#tc-research
1 messages · Page 41 of 1
yeah, with outlaw having very controlled CP generation, your condition actually probably does nothing tbh
which is probably why its simming equal
well i was wondering if it would make a different to have more limited conditions combined with a last resort "don't waste it" use of shiv or something
but im not sure how to do that... and these results were so negligible i cant imagine it would end up being worth the efforrt
well it's not wasted right now anyway
how do you know that? i heard from vaughn its possible to check that but idk
if you go under the "procs, uptimes & benefits" section, it'll tell you animacharged combo points used
you can just check that compared to casts
i see
yeah so theres zero benefit in those conditions for the first 30 seconds and not because its losing any
yeah
so theres no way a last resort save is going to make the difference
im both relieved an disappointed
lol
i wonder if it's worth saving it for cleave in something like dungeon slice
also your other conditions:
|debuff.between_the_eyes.up|buff.true_bearing.up|(buff.ruthless_precision.up&cooldown.between_the_eyes.up
are quite broad, to the point where you're hitting at least one of those consistently enough to also be pretty much irrelevant
yeah... well i originally tried more narrow
but taking out the BtE debuff, which is up most of the time, was the biggest loss iirc
none of the individual or two condition combinations were better
some were worse
There is a pretty big difference in damage though using it on a single target mob vs. a 5 pack AoE cleave... I really hope that one works out or im going to start thinking skill is a myth
idk much about simcraft yet... i guess i could try to copy the BFsync used for BR
well yes, what you're experiencing is normal, you tried something, it wasn't good, so then you broadened your condition to the point where you were actually just left with the original condition
yup
So about the BF sync adaptation...
actions+="/variable,name=blade_flurry_sync,value=spell_targets.blade_flurry<2&raid_event.adds.in>20|buff.blade_flurry.up
I'm thinking this won't need to be touched... it just needs to be referenced.
BR's use of it:
actions.cds+="/blade_rush,if=variable.blade_flurry_sync&(energy.time_to_max>2|spell_targets>2)"
finisher action list:
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"
modified finisher action list:
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,if=variable.blade_flurry_sync&cooldown.echoing_reprimand.remains>20"
I'm not too confident about this one because I don't totally understand how BF sync works. I thought it meant itll hold the ability if there are adds in 20 seconds or less, but when does the line read "adds.in**>**20"?
So far my intention is to hold animacharged if blade flurry will be up within 20 seconds, assuming there is still at least 20 seconds left on the ER cooldown.
maybe its like the opposite, use if adds in >20, else hold
if spell_targets.blade_flurry<2&raid_event.adds.in>20|buff.blade_flurry.up is true, then the variable is true, which makes it true here: variable.blade_flurry_sync&(energy.time_to_max>2|spell_targets>2), which means it will do actions.cds+="/blade_rush, that
So my line says use the animacharged if you land on it and there are no adds within 20 seconds and more than 20 seconds left ER cooldown... basically it wont even use it sub 20 seconds on CD lol
should be an OR CD remainning
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,if=variable.blade_flurry_sync|cooldown.echoing_reprimand.remains<20"
So the only way to change the time to wait without changing the way Blade Rush works is to create another blade_flurry_sync(2) or something?
not gonna lie, I can't really get through one of these paragraphs without my eyes glazing over
but to this part, "So the only way to change the time to wait without changing the way Blade Rush works is to create another blade_flurry_sync(2) or something?", you could just remove the BF sync, and make another one, yes
still need the BF sync for BR
well i would probably be playing the game instead of all this minutia if I could
my computer can't really run the game properly so i got tired of ruining keys over it... figured id work on playing my character without playing
Looked into the BtE question and even with the crit/Blade Flurry bug implemented it seems like a pretty significant DPS loss (2% on 3T) to avoid using an Animacharged CP on BtE in this scenario
The reasons for this two-fold in terms of both giving up BtE debuff uptime and also BtE cooldown reduction. Since BtE combo points reduce their own cooldown when cast, casting with 7 effective CP instantly lowers the cooldown of BtE by the larger amount. You turn 2-4 CP into 7 CP of CDR. However if you sequence it the other way and use your 7CP finisher first, not only are you delaying the cooldown of BtE by another few seconds (since you have to generate back up again over a few globals) but then are simply giving up "free" CDR.
nice, sounds good
animacharged aside, I am still curious about the use of BtE on cleave vs dispatch in general (assuming bte debuff is up). With my napkin math @ 4+ targets Dispatch was higher average Damage Per Energy than BtE, at which point cooldown reduction on BtE specifically doesn't have value since at this point BtE is weaker and less efficient. There is still a slight benefit to cheaper cooldown reduction from BtE as well but that's negligible imo.
It sounds pretty niche but if you're spending 7CP on a BtE, add on potential TB and AR and it's really not.
this is also assuming RP is not up... in that case I would just use BtE on CD. You can only hit 5 total targets so Dispatch will never be higher DPE in that case.
actually that ties back into the animacharged question because if you're sustaining on 4-5 target (debuff up, RP down) situation where you land on an animacharged BtE you shouldn't use it, not because of BtE interaction w/ animacharged but just because we might be valuing Dispatch at that point in general.
In most cases I would just use it just to make sure I animacharge on 4-5 targets period... and not after they die and I'm fighting 1-2 mobs. That brings me to my last question here which is whether not to hold animacharge for upcoming cleave. I'll be going with my current approach which is just, when in doubt, no; but sometimes its jut so obvious like you're fighting 1 mob, about to pull big pack, and have plenty of time left on ER.
Any idea how I might put BtE above Blade Rush in the APL if the bte debuff is up?
actions+="/call_action_list,name=cds" is above /run_action_list,name=finish
maybe i should just put BtE into the CD list?
with conditions that make it used right
a quick solution would be to add your Bte conditions either above the cd itself, or above blade rush in the given list
i dont actually expect it to be better
but i just wanted to know cause someone thought it might be
I added this above Blade Rush in the CD list:
actions.finish+="/between_the_eyes",if=!debuff.between_the_eyes.up
if debuff is not up, use BtE
im just not usre if that will adhere to finisher rules
ya i think i need to just add what is added to run_action_list,name=finish to the line itself
and it may need to be actions.cds to be part of the CD action list
Hey @lean talon , hope you don't mind but I just kept going with your character for the sim out of convenience. I did make you a blood elf (like me) and now wish I had shadowmeld. That's a crazy racial for rogues if it works how I think.
So these tests are just choosing BtE over BR if both are usable (you might imagine doing so for the crit bonus)
Deeper Stratagem:
https://www.raidbots.com/simbot/report/fLusK23vqNBGgxakt9syQS
MfD:
https://www.raidbots.com/simbot/report/6Cke2xKC9Tv6Njc4mS9Lf6
I have a decent idea as to why the results are the way there are but I'm not going to ramble here.
I also tested it based on the debuff already being up or not. Making the decision irrespective of the debuff was slightly better than either case.
Also, I just tested finishing -1 CP to squeeze something into TB thats about to fall off and my results are all wonky. The Damage per execute of dispatch, for example, is way too low for something so niche. I also saw weird finishes in the sample log that didn't make sense to me.
I added on an extra or condition to the run_action_list,name=finish
# Finish at maximum CP but avoid wasting Broadside and Quick Draw bonus combo points
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|(combo_points>=cp_max_spend-buff.broadside.up-(buff.opportunity.up*talent.quick_draw.enabled)-1&buff.true_bearing.remains<=1)"
It's big and clunky looking but I just copy+pasted the regular condition and put it in parentheses with a -1 & true bearing time renaming.
your condition makes it subtract -1 for broadside, -1 for opportunity and -1 if true bearing is up for less than 1 second, so it might finish with up to maxcp -3 if all conditions are true. but i just wanna say that most of this people have tested already and this channel isnt really for brainstorming or writing down ideas that didnt work out
also i think the phrasing in -1& is weird, not sure if you can put it like that
-1& should be fine
it should be -(1*condition) probably
this is better practice though, yes
yeah i saw a 2 CP finish like wut
well how can i know what ideas did or didnt work out... i've asked questions like this and get conflicting answers without on the spot links to sims I can look at and see for myself
should i just ask in the simcraft discord
if ideas did work out, they're implemented into the default apl, if they didn't, it depends on whether people share what they tested, which they usually don't if its not a gain
because no gain = no worry
not really any structure in place for what has been looked at or not looked at aside from just word of mouth and logic
like you can safely assume that every talent/legendary combination under the sun has been tried and testing 20 times over
animacharge combo points have been covered extensively, as have covenant and conduit things
without any big changes, you're gonna be pretty hard pressed to find something of importance that got missed tbh
most of finds for sin recently are "well ambush bad so lets not use it", for outlaw its "well this one specific reroll is better than that" or "hey lets use this ability that gives a cp but we don't use"
and sub hasn't really seen anything in a while
ok
so should i post in the the main outlaw page
or am i just not allowed to post about it
no one's gonna stop you from posting anything
but if you're simming something and it's just a random thought which ends up being like 1.5% down or something
doubt anyone would care
i just want to know for myself
ok
anyone is welcome to sim and compare for themselves to see how changes to rotations respond in actual dps
nobody is obligated to help me learn simcraft lol
also when someone asks a question i like to answer it from first-hand knowledge rather than "i think someone maybe simmed this once"
So I tried this and got margin-of-error results:
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|(combo_points>=cp_max_spend-(1*buff.broadside.up-(buff.opportunity.up*talent.quick_draw.enabled))&buff.true_bearing.remains<=1)"
I'm really not expecting much but I'm suspicious because the logic doesn't make sense to me. Isn't -(1*condition) just equal to -condition? That would be mean that my condition just ends up behaving like the original. Don't I need -(condition)-1, and ultimately (cp_max_spend-(condition)-1)&(TB condition). I tried it with all sort of parenthesis as well and just got the same results (a loss that goes way beyond something this niche).
I just decided to to make it combo_points=4 and not worry about DS.
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|(combo_points=4&buff.true_bearing.remains<=1)
The results changed but still don't make sense:
https://www.raidbots.com/simbot/report/dFFcNtDvXtTyoyk5EmPzJg/simc
@1:03.698 in the sample dispatch was used at 4 CP; no broadside, no opportunity proc, no animacharge, no true bearing. 🤨
What's the order of operations on this condition?
combo_points=4&buff.true_bearing.remains<=1
This is (true) & (0) <= (1), so if the '&' evaluates first then this becomes 0 <= 1
I'm not sure. So are you saying when TB is not up, it's considered <1?
so id need something like TBup&TBremains<1?
that would mean its finishing at 4 whenever TB isnt up which i dont think its doing but ill try
That is... not what I'm saying. At least until you're very confident on the simc internals I'd wrap every single operation in parentheses to be sure the line is doing what you expect
so for example
combo_points=4&buff.true_bearing.remains<=1
becomes
(combo_points=4)&(buff.true_bearing.remains<=1)
I don't work on writing new APL stuff but I do read/write code for a living and I'd be worried there's a bug in that string of operations since I don't know how simc treats the precedence of &, <, and =
im pretty sure i tested it that way but im goin to double check
It's equivalent to your parenthetical version.
the parenthesis didn't make a difference, adding &buff.true_bearing.up did though. It brought it up from a marginal loss to most tests within margin-of-error.. leaning towards ~+2 DPS I think.
