#tc-subtlety

1 messages · Page 3 of 1

rugged solar
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quick test, just using rupture to apply finality:rupture when rupture is not empowered

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it triggers around 4-5 times per sim

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i don't think when you refresh rupture is important because of pandemic

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e.g. "let rupture run out" vs. "refresh it within pandemic" does nothing for duration

lilac crescent
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Now gotta test GB > Rupture > build to 6 > Rupture

rugged solar
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you mean in the opener?

lilac crescent
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No

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Outside of opener

rugged solar
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i am still not sure i understand it

lilac crescent
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What armin described

rugged solar
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do you want to apply a rupture during a running one?

turbid pulsar
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tldr: you want it to play like it always have Finality up

mystic sequoia
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I don't think GB is of importance. I just think they want to minimise the amount of CP spent on the non-finality rupture.

lilac crescent
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Exactly that

turbid pulsar
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basically do the small rupture into big rupture for the Finality amp

rugged solar
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oh, finish for rupture earlier

lilac crescent
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Only when current rupture is low duration

rugged solar
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with lowr cp

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so the good old "do 2 cp rupture followed up by big one"

mystic sequoia
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So basically losing as little CP on a "throwaway" rupture that only exists in order to get the finality buff up for the main-line rupture

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Yea

lilac crescent
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Yeah, except its rigid as GB > Rupture not CP based

mystic sequoia
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If I understood Armins napkin math above

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Why would you do that?

lilac crescent
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Evis > GB > Rupture > build to 6+ > Rupture

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Average CP gained from GB is 2 anyway, if what armin said is true

mystic sequoia
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Best case scenario would be to have ShT tick for 1 cp if you want to minimize waste

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As long as it wouldn't cause energy capping to occur

lilac crescent
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This describes how he wanted it to behave

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With rupture extensions his napkin math may make it worth it Shruge

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So in essence it would be almost permanent finality buffed rupture

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Outside of opener which would be a normal rupture

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You'd only have to refresh in pandemic there because you'd have finality for regular pandemic

rugged solar
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not sure if this is doing the expected

valid robin
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is it meant to rupture 20 times

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and spend 90+ cps on it

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in the idea that armin had

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genuine question, idk what its meant to do

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he said 12 cps or some shit

rugged solar
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i get the idea

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but i am not sure if the above is implementing it correctly

valid robin
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i can confirm

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its playing very very wrong

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doing 7 cps into 7 cps ruptures

rugged solar
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this does look fine

valid robin
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and then you have this

rugged solar
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oh ye

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thats because it would just refresh it naturally there

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moment

lilac crescent
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Basically need to check if active rupture is finality boosted

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If it is you refresh at 2-3s with low CP rupture into big CP rupture

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If its not finality boosted you refresh for finality (in pandemic if possible?)

valid robin
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in the thing i linked above, its also letting finality drop before doing the 7 cp rupture into 7 cp rupture

rugged solar
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ye i think i can fix that easy

lilac crescent
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Only time a rupture won't be finality boosted is from opener too

valid robin
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this refresh is too early as well, its less than 30 seconds after the previous finality rupture was applied

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20 seconds later

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to be exact

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which is weird by itself

lilac crescent
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So it should be opener dance > refresh rupture with finality in pandemic (or with as little time left on finality buff as possible) > dance > next time out of dance and that previous applied finality rupture is 2-3s left > low CP rupture > build > Rupture > repeat

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Not sure if the rupture timing will ever fall in dance with the extensions

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May be two dances between each reapply

valid robin
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it wont

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cus of the 6 sec dance

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you'd have to be quite unfortunate

rugged solar
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just to state this, this goes against the usual and tries to be as true to the thesis as possible

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took me quite a bit to make the sim do exactly what was asked for

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less strict rules would lead to less loss, but also would not fit the described pattern

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i do have some other ideas from the testing, just to give a rough idea i had 9 test cases in the end

valid robin
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What’s the main loss coming from

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Inefficient cps?

