#tc-research
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Besides vial and SnD, stealth also procs healing
Perhaps Shadow Dance as well then?
possible
Which is another thing I'm pretty sure Assa doesn't run
in tank dummy combat, i vanish and gets into stealth without getting out of combat. It then starts proc healing
Good info, thanks
Are you running soothing darkness tho? Does that effect it or was that confirmed to not be a part of it?
Any heal in stealth equipped? Maybe the cloak leech enchant with the bonus heal effect? That sounds weird
Iirc leech doesn't proc it, someone tested. Not 100% sure though.
no, leech doesn't proc
The leech cloak enchant has another heal effect tied to it
Isn't that purely out of combat?
I'm not sure about this one. I did use dance, symbol and other buff spells, not procing like getting into stealth
Alright, thanks.
I'm not sure if it might consider you out of combat if you are in stealth for a moment, even if you dont totally drop out
it should be soothing, the passive snd heal effect (without recup), recup, vial from what i remember
Yeah but checking from Laments tests above, he said: "in tank dummy combat, i vanish and gets into stealth without getting out of combat. It then starts proc healing"
did he use soothing or cloaked in shadows (not sure if cloaked counts)
I don't know. But since he tested Shadow Dance as well, and said it didn't proc. Then I would assume no soothing unless he also respecced between there
The passive effect seems to count as a heal trigger even when in combat and recieving no healing from it
Interesting
no soothing or cloaked talents
thanks
About the thorn boots, what is exactly making them oversim? From my testing the expected dmg procs are correct and approx the same than simc. It looks consistent and around 5 dmg procs per minute. The healing procs are also consistent and it looks they are 1 / min.
I've tested thorn boots with and without recu, and in both situations snd procs the healing effect without affecting the dmg procs.
I've tested thorn boots with and without snd up, and the expected dmg procs are still similar, around 26.
I've tested if healing procs damage and viceversa and it looks it doesnt work like this, damage procs damage and healing procs healing.
I also compared this result to several logs in live and all of them show the same consistency, around 5 dmg procs per minute (which agrees with the spelldata and simc) and 1 healing proc per minute.
Conclusion: Since snd procs the healing boots and snd has 100% uptime, it will saturate the "healing procs" so it doesnt really matter if we have everything that is supposed to proc it in simc. On the other hand, the expected number of damage procs are the same with and without SND / Dance up.
So u tested ingame and the dmg, altho u got healings, was the same as in sims/other peoples logs? This means.. i got bamboozled and wasted a spark
Sims should support SnD healing proc opportunities (even without Recuperator, due to the behavior)
I edited my answer and expanded it a bit
So I suspect the rate should be pretty close to in-game unless I'm missing something
Is there a way to check how many times a sim procs the healing effect?
I mean it should show up in the report shouldn't it?
The heal is triggered in sims when it happens so it should be there somewhere
my brain may not be braining correctly but this would mean that if toxic boots sim better, they actually are?
This is the only healing part I found in the report
Do you have a link to the report?
Yeah not totally sure why the proc rate there is so low, I've seen it at higher amounts before and obviously the SnD healing procs are there in the report too
Slice and Dice (recuperator)
Anyway the damage procs are close to what i see in ptr tests and ingame logs
Maybe it doesn't get reported for overheal or something, idk. Let me check locally
Ok, I see what happened
It's due to the proc rules and Recuperator being set up as a background spell in SimC since we had to split the heal and primary cast, even though it isn't actually a background spell (it's tied to SnD so not considered a 'proc')
So the proc rule restrictions would have made it proc less. I'm gonna manually flag it as not_a_proc = true
I think this is probably slightly more realistic based on the logs I've seen
Since most logs seem to be around like a 20-25% ratio
Uhm
I was getting sligthly more procs, around 25-27 in 5 mins
And i was checking a rogue with several logs and similar behavior
Might be high roll tho
And in my logs i get similar averages
Yeah I mean I'm not sure there'd be any change to the RPPM rate here, proc opportunities are gonna be pretty saturated
All we really have control over in the module level would be the ratio of heal to non-heal
Uhm I see, i am not sure how to check the ratio with the limited sample size
I'd say looking at logs though that it seems fairly clear SnD still can proc the heal
Yeah I mean I'd expect a bit more dmg procs than 21 in a 5 min patchwerk sim from what I could gather
It is
Yes
I would guess that given the SnD heal rate is non-hasted at 2 RPPM and Rogue GCDs are also non-hasted that it's actually possible for the heal vs. damage proc ratio to be biased simply based on the ordering of proc attempts and how the SnD heal vs. normal damage button presses end up aligning
e.g. let's say your GCD press is at 1.0s and SnD tries to heal at 1.1s, the chance of SnD triggering RPPM is extremely low (only 0.1s since the last trigger attempt) while the next damaging global will have a 0.9s last trigger attempt, then 1s on the next GCD (since SnD is every 2s.)
Yeah that rlly makes sense
If the ordering is opposite, say SnD triggering at 1.0s and damaging global at 1.1s and 2.1s, you would basically have almost a 50/50 chance of the heal proc
Pretty difficult to manipulate this though lol
But I
I'd imagine it leads to some odd variance in logs
So you’re telling my cut to the chase dps gain cause less snd gcds 
That's a passive buff to assa 😄
I think basically since the Recuperator HoT is part of the main ability buff, it counts as a non-proc no matter what
If SnD triggered a distinct HoT buff when you cast Recuperator, probably it wouldn't even trigger this stuff lol
Since Thriving Thorns is not set up to proc from procs
It's just kinda an unfortunate artifact that SnD heal is set up this way
No I mean the thorn driver itself is only set up to trigger from non-proc stuff
So in theory it should only trigger from actions
But since the SnD hot is on the SnD spell aura it essentially acts like we're casting a HoT spell every 2s
@twilit granite can you give tried to read but brain aint braining tldr? Toxic boots oversimming or actually working as intended and if sim says gain it is gain?
Its hard to say, I would trust sims unless there is a big sample data
tl;dr: is that they did potentially slightly oversim, but if you use latest should work now more accurate
You should sim with latest tho, koji just fixed them
Also a slight skew when checking top logs in general. Since those are more likely to include favourable luck. Though in this situation it's likely negligible
Hi, is it possible to sim Ominous Chromatic Essence or in example Spoils of Neltharus which active is the best one for me?
you can change them in the drop down
^ if you want to put it in manually, this is the option
thanks
anyone made custom APLs for specific season 2 dungeons?
we design APL's specifically to handle all situations
overfitting to a model is dangerous when dealing with simulations
hey Whispyr, good morning. I've heard dungeon slice is not the most accurate way of simming your gear, it's better to sim a few different custom dungeon APLs. Is this even a thing I should be conserned about or is dungeon slice good enough?
The value of dungeonslice is highly dependant on the class and the maintenance the apl gets for dslice
Its pretty good for rogue gearing choices
btw just as a coinsidence the same discussion is currently going on on the subtlety channel
Dungeon Slice is a good generalization, it includes single target and aoe parts and stealth between packs.
It is the best way to sim in general for dungeons, if you want to sim something more specific, you can always opt to specialize the sim for it (e.g. can use Patchwerk for pure st or either add cleave or multi-target simulations for pure aoe)
There is also Dungeon Routes, a fairly new approach that is static, it requires a more specialized optimizations than dungeon slice and can easily end up in local maxima (given that there is no variance between simulations)
DungeonSlice vs DungeonRoute sims will offer up extremely similar results for Rogues either way. Anyone telling you different is making a mountain out of a molehill. At best one may favor one talent or gear piece over another when they were already extremely close. Neither will offer shockingly different suggestions.
After having played around a lot with DR vs DS in SL. The main difference is that - CD's gets valued higher. AoE gets valued higher.
But its also based a lot around how you design your DR's
The “reality” argument is a bit overplayed. I’ve spent a long time comparing composite sims (DS of various configurations) and “realistic” sims (all sorts of DR setups) and overall gear recommendations and general talent setups usually end up the same.
DR has its own local optimization issues too
Yeah. My conclusion was to instead of simming it as a strung together beast. I simmed components that are common.
ST with full cd's + bl.
ST with cd's on.. cooldown
Low target AoE/Cleave with cd's
Low target AoE/Cleave without cd's
High target AoE/Cleave with cd's
High target AoE/Cleave without cd's
Which may intuitively seem like a good idea but “reality” also is not 100% perfectly repeatable in timing unless you are on the top 0.1% of players. So this could be viewed as a weakness. Also means results for one DR are not always relevant for another. Or may just be accidental.
And then focused on what situations my team struggled with
(E.g. an APL or talent change is only good because it accidentally delays an AoE trinket 10 seconds which hits a bigger pack)
Since DS is a far more randomized set of timings and overlaps those issues tend to be less common. They still happen (and need to be ignored typically) but not nearly as often as with DR.