I changed the values to something extreme to see if it was even interacting in an expected way and it was.. expanding <10 or <30 seconds or lowering the combo points did have a pretty big impact.
so yes, the answer im sure many of you expect/knew
I thought changing rtb_reroll time (from < 3 to < 1)would make a difference so this event could happen more frequently. Actually this gave much more of a boost, ~10 dps.
to re iterate on this because it seems a question.
conditions are 0 if wrong and 1 if true, this means:
-1*condition,-1&condition and -condition should all work the same
-(condition) - 1 would always subtract the static value regardless of the condition and overall end in a decrement of 2 instead of the i assume wanted 1.
what you also need to keep in mind if you use & and * is operator precedence and if in doubt just use ().
the simplest way to manipulate the apl is masking what simply means that you add a condition to it with the & operator, you can usually see a change in trigger count for that condition in the report:
if you want to add additional conditions its probably better to just branch it out to a new condition esp. for readability. That's not uncommon in the apl, some examples:
actions+=/call_action_list,name=finish,if=combo_points=animacharged_cp -> for finishing with anima charged cp
actions+=/call_action_list,name=finish,if=spell_targets.shuriken_storm>=4&combo_points>=4 -> finishes with 4 cp on a target count of 4
I think we are usually transparent with those things but it often comes down to having many iterations/conditionals that we compare to. Having to document and explain all of those seems like a very big additional effort. If anything its usually best to just ask directly if we tested something as the answer is often yes or a quick test (if it sounds somewhat reasonable) is done fairly fast and gives a good estimate.
its overall very uncommon that we find dps increases in the higher % margins, the majority of increases we atm have is fine tuning conditions that are often within .1 to .5% dps changes.
The new line to sync up direct damage trinkets with MA doesn't work for Skulker's Wing. My guess is that it hits the "trinket.2.has_stat.any" line because it gives Speed. Removing that line fixes the problem, and Dreadfire Vessel for example works fine.
It is losing another 25 dps from this.
The only solution i could come up with to fix Skulker's Wing but still separate stat trinket is maybe to put in an extra line specifically for skulker?
https://www.raidbots.com/simbot/report/x2LHNn1Lp112GBUCgHtoWB
I'm also wondering if there is a way to still sync it up with ghostly strike atleast in the situations where it wouldnt really need to hold either for more than a few seconds, like in the opener
@lean talon Hmm. This worked with Skulker’s when I tested locally since that’s the trinket I was using at the time.
I’ll debug your profile and see.
Although personally not sure I’d play it that close with Skulker’s because it loves not triggering immediately at times.
And Dreadfire has a notable amount of travel time
(For the GS question)
But checking GS in the opener vs the remains of the buff should be possible in theory.
Skulking is at 59% crit with the standard APL but moves to 94% if i remove that line while dreadfire doesnt have that problem, thats why im thinking it is specific to skulker's. And atleast in my mind it would make sense because technically, Skulker's is a stat trinket too.
For ghostly its probably not very important, the APL has ~75% uptime of the debuff anyways so it just accidentally lines up a lot i would guess.
Yeah I would suspect it mostly would just catch the opener
Your hunch about the Speed being the cause is probably right but if that’s the case I can fix it in code probably.
Just not sure why it worked for me locally in my own build.
I didn’t test it on Raidbots since it didn’t have the fix yet.
Hello ! Just a quick question to be sure, is the interaction between Sepsis and Shadowblade implemented in simc ?
I noticed that Shadowblade create damage out of Sepsis ticks (in game)
yes
you sure ?
because here the mean show only 84 execute count
with rawly 70 to 75 count only from auto-hit and the remaining probably from Shadowstrike, considering Sepsis should have at least 20 more hit to SB (assuming it sync with blade twice)
I mean if it's implemented then I trust you !
hold on I'm double checking if it's a bugs=1 type thing
yeh
should be ~25 hit no ?
(its a stiletto sim vs a no conduit sim as well, I did it really sloppy :P)
its enough to show though
np
I'm curious to see how Sepsis actually pull out when we'll have 1:30 cooldown on SB
if it ever happen (currently happen with rank15 stilleto in sims)
Also I wonder if it's even worth it syncing blade and Sepsis with Stilleto, assuming it does not make you loose a sepsis cast
well if you don't lose a cast, syncing with anything is always > not syncing
sepsis + anything will always be better than just sepsis
given the constraint of not losing a cast
some factor can double up such as SB and Groove syncronization uptime
Would need to test on 6:20 fights or 5:20 using a 0/2:00/3:30/5:00 timing well nvm ty ty for checking anyway!
@plain coral Yeah I implemented it in SimC when testing on live first raid week or something.
Good ty !
Staccato syncing isn’t something I specifically looked at with the APL though. So maybe worth some investigation.
I believe there might be some stuff with that sepsis thingy, but it's just an intiution. And syncing is always pain is the ass to make
like the horrible Convok sync line in Boomkin apl xD
Haha
Yeah syncing is sometimes fairly annoying
In this case it might not be too bad though
Added a code change for this and a new any_dps stat expression which will ignore tertiary buffs for now. Will keep an eye on if anything else gets caught by it.
@knotty oriole Tisumi pointed out something that slipped past me for some reason when I was looking at opener stuff. The necrolord default actually uses bone spike during MA windows (this is with the talent, but it would be a bigger gain for the legendary) for sin. This seems to be a problem with the variable grouping and a check for MA. Changing the line:
serrated_bone_spike,cycle_targets=1,if=buff.slice_and_dice.up&!dot.serrated_bone_spike_dot.ticking|fight_remains<=5|cooldown.serrated_bone_spike.charges_fractional>=2.75|soulbind.lead_by_example.enabled&!buff.lead_by_example.up
to this line instead with the paranthesis and MA check here:
serrated_bone_spike,cycle_targets=1,if=!stealthed.rogue&master_assassin_remains=0&buff.slice_and_dice.up&(!dot.serrated_bone_spike_dot.ticking|fight_remains<=5|cooldown.serrated_bone_spike.charges_fractional>=2.75|soulbind.lead_by_example.enabled&!buff.lead_by_example.up)
results in a gain of about 0.5-0.6%:
https://www.raidbots.com/simbot/report/3Aw7q36z8FcBZtK1Z91YLH
(should be noted the !stealthed.rogue is an artifact of my testing and isn't necessary most likely)
Thanks. Might have some time to look later tonight. Otherwise will check out on the weekend.
Put in a version of this now. Although had it cover all the cases (Lead by Example and charge capping,) not just the normal case.
sounds good, thank you
are double on-use trinkets getting correctly simulated with a forced 20sec CD between uses?
yes
@lean talon @willow knoll So I think I solved the mystery of the inconsistent Vanish into finisher value with MA.
Was driving me crazy last night how it was a gain for some builds but not for others
Basically it just seems to fully come down to CP alignment now that the MA window is shorter
Deeper builds can't actually get up to a high enough CP threshold during the 2 middle globals so can't fit 2 finishers in the window anyway, so it ends up being a waste in cases where BtE is low on cooldown. You can't Vanish->BtE because you need either Dispatch or Ambush for CtO, so BtE ends up getting wasted.
Solution seems to be to try to finish with Ambush when BtE is available and finisher if not. That seems to at least make it neutral for GS+DS builds (actually +0.1%) while still letting it have roughly exaclty the same gains for QD or GS+MfD builds (somewhere between 0.4%-0.5%)
Basically something like this:
actions.cds+=/vanish,if=runeforge.mark_of_the_master_assassin&master_assassin_remains=0&(!cooldown.between_the_eyes.ready&variable.finish_condition|cooldown.between_the_eyes.ready&variable.ambush_condition)&(!conduit.count_the_odds|buff.roll_the_bones.remains>=10)
I couldn't put in the naive version until I figured this out because it was like... a 0.8% loss for GS+DS builds to just always do with a finisher lol
yes im pretty sure i tried vanish only at high CP with MA before too and it was a loss, but it was with DS. really good detective work 🕵️
Yeah I was like really happy with the update, then I started testing all the builds. And I'm like 👍 👍 👍 👀
Was really annoying me lol
But this seems solid
Also adding a few minor things like no RtB during master_assassin_remains which is a bit of gain for DS situations
With some builds this is like +1.1% for DS sims with Master Assassin
ST it's mostly in the 0.4-0.5% range
Hey, I’m not sure if this is the right channel, but has anyone run sims on optimal flagellation use? Lining up the cast/buff with AR/lust/etc
It’s been checked, yes. I’m not sure what the flag line is off the top of my head, but if you have a concern about the usage, feel free to let us know
hey guys quick question 😄 so i simmed myself (a couple of times) on a targetdummy fight (so absolutely no outside buffs) and then went on the actual target dummy (10 times) and everything more or less lines up with the sim aside from instant poison, instant poison is always ~25% ish lower then the sim (even with adjusting for sometimes less hits with the average dps of ip on that try and comparable crit%, it does vary +-3% from that ~25% but not much more) and the question is... why? xD [thats a copy pasta from the sub channel 😄 and i was recommended to post my sim / log in here to find out if something is wrong with the sims / what im doing, since this is my first time doing something like this i apologise for any errors ive made ^^']
It's all variance with crit and procs, same as with how your DFV did a lot more damage than the sim's due to you critting on 3/4s of your casts - one WCL report is nowhere near enough of a sample size to really compare against 13,386 iterations (pulled from your raidbots report).
It does look like maybe Blizzard fixed some 🍝 with some background Nightstalker effects that we had reported, but I'm confirming now. Although what he said about the Crit variance is definitely a factor here too.
Yeah does look like IP is simming slightly too high now, but only talking a pretty small amount of DPS as a percentage. Shouldn't really change any evaluations.
Since there aren't any specific interactions there
hey thanks for the quick answer 😄
No problem!