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Is it possible to sim it with never refreshing during symbols, to make use of the evis buff

rugged solar
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i haven't looked much else than checked if:

  • cooldowns get used correctly
  • ruptur gets refreshed/applied correctly
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but my hinch is it is not one specific thing, but a combination of multiple

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if you see something that seems wrong in the sample sequence, lmk

valid robin
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We often see a loss in playing around finality, and I have a hard time wrapping my head around it

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How is it that it’s better to drop a 30% buff to a spell over just using 7 cps for it

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Is the evis that strong in comparison

rugged solar
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this way you also shift things

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you introduce inefficiencies in energy

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and you potentially have more finisher during high lingering stacks

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nothing is without trade offs

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but maybe i missed something that leads to more loss

past fable
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You get slightly lower uptime on dance because you "waste" globals

valid robin
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Not doing the smol into big gameplay

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But simply using a rupture before finality ends

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That’s also a dps loss

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And idk why

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It’s at worst like 4-5 seconds off pandemic

past fable
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Because you overwrite effectively half of your rupture

valid robin
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Half?

rugged solar
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rupture lasts rly long now

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because of the extension

valid robin
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28-29 seconds can go before you rupture again

turbid pulsar
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push rupture can go to 50sec

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with the new tierset

valid robin
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I don’t think the sim plays that way tho

turbid pulsar
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or like 48

rugged solar
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7 cp rupture is 32 secs, in pandemic 42, you have 2 dances during that makes it 52 secs

valid robin
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I think it’s just refreshing in pandemic

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Cus it was a loss to play around the extension last time we checked

rugged solar
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during that time you get another dance so 58

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etc.

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rupture use is rly low with tier

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what we do is introduce additional casts of rupture

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so it is not just 30% more damage on rupture

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but the lost value of evis

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and the things mentioned above

valid robin
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Again, not talking about doing the 2 cp into 7 cp

rugged solar
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additionally, you need to do some decisions, because rupture does sometimes line up weirdly

turbid pulsar
valid robin
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I am not a fan of that gameplay either way, so i hope it’s never good

rugged solar
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btw

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just to mention it

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i do like the idea of

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strike-rupture-storm-dance

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will test it later for default apl

past fable
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Rupture just doesnt seem to do enough damage to warrant being inefficient with cps and energy to buff it by 30%. Even going of DPE eviscerate is roughly 30% of a rupture cast by itself (obv evis does less outside of dance and symbols but still)

low breach
lilac crescent
past fable
# rugged solar <https://www.raidbots.com/simbot/report/iKrMcGfUBgVh9SD6u3qKY3/simc>

Isnt it odd that the DPS of rupture is noticeably lower with the finality one? Regular build has 10701 dps from rupture while the one that applied more finality have 9582. That seems incorrect does it not? Ye the apl seems to do what we think it should do but how could it possibly lead to so much lower dps when uptime is only 1.9% worse

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Having 30% more damage on most rupture ticks should lead to a very clear increase in rupture dps shouldnt it? Atleast not a noticeable decrease

valid robin
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Is it doing a 30% dps reduction instead 4Head

mystic sequoia
past fable
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ye thats what im saying, its doing what we want it to do

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But somehow rupture does less damage with finality up almost all the time

valid robin
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Is it dps per cast

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Or pure dps

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Cus dps per cast would make sense

mystic sequoia
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Probably worth investigating

past fable
valid robin
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So

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Finality rupture might be broken

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Ingame

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I mean

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In sim

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And do nothing?

mystic sequoia
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I don't know how rollover damage is handled for rupture. Might be correct as is

valid robin
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Or maybe it’s always active

past fable
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Although i find it a bit sus that it gains about 20% rupture damage despite it only ever using one of the buffs (after the opener)

valid robin
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Could be that the amp never drops

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In sim

past fable
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So my guess would be that finality amp stays in the sim when you refresh rupture in pandemic

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Ye

valid robin
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Cringe

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So we are oversimming

lilac crescent
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If its been this way since shadowlands, even?

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Cos I would assume implementation would be identical

valid robin
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Well it’s a talent

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Vs legendary

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Doubt it’s just a copy

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This might have happened in 10.1 even

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Cus stealthi found a 1k dps gain by just ignoring the min/max

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In a 10.1 sim

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That would make sense if it suddenly just gets all the dps

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Without min/maxinf

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The min/maxing would never have been a gain if it was always like this or since sl

mystic sequoia
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Different effect between finality from Legion, SL and DF

valid robin
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Ye but the min/max was a gain in 10.0

mystic sequoia
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But implementation wise, no clue

valid robin
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Why would refresh early ever have been a gain if the number on rupture never changed

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Seems like a 10.1 thing to me

lilac crescent
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T29 4p?

valid robin
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But that didn’t snapshot

lilac crescent
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Ya but that would explain the gain in 10.0

valid robin
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Don’t think so

past fable
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@rugged solar @coarse laurel If you read through some of the messages above here we highly suspect the damage amp from finality stays on the rupture in the sim if you refresh it and not let it completely fall of. Just having a profile with finality vs one without makes us gain ~20% rupture damage despite actually not using the buff more than a single time, and Fuu's apl optimizations to maximize rupture damage with finality just lead to lower rupture damage overall.

