#tc-research
1 messages · Page 36 of 1
okay thanks!
hm doesnt seems 10% still
its only 420k, so without it we got 10.46M damage and 730k heal
you shouldn't calculate this from full log damage values
iirc leech is not shown when you are at max health for example
yeah, it just adds to the leech stat https://i.imgur.com/UHF5NwB.png
raw healing includes overhealing
or not?
yeah seems itns not even counterd as overhealing when at full hp
@boreal patrol thanks a lot
errr, sorry for crossposting this from the assa channel but I'm not 100% sure the 2t apl is working as it should. https://www.raidbots.com/simbot/report/jLApuLrBiuo6N5VkdoZC6E/simc it's doing one garrote per target -> rupture on MT, vendetta, mutilatex2, rupture then exsang, then vanish and double garrote, overwriting the 4 or 5 seconds of exsanged buffed garrote
Is there a link to the research behind the priority list for roll the bones?
Has there been any research yet regarding the best azerite combinations with the new rings?
I think there has been RTB research posted here at some point earlier.
About azerite, well, the power balancing does not change for season 2, so you still wanna focus on the same powers (+ new raid power). The tricky part is finding and getting pieces that actually have nice combinations on them. There is some flexibility and personal gearing influence there, but I put some azerite set recommendations up on the wowhead rogue guides.
Follow up question, has there been any work done towards overall combination sims? I.E. Is Sub going to beat out Sin this coming tier?
sub is likely slightly higher then sin on pure st. however keep in mind that the majority of the raid wont be patchworky and sin benefits a lot from having additional targets or does more damage in downtimes f.ex.
yup, sub sims a bit higher with tailored gear, but sin will have the usual progression spec advantages
Figured as much, I know people were speculating that Sub might be able to run a different set up with enough TFD's.
yeah just look at how good tfd is, more value than 10 stack RA atm, so with RA gone sub is positioned to be a really strong spec if you can manage to grab 3 of them
2 from raid and one from random piece
Hello ! I'm asking your help to figure out if RS can be a thing in a ST situation where you can actually take advantage of CP refund.
Here are what I found doing testes about this trait :
_1) It does not occurs if there is no viable target for replication i.e. cp refund never happens in pure ST (tested 30mn with an isolated dummie : 0 procs). I got 0 proc in 10mn while maintaining NBs on all dummie in class hall.
_2) It occurs at an average of 1 proc / mn. Surprisingly generating more cp seems to not increase number of procs. I got overall the same if not less # of procs while doing 5targets SStorm rotation than while doing a ST rotation. (need to do more testes here)
_3) Range for replication (and thus for CP refund) is higher than 25m, need to do more testes about this.
_4) Cp refund seems to be separate procs despite point 1).
So assuming all this information I'm curious about how good this trait can be on specific encounter in Dazar'Alor like Council which is a ST fight but with 2 target in range.
My question is : if we assume a 1ppm proc rate, what is the dps value of this CP refund, can it beat other mid-tier trait like 2nd BitS or perforate ? I don't mean to get a specific value but I'm just trying to figure out if it can be noticeably ahead of other trait or not.
ps: I'm wondering this because with 5th ring and what azerite we find in BoD, it is highly possible that we might have to choose between a mid/low tier trait and this one.
"actions+=/variable,name=rtb_reroll,op=set,if=azerite.deadshot.enabled|azerite.ace_up_your_sleeve.enabled,value=rtb_buffs<2&(buff.loaded_dice.up|buff.ruthless_precision.remains<=cooldown.between_the_eyes.remains) " - can someone translate what this code is saying?
if you go to the apl wiki:
link: https://github.com/Ravenholdt-TC/Rogue/wiki/Outlaw-APL-Research
the line above staring with # explains the specific line
In addition to what stibblesnbits said, do we have any ideas about how good BoD trinkets are compared to the usual suspects (Galecaller and such)?
Not the proper place for the question @carmine oracle
nothing officially posted, but you can sim the trinkets in simc/raidbots to find out what you are looking at
They're coming to HD today btw 😃
I see. Thanks for the answer nonetheless @raw knoll 😉
Good to know, thank you @split sorrel
Are Azerite combos getting updated today too @split sorrel ? 
There will be new sims for T23 base profiles and the new stuff like trinkets and powers. Item levels throughout will also be increased.
Saweet, thanks for all the work you guys are doing. Tried to do some sims/research myself yesterday for combos and realized I am not you guys lol.
Combination sims will still focus on single power and talent interactions + default profile. It is simply too much to sim all possible 6 power combinations for all specs. For that I strongly recommend top gearing yourself.
Also, all three specs will have single profiles with T23. So no Exsg/SnD separation to have data in one place.
Will the single profile just be the highest simming combo then?
Well, combinations have everything, of course. The other sims carry over the override system when different talents perform better.
We may tweak that some more, but I think it's still easier overall to have the data unified compared to swapping pages.
Oh I think I understand a little better now, as in having the data all on one tab and separating them by showing talents taken on the left side? Basically how the Sub Azerite tab is set up now?
Yes.
Okay, yea I think that works out better. I go to herodamage to find out the best of the best, if it's a sub optimal set up or azerite piece I'm going to sim anyways. Having every azerite trait listed out for 2 different setups isn't as useful.
Nice job on the updates, look great! Is the Admiral's Signet ring auto giving the bonus even though the sword isn't equipped? I think it's strange it's included in the default for both Sin and Sub.
I assume it doesnt, its just the best ring in there
Question. If a sim only has one SS does the normal apl take advantage of that in cleave or do you need atleast 2. for the apl to switch?
The APL would switch depending on the fight style you are feeding it, as well as the number of targets (I believe there are some minor changes if you are NE as well).
So for hectic add cleave would it utilize one or do you need 2 for it to make a difference. I'm still unsure where to view apl for different classes
The number of traits over 1 doesn't change the APL actions IIRC, with regards to Shrouded Suffocation.
there is a link in the pins
just make sure you are on the right one.
we added comments to every not straight forward apl line, so it should be easy to relate what is happening
I did. Thanks for pointing out the pin
cycle_targets=1 does this indicate moving to another target to apply something else
its explained in the apl wiki.
https://github.com/simulationcraft/simc/wiki/ActionLists#actions-modifiers
Thank you all. Helped find everything I need to look into stuff.
The default profile of outlaw (for t23 that is) could be using a dagger in the offhand, since the 2p bonus from jaina favors attack speed and as do wits.
Albeit its not a very major gain, but still
How exactly is the new mekkatorque trinket functioning?
Looking at the sequence lists it seems to not behave like the tooltip suggests, atleast in the opener
I did a basic stat weight sim of the sub t23 default profile (https://www.raidbots.com/simbot/report/7ipC16qA4VGxq5xMYyASDc) and looking at the buff bar in the sequence table it doesnt really appear until 12 seconds into the fight (?) and then it starts ticking up(the engaged part) at around 18 seconds
http://piclair.com/data/na0ll.jpg
After this it seems to work as expected, albeit with very odd use timings for sub (like this http://piclair.com/data/49wwd.jpg) even though the line using it is this use_item,name=variable_intensity_gigavolt_oscillating_reactor,if=buff.symbols_of_death.up|target.time_to_die<20
Share what you see with the rest of the world.
Maybe its just me not knowing how the trinket works, but it seems odd that it wouldnt start stacking until 12 seconds into the fight. This makes the trinket miss-align very heavily from shadowblades which would otherwise be in decentish sync with this trinket
I believe the default behavior of the trinket without messing with parameters is to use the "freeze" functionality at the peak when possible
Cycles every 32 seconds, so at 18s is probably when the On Use is triggered by the default behavior
But I'll take a look at the code
Looks like in your case it likely was starting at max stack on the pull instead of 0
I think for custom use logic you'd have to disable the auto-use param though
If it was starting at max stacks wouldnt it show up as buffs though?
Yeah i didnt edit anything about the use line, that was the default one, i was just curious as to why it apparently was never called even though the trinket was used
Also is the starting point of the trinket randomized? Idk if it stacks outside combat ingame or is frozen since i havent played the ptr
Not sure, I wasn't able to test it myself
yeah, this trinket has default usage coded in and i'm not sure how current implementation works with custom APLs. it should use it to maximize the max stack effect, by default. i'm not familiar with the details either atm, so can't say what confusion or not there may be with the sequence report
About the Admiral set bonus posted earlier, you're technically right. However, the bonus is not yet implemented in simc because the responsible devs wanted to wait for the raid to see if it is actually active in there. I intend to review the default profile and suggestions once we have that information.
The admiral set bonus is the one with extra auto attack damage, not the "in zuldazar" one. So i would be greatly suprised if it didnt work inside the raid
Maybe, but we still don't really know. Also I find it weird why they would make two sets of which only one works in the raid. So, let's just wait for a little longer for confirmation.
@proven sparrow Apparently on PTR the state of the trinket was randomized on pull. Will see what logs say after people get on live.
@split sorrel maybe herodamage simulations should remove Reorigination Array x5 x10
its not really important anymore
Yes it's planned
yes, i'll remove it from non T22 sims as soon as i'm over my cold and able to work on it again 😐
has anyone tinkered with sin apl to find out number of targets you stop using combo points except to maintain EP, and how many targets you stop even maintaining EP at all when you have echoing blades? and how this changes depending on the number of echoing blades you have
or ill give it a try
iguess
im going to try varying numbers of mobs starting from 5, turning off garrote multidot on cd maintenance since fok with EB is higher, and setting max_cycle_targets=5 for rupture for energy maintenance
spending CP whenever you get 4+ compared to only maintaining EP and overcapping CP is already a loss at 5 targets with 3 eb
just putting fight length to 600 for good averages idk
my char results in 49590 with normal use of combo points, and 50733 with ignoring cp to cast more fans
taking out the maintenance of EP results in fok casts going from 400.67 up to 449.38 but on 5 targets it yielded 50434 dps
all this is with 3 EB
and im simming without exsang since it does weird things when you cut out garrotes outside of stealth and idk how to tweak that xd
i swapped it to 6 targets up from 5 and the results are 60161 for maintaining EP, and 60590 for just spamming fan
and these are ofc maintaining 5 ruptures
7 targets: 70626 (EP) vs 71708
8 targets: 81360 (EP) vs 83222
for luls at 15 targets 162k vs 172k
with only 2 echoing blades, 6 targets : 52509(EP) vs 52006
at 7 targets its a difference of 25 dps
at 8 targets its 68302 (EP) vs 68938
so 6+ targets with 3 EB you maintain ruptures and spam fok and only use a finisher when rupture is falling
and 8+ targets if you have 2 EB
i guess
OH YES and all this is with hidden blades
which is very important to mention and i forgot xd
the dps difference is less with CT since you have an extra finisher to maintain, EP uptime naturally goes up so the difference isnt as drastic
going from practically 100% EP uptime to 70% vs going to 89% with 6 targets for example
The trinket continually cycles its state regardless of combat situation by the way; and so pull to pull its initial state is effectively random.