I've fixed the issue now in SimC, so should be better reflected tomorrow
when you vendetta does it affect all dots you have on the target immediatley, or do u need to re apply them to get the 30%
Immediately
Is there any data on sims with 2 legendaries?
you can add multiple legendaries via bonus ID's, but since you cannot equip more than 1, there hasn't been any serious testing on combinations
Not sure if this is the right channel, but what do I paste in to sim with PI?
Just curious how good it'd be for sin, etc.
there's this spreadsheet here which has already done that: https://docs.google.com/spreadsheets/d/113kqcqy9ai37c8EBUJK-sWYciqQ9Tb7ctmCy_boDKdg/edit#gid=0
The line you're looking for is external_buffs.power_infusion="x/x/x" where x is the time the buff is applied, in seconds
Sheet1
dps from official simcraft t26 ilvl 226 profiles,with PI used optimally,DPS Gain,sim link,updated,note,seconds at which PI is applied
Marksmanship,6463,6969,506,https://www.raidbots.com/simbot/report/t3tTMZM1kDRnzV9ua...
Is there an updated version or that ^^^ it looks like it hasnt been redone in a couple of weeks with some changes that went through
Not to my knowledge, the buffs don’t really change the evaluation much though
How can I keep up with any new APL change?
usually just watching this channel, asking in spec channels, and if you're testing APL changes, making sure you're on nightly when simming. If you're trying to be giga, you could just keep an eye on the github commits to simc
best is to look at simcraft commits:
assassination: https://github.com/simulationcraft/simc/commits/shadowlands/profiles/Tier26/T26_Rogue_Assassination.simc
outlaw: https://github.com/simulationcraft/simc/commits/shadowlands/profiles/Tier26/T26_Rogue_Outlaw.simc
subtlety: https://github.com/simulationcraft/simc/commits/shadowlands/profiles/Tier26/T26_Rogue_Subtlety.simc
Thanks @regal agate. Do you guys have any beginner guide to somebody who is trying to get into APL? How to setup SimC, documentation for APL language etc
are there apl's designed for maximum boss damage? and if so can they be used in raidbots?
The sub apl has a feature for priority_rotation=1, which models highest priority damage in aoe.
fantastic ❤️
im getting errors, sorry but could you be a little more specific where in the input i need to place that line?
It’s literally just “priority_rotation=1”
It won’t work outside of advanced most likely
yeah i tried that in advanced, put it right above soulbind stuff, got an error
maybe it had to do with something else i put in
What’s the error
It looks to be in order, I’m not sure if it’s something with beastlord and priority maybe together? It shouldn’t be but I’m not sure what else would be the issue
Try it on like a 4 target patchwerk and see what happens
Will take a look
Oh, yeah that could be problematic 😄
face. palm.
Lmao
you can put priority_rotation=1 into the custom APL box to use it for top gear etc on raidbots
that's nuts!
Didn’t know that worked in top gear, TIL
Usually top gear complains when I add things to it 
The problem is I don't think top gear lets you use primary target DPS as a metric
Think it's on Seri's to-do
Still sorts by overall
Apparently you can get profilesets to sort by prio dps but I guess the output isn't set up in a way that Raidbots handles well
Thanks. Anything similar on how to setup SimC etc, how to improve APL?
I would like to know in which way I can contribute to the rogue APL.
If you have an idea on how the APL can be improved, test it, and if it’s a gain, post it here
you can just use advanced sim on raidbots, it saves you all the hassle
Yes that was my original idea, therefore I was looking for a guide on how to apprioriately setup SimC and how to test new APLs
That’s all contained in the github wiki
Basically just take the default, then make copies with your changes
I'll try to play around with it, thank you!
Not having the premium, every sim takes a loong time with raidbots.
running sims locally also takes a lot of time :P
lol is it like having ~500 people in raidbots' queue?
I guess it depends on my specs
if you want to use it locally the best idea is probably to download the latest version from the simcraft ftp
definitely get a nightly. even better might be to learn how to compile it yourself
if you want to improve the apl, i would say your best interest is to try to understand what the current one does. Majority of complex lines has comments explaining what they do.
links to the apls are on github: https://github.com/Ravenholdt-TC/Rogue/wiki
In dslice sims it looks like the pre-combat MfD does not incur a cooldown for some reason. This doesn't happen in patchwerk sims. I dont think any adds should die within the first 2 seconds in a dslice sim either 😄
https://www.raidbots.com/simbot/report/hduG3H6CdcUVaZzhMwAEKn
@lean talon I think technically it does
Precombat is targeted on the true primary target and then it would become untargetable and demise
Only real option would be to disable the precombat cast if there is an invulnerable event
As far as the module is concerned the primary target "dies" on the first event of the sim
(Fluffy_Pillow vs. Fluffy_Billow_Boss1)
Possible I could hack something into the module when handling the demise events
ah that makes sense, thanks for clarifying! i guess the impact of one extra reset in a dslice sim isnt THAT big, maybe it gives a bit more value to MA though
Yeah I'll see if I can hack something

Ok, should have a solution in now. Although really made no perceptible DPS difference that I could see. 😛
Only averages like 0.4 fewer MfD casts per sim because of the offsets lol
When using secret technique on single target the sim still casts it despite it having a lower damage per execute time than eviscerate. I think this may in part be due to me using deeper daggers and the extra shadow damage only buffing evis. Would be a minor fix but worth knowing for m+ bosses if its worth pressing or not
There may be reasons not to use it but that DPET is mostly just an artifact of Echoing Reprimand rather than the base damage
Removing SecTec from that profile APL isn't a DPS gain so
https://www.raidbots.com/simbot/report/3BrKACuyE3q22SpbrCZXZn
Actually quite identical, and is only really applicable to a very specific combination (finality + deeper + other reasons that koji mentioned)
When I select the talent Internal Bleeding and sim my character, the APL does not show me a kidney shot. Is this a bug, or why is it like that?
You can’t kidney bosses
OK, it's clear that the stun doesn't work. But the bleeding effect is not transferred to the boss?
okay, thanks for the quick explanation 😄
Then this talent is a PvP only talent 😉
(That’s putting aside the question of internal bleeding in pve even being worth casting over an envenom in the first place, which is probably isn’t)
Yep, you can run it in dungeons and trash fights in raid, but it’s usually the least picked talent in that row for a reason :P
@noble pendant Thank you very much, that answers a lot for me 😉
Anyone using SimC with linux?
You can use a docker if you are familiar with it.
link to docker image: https://hub.docker.com/r/simulationcraftorg/simc
@regal agate It seems that Wine works well. What would be the advantage of building it with Docker?
you don't need to use wine, you can build it for linux:
https://github.com/simulationcraft/simc/wiki/HowToBuild
docker has the advantage of being easier to setup and use if you are familiar with it.
@regal agate I understand but I don't see the advantages of building it when I literally downloaded and clicked on the exe with Wine and it worked.
I do not have a lot of technical knowledge in this field, so I'm asking if there are any downsides on using SimC with Wine
Given that it's so easy to install and use
wine is a compatibility layer so you might run into limitations or compatibility issues due to that.
The downside is that you don't run the application natively.
I found that changing the priority of BtE when TTD is >5 instead of >3 would increase ~20 dps
Is it a significant finding ? How much DPS change do you guys usually need to find in order to push a change?
I would need to actually see a sim for that. Because when this change was put in, I ran every number from 1 to 8 seconds and the current number was chosen as the lowest number that made any notable difference.
What's the best way to share a local SimC ?
Not having to queue, easier to change APLs
more question than research (I hope that's alright?): How exactly do sims take Roll the Bones and CTO into account? Do they go through every combination each time(which seems impossible)? Filter out combinations based on probability? Something else entirely?
not sure what you mean by that
when it casts rtb, it will give the player a buff just like casting rtb would give you a buff in game
I find the opposite to be true, but whatever works
Yeah, but when I roll Broadside ingame but roll Grand Melee in the sim the DPS is different, is it not?
well of course, because those aren't the same
how does that impact anything
simulations run literally thousands of iterations
to be accurate
Sims don't work on probabilities, they take a bunch of scenarios and give you the average or smthing
that's what I'm asking, so I guess every buff is taken into account in total?
Sims run multiple fight iterations until the error margin is statistically stable. You can view this working through all the combinations in a dynamic way as they would present themselves in a real-world situation.
^
Okay, thank you. That answers the question
@rocky mist because the buffs have a uniform distribution, when you run the simulation A LOT of times, the average dps of all the sims would be a accurate metric that take into account RNG
fwiw I am seeing no difference between different values on my profile
3-5s are all within error margin
Problem is your error margin there is 17.0 / 0.199%
Which means +/- 17 DPS
Sorry Whispyr, but this is literally my first time playing with SimC and trying to contribute
So seeing a 20 DPS difference between them is really not provably significant
Where do you find the error margin?
If the difference is within +/- if the DPS error in the report then you need to run at a smaller target error to determine if it is different or not
It is at the top of the report
Ok thanks. So I guess it can be significant when the DPS change > DPS error
My sim with raidbots above was run with lower error
~4 DPS (0.05%)
And still within error margin
Why do I have such huge error?
not enough iterations
Also, where should I copy="name"?
There is nothing wrong with 0.2% for running things locally in general
But you have to consider that when looking at the magnitude of your profile differences
right under your default
I can't change iterations btw
default APL?
like lets say your sim is this thing:
rogue="T26_Rogue_Outlaw"
source=default
spec=outlaw
level=60
....
# gear_versatility_rating=736
# gear_armor=606
under that, put copy="name"
and then any changes
if you want to change the APL, make sure to copy the whole block of apl you're editing
or else you're just adding to the list from the previous profile
I see. It was set auto. I set it now to 0.1%.
So it basically copies the profile and then add changes, instead of changing the actual profile
Correct?
copy creates a copy
and whatever you put under will go into that copy
so if you take your current profile,
make a copy
and then turn the build list for example from the default
which is that
into just actions.build=sepsis actions.build+=/ghostly_strike
then the copy, will only ever cast those 2
actions.build=sepsis initializes the build list for that profile
but will it run both sims?
so you can tinker with it as much as you'd like
what's the advantage of that aside of not overwriting original profile?
and you can keep adding copies, over and over and over
this was the code from koji's sim for example
each one of these is a copy
with "kartra" being the default
Oh I see
but then let's say copy 7s, would it use the same APLs that come after finishers?
he only changed the finisher block
so that's the only change in there
the copy inherited the entire rest of the apl before it
but because he specificed actions.finish= again in his copy, he initialized the list for that copy
Oh now I see. He did copy= at the end
That's why I was confused
Ok it worked, thanks
Running now with 0.1% error, but it's extremely resource intensive
Can barely use discord
there's a setting for the process priority
if you lower that, it won't actively try and eat your entire cpu
So this is with 0.01% error = ~8.4 dps
btw dungeon slice
Where can I see how many iterations it went through with 0.01% error?
