#tc-research
1 messages · Page 42 of 1
venthyr has access to two powerful haste buffs so makes sense
they even rotate like good bois so it has more uptime
How many days/weeks would it take to get back on renown level. When you switch from Fae to venthyr
I think it takes 2 resets of very active gameplay. Continue at #wow-general
Okay looks like we had a bunch of bug fixes on the PTR.
- CtO has been fixed, meaning you don't lose your CtO buffs when the original RtB buff fades through timing out or rerolling (thanks to @thin night).
- Echoing Reprimand from Stealth doesn't apply Find Weakness for Outlaw and Assassination anymore.
- Crimson Tempest now properly grants an Alacrity Stack for Assassination.
Still bugged:
- Envenom still doesn't pandemic
- Pistol shots from Concealed Blunderbuss still dont Blade Flurry, dont proc combat potency and don't benefit from Opportunity
- Finishers consuming the animacharged CP with Grand Melee up still don't grant Slice and Dice as if they consumed 7 CP
- Shiv still doesn't proc Combat Potency and doesn't work with Broadside
they took a year to do this better buff firemages
awesome, thanks for testing!
Both, i'm in the camp that i usually run stuff locally though because i have a simple VS Code workspace setup that I'm comfortable with and can also use my scripts (that power Hero Damage) if necessary too.
raidbots is sufficient if you want to only change the apl or spell data (advanced sim).
if you want to work on the simc code(an compile simc) or adjust logs you will need to do that locally or on wcl.
if you run a very high amount of combinations on simc its possibly also better to do it local assuming that your hardware is decent
Thanks
@lean talon did they fix BTE flurry?
Ooh forgot to check that will do later good call
What exactly is the bug with BTE flurry?
a bte crit only flurries 20% of its damage instead of 40%
yup also just tested, its exactly 20%
is the new venthyr ability going to be worth switching to?
you can ask in your spec channel. this is a research channel
Tried to optimise Flag + Exsang combo, mostly focused on NS variations of talent setups but it was gain/neutral for Subtr as well, MA is tricky because Ven/Vanish are slightly less often used there with sync for whatever reason
One of the test sims: https://www.raidbots.com/simbot/report/ffbDtnjQkDNHqcT4dNEYE5
Diffs:
https://www.diffchecker.com/j9PqyBSr/
https://www.diffchecker.com/4yqvHpqG/
https://www.diffchecker.com/s5kzyCaw/
https://www.diffchecker.com/f34TZo6T
https://www.diffchecker.com/kEMwhuYH
Pretty significant loss in DungeonSlice unfortunately so probably needs some more logic here to be able to be integrated. I'll look into some things.
It does not seem like Secret Techniques is giving a stack of Alacrity, not sure if this is a known bug
Also seems like Alacrity has a chance of giving you 2 stacks if you play Deeper strat as sub and finish at 6.
Logically it's doing 100% on 5 and 120% at 6 CPs, with the 20% being a chance to give 2 stacks
Yea, that's always been a thing
just like how you can get 2 combo point procs when spending 6
Alright, i asked around and nobody seemed to know. Makes sense either way
been like that for ever ye, but ST not giving stacks is weird
If they made it interact with everything it wouldn't be much of a secret, now would it
Simulations:
Herodamage: https://www.herodamage.com/rogue/
Bloodmallet: https://bloodmallet.com/index.html
are there any good guides on understanding sims and learning how to manipulate em to try diff things or is it jus a learn as ya go thing
Would be the place to start
Thanks, appreciate it
Has there been any analysis regarding the changes to Flaggelation and the legos?
look at the pins in the spec channels
Another ~20 dps optimization for Dreadblades. Both making the APL only cast Blade Rush at very low energy during Dreadblades, and making the APL cast every Pistol Shot during Dreadblades even without Quick Draw are worth about 20 dps individually, though putting both the changes together doesnt seem to increase the gain, probably because they both achieve similar things individually.
This still brings Dreadblades over the best setup with alacrity, again 
https://www.raidbots.com/simbot/report/dMg6vSzh9BybHpvy8dSfYU
Will take a look although still don’t really see how this build is practical unless it is actually significantly better since it’s completely unplayable on many fights. But I would probably want to isolate how that would work with some different builds considering the conflicting changes.
Pistol Shot change seems the most potentially problematic
In comparison
Well it gives us a pretty different damage profile, and an actual burst CD we arent punished as much to hold. On shorter encounters and when the timer lines up very well with the CD, it is actually significantly ahead too (https://www.raidbots.com/simbot/report/aVqwzsGVdGbRtD9Sk15d1f 1% over alac on 2min). Probably also makes active stat trinkets significantly better for us.
Unless by completely unplayable you mean the damage it does to yourself? From testing it on dummies that is so little its barely noticeable
@knotty oriole having an alternative talent setup that allows for a different damage profile seems rather big. The negative hit of dread blades is basically non-existent unless you’re referring to something else making it “completely unplayable on many fights”. Could you elaborate on that?
I mean on dummies it’s not going to be an issue but I can’t imagine taking 35-40% HP worth of damage over 8s is a fantastic idea on prog just to gain 0.2% damage to be perfectly honest. Has some role for sure with the damage profile but always did. At the end of the day half a percent either way is always going to be negligible for noticing either way in most cases.
40% HP would mean 8 finishers. and i think the damage is reduced by vers, it seems my passive health regen alone outheals it, even without recup
and before that the damage profile was not a thing, it was 300 dps worse and had basically no burst
I mean that is why it is not noticeable on dummies but damage is damage.
remember lurkers gift was a thing.
You will be taking that damage in addition to anything you already were taking in a real encounter and your healing is already going towards keeping you alive. Can’t really evaluate it in the vacuum like that.
Blindly using it on CD on some raid encounters would just be straight inting at times. 😛
healers would like to parse. 
idk one use of it is doing 8.8k damage to me. sure sometimes its a bad idea, but especially with recup being so effective at topping us vs small damage i really dont think its a serious problem
Although this is really only burst on the scale of Outlaw. So I wouldn’t overplay it too much. The burst profile on the damage graph really isn’t that much different tbh.
this is quite the difference. it makes flagellation deal 36k damage per execution on average vs 23k
Not like we don’t already do this kind of thing with certain roll combos anyway. I wouldn’t really say it’s going to stack up burst wise to anyone else.
and its a consistent CD you can line up where it matters, unlike AR
outside of the opener, the alac profile only ever peaks at 7k dps. the dreadblades profile peaks at 8.5k
13k extra damage over 12s isn’t exactly what I’d classify as a huge difference in burst damage tbh. That’s kinda my point. Yes it’s better burst but you’ll still be middle bottom DPS during openers or burst windows comparatively. 😛
Well that 1k extra DPS is most of the difference you are describing.
i really dont get your point. this actually makes outlaw burst as high as assassination IN EXECUTE, it sims a bit higher on 5 minutes and way higher on shorter/better fight times. and it does 8k damage to us every 120 seconds
My point is that yes it is a burstier profile but it’s not like “huge burst” or anything like that. Just trying to be realistic about terminology. After all, the difference in the 5 minute sim is only 0.1% so there’s only so much happening here.
i mean it doesnt turn us into a convoke spec or a fire mage sure
but having that on sludgefist would be great
Generally try to temper use of terms like “significantly” on the TC level for things that will actually be notably different in practical terms and I don’t really think this is quite there yet. But we will see. 🙂
i didnt use that term, i guess you mean me saying "way higher"?
@lean talon I heard you may have been testing whether or not opp procs were worth casting without QD and having certain buffs?
it has more to do with energy than with buffs
@knotty oriole @lean talon could Invigorating Shadowdust be a legitimate consideration for DB Flag build? Could potentially get the cd down of both flag and DB to 50 seconds
I'm not savvy enough to build a sim for it with the conditions for vanish but was thinking a cd reduction build might be worth it with new flag
Would it need any specific conditionals? APL pretty much uses Vanish as quickly as possible. Other stuff should be adjusted uniformly.
Well you would have to use vanish after DB and flag went out
Or else the reduction from isd wouldn't apply to them
I'm just not savvy in simc or building of any kind. Sorry I'm so naive!
I would probably suggest just taking a look at how it is working now to get a sense of how it’s timing things. Probably also need to double check they remembered to make it work with the new Flag spell lol
Oh true!
Haven’t checked that on PTR yet
It works with current covenant abilities at least Kyrian. Not sure on new flag
I would assume it works but probably should check
Yeah definitely. Thanks!
it does work on flag as of right now
I hopped on PTR to play around with the flagellation + dreadblades + invigorating shadowdust build, and invigorating shadowdust is currently reducing the CD of dreadblades twice, -40s total, on PTR. I checked the bug tracker and didn't see that listed there.
I think there is a bug for it
https://github.com/SimCMinMax/WoW-BugTracker/issues/821
@rocky fern added it
Blizzard only knows why that makes any sense
lol
Yep, not sure if it's still in effect but when I was dabbling earlier that was the case. lol Blizz logic.
ah, sorry. guess I was looking in the wrong place then
np
Posting here in case
it looks like Shadow Blade is procing off initial Flagellation hit
which might be a bug since it doesn't generate CP anymore
This will be simming this way since it's still in the Shadow Blades whitelist
Even though it's modifying nothing
I would still view it as a bug yes
this is today
https://i.imgur.com/sO8U28K.png this is yesterday
is this only Doomblade bugfix ?
probably
ok ok
100 DPS seems about right
Are there Dungeon Slice sims for Outlaw with new Venth and Necro, MA vs Cele vs Deathly Shadows, and BS vs KS?
or can someone lead me in the right direction to SIM what I want? I just dont know how to sim v 9.0.5 without 9.0.5 being out
hey guys, thank you so much for all the hard work you are doing in here its really helpful and amazing of you all
quick +30 dps ST damage gain for bonespike. First of all, removed the slice and dice condition which didn't seem to do anything. I guess it was initially put there to avoid overcapping energy from bonespike early in the fight and prioritize SS over it?
The damage gain is from adding a condition to use bonespike to reach max CP exactly when Opportunity is not up.
Might need to be rephrased for AoE situations since this just assumes that bonespike gives 2 CP, which is fine for ST.