With a long enough pull timer, you could probably equip the trinket at a specific time to line up with your raid's opener
swapping it out and in again has it on the 6s "downtime" after a cycle, then starts stacking every 2s
however it has the 30s cd as every on use trinket, so u cant maintain that 6stack in the beginning
you guys know how Treacherous Covenant is being simulated? what is the effective uptime?
this trait seems really good but is a 0 dps gain if under 50% or even can kill you if under 20%
100% uptime
and you should be able 50% most of the time as well, well over most of the time even.
dont know mythic raiding your hp can go down a lot
and then back up.
prob +- 90% uptime in a fight i think
In the latest nightly on advanced, you can manipulate TC with two options:
bfa.covenant_chance (scope: global; default: 1.0) Chance of gaining Treacherous Covenant buff on each update (see bfa.covenant_period). This roughly corresponds to the buff uptime.```
In general, all expansion specific options can be found on the SimC wiki: https://github.com/simulationcraft/simc/wiki/ExpansionOptions#azerite-power-and-item-specific-options
It would be nice if you could do some writeup (maybe on a doc elsewhere if it gets more extensive) of what you wanted to achieve, what you changed and your results with sims. Above it reads a bit like you fiddled with simc and commented as you went along. E.g. maintaining EP sounds a bit confusing since we do not have "EP Maintenance" as such in the APL, so I take it you just removed Envenom altogether. Would be nice if you can sum up for what cases you actually found worthwhile (> target error) increases. Results you mention sound pretty close and may also be limited to HB and/or other specific setups.
sure
i lost hte profiles but i re-made it
for some reason when i opened simc again it just had in every profile tab this message that it was unable to import
here you go
drop EP even if all bleeds are good and just spam fok , only spending CP when you need to refresh a bleed : https://www.raidbots.com/simbot/report/oXBeKrRr7ynTVJSxQ6VkQJ/simc
obviously with CT being an additional dot to be maintained, EP uptime is higher
than if you play with PB or with HB
and it will drop from 88% with CT to 70% uptime on EP
the differences in APL come in the direct damage abilities section
where i comment out the entire section except for envenom, and add the fok
for the EP maintenance
and in the fok spam i comment everything out and have it only use fok
other edits come in the dot section
where i comment out applying garrote out of stealth
and i set max_cycle_targets=5 on rupture
obviously this means you dont run this sim with less than 5 targets
and you cant run this sim with exsang at the moment because thhje exsang prep fucks with shit
hence the "tinkering" with the APL
just to get it to test specific scenarios
Checking my APL Sequence table and I'm finding a strange cooldown lineup, It may or may not be correct but the 3rd vendetta/vanish setup you do without waiting for exsang I'm guessing cause exsang's cd is still about 20-30sec off. Other then that theres a wierd Shadowmeld on the sequence table that just has it doing a shadowmeld without garroting. This is with 3 SS traits and all the other Shadowmelds are used with garrote. Feels like a small error though. https://puu.sh/CBSkT/49eed9cba0.jpg
obviosuly to incorporate this info into the general APL would take a lot of effort
oh and ofc this doesnt work for less than 5 targets
but the entire purpose is to test for large packls anyway
I would ignore Exsang for now. I'm working on some more prep-agnostic logic that should be more flexible for AoE
@surreal vortex ahh, nice, gotcha. i'm curious, what impact does fight length have on your results? 10min 6T cleave is quite a specific situation there. not talking about those ridiculous 40s sims that show up sometimes, but ~3min would be interesting for a comparison. might also be interesting to see how this works with an add fightstyle, but that will prolly require tweaks to account for the ST periods.
ye
anyway all the APL i used is there you can experiment with it
also if you happent o have poison bomb, obviously not using finishers is more punishing than with the other talents
i havent even looked at that one
Just dropping a note here that Reorigination Array stacks have been removed from T23 results on HeroDamage with today's data update.
i just tried importing the azerite power weights from herodamage and echoing blades comes up as 0 value. basically blank in "Raid, Raid with adds, Herodungeon m+
Is that temporary or did i miss sth and it became rubbish
Edit: Point me to the correct channel if its not meant for this one ^^
hmm, thanks for bringing this up. it appears it did not add EB to the string with the correct power id. i remember some issue with some powers having two IDs and causing lookup problems, will look into it
if you happen to see any other traits that have a 0 value where you would expect none, feel free to shoot me a note. i'm fixing EB for the next HD build.
Hi, looking at part of the outlaw apl for rerolling with ace/deadshot:
actions+=/variable,name=rtb_reroll,op=set,if=azerite.deadshot.enabled|azerite.ace_up_your_sleeve.enabled,value=rtb_buffs<2&(buff.loaded_dice.up|buff.ruthless_precision.remains<=cooldown.between_the_eyes.remains)
Can someone elaborate on what buff.ruthless_precision.remains<=cooldown.between_the_eyes.remains means, and why it is there? The remaining cooldown on between the eyes has an impact on rerolling?
@maiden cargo Normally you never reroll off RP
But if the duration of the buff remaining is less than the cooldown on BtE, that aspect can be ignored
Since obviously it has no relevance if you can't actually use it for anything
okay, thanks. But are cooldowns are lowered every time we use finisher, right?
Yeah, it's possible the logic could be more robust to account for projected cooldowns but this was shown to be a gain over not doing it at all
gotcha
Projected CD reduction from CP spend is a little complex since there's so many factors (CP vs. Energy, bonus CP, SS proc rate, etc.)
Although could possibly come up with some generalized "safe" average
If you want to sim the subtlety The first Dance changes you can use this spell data overwrite:
override.spell_data=effect.734538.coefficient=1.8719904
Note: not 100% sure if i used the right variable
recent apl changes for TFD seem to still apply, so that offsets the nerf slightly if you did not play to the changes yet
In addition to the override for TFD above:
Replicating Shadows: override.spell_data=effect.748343.coefficient=46.600619
Treacherous Covenant: override.spell_data=effect.752982.coefficient=0.4809159
Raidbots and simc should have the changes and be updated
Oh that's what you put in updates nvm then
Trying to research into the optimal way to use the agi trinket off of Mekatorque, Variable Intensity..., and I can't seem to find where the sims use it in the APL.
run a quick sim on raidbots -> click "Full html report" -> scroll down and open "Action priority list" trinket is found there (usually under cooldowns).
example for Lustrous Golden Plumage:
Looks like it uses it on CD, I'm guessing specific APL hasn't been written for it yet?
if you talk about assassination, yes its the default action to use it on cd if there is no specific condition
iirc last time i checked only GC and trinkets providing a lot of haste where considerable good to line up with other stuff. The strengh there however comes from the haste snapshotting of exsanguinate
Yea I'm simming it for assassination, just trying to figure out if maybe the trinket is undervalued on sims.
Feel free to just expreiment, e.g. if=buff.vendetta.up would use it with vendetta.
Hmm okay is there a place I can view the whole apl so I know how to structure it? Sorry I am definitely not the best with code.
Oh I think I found it under the full simc report.
the report has it listed under "Profile" together with your gear, also the 📌 pins in the channel have a link for that.
(ofc you need to direct to the spec apl you want, its default to subtlety)
Okay I think I got it, I'll report back here if I find anything useful, thanks!
That trinket isn’t used on cooldown by default though. There is some handling in the base code for all specs I think
Which uses it when available at max stacks
Which is probably how it should be used in most cases. But possibly some other logic can be done to sync it up with CDs.
I'm particularly thinking for TB use and then on CD in between.
Yes, this trinket is special and ignores APL. There is a special option to override the default behavior so you can add it to an APL for testing.
Is the 6 second extension actually factored into the sims, or is that part ignored since the on use is not showing?
It is
is killing spree usage on multi target optimized? it's not using the first KS until 24 seconds / after adrush and it wont energy cap. I believe it's probably stronger to open with ambush vanish ambush SS roll for first buffs KS then ad rush and go from there, with blade flurry either right before KS or after first ambush
with lust it probably wont use until 50+ seconds to avoid energy capping but Ill check
yeah first KS cast at 53 seconds with lust
I think we’ve looked into KS options before and it’s really tricky to optimize for
Probably worth another look but not sure what it will end up being
If i want to test the effectiveness of SS on a fight like jadefire masters how would i sim that, just patchwerk/2targets/5mins and assume it takes into a account the empowered garrotes from vanish later in the fight?
Jadefire is 2T for the majority of the fight so probably fine to take the simple approach for evaluating
Just as an update I attempted to write in some custom APL for the Gigavolt trinket but could not get it specific enough to use the on use with TB while using it on CD in between TB casts. I'm no good at code writing.
"use with TB while using it on CD in between TB casts" does that not just generalize to "use on cd"? 
To be more specific postponing the trinket when TB is close to line up, particularly on pull if the current sims are using it on CD it's probably not lining up with TB.
Looks like sims have 6 stacks of the trinket up for 1/2 of TB in the opener.
The sim is not using it on cd by default but rather to maximize the max stack buff uptime.
Using that trinket on cd is literally a dps loss
Cuz it lines up so if you use it at full stacks once, it's at 0-1 when it comes off cd and you never want to keep below-average crit bonus for longer
I wonder how it would sim if you would use it at 3 stacks and on cd tho, but it just seems like it averages out the same as not using it at all
Looking at ace up your sleeve on herodamage, the "stacks" chart:
I'm curious about why the first stack is about on the same level as the other stacks. Shouldn't the reset make the first stack more valuable?
Or is the reset such a negligible bonus anyway
The reset is fairly negligible because it is so rare
I mean, in a 5 minute sim, only use BtE 27.7 times, which means on average Ace will proc 0.55 times per fight....
In the same sim, you spend 489 combo points, so.. yeah.. gaining 2 CP per fight on average is kinda not relevant 😄
there's some math missing there. It's 2% per combo point not 2% per cast
closer to 2.65 procs per fight or 10 combopoints
Ah, yes you're right
Luckily it still sucks 😄
It would average a bit less than 10 though, because with the current builds quite a lot of finishers end up at 4CP
all it does is cut into the normal first trait being lower than the rest kind of thing we see on other traits that change playstyle slightly
that number assumes 4.8 combopoints average per cast which is what simc does
you can compare ace to deadshot and see that the bonus on ace does boost the first trait value very slightly
it's just.. far from the primary focus of the trait(unlike wits)
But yeah, regardless even if counting at 10, just gaining ~10 CP is only a 2% CP increase and the conversion rate on that isn't fantastic
Probably only maths out to around 50-75 DPS or around there?
Target error on the HD site is +- 38 DPS on the Azerite chart so pretty easily gets swallowed up on the charts
With ring/sword outlaw set, would it be a win to start keeping grand melee?
Yeah, that is something I need to look at. The aggressive reroll with Deadshot and Ace was a pretty large increase so don't think it's likely to be a gain across the board
But could be something like not rerolling when the proc is up or something
Going to test the exact mechanics later since I have the set now
There is no proc, afaik, just passively aa doing more dmg
What i know for sure is that with the set, you want a dagger offhand
Yeah, talked about that in another thread. Although that’s probably not very practical for M prog due to the boss order. Grong MH + H Jaina OH seems likely. But ideally yeah.
I saw a sim of it where someone kept GM and iirc it wasn't an increase
So, for relative terms I looked into it
Typically GM fixed is around -4% the normal reroll strategy
RP is at -2% as the top single roll
Having the set bonus raises GM up to -3.4%
Centered on RP it means it’s -1.4% compared to RP instead of -2%. So it’s better with the set but probably not enough to change the reroll strategy.
But will still investigate a bit more
"RP is at -2%" what is this relative to?
That’s “static” RP (if you were to have RP on every single roll) vs the “normal” rolling strategy
With random buffs
Got it, ty
Just a specific point to look against, on its own it’s not important
Does anyone have the dungeon shoulder azerite strings to sim in raidbots?