At the very top of the report
What are some areas that are worth investigating to increase the dps? For example, I don't think I should try different gear because I guess you guys went through many permutations with all the possible gear
If I knew the answer to that question, I would have already investigated it 🤣
That's true, that's why I said "areas" and not "things" lol
You kinda have to do something no one has thought of before
I see areas like rotations, gear, enchants
I guess rotations are the one that has more room of improvement compared to the rest. I guess?
Probably
Also, when I make a copy="name", do I have to copy all the category? Ex I'm changing one usage of MfD cooldown. Should I copy also all the other apl in #cooldowns?
Apologies for the noob questions
thanks
Hey, is it possible that simc doesn't 'reapply' the opportunity buff if you get it when you already have it? In the sims I did with GS all opportunity buffs get consumed by pistol shot, which I don't think is happening in real situations with AR up if you follow the sims condition of
energy.deficit>(energy.regen+10)
You can see this in action here for example.
this happens quite often when our energy regen is high.
I noticed its not using up oppurtunity when I followed the herorotation suggestions.
I'm pretty sure thats still the correct line because I couldn't really find a improvement of that condition that simmed higher, I just noticed when I compared a few of my Logs with GS that I had more opp proccs than Pistolshots when following herorotation.
so not a find or smth, just a peace of mind thing for me looking over my logs, can someone that has more insights in the inner workings of simc answer that?
What exactly in all that you just said makes you think that the opportunity buff duration is not being refreshed?
its getting refreshed probably but not reapplied which means I had 45 opportunity buffs and then used 45 pistol shots for example. But in reality I had lets say 5 buffs that just refreshed some of these 45 ones
it certainly does get reapplied
i made an APL that does nothing but cast sinister strike
they are tracked as overflow (2nd to last number, here 42)
okay, but wouldn't that mean that simc uses up every single procc before a new one would override it?
bc thats what this is suggesting
https://www.raidbots.com/simbot/report/oWpVobLcHVJJf8ZxmMoZ5z
45 opp proccs, 45 pistol shots
yes, 45 opp procs, 45 pistol shots, and it's overflowing 7
so 7 procs are overridden
ah thats what I was looking for, well thanks for claryfing where to find them
pleasure
anybody knows is it possible to sim for other covenant abilities ? i noticed when i sim for different soulbinds it is still using my current covenant ability
you can add any soulbind/covenant/conduit by changing them in your input.
the syntax goes as following:
soulbind=name_of_soulbind/conduit:rank/...```
ah , i just changed the covanent name and it didn't work. Thanks
top gear with unlocked soulbinds will naturally change your covenant as well
as a built in feature
great no problem then , i looked at the full html report and assumed it wasn't changing. But i guess it doesn't give details about the highest dps sim which is a different covenant.
anyone here is working on outlaw wowanalyzer profile?
if yes, is there anything I can help you guys with?
ill dm you the guy thats working on it in 10minutes
Thanks
Ran a sim with Darkvein Trinket and the sequence table has the buff going from 5 stacks to 2 in one gcd, probably has a minimal impact but generally in game it takes like 2 gcd's per stack
again it probably has almost no impact on sims but thought i'd mention it
might have a bloated interaction with MA? It scales with symbols damage last i tested but idk if it scales with sin MA/leggo MA
since you wouldn't be able to fit all of the hits within the crit window
I don't usually work on too much trinket stuff but I can mention it
So question. Using Quicksim with Raidbot. When I change the weapon oil under the sim options, from SimC default to like double Shadowcore oil. Instant Poison still shows up under Damage Breakdown. What am I doing wrong?
you can use poisons and oils/sharpening stones
At the same time. #Mindblown. I been away from retail too long. I blame Classic. Thank you!
not really a theorycrafting question btw ;)
another thing btw, swapping my trinket1 and trinket2 changes where they're casted in the apl and changes the sim dps, is this intentional?
https://www.raidbots.com/simbot/report/3AVVAqb527u2W1FC7D2JBm/simc : Shattered Psyche casted first/trinket1
https://www.raidbots.com/simbot/report/7X9W6rM1gN1A7FK6fk3Fg/simc : Skulking Predator casted first/trinket1
I could see a world where this is meant to tell you which to use first but I could also see a world where it causes varied sims that confuse people
just thought i'd bring it up
yes, that is intentional
double on use trinkets are cast top to bottom
so trinket 1 will cast, incur the cooldown on 2, and if you swap, it'll be the other way around
usually it's whatever, because the difference is minimal, and top gear will sorta handle it on its own
okay cool cool
7 dps in that sim is about 0.1%, which is usually close to, or in margin
i see a 23 dps difference, but point taken
anyone looked up on how to maximize trinket potential with MA?
I guess keeping skulker's wing for the MA window has a lot of potential
but I wanted to know if someone already researched about it
I would guess that it has a 2/(your crit chance)*(% damage share the trinket has with normal use) amount of gain to hold it for MA assuming you don't lose any casts
The APL holds trinkets for MA.
Why doing that when a skulker/dread fire crit is huuuge dmg?
I didn’t see anything in tc-updates : how was BR overestimating dps in aoe ? What was the issue?
it DOES hold trinkets for MA
the issue of BR was that it was both dealing 100% of its damage as blade rush damage aswell as 40% as blade flurry damage to off-targets
Should you be going for Ring or Bracers for MA? Have both with Crit/Vers or should a make new one with haste/vers?
That would be a question better suited for one of the spec channels
Oh my badf
We need to keep this channel to actual tc stuff, not just spec questions
@lost echo I was able to find the issues with the Darkvein trinket and it should be fixed in the next build
i know dungeonslice sim does restealth in between packs. does it account for full energy regen in between packs (aka out of combat time)?
I believe so
Is there a list of enchant id's anywhere - im trying to manually type in a sinful revelation enchant and i cant find the id?
https://www.wowhead.com/spell=309623/sinful-revelation
If you go to the spell details, it tells you what enchant is being added, as well as the ID
alternatively, gear compare usually is sufficient for purposes like that, or if you really need the enchant manually, you could top gear/gear compare a weapon with that enchant, and then take the enchant_id line from that
thanks! i was trying to sim optimal drops with different builds for ST vs M+ without having to change into my raid gems/enchants to sim with them on
that sounds very doable through top gear
you can force new enchants in the consumable section, and then after the sim is done, say you want to use droptimizer or something of the like, hitting these three buttons brings up a menu to import that combination into (from left to right), top gear, droptimizer, quick sim, stat weights, or copy it entirely
oh shit, i didnt know that was something you can do, thanks!
dungeon slice spawns add waves at defined intervals with set deviations. Whenever there is nothing to attack it restealths, when there is something to attack it attacks, so the amount of time in stealth between packs will vary from iteration to iteration and pull to pull within each iteration
Yes
Isnt it a bit weird that the first encounter is a boss
It's a convenience thing for cooldowns. Instead of cluddering the APL with attempts of synching cooldowns with bosses it makes sense to just swap the order and do boss first.
Well its not always perfectly synced in m+ either and often you lust trash, so it can be a bit misleading
I think saying you "often" lust trash is severely overstating the frequency at which people lust trash
People lust bosses like 99.99% of the time 😛
But as Mystler said, generally speaking people structure pulls so CDs are available for bosses, it just makes more sense to do the boss fist from an APL structuring point of view
It is meant to be a generalistic approximation, and doing it this way approximates it in the most straightforward way
I also think people forget the purpose of sims when they criticize the disparities between dungeonslice and a real key. The actual numerical result you get from the simdps outcome is obviously meaningless. And as a result the differences in structure between the sim and reality don't really matter; all you want from the sim profile is a consistent environment to run iterations of multiple gear setups to compare them against each other to make informed gearing decisions in game.
Yes, indeed so. With the iteration-based approach and overlapping add waves+restealths, the goal is to approximate the environment in a way that allows weighting of ST vs. AoE things appropriately. It's not intended to be "perfect" nor does it need to be. Especially with target caps how they are now, getting overly specific about implementation doesn't really change the results all that much.
It's likely we will take a pass at refreshing the DungeonSlice wave profile at some point in SimC when we have gathered a bunch of dungeon data, but based on my observations so far about SL dungeons I don't really feel like any of those kind of changes would make a big difference for Rogue anyhow.
i think the only critique i have for dslice is that there is too much of a coming and going of mobs. in those 4 minutes of trash, you fight like 30 mobs or something like that. its not really relevant except for MfD and i guess hammer of genesis/first strike, but in real dungeons you dont have that many mobs coming and going on such a short interval.
I think restealth intervals are lower than reality by a large enough margin that things like MA and First strike will also be overvalued to some degree. Not sure how big of an impact that actually has on results, though
my MA uptime in real dungeons is basically the same as in a dslice sim (20%) so i dont think MA is problematic
Yeah restealths is something I've looked at a fair bit and MA uptime seems pretty close to real dungeons for me
how are you measuring your MA uptime? Logs or combat time only
details
details only tracks in combat time though
so if im stealthed between packs with 100% crit for 30 seconds that isnt counted
iirc you get like 5 mid-pack restealths on average, ignoring the pack after the boss and in precombat
Yes, I know, that's why I asked
5 restealths over 4 minutes of pulls basically
Which I don't think is too far off reality
I mean especially for Outlaw, we get like
Quite a large percentage of our MA from Vanish anyway 😛
but what i mean with the flow of mobs is that a dslice sim gets 32 MfD uses in 6 minutes which is WAY too many, and i dont even think the problem is that the APL is too good at sniping, its just that so many mobs come and die
I suspect a lot of those are very low duration "emergency" sniping that is inflating the value a bit but I may look into it
Could potentially put a line_cooldown on the sniping to prevent unrealistic speeds
i mean i do "emergency sniping" too and i think im pretty good at utilizing MfD, and in a 38 minute dungeon (22 minutes in combat, damn DoS has a lot of downtime lol) and i had 77 mfd casts
Do you guys know if the latest APL follow this logic:
Vanish > dispatch > mfd > bte/dispatch > ks - with flurry active and MFD
Vanish > ambush > bf > ks - without flurry active
Vanish > ambush to max cp > dispatch > ks - with flurry active and no MFD
(With MA)
This is really a #outlaw question, but you can easily just look at any aoe sim that uses killing spree and see how it uses it
@civic mango When I asked there, they told me they do not know how SimC works.