valid robin
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Since it’s just a passive rupture buff

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Why would spam refreshing be a gain

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Unless the tier set was implemented as a snapshot

rugged solar
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just to be sure it isn't a consequence of uptime changes

valid robin
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Yes

rugged solar
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also the old finality rule does see a increase without tier

past fable
rugged solar
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what could be is

past fable
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It lost 2% uptime and like 15% pure rupture dps doing your finality optimizations

rugged solar
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uptime lose is due to small delays potentially

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so thats expected

mystic sequoia
past fable
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Ye losing uptime is expected, but having significantly less damage isnt when the whole point is to get the 30% damage buff on all the time

lilac crescent
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They are 98.7% uptime on rupture

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Both of them

rugged solar
mystic sequoia
rugged solar
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if anything, it couldbe that the tier set does change the damage?

mystic sequoia
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log=1 from simc

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and just filter out all rows that's not rupture_finality or rupture ticks

lilac crescent
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It's doing the same damage with and without finality

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After applying a finality rupture

rugged solar
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but isn't this

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without/with finality

mystic sequoia
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Likely shadow dance used there, or SoS, or proc etc

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SoD*

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I stripped all of that away

rugged solar
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oh,

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ye thats what i assume

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maybe the tier set extension

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does not keep the pmult

rugged solar
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i see what you mean

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the one after should be higher

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so the bottom one

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because it is without dance

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but it seems to be the same

past fable
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Ye since it doesnt refresh rupture inbetween those

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They should be higher since they should be affected by finality

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But theyre the same

rugged solar
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this is why i assume

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that the tier set implementation might not keep finality on rupture

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let me quick check the code

mystic sequoia
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I'm in an onboarding meeting with a new employee, so can't really be of much help

valid robin
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It’s the opposite if anything

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As in

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Finality is always active

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Once it’s been applied once

past fable
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Nvm it doesnt seem to be the same without tier when i dug a bit deeper

rugged solar
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is the report taking all interations or one specific

mystic sequoia
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When you run logs=1 it's only 1 iteration

past fable
rugged solar
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this can happen

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it seems

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so finality wouldn't be up during that dance on rupture

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but overall its not the norm

past fable
rugged solar
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hmm thats a lot ye

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but also keep in mind that symbols will lead to higher dps with tier

past fable
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Ok so how do i get the data rosvall posted earlier after running a sim with log=1

mystic sequoia
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Raw files

past fable
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Ty

coarse laurel
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I don’t believe my implementation should change the snapshot. Adjust duration shouldn’t change the pmultiplier. Not sure if you guys are saying this is different from the game or not in any way though.

rugged solar
past fable
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#1065728795455266888 message
This post that rosvall linked has a finality rupture ticking for 17536 at 112, then he applies a new rupture without finality at 115 and it still ticks for 17536, then he applies a rupture with finality (but pops dance and cooldowns right afterwards) at 119 but after those cds end at 139 it again ticks for 17536.

Which implies that the finality amp somehow stays on regardless since all ticks seem to do the same amount of damage

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Or doesnt get applied at all

valid robin
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cant you look at rupture numbers pre-finality

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like the first finality rupture values

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i mean

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rupture numbers*

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should be easy to see if its a finality thing or a rupture thing

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my guess is that the sim applies finality on every single rupture post 1st one

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and not the other way around

mystic sequoia
royal pawn
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So even finality: ruptures appear to do the same non-crit damage per tick?

valid robin
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12k without finality

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17k with finality

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and then 17k forever

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is what i'm seeing

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coincidentally

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12 on 17 is exactly 30% diff

past fable
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Youre comparing hits and crits

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The 17k from before is crits

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Those 12k are hits so

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But it also has pots n cds up early

valid robin
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oh they are crits

past fable
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I was too dumb to clean the data i got from log=1 properly to have a log where its easier to see (ie one log with finality and one without, perhaps without inev too if symbols has anything to do with it)

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But there definitely seems to be something thats weird with rupture finality in sims rn

valid robin
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cant you just do the same shit

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and remove pots

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nothing else should be buffing its dmg

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that early on in the fight

rugged solar
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you can, just do potion=disabled

mystic sequoia
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Cleanest would probably be to just make an apl that only uses rupture and a builder. No cd's or anything. And you'd see what happens there. No proc trinkets or so either

rugged solar
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btw. it makes sense that damage per cast goes down