You can grab em from wowhead
As per discussion earlier in #assassination i think the talent "Master Assassin" should be investigated a bit. The APL frequently does garrote after vanishing (http://piclair.com/data/xozjh.jpg) and is also rather inconsistent with how it handles the vanishes when its not using garrote. In the opener it typically uses TB inside the MA window whereas after the opener it does env>mut>env, gut feelings says they should probably be handled equally but perhaps im wrong.
Also with the increased ilvls of azerite and multiple double doses available the DPE of mutilate can be higher than TB, and with the envenom buff up mutilate should definitely do more than the tb, probably more than a 3cp envenom as well. There has also been some debate whether the opener is optimal with multiple DDs as well, idk, perhaps we are just feelycrafting way to much, but i would really appreciate if anybody of you tc'ers with better simc knowledge than me checked it out
Those are quite a lot of questions ;)
let's start simple.
Not using vanish if you need to refresh garrote seems to be a win(at least in this profile)
Report: https://www.raidbots.com/simbot/report/xu1EQBFCLi2KZSSjHMCdV9/simc
(i just borrowed a posted profile from #sin for the sim, sry)
even with 3x dd changing the vanish condition further seems to be no win
(i assume the question was if using 2 builder within vanish was better)
Well no not really, ill try to phrase it more coherently this time:
During the opener this is what the apl does (http://piclair.com/data/vos51.jpg) It uses vanish>tb>mutilate>envenom.
My question was whether this was optimal since
A. vanish>tb>envenom(5cp)>muti should be better with having increased chance to procc DD
B. vanish>envenom>muti>envenom (if at 4cp)/mut (if at 2/3)
With the exception of delaying tb a little bit A seems strictly better than what APL is doing, but perhaps that delay isnt worth
Which is why i think B might be better, which is what the apl is doing in most vanishes after the opener
Also, shouldnt it be worth to save vanish for when TB is up during vendetta? (atm APL does vanish and vendetta almost back to back always)
Or well, looks like there isnt always a full TB window inside vendetta either, so holding vanish for that is probably not going to be worth without that
I did a quick hack for question A
Report: https://www.raidbots.com/simbot/report/bEASAc4RNA1hgPwCbgKkew/simc
what it does:
question B falls under further vanish optimization, setting a cp value to force using more builder or finisher resulted in losses
The vanish+tb thing also seems to not be a gain unless you lock the fight length
And even then its minor
I mean if you run 10000 iterations or more, then surely TB into vanish envenom muti envenom should be the go to
however reality is still that it's only 50% and can fuck the 2nd envenom
forcing vanish to only be used during vendetta or TB also is a noticable loss.
Report:https://www.raidbots.com/simbot/report/oMCnaLJTpfFbfktifuu5dB/simc
Im curious on how it can be such a massive loss since you are basicly getting the same amount of casts of vendetta/vanish regardless
Im not arguing against you, just being curious
That's 2.3% loss just from holding vendetta and vanish together?
moment, letme recheck
i forgot to consider vendetta right.
actions.cds+=/vanish,if=talent.master_assassin.enabled&!stealthed.all&master_assassin_remains<=0&!dot.rupture.refreshable&(buff.vendetta.up|buff.toxic_blade.up)
hence vendetta is a debuff it should be
actions.cds+=/vanish,if=talent.master_assassin.enabled&!stealthed.all&master_assassin_remains<=0&!dot.rupture.refreshable&(debuff.vendetta.up|debuff.toxic_blade.up)
this also makes it far closer.
report:https://www.raidbots.com/simbot/report/qTNq6NhEJ8kWhDpKCsuQBW/simc
It's odd that it would be anything but a gain though. Not losing anything by holding it
I was thinking along the lines of
actions.cds+=/vendetta,if=!stealthed.rogue&dot.rupture.ticking&(!talent.subterfuge.enabled|!azerite.shrouded_suffocation.enabled|dot.garrote.pmultiplier>1)&(!talent.nightstalker.enabled|!talent.exsanguinate.enabled|cooldown.exsanguinate.remains<5-2*talent.deeper_stratagem.enabled)&(cooldown.toxic_blade.remains<10)
ontop of the vanish change
Since you dont actually need to use vendetta when tb is up, but just to make sure the tb is up during vendetta
But as tawney said, to me it feels odd that it wouldnt be gain at all, since you shouldnt be losing anything by holding it. (assuming a standard 5 min +-20% you only get 3 vendetta/vanish regardless)
But idk
And it's definitely a gain for exsang right?
this is witht he TB cooldown condition added in addition.
report:https://www.raidbots.com/simbot/report/tiuD7zXCXxCvu2C13VMLhY
Toxic blade is also a debuff like vendetta so thats why the first sim you linked was basicly identical
doesent change the outcome, but yes your right (its also a debuff)
But whelp, guess im just wrong.
Wait, its still not using vanish in tb windows
In the sim you linked
Its using vanish outside vendetta too
yes bc. its either TB or Vendetta
TB isnt up either
Vendetta vanish TB mutilate env is what i think we’re trying to force if not mistaken
TB was used 14 seconds before vanish there, and using vanish>envenom>vendetta>garrote is not very optimal
having both up seems to be a marginal win
https://www.raidbots.com/simbot/report/vXNsVymnNbrnE3inSCUxaL/simc
Although now its using 2x mutilates per vanish again
here is the report with both set to debuff btw. in case you want to invest by looking at that (remember it uses vanish if one is up not require both in this one)
https://www.raidbots.com/simbot/report/g9Th37fsd6DnfqGwujYq8i/simc
With the OR it just always uses it right after vendetta as usual
The "having both up" sim has really odd vanishes with double mut and/or arcane torrent
the "win" is gone if you force a hold of TB for vendetta
Aren’t we trying to force the hold of vanish+vend and not holding TB?
just added a condition to not use TB if vendetta comes up next 10 secs
Yeah i was moreso thinking about holding vendetta for tb, rather than the oppsite, as losing casts on TB is a lot easier than losing casts of vendetta
heres a sim for the with vendetta + tb up https://www.raidbots.com/simbot/report/rq5W1Ed8AU9T5VurJ8ZsYg/simc
with the condition to hold Tb if vendetta is close https://www.raidbots.com/simbot/report/esDsWzMruQsDc5GqmkLKiv/simc
here with holding vendetta for tb:
https://www.raidbots.com/simbot/report/k6CyZ9Zcrwe65i2oGPECQK/simc
not if garrote is refrashable:
https://www.raidbots.com/simbot/report/2ci4uqhcYD182vEzYYSU4t/simc
Right, some of those iterations end at like 4:15 which means that delaying vanish and/or vendetta for any amount of time is probably not a good idea
I see a lot of sequential thinking again, which can be fine. But seeing how close all of these values are "just Vanish/MA on CD as long as you don't have to refresh bleeds" still sounds like a solid and easy bet. Garrote exclusion might be worth adding, it was no gain when i fiddled with it a while ago but with the gear levels we're reaching and DD stacking this might be a good and more intuitive change.
Thanks for looking into room for updates though.
Yeah the vanish sequencing seems fairly irrelevant from what we've seen here.
But im still very curious on how stacking your cooldowns together isnt a gain at all, using vanish during TB should be a pretty massive boost to the effectiveness of vanish as a cooldown. Especially with how frequently TB is up, meaning that you dont actually need to hold vendetta and vanish for too long to make them align
I guess it comes down to the fight variation and that some iterations end at 4.05 so you would miss out on 5 seconds of vendetta if you held it for 6 seconds to align with TB
Sorry my previous messages were unclear and very unspecific fuu :p
fight lenghs of the sim where 5 mins not 4 (300 sec)
Its 5 mins +-20% baseline yeah?
its between 4 and 6 mins essentially ye
sample sequence only takes 1 iteration, so there will be variance
Does the apl hold vend/vanish for exsamg?
read the first line# Vanish with Exsg + (Nightstalker, or Subterfuge only on 1T): Maximum CP and Exsg ready for next GCD actions.cds+=/vanish,if=talent.exsanguinate.enabled&(talent.nightstalker.enabled|talent.subterfuge.enabled&variable.single_target)&combo_points>=cp_max_spend&cooldown.exsanguinate.remains<1&(!talent.subterfuge.enabled|!azerite.shrouded_suffocation.enabled|dot.garrote.pmultiplier<=1)
Sorry, this is a general question, and Crtl+F fails rn, but does anyone know the formula to energy regen affected by haste for assassination
10% haste = 1 more energy per sec for all rogue specs at base.
Sorry to be a bother, but may I also get Tick rating affected by haste formula please as well ^^
i think bleeds tick at 0.5 ticks per sec, so your total energy if both bleeds are up should be ~7*(1+haste)+10(1+haste) per sec if that's what you're looking for
oh, thank you but I was referring to the base tick rating reduced by haste
tick rate / haste, so e.g. Rup base tick time is every 2 sec, assume 30% haste: every 2/1.3~=1.54s
also note that haste increases multiplicatively
curved?
think of it this way: 100% haste means you cast/tick/reg at double the speed, so a 2s dot ticks every 1s (2/(1+1)=1)
I was saying if you were to graph it, as X increases, (y) tick rate would plot in a curved fashion ?
ah I understand now
same formula for reducing cast times and gcds
yup, albeit rogue gcd is fixed
???
rogue gcd is always 1s (0.8 with AR)
I'm doing garage doodles with a friend for assassination rogue
I have a habit of reading and re-proving things to myself so it locks in upstairs
I'm trying to make a regen formula
could anyone look this over and point me in the right direction?
uh, can you explain what you are trying to calculate there and what each part is supposed to do?
Givens: Vigor, 10 energy per second baseline, Venomous Wounds
I'm having trouble because I know I'm getting hung up on venomous wounds
and *14 by tick rate is incorrect, it needs to be divided by something
I think total energy (170) divided by time required to reach full (by hasted tick rate)
Ultimately, I'm trying to graph for x (haste), and y being energy per second with both formulas working together
ok so, first of all you should only look at raw regen itself before adding VW. couple of points:
- energy reg and haste are multiplicative to the base reg, so 30% haste and maybe another passive 20% from somewhere means
10*1.3*1.2=15.6eps - there are additional energy gains with different type. AR is a multiplicative modificator as in 1). but there are effect regenerating a fixed amount like vendetta, buried treasure and similar effects (you can notice them by looking at the effect type in spell data, see Power Regen value on https://www.wowhead.com/spell=256495/vendetta, it's an Energy per 5s value), these are added on top
Oh, I uh.. I know I'm trying to search for values heavily based in haste
if you use dejacharacterstats or something similar you can show your energy reg value in the character panel ingame, this should help matching and verifying your formula
the more consistent values, VW and base regen
and for VW, unless i forget sth myself, it should just be bleedNo*7*haste/base_tick_rate
(which is technically slightly off because partial ticks give full energy but this should not matter for an approximation)
hahah right. that looks like work for free.
((((x/10)+10)+(14/((2/(1+(x/100)))*12.1)))*1.1)
I think I finally did it
set haste to x and you'll graph a linear line of per second energy regen, combining venomous wounds and base regen. Should be easy to chart out haste break points or whatever the fuck
man, took me since 3am this morning
https://www.wolframalpha.com/input/?i=((((x%2F10)%2B10)%2B(14%2F((2%2F(1%2B(x%2F100)))*12.1)))*1.1)
I think we're starting to cludder this channel. So further thoughts should prolly go elsewhere / to DMs. Please re-read what I explained. You're making a lot of science out of it and according to your formula you'd get 60 energy per second when you have ~400 haste rating which, i am inclined to believe, is not quite matching ingame values.
Besides I can recommend spreadsheets for fiddling with such data in real-time.