Lol
I said specifically "idk what the apl does you can check yourself" not that "idk how simc works"
These sorts of questions should stick to outlaw, tc research isn't a channel to ask questions like this. It's getting spammed with way too much stuff like this
something weird is going on with Phial of Putrefaction and its not just applying the buff to you every 5 seconds like the tooltip suggests. I tried finding out what it is but i have no clue if its hasted or just bugged or i dont know.
in the simc spell data its min 5 seconds too, so it seems to me like it undersims
i see it proc twice in less than 2 seconds sometimes even in logs
Since the buff is hidden it's hard to say for sure. I think it being hasted would be odd but certainly likely based on those logs.
Although considering it basically sims as the best trinket atm I don't think it's leading anyone astray by slightly undersimming 😛
Also looks like it rarely can simultaneously proc, but who knows what conditions lead to that since it seems pretty rare
It's certainly not just because of simultaneous hits since Blade Flurry appears to proc it and that would always trigger it if that was the case (but doesn't)
Probably some form of aura lag I guess
Only happened one time in that log
But I dunno, during lust on the same set of logs
So no idea tbh
I would wager it just randomly doesn't get consumed sometimes more likely than being hasted
Most logs seem pretty universal at 5s intervals
But it's so hard to say
Would need something more controlled than a raid log probably
my best bet is server response time and packet sending if autos/some abilities overlap in some way
would need huge sample data for it to really check in a real enviroment sadly
If Flagellation change as in ptr (1hit-%100 ap) . wouldn't it be very strong with Lashing Scars conduit (extra 2 additional hit and deal %50 increased damage)
another addendum to Phial of Putrefaction being better than it sims. It snapshots your stats (crit atleast, probably all stats) when you apply the first stack of it. this means opening with MA always gives you 100% crit on the targets you apply the poisons to within the first 4 seconds. Should probably also work with haste and vers but i havent tested it.
@maiden cargo this might also be why celerity didnt increase the damage of the trinket when i tested it, should probably test it with other trinkets again
That is... very odd
Is there any sim comparing the usage of Vanish > ambush vs vanish > dispatch for CTO procs?
Considering sometimes the vanish > ambush combo bugs out due to stance bar delay, it might be viable (?)
that can be done through APL editing. If you would like to try it for yourself, a guide can be found here: https://github.com/simulationcraft/simc/wiki/ActionLists
Dispatch is already used for CtO in a number of cases
Out of opening I'm testing vanish > dispatch in some cases, but I don't know if it is solid
Gonna try to edit apl when I get home
Anyone here to help me add a pre-combat trinket usage
? I keep getting the same error "Action 'use_items': Can only add harmful action with travel or cast-time to precombat action list."
That error sounds pretty self-explanatory, which trinket are you trying to precast?
iqd
I had the same error when trying to add pre combat Memory trinket
Can I just override a buff of something ?
I think unique effect trinkets that can be used pre-pull without aggroing need to be specifically flagged non-harmful in their implementation, but Mystler or Koji probably need to take a look
oh ok
Zoldyck is currently not affecting bone spike in execute range in sims. Not a huge change, but should bring necro up a little bit for sin. Here's a sim showing dashing vs zold, and bonespike doing equal damage: https://www.raidbots.com/simbot/report/fHor3VNnYuHQDQBXKAC1D7/simc
Comparing to a random heroic log of a necro sin rogue: https://www.warcraftlogs.com/reports/6GdmJpvkTPnVa9NM#fight=5&type=damage-done&source=14 it's easy to see that sbs is getting buffed in execute range.
Thanks to @ornate thorn for bringing it up
okay cool
Zoldyck sim logic uses the Mastery whitelist to figure out what should apply
So technically this will get automatically fixed for PTR as they have added Bone Spike to Mastery
But will look to see if we can do something temp
(There is no spell data related to Zoldyck so unfortunately this has to be done via other means)
Next thing to annoy koji with. I haven't looked too deeply into it, but there's a line to CT in single target. I took a glance with a variety of talent setups here, and imo there should be at least a tweak to the line (these sims are done with my own character in this case, no bis list nonsense): https://www.raidbots.com/simbot/report/5KvBDu9fodpdd9UJoEad6P
Kind of a mess to read since I shoved them into one big sim, but the TLDR is that it's either a gain, or neutral when running with any vigor setup. Maybe a check for MFD talented? Idk how deep the rabbit hole goes on this with up/down/neutrals. It just feels like it's hurting more setups than it's helping
(Side note please buff envenom why is this even a thing that needs to be considered on single target)
Seems like this may need some more specific comparisons to isolate what’s going on in terms of the actual determining factor since Vigor shouldn’t impact it really at all.
yeah, I tried to look at it a little closer, but my brain melts trying to understand the variables at play
It’s really just a dpe issue between Envenom and CT
yeah, that's why I was thinking EP
but then when I checked EP combinations, MFD combos were doing better than vigor setups across the board
Could have more to do with like Shiv usage than anything
Was always more borderline with TB than Exsang
there's a check for shiv already built in
Sure but that could be part of the problem since Shiv isn’t exactly the same as TB
Most of these differences are very small. Could just be some timing issue
with the difference in dpe being so small, makes sense that the difference in sim is small too
but pulling it into dungeonslice
it's neutral for MFD, and 0.6% for vigor
unless I've done something wrong
which is super weird to me
Well that would further indicate to me a timing or TTD issue
correct
@knotty oriole I think I found the reason for most of it. Changing the TTD condition from >4 to >10 seemed to pull the margin in significantly (naming being the same, CT profiles are the default, unmarked are the update):
https://www.raidbots.com/simbot/report/8zNe22YrVLKwXszAHyvP8K
@knotty oriole after testing on PTR it appears SBS doesn't scale on mastery anymore. I was able to clearly witness damage modification when switch rings with or without versa.
But going from no Ring to 150 mastery ring did not change any of the damage, even after refreshing
might have been fixed or is WIP
I personnally believe Sep and SBS should scale with mastery while being tuned so it doesn't go out of control.
Hey does anyone know how you would sim this on urself?
external_buffs.name=“x/x/x”
Would be how you would apply that. I’m fairly sure that’s a ptr change though, so you would need to get the newest branch of simcraft, since Raidbots wouldn’t be updated until the patch goes live
Ya it’s the ptr thing thx
I would suggest asking the warrior discord on the actual implementation currently instead of here
@plain coral so I looked into this some more
Seems like whoever did the spell data change made an oopsie
They only added it to the family flags of the direct modifier on Mastery
Not also the periodic modifier on Mastery
So even though the DoT spell is in the whitelist, it's only on the direct damage affecting aura
So I think it's fair to say it was probably their intent that Mastery should affect it, it's just that they implemented it incorrectly
are the "new" dslice raid events documented anywhere? i believe https://github.com/simulationcraft/simc/wiki/RaidEvents this still lists the BfA version
Just updated it, should be able to refresh
My big questionmark is : Does Doomblade actually synergyze with Zoldyk. Because if it does, and if at some SBS is flagged to work as well with both Mastery and Zoldyck. I can bet you that Necrolord Rogue will have some very strong execute niche
Yeah no idea about that until a point where we can use both at the same time. Since Zoldyk is all server-side script magic, can't really say what would and wouldn't work with it
Think I found something better
is it removing CT entirely?
Adding a pooling condition to the ST CT line seems to be more effective by the looks of it compared to adjusting the TTD or removal
Same energy condition as Envenom
energy.deficit<=25+variable.energy_regen_combined
so still CT on 1 target sadge
It's +0.4% for 2210023 vs. +0.2% for removal
for example
It's much lower CT casts because there are more Shiv overlaps
well, I'll accept that I guess :P
9.7 casts for 5m PW vs. 17.9
I actually think it's not really DPET related, I noticed some slight skews with EP uptime
Was losing like 2% EP uptime
Which I guess makes sense given the low energy regen levels
yeah, it still just feels so wrong
I mean technically it's still only like +0.2-0.3% or something so
Not like dropping it is particularly negative
Mostly just wanted to address any losses
yep, thanks for looking into it
hey all. observation to share that i don't think is limited to rogues but thought i'd start here. i recently switched to NF and have run a few dungeons with first strike. i noticed that my first strike (FS) uptimes are far lower (less than half) of what the sim tells me the uptime should be. i understand there are many factors that can influence that IRL, but based on rough napkin math, I'm wondering if maybe simc is inflating FS uptime across the board. ex: simc tells me uptime of around 23%, but based on the breakdown of dungeon slice fights, i napkin out that it should be somewhere around 14%.
there's a lot of reasons why that could be
aye, i can imagine many. just wanted to see how it's calculated in the sims. make sure it's not doing something crazy, like being double counted every pack, or not properly triggering on all mobs when using BF, etc.
it may very well be implemented perfectly
I dunno, I had an uptime of around 20% on my SD 15 run last night that I logged
And 24.8% on Plaguefall
So I'm not really seeing anything that would cause any concern to me
k
I'll list some out, be aware that it could be any of these, but most likely is a combination of them:
- rotational difference between the sim/you causing an extra second or two of buff uptime sometimes
- how long packs last (if you have 5 seconds of FS uptime on a pack that lasts 20 seconds, that's a lot higher % than a pack that lasts 100 seconds)
- amount of packs compared to boss. the dungeonslice boss is a third of the simulation roughly, but if you're pulling big between bosses, you have less uptime naturally (getting 5 seconds on 10 mobs at once is lower than getting 5 seconds, on 10 mobs, but 3 at a time)
From my PF
Much lower on a dungeon like DoS since literally half the time in the dungeon is spent running lol
Problem with looking at logged numbers is that they don't exclude out of combat time so it's hard to say on dungeons with a lot of running or intermission time (say angels in SoA)
right, so then i took sim vs sim napkin math and it also felt off
ex: say the sim is comprised of 8 fights, 5 second uptime for each (simplifying here), that's 40 seconds of an X duration sim
Average duration per trigger is basically always higher than 5s though
On packs
Unless you are opening with an AoE attack, you're looking at 6s minimum
(Which is a 20% difference, so that's non-trivial)
And things can get offset even more when caster mobs are involved or any split pack
Like got a 9s duration on the first pull of SoA I did this week
Duration on average will be 6s minimum for packs, and probably like 6-8s on average
Since none of the Rogue specs open with AoE, it's safe to at least assume 6s though.
ok. still, napkin math comes out 5-8% lower uptime than what sim results show me but i'll just chalk it up to being the most efficient it can with uptime.
It's 8 stealths (initial + 7 restealths) but not 8 pulls. There are non-stealthed offset waves in DSlice to account for some chain pulls, as a full restealth rate is unrealistic.
stealths don't come into play, right? it's purely encounter count
Yes
like, you don't need stealth to trigger it. if you have N encounters, and an estimated Y duration, it's just N*Y
anyway, sounds like it's working as intended/expected!
