#tc-subtlety
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no
Grieftorch
anyway
let me quick test the thing you mentioned
then i can see what the apl does diffrent to what your rotation suggests
i found that there is a nice and consistent gameplay loop while playing dust+rotten+flag, where you basically get 2 dances for each flag without playing 2 dance
and rotten makes it more smooth with the stack building
- using symbols and gloomblade in dance makes that gloomblade do a ton of damage while also just being the guaranteed FW crit etc
this is from trying it out ingame
thats a chunker
69k, nice
well its 69k + 32k + 35k
its all just that 1 gloomblade
cus you have lingering up from the previous dance when doing this
almost 140k dmg from 1 gloomblade use
i also think ur gonna play 10.1 tier set based on rotten
not symbols uptime
so you prob dont hold it for 100% uptime
rather use it to buff in dance builders
and ensure more finishers in 6 second dances
symbols will be interessting
because you can use it for energy too
so you have multiple things you can consider important
so 10.1 gameplay might be:
Dance-gloomblade
Sectech
Strike
Evisc
Symbols + Strike/Gloom (gloom if you have lingering)
Evisc
ur gonna have like 70%+ uptime no matter what
of symbols
will depend
ye idk, i think this tier set and rotten gives 6 sec dances the same amount of finishers as 8 sec dance
your damage outside of dance is still high
but ye could def. be a area that is more important
between 100% uptime, better cd alignment and energy
the main issue with rotten gameplay
and those talents
is that 10.1 has a bunch of shadowflame stuff
and losing dark brew + DD shadow amps
is kinda bad
Ye theres trinkets, a new embellishment and a new engi thing instead of cr that also does shadowflame so ye 
Makes me wish the global amps werent a thing
I would prefer if sub wasnt an item proc spec
And instead had interesting gameplay of its own. So remove the global amps and buff the amps
you know what this gain is
mostly
waaay less rotten waste
think its 33 cps wasted with regular apl
it is likely mostly in the opener
yes, it seemed logical to me too
its the first iteration, so lets see if we can improve
and doesnt use it in dance anymore
its also without flag
this build
i dont think DM is good with 6 sec dance
so the only thing you really change is DM -> flag
that simmed higher for me too
weird
but let me check with the updates
but the entire thing i mentioned was with flag in mind, otherwise it doesnt really matter
with new apl
vs.
old
flag does seem to lose out more
but posssible that there is room for improvements in both
so all fine, we iterate
ideally it should only vanish with these conditions:
flag used recently
symbols on cd
dance on cd
But the important part is that flag was recently used
and it shouldnt back to back vanish
if its possible to stop that
want to spread out the vanishes
1 vanish per 1 flag
no point in spamming vanish during opener
ur only getting 2 dances in the flag window anyway
fixing vanish should be easy
i think there was still a optimization in the pins
it does not back to back with DM
that possibly explains the diffrence
possibly
i just know it plays really well ingame
like its actually not janky or unfun
i might have to try this

still just sending vanishes
yes
ye, lets see
there shouldnt be any downside
to holding vanish
as its 2 charge and ur not losing cdr
i asked chat gpt
to write me lines for this
actions+=/vanish,if=buff.flagellation.up&buff.flagellation.remains<=16&cooldown.shadow_dance.remains>0&cooldown.symbols_of_death.remains>0&!buff.vanish_check.up
and
actions+=/variable,name=vanish_check_duration,value=30
actions+=/buff.vanish_check.up,if=action.flagellation.execute_remains&!buff.vanish_check.up,duration=variable.vanish_check_duration
moment ill look at the line
the value is just flag out 30
thats nonesense
but funny
lets see what simc says
decent gains
1.6 is quite good
esp. given that it might be possible to further improve
there you go
the expected error log
it just tries to generate something that looks legit
the first line is slightly more reasonable
but also would fail on the vanish_check
there are some gains to be had here
its using flag in dance
pretty sure you can just make it not use flag in dance
can check both
i assume holding dance for like 2-3 seconds will win out
it seems to do some jank in the end of that sim as well
probably due to fight ending
its using a flag at 3:06 (without vanish cus it desyncs for this use specifically)
then it vanishes before using flag
when flag is literally up within 4 seconds
when it could have just held that vanish for 4 more seconds
it probably wasted other CDR as well
but ye the flag uses if played correctly is indeed:
0
1
2
3
4:30
5:30
6:30
the 5th use will run its full CD cus you have no vanish ready
but then you have back to back vanish up for the 2 next flags again
another min/max thing to consider is to make that vanish be used in dance, after sec tech
just like on live
to make sure ur not vanish striking during lingering shadows
the end of the sim things could be a consequence of
me adding a fall back to use vanish if the fight is about to end
can prob remove that
cus ur getting a flag+vanish at 4:30 something
shouldnt waste
probably doing something weird
possible, i can come back to it with more fine tuning if we find more gains
just to quickly show the overall gain of the 2 changes
1.8% dps from both changes is quite good
its still doing weird stuff
like flagging mid dance
dunno if you ever tried removing it from dance
haven't tried yet, but will try in a moment
its something
lets look at the other way around
if anything i think its good practice
other way around not so much
https://www.raidbots.com/simbot/report/32YGNWk98FpbT1wQEiJJWu
in this case it just does not use dance when flag is up
HUHH
ye but maybe you should put a threshhold on it
shouldn't lead to much of a delay
so it doesnt hold dance for long
flag has fairly simple rules
it is almost "use on 5 cp"
so the delay it creates is fairly minor
ye
just to note this, DM combinations will benefit from removing the specific vanish handling when applying the above.