(new line: actions.build+=/serrated_bone_spike,cycle_targets=1,if=!dot.serrated_bone_spike_dot.ticking|fight_remains<=5|cooldown.serrated_bone_spike.charges_fractional>=2.75|combo_points.deficit=2+buff.broadside.up&buff.opportunity.down)
https://www.raidbots.com/simbot/report/tBRQAihusN4JgBTALKpkCN
Also this is only for Outlaw but should be a gain for Sin and the other spec too (adjusted for seal fate for sin i guess, and without the broadside rule)
Well the SnD condition was primarily because the damage was so low it wasn't worth dropping the AA damage for
Not surprised it's non-relevant now though at 4x damage
CP threshold logic seems reasonable
But yeah will need more work for AoE
It's pretty huge loss atm
for DSlice
-1.2%
yea because it actually makes it use bonespike worse for aoe, overcapping a lot of cp 
I'll probably have to make an expression to return the active bone spikes
Will take a look at that tonight and see if I can find something that works for aoe
I mean could slap a target threshold on it but I don't think that's optimal
Shouldn't be too difficult to add an active_bone_spikes thing
Also think I'd split these lines
Because I think it's best to let the cycle_targets logic run first
yea. although in most aoe situations you would probably just spread the bonespikes out asap anyways, or not?
And then just fallback use on the main target for the CP condition
If there are no valid cycle targets
Because this is likely circumventing multi-dot opportunities
Since it'll return true immediately on the main target
I think I'm gonna split that whole line apart
actions.build+=/serrated_bone_spike,cycle_targets=1,if=!dot.serrated_bone_spike_dot.ticking
actions.build+=/serrated_bone_spike,if=fight_remains<=5|cooldown.serrated_bone_spike.charges_fractional>=2.75|combo_points.deficit=2+buff.broadside.up&buff.opportunity.down)
is probably just universally better
for MT
Yeah just splitting it helps a lot
Gets halfway there anyway 😛
yea i dont really thing its very realistic to think about using it to exactly cap CP in aoe scenarios. maybe having a blade flurry sync would be benefitial now though with it doing actual damage
@lean talon So I added a few expressions last night to help with this kind of thing
active_bone_spikes is now a global expression
Also updated cp_gain for the serrated_bone_spike action to take into consideration the proper bleed gen, so for like that like you can do cp_gain>=x
And not have to worry about broadsides or bleeds on sbs lines themselves
Also updated the "bleeds" expression to return the updated count for target bleeds for Doomblade on the Assassination side
I had some luck locally last night with
actions.build+=/serrated_bone_spike,cycle_targets=1,if=variable.blade_flurry_sync&!dot.serrated_bone_spike_dot.ticking
actions.build+=/serrated_bone_spike,if=variable.blade_flurry_sync&(cooldown.serrated_bone_spike.charges_fractional>=2.75|combo_points.deficit=cp_gain&buff.opportunity.down)|fight_remains<=5
Which gets pretty close but it's still behind in DS
Was gonna thrash it a bit more with raidbots today
It still may be acceptable to drop like 0.1-0.2 to have this logic in for DS though if it's just reset timing edge cases
does anyone know why well-placed_steel:5 isnt working in simcraft?
you used a - instead of a _
wellplaced
ah ok
dashes are discarded during tokenization
you can also just use the id instead: 238:5
OK thanks, is there a list with the ids on them? i dont know where to find that info
ty looks like you put a lot of work into it again 
Does the apl try to snipe sbs on low health targets in dslice to get extra resets?
I attempted sniping logic early but i don't think any spec atm tries to actively enforce sniping
I imagine it'd be similar to any MFD sniping lines. Might be able to boost some dslice sims but I'm not as well-versed in simc code yet to worry about it too much, just food for thought!
a modified mfd line was the very first thing we had as condition for it.
But it evolved over time, you need to consider that you always compete with other builder.
We atm use TTD (target time to die) conditions to estimate when its worth to use or not,
you can lower those values and see how it works out.
I might try and fiddle around with it later today
e.g. a small apl change to add sniping doubles the amount of bone spike casts.
sim: https://www.raidbots.com/simbot/report/ujDtrjmavVo9sBYt2Hoas4/simc
but reduce the output by ~3.5%
possible that limiting the condition to a more specific use case could make it a win.
Also possible that outlaw/assassination has more potential for gains.
I'm wondering if when someone has MFD + sbs, the competing condition causes a lower output specifically (speaking from an outlaw perspective ofc)
the sim does not use mfd
ok
For sub specifically there might need to be a check for if FW is up and/or if sbs will generate more or an equal amount of cp as sstorm in aoe, so there may be a gain for 2-3 targets but once you start getting to higher target counts (5+) sstorm will just overtake sbs because of cp generation. I don't see that in the apl cast condition in your sim but I may just be missing it
I mean obviously this is increasing the SBS DPS but
It's likely it is having a negative effect on other things
So I think it's more about finding time window limitations that don't give up other sources of damage that may be more beneficial
Find Weakness uptime on that variation is lower for example
By a notable amount seemingly
i did test limiting it to a target cap, it migrated the loss but did not opt a win
Which is where my consideration for having a FW condition comes in, I'm trying to think of how to implement that though
i am with koji, i think the better approach would be to try to find the "special cases" when it would make sense to use sbs additionally
It also loses like 3% Black Powder DPS
Which offsets almost all the gains by itself
So there may be some target count thresholds or other things that might limit it enough to be a gain
Definitely tricky for Sub though
the problem for subtlety is rly shuriken combo because it becomes so efficient with multiple targets
Yes I mean
The average SS cast is 4.6k
SBS DD average is 3.9k
So almost certainly this is not worth when considering FW uptime at high target counts
Maybe at some lower amount
Yea, I imagine it'll only show any potential of being at least equal dps in 2-3 targets where each has FW up already
and the sbs dot rolling
i assume that looking at outlaw/assassination has higher potential if you want to invest time into it.
what's the code for checking if FW/sbs is up on multiple targets (rather than just the current one)?
fw_targets
But think that's only available on black powder action so might not be available in the context you're talking about
Ah, ok
Might be able to make it global
i don't think he needs fw_targets in that case.
Just checking find weakness in the cycle target condition should be suefficient like we do with shadow strike:
simplified version of what we use for shadow strike:
actions.stealthed+=/shadowstrike,cycle_targets=1,if=debuff.find_weakness.remains<1
we already use cycle_targets for one of our bone spike conditions
so its something you get "for free" when modifying that one (like i did in the sim i posted earlier)
how is sbs ptr ver implemented on simc? Does flurry all bleeding dots?
Or isnt implemented yet
I did not understand your question 😄
On ptr, rn, if you SBS 1 mob, the dot flurries 85 dmg, if you SBS 2+ targets the dot still flurries 85
On simc, does it flurry all dots or only one of them?
Can you post evidence of the dot flurrying on the ptr, because it doesnt behave like that on live
My ui is a mess, will try
The dot does not flurry. Are you sure you're not just seeing flurries of auto attacks?
I tested it with @sullen grotto a few hours ago
It was doing 82-84 dmg (after autoattacks flurry)
88 sometimes
A simple log would help a lot. I can also hop on ptr and test it in like 20min
I did see something like that when I was messing around on ptr, but I wasn't sure if it was the dot or autos doing it
I'm testing rn and I don't see the dot flurry at all
Same, is not flurrying anymore
I guess they fixed it? Had to take logs damn
The dots hit for 211, 211*0.4 = 82
But can't see that 82 anymore
Everything is the same, same gear same casted spells
yeah but it's also what your off hand weapon is doing
so I think you might have see a simple off-hand attack flurying
even if you remove your OH weapon, you will punch the dummy you know 😄
Uhm is not punching for me 😛
ah i removed my MAIN hand, not the offhand
Well idk which one is the mh and oh so: https://gyazo.com/7e63b6c67d18b8641fbcc0ea0aaf49ad
it doesnt flurry this is me standing next to two dummies with the dot on them and flrury up
if the dot would flurrying, it would flurry even if you are not activly auto hitting the dummy
my auto attacks flurried for about 80-90 so i guess thats just what you saw
Yeah idk, is not flurrying anymore 😦
But i remember i removed a weapon just to avoid that second autoattack
so idk what it could be if it wasnt the dot
Maybe the flurry, was in our hearts the whole time 
i mean you attack even without weapons equipped at all right. they definitely didnt just hotifx something on ptr
pro tip when testing abilities on dummies. there's a certain angle where you can still use any ability but won't auto attack. i use that quite a lot
should be somewhere around 45 degrees facing away from the target
If you remove your right weapon instead of ur left weapon, it doesnt autoattack for me
That reminds me the sap/garrote trick at AT times
(arena tournament)
That is still possible
@knotty oriole
Btw I found a small gain allowing Envenom to be casted freely during Flagellation (basically considering Flagellation the same way Envenom consider Shiv or Vendetta)
The change is basically
actions.direct=envenom,if=effective_combo_points>=4+talent.deeper_stratagem.enabled&(debuff.vendetta.up|debuff.shiv.up|debuff.flagellation.up|energy.deficit<=25+variable.energy_regen_combined|!variable.single_target)&(!talent.exsanguinate.enabled|cooldown.exsanguinate.remains>2)
Seems to show a small ~15dps gain
Also tried to get rid of this wierdness :
https://i.imgur.com/jZCn3bN.png
But was not able to find any gain, it seems however that the Envenom change sorta made this edge case even rarer.
https://www.raidbots.com/simbot/report/6XUmNk4KYL57jS1Tk8mys6
Found something that should probably address your issue.
Pretty tiny, but still worth tossing in.
nice
I thought it would make sense of removing the pool condition for envenom during Flag but I expected a better gain tbh
Is there a call to start a sim with an active buff?
I am thinking in actions.precombat+=/slice_and_dice,precombat_seconds=1, but i guess it wont work without combo points
Want to sim and encounter with SnD up prepull and rupture already on target
^Managed to fix it.
Why shadow blades damage is that high when adding raid_events+="/vulnerable,cooldown=70,duration=12,first=0.9?
It seems it has a weird interaction with vulnerable event
maybe it double dip on raidbot
like it would start with an 100% increased value because SS has increased value and then this value is increased by 100% again such that it deals 4 time normal damage
I'm unsure it work this way on live tho probably a simc bug
@knotty oriole
I noticed randomly using fixed_time=1 sim over 300s that your recent change appears to be a big loss over exactly 300s : I just removed the
effective_combo_points>=4 condition from flagellation.
What's even more wierd is that it's a small win as long as you add variance in time lenght. This mean it is probably a big win for some specific fight lenght, and big loss for some others.
I'm trying to investigate what happen in this 300s sim but I think it is delaying Flag to build up 4combo (maybe delaying for like 10sec) which might end up loosing a cast of flagellation.
If we can fix this edge case it might be a bigger win overall.
https://i.imgur.com/XqWvitx.png
https://www.raidbots.com/simbot/report/5QKvuKcjqU7K1LbawY7nbY
Yeah ok that's it !
In exactly 300s sims, on some iteration the combo point condition is not true when the engine usually run 2nd Flag at 1:30. So the engine is building up 4cp, but once at 4cp the Flagellation sync cooldown isn't true anymore (missing maybe 10sec ?) So it delay Flagellation to 2:00 to sync with Vendetta.