You right, 14 energy divided hastened tick rate times total ticks to full doesn’t seem right
And my bad I thought the research channel was for math
It’s still missing something.
14 / ((base tick rate / (1+%))*ticks to full )
14 divided by the new tick rate * ticks to full ..
14 times new tick rate divided by ticks to full maybe?
I’ll clear outta here, could you tell me where the math channel is
Maths yes, but this is less mathematical research but more you trying to figure sth out. Which is also fine, but it's getting more extensive and somewhat out of scope now. Feel free to DM me.
I think the damage portion of Nothing Personal is being undervalued in sims. With 2 stacks of NP it's averaging about 5.5-6.7% of my damage ingame depending on fight length, however it's simming as 3.7% of my damage on a 5 minute fight.
Picture is the overall damage on all bosses of a full Normal clear I did yesterday, however I first noticed this after checking my damage breakdown around ~100 pulls on M Jaina which was 6.6%.
hm, comparing overall values for such an ability tied to a long cd to a sim can be dangerous due to fight lengths. i'd compare multiple fights solo to a sim matching the fight length roughly. and since this is about NP damage, i'd compare the actual dmg values, not the % of the total.
I checked our 30 wipes last night (on mekka, so most uses were without bl). Took total damage divided by amount of casts, which gives the damage done by each vendetta, and it came out to around 77k
Whereas in my sims the DPE is around 57k (with one trait that is)
Here's the sim: https://www.raidbots.com/simbot/report/7Pk8zvYsT4pivv9rgrmUq1/simc
here's the normal log: https://www.warcraftlogs.com/reports/AzCZa79WcdrGbxBP#boss=-2&difficulty=0&wipes=2&type=damage-done&source=92
With most uses being around 70-80k and closer to 90-100k with bl
With famos example that would be 100k in sims and 158k in logs, but its slightly skewed as you mostly only get 1 vendetta on normal fights, and those will always have bl
Comparing a lot of M Jaina pulls right now (no lust ever) it's looking like 130-140k dmg per Vendetta cast with 2 NP traits
hah, fix inc, that helped thanks.
NP was not hasted when I tested and implemented it. It must have been changed and slipped at some point.
Should be interesting to see if it's worth to take more than 1 NP then.
Done. Should appear in next raidbots nightly and corresponding HeroDamage results. Thanks again!
woo, my NP might actually sim higher now
Outlaw;
Anyone got the maths behind not holding onto Broadsides as a single buff? Been holding onto it (out of curiosity) on opulence prog and I swear it feels strong enough for a single buff hold (running 3 DSs may play into this) the crits seem to be insane on pistol shot.
Could of course be I’ve just got lucky crits the times I’ve done it and over a longer period it falls over.
Have tried some logic a few times recently to hold it with Deadshot buffs and other potential optimizations but none seemed to be a gain.
Have simmed it via custom APL following advice from #outlaw, looks to be a roughly 90 dps loss
can any1 explain how Endless Hunger can possibly sim higher than Ancients' Bulwark on patchwerk? it just straight up gives less vers full time
and i'm talking herodamage sims, as they are both simmed with the same gear, i haven't done a sim myself
They show up as functionally identical on the HD page for me. Within the error margin anyway. For sims they should be the same.
Yeah, looks like target error to me.
Realistically though, Endless Hunger is going to be better for pure DPS because any time you are moving you will lose the Bulwark Vers which seems to poll every 3 seconds according to the spell data(?) and seems pretty detrimental on fights like Opulence and whatnot for the fire add as an example
Ancient's Bulwark is literally instant, you lose the effect the moment you move and gain it back as soon as you stop
No 3 second delay or whatever
Even if that's the case it's still just strictly inferior for pure DPS purposes. A lot of DPS will be done while moving bosses, spinning bosses, etc.
Agreed, was just following up to clear up the info
Yes, but i was asking about the herodamage sims, as ancients' bulwark provides more vers at the same ilvl, if you're standing still.
So it should always be higher in patchwerk sims
Ofc i agree it loses a lot of value on just about any movement fight
Is there any research on how much better DD gets with 1 twist the knife due to better envenom uptime?
I think the difference is almost negligible
But i may be wrong
Envenom uptime is already pretty high
^ from my sims ttk trait increases uptime from 72% to 74%, which is essentially negligable
actually, looking at spell data, Endless Hunger has 0.02% more versatility at the same item level
Ilevel 400
Hunger: Scaled Value: 560.1499 (coefficient=0.780153)
Bulwark: Scaled Value: 560.0371 (coefficient=0.779996)
My bad then, was looking at herodamage values, they showed very different numbers
You mean the wowhead tooltips on HeroDamage?
If you click on them, they also show the same value at the same level.
The mouseover ones 😅
Yes, it's just getting tooltips from wowhead. I don't really know what determines the values shown in the tooltips by default myself, but apparently it shows the two at different levels. Maybe based on a related items min level or so. 🤷
Idk, but that clears up my whole confusion
Speaking of different coefficients, do the pvp trinket (passive agi and vers on use) and plumage have different values? Since plumage sims higher on herodamage but they do the exact same thing
Same thing there. They sim pretty much the same.
plumage gives like 1 more vers on use i think
idk why but i remember it being so at ilvl 370 iirc
maybe 1-2 at higher ilvls
Lustrous Golden Plumage and Dread Aspirant's Medallion have the same effect at same ilvl yet plumage is 2° best trinket and medallion 5° dont know why
https://www.wowhead.com/item=162897/dread-aspirants-medallion&bonus=1592
https://www.wowhead.com/item=159617/lustrous-golden-plumage&bonus=1572:4778
This blue trinket of item level 280 goes in the "Trinket" slot. It is looted from Secret Supply Chest. In the Trinkets category. Added in World of Warcraft: Battle for Azeroth.
ever heard of rng
Yes, iirc plumage has +1 more so there is an extremely slight and negligible difference. Anyway, this is exactly the same situation as with Hunger/Bulwark that was mentioned right before. Please have a look at the actual values of both trinkets and the target error. Not just the rank.
(Technically: Plumage coeff: 2.512195, Medallion: 2.507761, so ~0.18% more versa on Plumage)
yes i mentioned it because Hunger/Bulwark talk above
just another example of trinket that it happen
I was wondering if someone could update the aoe sims apl for assassin? like 6t+ etc. The current APL is completely inaccurate for highest dps results especially for those with EB traits.
Here are my notes on what the APL is doing wrong
- Garrote on cooldown on any 3-10t sim. At 2-3 targets, this may be okay, but at 4-10+ targets this is definitely a dps loss and not worth the global.
- Ruptures on all targets even 10+. According to my 6t 40 sec sims, my FOK has a 83k Damage per execute(DET), meanwhile my rupture has a 36k DET. The apl should be prioritizing FOK over ruptures and only casting ruptures to maintain enough energy to cast FOK on every global. (The sweet spot is 4-5 ruptures, or 2-3 ruptures combined with 3 empowered garrotes.
- The current APL is wasting ALOT of energy, mainly due to reason #1 and #2. Simming for 6+ on any duration 40sec-5min. Past the 20 sec mark in the apl, you are at 100% energy for the rest of the sim. Gaining significantly more energy than you can spend. Obviously you should be energy capped in an aoe rotation, but the optimal APL should aim for 35 energy/second, just enough to spam FOK every GCD because it's your highest DET spell with EB Traits. Currently the APL is keeping up too many ruptures/garrotes and it's gaining 50 energy+/second and wasting most of it.
Suggestions
- If mob count > 4, do not cast garrotes unless vanish->garrote
- If there's a restriction in APL that won't allow you to waste combo points, remove it. There should be a breaking point where casting FOK at 5 combo points over finishers is a dps increase, this will depend on how many ruptures/garrotes you have out, and amount of EB traits. I play with 3 EB traits, and 5 dots(ex, 3 garrotes + 2 ruptures, or 5 ruptures) is enough to sustain enough energy to spam fok every gcd.
- Maybe input a restriction that prevents you from wasting energy instead? Ex, prevent ruptures if you are gaining more than 40 energy per second(at this point you already have 5+ rupts out) & cast FOK instead.
Basically I want sims to answer these questions if possible
- How many bleeds do I need so I have "just enough" energy to spam fok every gcd, without overcapping on energy?
- How many targets & Echo Blade traits do I need for FOK damage > Finisher damage?
- Assuming I'm energy capped, is it still worth it to cast 1 finisher every 4th global to keep up elaborate planning? This is important for reaping packs.
https://www.raidbots.com/simbot/report/qDvYFQJWfFubxTJvnhv1tP/simc link to my 6t 40 sec sims. I'm not a sims apl guru or anything but I'l hoping you geniuses here can figure it out
@pseudo jolt in your second point 2. There should be a breaking point where casting FOK at 5 combo points over finishers is a dps increase, this will depend on how many ruptures/garrotes you have out, and amount of EB traits. Are you sure more FoK casts performs better than the 4s 10% elaborate planning damage window a finisher would apply to all poisons/bleeds and subsequent FoK casts?
@tight elbow just get some twist traits so after E cap hammer fok env fok env fok env.
Ep is 10% extra dmg for 3 globals, which is definitely worth less than a full fok once you're energycapped and have no prio target to envenom
I’ve been doing FOK FOK FOK -> finisher, just to keep up EP, not sure if it’s better or not, i was hoping sims would tell me
@golden briar Not really that simple. Have to consider the Envenom buff and Poison Bomb procs as well.
on enough targets, FoK becomes such a majority of your damage that envenom buff will not matter imo... let's just get someone to optimise the APL so we can know for sure, it's just speculation at this point
Since the Envenom buff makes FoK considerably stronger I’d say it’s actually not a foregone conclusion that FoK will be better than a finisher at any reasonable target count.
@violet palmvanie So loads of factors going on here by the looks of it, I've never looked at this kind of sim before(lolimnoobsry), but it caught my attention for sure and I've been mulling over all the data a while now, for what it's worth i looked at the sim example...
- You have a Prio Target
- Your average energy GAINED per/sec is 33.5 and your average energy USED per/sec is 34 over the course of your designated 40sec fight. You managed your resources perfectly, not terribly like you thought!!!kappa
- HiddenBlades NightStalker Exsang? (fun times, also wonky times it seems) So here, it looks like you had something around 88% Benefit from HiddenBlades Talent, aka only like 3 of your FoK were not buffed- aka seems its overly trying to make use of this Talent perhaps???
- #1 Reason for Wonky imo = THE FIGHT IS SUPPOSE TO LAST 40 SECONDS. This, I believe, is the root cause of most all the garbage casts it decides to do. So think about it, that means the sim is hardwired to make sure all of the adds to die at or as near to the 40second mark as possible. So even tho your Envenoms crits were hitting for close to garbage dmg by anyone's standards especially when looking at how much dmg 1GCD of essentially every other skill, was more dmg mostly - the sim is forced to use Env's on the Prio Target so that it dies on time with the lesser HP adds. Which brings me to SoB applications - if the sim wants you to make use of HiddenBlades as much as possible(1ish Hid.Blade stack per/FoK? okay yay 20% i guess - but at what cost cuz lets be honest, i didnt look, but im gonna go out on a limb here and assume your first FoK is like half your FotK dmg or something lol), and at the same time also requiring adds to die same time(at 40sec mark-ish) all of the sudden it makes sense to add some type of predictable dmg to every single add, ya? Thats where SoB and FoK/EB come in to dink away at the non prios while u dumping hella traits and gcd's into the prio, then the sim is happy cuz its a big suicide death pact at or around 40sec yay
Ok so if im wrong just disregard this post, and also if this is the case - i apologize.
