#tc-research
1 messages · Page 40 of 1
20ap * 2 = 200 dps doesn't seem too unreasonable to me, maybe a little high
was expecting like 120ish honestly
I think there may be an issue with the outlaw finish apl line for non-QD sims: actions+=/run_action_list,name=finish,if=combo_points>=cp_max_spend-(buff.broadside.up+buff.opportunity.up)*(talent.quick_draw.enabled&(!talent.marked_for_death.enabled|cooldown.marked_for_death.remains>1))|combo_points=animacharged_cp
shoudlnt this be: actions+="/run_action_list,name=finish,if=combo_points>=cp_max_spend-(buff.broadside.up|(buff.opportunity.up)*(talent.quick_draw.enabled&(!talent.marked_for_death.enabled|cooldown.marked_for_death.remains>1)))|combo_points=animacharged_cp"
https://www.raidbots.com/simbot/report/82C3yF5n78Ykv1UgcAe1jS
https://www.raidbots.com/simbot/report/e9GfSx3aRkYWRxtJ7qQUsS
modest dps gains for WM and GS
@noble pendant why dosent oil/oil show up tho.
It only shows oil/stone or stone/stone
This is stone/stone on mh/oh
and this is oil/oil
Is oils really only 50ish dps compared to 20*2 ap that is 200~ ish dps?
you can check the html report for the oil damage
https://www.raidbots.com/simbot/report/6XULpXySn82AMm6JJt2RpW/simc it dosent even showup o_O
why are you double enchanting
I thought you simmed it like you would sim weapons.
How did you do that? D:
you can check the raw input, I just put the enchants in, dunno.
# trinket1=,id=178811,bonus_id=6807/6652/1498/6646,enchant_id=6200,enchant=20attackpower this is definitely weird though, it should replace, but I would just not double enchant out of principle
Hmn?
there's two enchants on that trinket
the 20 attackpower enchant, which is the last enchant in the string, should override the previous enchant, which is the ID'd one
but I wouldn't do it, because it feels weird and just adds more ways to mess up what you're trying to do
not sure what you mean by that, but for my sim, I made copies, and replaced the trinkets with new versions that had the enchants
Ah like battle potion since it affects oils aswell
I made a pastebin for myself sometime in beta to compare food and potions, you can paste this at the end of an import in advanced: https://pastebin.com/9YmkwZYj
Oof its like learning code :c
hey guys just to let you know the pinged link to ravenholdt guide is dead http://www.ravenholdt.net/sim-yourself/ when actual link is https://www.ravenholdt.net/guides/sim-yourself/ don't know if you know or if you can change it
The current outlaw APL has a condition to only use ambush (and thus vanish) when it doesnt have Skull and Crossbones up. Removing that restriction (and changing the required energy cost from 60 to 50) leads to 2 more vanish casts in a 5 Minute sim (from 5.4 to 7.2) and a slight DPS gain. The dps gain should probably get bigger at higher ranks of Count the Odds. https://www.raidbots.com/simbot/report/sPK8kF669ueEyKp6LTjQ63
The APL can even get up to 7.7 vanish casts if you allow it to vanish at 4 or more CP to cast Dispatch instead of Ambush. However this seems to be worse than just vanishing for Ambush. This is probably because a vanished Dispatch competes with a normal Dispatch that already benefits from CtO, while a vanished Ambush competes with a Sinister Strike or PS which doesnt have any chance to grant buffs. (https://www.raidbots.com/simbot/report/uAiABEFJjk32kfYdB3CGKS)
Totally forgot about that old condition, good catch. I'll take a look at this today.
sorry, just a late realization. maybe worth checking if this makes legendaries like Master Assassin significantly better, since the sim is getting 50% more vanishes than before
it does make ma stronger.
sim: https://www.raidbots.com/simbot/report/jQPnUUm9j7fNfdtRfwFEbb
That seems pretty big
it could make ma about on par with the ~5% dps legendary items
and also make it slightly better for m+
Are those two numbers comparable to this list?
no, its just his profile with the legendary power added
this is his apl copy/pasted to the sim profile:
patchwork: https://www.raidbots.com/simbot/report/aqANFkEMRqi8a7Zu4aCNdc/simc
dungeon slice: https://www.raidbots.com/simbot/report/8Fb8Xr5Y9uHEKpPKqM4b48/simc
deathly shadows looks suprisingly good with those changes
not sure if it's the correct place to act but did people sim out MA sub dungeon boss openers? Mainly wondering about optimizations such as delaying vanish a bit on opening after initial MA to generate CP for more evi and/or have a rupture running during second MA
obviously you can fit everything into blades but then it's a matter of SoD uptime during second MA vs doing more evi/having rupture ticks
currently on dungeon bosses (with SnD already running) I'm doing: ShB SoD (prepull) SS (out of stealth) ShD secret tech (5 CP) SS evi (5/6 CP) ER rupture SS SS vanish** evi (6CP) SS**** evi (5/6CP) ShD SS**
bold is MA uptime, underline is SoD uptime
Ok I investigated and made an altered version of this using your base idea that found a couple more gains
Removed the Ghostly condition since it wasn't doing anything, included your changes to the buff check and energy threshold
And also moved Vanish up the CD action list priority to the top (another 0.3% gain or so)
Added MA and Deathly buff conditionals to avoid overlaps in DungeonSlice coming out of Stealth
Overall ended up being about 0.5% in ST across the board, obviously more with MA/Deathly.
what's the ~interval on vanish in the new apl koji?
just shy of 50 seconds
Ty ty 🙂
Why would the APL make you vanish before a ShS instead of Eviscerate during Shadow Dance ? (With MA legendary)
ins't it better to Vanish before an Evi
to have 2 during the MA buff
Because Shadowstrike gets a buff from Vanish and Eviscerate does not. (Rank 2 Shadowstrike effect.)
@knotty oriole https://www.raidbots.com/simbot/report/gE4dYKdUPwYeq7m16ebx9A He's not wrong though, I'm getting slight gains from forcing vanish at deficit <=1 rather than <=3 and adding in evisc at the top of the stealth list with buff.vanish.up
it may be a stupide question but why is the APL delaying symbol and dance by 2 seconds on a whole 5 mins of fight ? https://gyazo.com/4ee906482962b40a065696d4f3882fbf
just a screen of the open obviously but actually its sync once at the very end and thats the only time
APL casts sod on cooldown pretty much, and then a shadow dance on top of it to fit the whole sod
ty for the answer
I’m not totally convinced about this one. If it’s only 0.3% even in the best case with MA it’s probably a loss in a lot of other situations and I’m not totally sure the conditionals required to make that work as a global gain are worth it.
Would almost certainly need to be gated on MA specifically at the very least
I’ll take a look into MA a little more on the weekend
https://www.raidbots.com/simbot/report/wR8eUWxgFVcz3wYcvv675X so agi pot beats phantom fire, why does simc default to phantom?
100% depends on gear level
default consumables have always sort of been a little ignored
because of what koji said
There's no one-size-fits-all answer to this or stat food really
Although primary food being good atm makes that simpler for now
Was there any changes to the Sub/Sepsis APL after the hotfixes went through?
Not as of yet
The difference is extremely minimal. It means we are "wasting" 0.5 procs on average on a 5 minute fight due to expiry but that's honestly gonna be such a minor gain it's not worth being too fussed about. Plan on looking at it some time this weekend but wouldn't expect much from it.
Do you think sepsis usage timing will change? Or does the current APL not account for the buff being consumed during SD?
The current APL did nothing special to try to set up for it, it's just treated as being able to run the stealth list and have Shadowstrike available
Okay, thank you for the answers.
np!
is count the odds bugged? when the main RTB buff fades, the buffs from count the odds fade with it even if they are higher duration. And if it is bugged, does the implementation in simc account for it?
It's a little buggy
basically if you lose your true rtb roll, you lose all of your count buffs with it
basically don't vanish with less than 15 seconds left on your true buffs
other than that, it doesn't really matter
yeah im curious if the current outlaw sims account for that bug, cause it could make outlaw a bit worse than it appears if they arent
@civic mango why would vanish affect your true buffs? RTB buff stays outside of combat
oh so you dont get a count the odds triple duration buff right
if u dont have a rtb buff and do ambush vanish ambush and get buffs and roll u wont lose the buffs
good way to get more buffs
but afterwards if u have an active buff they will roll away or fade away
kinda annoying to keep track of the true buff
i have a dynamic group so t hey all shuffle
i think it only really matters for opener otherwise u always want to have a rtb buff up either way unless ur vanish cd comes up as ur rtb fades
ideally you roll before you do something that gives you count
but rolling does not eliminate your count buffs
it can just over write them
but if you roll then ambush, for example, it would give you a buff that you don't have
This is what my buff tracker looks like
I just have to know which one is real and which is from count
All of the current bugs are accounted for in sims
Count the Odds is still the best conduit by quite a large margin, despite that
Ive tried simming that and it was always either a +1 dps gain or not a gain at all. Maybe becomes more noticeable at higher count the odds ranks
this conduit was adapted from a tier set bonus that was bugged in exactly the same way during legion. https://github.com/Ravenholdt-TC/Rogue/issues/84
and it was fixed about two weeks later. i assume they will fix it here as well.
funny how the bug made it through yet again
why lead an example only lasts for 3 seconds in buffs instead of 5?
oh i guess its just cuts it in the log because the 'time' of next ability is 1 sec + 5 ms
Hey, thanks for the note. You're right that it looks like a parenthesis ended up in the wrong place recently when we stripped out the azerite logic. Will adjust for readability, however I think the DPS difference in your comparison was some artifact of how the profiles were set up because I wasn't able to see this actually resulting in a DPS gain or loss when testing the isolated change. If you want to take another look: https://www.raidbots.com/simbot/report/codHoUngf1ypvwoFM7rib8
Oh, this seems to only really be a gain without Quick Draw, I see now?
yeah, as you would only finish at cpmax for WM and GS
Anyway, good catch on the syntax. I'll make the change since this was just a typo.
Think it happened when the Wits stuff got removed
Last week probably
Probably just going to go with the simple + method rather than | since that's what it was initially trying to do iirc
But maybe something to keep an eye on
Primarily seems to be a gain for GS
the only difference is the pipe would make you finish at cpmax-1, whereas the arithmetic operator would bring it to cpmax-2 for opp+BS+QD
so the i agree with not using the pipe
(But I do think this happened only recently, so good to catch it now)
Will check in the change shortly
I'm going to further investigate if the MfD condition is still relevant first
While I'm in there
I think that was just because you would MfD before you used up the opp proc after finishing, so might be better to finish at cpmax instead of -1/-2, but unsure on that one.