But the correct move would have been to ignore the Combo Point condition and just fire Flagellation at 1:30, because over 5:00 you gotta fire on CD or you loose a cast.
My suggestion is that the cooldown sync condition needs to have absolute priority over the CP conditions.
https://i.imgur.com/vMJbh4J.png over 4:30 your change seems to be a solid gain. With ~0.3% over other time lenght around 4:20 and around 5:30.
But I think it's counter blanced by some potent loss around the 300s marker.
I don't know if you already dived into it, but it seems it's an edge case that only happens with iterations that last exactly 298 to 301s
Generally this is why we don’t use pure fixed length sims though. There are always edge cases but the APL is intended to be generalistic. There are plenty of APL rules that are a loss at a very specific fight length but that is usually not something that matters. The reality is that the “lose a cast” line is always going to be fuzzy in reality because nobody knows the exact fight length to the second. I believe there is an interpolated_fight_remains nowadays that introduces error on purpose to simulate this.
I think I found a fix, but it's so edgy that it doesn't change anything
May look at what happens if you use that on the line instead
Of the exact fight_remains
I just wanted to be sure that we were not in the case where a bigger win was smothened by this edgy case
but looks like it's not
Should I report it?
It seems its doing x2 times damage it should do.
Nah its not since it works for everything else, is just that case
If I extend the fight duration the bug dissapears
that's wierd
Is not happening here tho: https://www.raidbots.com/simbot/report/nyzTijrnbJreBy9rmQhQUv
because you are not using SB during Vulnerability in this case
Right, good point
It seems its a SB issue as I suspected
Well not sure because rest of the dmg looks weird too
yeah I think Shadowblade is double dipping on Vulnerability in sims.
If it's indeed the case that's something related to simc core and I can't really help you
Okay thanks 🙂
Yeah, Shadow Blades was double dipping off target mods in sims. This seems to be from an old game bug change I made end of BfA that we missed during SL prep when it was fixed.
Fixed. Means sub sim deeps might go down a bit due to Sinful. Lovely.
Ty good catch @twilit granite
@boreal patrol ty for fix, you can mark it as solved here: https://github.com/simulationcraft/simc/issues/5832
@plain coral actually it was because of you xD with the sludgefist profile we made two nights ago
would have guessed ye 😄
random question about the apl: do we know if anyone has tried to use charges of SBS "smartly" to get ~15 seconds of agi buff uptime with emeni? this could potentially be a gain when aligned with cooldowns (opener would be easiest to measure).
Yes, that was tested early in the expansion
ok, so it's either already implemented or was proven to be no-gain and logic removed? i can scan the apl here shortly for an answer, too
It showed no gain
Hi im new at simming but I have a cursed question so sorry if i missed something obvious.
https://www.raidbots.com/simbot/report/xyaQsk6XMehxJAfmSaAryo
https://www.raidbots.com/simbot/report/mkxGjhEWU61a1XacLdcozi
These are two sims on my char comparing greenskin and blunderbuss with celerity. On the second on with lower dps I modified the APL to keep skull and crossbones as a single buff since it synergizes with blunderbuss. Although i was expecting the relative dps difference between the two leggos two change as a result of the APL change but it is the same as with the standard priority. This seems weird right? Not sure if im missing something
I'm not an outlaw pro, but generally speaking, the reroll logic only results in very minor gains. I assume that if the only change you made is holding skull and crossbones, the difference would be almost indistinguishable from the normal priority
hmm i was expecting a bigger change cause i think blunderbuss should proc roughly 1.2-1.6 times as often as greenskin unless you have broadsides where it procs 0.8 times as often but maybe thats a smaller difference than im giving credit for
The difference in uptime is only like 3%
Rerolling is of very minor consequence nowadays given CtO
noticed a quirk with the marrowed gemstone buff from the bonesmith heirmir soulbind
so, with the soulbind you should gain marrowed_gemstone_charging for up to 10 stacks and then marrowed_gemstone_enhancement triggers, with a 60s cooldown
i think something is causing the charging buff and the enhancement buff to overlap at the same time, and when it does happen the charging buff remains at whatever stack it was until the next enhancement triggers
https://www.raidbots.com/simbot/report/dsfPmUnazid5Wm6ustqimD like this sample sequence, the enhancement triggers early and the charging buff gets stuck at 1 stack. it happens later in the sample at 4 stacks. note that this is a dungeonslice sim but ive seen it happen in patchwerk as well
on further inspection i think the enhancement buff is triggering normally but the charging buff is being "shut off" too late
Not totally sure since I didn't work on any of the Soulbind stuff
But I can pass it along
you can actually continue to cancel aura the charging 10-12 seconds prior to CDs being ready to try to stack the crit chance buff with the cds
@maiden cargo have you been able to check if this also happen in game ? Because I know BotE passif effect use to work this exact same way sometime
I don't remember if it has been fixed or what, but I do remember that you could get a couple of stacks before the haste buff was triggered and you kept these stacks
This might not actually be incorrect looking at the sim, it seems maybe it adds 1 extra stack (so it's 10 instead of 9) to make checking it easier
But I'd need to debug it
https://www.raidbots.com/simbot/report/bRzm6Xtx1hYzFLWXTeHdRF there is a decent gain to be had by spacing out bonespikes if you run Emeni so you dont clip your LBE uptime. buff.lead_by_example.remains<=3 is by far the best threshold, i tested 1, 2 and 4 as well.
Gain is slightly bigger even in a 3 target patchwerk sim even though it should only ever be relevant in the opener here.
https://www.raidbots.com/simbot/report/5krWKSNdA1omBPig7RDecV (3T 3min)
https://www.raidbots.com/simbot/report/x3LvaXrKqj4tDLkdKreBFF (3T 90 sec)
Mostly irrelevant for ST sims since the APL rarely if ever casts more than 1 bonespike within 5 seconds anyways
https://www.raidbots.com/simbot/report/79kHV1HvmiwuD44dCxg6nJ
I'm actually more surprised that there wasn't an LBE condition already tbh, sin has had a check for it for forever
whats the sin condition? wonder if we can just steal that and its better than mine
serrated_bone_spike,cycle_targets=1,if=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)
Both sub and assa have it. I think it was not worth for Outlaw when i looked at it in earlier SL
yeah sub has serrated_bone_spike,if=cooldown.serrated_bone_spike.charges_fractional>=2.75|soulbind.lead_by_example.enabled&!buff.lead_by_example.up which is basically the same thing
that condition is better for multi target patchwerk than mine but a huge loss in dslice.
https://www.raidbots.com/simbot/report/4CTEbvAq8kUcm1g9iyLHZS (3T patchwerk)
https://www.raidbots.com/simbot/report/qCjd6B69dSjMx8hvd4UBJW (dslice)
That’s probably something that should be fixed with a TTD check
Imo at least
!bug
Rogue Bug tracker: https://github.com/SimCMinMax/WoW-BugTracker/labels/Rogue
IS is still bugged? -40 sec for DB and flag, is it possible to sim it w/o bug?
bugs=0 doesnt work
does raidbots account for the dps from the set bonus from the covenant hall? (I know its bad, but im just out growing the gear)
Shadowdust bug is not implemented in simc and no, it does not sim the covenant set.
but in this sim https://www.raidbots.com/simbot/report/hJa4SGkmQMSa3x33NCpc71/simc flag and db has less than 60sec cd
might have vanished twice between both DB/Flag cast
hm, true, thx)
I cannot do it rn, but if any tc-er want to check about opener things especially with no lust (or no lust on pull) :
My statement is that we starve in energy with current opener when using Deeper Stratagem, waiting for 3sec during the opener before garrote and it feels not good.
My suggestion is : Mut > Rupt > Mut > Gar > Flag > Snd + Vend > Shiv > Vanish + Mut > Env > Mut
Or maybe even Mut > Rupt > Mut > SnD idk but not having bleed for the first 6sec of the fight really feels wrong without Vigor
Bonespike isnt affected by Shadowblades, which is very likely a bug
Openers typically make very little difference if any in the overall fight dps
Hi, did anyone try if its worth to save 1 Charge of SBS with Emeni's LbE for MA specifically, since LbE is 5s and MA 4s? Or to sync it somehow/hold one for the other?
Lbe has been beaten to death in sims, and none of it has shown gains. Current APL avoids casting if lbe is up
Quick request: Can some Sub Rogue who rolled Venthyr please check something for me? Looking at spell data they still have leftovers of Shadow Blades in the effects. I think that having Shadow Blades up makes the tooltip of Flagellation in the action bar change to say 2% Haste (without any practical effect). Would like somebody to confirm or deny this.
I swapped to sub, and the tooltip reads 1%
during Shadow Blades?
I don't see why it would go to 2%
yes just making sure. thanks
pleasure
with the conduit it says 5%
right
not any big deal now.. but it might become one in case they change flag at some point. also confirms that i read the data correctly
isn't it only a tooltip issue ?
Yeah I'm removing it soon
I just noticed that the damage of Sudden Fractures (necrolord conduit) is reduced by armor in simc which leads to it dealing 30% reduced damage in sims. Tested it in game (vs dummies and open world mobs) and it is not reduced by Armor and deals the same damage as the normal dot ticks. Not sure if this is a recent fix or if it has never been reduced by armor
How much % dps do you think that is?
hard to say because sudden fractures is kind of weird, it can crit but doesnt scale with broadsides so you cant just assume that it does the same average damage as the normal bonespike hit. if this would make it deal the same average hit (right now it deals 35% less damage in sims) it would be about 15 dps in the sim i did (which was 3t patchwerk). not huge i guess, but its actually not far behind sleight of hadn for example)
i want to say dummies and overworld mobs can have armor value weirdness so maybe confirm in an instance just to be safe, could be wrong tho
hmm maybe, i thought dummies might not have armor but overworld mobs definitely. ill zone into an instance i guess
same deal in a mythic 0 dungeon
this is the damage difference in simc btw, average bonespike dot hit does 306 damage, average non-crit of sudden fractures does 201
It matches my regular dot dmg on sire hc as well
Did not know it can crit though, interesting.
yes it can also be parried if you stand in front of the boss 
okay just did a key just to test it out and sudden fractures alone did exactly 100 dps, the average hit was actually higher than the average hit of the original dot (SF average hit 442, bonespike dot average hit 342). In a dslice sim, sudden fracture does 42 dps for me rn.
Also worth noting that this was a random +10 mists key i did for valor so mobs lived VERY short which should lower the value of SF
I mean with the current numbers it’s basically 0.3-0.4% dps so I can’t really imagine this would change any Conduit evaluations. SoH should still generally be better.