DR's are imo better at figuring out what damage profiles you want to build your team around. Or timing of different packs.
But requires a lot of knowledge and not at all something you should take from someone else and input your own data in
But a lot of this is just esoteric for people doing APL dev. From a practical pov for “every day” use, it really shouldn’t matter much.
Is DR implementing downtime too?
Yes
That's one of the main draw. And I know Koji worked a ton on the spawner for that
It does. But DR’s biggest issue is complete lack of variation from run to run.
DR is good though and I did help Jayeasy with support for a bunch of stuff to make it a bit more robust and comparable to DS.
DR is a tool for someone like Meeres to utilize as prep for MDI
It’s certainly a useful tool but probably nobody needs to stress out about one vs. the other.
Unless you have a very specific reason to as Rosvall mentions.
And, it's really useful imo to gain insight on how different strategies/profiles/pulls/timing affects things. As a research tool
(My main research with it was in SL funneling/ST time saves vs. mass AoE classes)
Speaking of, It would be sweet if you could compare the max current hp of a pack vs. the mean hp of a pack and vs the 2nd highest hp in a pack :P
And use those as constraints
Yeah some stuff like that would be kinda interesting for sure.
I think DR is a really useful research tool for sure.
I mean this assumes to some degree “what people generally run” is correct and not just
as well. Also how close in value are we talking? Can’t imagine there’s really anything in the 2nd vs. 3rd best ring in terms of DPS.
Frankly probably could run 100 dungeons and never notice the difference for something like that in real life. There’s gonna be a lot of confirmation bias but small gear changes are rarely, if ever, noticeable outside of sims or aggregates. The variance on any given run far outweighs the measurability in-game in most cases.
If also argue that a) target counts matter less than people think and b) real-world target counts are lower than people think because they rarely, if ever, factor in the amount of time packs spend dying.
Because in relative terms the more targets you add the smaller the difference is. Big difference going from 1 to 2. 2 to 3. Etc. going from 6 to 8 is far less impactful. It matters but not as much as people estimate on aggregate.
I’d be interested to know a) what dps delta are we talking about in a DS sim between the two options. And b) does a DR sim of the dungeons you are taking about yield a different delta? (And by how much.)
Typically the biases towards lower target count mechanics are introduced by the ratio of boss time in DS moreso than the target counts in the waves. But that’s part of the goal of the aggregate. People do tend to underestimate the impact of boss damage in dungeons as well.
I'd also probably observe that the differences in cadence between dungeons may not be as pronounced as one might think as well. Using your examples above about Uldaman ("consistent huge AoE pulls") vs. NL (an example of a smaller dungeon.)
Looking at some random selection of top logs on WCL there doesn't seem to actually be a significant difference in terms of Black Powder average target count between them. Averaging out the number of primary physical impacts per BP cast on many NL vs. Uldaman logs and there is essentially no difference at all. They are appear to be in the low 5T average range per cast.
just to give some context, the ring comparison guffinn talks about is not generalized but very specific to one profile, onyx annulet sims around 1% worse than stat rings when comparing with the highest possible item levels.
Sure, but looking at some quick sims of the damage breakdown here for the Stones and then also looking at average damage in logs for, say, Uldaman, I'm not sure I'm seeing a significant difference. I see 6.2%, 5.7%, 5.6%, 5.3%, 6.9% in the top 5 logs using stones here: https://www.warcraftlogs.com/zone/rankings/34#boss=12451&leaderboards=1&class=Rogue&spec=Subtlety
Which doesn't see to be significantly lower than some quick looks at DS sims for those people.
I see 5.6% from stones when simming Exuished's gear profile on DS right now...
If there is any difference here, it has to be exceptionally small
(I'd also say there may be a funny perception skew here.. because as per the note 'when people generally recommend a stat ring' yet when it comes to logged runs, 70% of the top 100 runs are using Annulet.)
I mean that figure of 6 per cast seems like a significant outlier.
Next log on the 20 keystone list is 4.7. Next log is 4.8. Next next next log is... 4.7. Next log is 5.6. Then, 4.7 again.
I checked quite a lot of the higher keystone logs when mentioning the 5.x figure above
Most logs appear to be within that ballpark at the higher keystone levels
Obviously there will be outliers in either direction based on pull strategy and route, but on aggregate I'm not sure the dungeons are quite as different as one may think in terms of raw pull count on average over the full length of the key.
It might be just a matter of gear differences, what is best or good will always come down to what piece of gear you have access to. There are likely a lot of different answers depending on the gear levels and replacement items people have, it is where you can sim for your gear and decide dependent on data points. So i don't think it is a problem with the sim but rather trying to have a "one size fit all" answer.
I think I was mostly unsure about the "people generally recommend" part. Some people recommending is different from a general/common recommendation. I'm not sure this is one that is super widespread atm given how many people seem to run Annulet even in pretty high keys. But idk. Either way the difference here is likely going to be extremely small.
As I noted, I'm not really seeing a significant damage breakdown% difference here in logs vs. DS sims for Annulet contribution so I'm unsure where the conclusion about a potential over/undersim might be coming from, other than just some intuitive thought process.
Nothing is going to be perfect, but this all seems close enough that any differences would be pretty inconsequential
(Also just for reference, the current average BP targets per cast in a DS sim is around 5.2 by the looks of it with the current APL)
Even the bigger pull dungeons like bracken and freehold only reach upto about 6.5 at most
Because packs can overlap in DS
#tc-updates message
This is a little older but I don't think anything significant has changed about the "New" column recently.
Well that doesn't really address the fact that the SmallAdd and BigAdd events are distinct and therefore can overlap periodically
The chart above is how it actually ends up being distributed after all the RNG
We re-tuned the stddev and timing ranges a couple years ago (when I made the post above) to have more variety and randomization of timings/deaths to be a better composite scenario. This ended up bumping the average target count quite a bit over the original lock-step approach
Also to reiterate what Koji said. The more you optimize for high target AoE. The less actual high target AoE there will be in a real scenario, leaving you with dead lower hp mobs and alive ST or cleave mobs.
As an example. Taking one of the logs you used.
Filtering on only Trash which exclude bosses.
https://www.warcraftlogs.com/reports/b2ayzJFYVdrT67Hk#fight=10&type=casts&phase=-2&source=3
You get 76 casts of BP vs 60 casts of Evis. Similar can be seen in 129 Shuriken Storm casts vs 110 Gloomblades+39 Shadowstrikes
Which is quite a large portion of time spent actually not doing massive AoE.
The reality is that blizzards dungeon design atm has very little equal hp mobs in pulls which usually means even when you look at NL first pull, you're really only damaging a few mobs not 20.
A lot of people make the mistake of "it's a 6 target pull so i'm going to sim patchwerk 6 targets" but it really does not work like that
You would be simming the complete ideal scenario where all mobs die at the same time, which very very rarely happens in real scenarios.
And the variance you see in black powder casts even on a per dungeon basis is heavily dependant on rest of the comp aswell, for example in Neltharus there is a lot of small mobs that either can just die to 1 chain or to an evoker using CDs, and then the pull suddenly becomes low target cleave, not the 8 target scenario you were hoping for.
I think dungeon slice simulates this better than whatever else you can sim until dungeon routes gets more support.
We don't put this type of critical lenses to patchwork sims and we use them all the time
I mean to play devil’s advocate here, many times you are chaining 1 high HP mob to another pack that is still a lot of active time at ST or 2T while you are chaining which people often don’t consider.
Usually the very big pulls are only very big on the theory that they will die very quickly otherwise the tank will get destroyed. So there’s some upper limit on the amount of time spent on sustained high-target counts in that regard as well.
Assuming the announced changes are Aura buffs, you can put this in advanced simulation (below your /simc) to see the damage change of the buff.yaml profileset."buffs"+=override.spell_data=effect.179721.base_value=7 profileset."buffs"+=override.spell_data=effect.191052.base_value=7
For Top Gear or other fight styles you can put the following in the header of expert mode:
override.spell_data=effect.179721.base_value=7
override.spell_data=effect.191052.base_value=7```
From an initial look, seems like a ~4% gain in pure single target, this should put assassination more clearly ahead of sub/outlaw.
simulation: https://www.raidbots.com/simbot/report/kg6eHszBZpqTyCkr3QfBaA
Similar in dungeon slice, but seems still more noticable behind subtlety/outlaw in output.
https://www.raidbots.com/simbot/report/we1Qdt49tgMrKV6Fa2j5q6
About The rotten, some potential optimizations:
- practical sequence: 7cp - flag - fin - ShB - sepsis - SS - Secret - mini pause - dance - GB - evis - SS - evis - SS - evis - vanish - SS - SS - mini pause or a 1s pause - Secret - dance - etc
- For dance following the sequence, Secret will be ready when dance has ~7s cd with 7cp. Wait for that ~2 sec or continue a GB to fill if energy allows
- Secret with 7cp when dance has less than 5.3s cd = 7*0.7+mini pause
- flag will be ready dozens of seconds before a dance, but the sequence can be launched when dance has ~14.3s cd with mini pause considered.