Anyway comparing logs to sims is tricky because of downtime as sims have minimal downtime compared to some dungeons. On dungeons with chain-pulls, it seems pretty close. On more spread out dungeons, it will be less. Just depends on how fast you are pulling at the end of the day.
yeah, i follow that, which is why i abandon comparing actual runs vs sims and just went straight to sims vs math.
i just must not be accounting for something, or perhaps it's more like 7s sim duration instead of 6, etc
I believe the one odd exception/caveat in-game is that Pride does not trigger First Strike correctly, but I don't really think that is relevant for most keys as most people slow-roll prides without CDs anyway
The spell data overrides for the legendary changes (if i did no mistake):
#Rotten
override.spell_data=effect.872743.base_value=50
#Deathly shadows
override.spell_data=effect.841452.base_value=20
override.spell_data=spell.341202.duration=15000
#bloodfang
override.spell_data=effect.840280.ap_coefficient=0.1235
#greenskin
override.spell_data=effect.840586.base_value=300
#guile
override.spell_data=effect.840596.base_value=5
override.spell_data=effect.840597.base_value=10
override.spell_data=effect.840598.base_value=15
#tiny toxic blade
override.spell_data=effect.839725.base_value=500
#doomblade
override.spell_data=effect.839729.base_value=45
#duskwalker
override.spell_data=effect.840325.base_value=30
@regal agate overriding energy component of dusks doesn't change Ven usage interval for some reason, changing seconds per energy spent does tho :/
https://www.raidbots.com/simbot/report/iFdjSJEQmPyWUbWXCSpT4U/simc - per 50 to per 1 energy
https://www.raidbots.com/simbot/report/qG21nKuEbTXyhBzePFeG4L/simc - 1 second to 1.67 seconds per 50 energy
@regal agate Guile has three buffs that activate over time, they were originally 3%, 6%, 10% damage but now are 5%, 10%, and 15%
override.spell_data=effect.840597.base_value=10
override.spell_data=effect.840598.base_value=15```
ah, thanks, i seemingly missed those (updated the original post)
@merry cloud when setting the sim to use vendetta on cd i see this change in interval:
sims:
https://www.raidbots.com/simbot/report/xxioQTmp3zg8qCWTDmcpyH/simc
https://www.raidbots.com/simbot/report/39ubQuCMR4S2JVVv77hevx/simc
~9% lower.
I mean I put it to have ridiculously low cooldown with 1 second cdr per 1 energy
https://www.raidbots.com/simbot/report/pwoj6bqfN931dzvXtm3rXn/simc
if I remove any condition on vendetta usage it still doesn't change
maybe i made a mistake in the spell data overwrite
I don't think you did, I checked effect id
you can see in report it changes dusk effect#2
I checked code and it does use that effect base value but overriding it doesn't seem to do anything
You need the newest version of code to handle a more aggressive value
Due to batching
i think ambush_condition is not ensuring the actor gets to max cp as it is intended
from the second sim here https://www.raidbots.com/simbot/report/phcJshzZLTqsDbsXUvan8Q
made vanish only be used at ambush_condition for the sake of testing and kept seeing this
well i now realize that ambush_condition is not supposed to ensure that you get to max cp
Hello ! I think I finally find a way to do a proper Vendetta + Sepsis sync in the APL.
The idea is intuitive : Delay one cast of either Vendetta or Sepsis so they sync without loosing any casts of Vend/Sep. The sync is made at the end of the sim rather than at the start to account for Zoldyck bonus but the change is a gain even without legendary.
So I changed both Vendetta and Sepsis lines this way :
_For Sepsis :
actions.dot+="/sepsis,if=fight_remains>100|fight_remains-10<cooldown.vendetta.remains|cooldown.vendetta.remains<2|debuff.vendetta.up"
_For Vendetta :
actions.cds+="/vendetta,if=!stealthed.rogue&dot.rupture.ticking&!debuff.vendetta.up&variable.vendetta_nightstalker_condition&(!covenant.night_fae|fight_remains-15<cooldown.sepsis.remains|dot.sepsis.remains|fight_remains>125)"
I tested the range for cooldown.vendetta.remains<x from 2 to 10 and 5 was slighy better than 2 in some case. Not relevant gain tho.
I did not check every value for fight_remains-X<cooldown.sepsis.remains tho. Maybe there is a better one.
I tested this change over a wide range of fight lenght (with combat_vary_lenght
) from 100s to 380s and it show a win in every single sims, with a solid >0.5% over all the 140s-300s range
Below 300s and 180s sims.
https://i.imgur.com/HVAmdYr.png
https://www.raidbots.com/simbot/report/svBgkq1D7J1iDJYBGwbs2M
https://www.raidbots.com/simbot/report/kaHDLz7erikacLurSqJmFR
Ps: I also tried to sync Vanish with Vendetta as well because it is naturally desynced in iterations where Vendetta is delayed. Does not seems to show any particular loss but the gain is marginal at best (0.1%)
But I wasn't able to do the Vanish sync I wanted to do (Casting empowered garrote before Seps rather than during Vendetta)
Oh and I think there is also a marginal win to catch by delaying these last Sep+Vend by a few second to have Seps inside Shiv as well, but I was not able to implement it the way I wanted to without breaking everything 😦
Sounds interesting. Was looking into some similar stuff last night and will test your changes today!
Very nice thank you !
I was seeing some fairly straightforward gains at most fight lengths and DS (due to refund desyncs) just changing
actions.dot+=/sepsis,if=debuff.shiv.up|debuff.vendetta.up|cooldown.shiv.remains<2
That's interesting. I'm conviced that there are improvement regarding shiv and sep syncing as well but I was not able to find something good
I’m guessing this may not work fully well with Duskwalkers without some changes?
I don't know, but this night I quickly tested without legendary and it was working good at least on 300s sims
Oh you duskwalker sorry
yes for sure
but Duskwalker naturally sync Vendetta and Sepsis
Oh well ... in 9.0 at least xD
I think Duskwalker in 9.0.5 should give Vendetta 60 to 75 cooldown so it will probably be another nightmare to sync
Yeah it’s around 60ish
But the win is also double diping from both a buff to Sepsis damage and a sync to Niya's Grove_Invigoration buff, so it might be easier to Sync at least Grove
Less concerned about it for live CD numbers since the patch will be soon
And nobody uses it atm
But probably will want to support the updated numbers on PTR at least
Idk if it will be as effective with Duskwalker. But with such short cooldown it will be hard to find a case where you want to delay Vendetta without loosing a cast
Delaying Sep in case where you don't loose cast will probably always be good anyway
Oh and btw the sync might also be good for Venthyr as well
should probably work the same way
Well maybe need to just check the runeforge and skip that criteria. Hard to say.
Just wanted to keep it in mind since that legendary was performing a lot better with the updates
Yeah I'd like to do tests on PTR but unfortunately it's not possible actually test legendaries because I don't have theim 😭
Duskwalker feels good but assuming fuu's sims it's still a bit behind others ? or it just a question of optimisation idk. But this legendary will deffo find it's niche in real raid encounter
the legendary vendor is on the ptr
apparently there are two npcs in oribos, imma try it out
NICE they listened !
I make a report saying "I don't understand there is a bug : I can't find the legendary vendor"
xD
Since people are curious about it in spec channels, here some single target preview top combination sims for 9.0.5 with Flrgrrlation and Lashing Scars implemented as it seems to work so far. Centralizing for all specs here.
Assa
Outlaw
Sub
Likely there's further tuning to be expected as Lashing Scars is easily the best conduit for all (Venthyr) specs (except Count the Odds which is just a top dog no matter what).
BIG disclaimer: This is just random ballpark sims using SimC default profiles. APL improvement might be out there. We may have missed hidden changes or bugs. Things can an will continue to change with PTR iteration. Also Doomblade is currently really buggy and underperforming in the game, which is not accounted for in the sims. For simple discussion, hype, or doomsaying, please use the spec channels.
@knotty oriole are you here dude ?
I think you maybe incorrectly indentified the Doomblade bug. I don't think it's not about not scaling on the full mutilate ... but rather that it is reduced by armor
twice actually (once on the mutilate, once on the dot)
I think Lorentz hypothesized about the armor
But I don't think we were able to fully match up anything in particular there either
I think the damage is broken enough that just posting how broken it is to Blizzard is probably good enough.
😄
Since it's off by a rather significant factor
yeah
if it was the main hand mutilate thing, the 2nd dot should have done maybe more damage (~220 rather than 192)
Is bloodfang working as intended? Since they implemented legendary vendors on PTR i could get around to test it. And the dmg (even after buff) is extremely underwhelming
2% for me on ST and 4% on aoe
hardly the advertised 4%+ for ST
I think we did identify it wasn't ignoring the OH but more it's a calculation problem
As to if that's armor or the 4th tick magically disappearing, who knows
Dunno, I haven't seen any logs that show Bloodfang as incorrect specifically.
you think it should tick 4 time over 8sec ?
Has anyone logged bloodfang
It used to tick 4 times over 12 seconds
but the tooltip still show incorect damage
Yes the tooltip was always kinda fubar lol
if it was a tick missing it should match the tooltip info
The buff duration was always bugged
And showed a smaller amount
But there was a 4th tick on the server
At 12s
Don't ask me why 😄
kk
well it seems to "work like plague"
but it's wierd
like if I just go there and hit the dummy with mutilate once the tooltip will show like 200 dmg
and if I start hitting the dummy harder like normal rotation, the tooltip increase
up to like 1200+
even bugged it's actually pumping
Oh and yeah that's another story ! Different dummy show different variation xD
https://i.imgur.com/K0NxJZE.png on low level target the variation is considerably lower.
it deal ~92% of the tooltip damage while it's more like 70% on lvl 60 dummy
Could indicate it being armor-related yeah
Feel free to add the comments to the bug report if you want to 🙂
Blizz is looking at it ?
Apparently
For now I was primarly focused on understanding the mecanics of the dots
it is deffinitely ramping up
Yes I mean it is definitely an "ignite" style mechanic
Where it ramps pending damage
yeah but works wierd
because if I get double crit the tooltip show big damage, but if I override it
it doesn't to the full "big damage"
see what I mean ?
it override the big dot, just like if not hitting mutilate after a double crit Mutilate would be somehow optimal
It should just roll the pending damage, minus the tick damage into the new one
That's how it worked on beta anyway
well it's probably how it is intended to work and that would make sense considering it can't crit, is not hasted etc...
like it's not regular dot
but look
if it was working as a "ignite" style, the 3rd tick should be higher than the last 2 one
here I just added a mutilate after 2 ticks has already passed
or maybe it just recalculate the value idk ...
yeah ok I'm stupid. It works as intended. It just recalculate the value everytime. On that screenshot the last "missing" tick from 1st mutilate is just split between the 3 remaning ticks.
numbers match. (6x106000 = 2x106000+3x142000)
hahaha I think I found out, not only Mutilated Flesh is reduced by armor, it reduced by armor twice.
numbers match xD
Nice
is there a way to know how much armor exactly have mobs at lvl 60 ?