needs to be tested if its only for dance + flag or in general
yea adding to this for sepsis and flag with tfd on opener you can ignore the free strike but for other dances i found that using building to 4 or 5 then blades sepsis flag finish strike then dance evis stab to always have a PV stab in there is also quite good
this takes into account you play stiletto and tfd though
https://i.gyazo.com/ec91860450c2c22c6dc91e5107d9e829.png https://www.raidbots.com/simbot/report/tYBK1qnvfAgNDDy5fAvJz5
actions.cds+=/use_items,if=buff.deeper_daggers.up&buff.shadow_dance.down|fight_remains<20
testing from @past fable for bacon
The sim was a bit sus because it shouldnt be such a massive drop going from grief to beacon, so you can probably ignore the top one and just focus on the 3 copies with beacon
deeper dagger is usually up for most of the fight
Ye its mostly for the opener
so the above is more of a "on cd" use
Since you only get 2.4 uses its quite good to get +16% dmg on one of them
on cd did surprisingly not beat symbols sync consistently
most of the time ended up the same
but bacon might just need the torch rules
moment, ill test
But with PE specced i suspect you want to line it up with that too, since the hit is so big critting is just a massive swing
tier set def. could change it
i did shoot koji a dm, hope he can implement the tier set this week
so i can do apl stuff and spreadsheet updates soon
simply applying the torch rules
1% dps 
I also get https://i.gyazo.com/62b10322ce1f8ed20e10d71070f9c804.png
just quickly changing the use case for Irideus fragment to actions.cds+=/use_items,if=buff.cold_blood.up|fight_remains<20
https://www.raidbots.com/simbot/report/r9xC48x155b1NFGyP43yG8
Very similar results on aoe 7 target cleave too
https://www.raidbots.com/simbot/report/eLEEp19r1JNr2knr58fHfL
But theres probably a better way to sync it than to cold blood, and super minmaxy you probably want to use it right after sectech so the biggest agibuff hits your shadows and not the initial hit but
could def. see potential
Sorry for the rapidfire ones but i did the bomb dispenser too and god damned, its a lot better
huh
https://i.gyazo.com/e3a68b034bdca0f5429aa13665ad7af8.png
By literally just using it on cd, not tying it to symbols like the default
The hard part about writing the use case for bomb is to allow other on-use trinkets too i'd imagine
Because with this https://www.raidbots.com/simbot/report/n1ki15j96yAJnWVt7gT7ug its using a bomb roughly every 16 seconds
i love the warning
Oups, forgot to comment that one out 
btw.
just to mention it
you only need to copy the sub list you want to replace not the entire apl
Ye idk i tried that but didnt get it to work properly a while ago
Ah so only the section i want to change
Yeye 
bomb dispenser is just used on cd with this?
Idk if were using it every 16s i doubt theres much gain to sync it to something else
But maybe
Wdym by sniping
But its not extra value though
Or well, it does split aoe damage
But its less than the singletarget value
oh true
the damage on death is lower
then a ttd check
to make sure you use it on targets that survive for 7+ secs
Btw for the anvil pocket trinket, do you know how you would write an override so that gloomblade starts proccing it? Or would we need koji to edit something in the code for it?