Just removing that conditional with QD+MfD doesn't seem to have any DPS impact right now at a quick glance so I may just strip it out. I'm sure it used to do something but I'm all for removing outdated conditionals if they aren't effective. 🙂
Just gonna prune the whole thing down to:
actions+=/run_action_list,name=finish,if=combo_points>=cp_max_spend-buff.broadside.up-(buff.opportunity.up*talent.quick_draw.enabled)|combo_points=animacharged_cp
i hope this is the correct place to ask, is going with podtender with to raid for heal over time and rez an okay thing?
Not what this channel is for, please ask your question in a spec channel. (But yes it’s fine)
okay thanks
Depending on the situation going Niya with no DPS conduit can potentially be more DPS.
I would check both
At these conduit levels GI can be stronger than a conduit but it will depend.
actions.stealthed=shadowstrike,if=(buff.stealth.up|buff.vanish.up)
does this still apply with master assasin? Feels wierd if you vanish in a dance with sod and find weakness up and then pressing st instead of evis...
there was a convo not to long ago about this, being in stealth buffs the shadowstrike so i think it's still a dps increase
thats what they ended up on
At the very least it's likely quite close
I agree it’ll be pretty close. The bonus from r2 shadowstrike is fairly decent chunk of damage
hmm, as long as find weakness is not up I get it but as long as it is up 5cp evis hits for 5.6k, r2 shadowstrike for 2.7 while overcapping combopoints, also you delay the energy reg from relentless strikes and the cd recovery for dance..
really don´t see how st would be better in that situation, am I missing something? On long duration fights it might not really be noticeable since u only vanish so often but still
Well you’re not overcapping, the vanish line handles Cp deficit, and the difference might be 3k damage, but you’re only doing 3 vanishes in 5 minutes, so 9k damage (if it lines up like that) I also don’t think that’s accounting for shadow blades, which will be up whenever you vanish, lowering that 9k gap even more
well it says combo_points.deficit<=3 which could also be max cp
Sure, but that’s not usually going to happen
Like my sim showed, from the conversation on this earlier, it would be ~14dps if you force vanish evisc at 5cp
It’s really minor, and in a fairly niche situation
well aside from the sims it will happen, for example vanish will come off cd mid sod dance when you´re already at 4cp+
It might, yes
There's a couple things you're not considering
- There is a chance with WM procs to fit the same number of Evisc in the MA buff anyway
- WM procs can double the damage of the Stealth Shadowstrike
Completely forgot about WM as well, good point
forgot about wm too since I mostly play premeditation for m+/m0
but okay, as long as Shadow Blades is up or you are running wm it makes sense then
thanks for the input
But still maybe some small things we can find here
If you want to Vanish for Evisc it might be slightly better, nothing really to stress about either way though
So investigated this issue a little more, the gains for optimizing for Evisc are still fairly small and mostly only with Deeper Stratagem. It is neutral with Weaponmaster and without Deeper. Best case seems to be around 0.2% in ST. However, the gains are actually a little larger for AoE with Black Powder so going to put some logic in for it as it's relatively substantial for DungeonSlice with Deeper (around 0.7%.)
@noble pendant @sacred veldt
Will be using this for the MA Vanish condition:
combo_points.deficit<=1-talent.deeper_strategem.enabled
And then making sure we just don't do the pre-finisher high-priority Shadowstrike if MA buff is up.
Vanishing at any CP instead of just at 1 CP is another small gain for outlaw with the Deathly Shadows legendary (https://www.raidbots.com/simbot/report/qiqw24TBvmUD5A62vTmtAr). I also tried to make it use slice and dice or between the eyes out of vanish because right now it always finishes with dispatch no matter if BtE is off cd or not, but it didnt seem to work. Might not be a dps gain anyways because of Count the Odds, but not sure.
also keeping true bearing and instead rerolling s&c leads to a similar dps gain https://www.raidbots.com/simbot/report/vgKpWQZ8KZ2RkA5ynyqQcE
keeping TB/rerolling S&C and vanishing regardless of CP combined: https://www.raidbots.com/simbot/report/YCioraxhMoLCeYf5LjUH4
https://www.raidbots.com/simbot/report/rJwAvQAN9Lg48vSKCeSB7R the same is true for master assassin, aswell
do current sims account for picking up all sorrowful memories for the buff extension?
yes
thank you.
I changed the Deathly Shadows logic yesterday. The CP restriction was the broadest DPS gain across fight styles and talent combinations.
Tested quite a few variants and ran them through the gauntlet before putting in the cp<2 check
hm i tested using it at <=2 CP and at 6 CP and both was a gain over <2 cp
Think you might just be running into a fight length barrier issue with 5 minutes specifically and perhaps some interactions with your specific setup. The difference in casts of 7.7 vs 7.2 sounds mostly artificial since there shouldn't really be any problem fitting in Vanish immediately after a finisher.
Running on high precision I'm lessing less than a 0.1% difference (6 DPS) between those
It's conversely a loss of 0.1% in DungeonSlice so either way I think it's fairly neutral in general
I see why now, because of some edge cases with Echoing Reprimand allowing Ruthlessness to give 2 CP instead of 1 CP after a finisher, it ends up delaying. ER has some really funny interactions like that. Probably <= 2 would be safer in that case.
But there are some non-optimal things in the "just blast it off" case too because obviously stuff like this isn't accomplishing too much:
I'll poke around with the ER case a little bit more
Checked this one out also and I think it's some other Echoing Reprimand edge case tbh... with no covenant it is neutral = https://www.raidbots.com/simbot/report/otg7oigsYXM2ZzxTzCay7K
I suspect that it's because the ER_2 case is the hardest one to meet, canceling out SnC gives a very marginally higher chance of hitting 2 CP after finishing and using SS
I'd like to see if maybe there is something better we can do here
My initial thought was only not to use shadowstrike at hight cp, I tried to do a little research my self but I cant figure out the shadowstrike damage formula. Tried working along the formulas from AMR which gives me accurate values for evis but not for shadowstrike, any ideas?
What exactly are you seeing that you aren't able to match up?
It says its deals 87.35% of my AP´s damage but when I try to calculate it manually in a spreadsheet it does not match up with the ingame tooltipp or damage
post the full calculation you're doing with all mods
((Agility*2*Vers Multiplier)+(Mainhand Damage*6))*0.8735
👀 that is definitely not correct
the general concept is (AP+6*WDPS)*Mods with mods being the product of everything related, from those 0.8735 to all passive and active modifiers on top
versa as well
sub spec aura is 21%
other than that depends on if you have additional buffs up
So without additional buffs it would be (AP+WDPS*6)*0.8735*1.21*versa?
wdps is from mainhand for shadowtrike I guess?
Yes, WDPS is usually main hand but can also be off-hand for some abilities or the hybrid form where it takes 2/3 MH and 1/3 OH. If you have further questions regarding the calculation, let's take it to DMs though as this is going out of scope for this channel.
I Need someone to TC the master assassin opener in sub rogue
My guess is : SB/ SS / SD / SOD/ EVIS ( if more than 4 cp) /SS/ SEPSIS / VANISH / REPEAT / but not sure and I'm not confident about the opener u see in simc
We get similar questions a lot around here with MA, mainly focused around shadowstriking from vanish vs eviscerating. I believe koji, fuu, and mystler have all looked into various MA interactions, and haven’t seen meaningful gains outside of dungeonslice black powder stuff from yesterday
If you have a specific problem with the way the sims handle the opener, I’d be more than happy to look into it
And this guy's follow the raid bot opener? Maybe im wrong but getting snd and rupture when u are in the windows of ( SB/SD/ SOD) seems wrong to me
My guess is to juste burst and then start apply rupture and snd when all buff fall off
There are a lot of complexities here and for the purpose of a research channel we'll need more than just assumptions. Opener concepts are easy to talk about but harder in practice to prove out as most of them really don't have the direct gains one might think.
Can't just dismiss the white damage from SnD, or Rupture ticks, or lost Sepsis damage from falling out of the SoD window
Maybe something better here, maybe not. Have to prove it out first. 🙂
Hi fellow Rogues!
With M+ coming up soon, I wasn't satisfied with the behavior the default Sub APL produces in AOE-Situations with Master Assassin equipped (especially as NF).
In addition to the most recent change (Finishing after Vanish with Evisc/BP under given conditions), I had two main concerns:
a) Opening with Shadowstrike instead of Shuriken Storm.
Since Storm Crits applies FW and we 100% crit, we get more FW uptime on >=4 Target from Strom than we get from Shadowstrike, since 4*6 = 24 > 18. I am aware, that Shadowstrike does more damage than Storm and has interactions with T15 Talents, namely WM and Premed.
But since we want to use as much AoE Finisher on High CP as possible, using Shadowstrike is waste, I think (see Openers.)
b) Using SnD inside MA-Window.
In my opinion, we want to use 2 AoE-Finisher inside MA-Window. The first one should be SecTec if possible, so that that second part of SecTec is inside MA as well.
If we use Sepsis, we can only use 1 AoE-Finisher inside MA-Window, which should be SecTec if possible.
Openers:
-
With Sepsis:
Shadowstrike-Opener: SS -> Sepsis .. Now we either waste CP to get up FW on multiple Targets with Storm followed by SecTec, or we use SecTec on possibly not full CP and with FW missing on multiple Targets, wasting DPS.
Storm-Opener: Sepsis -> SStrom -> SecTec -> Storm
Storm-Opener (alternative): SStrom -> Sepsis -> SecTec -> Storm
(This one could be more practical, since we use Tricks on Tank, and the 100% crit Storm generates better aggro) -
Without Sepsis:
Shadowstrike-Opener: SS -> Storm -> Sectec -> Storm (Wasting CP)
Shadowstrike-Opener: SS -> SecTec-> Storm -> BP (Wasting DPS, because no FW for SecTec on multitarget)
Storm-Opener: SStrom -> SecTec -> Storm -> BP
The same is true for the Shadowstrike usage on low CP immediately after Vanish. Just replace SecTec with BP. Or Delay Vanish 1 GCD and do BP-> Storm -> BP -> Storm.