- for many RNG possibilities, casting ShB ahead of the sequence is a solution to help dance's cd problem. This is majorly considered for boss mechanisms impact.
Current test result shows a minimum 4.4% gain compared to the current raidbot sim APL. I'll try to get logs and possibly a video tomorrow.
4.4%?? 

well, it could be another RNG bait. I cannot be sure. His sim shows 91k but his "not good" test shows around 94.5k. I'll try to get a log at least tomorrow. The test pilot is sleeping now.
91k and 94.5k? Why so low? Also would seem weird to me that adding some "pausing" in between cds would magically show up with 4.4% gains. But prove me wrong tomorrow
I think we're gonna need a bit more than just logs, let's see the sims
he has low gear from last season
Who is "he"?
the test pilot
"pausing" is for squeezing secret into dance
like 0.5s delayed dance
Perhaps it would be a good idea to use the loadout in the standard apls for testing
there are indeed other "holding" moment, which is explained as following: finish early does not give earlier dance but pushing secret into dance since both cds are ready.
what do you mean?
F.ex
rogue=baseline
level=70
race=tauren
role=attack
position=back
spec=assassination
talents=BMQAAAAAAAAAAAAAAAAAAAAAAIFJSCcgQJBAAAAAAQSAkIAAAAAAASDJOQJJkkkkWKJiEkIRiFE
head=,id=202497,bonus_id=1808,gem_id=192982,ilevel=447
neck=,id=206180,bonus_id=8782,gem_id=192919/192919/192919,ilevel=447
shoulder=,id=202495,ilevel=450
back=,id=204465,ilevel=457
chest=,id=206198,enchant_id=6625,ilevel=447
wrist=,id=193419,bonus_id=8780/8797/8960/8793,gem_id=192919,ilevel=447,crafted_stats=32/40
hands=,id=202498,ilevel=450
waist=,id=204399,bonus_id=1808,gem_id=192919,ilevel=450
legs=,id=202496,enchant_id=6490,ilevel=447
feet=,id=193452,ilevel=447
finger1=,id=193768,bonus_id=1808,enchant_id=6550,gem_id=192919,ilevel=447
finger2=,id=204398,bonus_id=1808,enchant_id=6550,gem_id=192919,ilevel=450
trinket1=,id=202610,ilevel=447
trinket2=,id=204211,ilevel=457
main_hand=,id=202564,enchant_id=6643,ilevel=450
off_hand=,id=202564,enchant_id=6655,ilevel=450
test is conducted manual
Oh. You mentioned "His sim", confused me. I see how you mean now
So napkin math. I would love to see some sims
Talking about sims and % gains without actually doing any sims is a bit troll and pointless
sure
Even more so if you don't have up to date gear with current tier tier sets and trinkets and whatnot
90k is an insanely low number
Doing manual tests can be good for PoC's. But in general, variance is so extremely high based on just "luck" already that it's hard to come to any conclusions. Esp at marks as 4.4%
my understanding is usually a behind manual test is more common, but a "not-good" tryout beats sims a considerable amount is different.
im not saying this is it here. I proposed it as a potential optimisation. It requires some delicate handling in apl about holding, which i dont have the experience about how to program it. If you hate this, so be it.
I mean we can test it out, but just seems kinda crazy. Comparing one or two pulls to sims with 10 000 iterations is a bit wild.
I'd appreciate tests with much more relevant gear, more tests/longer tests and/or sims to support it
If you do 100 sims. Your lowest and highest will differ by like 20% based on the pull
As seen here, the Rotten build itself already has a 11% variance
I admitted it that this may be an RNG bait before. However, if we really talk about it, I mean the cd of secret and dance, from the regular build we can get that dance is syn'd with secret if secret casted as 2nd finisher.
In the rotten build, casting secret as the 1st finisher has already caused desynchronization as the dance would finish early, which is the reason in earlier apl, there are occasions secret is casted at the last second of dance, where akaari's damage is out of dance's window.
pushing secret earlier and squeezing akaari's into dance makes sense and it causes secret's cd finish earlier while dance's cd is not touched.
This gives more room for the build to improve.
i did test a more strict condition to allow what you mean, but it ended up overall worse
as others mentioned, doing a dummy test and comparing results is very prone to errors, so observed differences in a dummy test are not a reliable way to measure damage differences.
Just to bring one example, if you use the beacon from the beyond trinket and do a dummy test getting a critical strike on all casts will also give you a noticeable uplift in output.
Ofc any input towards improvements is valuable, we can try to implement/evaluate some of the ideas you mentioned but i can not promise you that they end up damage positive.
I will share results as usual in #1065728795455266888, still you need to have a bit of patience.
It might be better to iterative approach things, so go one step at the time.
Quickly reading over the suggestions seems like you want to add idle/pool periods to the simulation.
i can confirm that sending blades a bit earlier around 1 finisher before the combo could be a win because that way you lose less SoD/dance sitting but also keep in mind that you are losing builders with blades later on too and also you have 2-3 globals where you do no builders where blades could have been used later
so chances are it is already in the conditions
yes, sending blades earlier will help the cd problems as i said in point 5, where i focused on boss mechanisms is due to my practice experience is gained directly from the elder
yes it has also happened me on rashok logs are private but the win would be quite minor likely
I haven't tried your latest apl yet. I'll do it soon.
In short, my suggestions is try to pair secret into dance and gain from there, and try to not cost dance's cd in following combat time (before next flag/vanish) where we possibly need to hold (or gb on 7cp if energy overcapping) for ~1.5s in the situation of "isolated dance" (just a 6s dance), and hold flag for a bit waiting for the correct time where double dance with vanish can benefit from flag buff.
Since the delay of dance is like 1second per min, there should be no significant noticiable cast loss from this. However, for the flag, there will be cast loss since flag will be delayed for dances, if compared to flag on cd (I haven't got the time to read how current apl handle the flag yet)
The sim was done on a 7min combat time without buff. that's why it was low. Current apl on sim contains casts like snd in dance. I'll try to study fuu's latest apl soon.
by pure curiosity, does dark brew increased shadow damage scales on the beacon trinket
well, tested on dummies and it's seems not
No this got hot fixed a beginning of this tier
They removed any interaction with non spec spells with this raid release.
This means the only 2 things remaining that interact with trinkets (for subtlety) are:
- Planed execution
- Find weakness
To answer a common follow up question, it is not a damage win to force a use of Beacon during PE.
Symbols of Death is technically an interaction right? 10% flat crit
I think the easiest way to understand it is to just see it as 10% additional crit on your character sheet.
so yes, it is just 10% higher crit chance. Questions about how the spec work also fit better in the discussion channels.
Yes I agree
Does anyone know if slimy boots deal damage on any absorb shields?
damaging embellishments do not deal damage to absorbs
that would include both boots
as well as like fang on weapons, etc
looking at old logs from raz flaring cowl did seem to do absorbdmg during stormsurge at least?
also rolling shadowflame appears to work on absorb where boots dont (looked at forgotten experiments for this)
It does no dmg at all? Sounds like a bug
both boots have the bug from what i remember
So they don't damage the absorb shield but still damage the health behind it, or do they just not damage at all?
Not at all
I had a question regarding Beacon to the Beyond whilst wearing Dragonfire Bomb Dispenser aswell - In regards to our opener, what is the most optimal opener when wearing both on-use trinkets? According to our opener in our Sub FAQ-channel, it states “SS - Beacon - SB - Gloom - flag - rupture … “
But in sims the “perfect” iterration uses it 12 sec into fight, so im assuming it uses bomb trinket first, no?