target.time_to_die>=7 or so
Ye seems reasonable
it would need spell data or simc changs
because its a whitelist i assume
similar to lethality
(blizz forgot to add strike to the whitelist)
Nah it works ingame
oh it is a simc issue
oh ye koji needs to add that manually then
Ye i figured. Ive found where in the code its supposed to be changed but i cant seem to figure out how to do it with an override
Just to document it, trinket lines (+1.3% for torch, slight improvements for others)
+ actions.cds+=/use_item,name=beacon_to_the_beyond,use_off_gcd=1,if=!stealthed.all&(buff.deeper_daggers.up|!talent.deeper_daggers)&(!raid_event.adds.up|!equipped.stormeaters_boon)
+ actions.cds+=/use_items,if=!stealthed.all|fight_remains<10
something to check:
breakpoint secret->shadow dance beats shadow dance->secret
idea: bp damage is potentially higher than the initial hit of secret and could make a off gcd use relevant for non DM builds
first approach seems to be fairly successful, opting up to 2.5% dps gain:
+ actions.cds+=/symbols_of_death,if=(buff.symbols_of_death.remains<=3&!cooldown.shadow_dance.ready|!set_bonus.tier30_2pc)&variable.rotten_condition&variable.snd_condition&(!talent.flagellation&(combo_points<=1|!talent.the_rotten)|cooldown.flagellation.remains>10|cooldown.flagellation.up&combo_points>=5)
Probably look into different thresholds of dance CD remaining where its worth it to press sod
Since its likely we want 100% sod uptime during dance depending on build
So either holding sod until pandemic from dance activation
Or pressing it before dance so the dance activation refreshes sod in pandemic
Nvm
I hope we can get 6s sod testable cos I'd like to know if it pandemics a regular sod (3s) or if it would be based on the dance applied sod (1.8s)
In game
well thats more difficult xD
Yeah, I wonder if the sod thst dance applied uses pandemic from the 6s or just nabs it from regular 10s sod
that is something we can't test rn
sadly
need to wait for a fix
the sim also still assumes ns is fixes that iirc wasn't
Would be nice to physically test how the pandemic works
ah perfect
I hope it just works as if the sod applied by dance pandemics based on a casted sod and not the applied duration
Yeah was pushed in last batch of hotfixes. At least changes to NS
https://github.com/simulationcraft/simc/commit/4eed12367afe030a3c11b920d6e8a7da0679eb9b
And some more changes in the one just before
https://github.com/simulationcraft/simc/commit/e27ba60849adf1d8e476543f00d5898515c2c174
ah nice
yes
did test some of the apl chanegs
so should be "optimized"
2.4% is closer than expected
rotten seems fairly meh
apl:
^ this incorparates the rotten changes to make it sim well
also did optimize it for multi target a bit better
btw. feel free to throw the apl in a sim and if you find something just lmk
Thanks!
Ye its wasting a ton of cps
31% of all cps it produces goes to waste
And energy wise its even worse, but i assume thats for all t30 sims
In total, symbols alone is wasting 300 energy
Rotten is giving 2.5 cps on avg
Like i know this can be avoided ingame, so i am sure its possible in sim too
But i dont think its better than the normal build anyway
just to mention this
the 0.1% adjustment we had is not in
but everything else should be
if we get it closer, thats fine with me
for what its worth, i care mostly to have things working
atm updating the sheet
This is looking like something very worthwhile, im currently looking over some aoe stuff and this seems to be the highest simming build generally for dungeon slice.
Something along these lines, with the dance duration point being able to be swapped to shadow focus if you want, but 2x dance and 1 PE wasnt far behind either.
I dont really care about % dps it provides. But i do know that you can get away with much lower cp waste when playing rotten. So its more a case of, we will never know how good it is
nice
lower ressource waste should mean higher dps
so there is a correlation
Not if you have to use bad spells to avoid waste
And it even threw a little curveball at me with sepsis being only ~1% worse than tornado on dungeonslice, which i wasnt expecting at all
Like, you basically just have to use gloomblade on rotten, never strike
And always at 0-1 cp
Its quite simple to avoid really
Tornado and dm has a good combo
With no dm its not super surprising imo
Especially because of how st focused dslice is
problem rly is how well the right side works together
the left side would need some better integration in the spec
Yes, overall dps wise, its not great
Thistle tea fix:
+ actions.cds+=/thistle_tea,if=(cooldown.symbols_of_death.remains>=3|buff.symbols_of_death.up)&!buff.thistle_tea.up&(energy.deficit>=100&(combo_points.deficit>=2|spell_targets.shuriken_storm>=3)|cooldown.thistle_tea.charges_fractional>=2.75&buff.shadow_dance.up)|buff.shadow_dance.remains>=4&!buff.thistle_tea.up&spell_targets.shuriken_storm>=3|!buff.thistle_tea.up&fight_remains<=(6*cooldown.thistle_tea.charges)
```https://mimiron.raidbots.com/simbot/report/deVu1S56naLCLuNPApeqjf
updated apl:
@remote sparrow #subtlety is atm a bit busy, what exactly did you want to test with trinkets?
oh, just wanted to see where Sod waste is mostly coming from. I have a feeling its because of SF, we end dance almost at full energy, and it automatically sods' since the 2pc sod is done
I was thinking maybe we could remove SF to see if energy waste goes down/how much ST dps we lose for it
maybe it would end up being worth it to delay sod by 2 gb's after dance to not waste its energy not sure
the problem with sf in talents is point economy
so even if we can remove sf
it seems less likely that we would given no alternative dps option
at least on st
oh yeah definitely. theres nothing to take instead of it. just wanted to see its contribution to our energy waste/ st dps gain.