Honestly can’t really see how it bypasses armor tbh but should be able to hack something in.
its only about 30 dps behind SoH for me right now in a cleave fight
it also deals the exact same amount of dps in a dslice sim as in a ST sim while the normal dot gains atleast a little bit of damage
https://www.warcraftlogs.com/reports/pTvrHfyatgJAQN2d/#fight=last&type=damage-done&source=523 here is the log of the dungeon btw if you can get anything useful out of it
I mean DPS isn’t really meant to be compared across the sim types due to DS downtime.
yea but SF is directly dependent on the original dot right? so if the dot does more damage, shouldnt SF also do more
Hard to say. I’d have to check all the whitelists to see if they are identical.
Spot the differences 🙂
i get that there are differences (i mentioned earlier that SF is not affected by broadside for example), im just thinking that the reason the dot does more damage in dslice is because of higher uptime (114% instead of 98%), which you would assume should also make sudden fractures deal more damage
if I were to spitball a theory randomly without looking at the sims yet, I think it's skewed by higher Broadside uptime from the restealth Ambushes
but I'll look at it later
Most problematic missing whitelist thing is actually that they forgot to add it to Assassination Mastery
Probably because it's direct and not periodic
well it doesnt count as a dot at all, it just hits the target with a second hit x% of the time they take damage from it. really weird implementation
yea exactly
Yeah but logically it should match the values and the fact that it's direct is kinda just jank
yea agree
Well had to change some SimC core code for this because Sudden Fractures is literally the only spell in the game set up like this. 👌
ty once again koji 
I can't find the cheat death bug in the tracker, shouldn't it be? Because it is a bug right? (picture example of where it deals full dmg after the absorb part of the talent)
SBS spelldata suggests that the dot is not hasted, and in a 300 second sim at 98% sbs uptime i get 98 ticks of the dot, which means it does tick exactly every 3 seconds in sims. In game however it is hasted
just to proof that its not just a wrong tooltip and actually does tick faster
pushed a fix
Yeah, it should be. Reason it was not on there yet was probably a mix of a) we forgot and b) we were trying to figure out if there's any pattern to what the issue is. I added it, thanks for the reminder.
Apparently, similar to the Sudden Fractures thing, SBS is set up in some very "special" ways.. after some investigation I think I've narrowed down what spell flag is making this hasted but it's only used on like 10 other spells in the whole game, none of which are used anymore other than SBS (some Legion artifact stuff like Crosswinds for Monks and Fury of the Eagle for Hunters)
As far as I can tell nobody had previously identified any purpose to this flag but by process of elimination it seems to be the case
No idea why they are not using the standard stuff, but alas
Hi i noticed that the APL for outlaw doesnt take advantage of grand melee by using a finisher other than S&D when its up and S&D needs refreshed. I am not good a lua script but something like this should fix it i think
actions.finish=slice_and_dice,if=(buff.slice_and_dice.remains<fight_remains&refreshable)&!buff.grand_melee.up
Well is that an actual dps increase?
Can u do a sim comparison showing this to be an increase
i simmed this a bunch and it wasnt a noticeable gain
i mean its probably small but its obviously a dps increase
i see no reason to not include it
this looks like it would avoid casting SnD altogether if you happen to roll it in opener
and otherwise, that situation shouldn't even really happen?
most o the time, sometimes if you dont get grand melee for a while you have to refresh mid fight but its rare
extremely small difference but it is technically more optimal
Well this rule is only really when u get gm in the first roll
So you could just do Fixed_rtb=3
And check if it ends up being better
it would only result in a dps gain at all if you got GM as your first roll AND often enough so that you would never have to refresh it even without casting SnD until the end of the fight
which is literally never
if you would be dropping SnD and having to refresh it at some point in the fight all you did was postpone the SnD
i dont understand why we need to verify this is a dps gain. it is like a 0.2 dps gain or something dumb but its so obvious
Is it a 0.2 dps gain?
even then, i don't see why SnD in opener with GM up should be a loss? GM is applied on top so you just get some nice extra duration for free
it is + some amount of dps yes
if you never have to press snd because too much grand melee duration then you would get a loss by doing this
but you are correct that in theory it could be fine either way, but by not pressing snd you prepare for the best case better
yes it is literally only ever a gain if you would have to never press SnD in the entire fight
and in that ULTRA RARE case it gives you one extra dispatch
which is barely noticeable in itself
is there a downside im not understanding? I realize its a small difference but i figured it would be nice to optimize where we can even if its small
cluttering the APL
It could also just not be a dps increase
For example syncing killing spree with vanish for deathly shadows seems to "obviously be a dps increase"
But it just mathematically isn't
Making setting up the 45 second snd right away is better than letting it build with gm
actually i was talking to you the other day about syncing killing spree and MA and killing spree was equal to blade flurry with celerity but lost me dps with MA and your explanation was that it was because having MA made the APL try to use killing spree at all which made some sense but doesnt that mean that the MA sim would do more damage if it didnt press killing spree at all?
cause in your example about deathly shadows the difference is that killing spree isnt good enough to press, otherwise the most damage you fit in deathly shadows as possible is an obvious increase
so that must mean you can do more damage by not pressing KS
making an extreme example here. doesn't preparing for the best case better also mean we always reroll as soon as possible all the time because we could get 5 buff? things like that are a reason we use sims and not our own perception of "obviously better" 😉
wait i dont think that logic follows since the chance of rolling a bad buff is way higher than rolling a 5
also sorry if im coming off as combative im just trying to understand
just like i think the chance of carrying a GM through the entire fight is lower than having to use SnD
but there is no opportunity cost with the GM example
but wouldn't there be a slight increase of using a SnD anywhere other than the first finisher, since you'd have bte on cd and would be resetting that a bit
if you could avoid the loss of uptime with GM
ok i tried some sims and i think something is wrong with the modified APL i wrote so dont use that one lol. Its somehow resulting in lower S&D uptime
Limiting the usage of a skill usually results in lower usage of that skill
well yes but im talking about buff uptime. buff uptime should still be close to 100% except the opener
im assuming something about the logic i wrote is causing the sim to not rebuff when it needs to all the time which is unintended
but if you press dispatch or bte instead, you get the snd buff. if the sim does that it should be the same uptime
no if it gets GM in the opener, it will never manually cast SnD at all even after the first snd from GM drops
yeah thats what im saying, thats not the logic i was trying to write so i wrote the logic wrong
correct
how would you write is so it does it correctly?
https://www.raidbots.com/simbot/report/6vVnqRdzGGp8oLX1KZx4n3
actions.finish="slice_and_dice,if=buff.slice_and_dice.remains<fight_remains&refreshable&buff.grand_melee.down"
should be doing what you were looking for right?
probably want
if=buff.slice_and_dice.remains<fight_remains&refreshable&(buff.grand_melee.down|buff.slice_and_dice.down)
i think when i simmed that before the reason why it was such a big unexpected loss was because it would end up not casting SnD during the short 5 second CtO procced GMs which is kinda awkward, when i made it check for 3 or more seconds of GM it ended up neutral again
oh you think it was like clipping finishers off the end of GM and whiffing?
Ooo this one seems to work! Thanks!
no, the reason why that one is neutral is because it doesnt do what you are looking for
ah that will do it too. Lua script is weird
(this isn't lua)
oh its probably just custom syntax for config for the sim huh? It kinda looks lua esque so i assumed it was based on that or something
any ideas when we'll see the sbs tick fixes in? (hasted and no armor reduction iirc). if i can help in some way lmk
armor is already in nightly iirc, hasted will be in next nightly
ahh right sorry, i'll check there. thanks
So if you use a local simcraft, its already there after a rebuild.
If you use raidbots its whenever Seri updates, which is usually daily
if you click on the Git hash on the right side of a raidbots report, it opens the history of what is already included in the sim
easy to use to check whether a commit was already in nightly or not
@lofty halo Sometimes small change that seems to be "obvious" gain are indeed obvious gain, unfortunately some changes have unexpected consequences (like collateral damage) on some "edgy iteration" where your change is going to make the engine end up doing something insteed of something else in that very particular iteration will end up being a massive loss, but is drowned in the thousands of iteration and it just annihilate your 0.1% win and end up being a 0.1% loss or neutral change.
While it is theorically possible to fine-tune every change and check for every edge case, it will take a colossal amount of time to search for every edge iteration that prevent what seems to be a win to actually not produce good results. So at the end we just don't want to add a cluster of APL line to manage edge case just to see very marginal gain, especially since these kind of change usually have to be check'd again every single time a major patch comes out.
I was answering to this btw. Oh and I forgot to mention that you don't know if your small marginal change is an actual marginal gain pulled down by edge case that need to be fixed, or an actual dps loss as well, making the work even harder.
@plain coral thanks for your response, i think this explains really well the disconnect I was having yesterday when trying to discuss this. This makes a lot of sense
Why does the APL use KS with stealth, instead of syncing it with vanish?
Atleast that's what it seems
Because the APL is optimize to "just use KS with MA up" and then "hold ks for when vanish is back up" it doesn't care if its stealth or vanish the MA comes from
The command instructs syncing it with vanish just for ease of use
I see - I guess it doesnt significantly affect the DPS even if the first time you have KS up you will need to wait a few secs before you can vanish
it doesnt actually change the interval since you always have to wait for both CDs to be up, the fact that KS is up 5 seconds before vanish doesnt really make a difference, atleast not a negative one
Yes in practice this actually doesn’t particularly matter. Just do whichever is easiest for you.
I like doing out of Stealth typically since mobs are less likely to be doing some murdering frontal right away. But realistically you can do it either way.
I think there are technically some very slight advantages to doing out of Stealth for cto buff utilization which is why doing with Vanish instead of Stealth is technically a small loss in the apl.
