have it
it does
its x2
-238 haste
proccing the boot doesnt change my haste
so its 100% of the time
as soon as equipped
is the sim removing too much?
Sorry I didn't mean proc as in having the aura deal damage, but having it applied
When you put on the boots, you get affected by the aura called Coated in Slime. This aura passively reduce your haste. But also allows for you to trigger Corrosive Slime (id=378426) - This is the effect that deals nature damage to the enemy.
That part was untouched. It was only player stat from the 378423 that was wrong
Want me to take a look at your two sims that give different results?
It is not unlikely that there's some other change than specifically the slimy boots change that's playing a role
very little loss
fuck sake it's taken my haste :^)
that could probly be the case, whats troubling is we had to use weekly because there was an error, i dont think it worth your time to double check, the value is very close anyways. thx for offering
It procs as long as SnD is up
Lament, do you have the boots available?
yes
I tested it with the tank dummy
it makes me perma combat
without SnD it does not proc
At some point, could you test speccing into Recuperation and see if it still procs heals from SnD?
With SnD it proc heal
It's the talent before ER in the class tree. Middle section towards bottom
My test was without Recup
Yeah. Wanted to know if Recup would make SnD not proc it
Since Assassination seems to proc it a lot less. And the main difference I can see is that assa runs recup.
From current simple test setting, I cannot confirm any conclusive observation on the difference about procs with/without Recup.
Well, you got a proc with it?