Maybe its worth it to delay sod by 1 gcd ? or maybe have a condition where it wont sod unless its at or below 120 energy?
im expecting this to miss the first builder right after dance, and then sod immediately after
i did test earlier in #subtlety to use symbols later
it seems to be equal in best case and a damage loss in worse
ah unfortunate, thanks for trying!
but if there is something else you want to check just lmk
will do thanks!
is there a strand somewhere where i can copy and paste to get the max ilvl sub items to sim?
crafted gear
#tc-research message
raid/m+
#tc-research message
โค๏ธ tysm
jeez it freezes up my raidbots lol
yes, you probably only want to use parts of it
not sure if Im making a mistake but this build seems to out sim the current build posted in sheet by a decent amount, using the same gear.
BUQAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAARAJJiQCIhkgkkEJkEKJJRLCJlIkkkkWAAAA
Is there any apl changes I need to make to optimize for playing around the 2pc?
^ take this apl
I can't replicate
no I was using the same gear as stated in bis currently, sims about 1k higher, I think its an APL issue with symbols usage.
thank you!
although, using the same exact APL as live right now, that build is simming very very close to what you linked @mystic sequoia
did you use bugs = 0
I think I'm confused by what you're doing
no one second!
also moment
before you sim
you can use this input
shoulders got updated and are no longer bis
i will update it in the sheet later, just currently a bit busy with other things
Also in its current state, should probably use Tepid Versatility Phial as well
default is tepid vers
Ah, I thought the ones in sheet was still corrupted rage
Can you link the sim instead please?
you need the apl
because it fixes a lot of stuff
esp. with rotten
you can use it in top gear
can just put the apl in custom apl
and expert mode bugs=0
thats true but it seems like current APL with this build sims almost identical to the new build with the adjusted APL
Just a note as well, but both of those use Glacial Fury flask
The thing is, you're simming with bugs being implemented.
Currently SoD from 2p lasts 10 sec on ptr. It got nerfed to 6 sec and the tooltip got changed to 6 sec.
However, it is still 10 sec ingame. So it's implemented as a bug in SimC. So running regularly will give you a 10sec SoD.
Running with bugs=0 will give you a 6 sec SoD
thanks for taking the time to explain it to me, I really appreciate it! โค๏ธ
(That said, it's not a total waste in spending a little time making sure the apl for 10s sod bug also works decently. If they end up never fixing it)
oh also uh when I add 'bugs=0' after the talent string it throws an error for me
i feel like I hsould probably go learn the syntax before I start lpaying around with it haha
You can use it in expert options if it's easier for you
Otherwise below the talent row should be fine
bugs=0
Still throws an error 'invalid commands: bugs' Ill just try and go learn the syntax first haha
Either that or use expert options ->
makes sense, and yep youre right, its quite a bit weaker with bugs=0
oh
you also need to remove source=default from the input string if you want to use it in top gear
this is basically the setup to run things
unless you want to test for the 10 sec symbols from tier
Thanks fuu! I really appreciate it, im learning quite a bit playing around with it now! ๐
a few things I noticed. with rotten build it does seem to apply snd inside dance.
also it does cast secret technique on the 5th gcd of dance quite often (if the clones hit 1.3 seconds after first hit then they fall out of dance right?)
i actually found it can get dicey with the initial snd from premed that it can finish before the first strike in dance
oh as in u run out of snd before u can get first strike in dance?
it is possible but that one is 40 secs in so no reason to
I think with the opener i had in mind u should be striking on 8th or 9th second so shouldnt run out of snd. then u get another one from vanish and the immediate dance after it
but yeah 4 things ive noticed so far with rotten ->
- it should probably blades before sepsis
- it probably shouldnt use flag/sepsis inside dance
- on last gcd of dance it should probably symbols + gb/strike instead of striking, then gbing outside of dance then finishing then symbols gbing ( as it does now)
- shouldnt snd inside dance
oh yaeh 5) dont delay Sec tech until 5th gcd.