Oh and i also deeply apologize for my grammar, run-on sentences and just the general Fail Aura that this post is emitting heavily. ❤
@knotty oriole you can still do FOK FOK FOK envenom, to keep up envenom buffs/EP, as opposed to FOK envenom fok envenom, but regardless the apl is doing none of that anyways, its only ruptures, and envenoms at the end of the fight
its gonna be rough to figure due to variable target count, number of EB, crit rate, and number of twists.
Well I always caution against short duration sims. They are not usually a great idea because of how it interacts with cooldowns and other timing factors.
the 40 sec apl has the exact same apl has 5 mins though
so duration isnt a factor here imo
Has to be done very carefully to be relevant
Sure but for example I’m sure the APL is trying to set up a Vendetta cooldown window for example
Which is just the way the APL is going to work in a generalized sense.
A 1 second sim has the same APL as a 10min sim, yet the 1s sim might come up with Muti being better than garrote.
(exaggerating your point here to illustrate that length does matter)
what im trying to say is that the fight length here isnt a factor on the apl being overcapped on energy
Envenom buff makes FoK considerably stronger
It really doesnt when you have 3 EB traits though
Depends on the target count ofc
ep uptime.
id fix the apl myself but im too small brain for that
with how popular m+/reaping is nowdays, its def worth a look into
I’m sure there are some marginal 6T improvements that could be made to the APL but based on experience I would say a few things
One is that they probably aren’t as large as you’d think
Two is that even with Reaping the percentage of pulls with that many targets is still the vast minority.
is there a way to check sims on energy gain that is wasted?
(6+ mob pulls only account for for 7% of common dungeon route pulls when subtracting out low HP trivial mobs. I happen to know this since I was doing analysis on it last night.)
Yes in the resources table
It has a wasted column for each gain
that's true for common folks i suppose, but as the keys go higher and higher, you have to do double/triple pulls to make timer
so at the 40sec mark @pseudo jolt your prio add in the sim had 10 or 11% hp left
which is basically dead to the sim i would imagine
and what if i dont have a priority target and want to focus on max aoe dps?
well im just saying i think it is trying to end the fight at the time you want
aka however many things u are attacking, it wants them dead at that point in time
not earlier or later
u are simming a 40sec fight
Duration based sims do use an HP estimator to fit things in yes. But it’s not perfect.
that has got to weigh heavily on decisions
im intrigued tho and i admit im just a padawan
i can change the sim to 5 mins, it doesnt really change the fact that youre in overflow of energy
for part of the fight yes...
the sims says im overflowing/wasting 26.68% of my energy
Well energy gen is only part of why you put up bleeds. It’s gen+dpet. So at some point it just becomes about dpet alone. Which does depend pretty heavily on fight length.
that would increase prirotiy target dmg yes, but wont do much for overall aoe dmg because rupture has a higher DET than env
again you averaged 33.5 energy gained per sec, and used 34 energy per second on average.
It's simming for 40sec
it doesnt include overflow? so that means u have a lot of overflow? ididnt see it but idk
Overflow is acceptable maybe? Because maybe overall fight duration Energy gained vs energy used is all it cares about
cuz at the beginning you were not overflowing at all
Mystler and I can certainly investigate some target caps or duration checks for Rupture which seems like the key consideration but just cautioning that I wouldn’t expect miracles in terms of a dps difference here.
the big difference will come to those with 3 EB traits
for those without eb, they wont see a difference
but thank you for checking
then you would need a high crit profile. like 50% with trinkets up ?
I think we’d prefer to see a more analytical breakdown of why it would be better at N targets. E.g. what is the DPET on FoK at that target count for you vs. Envenom or Rupture over N seconds. Etc.
This all does feel quite speculative
agree
yes that would be great
you are just identifying that in a multiple rupture condition we cap e. and dont have a way to dump it agressively. noted
Yea the sim is just overprioritizing bleeds for the sake of energy regen, without giving itself any awareness of wanting to cap EnergyRegen, which is fine for probably the majority of gamers in WoW that just go in m+ and wing it with some random pugs or friends that do standard small pulls - it'll work great for them i'd bet
Just needs to know sometimes too much of anything is too much, and its then became a bad thing 😄
but idk how u fix it wanting to fit everything inside a required parameter of wanting everything dead at the same, at the designated sim duration too
well i guess if you sim'd for any amount of seconds you wanted it could fix it
for specific tests maybe
well, i haven't had the time to go through all of your suggestions as a whole for you @pseudo jolt. however, if you scroll up a bit there was someone investigating FoK spam with EB and found minor gains in high target situations (which can help but was too specific to make it worth updating any default APL for now). about reducing energy gain from bleeds, it's not hard to do a quick test. I ran a quick cap on active bleeds like only 5 or 6 Rup+Garrote earlier but it turned out in losses even on ridiculously high target sims.
but did your sims include ppl with high crit % and 3 eb traits?
you ncan use my profile if youd like ill dm you the string
yes 3xEB+HB ofc
yea crit is the key in every way here
thats what your E Regen and dmg is based off of really
could you link me the sim where it shows a loss? i wanna check it out
On an unrelated general/moderation side note: This is still the research channel and I'd kindly ask people to refrain from spamming terms like "completely inaccurate", "APL is wrong", "does stupid things", "X is definitely better" here and then not provide any helpful research. Suggestions and discussion are welcome but please be more constructive if sth behaves differently than what you do. Thank you!
I believe you're making a mountain out of a mole hill. You're over glorifying the energy recap
one reason im guessing why it would show a loss, it is casting envenoms(no ttk traits) over rupture at the energy cap, instead of casting another FOK which is higher DET
@boreal patrol noted
Gotta hop elsewhere now, but I'll get back on the topic when i have some more time this week.
@split lintel Gotta disagree, my FOK has a 86k dmg per cast, meanwhile rupture is only 36k. Why would it make sense to continuing rupturing when im already energy capped instead of casting an spell that does 2.3X more damage?
why exactly do we need to sim everything? xd
is that taking into account your first FoK or what is your average FoK after the first one (that does like all the FoK dmgs) Nightstalker so good @pseudo jolt
i mean, if sims have don't do proper things, then statweight sims are completely wrong
sim has always prioritized ST optimization from what i hear
when u get into more and more and more adds, then number of variables that can happen, and ones that you need to happen are insane
Would having 45% crit aside from spyglass Debuff vary priority on rtb for outlaw? Or would it make RP lower in value
it would mean you have too much crit
and i agree with what tisumi said
there's no need to sim every single niche situation in this game
I've found a pretty noticeable gain from using my badge trinket with vendetta instead of just on cooldown (which essentially wastes 5 seconds when you apply dots only and then misses out on vendetta duration ontop of that). I havent checked with other trinkets besides that one and the medallion from pvp but i'd imagine its a gain there aswell
Which also, subsequently, makes the medallion (or plumage, both at 400) a better option than the trinket the default profile is using
Another thing about the default profile, i've noticed that some speccs are utilizing m+ azerites in their base profiles. Is this something rogue tc:ers just have agreed on that we shouldnt do or whats the consensus?
#1 thanks for looking into pvp trinkets, iirc we didn't check those when we looked over trinkets 👍
#2 yes due to the azerite vendor m+ pieces are allowed in the default profiles
#3 (even if not asked) simc homepage now also shows dungeonslice with different gear sets, however only some few specs changed that atm(so many profiles use st talents/gear).
Because there is a pretty sizeable gain (around 2% from what i've seen) to use perfect m+ pieces compared to the raid ones (see: https://www.raidbots.com/simbot/report/fC1y9xD27dQszKqLZm5k6b) )
yes, but all profiles have this ruleset, if they use raid gear its usually bc. it has the best trait setup or the spec requires TC pieces
But my point being that the best trait setup isnt from the raid (for assa atleast)
i think mystler compiled a list of best raid and dungeon pieces in the wowhead guides
That list is made mostly by looking at the 2 "big trait" rings and doesnt really take into account that overwhelming power on the inner ring can make an otherwise subpar trait (such as ttk) win out in the sims
if you find improvements to it feel free to share, also if sth can be improved in the wowhead guide just dm/ping mystler about it.
I posted the raidbots link a few messages back with what i've found to be the best setup 😉
M+ gear was not allowed in profiles when it only came from the cache.
When the vendor was created we decided that excluding them from the profiles didn’t make much sense.
Since it is reasonably possible for it to be attained in a “BiS” scenario without extreme levels of RNG like before.
Overwhelming Power is of course a very strong trait for a lot of specs right now in terms of optimal usage though.
Keep in mind the current profile was made before the Nothing Personal trait was determined to have magically changed to being Hasted. So that’s part of this for sure. 😃
Well, the profile i suggested still only uses 1 NP, which the default also does. But NP should gain even more value if the default profile is using plumage/medallion so perhaps that will make the NP better than blightborne
Thanks, I'll look into updating it.
@pseudo jolt @celest storm So I spent some time investigating this and there are a few gains here but not a ton. Increasing the TTD threshold on Rupture to 12s at 4+ targets was the most clear gain. Envenom being used only to refresh the Envenom buff at 6+ targets with 2+ EB traits was also a gain.
Dropping Envenom entirely didn’t seem reasonable at any normal target count or without multiple EB traits.
All this was noticeable gain but still relatively small. In the area of 2.5-3% against 6T
But nothing super life changing or anything.
Will need to do some more tests to generalize this a bit more accounting for every possible combo of EB and PB vs target counts. We will make some tweaks here but, as expected, the gains aren’t massive and shouldn’t affect sim results all that much.
What's the crit rate of the template you used?
Part of what I think was making this appear larger than it looks like is Hidden Blades skews the DPET of FoK quite a bit even though it has no relevance on this situation.
E.g. Hidden Blades will always contribute the same damage regardless of if you delay FoK or not. As long as you don’t cap. (Which you don’t)
what does TTD stand for?
Time to die
Right now the APL will refresh Rupture on any target that will live more than 4 seconds
At 4+ targets this appears that it can increase. Or perhaps when the requested poisoned_bleeds target is reached.
But generally 12 seconds survival seems to be the most standout threshold
Perhaps the big difference will be to those with 3 EB traits + High crit value
3% sounds right if youre using a default template
try simming my character Dayvanie-Area52 (im logged out in dungeon gear), currently sitting at 3 EB with almost 2200 crit rating/40% unbuffed, the difference will be massive on my character
"Envenom being used only to refresh the Envenom buff at 6+ targets with 2+ EB traits was also a gain"
So does this mean envenoms should be used to keep up Envenom buff instead of keeping up EP? 😮
Well it does both at the same time but I didn’t really think it made much sense to make a specific rule for EP. EP buff is short enough that’s kinda factored into the “normal” finisher logic.
And probably a big part of why it holds up for so long
Assuming 5+ bleeds out already, it would be the difference between FOK x3 --> Envenom to keep up EP or FOKx5 -> Envenom to keep up envenom buff
@proven sparrow Hey, I've been going through your suggestions today and everything looked fine. I've updated the usage for Badge, Medallion and Plumage accordingly. Besides I modified the default profile to use Plumage (PvP trinkets are not allowed per the profile rules) and your suggested azerite pieces. I also updated my wowhead guide accordingly. Thanks! 👍
👍 I thought i should break up the feels with some facts in this channel 😉 The pvp rule doesnt really matter much since medallion was simming higher than badge anyway and since plumage=medallion
I've been looking a little im my sims with ma, i wondered that in the opener vanish tb mut env and on 2nd vanish it was vanish mut gar env. Isn't it worth delaying vanish 2 gcds to try to allways get vanish env mut env and hope mut crits both hands, ideally in tb window? And not refresh gar or rupture inside the crit window?