SoD + Dance should be used after 1. GCD. In some cases, SoD could be used prepull. At latest both CDs should be active when using First AoE Finisher inside MA.
SIMS:
I simmed for different target amounts (each 1 Minute) and a dungeon slice
ST, 3min: https://www.raidbots.com/simbot/report/bNVD3YEJiDSzJUwiwJeP8V
3T, 1min: https://www.raidbots.com/simbot/report/dvjZZvCUZUVYiHfKh69yVG
4T, 1min: https://www.raidbots.com/simbot/report/ic924KkCWyqJbjWiaeP3hT
5T, 1min: https://www.raidbots.com/simbot/report/apTuN8FeM6dZ5zKEYFBa76
6T, 1min: https://www.raidbots.com/simbot/report/55f5cRdPARuswSmAejiPce
8T, 1min: https://www.raidbots.com/simbot/report/5vFVKi83Fk4A82qcY3FxMG
DS, 6min: https://www.raidbots.com/simbot/report/5s1ai7Kt4pyNgRZsXqn5jg
I used Fuu's Mythic Week DS profile to sim, in case it increases comparability or something.
Not opening with Shadowstrike all the time, decreases the value of Premed a bit in DS scenarios, I think. I don't know, if using WM is thus better, since its more gain on ST than Premed and in AoE-Sitations they are equally useless.
This needs some more investigation. I am also not aware what causes the minimal increase in ST-Sim.
If I messed something up or did anything wrong, I am sorry to waste your time, checking the results!
I hoped I didnt just reproduce unintendedly, what you recently found out.
Have you considering opening without Sepsis and using Sepsis before vanish
Such as Storm > SecTec > Storm > BP > Sepsis > Vanish Storm > BP > Storm > BP
I did not, as i wanted to have the 12 Stacks of Mastery up for the first two AOE-Finisher, as well as not waste a global inside SoD+Dance+MA for Sepsis. But maybe worth the investigation.
@shrewd crater not to throw a monkey wrench into your testing, but the APL was changed yesterday not to unconditionally use Shadowstrike from Stealth with MA, meaning finishers and Shuriken Storm are now being used out of Stealth with MA as per the normal logic
So that may change some of your evaluation here
Using your DS sim above for reference
So I think my updated APL changes yesterday probably address most of your concerns here
Ok, I wasnt sure, and started testing some days ago, when the APL wasnt changed in that regards and wasnt too sure about my results. But that latest change would to the APL would still use SnD inside MA, right? So maybe that is still a gain for specific target amounts?
I didn't change SnD correct
Maybe needs to be explored more, I was looking more at Vanish timing and forced Shadowstrike usage specifically
Vanish was changed to have this CP conditional:
runeforge.mark_of_the_master_assassin&combo_points.deficit<=1-talent.deeper_strategem.enabled
And the high priority Shadowstrike at the top of the stealthed list was changed to:
actions.stealthed=shadowstrike,if=(buff.stealth.up|buff.vanish.up)&master_assassin_remains=0
Ok, then im at least gonna test that again, when will the new APL be up? My changes to the APL were in no way clean and very hacky specifically for MA. Dunno if that has any side effects that are unintended.
Which allows it to fall through to the "normal" stealth list for finishers and builders, including Storm/Black Powder
I think in most cases it should Vanish into Black Powder for DS (during the AoE portion, not boss obviously)
But probably still uses SnD
I'll take a look at that some more
Its a weird scenario with MA in between getting burst out and maintenance going. Thank you for your investigation and time.
As much as it feels bad to use SnD during MA I'm not seeing any obvious gain to avoid using it
Using SnD initially is some lost damage but on the other hand not using SnD probably means you miss out on some crit melee swings so..
I dunno
Neutral in ST to avoid the high prio SnD and 0.7% DPS loss in DungeonSlice looks like
does DS have the ability to take into account cp remaining from the previous fight, and use those to put up SnD before exiting stealth to start the next pack?
It currently doesn't but that sounds like something I could make work potentially.
Won't always be possible due to CP and SnD's refreshability rules though
But could potentially get it working in some cases
@knotty oriole very interested in that for uh, sin reasons 
HUGE
actions+=/slice_and_dice,if=master_assassin_remains!=0&spell_targets.shuriken_storm=0&refreshable
Putting that towards the top of the APL
Should work
But yeah seems of minimal difference
no, that just adds a line at the top of the APL, so if it sees 0 targets, it'll try and cast slice as long as its refreshable
since its at the top, it's the first thing it tries to do
gotcha, and refreshable in this case points to pandemic timer i assume?
yup
Pandemic based on existing duration and combo points
There will be some situations where it's not actually possible to refresh
Since SnD doesn't let you reduce duration
riiiight
I just checked on holding vanish for Count the Odds when Roll the Bones has a duration of less than 15 seconds again because last time I did, I didnt know about the ambush condition so it didnt apply. Looks like it's actually a pretty big gain now to hold vanish so you dont waste the CtO buff. Of course this will be moot if Blizz ever decides to nerf the way Count the Odds works.
https://www.raidbots.com/simbot/report/oF4L8mJmfWSUNj4yGHpfJj
Makes sense
I didn't check this again after moving Vanish around
Before it was below RtB in priority so it probably messed with it
I wouldn't count on it getting fixed though
It was one thing we reported quite a few times and never seemed to be on their lists to fix 😦
So pretty much can assume the current behavior in regard to the expiring and stuff is likely to stay for a while
with how stiletto staccato moves ShB around it is possible to set a condition for it to wait with the ability if it's a few seconds away from vanish?
I mean if Vanish is ready, but letting the cd wait a few seconds until ShB comes up to make use of the 2 crits to improve shadow damage?
yea i tried it before by just adding the condition to vanish without changing the ambush condition, and i never got a different result obviously because it still followed the ambush condition
I suppose if you really wanted to 200 IQ it
You could maybe check which small buffs you have 😛
Sounds like something we'd need to give an expression for since doing that in pure APL would suck
yea i wondered if the count the odds buffs are also considered for roll_the_bones.up or if it differentiates them
I can look into it, but I don't think there's much there tbh
It would not be considered
That only counts the "container" buff
When you specifically roll
So it is possible for roll_the_bones.up to be false and still have rtb_buffs>0
Basically with a hacky APL version, how you'd tell the difference is compare like
buff.ruthless_precision.remains!=buff.roll_the_bones.remains
would mean you have a small RP
On normal rolls the remains of each buff and the container buff are the same
yea that makes sense
Thanks whispyr! I do think there is only value to this in lower stiletto staccato levels where they are harder to align.
Like this part
/roll_the_bones,if=buff.roll_the_bones.remains<=3
Could maybe use some finessing too
hm im not sure if CtO changes when you want to reroll, because all the CtO buffs would also fade after 3 seconds if the container buff is 3 seconds
Not if it was down
So like if you do end up with a small Broadside or something
But it's down
You might not want to reroll?
what do you mean by down?
I mean if you only have small buffs and don't have normal RtB up
does that ever happen in a sim? you roll before combat, and you never let the original RtB run out
and if you dont have normal RtB up, you could just freely roll because it wouldnt remove the small broadsides right?
Anyway I'll put in probably the 10s threshold you had above, doesn't seem any different to 15 and think erring on the side of conservative is better
Also with a CtO check since this isn't relevant otherwise
@knotty oriole could not using snd during MA crit periods upvalue of premeditation? Like other openers has been mentioned in here specifically with nf in mind.
That should just naturally happen if you compare them
possibly a dumb question but when i sim myself im not seeing my soulbinds show up in the finished result
am i missing something here or does that just mean my equipped is best?
make sure to use the addon when simming, armory does not import soulbinds/covenants. Also not really what this channel is for, probably #wow-general, I can help you out over there
thanks going there, sorry
What does sectec mean?
secret technique, its a sub talent, and also not what this channel is for, try #subtlety
Shadow Blades no longer benefits from increased damage taken effects twice.
Was this taken into account into SIMs?
If it was accounted for, this would be some sort of nerf towards Akaari which would push it to be worse than finality even on pure single target
Honestly don't even know what they are talking about
There was some minor interaction with Deeper Daggers iirc but it is a non-factor at this point
it's mainly about the huntsman bug where shadow blades double dipped
Which one was that?
the adds that take increased damage per stack when u CC them
shadow blades took double value from that
oh
That's strange
It has the flag to avoid player multipliers
I'm guessing that debuff was set up funny
Didn't work on Psychus afaik for example
Either way shouldn't impact sims
I honestly thought they fixed it back then already
Probably means we have to double check they didn't screw anything up though 😄
But it shouldn't impact sims in theory
We already didn't apply any modifiers to Shadow Blades damage by default
Does anyone know if Social Butterfly is simming correctly, ie. 2 allies 24/7 or if those 2 allies also have Social Butterfly so you juggle the full buff maybe?
@knotty oriole ?
Not actually sure how it works in game just researching for raid tonight
Didn't implement it so not really sure
Ok nps
Looks like it's just 50% uptime on the primary buff as you'd expect for solo and 100% trigger uptime (which I assume is true since the 2T trigger requirement is pretty reliable for melee)
Thanks mate, To translate does that mean you assume it is undersimming compared to in game raid
Not sure how you mean
How it works is you get 3% Vers for 5s, then you give 3 people 1% vers for 5s
And it cycles
Obviously it's providing some raid damage that isn't accounted for in sims which could make it worth using. But the personal part should be correct.
Given that it's 0.8% behind for my gear atm due to the layout differences could make the argument it's more overall damage plus lets you run Recuperator which is potentially valuable
is it possible to sim combat meditation with no duration extension? if so how? wnna compare it too the other covenants .
shadowlands.combat_meditation_extend_chance
value of 1 means you'll catch every orb, below that it is a chance per orb
0 obv means you get none
thanks!
do u guys gpt anny sim for shadowland trinkets ?
not the proper chance to ask in.
a lot of trinkets are not properly implemented in simc yet so a lot get treated like stat sticks. the normal websites like herodamage have trinkets listed
couple questions about the finality legendary i think this channel is the best fit for. Does finality buff both casts of eviscerate (the additional shadow dmg too) or does it bug out like on black powder?
also, can you have multiple counts of finality at once for different finishers. lets say you 2x SS -> rupture -> 2x SS -> evisc, will you have finality: rupture and finality: eviscerate both active?