But this is not really a concern in a practical sense
i think its actually the opposite. Using KS after vanish instead of the initial stealth allows you to get a finisher into both MA windows (Ambush > flurry > build > finish first window; ambush > KS > Finisher 2nd MA window) while if you KS in the first window you are forced to go Ambush > flurry > KS. I remember I simmed this and send it to you and it was a gain, just not big enough to implement
Well that depends a bit on if you are opening with Ambush instead of Dispatch I guess, but that's a little more fluid in a real dungeon. With MA you wouldn't want to Ambush on the Vanish if opening with KS though, you'd Vanish into Dispatch
side by side comparison of main/mangle vs lethal poisons only places it at +/- >1% what do i trust? wowhead or my own simcs
i prefer the synergy of maim/mangle and the fact if i forget to apply my poisons im not punished as badly, don't say you haven't, you ain't a rogue unless you been half way through a fight looking over your numbers and why you doing so badly only to realize you forgot to coat your blades with poison 🙂
Not so much a TC question as it is a spec question. The TC channels are mainly to optimize APLs or simc implementation. However, sims are specific to YOUR character, and wowhead (and any guide) recommendations are based on generalized sims, so it's always better to use sims of your own character to make gearing decisions. If you feel like something is not simming properly, then that's what you can come to this channel with questions about 😄
oh nice
well on that note
i love your Docker work
and running parallelized instances of Simulacraft help me crunch massive work loads
🙂
you guys should import logs into Splunk or and ELK stack and make some pretty images with graphite 🙂
@civic mango do any of you guys work actively on SimC dev work I'd love to get involved
@civic mango i actually wanted to help you guys with running docker containers and making reports and computations run quicker
If you're interested in contributing to the upkeep of specifically the rogue APL, then most everyone involved in that hangs out in this discord. If you want to do backend support for simcraft or raidbots themselves, then the best starting point would probably be the specific simc or raidbots discord servers
I mean I would say if you forget to apply your poisons as Assassination you will lose like 20% of your damage, so the impact of a Conduit seems fairly trivial.
i'd say >50% but ok 😄
@rough nova koji and mystler work actively on simc, if you want to help just ask in the simc discord, help is always welcome. invite: https://discord.gg/tFR2uvK
I did some simming with IQD and noticed it's not being synced with Vendetta in fights in which we wouldn't lose a use (5 min for example). Not sure how useful info this is but just forcing it to sync is an upgrade on 5min sims
is there a way to change how many people are hit with LBE?
shadowlands.lead_by_example_nearby=x defaults to 4 normally, and defaults to 2 in dslice
would i put that in an advance sim or somewhere in the desktop app
advanced
thanks. still kinda new to manipulating sims. appreciate it
has everything you need
Is there any threshold for posting optimizations here (i.e. if it's a negligible/low increase but still an increase don't bother)
I mean feel free to point out anything that pops up at high precision sims
^
Sometimes we might say it's too small for the effort but can just let us sort that out
as long as it's out of margin of error and not ridiculously complicated or convoluted
I mean if it involves a lot of conditions for 0.1% probably not gonna bother but
It just depends
Related topic, @gleaming fern is gonna be so happy with my SBS Assassination optimizations last night.
Ok - I've just been playing around with sub+necro apl, and found it to be a small (.1%, +8 dps for my gear) gain to use SBS during SOD and out of dance over a backstab, regardless of charge count - https://www.raidbots.com/simbot/report/qxJwpS8YFKbdWGa4XPckU6
Trying to look for more stuff but I doubt I'll find much
SBS is tricky
Having wasted (YES WASTED FFFFFFF STUPID ASSASSINATION DSLICE/HAC SIMS) 4 hours on this crap last night
You better
It was like +2% on DSlice and +7% on HAC lol
+0.3% on ST
The AoE stuff is a combination of some rule changes
About MA and targeting priority
Allowing SBS to be cast during MA on targets without DoTs yet
And allowing SBS to be cast in the last global of MA if using a generator
And burning
Also prioritizing putting it on the shorter-lived targets more specifically
Since this involves MA windows and all kinds of stuff, there were a lot of false positive conditions and it was hard to work everything out
That's why it took so long to try to find the "true" rules that worked
is there some condition to check how many combo points you'll get from an sbs cast in the apl?
Since there was some stuff that worked accidentally
cp_gain will work
On the SBS line
e.g. if cp_gain>4
So to check to make sure I won't overcap, it would be cp_gain<combo_points.deficit?
<=
yea was just about to correct that haha
Anyway @gleaming fern yeah mostly it was just stuff that changed with 9.0.5 since the damage of SBS itself makes it more valuable now to prioritize resets (by putting on shorter rather than longer-living targets) and also allow MA in some situations. Still doesn't always beat Mutilate during Vanish windows which was the main hiccup. That's what took a while to figure out. Assassination CP gen/vanish windows are tricky.
So ended up going with the final global only, but it still seemed better out of stealth to put on targets without SBS up yet
# Apply SBS to all targets without a debuff as priority, preferring targets dying sooner after the primary target
actions.direct+=/serrated_bone_spike,if=variable.use_filler&!dot.serrated_bone_spike_dot.ticking
actions.direct+=/serrated_bone_spike,target_if=min:target.time_to_die+(dot.serrated_bone_spike_dot.ticking*600),if=variable.use_filler&!dot.serrated_bone_spike_dot.ticking
# When MA is not at high duration, use SBS to apply Lead by Example during Vendetta, otherwise keep from capping charges
actions.direct+=/serrated_bone_spike,if=variable.use_filler&master_assassin_remains<0.8&(fight_remains<=5|cooldown.serrated_bone_spike.charges_fractional>=2.75|soulbind.lead_by_example.enabled&!buff.lead_by_example.up&debuff.vendetta.up)
Was the final version
Which isn't too complex in the end.. I just had to try about 100 variants to get there 😄
Still might be some stuff hiding here but this seemed a decent enough place to stop for now
Gains apply for both MA talent and MA legendary so it may lead to some slightly different setups, hard to say
Didn't sim top gear combos or anything with it
Mmmmh interesting stuff for sure
How much gain is that @knotty oriole ?
look here #tc-research message
actions+=/variable,name=energy_regen_combined,value=energy.regen+poisoned_bleeds*8%(2*spell_haste) is the % here a mod operator or a percentage (assuming the former)? and what is it for?
Division
oh what
The / character is already used already as a break
So % takes its place as a divisor
That line specifically calculates the energy regen of venomous wounds
https://www.raidbots.com/simbot/report/dcuSt9fhzj7BBV3aypKBjd - it seems to be a decent dps gain to use sbs when at 3+ combo points and either at low energy or while shiv is up, this is what I added - actions.direct+="/serrated_bone_spike,if=variable.use_filler&combo_points.deficit<=3&(energy+variable.energy_regen_combined<5|debuff.shiv.up)"
energy+variable.energy_regen_combined<5 seems like it would never get hit
whoops that should be 50
same result more or less https://www.raidbots.com/simbot/report/xn7NpaoTzkEwBrVVeF4upv
Yeah I was a little questionable on the energy thing
Doesn’t seem necessary considering the energy conditions on the generator variable
I think this is functionally quite similar to something I was looking at earlier which was just to use during vendetta
Which is a similar 0.2% gain and I'm fairly sure that's where most of this comes from
Is just forcing it into the opener
Need to come up with a way to make it not bad in aoe though
I haven’t seen gains from forcing it into the opener
Maybe I clowned my tests though
Very possible
actions.direct+=/serrated_bone_spike,if=master_assassin_remains<0.8&debuff.vendetta.up&dot.mutilated_flesh.remains>2
was a similar gain
Wouldn’t a target check for probably <=2 do the trick and just let the snipe and !debuff.sbs condition handle the aoe/slice stuff
Problem is burning charges before raid_events.add.in blah
I'm just looking for small stuff 🙂
That’s all there is to find these days with how many optimizations have come in relation to the actual changes to sin
Yea, it's been fun trying to find little niches here and there while also figuring out apl code nuances
Is there a way to make a function?
Not really
Darn
One thing probably need to look into is how it fares with EP since Blindside effectively buffs Mutilate quite a bit
Seems possible some non-Blindside specific stuff could be worth looking at
took me a while to figure out as well. The modulo operator exsits its %%
fwiw this variable is getting replaced
with energy.regen_combined
and doing it in code
So that it can approximate stuff like Dashing correctly
I added it yesterday and using it for the new priority rotation logic of avoiding cycle DoTs at energy.regen_combined>35
Which seems to be roughly the magic number atm
The APL currently casts KS during Flagellation, which devalues KS a lot, especially on pure AoE sims (Dancing Steel simming higher than KS with Celerity on short AoE simsfor example (https://www.raidbots.com/simbot/report/vjAYYev4ucpf2xHGY47SQ9 ) ). I've found a fix for this for those pure AoE sims, however it ends up being a loss on dslice and I can't find a way to fix it for both.
https://www.raidbots.com/simbot/report/iBH8wgN1aLWLywa23tFFsU (90 second 5 targets with Celerity)
https://www.raidbots.com/simbot/report/eV1ABqsh76Cbh8MQsBfTUD (90 second 5 targets with MA)
https://www.raidbots.com/simbot/report/8Hxa46NtMtkxwBzbyamck6 (dslice celerity)
Honestly think the top case is generally true no matter what isn't it? On that particular fight length and 5T, it seems KS loses to Dancing Steel without any Covenant as well
https://www.raidbots.com/simbot/report/4VHJ8E2vDeNwbvf16g841b idk not the case for me, though its kinda close
I just commented out the Covenant line on that same profile and it was -1.8% or something
hm. i mean still seems wrong to go flagellation > killing spree, and its a decent gain for that sim too
Wonder if maybe there's something more restrictive.. like only during flag if at low energy or something
It's too bad KS channel duration is not hasted 😦
true, though i think during the haste buff its fine its more so that you waste 2 seconds during the debuff where you dont generate any CP
Yeah that's why I wonder if an energy condition might help
Not that Im jazzing good but you would need energy to get cps and finisher, so if you were low on energy, KS would be ideal as you have twos to get energy back to build up the stack but what do I know, nothing.
I just took another look at the prio of Slice and Dice and between the eyes and atleast for Necrolord, using BtE before SnD is a gain again. I remember @knotty oriole theorized it was mostly a Kyrian thing to prioritize SnD so should probably double check if that is still the case.
Forcing BtE at 6 CP is also small gain. I also noticed that the APL loses some BtE casts by refreshing SnD as soon as it enters pandemic, even if BtE is up and it could cast BtE first and refresh after. I put in a condition to attempt fix that, too (slice_and_dice,if=buff.slice_and_dice.remains<fight_remains&refreshable&!cooldown.between_the_eyes.ready).
https://www.raidbots.com/simbot/report/pZi3gFi4mWDkDQH63mdmZJ
Thanks. Will test some stuff on the weekend.
There isn't any new research. This would be a question for #assassination, not here. Mastery is just bad for sin outside of aoe situations no matter what legendary you choose, it would take some borrowed power effect or a huge buff to mastery to change that
Mastery has no interaction with Doomblade at all
I mean sure
But it doesn't modify the Doomblade DoT at all and doesn't really change anything rotationally
Because Greenskin's Wickers only has a 20% chance per CP spent on BtE to grant you the buff, you wanna force BtE at 5 CP if you run it without Deeper. This is around a ~0.5% dps gain in dslice, single target and aoe
https://www.raidbots.com/simbot/report/9wm6RxEKH1QdzULtjJBVSS (1t Patchwerk)
https://www.raidbots.com/simbot/report/LSVzP6yBREFmjM5SoRyC9 (dslice)
https://www.raidbots.com/simbot/report/3JH4tYUSAxAkF2GbdMRYU3 (5t 2min aoe)
Looks good. Probably will break this out into a specific Greenskins follow-up line to reset the variable conditionally
So looking into this and noting some stuff you said previously--"Forcing BtE at 6 CP is also small gain"
I'm fairly certain it's safe to just do this generally rather than just for Greenskin's
actions+=/variable,name=finish_condition,op=reset,if=cooldown.between_the_eyes.ready&effective_combo_points<5
With also doing the SnD/BtE flip in the finish list
This seems to be a global gain from both of the things you observed at the same time so think that's likely what I will put in
So Between the Eyes still counts as a Stun in simcraft, or atleast still applies Prey on the Weak. You can see Prey being a dps gain in dslice over Tricks here https://www.raidbots.com/simbot/report/gtQwXJ1vo3KxmN3YBp33JH
I also made sure that gouge is still a dps gain, and it is.