Tried chaning trinket slots in the sim aswell, since that matters with two on-use trinkets, still same result. Whats more optimal?
the sim uses beacon similar to the faq.
https://www.raidbots.com/simbot/report/7o5F5wDVN6sFjv8FWhEdUv
Oh- mine went a different route, dont know what went wrong there then
changing the order of use did not opt a damage increase with double on use
Arh fair
I think it's slightly better to go bomb dispenser first due to having planned execution on the beacon hit
As long as you don't lose a beacon usage
Yeah might be something with that - im not using Rotten build, so dont know if it changes anything
soviet's option is fine, it did not opt for a damage loss and if you know the fight timing well also shouldn't change the overall
Yeah, thats good to know, then might be able to line it up better with mechanics and such, gotta test that. Thanks for the quick answers
How can i sim Omnius Essence with not all Buffs Aktive but only like 2?
you can but you need to do it manually.
dragonflight.ominous_chromatic_essence_allies=obsidian/emerald/bronze/azure/ruby
is the function for all buffs.
just remove the ones you don't want to have from the string (and make sure to only have one / between flights)
link: https://github.com/simulationcraft/simc/wiki/ExpansionOptions
thanks alot
looking at the onyx vs stat ring pic and sims again, it will probably go down from 530 in st to like 465/450 or?
after nerfs
it is noticeable lower for subtlety because of the removal of dd/veiltouch/db impact
still enough to stay ahead in pure single target, it is however likely that we replace it next tier
oh you asked for 10.1.5, i sleeped on that, i need to sim how big of a change it is but there is the possibility that we replace annulet, 40% is quite a big nerf.
from what I saw, you'd probably want to replace it on all the specs using current patch rings
probably will want to use a spark or something to fill that gap later on
ok so i guess im g2g with a ring craft with this spark then
wanted to craft one anyway for m+
Should sim that. Regular rings are one of the lowest impact slots
was the biggest upgrade for me and a lot of assassination rogues this week
pretty common craft this many sparks in
socket value impacts rings, so getting a socket already makes up for it
can we sim the -40% manually in advanced tab somehow?
or do we just wait for simc to implement it into nightly
Probably override 404885 base value to 11457 and whatever other one you have
simc wont implement it to nightly, except with ptr flag
you can sim with ptr=1
it is, so the easiest way to sim it is expert mode:
it is seemingly a small ~0.5% buff for subtlety:
https://www.raidbots.com/simbot/report/67qW8QjZmLNcE158xHMSS5
(keep in mind that this also includes the 4% buff)
Yo quick question about DB vs. Flag
me and @solid summit had a lil discussion about the mastery buff window from flag and the second sectech that you are able to squeeze in
Example:
Flag has 4 sec left, you get the 2nd sectech out on 2-1sec left of the mastery buff window
the question now is
since the sim is always hitting the 2nd sectech in mastery buff window
and you are not always able to hit it as a player in a dungeon setting for whatever reason
we wanted to know if flag maybe gains more value over db because of little things like this
in sims
ty in advance for all responses
flag just works well with the fight style.
There is nothing unreasonable the sim does that is hard to re-produce in game.
The reason dark brew sims more noticeable worse this season is that the talent got heavily nerfed this season.
It still offers different trade-offs, so it's not a bad choice.
On the flip side, in a dungeon the effective CD on flag is also lower. Since it still ticks down as you're traveling between packs etc.
ok thats g2k that little things like this wont affect it sim wise if you know what i mean
yes, and if there are details that you think can be adjusted in the sim to improve the result its nice to discuss
however small details usually won't change the result noticable
if anything, a cooldown is more prone to errors than a passive damage gain
what should mean dark brew has an advantage over flagallation
still, flagellation as mentioned works well with the fight style and did so already in season 1 before the nerfs to dark brew.
aight, got it G
yeah i already thought smth in this direction. mitch is switching from ol to sub for some keys and he asked me about some things but i couldnt gave him a backed and reasonable answer to that specific question, thats why i asked in here before spreading false information
if you aim for more specific optimizations, it might be good to sim multiple fight styles and compare results
yeah yeah thats for sure
the rupture thingy in tornado sequence is still relevant with db, if you go into a pack without any ruptures right?
there is also dungeon routes that allows you to export dungeon tool routes and sim them, there are some problems with that but it might be a nice additional data point to help evaluation
sheeeesh
i didnt knew that
will def. give it a try and play around with it
man simming is actually fun if you kinda get the grip of it 
you need a weakaura for it
https://wago.io/Yya4XBbl-
Requires MythicDungeonTools https://github.com/Nnoggie/MythicDungeonTools How To Use: STEP 1 - BUILD A ROUTE IN MDT Yo
but as mentioned, it has its own problems so use it with caution
dungeon slice offers a better way to generalize dungeon runs.
https://www.youtube.com/watch?v=Vv9wHQvJ8wQ
is it good maybe? would sacrifice either 4p t30 or replace crafted head for tier set
Rogue in general has good survivability tools with feint/cloak and cheat death
just put in ptr=1 and all changes should be in (use latest or nightly version)
Without testing it’s somewhat difficult to know if the variety of hotfixes to SecTec has left them benefitting from pet modifiers or not.
This on live or PTR?
Yo not sure if thats the right place to ask this but does anyone know why I can't modify the consumables?
I would like to use iced phial of corrupting rage but nothing works and it used to
Custom APL?
go up into the paste in you have done and find the spot where the consumeables are and delete them
then do what i told you
Well there's none
There's only like gear and talents
No line about consumables
Unless it's labeled differently
just select corrupting rage if you want to sim with it
Yeah but I can't
It won't change
It's like it's not taking it into account and it stays as phial of versa
its specified in the sim input as to what to use
so he would need to find it and remove it
/simc does not specify consumables
I can't even select the simc defaults as the options
no, but what he has imported might have had it specified
Yeah found the issue
I had the rotten apl imported in the quick sim tab
From like a couple weeks ago
But didn't think to look past the top gear tab
It works now
Thanks!
Yeah I must have had a previous one
Is there any way to sim execute?
Ah ty ❤️
The latest APL for dark brew has a condition that not casting Secret if CB is about to up during a dance. However, with 6sec dance there are cases that CB gets up during dance but not enough time for cps and Secret. Should this be a loss that not casting secret due to the CB condition?
In the example, CB will get up at 0:51, which causes an evis cast rather than secret. With 6s dance, there wont be enough time for a CB secret in such scenario.
it is a side effect of the 6 sec dance duration, something we discused in #1065728795455266888 too
it has no negative dps impact in the sim
So a followed WM SS and CB secret with akaari out of dance would be rewarding enough compared to cast secret there?
the reason secret might fall out of dance is this line:
actions.finish+=/secret_technique,if=variable.secret_condition&(!talent.cold_blood|cooldown.cold_blood.remains>buff.shadow_dance.remains-2)
and the line makes a lot of sense if you are skilled into talents that improve shadow dance, i did write a fix for the line in the mentioned channel. It is just a simple condition to check if you are talented into it.
i know it is because of this line. since CB is about to ready and secret is muted
the reason why it happens is that you are not guaranteed to reach another finisher in 2 gcds
for gameplay, you should not dealy secret further than the 2nd finisher
how is it then not a gain to use sectech as 2nd?
yea, that's my point and question here, should we change the condition a bit so that we not bidding on a WM SS so that a secret may or may not be cast with CB?
it is a edge case that does not happen enough to have a dps impact, still something that is easy fixed in a apl update
imo for 6s dance we perhaps need to remove the CB condition since we're not casting secret for the 1st finisher and we generally not want to cast it the 3rd either. In case CB is about to up but up after 2nd finisher, it should be a gain to cast secret as 2nd finisher and either keep cb next dance or use it on 3rd finisher
the change is fairly simple (unless i made a typo):
- actions.finish+=/secret_technique,if=variable.secret_condition&(!talent.cold_blood|cooldown.cold_blood.remains>buff.shadow_dance.remains-2)
+ actions.finish+=/secret_technique,if=variable.secret_condition&(!talent.improved_shadow_dance|!talent.cold_blood|cooldown.cold_blood.remains>buff.shadow_dance.remains-2)```
exactly
should it be !talent.improved_shadow_dance?
it should be, fixed
thanks. I was switching talents for M sarkareth. considering 10.15 is coming, need to learn this new DB stuff. :p
how can i sim on ptr build pls
where do i write
this
the box just above you put the ptr=1
highly appreciated big G ❤️
Given that we had updates to implementation on 10.1.5 items in simc (implementation is still experimental for most trinkets and fragment trinkets are generally not well supported).
Some findings.
Items:
/
Mirror of Fractured Tomorrows(trinket) - http://tiny.cc/14w8vz
Is with current implementation the highest simming trinket for Dungeon Slice but only marginal better (~0.2%) than alternatives.(can be obtained on 447 in hard mode)

Accelerating Sandglass(trinket) - http://tiny.cc/34w8vz
Is now simming worse than Mirror for all 3 specs.
/
/
Nick of Time(dagger) - http://tiny.cc/84w8vz
Has now an early implementation and is bis in offhand for Subtlety (Single target), Assassination (Single target/Dungeon Slice), Outlaw (Dungeon Slice).
Keep in mind that things might change, it is advised to run your own simulations.
I can't see Ring-Bound Hourglass (https://www.wowhead.com/item=193000/ring-bound-hourglass) in either of the crafted inputs
Not sure its its not worth it, or just missed - mentioning it incase it's the latter
regarding the mirror trinket, is it know which spells it casts? e.g. gb/evisc in st or ss/bp in aoe?
but g2k that i can replace my dogshitty fragment for forti weeks now x)
It does the following for melee dps:
auto attack: https://www.wowhead.com/spell=419591/auto-attack
physical damage cleave:https://www.wowhead.com/spell=418588/sand-cleave
im very confused now haha
it does auto attack damage and a physical damage cleave (the future self npc)
could include it, not sure if it is needed given that its essentially the same as the other ring.