The bug is only on powder, and I believe the finality buffs on rupture and eviscerate are different spell ID’s and different buffs, so they are stackable yes
Is force multiplier simming incorrectly or is it really this strong? I know that we can't apply it to anything above ilvl 140, but should it really be 50 dps above and of the current enchants? https://www.raidbots.com/simbot/report/e88uECL9f9L2faBzWh56de
It's simming correctly, yes.
Force multi is so strong because it gives a healthy chunk of main stat (which is strong), and a decent chunk of your highest secondary (also pretty good). Not sure if we should expect nerfs on it, but I wouldn't be surprised
Can't put it on higher ilevel items iirc
yeah, some unlucky people with no second dagger have been simming higher with it still, over like 160's and stuff, won't be an issue in the next couple weeks
Sorry if this answer is in here somewhere but is finality as is on live in sim or as we expired it should be unbugged (im on phone and sucking at searching)
its still bugged, and it sims like its bugged. Finality sims are accurate to live
its higher over my 190 by like 2% 
i was surprised it wasnt disabled this week, a lot of top logs have a 130 dagger
hopefully patched by mythic
your 140 dagger with force is 2% on your 190 with celest? 
yes
70% uptime of main stat is good
For most people you will keep it until 220+ since you most likely have a Cara dagger with socket + FM on it.
yeah, FM is really strong. i don't expect to remove my carapace socket dagger with Force Mult until they either nerf it or I get mythic raid weapons
I mean it's hard to solve because Sub OH damage scaling is very poor
Maybe they could buff it 
Double 184 gang gang
100 ilvl offhand gang gang
I'm noticing the Celerity legendary making my AR uptime at around 31% but in the simulationcraft model it's at 41%. Is something wrong with it or what else is influencing uptime? It also procs when I'm out of combat.
nevermind I think I figured it out! Still feels fairly underwhelming though 😦
May someone who crafted Finality contact us please ? (Mystler / Koji / Fuu / Me)
We need a clean log on dummy with Black Powder spam without any special buff.
Seems things changed in last hotfix, thank you in advance.
isnt it strange that the bot is vanishing on pull without ambushing first ?
Sounds like you may be using weekly rather than nightly. That was fixed some time ago.
Although doesn't really have a notable dps impact realistically for the purpose of sim comparisons
ok ty
https://www.raidbots.com/simbot/report/iQYnn8SPoEon2Gvn4pfMpp So the reason the dagger is simming higher, even though it has worse itemization, 1 less secondary stat, and .1 less weapon damage is because of the higher number of auto attacks to proc instant poison?
as outlaw?
oh lol sorry, was doing sub sim in //
XD
that's interesting indeed since it should be all normalized + haste and versatility is clearly your goto stats considering your current gear
everything for outlaw is normalized except instant poison
this is the 1hander
this is dagger
right, good point
right, which is what I thought was causing it, but I also thought that what aethys said was true, that in game it actually wasn't going to result in more poison procs
(Even though the tooltip says flat %)
don't think poisons were ever normalized, iirc we used fast OH back in WoD for the same reason
I did this exact test a few months ago in prepatch
Poisons are not normalized, higher speed weapons will proc it more
is it known that eternal skirmish chest enchant doesn't work in simc on legendary chest?
works in game fine
makes results of simming chest vs cloak for leggo craft inaccurate
Finality seems to be simming noticeably worse than a few days ago - is there a specific reason for this?
make sure you’re using nightly and not weekly.
Does seem there is some issue with Skirmish on legendary items yeah, mentioned it to the folks who usually touch enchants.
anyone know the DPS difference on sinful revelation MH, celestial guidance OH vs sinful revelation OH, celestial guidance MH? Or a quick way to sim it somehow?
Top gear supports comparisons for enchants by default
You can also hit show all enchantments and see the bfa ones if you’re so inclined to
But there’s no difference what hand you put them on either way, so it’s kind of all irrelevant at the end of the day
Is it possible to build a WA that shows the next ability you should use based on the tc priority list e.g. if there is more than one enemy nearby and blade flurry isn't active it shows BF, then it will show blade rush if it's off CD, etc. At the end of the day you can literally program the outlaw priority list and have a one icon WA yeah? Or is that not possible for some reason?
what you're describing is this https://www.curseforge.com/wow/addons/herorotation
Thanks I'll check it out!
I noticed that the APL doesnt have a restriction to only use damaging finisher at the animacharged CP, which leads to it using SnD at 2-4 CP sometimes for no reason. This is not a dps gain worth mentioning really but maybe still worth to clean up? I just put in a restriction for SnD to only cast at 4 or more CP (i guess this still makes it sometimes cast SnD at 4 CP when it shouldnt).
https://www.raidbots.com/simbot/report/eMTrAxj2rphTeknRj7hJSb
Hey, I know that in #tc-updates it says basic implementation is done. But I'm currently simming a 171 quantum as higher than a 217 skulkers wing. Is this a proper reflection of actual preformances?
@lean talon could probably just put a conditional on SnD in the finisher queue list that says !animacharged_cp or something similar
Wait, I switched to the nightly build and it jumped 150 DPS. I'm guessing its not in weekly yet. Ignore me.
yeah was about to ask if you were using nightly :P
So i tried actions.finish+="/slice_and_dice,if=buff.slice_and_dice.remains<fight_remains&buff.slice_and_dice.remains<(1+combo_points)*1.8&combo_points=!animacharged_cp", but this brought SnD uptime down to like 80%...
Pretty sure the "solution" is simply to put a dispatch line above the SnD line just for animacharged_cp. If that's not a gain, nothing will be a gain realistically
i get basically the same with current APL, >=4cp, and using SnD when all finisher conditions are met sans the animacharge
was a slight loss to have dispatch ahead of SnD when cp=animacharged
though could just be profile variance with how small the difference is
I mean the APL only hard-casts SnD like twice
So largely this probably doesn't happen even a single time per iteration on average
SnD can't be refreshed if the duration would be lower
3-4CP SnD is not even castable a lot of the time
true. only thing i can glean from this is that it is probably not a good idea to dispatch a animacharegd cp if it means you will loose SnD uptime. Could maybe optimize it to only dispatch ER_2cp ones during BS buff that will last the rest of the animacharged time as those have the highest likelihood of being wasted., but even then, as you say, this is not something that will come up often.
The dispatch at animacharged_cp run had slightly higher animacharged usage for the 2 cp buff (2/2.3 vs 1.9/2.3)
Could maybe add a conditional to only finish at the anima charged CP if SnD is up and has a duration of ~10 seconds? That would also lead to not using a dispatch in the opener when the First ER immediately lands you at the animacharged CP before you were even able to use snd, which should be a gain too i believe
but yea i dont think its very necessary, it just looks weird if the APL sometimes finishes at 2-4 CP for no reason
hi, did anything change today regarding force multiplier bfa enchant? was simming +70 dps for me yesterday, but -30 today
force mult got nerfed iirc
Is there merit to check if it is worth to risk the chance of overcapping by 1 CP to make sure you always finish at max CP instead of 5(4without Deeper) to consume the Finality buff? Can someone smarter than me fix the APL to check for that?
Its not a damage win to finish on 6+ for evi
sim: https://www.raidbots.com/simbot/report/7PNrANCvVBAjufnkSKSeEJ/simc
if you want to play around with the apl:
buff.finality_finisher.up is the condition to check if a certain finality buff is up
for example buff.finality_eviscerate.up for eviscarate
how about as kyrian? is using the animacharged cp evis with finality buff a gain?
We had the idea too, but didn't came to check for it now
enforcing it is a loss from a quick look but thats expected bc. you are likely not able to finish within the time period with low cp if you do so:
sim:https://www.raidbots.com/simbot/report/9qkPhSNgrUCCn5JTsK3uHj/simc
the apl change i did was:
- actions+=/call_action_list,name=finish,if=combo_points=animacharged_cp
+ actions+=/call_action_list,name=finish,if=combo_points=animacharged_cp&(buff.finality_eviscerate.up|buff.finality_rupture.up)
``` you can try to refine it if you want
`buff.echoing_reprimand_2`, `buff.echoing_reprimand_3` and `buff.echoing_reprimand_4` are the buffs.
Hey, where do I actually toggle priority rotation on or off? looks like it is in 'priority_rotation' can we set that somewhere?
you can add priority_rotation=1 to the sim, should work under custom apl
seems like this is done for patchwerk anyway.
I think rupture should be changed to take that into consideration in the apl
actions.finish+=/rupture,if=(!variable.skip_rupture|variable.use_priority_rotation)&target.time_to_die-remains>6&refreshable
quite the substantional dps increase ~150
it's skipping rupture atm if at 5+ targets but in prio rot, it will just spam evis then
tested with 300 sek patchwerk on 5 targets
good catch 👍
At the moment with the usual ST talents and Night Fae, the apl suggest opening with Shadowstrike > Slice n Dice > Sepsis > ShB/ShD/SoB/Shadowstrike, but wouldn't it be better to use Sepsis before Slice n Dice to get a longer duration on SnD, and then Sepsis' lines up perfectly with shadow dance and you can use the stealth ability right after the shadow dance ends, instead of having to wait for 1 gcd? Can be filled in with Vanish to ensure no gaps whatsoever
Now that the Sepsis buff is not consumed by using Shadowstrike while in Shadow Dance I don't think the offset makes any difference in that regard
has no dps impact.
sim:https://www.raidbots.com/simbot/report/bPX6vawXUqjRVgUG6k4wdk/simc
most slight alteration in the sepsis use is fine
using it after also has the advantage that more ticks are buffed. something the APL doesn't do atm that might be a tiny gain is using the three CDs offgcd before the first hasted sepsis tick
Hey, got another find for prio rotation, probably not really interesting for general sims but
# Up to 3 targets keep up Find Weakness by cycling Shadowstrike.
actions.stealthed+=/shadowstrike,cycle_targets=1,if=debuff.find_weakness.remains<1&spell_targets.shuriken_storm<=3&target.time_to_die-remains>6
should be changed to
# Up to 3 targets keep up Find Weakness by cycling Shadowstrike.
actions.stealthed+=/shadowstrike,cycle_targets=1,if=debuff.find_weakness.remains<1&spell_targets.shuriken_storm<=3&target.time_to_die-remains>6&!variable.use_priority_rotation
Don't know if anybody even is interested in prio sims, or if dungeonslice for example uses the prio variable. While beeing a relatively small overall dps loss, its quite the increase on the prio target
We like to keep an eye on it since it gets used sometimes and can be utilized by rotation addons as well
don't know how to do these fancy compare sims on raidbots, otherwise i'd put in a screenshot, sorry
Usually can use advanced tab, have a base profile + copied profile with the change
is that explained anywhere? don't want to get to offtopic in here
copy="name"
<change to imput>```for example:```
<gear profile>
copy="Night Fae"
covenant=Night_Fae
Will compare your covenant with the night fae covenant
this would be the change. very minor overall dps loss but nice gain on prio target. 3 Targets patchwerk 300sec. Probably interesting for smth like Council in Castle
yeah, priority was made for zul back in the day but we sure want to keep supporting it, thanks
@keen kite pushed both your prio APL changes 🙂
So, does this mean we shouldnt cycle SS for 3 target?
this is solely about priority APL where you want max damage on one priority target
quick question for outlaw:
apl does currently reroll TB GM BT right?
if so is it a ST gain to not reroll TB if you have MFD skilled? (for context: i want to see if GS + MFD could be better ST than GS + DS)
also another thing is it a dps loss to overcap cp to get max CP with BS?