If I remove BtE fully from the APL, Prey becomes a damage loss again (as you would expect).
https://www.raidbots.com/simbot/report/hG9mSx3ENsUCoVG3j14z9n
Think everything should be in tonight's build.
i noticed, for outlaw, if using master assassin and if marked for death is talented, the sim will always vanish > dispatch
i'm confused at what that has to do with marked for death being talented
rather than marked for death being off cooldown or something
my attempts to change it were a loss so it clearly seems correct, just wondering why tho
The sim currently uses MFD 10s before the pull as Assassination. By deleting the pre-combat line, it shows a pretty significant gain for Venthyr rogues. This is most likely also due to CTTC.
https://www.raidbots.com/simbot/report/jthFZnbRaqDEf48uBZTp5Z - 0.3% on 1T 5min
https://www.raidbots.com/simbot/report/47cT97ZBmMYHuP2fK82KZ2 - 0.8% on 1T 3min.
Further optimization can be achieved most likely by moving the MFD after the Envenom in Vanish during the Shiv window (and possibly syncing MFD and Shiv), but that's still being tested.
good find, I'm currently taking a look at some other mfd things, will add on

should be noted at least that the line removal is a significant loss for necro at first glance
also would need some changes for dungeonslice considering it has a prep for add events
I had some work done on aligning shiv and mfd
might be an edge case kind of thing
it was dps neutral or small gain, at least seems like a viable strategy
Yeh, definitely does not function well in DSlice and needs some work.
yeah that handles basically everything I was checking 
So what was the thing with the prepull thing for MfD? Was that only Venthyr?
I'm still trying some stuff out, ie. holding MfD for Flag for certain scenarios. Edit: Holding MfD for Flag on pulls where you use MfD in pre-pull or with movement is a marginal gain, nothing major.
But also @merry cloud since you also removed it from the precombat, your change is about +0.2% or so then?
Since your profile is also Venthyr
I presume so
Gonna try yours with my Necro profile
Looks like -0.3% with the full profile for Necro, -0.2% with Precombat added back in
So I think this is Flag-specific interactions most likely
agree
Most definitely.
Which is fine, that makes a little more logical sense I think
Considering the mechanics
Also, I think Lorentz your APL version doesn't have some of the SBS APL optimizations recently in it, so that's changing the opener sequence slightly. I'll need to check to see if that impacts
I was also curious about it, but I didn't notice the difference
Seems to make it even worse for me.. like -0.6% 😄
ouch
MfD is already like 1.8% behind for Necro though so I suspect there's no saving it anyway 😄
Rogues can use bows. Do you think that we will have SWP 2.0?
Well data says it costs focus. Not sure where we would get that.
Equipping bows also disables all of our main abilities, sin cant mutilate, sub cant shadowstrike, outlaw wouldn’t be able to dispatch
So unless that ability magically does like 5k dps
Doubtful you would run it
And if it did do that much, they would nerf it very quickly
and 5k dps in 9.1 gear will be shit tier dps most likely
As mentioned, this ability costs Focus so no, we can't use it. It's not really worth talking about further.
can someone tell me qualitatively how ss at 4 with skull is more worth than finish at 4? if u ss at 4, u have a 65% chance to waste a cp. if u finish at 4, u have a 20% chance to waste a cp. so, the intuition is 1 more cp dispatch provides more damage than 0.45 wasted cp and whatever wasted energy that entails right? because when it comes to skull + broad, and shift the convo to ss once more at 3 or finish on 3, u have a 65% chance to waste 2 cps vs 40% chance to waste 1 cp. so if the ss on 4 w skull is remotely close on the sims, i feel like logically it could sway the other way to favor finish on 3 seeing as the stakes are worse w skull + broad. can any og tc'ers offer thoughts on this? also mainly curious if have we data from specifically simming finishing on 3 w skull + broad in 5t cleave?
Pretty hard to answer that other than let the sim take the wheel with determining what's optimal for damage, energy, and restless blades efficiency
It makes sense that BS + SNC would end up with a lot of overcap but evidently a 3cp finisher is still not worth it https://www.raidbots.com/simbot/report/82D9BRRfd3NirR3yHRxxrG
But there's so many factors involved I don't think you can "napkin math" the reason why
Beyond what solo said already, what do you mean about "if u finish at 4, u have a 20% chance to waste a cp"
because finishing at 5 gives you the 1 cp guarunteed, but finishing at 4 has a 20% chance to not give you that cp
i forget what the passive is called
Hmm. I am not really sure I would call that "waste" though
yeah that's what i was referring to
That is just a refund conversion rate, over time that will still come out to be the same ratio of CP you "put into it"
wouldn't it be a different ratio to the energy you put into it tho
Yes, finishing at lower CP is really only energy inefficiency
Or sometimes cooldown window inefficiency (say for MA)
it's also GCD inefficient, because you spend more dispatches to spend the same number of combo points over time
I mean, somewhat but I think energy and GCD inefficiency are just two opposing sides of the same coin
If you are Energy capping it is GCD inefficiency but the Energy won't matter
If you aren't Energy capping it is Energy inefficient but the GCD doesn't matter
So, couldn't find anything abt this on the apl. if u are playing ma/ks on ST, ks supposedly only worth if u ks for energy regen. if u ks at full energy on st, it's a loss (as far as i understand from what i've read from community figures here). so suppose ur going into a boss in m+ w/ ar+lust. u obv want to vanish for the damage, but my question is, should i killing spree for energy regen from like 100-145 and cancelaura it right before i hit max energy. because i for sure hit max energy before even half of the killing spree is done. and so in my head, i've had a dps gain for half of the ks, and a dps loss for the second half where i was at max energy. this line of thinking correct or wrong?
because i've never seen other rogues cancelaura their ks like 2 hits into the ks, despite hitting max energy. i started doing this a few days ago but figure i should ask here just to confirm it's in fact a dps gain and i'm not an idiot for cancelling my ks like 2/5 of the way thru lol
if you are running MA, you just use killing spree on cooldown on single target
without MA its just a 10 dps loss to send it on CD versus following an energy rule. so basically can just use it on CD without MA too
hm ok but guy says it's extremely bad unless ur using it while regenning energy. i mean he said "very ppl know how to use it properly on st", so i figured he was alluding to this. 10 dps loss to just send it on st doesn't really seem like it's that hard of a rule to follow
is it a meaningful difference if i use 2 seconds of ma to do the ks vs using the ma window for normal globals and using the ks after the ma window?
ie (regardless of them getting temporarily desynced) it's better to use ma for amb bonespike disp mfd bte or something vs amb ks disp
yea its just 10 dps, and thats WITHOUT ma, with MA you wanna use KS on CD
cuz i feel like using the ma window for non ks on st is good so long as u sync up ur next ma ks for aoe after the boss
you mean intentionally desyncing KS from MA? i dont really see the point, and im pretty sure KS is our ability with the highest damage per execution time so
ok ok just checking
was thinking amb bs disp mfd bte and then ks after would be more dam than amb ks bte or something along those lines (disp ks mfd bte etc)
looks like dispatch and bte are slightly more damage per global cooldown than KS, ambush and bonespike are not though. However killing spree also makes you proc more main gauche and instant poison during the 2 seconds which is not taken into account in that
Using KS during the MA window at some point is generally optimal. As to if you do that from the stealth opener or vanish it's up to you. That doesn't matter. But mid-fight Vanish should always be synced with KS. It's a pretty big gain to do that.
Really the main reason KS is able to be competitive and beat Blade Rush for DS sims
Without MA and syncing, Blade Rush is probably just better
you mean on ST? cuz on aoe KS is just always better
oh you said dungeon slice. KS wins without MA too
I mean depends on what you mean by wins
If KS is even remotely close to Blade Rush damage, Blade Rush is just better
Blade Rush doesn't get you killed and has potential on larger uncapped pulls
KS has to effectively be much better than Blade Rush to actually be usable
imo
its 1.5% better without MA for me. whether thats enough to take the higher risk you have do decide for yourself
Sure, but I think my point is that KS gets almost double that advantage from MA syncing over Blade Rush vs. using Celerity so it's a non-trivial difference in the relative value
If you aren't syncing KS with MA you basically lose half the gain over Blade Rush
Running KS for +3-3.5% probably makes a lot more sense than running it for +1-1.5% imo
But regardless, syncing with MA is pretty large for KS
yeah true. and even still i'm probably taking br. i'm just trying to think of some stuff ahead of time for the great push
my team just hates ks and like if i die even one time from ks over the course of 3 dungeons then it wasn't worth it
Killing Spree DPET also doesn't take into consideration the fact that the Blade Flurry coefficient is higher than other abilities also
KS DPET is definitely the highest overall
well this was about single target
well we were talking specifically st here
no aoe considerations at all
that's why syncing wasn't really important here to me
Well you still sync MA even in ST
Definitely the MG/Poison procs during KS make it worth compared to other abilities during MA
wel yeah that was my question. which takes precedence. syncing ma and having ks active while at 100 energy, syncing ma and canceling ks the second i get to 95 energy, or just sending ma and saving ks for when it would be fully used for energy regen.
The other rule about using it in ST is that you always use it when BtE is up
If you aren't running MA
Current APL threshold for triggering KS in ST is energy.regen*2+15 so basically 2 seconds of whatever your passive regen rate + 15 cushion. Haven't really explored canceling but I think it'd probably be of pretty minor value
But keep in mind the APL totally ignores the energy condition when MA is active
If you are running MA, you don't care about energy at all
i tried making it cancel but i dont think it worked. just scrapping the energy rule altogether was only a loss of 10 dps though so i doubt cancelling would be worth it really
Energy rule only gets used for ST and only without MA
ok so ks actually is braindead on st
i thought there was something special i was missing since it was said to be hard to use in st
Pretty sure it's just because it's not really getting hit, not because it does nothing
its 0.7 more killing spree casts if you remove it
either way the rule doesnt help for anything and just confuses people when they think they should delay KS during lust on pull, or have to think about energy in some way imo
Totally depends on your haste and energy regen in general as to how much of a gain it is. It's 10-15 DPS for me.