Ye but the rings are unique, probably should include it
Since technically the bis could be 2 crafted rings
its easy enough to do, moment (updated below)
10.1.5 Season 2 item Strings for Top Gear:
How to use: paste your /simc in the text field on https://www.raidbots.com/simbot/topgear, copy the content of the text file below your input. Select gear options and press Find Top Gear.
Details:
crafted_gear_reduced.txt - Contains all crafted gear but removes combinations like armor patch. It is easy to add specific ones back by using the + on crafted gear pieces. The reduction allows this to be used on reaidbots without long loading times or lags.
crafted_gear.txt - All crafted gear pieces. Adding this can lead to lag or long loading times.
gear_season_2 - All Season 2 items on the highest obtainable item level.
update - Nick of Time(dagger) - Make sure to use NIGHTLY or LATEST, the effect won't sim correctly else.
Using nightly, it is now sims bis for all 3 specs in:
- Single Target / Dungeon Slice
- Dungeon Slice (not far behind in Single target)
- Single Target
What effect does the dagger have
@robust turret this
Does damage on proc and then again 3 seconds after
Wow
Just a generic damage proc hidden under the guise of a stat
Instead of a big block of text
Will probably be using it in m+ or is it only good ST
.
that question is better suited for the spec channels.
do we know if timestrike can proc off pet hits xdd
likely as it works on wl things but maybe we have our special pet
would not be surprised
i cant give you a 100% correct answer but i assume to 99.9% its not proccing off of pet hits
i mean we/you could ask on hunter dc or so idk
Maybe worth bringing to this channel @proud wadi but sims seem to expect sandglass to be proccing almost double what it's doing on logs.
I wish I had the trinket so I could test it myself, idk how much of this is due to downtime or if it's actually oversimming. Can you link me your sim w/ it equipped?
or send me the string for the trinket
and I can sim it on my profile
got it, I'll take a peek around
I can go beat on a dummy after raid but can't now
I thought the kazzara logs would be more useful
If it was rng you'd expect a few to have outperformed the sims
So it's either uptime or the sims are wrong, as far as I can tell
looking at the two kaz logs
I think it's a bit of both, at least compared to what I'm looking at in this sim report
I just checked in a fix for the trinket
Probably was simming about double value for the damage part, but the stat part is obviously a large part of it and would have been fine
So just will have to sim it again
https://www.warcraftlogs.com/reports/NqBXa2GQRyCrjtdL/#fight=4&type=damage-done&source=1
Did some testing with the doomhammer wq trinket because i happened to get it and its not in simc yet. It seems quite good for its ilvl (from just a couple of test it seems pretty close to what a 424 bomb would be) but not powerful enough to beat out any of our current trinkets
If anyone gets the mirrors trinket
That one seems suspicious as well
I’ve only seen like 2 logs of it
But in logs the clone is doing like 0.6% and in sims it’s like 1.1%
Seems to be a difference in attack speed
But I can’t find enough mirror logs atm to figure it out
I have it do you need me to do something for you
If you have any logs, they are always helpful
I also have both trinket in case you want to me try them
We running HM tomorrow for our guild reroll, I can go with Outlaw main & try them (won't take risk to try one tonight on our incoming M Neltharion kill héhé)
https://www.warcraftlogs.com/reports/ka2TzQK9G4CqZYhN#boss=-2&difficulty=0&type=damage-done&source=22 Mytic 1st 4 bosses with progression using Sanglass trink 441, if its any use
that one's already fixed in the sims I appreciate you tho
I had to bother poor koji on a wednesday night
Does a sim count multistrike (timestrike) from trinkets besides normal abilities? I'm sure it works on Beacon
I'm not entirely sure what you mean by that question
like does it count procs off of trinkets?
ye, absolutely right
yes I don't see why it wouldn't
assuming timestrike takes into account trinket damage
it does like soul cap did
and touch of the magi
kinda interesting it works with trinkets
might also want to check if blessing of summer and ebon might etc also slot into time strike
like touch kinda
It’s a generic effect so it should work fine. But it’s only 10% chance or so, so it’s gonna be rather RNG
22 UR with the mirror trinket
https://www.warcraftlogs.com/reports/MHRD39nGXPh1rcNa#fight=3&type=damage-done
thank you, the issue has been resolved and it's simming properly now 
do we need/want data on the time rift world trinket thingys? was thinking of looking into this
hi do we have apl for MDT sims?
kk tysm
hi
so this is incorrect: https://www.raidbots.com/simbot/report/9hp28ZtoSoF4nu4F3sfa3t
Sandglass simming higher than Mirror
Why is it incorrect
"Accelerating Sandglass(trinket) - http://tiny.cc/34w8vz
Is now simming worse than Mirror for all 3 specs."
This epic trinket of item level 421 goes in the "Trinket" slot. It is looted from Manifested Timeways. In the Trinkets category. Added in World of Warcraft: Dragonflight.
Maybe in dungeons
But every character is a little different
And relative values can often change
Unless you have any evidence of the sim incorrectly modeling either of the trinkets, this is a completely reasonable result
Bloodmallet also shows sandglass above mirror
Bloodmallet is based on sims. What i was curious about is if raidbots is not updated properly yet
Correct, but the profile bloodmallet is using also shows sandglass as a better option. As mentioned before, unless you have evidence that simulationcraft is not modeling one the trinkets accurate to the game, they are simming accurately according to known theorycrafting and your result is expected
Different characters might show different results
seems like the best head slot is crafted head or is there any non-craft that is good enough?
Engi goggles are pretty good
engineering is crafted too, but you can just use the text file from the pins and add it to top gear
you might find the best option that is not crafted for the spec you want
yeah engi goggles is the good pick
Can we sim how much dmg Aug evoker would "give" us? Or atleast Ebon Might ?
Not sure this is fully implemented given all the bugs and random dogshit that augvoker is doing atm, should ask the evoker discord for more info on their sims
I was wondering if there was a way to add the ebon might buff like the PI line in raidbots , cuz at first glance I don't think they've shared how to sim personally, it's more of a graph of sims they have ran. Thank you tho, I'll ask there later
ye its not as simple as pi
You can create a shirt with stat, do 800 agi 100% uptime instead ^^
Can you bind it to buffs similar uptime?
Like blade flurry
symbols?
i mean its not accurate
no you cant do that as far as Im aware
the easiest thing you can do is just make fake gear as I said above
its fine for rogue anyway we dont have any burst
idk I havent looked at logs
Rest assured that the augvoker will try their best to avoid you
Regardless of your ability to sim it perfectly or not
Rogue is not that guy to buff
And even if you manage to get that buff working
you dont have the breath buff
mirror buff
etc.
@supple valley is the guy to talk to about this Aug stuff. 🙂
How does the sim calculate blue silken lining and corrupting pot uptime?
you can set the uptime as parameter
I mean they're health dependent right so surely the parameters for uptime of those could be applied to ebon might
As long as they're achieving the same uptime it should work?
dragonflight.blue_silken_lining_uptime=x will set the uptime in the sim, the default is 70% (0.7)
dragonflight.corrupting_rage_uptime=x for corrupting rage, works the same as above
Ok but relating to whispyrs statement before
How does it know when to allow uptime
Because those would affect the DPS in the sim depending on when they are active
i assume it's just a proc rate that reaches the uptime on avaerage, but rly need to ask @knotty oriole about implementation details
Hello all, I was just curious if the numbers on the actual simcraft page for rogue are accurate?
the profiles have been updated, yes
TY X
You can set both blue_silken_lining_update_interval (default 5 seconds) and blue_silken_lining_uptime (default 0.7)
So every 5 seconds it rolls a 70% chance to enable or disable the buff
Corrupting rage rolls every 1s but looks like it uses some formula to slowly increase the chance of failure over time
How could I get this but for cloth?
You would need to create the gear list yourself.
But dropoptimizer should already cover most of it.
Yeah but droptimizer uses the gems I currently have equipped
make your list and add it to top gear and run whatever you want for combos
Maybe Just switch item IDs?
COuld that work?
the syntax is easy:
# <- at the start to have the item in the list
slot= <- for gear slots
id= <- The id of the item
bonus_id= <- bonus ids, this is needed to add sockets or special effects
ilevel= <- can be used to specify the item level. Can be ignored if you add the correct bonus ids, but it is easier to use the ilevel option.
Example:
#head=lurking_specters_visage,id=202497,bonus_id=1808,ilevel=447```Is a head piece named Lurking Specters Visage with a socket and an item level of 447.