(4cp > BS for Vigor and 5cp > BS for DS - i think its a dps loss for sure with Broadsides up cause you overcap 2 cp if you have already a BS on the target but maybe 1 could be fine)
(if possible checking if its worth to pool energy aswell for emeni buff)
(bs = bonespike)
also not sure about default profile for dungeon slice but i played plaguefall 14+2 and 15+2. one with DS one with Vigor.
the one with Vigor was way smoother (mostly because of BF uptime i guess) but maybe its just feelycraft
@pastel sundial https://www.raidbots.com/simbot/report/r9eNbkWQfmiXw7soVLa9rE looks like only keeping bs and tb is the best reroll logic for my profile with ghostly strike and mfd talented. However it looks like all reroll logic optimizations are very small, and without mfd/gs, BS/RP was very slightly on top
so you would even reroll SS and RP? @lean talon
RP yes, i didnt sim SnC but yea probably
Definitely a tricky topic, since I'm pretty sure that BS/RP/TB was at least equal on a number of gear setups I looked at recently
Since we're only talking about like 0.2% I tend to err on the side of less rerolling than more
Realistically we aren't actually rerolling nearly as aggressively even with these rules with CtO though because we have 2 buffs up quite a lot
Even on that Keep BS/TB sim basically it's only rolling every 26.49s
Which is basically just the 3s low duration rule
Most of the time
Average interval on the BS/RP/TB case is 28.14s
Yea looks like as long as you arent keeping gm/bt any reroll logic is pretty much fine 
fair enough - which would leads to : reroll gm/bt for sure.
about TB its tricky in dungeon slice since it has some sort of value for AR uptime in dungeons - especially with prideful/boss prep
@knotty oriole any thoughts on the bonespike cp thingy?
worth pooling energy + going for 5th(vigor/mfd) or 6th (DS) CP even if you lose 1 cp?
(by default or at least before BTE)
When you sim Memory of past sins, its assuming you have no other users of the trinket correct?
correct, same with heraldry
has consideration for master assassin buff on SnD/RtB been looked at? changing the RtB line to actions.cds+=/roll_the_bones,if=(buff.roll_the_bones.remains<=3|variable.rtb_reroll)&master_assassin_remains=0 gives a slight gain for DungeonSlice in this profile with no change in Patchwerk (both with target_error=0.05, likely because lower MA uptime means less change for this to have an effect). Might also be worth a consideration for SnD though the effect would probably be even more minor, however both changes are quite easy to play in reality as well so even a minor gain might be worth it.
Will investigate
Hi, for non-prio 3T sim using 3ss cycling (and evis), but for me (prem+st and finality) better 3ss+bp only (for overall), or SS only in main target + evis (for prio dmg)
https://www.raidbots.com/simbot/report/duNJgWwnYWgkKJ31EEjFat/simc
The threshold for 4T for Black Powder (or more specifically spell_targets>=4-debuff.find_weakness.down) was tested before the Finality bug "fix"
So this probably depends on Finality I would wager
Especially since the fix just made Black Powder better in general compared to previously
Got it, it's just still in the nightly build
Since I last tested the threshold back on Nov 27th looks like
So yeah I could definitely believe it goes down to 3T now with Finality, but may need a legendary check condition
In theory it shouldn't matter (e.g. BP and Evisc gain the same from Finality) but since the bug just makes Black Powder gain more
I'll test tomorrow but your changes seem logical to me
That prio target difference is pretty huge though lol
I'm personally not a major fan of the SS cycling
At least the positive side is that as our crit goes up that should become less important.
Considering "SS only main target / 4-FW BP" is quite close on the overall and the highest on prio.. I'm slightly tempted to make that the default behavior.. But I will try some more things.
does the sim have conditions for checking the number of targets with FW debuff?
or only remain, and up/down
Yes
I added one, but the APL doesn't use it yet
fw_targets
on black_powder lines
Added it at the same time I last updated the APL, figured we may need it at some point 🙂
nice)
for bp checking ya
mb with 2 fw target
bp>evis
hm
ss main target and 3fw bp seems good
mb add fw_targets condition on rupture skip line too? i think it's dps loss use 3+ ruptures after sod+storm window
I think the Infinitely Divisible Ooze trinket sims incorrectly. The sim shows it isn't critting, but in game it does, and the pet looks like it has its own crit at 20%
A hotfix a week ago implies the trinket should scale with stats too, but it doesn't show in the sim with a test I did (one sim has +1000 vers, but trinket damage is the same on both) https://www.raidbots.com/simbot/report/iqbHEXc5F5DAJVomQTyYD4/simc
Don't typically work on items, but I've fixed this for nightly. 🙂
got a 223 cube trinket, i heard this is pretty good using pre.pull a swapping to another trinket, is this simmable?
If you swap your trinket then you will lose the buff
I've been informed that this doesn't apply to cube
But the vast majority of trinkets, ocarina for example, behave that way, and my opinion is that it's an oversight that cube works differently
yea i know, i just wanted to know if it's worth to use this trick or not
I mean, yea, if it works, then it's definitely worth it. I'm trying to think of how I would implement it into a sim
there's 0% chance it's not worth doing
IQD doesn’t lose the buff. have a trinket gear set and a non IQD trinket gear setup. use it prepull and swap prepull.
some specs can game legendary effects in a similar way.
Can't swap trinkets in keys, though, so you'd only be able to do it for the very first pull and then in raid
Still quite useful
Some small AoE/Blade Flurry optimizations:
Casting Flurry 1 second before it expires instead of letting it expire and putting flurry up again is a small DPS gain and gives 2% extra flurry uptime over a 3 minute AoE sim:
https://www.raidbots.com/simbot/report/oZ9bKWvLjzgzeA2ecGNXi9
moving blade flurry to the top of the CD priority list is a pretty sizeable gain for a 3 minute AoE sim: https://www.raidbots.com/simbot/report/9gXoz5Nbos1Xa7jkbymhcm
both changes combined: https://www.raidbots.com/simbot/report/4kGRJ5ruLs4xw97xpgDEeY
edit: turns out i had dreadblades talented at first, but i redid all the sims with normal talents (2132122) and the gains are basically the same 
Interesting. I had tried moving Flurry to the top the other day and it didn’t seem to make any difference.
maybe its just the specific duration of the sim? i noticed that the APL did ambush vanish ambush before putting up flurry so i thought that doesnt seem right
i tried putting AR higher in the priority list too (since its off GCD too, i dont see a reason why we would use it after vanish > ambush) but didnt find a gain
Doesn’t it get used precombat now?
I thought I moved it back to the precombat list
no, since it takes us out of stealth
it does, only celerity procs dont take you out of stealth
https://www.raidbots.com/simbot/report/7GCqJNuV9X9boLwGn4D5Em still a gain on 2 minutes and BL disabled
I assume it could just be related to the new refresh condition since that’s most of the gain anyway at 0.2
Huh
I specifically tested this not too many days ago and it showed neutral.
I tested it when I moved GS and Sepsis within the build restrictions
Odd
But anyway easy enough change
ill try it again from a fresh APL just to make sure i didnt change anything else in those APLs but im pretty confident i didnt
i tried but couldnt make anything happen unfortunately lol
Actually one thing did change now that I think about it. I don’t think I tested after we shifted the reroll conditions again.
Wonder if the TB prio now biases this
Since BF will likely be up more often, could make sense
https://www.raidbots.com/simbot/report/3zjH4rpYPYXKCUQyGV13RJ from 2 totally clean APLs
I will go with the TB theory for now 😄
another thing @gleaming fern made me check: always finishing at 4 CP with MfD instead of only with opp/broadsides is a gain in AoE and leads to higher (and more consistent) Flurry uptime. Same thing is true for 5 CP with deeper talented:
https://www.raidbots.com/simbot/report/f6ysJYifu65TjreSWvhoy4
Hmm
That seems very narrow. I assume this is just a case of accelerating Flurry uptime very slightly?
How many targets do you need for that to be a gain? If it’s 0.2 at 5T it must be pretty high right?
yea this is so you dont waste any CP so you prevent some situations where you cant keep flurry up. could maybe even refine this to only force finish at 4 CP during low energy/CDR moments, or even only if the CD of flurry is lower than the duration of it or something but thats too complex for me
i havent checked with lower target counts
It would definitely open up the room for further optimizations, i.e. finishing at -1 with BS/Opp when BF CD reduction is not an issue, but going 5+ to get it up just that little faster when its down/close to expiring
I’d check but I’m on my phone atm
and opens up more questions regarding aoe gameplay in situations where after finishing, BF is at low cd. is it potentially worth finishing at 2CP?
or also forcing max CP (maybe even if its a guaranteed overcap) if you can only get 1 more finisher into your current flurry, so you reduce it by an extra second before your next finisher
ye
but yea i can only do basic stuff with the APL unfortunately
does BF initial dmg flurry?
not anymore
its still a slightly above margin of error gain on 3 targets
and then a slightly above margin of error loss on 2 targets
Alright
Gives me some starting points to check how it works in DS with some conditions
@noble pendant I'm not totally convinced the Sepsis thing might not just be a display issue fwiw.