I've seen you fight over less 😉
can u guys do me a fav ❤️
can u swap it to 2 min, lust, potion, no monk buff, no war buff, no wf, double sharp? <33
want to see if it is worth more like 30 w those conditions
cuz then that's actually starting to get sizeable
this is all assuming no MA james
if you are running MA you just wanna vanish and KS on CD always no matter your energy
Generally we don't put rotations that require long pull timers into the APL because slowing your raid down for a marginal dps increase for you isn't worth it
sure, but this topic includes "math", and researchs, i think is hard or maybe "useless" to put those lot of things on any APL but is still a thing
it is a gain to have a stupid long pull time and snd pre-pull, and some logs already do that with critters to log
obviously like osh said, things like that don't go into the APL
and openers in general don't really see much difference in dps from moving like 2-3 gcds around
yes, it is
yeah, that's what I said
me, as a spanish native speaker don't understand everything as good as other people haha but that's all, no off topic
Opener optimizations like this are still extremely small in terms of total DPS
All you are "wasting" in this case is 2-3 CP and a little energy. Over an entire pull that averages out to probably less than 5-10 DPS or something.
Not only does this require a large prepull timer but it also requires a tome on every single pull, which is just not realistic for all but super extreme cases
hi there, i saw that the APL has a condition to prohibit the use of CT in TB / low energy. It's true for dashing, but for m+ with zoldyck i dont think so. I delete this conditions, and as result: https://www.raidbots.com/simbot/report/gdEGZoPDmPTDQiYaWf2sjE. Doesn't matter fight timer / haste lvl. Even with doomblade for me, CT in tb / no energy condition - better: https://www.raidbots.com/simbot/report/4qGmu6EvHa1qvGCPxtZVrA
The energy condition is just to match the logic for when Envenom will be used
So it serves no purpose without the Shiv check
I'm gonna need to double check these profiles because I'm finding it a bit skeptical that CT is worth using in ST over Envenom in ST and Doomblade within Shiv at all gear levels. This was checked quite a bit already before.
A couple of us in the assassination channel did some sims with using CT in ST and found that it was the same dps to use it and to not use it, as necrolord at least. Someone who was venthyr had different results
mb its only for venth, coz flag
it's bs+ma build
If it's Venthyr, that makes sense to some degree. I'm going to guess it's a Haste threshold.
https://www.raidbots.com/simbot/report/vnJH7yCTeQbYL2jwAW7GVg same profile for necro
Not exactly a TC thing, but were we aware that dodging anything causes a main gauche proc, not just with evasion active? I just tested it multiple times after MGing something when i dodged while riding past mounted

Wasn’t this added to compensate for Riposte being removed
the thing is, it procs the mastery hit 100% of the time
any melee dodge procs a MG hit
Yeah, the wording implies its only supposed to proc during evasion and not outside
the bug here would be that it procs on any dodge
Lol
does changing soulbind on raidbots change covenant ability too ?
like can I sim venthry without swaping
it would not make sense to not change covenant ability too.
This is also the wrong channel for this kind of questions.
sorry about it
Hey maybe it has been tested already, but the GS rule in the apl is to use PS only if you need energy, or if you just need 1 cp, wouldn't removing the needing one cp rule for guile charm be a gain, as more sinister strikes makes the buff build up faster
You could make an APL that does that and see :))
I would if i knew how to
Copy paste the apl line for pistol shot for me here? I'm at work on my phone
Dw vaughn is gonna do it
when using zoldycks it appears to be a dps gain of about 20 on ST patchwerk (50 in execute patchwerk) to remove the !shiv and energy deficit restrictions on CT. This means that its worth keeping the CT buff up all the time even in shiv windows. due to the reduced gain on normal patchwek this may only be a gain when actually in execute phase. Sims done using my character so maybe worth investigating more with other setups
It's actually specifically a zoldyck AND venthyr thing from what I've seen looking into it
More likely a haste thing, but that is mostly the same difference at this gear level
That being said I would highly advise running comparison sims in the same advanced sim because otherwise the error margins are difficult to compute to compare results
Probably the gain is restricted to when the Venthyr haste buff is up if I were to guess
Plus the fact that Zold doesn't work on Envenom for reasons defying understanding
Obviously in execute the DPET valuation shifts a bit due to Envenom not getting the execute bonus
yeah
I think the gain is specifically isolated to execute during venthyr haste buff
doomblade venthyr shows a loss as well
I remember looking into it as well, actually as an attempt to see if we can get rid of CT single target
and I found the same stuff with zold/venth
might be worth revisiting with gear from next tier
Seems like adding |runeforge.zoldyck_insignia&target.health.pct<30
is essentially equal
So yeah, seems mostly restricted to that case
But looks like just flag buff is +0.3% even without Zold, just execute is about +0.1-0.2% without Venthyr but with Zold.
So really mostly the flag buff though
Which basically just is some sort of haste DPET threshold
Some optimizations for AoE sims regarding dying enemies for assassination. There's 2 main changes, one regarding rupture casts on dying targets, and the other involves casting CT slightly before pandemic in aoe. Here are some example setups. The gains vary from about 0.8% to 1.3%. Legendary/Covenant/Talents don't have too much of an impact, but obviously if you're not running CT, half of this gain won't affect you. It is completely neutral on 1-3 targets, and then starts having very minor (0.2-0.3%) gains in 4+ sustained aoe. Other combinations are left as an exercise for the reader, but have been tested :)
Dslice https://www.raidbots.com/simbot/report/qdAJWYHtCD5J3WVrtjhW9m
HAC https://www.raidbots.com/simbot/report/mPCskSiaFFn9s3CoNqLTfA
if i wanted to reduce the number of mfd casts in a dslice sim because i felt like it was getting an unreasonably high number of casts within the time frame, what would be some good methods to do that
I obviously don't want to reduce the mob counts
perhaps adding a minimum time to die requirement? Such as if mfd becomes available when a target is about to die, it must have a ttd greater than .5 seconds, or maybe even as high as 1 second, in order for it to be eligible for sniping
time to die seems reasonable enough
marked_for_death,line_cd=1.5,target_if=min:target.time_to_die&target.time_to_die>.5,if=raid_event.adds.up&(target.time_to_die<combo_points.deficit|!stealthed.rogue&combo_points.deficit>=cp_max_spend-1)
?
should be able to change the time to die to like 3
and it would reduce the casts significantly I would think
marked_for_death,line_cd=1.5,target_if=min:target.time_to_die,if=raid_event.adds.up&(target.time_to_die<combo_points.deficit|!stealthed.rogue&combo_points.deficit>=cp_max_spend-1)
This is what's in the APL
the 1st line i linked is my alter
Perhaps, i can try it and see, i'm mostly asking if that edit would have the desired effect
I think it would
but i guess, again, i can just try it
changing MFD around is always pretty fickle from my experience
https://www.raidbots.com/simbot/report/kqzeRHKXeait2M9Wmjngnd/simc any idea why this sim didn't press stealth? XD
I think i found it
yea i did
even if i copy the APL exactly as it is in the default profile it still has an issue with that line lol
that's odd
The line_cd was already added for the purpose to prevent “spamming” of MfD
You can just increase that if you want
and that line basically gives mfd a 1.5 second icd?
Yes basically
It doesn't stealth because that is a patchwerk fight style not ds
Fight Style: Patchwerk
i fixed the stealth part, i didn't have the invulnerable raid events
Has the raid events added but that doesn't add the out of combat time
marked_for_death,line_cd=1.5,target_if=min:target.time_to_die,if=raid_event.adds.up&(target.time_to_die<combo_points.deficit|!stealthed.rogue&combo_points.deficit>=cp_max_spend-1)
This line gets ignored
oh man I completely missed that
yea me too
That's why they pay me the big bucks!

ok I must be completely missing something else, because now it's just running two copies with the default APL, instead of using my copy with the modified one
i don't really know if this merits any kind of apl change, but i noticed at least once or twice per dungeon (in the big pull dungeons like halls, there would be instances where mobs would be dying at sufficiently fast pace such that if i were doing sbs -> 6cp disp -> sbs -> 6cp disp, i would still overcap charges on my bonespike. like i would be wasting charges. i noticed that 1 sbs (3 instances of damage, all flurrying onto 5 targets, was significantly more damage than 1 6cp dispatch flurrying onto 5 targets), so on these certain pulls where i could predict based on mob hp that if i did sbs -> 6cp disp like normal, i'd be wasting charges, i changed to just spamming sbs and overcapping cps instead of wasting my sbs charges, so long as i didn't waste too many and could make sure i'd be going into the next pack w 5 charges. this happened much more frequently w spiteful. also, i don't know the specifics of how the volcanic plumage anima power works, but i noticed i had significantly more volcanic plumage damage than my teammates (im assuming it works w crit and vers, but also if it's proccing off of instances of damage, you would be upping the probability to proc this thing by opting for more applications of sbs vs. just dispatching). i'm not sure mathematically which is better, this was just my intuitive sense of looking at the damage values (to overcap cps and not waste sbs charges when flurrying onto 5t, or to disp for cdr and waste sbs charges), but i thought i'd mention it here for anyone that's interested that knows what to do w this information.
Looked like Volcanic Plumage is just 4 RPPM so I don't think it should matter too much what you do, although it'd be affected by Celerity/BtE/Guile/etc.
Have spent a fair amount of time trying to do SBS optimization. Sniping (low duration prio), dumping, reverse sniping (high duration prio) and largely it didn't seem to make any notable difference. Spent a lot of time swapping logic around without really getting anywhere.
Had some luck for Assassination but Outlaw really seemed very neutral with the different approaches
alright yeah just thought i'd mention. cuz 6cp disp w flurry on 5t is like notably less dam than 3 sbs all flurrying onto 5t. so that's the only reason i mention it
like sometimes yesterday i could spam sbs 4 times in a row just back to back over and over and still have 5 charges of bonespike when i finished all the spamming lol
Which legendary were you using?
deathspike
that's the whole point like this only applies to deathspike
basically 1 global w deathspike on sbs is a lot more dam than the 1 global being spent on dispatch (assuming u throw out 3 spikes and all 3 spikes are flurrying onto 5t) but u don't get the cdr, so at times yesterday when i had the decision, ok do i sbs 6 times in a row, or do i sbs disp sbs disp sbs disp and waste 3 charges of sbs, intuitively it felt like more damage to go w the sbs and just overcap cps
because on certain pulls in halls, u can feasibly get ur bonespike on like 12 mobs at once, and when they all start dying u can overcap ur sbs charges really easily if u don't just spam sbs
Yeah, Deathspike is definitely something we'll need APL logic for but I haven't put in anything yet. I think you're correct that there is likely a point where just casting SBS is better than worrying about charges, especially since Deathspike effectively multiplies charges for you (since it generates more potential refunds than it costs) compared to raw casting SBS which is just 1:1
I got some pretty big gains (around 200 dps in dslice iirc) making the APL use bonespike smarter like a month ago. Didnt want to bring it up to lower the chance of deathspike getting nerfed
https://cdn.discordapp.com/attachments/720037430119628880/838944064544047144/unknown.png dont have the sim anymore since it was a while ago but got a screenshot of the APL i used 😄
I'd kinda prefer to get whatever we have in as a baseline rather than reinvent the wheel. Blizzard really can't balance detailed enough to care about 150 dps or whatever
Especially outside of beta
Ok, so this is specifically for Deathspike I assume given the charges_fractional stuff?