but that one i think it oculd be ebcause of CB
like someitmes CB is close enough that it waits for it (i think) and then it falls on 5th/6th gcd
yea actually using sec tech as second finisher should be fine
and a check for CB as you can double use it after the vanish
thats probably not practical btw
yes its possible
but i think it was found to be a loss last time we checked
cus it involves sitting on cds
yea in the st build mayble but for dungeon you play tornado so you tornado after dance
oh speaking of holding, 6th thing i noticed) it missed rotten uses. like it happened maybe 3-4 times in a 5 min sim where it would have symbols up in 2-4 seconds, but it would just vanish which resets sod , basically losing an entire rotten use
and get some finishers then enter dance fine after the 4 secs
ah true the vanish with SoD might need more limits
i guess that is why subterfuge might be fine as you get those extra secs needed for the CB sec tech after consuming the sepsis pop strike
idk strike is so useless idk if its worth playing around it
well it is strike + PV but until after we see how the dmg calcs turn out
you also want to stab once so you dont cap
oh another thing is, uh, dance seems to be around 22sec cd instead of 25 with this build
^
+ actions.stealth_cds+=/variable,name=rotten_threshold,value=!buff.the_rotten.up|spell_targets.shuriken_storm>1|combo_points<=2&buff.the_rotten.up&!set_bonus.tier30_2pc```
is a good change with 0.2% dps gain
rosvall had some slight improvements in his sim:
https://mimiron.raidbots.com/simbot/report/hQbvZE844WCWYfpDrE7N84
but they seem fairly small, ned to be looked further
apl with the change:
hmm
For apl changes, you can use this profile/apl as baseline
The apl can be used in hero rotation or?
Ok ๐
i just wanted to put the latest changes here
so everyone who wants to modify the apl has a easy time to find a baseline
thanks fuu! This def is a slight improvement.
The build btw i did a quick timeline check and it looks like it would have to hold things somtimes by a few seconds to line everythin up together. so it kinda looks like something like this
where the values are when (seconds or minutes.seconds) when you would use them
the change is only fixing one of the issues
i haven't had time to go over everything
i did update the top of the sim chart in the sheet and some of the other sims to have the correct embellishment shown
not everything, because of time reasons
need to also go over what you wrote
ofcourse! by the way not sure if it means anything, but the current apl plays the first minute of the rotten build almost perfectly (outside of not lining up sepsis + blades)
and if u do a 1 min sim
its about 5.5% ahead
but then at 1 min, 2 min it starts breaking down and not lining up
and doing all the weird stuff
Could also be cus its more bursty
yes and no though, like its bursty on the open, but it should get its entire burst (since its already not lining up sepsis + blades) back
at 1 minute mark
this is for 1 min mark, blades would add 50% sepsis damage meaning its a 2.5% dps increase compared to currently this
It seems the finality optimization is not good anymore once you have 2p
https://mimiron.raidbots.com/simbot/report/4BgbBkCQNJZVjaV3uA8yVt
@turbid pulsar tested it, just double checking it
also sorry for the rotten beleavers
this kills it off a bit more
apl change: ```diff
- actions.finish+=/rupture,if=!set_bonus.tier30_2pc&!variable.skip_rupture&buff.finality_rupture.up&cooldown.shadow_dance.remains<12&cooldown.shadow_dance.charges_fractional<=1&spell_targets.shuriken_storm=1&(talent.dark_brew|talent.danse_macabre)
new profile with apl
For apl changes, you can use this profile/apl as baseline
So this means its just refresh in pandemic
Do you have any line for not refreshing pandemic if dance is soon off cd and you have finality rupture active?
well makes sense as we get free rupture uptime
on finality ruptures anyway
but i think there will be fringe cases where rupture is at 3-7 secs entering dance and it is a finality one
and we can send dance instead of refreshing
This is a good point, especially if the extra 4s on rupture allows us to sustain through dance and refresh with no uptime loss
not yet, but maybe worth to check
kieron great minds thinking alike
yep
Or 3 for safety
also puts another build within like 100 dps of the inev build
i think 2 might break some things
But not having rupture for 2s probably not even that bad
so 2-7 works fine but of course until 8.4 it also works
ye 2 secs or 3 vs using an evis and getting extra finality rupture in dance
checks out
Did you say a 100 dps
Thats 1400
Or did you mean something else
Ah
instead of pe + swift +inev
yea i think it may need the range like we though
if it lets it drop too much it can get twisted
the idea is to get 1 extra evis maybe and finality value inside dance
not skip the refresh
might need to limit test with entering dance with 3 secs left to like 6-8
They have the same uptime
So its prob not relevant then
Think we tried to do something with rupture in the past and its just never good
Its possible that ur just delaying the inevitable by not refreshing early
It will also mean you refresh into finality earlier, so ye
The finality uptime diff is prob non-existent
You probably end up with 0cp after dance and no rupture up quite frequently if you send dance when rupture has <4 seconds left (or 2s if you have 6s dance i guess)
with this finality rupture is pretty much just useless i think in my sim's sequence it consumes it once
its kinda funny
well yeah, if its not in pandemic
it wont refresh
and since finality is only 30 sec
thats basically all the time xD
What a dumb mechanic
maybe it is worth to refresh rupture if finality is about to run out
nah just makes it so there is another build within 110 dps basically
which is nice
alright, did update assa shortly (top sims)
no inev for me, no thank you
I know whispyr has his own assa sim
back to sub, lets quick check finality
At 130k+
yes
but thats before shoulder changes
i was on 131k
but overall, just means a lot of stuff to re-run
i expect boots to become good like for sub
should be back to 130k possibly
def. wrong apl changes
seems like casting additional ruptures is bad tho
i think that could be due to 4p
less evi casts = less chance of crit evis = less damage
also less chances of finality empowered evis to crit
i mean -1.8% is more dps than the 4p is worth
it triggers
so i somehow doubt its a big part of the loss
quite a lot
well you should just delete that line
was proven to be bad
right
just do normal pandemic gameplay
oh ye
it was just a test
maybe a rupture remains check make sense
let me test
becomes less bad
https://mimiron.raidbots.com/simbot/report/hMoKLC4MsnvtEB6puTxTbN
still bad
alright, time to update sub profiles
^ i will pin the latest profile/apl now to allow everyone to quick find it
Oh great
the same issue probably exists for beacon
what is the 'issue''? is it being casted on gcd, or cancelling it?