You can get the ID easily from WoWhead (either the URL or can use the "link" option) or can use the chromehead Chrome extension and copy it from the context menu when right-clicking on Raidbots.
Video showcasing it:
If you can't find the ID on wowhead, it is possible to also find them in the game.
The simplest option is to install idTip.
It will add the item id to the tooltip like this:
Y, and you could just change IDs in your String with search replace function
With this infos
You can alternatively also find the bonus ids in the spell data dump, but it is probably not as easy as the above options.
link: https://github.com/simulationcraft/simc/blob/dragonflight/SpellDataDump/bonus_ids.txt
Thats what i wanted to say/ask. That he can get the cloth Head ID and replace it with Leather HEad ID
probably makes sense to just create a new list unless there is overlap with items
probably can just go to a clothie discord and find a list somewhere
e.g. jewelry can be just copied/pasted. It might be easier to just copy the bonus ids.
Would anyone be around to help me try and find the cause of what I assume is a bug with subterfuge
think it is the best to just state what you think is wrong, it is easier to discuss
In the opener and sometimes mid pull during vanish subterfuge
Im unable to use ambush
Stance macro doesnt pick it up and neither does my ambush bind
is it the first ambush after vanish?
The vanishes ambush works
Subterfuge after doesnt
Seemingly not allowing me to cheap shot etc either
check your action bars, it sounds like a action bar setup issue
It works fine on the dummy with this macro:
#showtooltip Shadowstrike
/cast [bonusbar:1] Ambush; Sinister Strike
```could be a different factor (like what solo mentioned)
Yeah mine also works fine on the dummy
And was working fine all expac until the latest patch
Where we got the buffa
The trinket one is an interesting thought tho
the ambush button does go grey or "not usable" right between the frames where u press your bomb dispenser
so i think Solo might be up to something
theres subterfuge for you, its got reports dating back to like 2018-19 where some heart of azeroth trait proccing would brick it
Yeah even pressing it half way into subterfuge still breaks it on the dummies


Fucking blizzard spaghetti code man
subterfuge is sadly something that caused a lot of issues in the past
Even if I press teh active on chromatic essence which just cancels after .1s
It still breaks it
wonder if this is new or has it been broken be4
like broken as of todays/yesterdays patch
I've always trinketed like that
And never had an issue before that patch
Chromatic doesnt even do anything
Just the action of pressing it breaks subterfuge
a ability timeline would help immensely in the videos, or did i miss it somewhere in your interface
I don't have one toggled on rn
I can enable it if you want another vid
You can see my bind in the top left of bars glow as I press it
Ill put on another trink so it shows
the subterfuge buff stays active, so it only breaks the macro condition?
sap also goes dark
okay, so it breaks stealth entirely
some trinkets like the S1 puzzle box used to not break stealth if you had subterfuge talented, maybe they attempted to fix that but caused this
works fine for me with bomb dispenser
just to confirm this, it the ordering has seemingly no impact
could it have something to do with raids being funky with stealth
well that wouldnt make sense since its not working here actually
I noticed that whenever a new essence buff is applied when you're in range in group/raid it brings you out of stealth. Unsure if its relevent.
Hello !
I spend something like 1h looking in pins and multiple guides for this aswer.
Didn't found it so i make a try here.
I don't understand my sim here.
https://www.raidbots.com/simbot/report/oH4TAuz3kjZRUfD44Fe72p
Haste looks to be 3rd in every guides i can found, and still Dj slices or single target ask me to full change my gems and enchants as haste when i made my all stuff around crit+mast.
There some kind of cap about these stats ?
Stats naturally fluctuate in value as they change (and as your other stats change). The sim is accurate, but keep it mind if it’s recommending haste, it is unlikely to keep recommending haste as you change your gems and gear. Assassination values some haste, but that exact amount isn’t the same for everyone.
If the robot says that pieces with haste are better, then for you, they are better. That doesn’t mean they always will remain that way as you continue to gear
So you’ll want to keep simming as you gear up. You could also consider changing your crafted pieces so one or two of them have haste, and see what the sim thinks, stats are stats and doesn’t matter where they come from.
Ye i probably shouldn't think that much and just follow the bot. But i like the understand why, this think and not another. :)
My set of 446 gear has a couple of pieces with haste because my sims preferred them, but eventually it stopped recommending haste on gear after I got a couple pieces
Ok thank you. I guess i'll try to put some haste back and see what Mr Robot telling me
I can’t explain the why myself, beyond that having some baseline of haste for sim is more valuable than the other stats to a point
the more energy regen you have, the less you need it, so you want haste until you have enough energy for other stuff to be used better
Haste isn’t just energy regen though, so idk about that. Though that is an MO for it’s priority so 
not sure it's the best channel to ask but what are docker builds?
Also i'm looking if it is still possible to run simulations from your own pc? last time I tried something like this was more than 12 years ago..
docker is a software that allows you to run containers (basically bundled executable virtual machines) on your pc
so essentially a easy way to run simc without a complicated setup process
(but with the requirement to use docker or a simialr runtime for it)
so it's an alternative to the main thing?
or is it a way to bring an ui to simc I'm wondering?
docker is more a software used in software engineering or for servers/automation
are you sure you want to run sims from your own pc tho, the use cases are extremely limited nowadays
raidbot can do everything and anything you would want to do most likely
maintaining it to be up to date is also harder localy
i'll try that thanks for the answers
it really is just out of curiousity
to see how much slower it runs etc
if I can tweak the number of iterations or anything else I can tinker with really
the issue with local simc is that you dont really have any UI, you have to do everything via text
that's what I was wondering too, I remember having some kind of ui for whatever sims I tried on my feral in wotlk or cata
i'll see
thanks again
as far as I know even the graphical interface is kinda useless
it is more like advanced simulation
its basically this https://www.raidbots.com/simbot/advanced
than raidbots top gear
I see
I personally have been using the simc software for everything because I can't afford another sub just for gear. It's not as user friendly for the average person but I actually prefer it when messing with apl stuff for personal use. It can't do top gear or droptimizer (that I'm aware of) but you can still get a pretty good idea of what you want with stat plotting. In SL you could use SimcScripts for combinations, that was a very fun tool to play with and I wish it was still updated but I understand it not being worth it with it being free and with raidbots existing.
you can do almost everything you mentioned without a raidbots subscription
the limiting factor for raidbots is the iteration limit, it means you will need to split things up
I was doing that before but it was pretty annoying and I imagine it's worse now with the new talent trees. I understand the iteration limit though and the price is good for what it does. I'm not knocking it, I just feel that I can get nearly the same results without needing combinations anymore and I don't have to deal with queues with the software.
fair
If you set your browser to submit to tab on middle click it makes it even easier
Site supports it by default too for the most part too i think
do you have a link to this SimcScripts thing if it's open source? was contemplating making some hacky way of doing combinations locally as well
I remember adding trinkets and legendaries was pretty easy but I'm not sure what all would need to be done to make it work well for DF.
is there a beta build of raidbots that we have to use to test ptr apl stuff? getting errors when i use my simc string in the advanced section
you have to use local or mimiron i think
The easiest way to use SimulationCraft. A resource for World of Warcraft players.
oh gotcha didn't know about mimiron ty
note that outlaw is in the most complete state for ptr sims (see #1065730004920586350 pins), the other specs had an initial pass but are waiting on some things
yup! figure it's a good time to start experimenting since there's so much left to discover
the main focus for ptr simualtions is to fix problems in the apl
it is too early to have conclusive answers for gearing etc.
of course!
where does the value for cp_max_spend come from? can't find where it's set and i'm currently evis'ing on 2 cp lol
cp_max_spend is just a way to include er
oh i see it's the combo_points.deficit that's used for finishing logic
https://github.com/simulationcraft/simc/wiki/Rogues has a lot of info about such
lol yeah i saw anticipation charges and had me a think
mystler bae
sry if i missed something obvious in the repo, but what's the difference between run_action_list and call_action_list?
run does not return after
Run:
conditions
run
└─> we now execute this
conditions after are ignored
Call:
conditions
call
└─> We execute this
and continue here after
call doesnt restart, it just keeps going
got it, running a list will only ever cause one action from the list to get sent, but calling a list will send all the actions that return true, in the order of the list
you see it in action in the sub apl:
that wouldn't include assigning variables right? like in the case of the stealthed list, if line 119 doesnt run, that wouldn't mean it would run 120 and then end the list right
it will work through the sub list after the jump
in both cases
so the diffrence is just if it returns back to the point of the initial jump after and continues
another visual representation
basically if you are stealthed you go down to the stealthed sublist
and then sequential (one after the other) chech the items
and since it's run, after that you go back to line 0
but if it was call, you'd go back to line 49
stealthed is a run*
so if it ends with the last item in the stealthed list
and couldn't match it would end
(and begin at the top again next)
maybe the lingo is getting mixed up, but when i referred to it as a run, i was meant that the stealthed list was being called using the "run_action_list" rather than "call_action_list"
okay okay lol
but yes, exactly this
perfect
how does using copy= to compare two apls work? Do you need to copy paste the entire apl after the copy= and then make the changes or is there a way to specify the lines you want to replace in particular?