Im on mobile and not at home to test with custom apl for a few days :/
I'd guess with planing ahead, refreshing bleeds maybe little early to not lose a vanish for the fight and fit 2 env into the window is way more profitable, its our highest per execute ability that can crit
Ask in #assassination
Just an tc assumption, refreshing gar early misses 1 tick for ~6k and 75% crit env is ~52.5k averaged out so 46,5k/120s are 437.5 dps for that 2 min window, ye its milkmaidens maths, but it's an apl question not #assassination
As soon as i am close to a pc i'll try my best on the apl.
@halcyon falcon you can also use the search function. Yes it’s APL related but MA window is discussed regularly in the #assassination channel and if you come up with a better APL to test against that’s ideally what is being looked for.
Has the 2piece set from Jaina been added to simc and does it work with Blade Flurry?
Yes and no
I never check this but recently saw all the new stuff from the raid
Are any of the pieces there any good for rogue, but more so assa?
its way to early to ask about the next raid
I just thought people had started theorycrafting with the multitude of new, sort of unique items and what they could bring
raid isnt even announced yet, give it some time and it will be there just in time
If I'd like to try out a new opener APL, should I just brute force an action sequence?
only if rly nessecery
Just want to see if with MA I should open with a mutilate->rupture->mutilate->garrote
that should be doable without a sequence
Yeah, I assume with a few conditionals on mutilate and putting it higher in the action sequence
@clever charm https://pastebin.com/ZBSizWB1 opener apl for muti/muti/rupture/garr/vend/vanish/tb, or muti rupture muti if proc
Thanks @solar swift I've got something running and it looks like it does nothing to really change dps over a 5 min fight.
yes, even with 3 doses
Strange, I thought it would
it's 1 more mutilate with additional crit
over 5mins
what kind of dps increase did u expect?
Also changed the vendetta window to have two TB and MA buffed envenoms
Going over the MA/DD opener again, it looks like a lot of higher ranked logs are doing TB/Vanish/Envenom instead of what the APL suggests Vanish/TB/Mut
It has more variance
Basically they do about the same on avergage but if you want to rank, you do the one with higher variance and hope for the best
Got it, thank you for the response.
Im sure you checked when doing the thing mentioned in updates but i'd just like to check. The MA crit in simc affects other passive damage sources as well yeah? Such as poison bomb and NP, even though they're not active abilities
Yes, those are all part of the ability whitelist
Blizzard uses some special functionality to modify AAs that was not being accounted for
Just checking my own logs over multiple nights the crit% on melee seems to be consistently higher than anything else (during the MA window)
Like, 10% higher overall across 30+ pulls
So does it somehow increase the crit % more of melees than the others?
http://piclair.com/data/xp2od.jpg 34 pulls today
http://piclair.com/data/bg3lo.jpg 39 pulls yesterday
Depends, could just be because of attack table stuff
My melee is consistently reporting as 5% higher in general even filtering when the buff is absent, so could just be how WCL is reporting skewed by the miss%
Ye maybe, that sounds reasonable
is it already possible to sim zandalari trolls ?
not yet implemented in simc
thx 😃
Any word yet on the zandalari troll sims?
not all racials are implemented yet
HeroDamage will have them as soon as they're in
How are we expecting them to perform?
There is no reason to ask that now, sims will help you with that once the recails are finished in simc.
So I wasn't sure how to find it myself but I was wondering during the Laminara part of Blockade does the removal of parries and chance to miss autos make GM good enough to keep solo with DS or Ace traits
You should be behind any and all mobs/bosses so that parries and misses aren't a problem anyway
Yeah but isn't there a base 3% chance to miss anyway
Which is why you get more damage out of autos on bosses like Garothi Krosus and Laminaria
Yes, there is a DW miss penalty for white attacks
only AA can miss when you dual wield and the miss chance is 19%
i find it interesting that they disabled misses on Blockade
Is the lack of this penalty enough to make gm a viable keep on Laminaria
prolly the concept of a "huge boss"
Yeah they had mercy on DW due to the foward facing conditional.
Even with ace or deadshot
Do we still get parries in front?
Looke like no, on Laminaria
k
from a quick sim with default profile and misses disabled, yes GM is better, but not worth changing the rerolling strategy
Ok tyvm
could MP overtake EP for assa though with the increased deadly poison dmg? 😄 doubt it but asking for just in case
Nah, makes no real difference. It's still 1.7% behind
You can put in auto_attacks_always_land=1 into your custom SimC APL if you want to try stuff though
Is there already an implementation of zandalari in nightlys ?
do you know the race name for simc input? is it "race=zandalari" ?
hm.. okay, I realise, that its not only a "racechange" in simc, cause of the different loa buffs :/
iirc loa will be handled in a separate condition, so it will be sth along:
race=zandalari_troll
zandalari_loa=nameofloa```
yup, HeroDamage will have one entry for each DPS-affecting loa, as soon as they are all implemented
I want to know if there a big difference in the opener change with MA with we go Garrote, Multi, Rupture, Multi, Vendette, Vanish TB, Envenom, Multi, Envenom
or Garrote, Multi, Rupture, Multi, Vendette, Multi, Vanish, TB, Envenom, Multi, Envenom?
on 2 target opener / vanish with 3x SS and subterfuge it's not doing tripple garrote, only two
not sure if it's been tested to see if 3 garrotes is less damage than not overcapping 3CP with the global and delaying vendetta one more global but 🤷
I think in practice most players do 3 garrotes
anyone know if hero damage will be updated tomorrow with zandalari racials?
or simc for that matter
@brisk wadi most multi target apl's havent been fixed for sin, especially in terms of garrote efficiency
was the same for 3+ targets not doing 3x garrote iirc
I think I fixed 3T garrotes the other day. In that example above, it's 2T, i don't quite see the issue atm. Why a third garrote? Both are already refreshed during pandemic.
Garrote T1, Garrote T2, Garrote T1 gives 30% more on the empowered garrote to T1. Afterwards wait for it to run out to vanish and do it again.
That’s usually what people do in 2T scenarios, have no clue if it sims well. Always just assumed it was correct
that's the usual opener with exsg when not refreshing during pandemic matters
in your sequence above it does not give you more garrote uptime unless i miss sth
Only because it vanished before the pandemic garrote would run out
Looking at MT, first garrote at 0 lasts for 18s. Pandemic refresh with vanish at 13 gives you 5s on top = 23s total from there, so empowerement lasts until 36.
Er ran down rather
Same +1s for the second target
what good is another Garrote then?
you get 1s more and waste 1gcd, congrats
G T1, G T2, G T1 would leave T1 with 23s G and T2 with 17s G with 3s into pull. Wait 17s and T1 has 6s left on G and T2 ran out. Vanish>G T2, G T1, G T2
Wouldn’t that be more empowered garrote time?
Im bad at math but that should be about 10s more empowered garrote time overall
oh, right, i misread, triple garrote on both opener and again after garrote dropped. right
i think i simmed sth like that some time ago, but don't remember, will make a note to recheck
Danke my good man
Ya it's just like pandemic on ST opener (garrote rupture garrote) but (garrote1 garrote2 garrote1)
I'd assume it's more damage
who here excited for zandalari loa sims
I want some $/DPS statistics accounting for both pre and post-sale faction change costs 😄
Smart move on their part, though an obvious one.
translation?
does that count the assassination mastery?
Mastery is whitelisted, definitely would not be affected
so what youre saying is bwonsamdi is the way to go :p
Bobsalami always best
there will be sims soon™ so just have patience
Patience is a virtue 😃
Bwonsamdi best loa change my mind
keep on topic in here please
I know i have to change the race to pretend i am zandlari... what do i need to enter for the loa thing so i can compare them ?
Wait for them to be implemented in simc 1st
@golden briar
Dosnt work
did you clone the github and build that one? but this still isnt the right place
git is the right one, keep in mind that raidbot's was build before the simc commit, so it needs to rebuild before you are able to sim it
the raidbots discord has a channel to show when they update their builds.
last update was 6:58 AM; the simc commit for the races was 9:28 AM.
as i mentioned in #wow-general they will likely rebuild it later. Iirc they are in a diffrent timezone(so might be asleep atm).
dunno if gonna be hotfixed but
out of combat, hits nothing
gives me cp
hf with ur openers, brothers
Shuriken was doing it as well last night
You just always get 1 cp when foking/storming now
But it resets down to 2 when you engage in boss combat, so its only really 2 extra cp at the start of combat
No one knows
odd that it drops to 2cp for a boss. should stack to 5 or clear or be documented.
CP has reset to 2 for awhile, just not an occurrence we ever find ourselves in. Subterfuge allows you to stay stealthed while hitting fok too. As long as you don’t hit a target
Cp reset is goofy though, like why 2?
I quick tested it, it seems to only work on Assassination and it does not require a dungeon/raid to work.
(This means it does not work on Shuriken Storm and does not requires a Sin specific azerite trait)
here is a log:
It's a bug with subterfuge, doesnt work if you are talented into MA. with subterfuge you are able to stay in stealth and spam fok as long as it doesnt hit an enemy, the cp generation works with both talents though
those are the copy statements for the zandalari trolls/kultiran
Raidbots nightly and weekly should have the races now.
race="zandalari_troll"
zandalari_loa="akunda"
copy="Zandalari Troll (Bwonsamdi)"
race="zandalari_troll"
zandalari_loa="bwonsamdi"
copy="Zandalari Troll (Gonk)"
race="zandalari_troll"
zandalari_loa="gonk"
copy="Zandalari Troll (Kimbul)"
race="zandalari_troll"
zandalari_loa="kimbul"
copy="Zandalari Troll (Kragwa)"
race="zandalari_troll"
zandalari_loa="kragwa"
copy="Zandalari Troll (Pa'ku)"
race="zandalari_troll"
zandalari_loa="paku"
copy="Kul Tiran"
race="kul_tiran"```
i assume paku/kimbul/bwonsamdi are the relevant ones, you dont need to copy the rest
Note, there are some reports that Kimbul may be undervalued for Melee atm. It’s being investigated.
@merry pike It's working for MA for me
The cp generation on fan worked for sub and ma. I tried the staying in stealth fok and that wasnt working with MA
Only with sub
ahh
re: the cp building
last night i was able to reliably pull raid bosses starting with 2 CPs regardless of how much I built
it has to be a bug, it doesnt break stealth either
last night raidbots was breaking on me presumably because the line race=zandalari_troll
has that been fixed?
CP has reset to 2 for a long time, no one ever went into a fight with CP though. FoK giving a CP without a target may be a bug but the tooltip does say it awards CP so who knows.
Using it without breaking stealth is definitely a bug
on pull i have 2 cps
in combat
oh are you saying that no one ever has cps going into a raid fight?
generally speaking
Im just saying the reset to 2 CP isnt a new thing unless Im just crazy and mis remembering.
It just wasnt relevant because we couldnt build it reliably before a fight
@sinful venture you probably simmed it with weekly before the weekly was rebuild (should have set it to nightly) weekly was rebuild later so now both work
U used to start combat with cps when mfd/fw sub was a thing
Btw, can we have some of the simc-savy people try a new opener with ma assa? Start with 2cp and go g>r>m>tb>vanish>env>mut to 4+ >env
See if it's better than building to a 4+ rupture
if the question is if it makes a diffrence to use rupture 2nd or 3rd gcd, no there is no diffrence in output.