I'm just calculating it with basic maths but feels wierd
HAHAHAHA I think I discovered another bug
It's not Mutilated flesh which is reduced by armor twice .... it's Mutilate which is incorrectly educed by armor
every single ability that I tested show a damage reduction of ~30% from armor. Tested Shiv / Ambush / Shadowstrike / Backstab. They all show a variation from 29% to 31% compare to the tooltip number.
But Mutilate only show ~17% damage reduction
AND mutilate flesh also show a ~30% dmg reduction from armor.
The most fun about it is that sqrt(0.7) = 0.83
so that ... unless it's incredibly lucky, makes me believe that the damage reduction from armor to mutilate is square rooted
lets keep that one for ourselves (?
I don't think it's bug
looks like it's intended
I don't see how it is possible for Mutilate to only take sqrt(armor reduction) unless someone explicitly wrote it in the code
I don't really think there is anything odd with Mutilate
I think it's more just how the tooltip is formulated
but why would the tooltip include armor reduction in it
idk it's wierd why would mutilate have a effective / tooltip value different that all other spell, when all other spells have the same ratio (~30% damage reduction on the target I'm testing)
make no sense
I'm 90% sure that Mutilate only take sqrt(armor multiplier) for some reason
that's another dummy which have reduced armor for some reason.
1st = Mutilated Flesh
2nd = Ambush
3rd = Shiv
4th = Mutilate
it deals MORE damage than the tooltip is showing
so it's not sqrt but there is something odd
I wouldn't really trust the tooltip at all
It's adding two s values together from different spells plus the OH modifier
I would look at the AP coefficient it's supposed to do and compare it to other abilities
I fugred out for this one, the dummy just have ... something in it that make it takes 24% additionnal damage
mmmh I can try that
but for the number I linked you, if you just divide theim by 1.24 you get the same value I had on the 1st dummy. So it show a basic 24% damage amp just like the dummy had a hidden buff or something
is it a different level dummy?
lvl 60 dummy vs "raider training dummy" world boss at boralus
but every single other dummy
lvl 60 dummy at boralus, boss dumy at SW, dummy in Necrolord hall
they all show 30% difference between tooltip and effective damage
so I just assume this dummy is a black sheep
AP = agility right
so I can compute Mutilate myself
with the formula
The tooltip seems to be correct unless I forgot something :
I have 1369agi and 25.92% versatility.
Wowhead said it's (35% AP) + (35% AP)*0.5
So 1369*1.5*0.35*1.26*1.51 = 1366.57 that last 1.51 being our damage aura and the tooltip show 1368
I don't really see anything wrong here with comparing the OH hit with Shiv damage
One is 50% AP the other is 35%, 0.7 ratio... 0.7x627 = 438.9
So seems totally fine
then I'm missing something, because wowhead tells me off hand is supposed to be only 0.5*35 = 17.5% AP
yeah but Shiv is an OH ability too
so it's divided by 2 right ?
I'm missing something then in my calculation
but why does it match Mutilate and not Shiv everything else
because the formula I wrote earlier is litterally matching Mutilate tooltip, but not matching any other spell in the game
I guess what I'm missing is also what is missing in this Mutilate tooltip haha
Ok it's weapon damage
most likely
I thought weapon damage were just converted into AP since BFA
It is indirectly but it's not in the AP tooltip
It still does not resolve the issue I have with my calculation matching mutilate tooltip. edit : probably just an unlucky coincidence.
The tooltip is just wrong fuck it I give up
xD sorry for the flood
Rule #1 of WoW TCing is "never trust the tooltips" 😄
I mean if my maths would not have match the tooltip
I wouldn't have thinking about it too much
really unlucky
Some flag stuff with an interesting caveat:
As a TLDR, this handles with the sync of flag and vendetta. The lines here are as follows:
actions.cds="flagellation,if=(cooldown.vendetta.remains<=3|debuff.vendetta.up|spell_targets.fan_of_knives>=2)&target.time_to_die>5"
This change seems to easily be a gain in single target: https://www.raidbots.com/simbot/report/de4WmmRR3hVvyv4B6XKbLG
With a wide range of talents: https://www.raidbots.com/simbot/report/eXoZVgUEqehAU4FrfpEKe2
In sustained aoe (with aoe talents): https://www.raidbots.com/simbot/report/hUQ7rzBAvTAbiDJDPDT5fv
and heavy gains in dungeonslice (more on this later): https://www.raidbots.com/simbot/report/6njX8TtMHxP1S3PDpf1bo
Currently, and in probably the next 1-2 tiers, that's not a problem. There is however an issue here. These changes do not seem to
SCALE with gear very well. Comparing the first sim in single target (with ~16%/520 gear haste), to a BiS profile (with ~28%/920 gear haste), brings the gain down from 0.5% to 0.2%, seen here: https://www.raidbots.com/simbot/report/aPkE93uWUqT7ZScJMRb6xW
Adding a boatload more haste again to this profile actually turns the gain into a loss entirely (this one with 44%/1520 gear haste): https://www.raidbots.com/simbot/report/n7SNhoSUsCrXg97xEuw6Bw
I found the inflection point at around 35-36% gear haste, or 1200 rating, seen here: https://www.raidbots.com/simbot/report/pkDt8iLskGwL9TrHbkuVh5
My best guess currently is that uptime on the buff is more important for some reason. (The APL change lowers the uptime from flag from ~29% to ~23%).
fwiw that's not totally without precedent, we did have some reroll inflection points for Outlaw at N% crit
And I added variable support for it into the APL to check
Need to find the property again.. one sec
The dungeonslice stuff has some more basic snooze logic, as I also added a simple time_to_death check to flag, and vendetta (which was missing it), with success regardless of syncing issues. That alone accounts for a substantial dungeonslice gain for venthyr (this one being a simple target.time_to_die>5 check on flag, and &target.time_to_die>5 tacked onto the end of the vendetta line) : https://www.raidbots.com/simbot/report/aA9QotsuA6povT8FYS8tGx
Here is that sim without a covenant at all, again showing quite a large gain: https://www.raidbots.com/simbot/report/iTMR5TJvifRbFLz15SBHH5
Could possibly try making a variable and checking value=attack_haste<0.4 in precombat after snapshot_stats or something like that
raw_haste_pct also works off unbuffed I think if you don't want to make a variable
https://www.raidbots.com/simbot/report/vyRD1A3Jr5aLxbszQj5Pwd
https://i.imgur.com/Se3eq6t.png
This is using the same logic I used for Sepsis with your profile. Could possibly solve the issue of loosing Flag casts that seems to show a loss with truck load of haste (the logic is made so that it sync only if it does not loose flag nor vend casts)
https://www.raidbots.com/simbot/report/6XKpXGznnXvLX3FZJ4H4VK
https://i.imgur.com/BUVyQzj.png
this is with you 1500+ haste input
Syncing Vanish with either Vendetta or Flag with Subter for base profile
https://www.raidbots.com/simbot/report/jPkUkDwxPXCn7R4vwkw2zX
https://i.imgur.com/dLNyEgS.png
And with Truckload of haste
https://www.raidbots.com/simbot/report/5zoNLxvcYTHPFvrD5LN1uV
https://i.imgur.com/UbpuVLX.png
On the 180sec marker it's a massive gain as well (~300s usually delay vendetta without loosing cast rather than Flag, but on 180sec it obviously delay flag on iteration strictly <180s)
https://i.imgur.com/tvNR4XP.png
This might explain the massive win you get in dungeons slice
I found some easy but big optimizations for dreadblades and flagellation for outlaw. I changed the priority of the two abilities so the APL uses them alongside each other. The best outcome specifically comes from using flagellation at max CP, finishing, and then following it up with Dreadblades. I also changed the priority of Adrenalin Rush to be higher than both flagellation and dreadblades which is another small gain. All in all this is a ~ 2% gain for Dreadblades used with flagellation, and makes it even competitive with alacrity on long encounters (5min sim) and actually significantly better than alacrity on shorter encounters (1.6% better, or over 100 dps)
https://www.raidbots.com/simbot/report/peC9PyxYH5GGTRpEF59rg8 (2min patchwerk)
https://www.raidbots.com/simbot/report/fGQoqK7A3Vz6Dnvxm1q2BK (5min patchwerk)
(DB is just the default APL running dreadblades, alac default is the default APL running alacrity)
I think there are possibly a lot more optimizations to be had (im not using any hasted trinkets in the profile, maybe a change in reroll logic for broadside during dreadblades or ensuring the APL doesnt have to reroll or "waste" globals otherwise during the DB/flag window). Im looking into it more, just wanted to post a quick first result.
Wouldnt that mean, assa is the Best st Specc 🤔
With the Sync discussion we've made earlier and some profile variation around gear it seems like Assa is being close to Feral DPS.
yes
I expect theim to tune Lashing Scars tho, either during PTR or shortly after patch release. Nothing is final yet.
lashing seems to be over budget, but just like cto it could possibly end up not tuned.
The sims looks kinda scary
https://i.imgur.com/bDvaDPK.png with Lashing Scars + Doomblade + Venthyr sync thingy
it start being really over tune
not gonna complain, that's all we have (damage)
okay those sims are without lashing scars and with dauntless duelist. With lashing scars, Dreadblades actually wins on 5 minutes too and wins even harder on shorter fights. Also not rerolling during dreadblades is another small gain
5min: https://www.raidbots.com/simbot/report/qFHZcT6ruRGkKd8zHuCuZB
2min: https://www.raidbots.com/simbot/report/tJ2e6eF3W3MHKCDBgcLitx

Dreadblades has never worked with Flag afaik.
The Slaughter tooltip was because Slaughter was a CP generator (since it was just an Ambush clone)
yea just tested it on ptr now, too. doesnt really matter though since flag > dreadblades makes sense anyways with flag having longer duration and you being able to use it at max cp
I’d really be kinda surprised if Lashing Scars wasn’t nerfed though since it destabilizes what they seem to be going for with the covenant balance. It’s relatively close otherwise.
I’d also argue that if Alacrity is still within 0.4% of Dreadblades even in the best case you will still run it since in practical terms Dreadblades is probably not actually usable sometimes due to the HP loss.