it basically locks
trinket optimization:
+ actions.cds+=/use_item,name=manic_grieftorch,use_off_gcd=1,if=!stealthed.all&(!raid_event.adds.up|!equipped.stormeaters_boon|trinket.stormeaters_boon.cooldown.remains>20)
+ actions.cds+=/use_item,name=beacon_to_the_beyond,use_off_gcd=1,if=!stealthed.all&buff.deeper_daggers.up&(!raid_event.adds.up|!equipped.stormeaters_boon|trinket.stormeaters_boon.cooldown.remains>20)```
easy fix
not sure I understand what you mean here. what do u mean by locks
basically not using torch
ah okay thanks
Great, thanks.. will use it tomorrow when im free
will need to look into the rotten things tomorrow
if there is something left to test
so we will prob have to make crafted daggers/find other ones now that blizz changed the stats to crit/mast on the last raid boss dagger
wasnt a question
alright the spsis/flag/rotten nightmare is back alive. I still think i have the first 6 optimizatoin thingies up there, but 7th one is most likely stiletto over VT or DD.
we need to look into SoD usage a lot better after the latest annoyingly bad interaction was found
but idk when that's going to be fixed or implemented to simc
the interaction is that tier replaces SoD with a lower duration one right? with like 2-3 seconds of pandemic?
if you SoD before dance, and you dance with anywhere above 1.8s on SoD remaining, the duration that goes above 7.8s gets eaten because it uses a 6s timer as duration
so dance on 5s SoD remaining would eat 3.2s of SoD
I see, it makes sense though. I think it is just replacing sod with a 6 second sod
then it ads pandemic to it
so if u have 1.8 seconds of sot. it ads 6 + 1.8 and gives u a 7.8 second sod
yeah makes sense, 6 second base + pandemic
the pandemic function was already dogshit
they are the same buff they should just simply extend each other
makes 0 sense
it works similar to all of our other over time effects though. like rupture gets fully replaced + pandemic
so its the same idea
but yeah they shoulda put thought into how this isnt the same as rupture
buff vs dot
t28 shadow blades tier added duration
from casts and procs
that is how this should function
its interesting u say that, because if u try to rewrite SnD with a weaker SnD it wont let you. but somehow this one just lets u
idk intern tier implementation
plz just make it add duration
playing around this garbage implement is epitome of anti-fun
hey @rugged solar not sure if you guys have seen this build but right now its about 2.2-2.3% behind the current bis but a simple optimization of using blades before sepsis would probably put it within 0.8%. maybe further optimizations with flag and sepsis windows around dance could help it catch up
BUQAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAARAJJiIJBJhkQSSSSCEIJRLCJlIkkkkWAAAA
Maybe dancing 4 seconds after sepsis so the final hit gets dark shadow amp could also be useful.
with tfd over swift its within 2% it seems
I thought blades has to be cast before sepsis for sepsis to get its benefit right?
like right now it sepsis's before blades
no its dynamic
ah
okay then no its actually 2% behind then, sorry didnt know that blades interaction
sepsis fix creating a loss
stepsis 
the implementation for shadow dmg talents not amping trinkets etc are not in simc yet right?
pretty sure this build would take over the normal build if there was a connection from sepsis to dust ๐ฆ
but we got pv instead... 2 points of it
good question, could be already in
given that its spell data that should be automatically parsed
in nightly
but also need to see when nightly rebuild
maybe some other trinkets are bis and that would affect our builds a bit
dark brew will sim worse for sure
I dont thnk its in
this is on raidbots
this was run on mimiron.raidbots
is 2k lower
mimiron does rebuild every change, so it is usually more up to date
but also not recommended to use usually
can u test the previous rotten iteration we had
because this can lead to a lot of janky sims
oh right because rotte was 2.5% behind before the finality thingy which was about 1%.
does the sim currently sync sepsis / flag / SB if you have stilleto talented?
it seems to
BUQAAWulQAmRd/c4Iy2r7VOUFAAAAAAAAAAARAJJigEkESCJJJJJQKKSS0iQSJJkkEpFAAAA
also seems to be within 2.5% of bis build on current raidbots
yes
I donโt think the current/newest raidbots build has the whitelisting implemented
Afaik, it wasnt hotfixed for sub yet. So the numbers will change quite drastically
yeah was gonna say, i just did some ring sims 4fun and it shows me the same gap as before
also might want to reconsider trinket / ring choices
hmm
Ye
Right side talents should be quite a lot weaker with that change
Beacon trinket alone is like
1-2%?