basically it will copy everything above, you can then replace a "section" of apl if you will
for example this is the finisher section (list) for outlaw
# Use BtE to keep the crit buff up, but on cooldown if Improved or for Greenskins, and avoid overriding Greenskins
actions.finish=between_the_eyes,if=!talent.crackshot&(buff.between_the_eyes.remains<4|talent.greenskins_wickers&!buff.greenskins_wickers.up|!talent.greenskins_wickers&talent.improved_between_the_eyes|!talent.greenskins_wickers&set_bonus.tier30_4pc)
# Crackshot builds use BtE outside of Stealth if Vanish or Dance will not come off cooldown within the next cast
actions.finish+=/between_the_eyes,if=talent.crackshot&(cooldown.vanish.remains>45&cooldown.shadow_dance.remains>15)
actions.finish+=/slice_and_dice,if=buff.slice_and_dice.remains<fight_remains&refreshable
actions.finish+=/killing_spree
actions.finish+=/cold_blood
actions.finish+=/dispatch```
you know its a section because it start with a ``actions.finish=something`` instead of +=/
You only need to copy the sublist
oh sick
Was curious to look at mimiron, what does this check do on quick sim? I thought everything mimiron was PTR / beta stuff?
does nothing, a remnant of old raidbots UI stuff that was removed on the main site
Someone has a list of all the crafted gear sims with different stats?
Would like to add some to my topgear so create the best combination
its in the pins in this channel
its "only" leather items right? :/
Well yes
okey need plate aswell thats why i ask 😄
might have more luck in warr/dk/pala
Ty! By the way the trimmed crafted gear version has ilevel=447 on every item, still S2 ilvls.
For more clarity when you see that it is the second paste
#trinket1=augury_of_the_primal_flame,id=208614,ilevel=489
This trinket is also ilvl 495 496 and not 489 since its "very rare" from the last boss 
is it 495 or 496?
Mb ye its 496
What stat is 32 36 40 49 Is it crit haste mastery vers?
thanks, fixed
32 36 = crit haste
40 49 = vers mastery```correct.
Initial Season 3 gear strings for testing:
I put together an intial gear list for Season 3. It should be complete, but let me know if something is missing/wrong.
Best is to use Raidbots - Mimiron to have all items available.
(ADVISE: Use a trimmed version or the reduced crafted gear list as the full version will lead to a laggy website experience)
does raidbots topgear talent builds have the ability to generate builds with a floater point in the midsection? im trying to but i cannot put points into the final third leaving one floating in the midsection for the bot to then place for me
no it does not
it's only able to generate from top down
curses
Am I misunderstanding something? Detailed report is 6 min, sim page says 5 min?
(This is mimiron)
All sims have +-20% variance in duration by default
Ah ok
Initial Season 3 gear strings for testing:
I put together an intial gear list for Season 3. It should be complete, but let me know if something is missing/wrong.
Best is to use Raidbots - Mimiron to have all items available.
(ADVISE: Use a trimmed version or the reduced crafted gear list as the full version will lead to a laggy website experience)
update Changed item levels from 483 to 486 for crafted gear, updated primal flame to 496.
Unlikely
general implementation questions are usually better to be asked in the simc discord.
https://discord.gg/tFR2uvK
Last tier we had a few bosses that were close(tm) for a bit so my rl had me eat the first boss melee to guarantee a ret aura proc on pull. (Since healer pumps on pull can oft prevent one in the bl window)
Pretty similar, imo - pretty rogue-specific behavior though.
so it will have one proc baseline in patchwerk fights good to know
nah, the default will mostly likely be zero
ok but I think this is what he meant though
No, he said the default is going to be no procs at all
And if you want it to proc you have to use the lines he linked in expert mode to enable it
ok thx
hey guys, how do i compare multiple talent strings in one ptr sim?
can just use top gear for that
or you just use top gear for that
Raidbots mimiron - Top gear <- follow the link
possibly need a custom apl, e.g. for subtlety you can take the one pinned in #1065728795455266888.
a gear list for s3 is pinned in this channel
Fwiw ingame you cannot have the proc and the buff from the on-use at the same time anymore. Either the proc replaces your regular on-use or you cant use the trinket while the proc is active
Its a recent change, you used to be avled to stack them
it is a hotfix thing that got through likely
will also make a fast video about it after i check if it also decays
i'm trying to get into understanding the apl and I wonder if you considered commenting more, like just to explain what a paragraph is meant to sim in the rotation?
i'm actually going to make videos this next weekend about simc and APL in general i kinda decided no one did tell me what format they prefer so i will just make one video for each part i consider important
It is easier to understand if you have done some logic in programming
maybe we should pin the simc wiki or make a diff thread for people that are interested in learning will ask around meanwhile this is kinda the most important one for APL https://github.com/simulationcraft/simc/wiki/Action-List-Conditional-Expressions even i still check it quite usually
ok but there is a different reading into a paragraph knowing it is about optimizing Blades for example, and reading to try to understand which part of the rotation it is trying to sim/optimize.
very different things
yes they are hierarchal and also tell the name of the expression
but i'm very curious to watch your video about it, even if it does not help me go the whole way through it at least might help bring more ppl into it
took me like a few hours of just rapid firing questions to whispyr for me to be able to read/understand it
the hardest part is when you already have an idea and want to make it true sometimes(and also not mess up everything meanwhile)
but understanding it in itself is also quite a fun journey
had to edit because it happens a lot
yeah the reading is the easiest part, making changes yourself requires you to play around with it quite a bit
actions.stealthed+=/gloomblade,if=buff.shadow_dance.remains>=3&buff.shadow_blades.up&!used_for_danse&talent.danse_macabre&spell_targets.shuriken_storm<=4
ok so this line from the apl is to use gloomblade during dance more that 3sec remaining, while in Blades, only once(?), with DM talented and under 4 targets?
correct
if=buff.shadow_dance.remains>=3
shouldn't this part have a higher number in order to have GB be used sooner into the dance?
what would that do
its for more than one build the timing fits if you are playing non TFD builds so you have a gloomblade in between the first Eviscerate and the sectech cast
dance has 6 seconds left on it, 6>3, so it uses gloomblade
if you said if=buff.shadow_dance.remains>=5
dance still has 6 seconds left on it
and 6>5
so it still uses the gloomblade
well we are supposed to use it as 1st gcd and have the remaning gcds used with higher damage spelle as it's a bigger gain that way
yeah
it does that
moving the number up doesn't change the logic
it probably just messes up some edge cases
where the sim doesn't gloomblade on first gcd
why not sooner though?
it makes it able to do both
hmm
Making conditions too rigid is a very quick way to cause the sim to simply fail when something out of the ordinary happens
but should it not try to reproduce this part of the rotation in a more strict way to be more optimal?
alright
like this way it can solve the rotation when it does not enter Dance in the best most optimal way?
and since this line happens before the SS ones it will be used prio as a builder?
Yeah I mean if you force it to a very very specific gcd
The moment you don’t get that
It’s doomed
no wait there is a shadowstrike line before it. hmm
how does the bot knows to use gb prio over ss in this case then?
and by that you mean the sim will still get through but with a much lower dps for example?
sorry i'm firing questions, that's the last for tonight I promise
Because the shadowstrike probably has a condition on it that blocks it, which causes it to check the next line and use the gb
I’m not intricately familiar with the sub APL but stuff like that is fairly common where you have line A require some conditions, like you need to have rupture up for example
And because you don’t have rupture up, the first 15 lines of the APL just get skipped
So you cast the rupture and then the previous lines kick in
interesting
Well the sim will complete but the dps probably craters. I had an issue like that earlier where I limited rupture casts but Deathmark requires rupture so it just never cast Deathmark and I lost like 65% of my dps cause no Deathmark means no kingsbane no kingsbane means no shiv, etc etc
And the entire APL crumbles
|variable.priority_rotation)
must be that part that skips the SS then. I'll just have to dig into the wiki tomorrow
That’s a user variable you can put in to sim priority dps in aoe
By default it’s false
ok
thought the complete line is not much long:
actions.stealthed=shadowstrike,if=(buff.stealth.up)&(spell_targets.shuriken_storm<4|variable.priority_rotation)
so I have no clue how the bot know how to use gb over SS
but i'll ask someone who knows the Sub apl more
thanks for the infos!
That’s for stealth not dance
When you enter dance you have buff.stealth
So that line doesn’t trigger
if im not mistaken the shadowstrike for dance is the on all the way at the bottom no?