So if i want to sim what is better i need to do 3 different sims with the loa buffs?
paku is better
on every specc?
for the opener, if you dont do stupid stuff you can vary ability use there (like your custom opener)
however one thing straight up you def. lose dps if you shift vendetta out of the opener.
i play outlaw
Class theorycrafting community, latest simulation results and resources -based on SimulationCraft- for World of Warcraft.
looks like its better on outlaw too
Oh nice, ty.
@ivory coral check the channel topic, this is not #outlaw
just as a reminded:
If you think you are onto good suggestions to improve simulations, at least show screenshots of issues (preferably not cropped too much, e.g. show ALL columns in the sample sequence) + your ideas or, even better, back it up with links to logs and simulation reports. You can wrap links in < > to disable Discord previews, if you want.
The best way to help is if you are able to run things like an APL change comparison yourself and link your results for further analysis.
Please do not use this channel for simple questions like "does the sim do X" unless you have a valid technical concern. Questions to help you with setting up simulations for research are fine provided they do not get too extensive or repetitive. If in doubt, ask in a spec channel or send me a DM(koji/mystler/fuu).
@golden briar you can start a sim with more cp, however for your custom opener might need to adjust it(the apl).
initial_combo_points=2```
souce: <https://github.com/simulationcraft/simc/wiki/Rogues#combo-points>
I got no win by changing apl, in worst case even a minimal loss.
Aight tnx
Are the values in herodamage for the new racials finalized? The grey bars make me believe otherwise
Can't find anythijg on their Github re:new races
Oh, right, they are grey because I forgot to mark them by their faction's colors 😄
Will make a fix for an upcoming HD sim.
Shame its so low down but at least it doesnt really matter
Alright, so, getting back to the Garrote usage topic we had the other day. I've sunken way too many hours over the last couple of days into APL research but finally ended up with changes that improve Garrote usage with Subterfuge and Shrouded Suffocation on pretty much any amount of targets. I'll post a brief summary in #tc-updates.
Here is the increase matrix I simmed when verifying my changes. I was using a 0.1% target error and still consider that one red colored field at the lower TE end negligible. The changes are pushed to SimC and will arrive on raidbots with the next nightly. https://i.imgur.com/eDssXCk.png
Coming back to the particular point you raised on 2T now: Yes, it is an increase to maximize pandemic with Garrote and SS by alternating G1,G2,G1, then wait for drop on 2 and G2,G1,G2. However, this is not an increase anymore if you have Echoing Blades and turns into a noticable loss, prolly because those extra FoK globals when not having to use more Garrotes are neat. Anyway, with EB on 2T just applying and refreshing during pandemic is better.
(via @brisk wadi and @muted raven )
So you’re saying if you have eb traits then pandemic garrotes is not worth it on 2T even with SS?
yes
The list there shows it as an increase but that’s because of target error ?
that increase is for all of my APL changes in total including that EB exception, not just the max pandemic thing
👏
Does the dungeon slice start with a ST boss?
cause this garrote with Fluffy pillow then Boss1
the vanish is proper.
and is this what you were working with @boreal patrol ? I have 1ss. 2eb. and this is a vanish fokfok.
dungeon slice:
So technically we shouldnt be hitting the Main fluffy pillow in first gcd with garrote. but boss.
Yes, that is a general issue with DS and Simc atm. It does not know about the invulnerable dummy boss precombat.
However that one global does not matter much.
@plucky mural the changes are not live on raidbots yet, you would need to copy/paste apl from the apl wiki or build simc from source to have the improvements
I can wait. and prob true. 1 extra garrote isnt going to change things a lot.
or actually, not even a global lost, it kicks back in at 0.X
so just ignore the first line at 0
I wish I had the extra 5 CP as Outlaw so I could RtB prepull over and over again. 😦
its only 2 cp (resets to 2 on combat start iirc)
yeah, but precombat
Well sure but if it worked for Outlaw you could just cast 5 CP RtBs before the pull until you got something good 😄
2 CPs at the start of the fight really makes no difference for Assassination at the end of the day. Probably worth doing because why not, but really super minimal.
for outlaw it could actually change the day.
"hang on don't pull yet..." spams "FoK-bug" to get 5CP over and over and RtB until 5buff "okay, now pull"
Rolls 5 buff
/pull 2
😄
I wonder if anyone tested if we get to use all 5 CP if we are the first global on the boss. I assume so?
If you opened w/ a finisher I’d assume yeah
I did yeah. Seemed to work
But we have people who pull early sometimes so I would occasionally hit a 2 cp opener. Eventually just quit trying
Cancel what i said about EB on 2T, it IS a gain to maximize garrote with SS there as well, it just turned out a loss at first because I missed a fallthrough in the APL when testing.
For those who read the APL, I also refactored some things there for better readability and added some minor improvements for DungeonSlice timing. Here is the updated matrix for my changes this week. https://i.imgur.com/EfOXRRP.png
Is there a conclusion regarding priority damage via TTK traits compared to other traits or even vs outlaw?
I have to redo all of my numbers due to Mystler’s APL changes above
Which I haven’t had time to do yet unfortunately.
Although I will say my posts previously are fairly clear about this if not fully optimized. Envenom priority usage can probably be beneficial but TtK itself is likely very medium even if doing that.
With Mystler’s recent SS optimizations, I think SS even looks more attractive for multi target scenarios.
it looks good. this is a 10t open. with vanish.
pb instead of ct. looks just fine.
👌
Hey, I think I found an error in the outlaw AOE APL and was pointed here. In the APL it ignores opportunity procs with high wits stacks on AOE - I think this is correct most of the time, however it will result in a DPS loss if you do so while energy starved due to dropping globals. In practice I ignore the proc if I have AR, grand melee, lust, or generally high energy (unsure what's exactly correct). I tried adding a simple "| energy < 50" to the line of code in the APL dictating sinister vs opportunity proc and got results ~1.4% better on my TR character (10 target, 3 minutes, no lust). Obviously this is just one character and one setting set for sims but I think it is indicative of the truth.
My sims: https://www.raidbots.com/simbot/report/d8R4tBuLmB6hhmrtHJs32h (edited APL), https://www.raidbots.com/simbot/report/624MuaKAQJ1Ug1VsQCjgFQ (basic APL)
APL with my change: https://pastebin.com/J5xfDx2M
Would like to note that I don't think my change is the final form here (for instance, if you have < 50 energy but lust/AR was just used you can probably still SS safely). Hopefully the person in charge of that can/will find it 😃
I can look into it. I remember trying energy thresholds when I first implemented it and did not see a gain, but perhaps something has changed
Perhaps it could be certain trait combinations that bring it up
@dire fossil Did you happen to check if just using <45 (SS cost) was sufficient?
didn't check
Ok. Well I can look at it tonight after raid
👍
Thanks for the report and testing, should make it pretty easy to isolate
@dire fossil I checked it out and 45 energy seems to be a great threshold. Just pushed the change to the default APL. Thank you!
awesome 😃
Hey guys, ik lurker's insidious gift was just properly implemented last night but its being used on pull in the apl instead of with vendetta which means a 2nd toxic blade window paired with the buff is lost (:
yes, seems logical to use it with vendetta
sim confirms it, report:
https://www.raidbots.com/simbot/report/9wVBoL6B178o9ugimEyTyq/simc
When implementing that trinket on herodamage, would it be a good idea to include it with differing length of the buff? Perhaps a 20s one as well as the 30s one. Since the damage ramps up significantly during the last seconds
iirc there is/will be a parameter for that
I cant wait for the new option in raidbots, "how much do you get healed"
to maximize the trinket uptime
On raidbots yeah i assume so, but i was more specifically asking for the herodamage rankings.
Or is it too cluttered then?
in simc, we have quite a lot of trinket specific options, they are mentioned in the wiki (link in the pins)
just do 3 diff bars
yeah, i'll add it to HD in variations 10,20,30s or so
"lurker's gift 0 healer", "lurker's gift trash healer" "lurker's gift good healer"
I case you haven't seen it yet, it's on HeroDamage at those three durations now.
Question:
does garrote + poison give x energy bonus regen
IN ADDITION to
if you also have rupture + poision on give y energy bonus regen
meaning if you have both gar + rup + pooision you get = x + y bonus regen to energy?
Or is it the same bonus energy regen for ETIHER gar OR rup by it self?
if i would like some guidance on my logs like for example what to improve etc should i post here or in the spec channel?
In the spec channels is the appropriate place
ty
anyone have tests for the 8.2 enchat ? are they better than the ones we have now ?
talked about it in the assasination channel but didnt get a last reply so I'll try in here. When looking at a pure 3 single target scenario the general conscensus seems to be to FoK at all times outside Vendetta, but the APL on raidbots basicly only uses it to reaply poisons on off target. Any deeper input on this subject? Any way to get the apl to prioritize FoK/Muti more to better see the differences on this very specific situation? Running 3ss/3np so neither fok or muti is buffed
Yeah, you can get the APL with comments from our wiki (see pins). It should not be too hard to tweak the FoK thresholds if you want to check the differences for you. Koji has been checking that a while back and found Muti over FoK if poisons are up everywhere to yield better results (without EB of course). I also don't quite see how Vendetta should affect this numerically, right now.
Well numerically buffing a mutilate on a single target is alot more than buffing a single fok target, together with the higher amount of envenoms you would get within vendetta window with mutilate versus fok.
Hm, True, there is a point where the absolute gain on Muti can beat that of FoK.
This seems to shift with powers, I can reproduce Fok outside Vendetta if I disable azerite. NP shifts that towards Muti.
Hm okey
My limited understanding of the apl and coding is hampering me severely here 😛
Is there anyway to thru the apl shifting general target on a timer? Cuz what seriously lowers the mutilate focus is dot uptime considering it only mutilates off target when poison is gone and not beforehand to refresh?
instead of !dot.deadly_poison_dot.ticking you can do dot.deadly_poison_dot.remains<X
how will it then prioritize with multiple timers below threshold?
first available, but you can use min/max functions: min:dot.deadly_poison_dot.remains<X
Well in a real world situation my instinct would be to fok if poison were to drop off of any target as opposed to when multiple are low but there’s definitely some conditional relative to energy and cp in that decision tree right
any target is what it already does
@native moat It should be easy for someone to try this out if we don't have time to get to it, but last I looked FoK on 3T "all the time" was not really the right thing to do for a few reasons
FoK is pretty weak damage in general in BfA after removal of the PK trait, Mutilate is relatively much stronger compared to Legion
I'm going to assume in this scenario the player is also not using DD traits because that's a pretty clear loss in that scenario
With the standard 3x DD/TtK/NP/BI setup that the default profile uses, using this approach is a rather significant (7.5%) DPS loss
EB setups in the APL already use FoK on 2+ targets, so that is a known case where it would be benefical
It may be possible that using FoK at 3+ targets outside of Vendetta could be a minimal gain for SS-only setups. But the best case I could find was only like 0.7% gain
Any Eta on implementations/sims ?