(Why is that even a thing outside of "lore reasons")
But @lean talon @plain coral if you could provide some text diff check links that would be helpful for me to test integration of this stuff since I don’t know what all you changed at a glance.
Thanks for all the work on this stuff, everyone.
@knotty oriole yeah sorry it was same thing that Sepsis actually, I did not even tried to change it
I may send you my CLF sync line from BfA for reference
It might work a bit more generically
So I changed both Vendetta and Flag lines this way :
_For Flag :
actions.dot+="/flagellation,if=fight_remains>100|fight_remains-10<cooldown.vendetta.remains|cooldown.vendetta.remains<2|debuff.vendetta.up"
_For Vendetta :
actions.cds+="/vendetta,if=!stealthed.rogue&dot.rupture.ticking&!debuff.vendetta.up&variable.vendetta_nightstalker_condition&(!covenant.venthyr|fight_remains-15<cooldown.flagellation.remains|buff.flagellation_buff.remains|fight_remains>125)"
actions.cds+="/adrenaline_rush,if=!buff.adrenaline_rush.up" actions.cds+="/flagellation,if=variable.finish_condition" actions.cds+="/dreadblades,if=!stealthed.all&debuff.flagellation.up&combo_points<=2"
and
actions.cds+="/roll_the_bones,if=buff.dreadblades.remains=0&(buff.roll_the_bones.remains<=3|variable.rtb_reroll)
i just removed the MA condition on rtb since it wasnt relevant for my sim but you would obviously need to add it again. also should probably put something in to make the APL reroll earlier right before DB so it doesnt drop rtb.
I also changed Vanish Subterfuge line with basic stuff but it was at beast only marginal
actions.vanish+="/vanish,if=talent.subterfuge.enabled&cooldown.garrote.up&(dot.garrote.refreshable|debuff.vendetta.up&dot.garrote.pmultiplier<=1)&combo_points.deficit>=(spell_targets.fan_of_knives>?4)&raid_event.adds.in>12&(buff.flagellation_buff.up|debuff.vendetta.remains)"
Attempt to align Guardian with Vendetta as long as it won't result in losing a full-value cast over the remaining duration of the fight
guardian_of_azeroth,if=cooldown.vendetta.remains<3|debuff.vendetta.up|fight_remains<30
guardian_of_azeroth,if=floor((fight_remains-30)%cooldown)>floor((fight_remains-30-cooldown.vendetta.remains)%cooldown)
@plain coral
(Should use fight_remains nowadays rather than target.time_to_die, and the 30s was just due to the duration of CLF)
That's what boomies are using
but I looked a bit into it and realise boomy had a different goal. Their goal wasn't to "prevent a loss of a cast" and rather "have the same amount of Sync while trying to add an additionnal convoke" and I was not able to really make a use of the % operator
but if you don't modify the Vendetta line, it will not delay the vendetta as it should do so we have to add this on both Vendetta and Flag ?
Oh yes also I remember why I left this way, also because it will try to sync at max at the begining and then fire on CD when it can't be synced anymore. And I wanted it to be synced at the end of the fight to give more value to Zoldyck
Don't think that would be relevant for Flag though
But it's hard to say if that is helpful in a general sense
Shifting to the end of the fight that is
Haste is still good for execute but it will not be relevant for Doomblade at all for sure
Same reason way way back in the day that people argued for and against using lust at the start vs. end of fights with damage amps
It doesn't always provide a gain because it speeds up the phase
vs. speeding up getting to the phase
So tricky topic 😄
I need to take another look at Balance thingy but I have to do irl rn 😦
Calculates whether using Convoke now will allow you to still cast the same amount of Convoke+CA/Inc casts```
but again as I said, their goal is to keep the same amount of Syncs (even if it cost a convoke cast) while still fiting some additional casts
@lean talon as a note, I think you need to move your ptr=1 higher in your advanced sim
Since when I run these profiles locally with PTR forced the default profile you're using is much higher
vs.
Unless you were intending for that to be a pre-PTR profile
no it was all supposed to be ptr. i had the ptr=1 right at the top though
rogue="Vvaughn"
level="60"
race="orc"
region="eu"
server="twisting_nether"
role="attack"
professions="alchemy=175/enchanting=115"
spec="outlaw"
talents="3122122"
ptr="1"
Since it's after the creation of the player, think the player gets initialized with ptr=0
Think it has to be above the rogue= line
If it makes you feel any better, I had that weirdness as well, and my solution was to just put ptr=1 everywhere
completely unnecessary but doesn't hurt so w/e
?
out of scope for this channel, but the sims would suggest so, yes
@west prism @lean talon either of you happened to check if the new Flag damage flurries or not?
On PTR
I did not, but i can do after raid
@lean talon ok I'm close to finishing up something I can integrate. I had to make some changes due to some significant DSlice losses as well as some oddities with other builds.
The downside for your Dreadblades dream is that some of the Flag changes are notable gains for Alacrity builds as well (0.4%)
So re-running the different talent combos with the modified APL still seems to have Alacrity quite a bit ahead
And Deeper gains a lot with Dreadblades but Venthyr/Alacrity/MfD still ahead when you run that combo by quite a bit
MfD 0.3% higher in ST than Deeper with that setup
wait but so that ptr thing wasnt the issue with my sim? its just that the gains for DB are also gains for alac? 
Well the ptr thing was an issue in one of your profile comparisons so it was making the base percentages a little wonky
But didn't really change too much about the other stuff
Anyway ended up with this:
flagellation,if=!stealthed.all&(!ptr|variable.finish_condition|target.time_to_die<13)
"Dreadblades", "if=!stealthed.all&combo_points<=2&(!covenant.venthyr|debuff.flagellation.up)"
Added buff.dreadblades.down check to RtB and ST Killing Spree
did you try time to die 24? since it takes 24 seconds to get the full benefit of flag right
This is only in the context of the debuff dropping off because the target died
ooh i see yea
e.g. there is no reason to wait for the finish condition
If you are gonna get 100% value anyway
That was to help mitigate some of the DungeonSlice losses
But yeah this is between a 1% and 0.4% gain depending on the setup
So was definitely worth adding in
yea i tried to make dreadblades better but ended up making alacrity better, too. whatever, gains are gains 
Basically boiled down to roughly 0.4% gain for Dreadblades by itself, 0.4% gain for Flag by itself and 1% for the combo
I tried a few other things and they were pretty neutral
Moving the AR and Dreadblades lines around really didn't seem to make any difference, but I moved it anyway since it's just a little more logical that way
for me it was consistently 10 dps better when i moved AR up
I wasn't able to reproduce that when I was only changing that so not sure
Given that it's off-GCD I'm not sure why it would matter
which isnt a lot but i simmed like 30 things and it was always ~10 dps over the other copy that was identical except for the AR thing
Tested a lot of isolated stuff and tried to narrow some things down. Mostly the finish_condition was the major element
The finish_condition by itself was almost all the gain for ST
But the other conditions were needed to make it play nice in DungeonSlice
Anyway it's checked in now, so should be good to go now
its funny because the finish condition was actually worse than just the priority on some sims and never better than like 10 dps 
I dunno, I tend to just incrementally change one thing at a time, then merge things down and move on to the next change and was definitely the main impact starting from scratch for me
oh i think i know why it was a bit worse for me at the beginning, because dreadblades condition was to only cast at <=1cp which would make it desync and hold it when the finisher right after flagellation rewarded 2cp. after i fixed that it was the biggest gain, too 👍
it does not flurry
Ok just wanted to confirm
Thanks
Ok now that I’ve taken care of the true master spec. I can look at the suggestions for the cursed spec. 
Do you guys do tc research with raidbots or simc build? If raidbots, do you have the premium version?
Both
Although generally use raidbots unless I have local code changes that aren't available yet
Since it's faster
Ok @plain coral @noble pendant after a lot of work and testing I implemented Sepsis/Flag syncing (and various other edge cases) just now.. although think I missed the nightly build cutoff just. Might ask Seri to build tomorrow.
Ended up being quite extensive of a build-out since there were a lot of DungeonSlice and talent considerations that popped up, plus Duskwalker's.
https://github.com/simulationcraft/simc/commit/51c0ff8cc3e062c17643f3b9f7e6b047f8e4bc9d
My version ended up having some major synergies with MA (talent) as a side-effect which has propelled MA+Sepsis a fair bit ahead of Subterfuge compared to the current APL. So worth keeping an eye out on that.
If you notice anything let me know. Cursed spec. 
I was looking at a way to sync Subter Vanish a bit better with the change, in case where vendetta is delayed but it was at very best 0.2% so if you say MA is better anyway
probably not worth it
&(!covenant.venthyr|buff.flagellation_buff.up|debuff.vendetta.remains)&(!covenant.night_fae|cooldown.vendetta.remains<7&cooldown.sepsis.remains>45|cooldown.sepsis.remains<5&cooldown.vendetta.up|debuff.vendetta.remains) that was the condition
Thanks for you time working on this ❤️ !
Yeah +1% for Sepsis/MA on 5 minute and +1.7% for 3 minute. It gained a bit more than Subterfuge and since MA was already slightly ahead with some profiles, it's probably just pulling further ahead
oh god
I notice you also filled it with Duskwalker variable
to attempt to sync with duskwalker
Yes without adjusting for that the new APL was like -1.8% with Duskwalker over the old one lol
obviously
Just needs roughly the correct cooldown
Doesn't have to be exact, but -45% seemed like a decent ballpark for the new figures
Brought it back positive with the APL changes anyway instead of negative lol
I was working on it for about 5 hours lol
Hahaha you rocks dude thanks you very much !
I sure do love testing like 3 legendaries, 2 covenants with multiple trees, like 5 different talent combos, with 2-3 patchwerk lengths and DSlice and trying to fix every place where it went negative 🤣
Can Blizzard stop actually changing mechanics and just aura tune plz
Just give us +80% passive and be done with it 🤣
Soon we'll have legendary combo to work with haha
fml
I don't think most of the combos would be too bad APL wise though at least
Still most of them are pretty passive
Yeah that turned out being pretty valuable in DungeonSlice in particular
Due to the way the cooldowns desync a little more
Well nothing else to say but good job xD. Cursed spec to the moon
🚀
Yeah could definitely be interesting, getting to the point where it's likely going to be pretty solid after the patch with CttC and such even for non-Venthyr which is good.
I think Whisp also highlighted that deeper stratagem would be the go
for venthyr at least
Possibly
I didn't check all the comparisons vs. each other, just diffed 1:1 specs for APLs
So will have to actually figure out the strongest builds later 😛
Fwiw, deeper was simming like considerably higher for most profiles I ran
0.8-1.2%
Still seems 0.6% behind for Niya