9%
10% of our dmg?
9.3%
then 31% amp dmg gone
moment let me check something
or w/e we gave it
Raidbots main supports Latest now as well. In addition to Nightly
5% veiltouched
16% DD
10% DB
i don't know if anything else affects it
maybe nightstalker but at this point we'll never know 
oh
latest
latest on mimiron
anshlun's dps:
latest: 11775
old sim: 12054
hmm seems to low of a diffrence
300 is nothing
oh no I hard doubt it
all the other trinkets are actually garbage
its still going to be 6% dps for us
It wasnt 3.5k dps ahead the 2nd choice
like Realz said 'maybe consider a stat stick' and I simmed all the trinkets and the closet one was like 6% behind
post nerfs still like 3% behind
still by far our strongest
they buffed the first boss rare trinket, but that thing is almost 6% behind pre nerf anshul.
even after 12% crit buff and anshul nerf its gonna be bad i thnk
im guessing around 3% for anshul + 1.5% for ring (if ring is also included) so about 4,5%
realz mentioned its supposed to be 5,1% nerf though so idk
overall
non shadow damage:
~ 15% of our damage -> -1% dps
~16% of our damage is shadow -> -4%
aura buffs are 4%, but tats not 4% gain, so overall likely is a nerf
Well you have to swap trinkets and effects
I think the nerfs are 4.5-5%, tier is around 1% buff, lethality 0.6% buff, 2.5% overall buff from the aura so we gained about 4.1% and lost 4.5-5
tier buff?
40% from 25
Its 40% crit dam now
oh
4set was buffed yeh
i missed that
Well ur not playing the shadowflame enchant
With this
Change
Or the shadow embel
you still need 1 for ring no?
Idk, maybe
oh and i did some sims and the ring is withing 0.5% of a crafted 447 crit mastery
Or just yeet it
eggnog ring that is.
maybe a 447 + double sophic > eggnog + shadowflame + sophic idk
outlaw at 131.5k sim
yes possible
that we just drop shadowflame stuff all together
bte is just a crit % increase
they lose GS interaction
if blizz fixes it correct
I thought it was otherwise
that gs was a debuff on target and bte was a buff on u
yeah its just sheet crit
bte is a debuff as well
so they might lose that too i guess xD
that might kill outlaw actually LOL
It wont happen
theyre double abusing anshul btw
with gs + bte and their 2 pc
since anshul counts as pet, the damage is included in their 2pc
But GS is double dipping with the 2p atm
53% of our damage gets buffed by the 4%
so that's 2.1% or around that
it did until a few days ago though. unless they fixed it
he did mention that for the "bis" build it's overall a 1.1% nerf
so they probably had it mathed out
totally possible they also have a build in mind with different item combinations that would sim better
thought so, thanks!
because he heavily implied we should be using stack stick trinkets
think i misunderstood what zac wrote
but stuff like veiltouch, deeper dagger and dark brew are very likely fixed
the hit comes from a pet, not you, so the damage gets added to your dot
Shadowflame enchant also procs it, not f.ex frozen though
It's in simc already since about 8h ago
is there an APL to test prio damage for funnel? im wondering how much power 4 pc gets in funnel vs normal situations.
priority_rotation=1
so set target count to like 7 and add priority_rotation=1?
It hasnt seen revision for a while so some things might be off, but should atleast be decent
thank you
this cant be right... prio target is significantly lower than single target rotation??
but how did it get worse... last tier, atleat it was a slight dps gain
In m+ build it was like a 8% gain ye
But if you made it shorter so you didnt run out of tea
even with dungeon setup its still a dps loss here
It was roughly equal
an idea for optimization around Finality again. Sounds giga cursed but bear with me.
with the current sims, Rupture is around 8% of our damage and non of it is finality, so if we can replace all of it with finality, it should be a roughly 2.7% dps increase.