Looking at MG damage, it seems like it might be benefiting correctly even when the stack doesn't update
This was a case where I didn't get additional stacks according to the buff
interesting
I have a hunch that single proc from the hit is just messing with the way the stacks are sent to the client
But the async value on the server may be correct
does anybody know if the sim for Niya's tools: Poison has you interupting whenever possible for the proc?
on casting patchwerk
Yes, it's absolute best case scenario value
thankyou
@knotty oriole in case you didnt check that yet:
I found a greater gain by forcing BTE with 5CP with actions+="/run_action_list,name=finish,if=(combo_points>=4+cooldown.between_the_eyes.up)|combo_points=animacharged_cp". Hope that helps :)
Even in ST: https://www.raidbots.com/simbot/report/aFMUoeETNuBDdnjPLBc1pw
Another 0.2% in AoE: https://www.raidbots.com/simbot/report/pURZMHrkquMVZ8E3DfFRkw
Dunno what I am missing but in Assa report number of PB procs and expected value of PB procs from combo points spent don't match.
For raid profile report shows 49.4 ticks -> 12.35 procs since 4 ticks per bomb
For combo points spent on envenom and rupture it's (229.4+55.1)*0.04 = 11.38 procs.
Number of PB procs from ticks should be not greater than via CP since some bombs may procs at the very end of the target hp and not deal full 4 ticks, but damage shows almost 1 extra PB.
the APL is still trying to finish at the anima charged CP with slice and dice, and while its not really a noticeable damage loss (because it doesnt happen very often) i still think its worth it to fix this because its super awkward and might give people looking at the APL a wrong idea
I mean the Sub APL finishes with SnD at all kinds of CP thresholds because it really doesn’t matter. All depends on if it’s refreshable or not. If there’s no DPS difference I’m not sure it’s worth changing. But will keep an eye on if there is an easy fix.
Raid profile is using Echoing Reprimand iirc, which affects Poison Bomb as of late beta.
yeah, without ER it checks, ty
with the sleight of hand conduit (in combination with count the odds if that matters), rolling any single buff is an 11 dps gain vs the current reroll logic with quick draw and deeper stratagem talented. https://www.raidbots.com/simbot/report/syuk2QHopKKq58piEYMQxL
with ghostly strike and MfD, rerolling every single buff is about on par with the current logic https://www.raidbots.com/simbot/report/vJVXTj6yVATvum6CsPtC9C
https://www.raidbots.com/simbot/report/iyqXYknrm1De2CKRLf8r61
again 11 dps with ghostly + deeper stratagem
seeing as there is about a 5-10 dps different between the conduits for the 2nd slot, this should make the choice for the 2nd conduit easier
Just as a note, you're running CtO 6 vs. SoH 5 in your profile. Don't think it matters for the result but just something I noticed when I was checking what SoH rank you were using.
yea those are the conduits i have. im not comparing the conduits anyways so dont think it matters
ok i asked guy about it earlier in outlaw channel but i have visual evidence of it now and im not sure why its happening. IK its hekili but the hekili profile is based off the apl so im not really sure why it would be rerolling when its not supposed to. wondering if anyone else can help me find why
here isd a clip of it recomending me reroll twice while having conditions that would (i believe) keep the TB normally
the apl is from jan 1st so im not sure if it has bneen updated or fixed since
Probably the Hekili detection on RtB time remaining
Since the "container" buff is hidden
We had to implement special handling for it in HeroRotation
yeah thats what im thinking aswell.
Probably just need to ask them about it
Had to keep track of the RtB duration based on the hidden buff events refresh/applied events
It is that Koji
Its the RTB < 3 line in the APL for Hekili
You can lower that number to 1
and it fixes it
i opened a ticket on github for hekili and he pushed a beta that seems to have it fixed. by sorting longest buff duration instead of shortest
ran a key and like 30 minutes on training dummy and couldnt replicate the bug =]
Hello hello !
Not sure if I'm missing something but in this screenshot the sample sequence shows that the Shadowmeld Ambush is only giving a 5sec Grand Melee buff (from CTO). It seems this doesn't match the in-game behaviour. I'm testing on dummy and it consistantly give a 15sec buff, and yes I made sure that I wasn't swaping from Shadowmeld to Stealth.
I need to do more test in raid environnement to make sure the combat drop isn't doing wierd things.
hmm. I was told this didn't work, but if you can confirm in a raid encounter that would be great.
I'm not Alliance so can't really check
I'll try to yes
Easy fix if it works, just let me know.
I just tested on the Tank dummy that doesn't drop combat with Shadowmeld and it was giving a 15sec buff as well. I'll test in raid environnement tonight and i'll try to get you a log.
Yes im a night elf and can 100% confirm it gives triple chance and triple duration. Abandoned my kul tiran life for it
I'm getting 15s on my orc as well though 
From your orc shadowmeld?
no, just from normal stealth and vanish
UR ORC NO SHDWMLD?
the point of this conversation is that they are saying shadowmeld functions as stealth for the purposes of that conduit
but the sim does not think it does.
Ok thanks guys. Change should be in now.
its still not in btw. looks like something changed making night elf WORSE yesterday but it got fixed today. but the cto interaction still doesnt work
Have you noticed the bug with sepsis/vanish and shadowstrikes? I can shadowstrike for free without using up my sepsis after using a vanish shadowstrike and I can replicate it every time.
Ah cheers! @grave wharf
It works on all 3 specs
there are 3 rogue specs?
Turns out the sin APL was still using ambush without blindside, so giving it a quick &buff.blindside.up at the end of the direct action trigger is 0.4% up on my rogue: https://www.raidbots.com/simbot/report/svLpcAHspgfBAZBNxb3DRg
I mean that's just the Sepsis Ambush right?
(that's with MA for single target, I'll do more testing regarding EP/MP after raid)
no, it was ambushing from vanish mostly
it should've already ignored sepsis ambushes
yeh idk, I'm just running around squashing the ambush stuff, cause ambush bad
Like if it's getting that far into the direct list it means it's either gonna Ambush or Mutilate
I'm surprised Mutilate would beat Ambush atm
well the thing is that it's getting there by way of "I need to generate" and it's doing that from vanishes
so you're in an MA window
and it decides to ambush
Mutilate is half the DPET and the same Energy cost so now that Ambush awards 2cp I've not previously seen that as being a loss but I'll look into it some more
cool thanks
I think the assa rogue apl is super random when paired up with subterfuge + ma. It's like it doesn't know what to do.
it's not that bad, there's just some covenant and ambush interactions that are weird
but aside from that, it's really fine
Feels random using sepsis > shiv > rupture back to back on 0 cp and whilst sepsis is in MA window. Not sure about the numbers but using Muti/Ambush > Sepsis > Rupture > Shiv feels much better, giving more value to MA and getting a 4-5 cp rupture out as well.
https://gyazo.com/d5dc9c921bdd9536c72c69f1fba7fd91
So instead of this you'd do:
garrote > muti/ambush > slice n' dice > muti/ambush > sepsis > rupture > shiv > vendetta > muti > vanish > garrote > env > muti > env
This way you get 4 cp slice n' dice, 4-5 cp Rupture and 2 envenom casts inside the MA/Shiv window
Not sure what the numbers look like if it's done like in the apl, but it feels really clunky and feels like you miss out on the MA windows completely.
I mean nothing in the APL is "random" but I can understand it looks unintuitive at times. But that's somewhat what you can expect for pairing two things that don't mesh together super well tbh. What feels better isn't really of much concern here. If you can prove something out as a gain, then we can look into it but very few of these types of opener micro-optimizations make any difference.
@noble pendant I think likely a master_assassin_remains check is probably better here looking into some other combos
e.g. actions.direct+="/ambush,if=variable.use_filler&(master_assassin_remains=0|buff.blindside.up)
Think it's just a CP threshold thing
yeah, I was on a 10 minute break when seli mentioned something on stream, it was a spur of the moment thing
Sepsis Ambush seems still worth using
odd
That's about 0.2% better than your version in some combos
Like Elaborate Planning + MA
yeh makes sense
Another note is that there isn't a TON of way around this I don't think because unfortunately like SnD is so strong I think the initial MA from Stealth is always gonna feel bad for raid fights. 😦
wtb "ambush now hits with both daggers"
I think the main thing I need to look at more with the Vanish timing is trying to delay slightly to fit in the Sepsis bonk
there's no timing thing with shiv/sepsis right
Normally Sepsis gets used immediately but Subterfuge delays it
Yeah, I was more referencing to the part after the SnD. But I got it. Unlikely that people will play with subterfuge + master assa anyways.
I took a second look at the non-quickdraw Pistol Shot optimization. With Deeper Stratagem, using Opportunity at <90 energy instead of <45 is a 0.6% dps increase, with MfD it still is a 0.3% dps optimization to use them at <75 instead of <45 (though <80 and <90 are sidegrades)
This is true for Ghostly Strike and Weaponmaster setups:
Ghostly + Deeper Stratagem: https://www.raidbots.com/simbot/report/i5RnFvVXZ1kE2FJcsgejzR
Ghostly + MfD:
https://www.raidbots.com/simbot/report/9ZM4hu8BStAaRRdbe31Ckj
Weaponmaster + Deeper:
https://www.raidbots.com/simbot/report/pp2AScU9rxWZ7cQM2R2JQi
Weaponmaster + mfd
https://www.raidbots.com/simbot/report/reNxWsNP9sXEhAsocQp6nq
Hmm. Slightly unsure about the causality here.
Logically can’t really see any reason for a difference in performance of an energy condition for DS vs MfD so I’m not totally sure it is related to the energy threshold specifically or just some other timing issues.
I’d suspect an energy time_to_max criteria might be more appropriate to what you’re experimenting with. The energy threshold was just checking vs. SS affordability whereas what you’re showing is seemingly more an energy capping condition.
i tried a time to max and the gain was way smaller
Likely an interaction with current energy Regen rate plus combat potency.
https://www.raidbots.com/simbot/report/tPYJmaKMmYAMgSQtrFfYaB this was with time to max 1 second
and yea, i do think that skipping pistol shots is good for preventing capping on energy, not to "bridge" the time in which you cant cast sinister strike
1s to max sounds too low since a combat potency proc would be wasted at the upper bound
Then that makes me feel even more like this is an artifact of some other interaction then because if it’s not related to AR and not time to max then I don’t totally see how the energy threshold of say 90 is relevant.