Soon™ / When They're Ready™
its likely that sims will wait for spell data from the patch, so there are likely no sims before the patch is live on na.
you can use ptr=1 to sim essences if you cant wait.
repost from the simc discord on the essence formatting:
<formated_input>
- token/token/token
token options:
- essence_id:rank
- essence_id:rank:type
- spell_id
essence_id options:
- AzeriteEssence.db2
- tokenized form of the essence name
rank: 1..N
type: 0 (Minor) OR 1 (Major)
spell_id: Passive milestone spell id
Only 2 or 3 element tokens for major/minor powers allowed. If 2 element tokens are used, the
first element is the major essence, and the two subsequent tokens are the minor essences. In 3
element tokens, ordering does not matter. Placement of passive milestone spells is irrelevant.```
Some essence_ids:
```4 Worldvein
5 Focusing Iris
6 Purification Protocol
12 Crucible of Flames (Concentrated Flames)
14 Condensed Life-Force / Guardian of Azeroth
15 Ripple in Space
22 Vision of Perfection
23 Blood of the Enemy
27 Lucid Dreams
28 Unbound Force
32 Conflict and Strife```
Example for blood rank 3:
```azerite_essences=23:3:1```
when is the patch coming btw?
not 8.2 related but probably still interessting, @plain coral asked me to look into 3x NV combination.
TL;dr of the research:
- Playing for NV buff is a win
- Doing it outside of Symbols(or shortly before symbols) is no noticeable gain
Talents behave like this: SF+ES > NS+ES >NS+DARK >= SF+DARK
sim:https://www.raidbots.com/simbot/report/zLajJfx7kWLfmhnLko6jS
Also a note about 8.2 TC: As you may have noticed SimC got started rather late this time because our core gurus were pretty busy. Essences just got their basic support when I left for a vacation last week (which I know was unfortunately timed with the patch around the corner). Thankfully, Koji made sure to do all rogue specific essence implementations while I was away so we should have basic stuff ready for launch. I am now back and ready to catch up and work on stuff. This includes new essence data for HeroDamage and APL research. Keep in mind that this can all take some time and results are subject to change over the course of the next days or weeks due to research updates as well as potential hotfixes.
I think raidbots will switch over to 8.2 later today, so you can do basic sims as well. If you want to help, feel free to post helpful research data and sim reports here and hopefully we will have rogues in a good spot by the time the new raid opens.
For an overview on the general state of simc and raidbots, please see https://medium.com/raidbots/raidbots-patch-8-2-status-124b8dca2c2b
I checked the github and i saw that the APL still had very basic conditions for using the essences (perhaps your internal APL has some edits i dont know about, but anyway), ive found a couple of gains, most are very small (holding the essences until MA is over for most of them) the big one is that using blood of the enemy together with vendetta seems to be a very large gain compared to using it on cooldown (even though it means delaying the essence by 30s every time)
https://www.raidbots.com/simbot/report/iTvYcTJpawQwYQX1qFBv5v With basic usage, using most of them during MA
https://www.raidbots.com/simbot/report/odbrrs4v2Hf4JdoZcfJKY1 Using them after MA in the opener
Both of these also include the different blood usages
Hey Eleem, yes this is all pretty preliminary right now since we haven’t had a lot of time to optimize.
Thanks for the feedback, one of us will look into it!
Ye i assumed so.
Another thing i've noticed is that Focused azerite beam in simc seems to not work like the tooltip does ingame
That isn’t one I worked on so not sure if that is a tooltip issue or a SimC issue.
Some of the traits are a little wonky
Obv its not available yet so i cant test, but tooltip says it should take 1.6s of cast time and then 2.4s of channeling to do 97k (with my character)
Whereas in simc its a 3s channel (no prior cast time) that does 140k
yeah im not really firing any shots, perhaps this is how it works and the tooltip is just completely off (not too unlikely tbh)
Yeah something to look into when it’s available for sure
Herodamage essence sims are there, so have a look 😃
About BotE use, I did a few research and this particular condition gave me pretty good results :
debuff.toxic_blade.up|debuff.vendetta.remains<=10
Adding more condition tight to vanish usage or dots ticking was no win for me, but I did add a condition for Vanish into TB windows.
Final condition is actions.cds+=/blood_of_the_enemy,if=!stealthed.rogue&(debuff.vendetta.up&(debuff.toxic_blade.up|debuff.vendetta.remains<=10))|(target.time_to_die<=30&cooldown.vendetta.remains>30&debuff.toxic_blade.up)|target.time_to_die<=10
The simulation : https://www.raidbots.com/simbot/report/uqkkteepDNr5NnXnJwRt1a
Thank you for looking into it. I have pushed some improvements based on your suggestions! 👍
What's the deal with the new Ins trinket? Bloodmallet says it sims WAY higher than 415 Lurker. Have you guys tested it? I'd love to see herodamage sim, I don't trust bloodmallet.
so, from what i've heard it is simming correctly and that strong but not working correctly in-game in some way that it its value drops rapidly as soon as more than one person wear it. i'm not familiar with the details of that issue, right now though
about trinkets on Hero Damage in general. I haven't had the time to go through all the new trinkets yet but I'll add them very soon
i assume the issue with the inscription trinket is that the dot and explosion are shared and players override each other
Why dont you trust bloodmallet?
So the trinket DoT could be similar to how Ignite used to be shared?
I mean that could increase its value for whoever applied it first, because it'll be proccing way more often
noone in my raid had any of the inscr. trinkets on but me
it was still doing around half of what my sims told me
according to logs or details! ?
logs
hmm ok. i just did some testing on training dummys and it seems like the sims are correct, maybe details is broken ?!
couldve just gotten unlucky or something aswell, only tried it for a few pulls since it was so garbage
on wich boss ?
uunat
can you link the logs?
so inscription trinket is garbage for us?
@west prism Refer to the pins in any of the spec channels.
Keep in mind that any kind of target swapping pretty dramatically reduces the value of that trinket
Just due to the design of it
The Highborne Compendium of Sundering sim changed again. It now sims 200 DPS lower than 12 Hours ago...
I dont think there was a change for it, at least i cant find a commit.
link to commits: https://github.com/simulationcraft/simc/commits/bfa-dev
Yeah i looked at this too... dont know why but what i said is 100% true. Atleast for my Character.
I can link the sims if you want
That is the sim 24 hours ago now:
https://www.raidbots.com/simbot/report/8LBX6S9BiEwWQN7rAdhwy4
And this the new one:
https://www.raidbots.com/simbot/report/fz6EmohDJuJBj9wGfSRmop
Seems true for me also. It out simmed my 405 socketed dice yesterday and no longer is today
5 min patchwerk
Yes, there was a change yesterday (iirc it was about the explosion applying the dot).
It sims a bit lower now but is still very strong for an item level 400 trinket. About the in-game bug with multiple users, I have heard that it was already reported and a fix is in the works. We will see.
I hope this is the right channel to ask this: On bloodmallet and herodamage, does the sim of major traits include the minor trait you get on top or is that excluded, meaning I'd have to add the value of the minor to the major trait to determine which would be the bis trait?
yes they do include minor
i'm just surprised worldvein (3 allies) major is so useless that it sims around the same as minor on herodamage (actually lower but that's within the margin of error)
or, idk, it just consistently sims lower for all 3 specs
the major has basically no benefit over the minor with 3 allies because you're already pretty much 100% on maximum stacks, afaik
currently the major is a slight loss over minor because of the APL (you basically waste a GCD for using it without needing to). ideally it should only be used with low stacks on the buff it provides but we cannot add that condition because it breaks sims without the power, at the moment. will update that accordingly once the core is updated for that
is there an option in sims to add X ppl with minor Worldvein?
bfa.worldvein_allies
(not sure if raidbots whitelisted it for the APL box yet. if not, it should happen sometime soon)
just a quick question, on herodamage, where it says major and minor for all the essences, does the major INCLUDE the minor, or is it JUST looking at the major effect?
Yeah that's correct. Mystler and I discussed some options for breaking the effects apart to compare major vs. minor value a little more easily, but will depend on what they can do on the front-end side 😃
what we really need is combinations.
major + minor for now
later major + minor + minor
spoilers: already implemented that, views coming soon ™
albeit combinations will have limited talent permutation in order to not blow up the number of profiles to run, so top gearing yourself will ofc still be the best option
top gearing with 8 sockets and 5 trinkets and 7 different essences for different slots zzzzz
please keep this channel on topic @golden briar
how do I use bfa.worldvein_allies in simulaion ,
I just add this line, or do I need to use it a a value
You specify the number of allies with the essence, e.g. bfa.worldvein_allies=3
How is cyclotronic blast not simming higher?
it does quite a bit of dmg, you can attack while using it and it doesnt share cds with other 2 minute trinkets
im sorry if this is an already known thing but im pretty sure raidbots isnt simming the on use portion of this trinket correctly https://gyazo.com/fbea9366e8158d9509f72fc35e090377
It's definitely not. That shit does quite a bit of dmg
can you /vanish /use to trigger it with sin MA crit?
MA only affects rogue spells/assa traits/talents, not trinkets, generic traits or essences
The thing cant crit either
Its still 170k ish dmg per use
Been using it for pvp, great fun
The blast was just implemented a about day ago. It's possible charts or raidbots sims don't have it yet.
(and it is still actively being worked on, there was a new commit just now)
Thanks for the heads up
ok, nvm
@boreal patrol the ideal way to use BotE has been said to use between vendetta and vanish, but in the sims its using bote after the first envenom after using TB
@olive grotto You can sim yourself to find that answer out, thats not the nature of this channel.
aye wrong channel sorry --'
@boreal patrol When are you bumping the raid gear to the new stuff?
I made initial T24 profiles for Rogues already, but aside from priests no other class has them yet, afaik. It'll probably take a few more days for the others to catch up and then we'll enable T24 sims for HD.
Re: Cyclotronic Blast, I just saw that this counts technically as a usable gem instead of a usable item, which was not considered for APL generation for rogues. I fixed it and with upcoming charts and raidbots nightlies the Blast should finally actually sim.
Eternal Palace special effects and trinkets are still WIP with some not yet implemented, so if you want to look at those already, be careful for now.
mystler can you put a sim for every benthic gear 425+ socket X heroic (430ilv) and mythic(445ivl)?
really curious too see what slots are better than actual raid drops
Just do droptimizer sims yourself?
Gear compare then
im doing that but i trust him more than my random sims
boots and gloves outdps mythic gear
https://www.raidbots.com/simbot/report/oLHvNqgY2ePzyuazXnGbmu
https://www.raidbots.com/simbot/report/aYjqNx9rciFuL1MeojJjt4
i dont know if i didi it 100% right but
every benthic slot outdps mythci raid drops
Yeah I think we are awaiting some confirmation on if the Benthic effects are balanced at all in week 1 or week 2 hotfixes before we use in the default profiles. But some of the effects are very strong.
Boots and Bracers at a minimum seem hard to beat
those are even without socket often about equal to mythic itemlvl equivalents, socket just makes them even stronger.
belts sims forgot about them : https://www.raidbots.com/simbot/report/e4K4sGsZARqbSjE91QWtF3
something is fishy with yellowcards
on raidbots my yellow card shows as this
when in the actual game it's this
it's almost double the secondaries raidbots actually has it show as
is it just a tooltip bug or is it actually using those values?
The tooltip is just from wowhead
It may not have the right bonus ID, I wouldn't worry about it
Shouldn't have an impact on the sim
sounds good, thanks
Are there any plans on changing the apl for BotE Rang 3 in the Sims ? The Sim is using it still way after Vendetta and i am pretty sure its a dps loss
i've seen screenshots that (iirc) even ingame punchcard tooltip and trinket tooltip are slightly different, aside from that wowhead might display it a bit differently too, yeah
you can check the report for the actual value it used and if in doubt only punchcard level matters not that of the whole trinket
BotE for assa is, if possible, stacked with TB as that showed the best results in my sims so far.