+= just adds to the line
Like actions.stealthed+= means add the line to the stealthed list
yeah i'm at the bottom of the file and there are no other mentions of shadowstrike
yeah the bottom one is the dance one
ok, so can you explain to me how the bot knows to use gb before ss during dance for DM stacks?
the gb line is above it
that was my initial guess but then I noticed the first shadowstrike line above all the others
yeah but thats not triggered during dance
because of the buff.stealth.up ?
probably but since the line starts with actions.stealthed that's confusing a bit
thats just group names
oh it's just a name with no meaning attached to it for the bot?
you can think of them sort of like a catagory
is the best way to explain it in my head
if it is then that kind of the commenting I was hoping for when I started reading the apl
what the bot does starts after =/ or +=/
yeah but I could swap stealthed in actions.stealthed by any word I like for example and it would still work basically the same right?
Yes
You call the group "stealthed" higher later on in the apl somewhere
The name is arbitrary it's just grouping stealth based conditions together
Known issue: there will be still undesirable cast for rupture/garrote considering incoming dm/sd
^these might be a bit better for #1065730164077645916
which language is this apl? does it support ternary operator?
the apl is it's own language and no it does nto
What does effective_combo_points mean in APLs (as opposed to simply combo_points)?
its for animacharged cps
so if you are at 2 cp but on an animacharged cp, effective cp = 7
Ah, so if you aren't running ER, then it just basically means CP
y
thx
Is this where I can submit rotation changes for testing?
ty, i'll chuck what we talked about earlier in there.
if u hate gear compare, add this to the bottom of your /simc in top gear for easy new tier comparison - change the ilvl as u want
Lucid Shadewalker's Deathmask
head=,id=207236,ilevel=483
Lucid Shadewalker's Clawgrips
hands=,id=207237,ilevel=483
Lucid Shadewalker's Chausses
legs=,id=207235,ilevel=483
Lucid Shadewalker's Cuirass
chest=,id=207239,ilevel=483
Lucid Shadewalker's Bladed Spaulders
shoulder=,id=207234,ilevel=483
couldn't find if something like this had been posted before^^
i have it on my sheet and fuu has it too on his txt
pinned
even if it only says crafted gear it has also the tier in the amirdrassil part
The pinned gear lists include tier set.
They are split in 2 because of the extend of loot from content (with a reduced list for crafted pieces)
I need to re-post it maybe because there is a tank trinket that is also okay on rogue that i have on my local list but not the pinned one. I don't think anything else is missing, but if there is, just let me know.
I'm not really sure where to post it where TCers from all 3 specs will see, but this neck https://www.wowhead.com/item=150426/blazefury-medallion drops from the world boss Kazzak in blasted lands during the wow anniversary event. This necks effect sims equal to a 486 Volcoross necklace for me as outlaw, and it is almost certainly undersimming. In my sims the effect is worth about 680 dps https://www.raidbots.com/simbot/report/rSHxPbBzkjNAfhxYukbh31/simc, however in actual testing, the effect is doing nearly double the damage of sims. This item is likely nearly equal or better then a 489 Volc neck for outlaw and might even be strong for sub (less likely sin since its stats seem pretty bad for them)
I figured I'd just post this incase you guys want to check and see if its worth noting in the other sections that people gearing up can go farm this neck during the event for a fairly strong entry level neck that might even be competative with mythic necks in ST
nice, can you log something while wearing the neck?
right let me try to find my m+ log
Ideally would want to test with a dagger OH to double check the scaling
https://www.warcraftlogs.com/reports/yzAbmkDjrdhp6F4V#fight=1&type=damage-done&target=11&source=5
heres a dummy with dagger
Is that with double dagger? Would you be able to do normal MH + dagger OH?
So the speeds are mismatched
normal ilevel? thats outlaw so its axe mh, dagger oh
ilevel shouldn't matter, just which weapons you have. I can't see since it doesn't show gear on dummy logs
Hmm that's very interesting, the damage is the same on both procs
it must be averaging
Could be the tooltip was not just a shortcut
the speed
Description : Adds ${$mws*$243991s1} Fire damage to your autoattacks.
The tooltip is encoded as MH weapon speed
Does the damage change if you swap in a slower weapon to your OH?
mine was dual slow
yeah i sent a few upgrades into the neck, but let me check both for a few minutes, ill post both logs
Also very curious how this works with Feral, if it uses their base weapon speed or their feral attack speed
If you can give a /simc output for your character that should also let me see if I can get everything matching up
simc: https://pastebin.com/9DsJn5JA
slow/slow https://www.warcraftlogs.com/reports/tRbz94WZXCnkcwPF#fight=1&type=damage-done&source=34
slow/fast https://www.warcraftlogs.com/reports/tRbz94WZXCnkcwPF#fight=3&type=damage-done&source=34
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
just testing on a dummy myself i can confirm the behavior that it appears to be snapshotting MH weapon damage scaling even if u have a dagger oh
so it just does more damage with a fast oh
ah the difference is crit
Yeah must just use MH. Gotta love old items.
ok let me redo it
and it scales substantially with SnD
Where did this end up? I think this is still relevant research for all specs.
I don't think it went anywhere, but the neck is fixed in SimC now, it looks quite good for Outlaw at least, not tried the other specs
I mean it's a low difficulty daily farm so i'm going to do it just in case, will try testing in sims for sin
neck=,id=150426,ilevel=463,gem_id=192932/192932/192932,bonus_id=8782
@regal agate are you able to check on this for sub rogue?
Oh I didn't see, whispyr put a pin in sin channel about it
its oay on sub, not bis
PVP mainstat proc and mainstat on use trinkets now scale to 483 ilvl and could be near bis for ppl who can get them
mentioned in sub chat but might apply to assa/outlaw also
1 min trink is historically good for sin
alacrity is over a 470 sandglass so not a great comparison
the on use not very compelling for sin
that's compared to a 483 branch
idk why they wouldn't but i have no idea 
oh wow that's a super suck
I believe pvp trinkets r generally underbudgeted to keep them out of pve and because the pvp set bonus effect is a huge budget increase
just thinking back to SL where it was bis for mages etc etc when it had equal ilvl to pve trinkets
its possible they have put it on a lower budget though
greetings, anyone have their sim use garrote twice in a row in single target ?https://www.raidbots.com/simbot/report/c9KR46SxvTE1yhGHNSaibx/simc
I’d argue this is a raidbots api question though. Sim rotation doesn’t double garrote in single target
you got 2 imp garrotes off for a total of 6cp exactly. looks fine. discussion in spec channel be the appropriate place. reminder it’s 1 iteration.
is there a way to see the stats results from "Top Gear" sims?
What do you mean the stats results?
On the right side of all result rows of Top Gear, there is a menu button ( … ) which you can click to run that specific row in all the different modes of raidbots. You can use that to run a quick sim to get the full html report.
Exactly that, thanks
That's definitely a sim question - because it's just not something you'd do.
Seems neutral/worse to not fill with garrote there
Consumables comparison
Allows you to compare runes/food/flasks/etc.
just paste the file below your /simc in Advanced Sim-
Is spiked Counterweight simming inccorectly?
Cause my sim says a 489 counterweight is worse than a 483 counter weight
heres a link to the log
its also sayying the counterweight is a dps decrease over 263 trinkets
Click the ball next to the number
It's so shit in comparison, so it uses much less iterations for the sim
Just not worth properly simming and spending time/resources/iterations to sim the accurate difference
Still seems weird that 489 is worse than 483 tho no?
And the difference is 1.3k dps which isnt negligable
But atleast the take aeay is that its bad?
(I'm sure there's a way to force it and smarter people than me know how) but you can force it by only simming the counterweight options, then see if the 489 and 483 compare as you would expect
the dot here is a bit misleading cause it overrides to iterations instead of target error
so raidbots gets unhappy
but it's basically just a top gear with full accuracy
bit hard to read
So bad that it's not worth the simming effort
but you can get the combos here
combo 6 here is the worst, and that's the 483
14 is the 489
and it's 0.3% better
which just on a logic check sounds pretty good to me
6 ilvl on a trinket, 0.3%
kinda makin sense
Yep agreed
Aah okay I just thought something was bugged. I took the Hc Bandolier anyway.
Season 3 gear strings for Top Gear:
Should be complete, but let me know if something is missing/wrong.
Best is to use Raidbots - Mimiron to have all items available.
(ADVISE: Use a trimmed version or the reduced crafted gear list as the full version will lead to a laggy website experience)
update Added a missing BoE item.
Anyone available to help me rq ...
I want to add the following line to the APL for the verdant gladiator's badge
# Verdant Gladiator's Badge of Ferocity (470)```
Would I just write like verdant_gladiators_badge -- and then how do I actually get it INTO my sim?
Basically, I want to use that trinket WITH KB - and not with DM
you would need to add it to a diffrent list