Since that’s basically “all the time not in AR” 😛
i did "not during AR" too 
but yea the standard APL casts 33 pistol shots in a 5min sim, the <90 energy one casts 43
and all i changed is the pistol shot line so i dont see what else would be the factor
Just seems odd to me that like “always is horrible” “not during AR isn’t any better” “time to max isn’t better” but “sub 90 energy which is basically always not in AR” is better. 😛
Trying to connect the dots as to what causes that specifically
Or why DS vs MfD would matter if it’s not like a CP threshold thing.
yea i was surprised when the difference was so much bigger with DS too
ah one second, i was wearing deathly shadows instead of celerity in that sim. not sure if that has anything to do with anything but i should really check my character string before i check stuff like this lol
https://www.raidbots.com/simbot/report/f23vyYdf4jXwm2vm1UDBGB same with celerity
also you can see really nicely how the less restricting the rule is while still preventing capping energy, the bigger the gain is
Well, that's why I would have thought an expression based on regen would be better but I dunno
i mean time to max is still a big upgrade. maybe need to just find the right number
https://www.raidbots.com/simbot/report/BDUZbuGWE7uigYi22EH4e ill just send this last one with all the time to maxs, maybe you can make sense of it later then 😄
lol
I also suspect if we are pushing PS more we will need some Triple Threat conditions...
@lean talon I suspect something like energy.deficit>(energy.regen+10) might be the way forward
its worse than the current logic, unless i messed it up
https://www.raidbots.com/simbot/report/9DVjnAtFUTcicNWA63rusg
Think you must have messed up since it was looking good to me 😛
pistol_shot,if=buff.opportunity.up&energy.deficit>(energy.regen+10|combo_points.deficit<=1+buff.broadside.up|talent.quick_draw.enabled)
Your parenthesis in in the wrong spot
pistol_shot,if=buff.opportunity.up&(energy.deficit>(energy.regen+10)|combo_points.deficit<=1+buff.broadside.up|talent.quick_draw.enabled)
When I tested it, it looked like a sidegrade to your top criteria but I didn't test every combo, just 3-4
yup looks good 👍
Basically if it won't waste the combat potency energy
energy.deficit>(energy.regen+10) means if the missing energy is more than whatever you will gain in the next second + 10 right?
@lean talon @noble pendant Changes discussed in here over the last day for Ambush and Pistol Shot should be committed now.
Is that ambush change = not ambushing without blindside at all (e.g. ignoring the sepsis proc/MA stuff entirely)?
I remember you were saying ambush from sepsis was still a gain, but I couldn’t find the same thing
actions.direct+=/ambush,if=variable.use_filler&(master_assassin_remains=0|buff.blindside.up)
Is what I went with
It was minorly better with some builds
Yup, sounds good, thanks again koji
That’s probably hitting the mutilate stealth line that I found a while back. Mutilate in subt with <=3 cp. I would check in the html, but I would assume that’s a garrote, no crit mut for 3, and then another mut so it can finish
Probably the stealthed cases would need something special for this
Provided it's still a gain
Oh I see, that’s blindside proccing from the first mut not the second 
I can look into it in a little
I mean technically the only waste is the potential for a proc, presumably the buff gets used shortly thereafter
Probably just need a &!buff.blindside.up or something
So doubt it would be a major difference, but either way this probably needs a second line if it's worth it still in Subterfuge
Like an Ambush line above the Mutilate one
Yeah maybe
Ambush is a weird ability
Since that Mutilate check is <= 3.. presumably at 2CP with DS, it may still be better to Mutilate than Ambush
But yeah, who knows
Just need to check
Ambush is funny
I’m guessing all these mut > ambush gains are cp related right?
That’s the best reasoning I came up with
yes
It seems so
Really seems to make no difference tbh
Opener is basically just "spend 20 minutes getting dots and buffs up so whatever" 😛
Well technically you're only wasting 20% of a proc 😛
But probably it may just be best to remove that line and let it Ambush normally
Given that there's no DPS difference
Something something assassination hit whatever 10% of the time

Ah the removal is still a loss with deeper
0.2%
So likely it should be swapped to a deficit check tbh
But anyway still no difference to ambush or not
But yeah the fact that Mutilate can still give 4 CP while Ambush can only give 3 CP is better than it used to be.. but still kinda awkward lol
shrug
Double garrote 
Out of curiosity for reasons, is that in tonight’s nightly or tomorrow’s nightly then
Idk when seri rebuilds normally
Kinda random
I just wanted to enquire with the people who likely know, When I Sim it opens with Sepsis, Is this something that should be done, or something up with the sims?
https://www.raidbots.com/simbot/report/dkpdTncmYpB6fvoFf3fHgH
based on?
i think it comes down to what koji mentioned yesterday:
I mean nothing in the APL is "random" but I can understand it looks unintuitive at times. But that's somewhat what you can expect for pairing two things that don't mesh together super well tbh. What feels better isn't really of much concern here. If you can prove something out as a gain, then we can look into it but very few of these types of opener micro-optimizations make any difference.
I’ve looked into various changes to the openers many times, as I assume koji and others have as well. Opening with sepsis is perfectly fine. I agree with the koji quote fuu posted, but also want to add that the community often over-values openers quite a bit. Logically speaking, it shouldn’t really matter if you sepsis at the start, or 3 seconds later in your opener, when you look at the course of 4-5 minutes. It’s entirely possible that it’s not the most optimal opener, but that difference in dps is as stated before, pretty much insignificant
I think Sepsis + MA could potentially be optimized slightly and it's on my to-do to look into, but I wouldn't think it will be anything earth shattering
Appreciate it Whispyr
I am truly sorry, but after bringing you Gouge for damage, I present to you now Shiv for damage. Unlike Gouge this actually works on bosses, too! Using Shiv as a slightly different second non-QD pistol shot (to guaranteed cap on CP while on low-ish energy) is a 0.2-0.3 damage gain for me with Ghostly Strike and Deeper Stratagem. The gain is still there for QD and/or MfD setups but it is smaller.
https://www.raidbots.com/simbot/report/ewMsjVx4ut8uV5JMu2us69 (the low prio is casting at <50 energy too, i just changed the priority for it behind ER etc.)
yeah nobody is doing that
You were telling people to use ghostly when it was only a 20 dps gain too 
vaughn since ur good with sims can u sim the ER out of stealth
and see if its a dps increase st
im curious if the 100% nature of the findweakness is worth it over the rng of getting a cto buff
Im pretty sure you would need to change stuff in simcraft itself to make ER apply find weakness and i have no idea how that would work
sadge
Just noticed broadside doesnt work with shiv, atleast not in simc. I assumed it would work in the APL so the gain should be even bigger because right now it is using it suboptimally. Too late for me to look into it now though
Broadside is whitelisted and if it doesn't work in SimC it probably doesn't work in-game.
I don't see Shiv referenced in any of the Broadside spell data
Yea just had @civic mango confirm it doesnt work with BS
Also no real plans to support the Find Weakness exploit

It's already been reported to Blizzard and WCL blacklists logs with it, so feel free to use it if you want but I don't see too much reason to add it to SimC
ya true
https://www.raidbots.com/simbot/report/tB9tgRDm9Rb7nE2ZwPxghj
Only adjusted the low prio APL to reflect BS not working
~20 dps gain now
I mean not that I don't believe your sims since it clearly works, but I'm having a real hard time figuring out how Shiv is worth it considering its energy cost
Its 20 energy for 1 CP and the damage isnt even that bad
Its just a slightly worse Non-qd opp proc
Though i dont quite understand why the gain is smaller for quick draw setups since the non-qd setups basically already have something that fills the same roll as shiv
https://www.raidbots.com/simbot/report/tGqF1oxYAh1aHVDt1iTTec
Guess the gain for qd is kinda similar now that i removed the broadsides rule from it
I mean it's slightly worse than non-QD for like... 1/4 of the damage though 😛
Vaughn got me thinking if it was worth replacing Backstab with Shiv at some point, as the non-behind Backstab damage is equal to or worse than Shiv per energy spend. It's the first time I've messed around with the APL so it's certainly very basic, but perhaps a tiny dps increase nonetheless. https://www.raidbots.com/simbot/report/dkmCpYkUPkwE2KkbHZ4jsY
damn yours almost casts shiv on CD and its a gain 
In hindsight it sort of makes sense? Its almost half the energy cost for the same amount of CP. The negatives being that shiv cant proc WM, FW and does less dmg
Yea that's what my initial thoughts were when just checking the tooltips.
it can be especially good to throw out a last CP and finish before going into dance
tried using it on a few dummies and it felt alright too, its nice to have a cheap CP available for those moments
it looks to me like Master Assassin (legendary) doesnt give crit to trinkets in simcraft. I replaced the condition to use trinkets during Between the Eyes to during Master Assassin and the crit chance of it went down by 10% instead of being 100%. Checking the sample APL it uses the trinket during MA every time so it should be working as I intended it.
https://www.raidbots.com/simbot/report/euLoTMmmb8L1MWdeDEbuBC
Hmm it is set up as a player modifier so I don't see why it would not work.
I think this may be specific to Dreadfire Vessel using spell crit
i tried it with the shriekwing trinket before and i suspected the problem was with shriekwing
because the shriekwing buff stays on you for like 10 seconds in simc even after you use it, so i suspected it would use the shriekwing trinket with MA, but the damage would happen outside of it. but the crit didnt work with either
Huh, well I think spell crit is definitely the issue although not sure why Shriekwing would use spell crit since it's a physical ability
Dreadfire kinda makes sense looking at the code
https://www.raidbots.com/simbot/report/4f5hXcxi8gMLndYhGavGz4/simc this is skulking
Ah looks like it was set up as a spell_t anyway
I think I have a fix, but testing now
but those trinkets worked with other crit multipliers right? Like i noticed that when i removed the condition of BtE, the crit went down by 10%. So its just an issue for MA i guess
BtE is a composite target crit%
Has no difference between spell and melee
Just a quirk of WoW mechanics 😛
huh i didnt even know spell and melee crit were still a thing
For player values they are
In the background anyway
Probably can do something like
actions.cds+=/use_items,if=!runeforge.mark_of_the_master_assassin&debuff.between_the_eyes.up&(!talent.ghostly_strike.enabled|debuff.ghostly_strike.up)|master_assassin_remains>0|fight_remains<=20
Although dunno if that is actually optimal for stat trinkets so I'd have to check a few to make sure it's not a loss
For Skulker's it's probably around 0.4% looking at local sims
30 DPS or so
nice! if you did it with my sim, thats with a 200 ilvl trinket though while having mythic gear equipped so its probably a bit bigger with higher ilvl trinkets
Was with your profile yeah
Hmm bit of a loss with PvP trinkets so I may have to split out the line
might be able to time stat trinkets in a way where only the last 4 seconds have to line up with MA
Working on a solution to this. A little bit more complicated but should be able to handle stat and non-stat trinkets slightly differently with a bit of expression magic.