Rupture with pandemic lasts around 50 seconds thanks to 2pc.
so we let finality rupture completly fall off, and right as its about to fall off (3-0 seconds left) we gb once, rupture, then build for another finality rupture at 6-7 cp.
this way in a 5 minute sim, with each rupture lasting about 50 seconds, need around 300/50 = 6 ruptures. normally we would have all the build -> rupture. but this essentially ads 2 more gcd for each rupture.
so we have essentially around 12 'dead' gcds just to build for rupture. assuming we would have used these gcd's on gb (most likely we would). and each gb giving us 2cp on average. we are wasting 24 cps, which is about 4 Evis. 5 minute sim does about 67 evis for 17% of our damage so 4 Evis should be around 4/67 * 17 = 1% damage loss but we gain about 2.7% so should be a 1.7% in total, combined with some weird energy stuff, still should be a bit over 1% gain over current no finality
pls let me know if im cooking meth here
Probably worth trying
I would test it on a dummy myself but I burnt my computers GPU and motherboard a few days ago so now im waiting for repairs LOL 
either way, casting 2 ruptures in a row to ensure finality always is about dps neutral compared to just casting an evis outside of shadow dance, but you ensure you have a finality rupture for shadow dance windows always
Idk, I did some math up there idk if it makes sense.
i just took the difference between finality rupture and regular rupture damage (for me, 96.3 - 74.1 = 22.2k) compared to an evis (25.5k)
Oh yeah no a single finality rupture has 12 seconds of dance on it. So it's quite a bit more considering at 5 stacks of dm it's ticking for 60% higher than normal
But the evis would always be outside of dance with no amps on it
yeah
Idk maybe fuu can test something like this later, or I'll test it later when I get my computer back
but i mean even without counting the dance amp, its about dps neutral
so id agree with your statement above
Yeah but youre losing 2 gcds so about 4 combo points and 1 GB damage per set of ruptures
So it's gonna be close
But I think it's still 1% higher at the least
We'll see
makes sense
with the same talents?
prio iirc always wins against the baseline
I used the same talents in your bis build i think. just changed desired_targets to 7
moment
and added priority_rotation=1
your prio is 118k then yeah you ose 13k dps
subtelty is not running bp right?
oh, you mean the prio damage is lower than pure st
yes, so its a dps loss to funnel vs do noraml st rotation
i got 118k at 7 targets
you lose 20% aoe for 26% st
so it is still worth it to funnel if you want damage on one specific target
it is also sometimes more than pure st, at least was last seaosn
possible that there are optimizations tho
esp. with new tier
I was expecting new tier to boost our funnel damage
was a bit let down
btw, if you have time, can you check my proposal for rupture tuning and lmk if im just cooking some nonsense or it may work?
hmm, but you have more dance uptime, which automatically gives u more sod uptime
sry cat
possible, maybe it desyncs
so would generate overlaps
that lad to bad uptime
70% uptime
due to sim
I could definately see that, also since flag sims within 1% of db after the nerfs to amps, maybe we gain some funnel value with flag? not sure
possible
flag is always a bit of a two edged sword
basically BP makes you do damage always
while flag does lower your baseline while giving you an aditional cd
but the uptime requiremets do mean you need to have a good pull to utialize it well
flag as funny as it is does not sim better in any sim one specifically, with the exception of dungeon slice
thats true, Im also convinced flag is a sim bait
atleast in Dslice
Ive always done significantly worse with it over db
i don't think its bait
anywyas, food for thought. could be interesting in certain scenarios. for example a 3 min burn on echo of Nelth p3
i just think that it is more a niche talent choice
if you can plan well around the use
mhm definately! ill run some sims for it maybe tmrw.
btw pls let me know what u think of the rupture thingy, i think my math makes sense but i might be missing something
so if we can replace all of it with finality, it should be a roughly 2.7% dps increase.
you lose globals, energy and cp casting rupture
so it isn't "we gain 2.7% dps for free"
i did the math tho, u lose 24 cp roughly over 5 minutes, which is about 4 evis
which is about 1% damage
and u basically lose 6 gb's, so another 120k damage over 5 minutes, specially since rupture kind of runs out near the third dance with low lingering stacks
i basically averaged out the sim crit damage. sim did 67 crits over 5 mintues, which did 17% of our damage
well reguardless, how would you use rupture to get th 2.7%
so i averaged it out to 4/67 * 17 ~ 1%
in reality itll be less cuz those crits are amped by dance sometimes
basically u let previous rupture run out, normally you would build for anotehr rupture, and send it in during pandemic. but now, when ruptures running out (around 2-3 seconds) u gb once, send a rupture, then build another rupture and send it, this guarantees pandemic too, and gives u finality rupture for about 50 seconds with 2 dances.
so u litearlly just lose 2 gcds. so 4 combo points + a single gb cast but instead get 30% rupture damage for 50 seconds .
and u do this once every 50 seconds, so over 5 minutes u do this 6 times ( less since opener u dont need to do this weird thingy with gb
so basically the old "just rupture 2 times back to back"
finality is not cp dependent btw.
so you can low cp rupture too
what do u mean?