I originally split the sbs conditions into seperate lines to track how often which condition is being used but it ended up being a huge difference vs the same conditions in the same line split with |
Yes but the fractional was also changed in the 8911 simming one
Its the "if more than 2 targets and flurry up, cast bonespike regardless of charges"
I don't really see how splitting the lines would matter other than for the !dot.ticking line
That is the only one that evaluates on the target
That one was split for the Assassination APL for that reason
I was going to put something similar in for Outlaw but there was no immediate gain. However if you're adding a more aggressive dumping condition it makes sense to split them to ensure things go on the correct targets as a priority
I can only go off what i said back then, dont have the sims anymore 😄
actions.direct+=/serrated_bone_spike,if=variable.use_filler&!dot.serrated_bone_spike_dot.ticking
actions.direct+=/serrated_bone_spike,target_if=min:target.time_to_die+(dot.serrated_bone_spike_dot.ticking*600),if=variable.use_filler&!dot.serrated_bone_spike_dot.ticking
for Assassination for example
Before the general dump line
actions.direct+=/serrated_bone_spike,if=variable.use_filler&master_assassin_remains<0.8&(fight_remains<=5|cooldown.serrated_bone_spike.charges_fractional>=2.75|soulbind.lead_by_example.enabled&!buff.lead_by_example.up&debuff.vendetta.up|buff.marrowed_gemstone_enhancement.up)
There's no reason to split the other stuff
But splitting the ticking thing is a logically different execution order
Because you are doing a "first pass" to put stuff on non-ticking targets
Then a second pass if that fails for the dump conditions
Otherwise the dump criteria could be met on the first target even when the 2nd target doesn't have the dot, for example
Yea i have no idea why it ended up only being a gain when i split it, was more an accidental find
I'd probably have just used this one by itself
actions.direct+=/serrated_bone_spike,target_if=min:target.time_to_die+(dot.serrated_bone_spike_dot.ticking*600),if=variable.use_filler&!dot.serrated_bone_spike_dot.ticking
But Assassination cares about SBS being on the primary-primary target first because of Doomblade legendary
But I guess the only substantial change in your APL is basically "dump down to 1 charge if Blade Flurry is up and 3+ targets"?
Yea
Makes sense to me
But yeah would want to split the ticking lines just to make sure you spread them first
I guess its kinda alleviated for deathspike since it still hits 2 off targets (and i assume it smart targets in simc?), but yea should definitely still target mobs without debuff whenever possible
Probably the charges_fractional thing should just be inverted to be relative to max charges
To support both
I always thought it was weird how the sim suggests to use SnD at 3+ combo points for Assassination, even though you can maintain the buff even with 1CP. I've gotten the question "Why does the sim use Mutilate after SBS before Slice" in #assassination a few times, so I decided to look into it. In fact, in my own play I always use SnD after SBS even at 1CP and it has never dropped for me, so I didn't see any logical reason for building to 3+ CP.
After playing with it a bit, I found it to be a slight gain to cast it at >=1CP instead of >=3CP on 1-2 targets on Necrolord specifically. I'm not sure why the apl was finding gains for using SnD at 3+ CP previously, but I couldn't find any gains. The gain is further inflated by short fight lengths.
I tried simming most combinations, including Venthyr/Necrolord with various talents, target counts, fight lengths etc.
On DungeonSlice with the usual setup (Zoldyck, Necrolord, EP/Subt/Vig/CT) it's +-0. For 3+ targets it's a very marginal gain, but never a loss.
I also tried simming the apl change as Venthyr, and it was always within margin, and again, never a loss.
I'm aware that it's quite a minor and simple change, but it is consistently performing better on 1-2 targets and is never a loss on other target counts, that's why I decided to bring it up.
Sims are done using my personal character profile.
https://www.raidbots.com/simbot/report/coXtDjwYkSrkbUMLMpHwyc - 5min 1T (0.2% - 11dps)
https://www.raidbots.com/simbot/report/sQz6gFjVFQd49tAyZcXnAZ - 5min 2T (0.2% - 12dps)
https://www.raidbots.com/simbot/report/id9J2FWLSjMFof3Z5JPuFy - 3min 1T (0.3% - 21dps)
https://www.raidbots.com/simbot/report/xyKH4CKHTLVKpAS5mxbHi2 - 3min 2T (0.3% - 20dps)
https://www.raidbots.com/simbot/report/2b5Zpe7N91wbSYfZacn7je - DSlice (+-0)
actions+=/slice_and_dice,if=!buff.slice_and_dice.up&combo_points>=1
Well it's worth keeping in mind that the Necrolord opener really isn't the same as it used to be with the changes to the MA and Gemstone conditions. Haste is also different now than what it used to be now that we are better geared, so there's quite a lot of reasons there may be a 0.2% swing. That being said, this was neutral or a small loss with some Night Fae profiles I just tested it against, and many people were Night Fae (rather than Necrolord) at the time this was tested.
Multi-target in general uses Envenom quite a bit more aggressively than it used to as well
But at this point there is probably no major downside to swapping it over
(Giving the background information to answer the "I'm not sure why the apl was finding gains for using SnD at 3+ CP" part)
Oh yeah, that makes a lot of sense! Thanks for the clarification.
Yeah np, I'll update this later today
I would reach my fated 7k sim with this apl change as well, so obviously a very important, personal incentive for me.
Great stuff, thanks Koji!
Haha
Well at least for buffed sims with WFT, we lost some DPS due to the findings of the Windfury Rank 2 bug a few weeks ago 😦
For those fortunate enough to have a Shaman
Yeah, that was a sad day for Raz sims. 
nice, it's a 12 dps gain for me too on the 5min 1T sim
Hi, is it possible to override obedience spell data for 24 sec buff insted of 12 sec?
It’s implemented as 24 seconds in sims
hm, i'll recheck, but seems like same dps as few weeks ago 😦
it was always implemented as 24 in sims iirc
quick question, what's the difference between energy.time_to_max_combined and energy.time_to_max
Only currently matters for Assassination, but it's supposed to include estimations for non-traditional regen methods
For Assassination it includes Dashing and Venomous Wounds per/second estimations
Eventually might extend it to include Combat Potency estimates for Outlaw, but that's a bit harder
i see ty
i assume effective_combo_points is the same thing, but for say animacharged cp yea?
regen_combined and time_to_max_combined are essentially equal for the other two specs as without, but safe to use either way
effective_combo_points basically translates to what the CP value would be if you were to consume the current animacharged CP if it is matching
e.g. if you have CP3 charged and you are on that, it will return 7
instead of 3
nightly outlaw build with ptr=1 still doesn't work?
Simulating... ( iterations=100000,
threads=32, target_error=0.050, max_time=300, vary_combat_length=0.00, optimal_raid=1, fight_style= )
sim_signal_handler: Segmentation fault! Iteration=0 Seed=7680122325395551093 TargetHealth=0```
Send me your profile.
it segfaults due to GC @solar swift
It's already fixed but raidbots builds are paused until he migrates over to 9.1 later
Do you happen to know if Marileth will apply his Humanoid mastery buff when casting Fleshcraft even if you only channel it for say 0.1 seconds
Might need an APL condition where you quickly cast fleshcraft but cancel the channel
on PTR the mastery buff is applied directly on press of fleshcraft
Yes
Channel can be canceled early in the APL with a command, but I decided to leave it in initially
Because it feels like people won't totally int here most of the time and actually try to get their Fleshcraft absorb so they don't die 😛
fair
But there is a way to do it
ye good to know
interrupt_if=
Should work
so like fleshcraft,if=x,interrupt_if=buff.volatile_solvent_humanoid.remains>90
or something
It's implemented so the buff is granted at the start of the Fleshcraft cast in SimC already
So that should work
Can you add a custom buff that increases agility by x %?
Any work around for that?
Wanna compare how agility works vs a flat damage % increase
like 10% more agility vs 10% more damage
For damage adding a vulnerability event works but no idea about agility
You can add custom procs to gear, which might work.
Also not sure how vulnerability interacts with some rogue specs, i guess i am better with damage_done_buff_event_t
Thanks that would work
Uhm this doesnt seem a good idea, would buff ghostly strike
or blade flurry
Thanks 🙂
Blade Flurry doesn't double dip from target modifiers
So that's not really a concern
Yeah i was thinking in the scenario of blade flurry not flurrying in cleave with a vulnerability event
i.e that vulnerability wouldnt affect the damage that gets flurried
just an idea, but u guys should look at adding 16% crit to the dslice profiles w/ like 70% random uptime. would b more realistic sims. sub and sin probably benefit more than outlaw
Where would that crit be coming from?
the seasonal affix
the orbs
there is a 30% execute one which is pretty solid, but it has to stack up and i didnt find it to be as good as the stat stick except for on ST. was really strong on bosses, esp bosses like stradama etc
but i figured that one would be harder to sim since im not exactly sure how it stacks
historically affixes haven't been added to sims due to the complexity in downtime etc that it adds, pride mini-bosses weren't added to dslice last season for example
but that's probably a question for an actual dev like koji/mystler
well the only reason i thought itd be good is cuz prideful would affect all 3 specs roughly the same, whereas crit really benefits sub and sin and not as much relatively for outlaw
like if sub is winning currently in dslice, and u give both specs 16% crit, sub should win by even more (i would think)
gotta wait for the 1 handers and sylv daggers to be implemented tho i guess as well
i feel like 16% semi permanent stat is also a lot more impactful than like 2 or 3 pridefuls over the course of a 40 minute dungeon
prideful affects bursty specs way more
It's possible something could be implemented, but I think Navv is investigating trying to parse out the dungeon anima powers still
The spell data structure is slightly different from existing stuff
Likely if we can get it working there will be some option for triggering them
not when the bursty specs have to use all their burst on the prideful