Hopefully should have something in the afternoon
Any definitive results for anima-charged CP min/maxing?
The min-maxing is don’t try and force the animacharge. If it happens naturally, you use it, but you don’t do anything out of the normal to try and land on it
How about not using it though for better circumstaces to use it, especially while most of the cooldown on ER remains?
if i dont have bte debuff, or TB, or AR bonus damage up, or landed on BtE with RP up... don't use it?
cause most likely one of those conditions will be met within 45 sec
Outlaw is a little bit out of my field, but I don’t think there’s anything in current apl for forcing animacharge on a specific ability
I would like to try something based on the remaining cooldown of ER. Over a certain amount, require condition, under certain amount use it, and if it'll be wasted use a shiv or something to make sure its used.
buttt.... idk how to do any of that
Is there like a guide somewhere on how to write into the APL?
I guess the question would be--why would you try to optimize that specifically? Like we don't finish at 5CP (or 6CP) only when CDs are up so why would it specifically be more relevant with 7CP? Delaying is likely to just lead to occasional waste. And the uptime of BtE is nearly 90% anyway.
There is a wiki regarding SimC that should have some basics if you are interested in messing around with this though https://github.com/simulationcraft/simc/wiki/StartersGuide
@knotty oriole The occasional waste aside (for now) I mean use the 7CP when some sort of buff is up. You have 1 use of a high damage ability every 45 seconds... if there is a likelyhood one of several buffs, or even multiple will be up during that time, it's probably a waste to use it when none of them are up.
If it's still very likely you won't waste it by holding within the first 15s of the cooldown, then there's no reason to use it prematurely. I don't know where that line is or what buffs qualify as worth it, if any. I'm not sure likely it is the animacharge will be completely wasted or if the gains are worth forcing it as a last resort. (which is very different from forcing it just cause you can)
On that note, I wonder if the APL accounts for forcing it as a last resort already? I can't imagine losing a 7CP finisher (minus the value of your current CP) is less than the value of a chance at an opportunity proc or something... it basically never happens but it would become more important for testing something like this.
@knotty oriole Finishing at the highest CP possible means higher damage per energy and damage per global compared to finishing with less. Saving the 7CP or not isn't a comparison between a higher and lower CP finisher. You're getting that 7CP at the same cost, with the same value over not using it, whether your using it sooner or later. The only difference in value is what other conditions are present at the time you use it. Basically, the difference is it's a cooldown.
@orchid fjord right now the APL uses any finisher as soon as it hits the animacharged CP even SnD. It's able to consume 3 and 4 animacharged CP every time but the 2 CP buff expires in 0.2 cases. I did try to make it force the 2 CP with shiv if it had broadside up and the duration of ER was running out but it wasnt a noticeable gain. If you want, you can go from my APL and put in conditions to make it hold the finisher, too
One optimization I could see for ER as outlaw is to never spend your anima charged finisher on BtE in AoE
because of the reduced flurry damage bug with BtE
Possibly. Still gives you higher uptime on the debuff though which can be beneficial for AoE damage
I can check it out later. I remember back when we BtE'd before SnD in the opener, i would not consume the animacharged CP if i didnt have snd up yet, but thats not an issue anymore
@knotty oriole with mfd resets on AoE it's likely you'd get the debuff back up before it drops off, or at least where the extended duration is mostly wasted
I mean, I do agree that 7 point finishers are best used on dispatch, but not for the reasons that you're saying
such as?
BtE flurries for half damage
right, so half damage
only have damage on crits
because on non crits it also does half the flurry damage that dispatch does
because the ability does half the damage of dispatch
yes dispatch hits harder on average... even after all crit bonuses considered. But BtE is used on cooldown for other reasons that translate to having 7CP as well.
so the only reason it wouldnt end up worth it on aoe is because of the crit bug
thats a similar question to why we use BtE on CD on all instead of just to keep up the debuff
since dispatch hits harder
Because it's too much of a headache to tell if you can get 1 more finisher in before BtE debuff wears off
because holding it for 1 finisher means you lose like 10 second CDR
But BtE costs less so it is more Damage per Energy and also more CDR per energy
but optimally I would definitely hold BtE until the last finisher of the debuff
only more DPE with RP up
hmm with my math
on my char
even without RP
with 26% crit
with 20% debuff... since the question is only if debuff is already up
the napkin math i did from the numbers in my spellbook were:
46% crit (buff included)
average damage per cast
BTE:
3696 (147.8 DPE)
Dispatch
4411 avg. (126.0 DPE)
w/ RP:
BTE:
6212 avg. (248.0 DPE)
Dispatch:
5015 avg. (143.3 DPE)
and then with the flurry bug... dispatch had greater DPE at 4+ targets, (assuming debuff up, no RP)
we're only talking about in keys rn right?
not necessarily but what's the difference?
yeah those things matter ofc... haven't figured out whats best for 7CP all things being ideal though
or simple rather
average dispatch 4300, average bte 3100 with no RP
so yea, unless you have RP up, I would never use ER on bte
well you also get longer duration of the debuff
and even then, you lose out on 20% of the hit amount of damage per target when you press BTE
yea but you already have 100% uptime
no
in keys?
also no
not sure I have a good way to check that in my logs
even in keys you dont get a steady flow of resets while one target lives the whole time
if you are getting a bunch of resets, mobs are likely dying
except in some special cases
yea, but you can also just as quickly say that it doesn't matter what your uptime is, because you can't attack the same target the whole time
idk i think just spending it on whatever is up right now is atleast good enough
you also lose 7/14 sec of CDR on bte if you finish dispatch while BtE is up
idk, there's probably a dps gain somewhere in all of this, but then in actual gameplay you won't be able to replicate it. And I'm never the person saying "Well, in real life you can't play like the sim says you should"
Yea, but I'm saying that I wouldn't press bte if I'm on my anima charged combo point in aoe
I'd just get to 4 or 5 points then do it
and use my ER proc on dispatch
even with RP I wouldn't
with RP i'm pretty sure average damage per cast of BtE is higher than Dispatch
it is
but it's higher by the same amount that you lose on 1 flurry target
so it's equal on 2 targets to dispatch or bte
and on 3+ it's a loss
makes sense
Here's my log that shows that
average bte 6100, average dispatch 5000 during RP
across 3 keys
same gear in all of them
done a few hours ago
6100 bte flurries for 1220, 5k dispatch for 2000
assuming they crit
Damage share breakdown of bte
i'm just trying to wrap my head around this question and the DPE value of BtE... I can't tell if it's higher DPE matters in answering this question. I'm leaning towards no.
so the 2300 bte flurries for 916, and my max non crit dispatch for 4438 flurries for 1775, so it's a huge loss to use your ER on BtE if you whiff the crit
just to make sure, what you are asking for is if forcing the animacharged CP on BtE is worth right?
so basically we're back to my advice that I would never consume your ER proc on BtE unless you have RP
the start of this was more general tho
like... should i save it for buffs or something
or anything
I would not save it, no, just keep building if you land on 2/3/4 and your next finisher is bte
and use bte like normal
I mean unless the buff is about to fall off I guess
wait are you talking single target now too?
yea, I am, but I don't play kyrian, I'm just saying based on my logs that don't have ER skewing the damage values
i dont think that should matter
I mean, it kinda does, if we're talking about how to best use the ER buff, logs using ER differently would affect the average cast
but anyway, my actual opinion is that it probably matters extremely little
yea
its not like this 7 CP finisher is something we build around when we finish at 6 CP most the time anyways
its just free 3-5 CP
spend it on whatever
https://www.warcraftlogs.com/reports/xHQ3agzRdjBwfAt8/#boss=-2&difficulty=0&wipes=2&type=damage-done&source=8 Anyway, here's my log that I'm using for data
a 14 and 9 12s that I did sales of
last night
and its average value is 4 CP
https://www.raidbots.com/simbot/report/7FJ2xcoa5xgYfHHC3jNvme @orchid fjord this is with forcing ER to be used on dispatch. if it lands on the animacharged CP and BtE is not on cool down, it will build like normal and BtE and only finish dispatch if BtE is not available
its not letting any more anima charges expire than normal
patchwerk
oo
if its a loss on ST, its gonna be a loss on aoe
well the idea was that its a gain on AoE because dispatch is favored on cleave
but ya on dungeon slice its -21 dps
i dont think the BtE flurry bug is in simcraft
is there a simple way to just cut the damage in half on a blade flurry crit
from bte
its not uhh super important
would be better if i just learned how to get these answers myself
just seems like a lot of terminology
but i basically cant play the game for real so i might as well learn about it for now
also I noticed in the APL you linked a line about not "rolling RTB buffs away"... I didnt try to decipher the actual commands but technically you can't RTB a CTO proc away if you mean casting RTB. It only disappears on drop-off, but you can actually CTO proc -> RTB and keep everything. Just worth pointing out.
unless you overwrite it.. i guess thats a reason not to
no a CtO buff disappears if you cast roll the bones while you already have a "real" roll the bones buff up. i dont know what you are referring to but this isnt really the place to discuss things like this
the only change I'm seeing you've made for the ER thing is adding this to the animacharged line:
"&buff.slice_and_dice.up&!cooldown.between_the_eyes.up"
oh cooldown.up means BtE is on CD so itll definitley cast dispatch
oh ! means not
So i ended up figuring out how to test various conditions and couldn't get any that were a gain beyond the ~3dps margin of error. At best this exact APL was +3 dps, and this time you can see it's -3. More limited conditions ended up slightly lower.
(btw I removed the SnD portion of your modified APL @lean talon because it wasn't in the original and I didn't want two variables. The one time I simmed with the SnD.up condition alone it was -2 DPS.)
This was the change in the linked parse that had every condition together.
|combo_points=animacharged_cp&(cooldown.echoing_reprimand.remains<15|debuff.between_the_eyes.up|buff.true_bearing.up|(buff.ruthless_precision.up&cooldown.between_the_eyes.up))
https://www.raidbots.com/simbot/report/tWFAWdFxtFDJyV7E77aRJK
that's the action list call for finishers right?