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if you have more casts

valid robin
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its total dps

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not per cast

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that goes down

past fable
# rugged solar btw. it makes sense that damage per cast goes down

https://www.raidbots.com/simbot/report/iKrMcGfUBgVh9SD6u3qKY3/simc
The sim you linked has the base profile doing 10701 dps with rupture (98.7% uptime) and the "rupture shenanigans" profile doing 9582 dps with rupture (96.9%). Obviously the DPE goes down because you cast more but the overall pure dps number of rupture should be higher when you have finality up almost all the time and not lower as it currently is. Having a 30% buff up for a significantly longer period shouldnt result in the spell doing less damage.

Other spells doing less damage because you cast more rupture would make perfect sense, but there is no reason why rupture itself should be doing quite significantly less dps

rugged solar
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ye, not sure why thats the case

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unless

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whats the deeper daggers uptime

past fable
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Fuu

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Even if it had 0 vs 100% uptime on deeper daggers

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Its still not 20% difference

rugged solar
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ye fair

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not sure what else can be the reason then

past fable
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Is there an easy way to make it not use any of the APL besides just rupture and gloomblade so its easier to see how finality interacts (like rosvall suggested)

past fable
mystic sequoia
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Well that one drops finality buff.
Just ran one where it ruptures more often and finality works as expected.

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Also to note is that Dark Shadow and Finality has the same modifiers. So a non-finality rupture during dance would have the same values as a finality rupture outside dance

lilac crescent
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Now check one that uses Shadow Dance

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then that'll rule out some weird t30 extension bug?

rugged solar
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the sims i linked are with 4p

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so it wold extend them with tier

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it could be just that

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events like this happen

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even tho i tried to prevent them

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where you lose value during the high impact of finality

lilac crescent
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ya but the one he used doesn't use dance

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so if it does it with dance being pressed

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that's the culprit

valid robin
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So the sim is saying the dance extension deletes finality amp

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And replaces it with a normal rupture?

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Or am I misunderstanding

lilac crescent
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would need to look at the log

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for the one that uses dance

past fable
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Pretty sure once dance (and/or symbols) fades the finality buff seems to drop

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or the amp rather

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sec

valid robin
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This is just

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So weird

mystic sequoia
valid robin
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But why is that

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How could it possibly ever be coded to do that

mystic sequoia
past fable
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Not very clear but 6s after dancing (the blue stuff) the damage drop back down to red (non-finality) instead of the green finality number

mystic sequoia
past fable
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Also dance and finality seem to be additive, is that how it is in game?

lilac crescent
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so the dance extension

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is causing it to have finality forever

past fable
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No. Once dance (or symbols, they have the same duration in this sim) drops the finality amp is removed

lilac crescent
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wish we could present this information in wlogs format

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would make digesting it so much more manageable

coarse laurel
past fable
coarse laurel
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Also all this stuff is very easily seen in the full debug log

past fable
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The rupture ticks after dance/symbols have ended are not buffed by finality

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Maybe the 4p buff getting removed also removes the finality amp somehow, idk

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@coarse laurel We are trying to figure out why what im explaining in this post happens #1065728795455266888 message
Why optimizing and having finality up all the time leads to lower rupture dps (not DPE) than ignoring it and letting the buff fall off

coarse laurel
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If you give me a reproducible single APL of a case you think is incorrect, I can take a look

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I see a number linked above but unclear which is being discussed

rugged solar
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@past fable keep in mind that the finality does overwrite it immidiatly

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so there is little time with no finality

past fable
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Ok so what happnes in the logs me and rosvall linked is this:

Non-finality rupture is ticking for 100
You apply a finality rupture and now your rupture ticks for 130
You dance (+symbols with tier) so your rupture ticks for 185
Your dance and symbols end and rupture ticks for 100

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The last line should be rupture ticking for 130

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Since you didnt apply a new rupture, so it should still have finality

coarse laurel
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Also

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Just checking, have you actually tested this in game?

turbid pulsar
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i did 30 min ago

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worked fine

past fable
coarse laurel
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Think I found the issue, just some very odd SimC core code in the extend logic

rugged solar
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nice

coarse laurel
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Should be fixed now

rugged solar
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saw the commit, but needs a bit to be on raidbots latest

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alright, thats a 0.3% win now

rugged solar
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the one i spend more than a hour hacking together

valid robin
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the armin change

rugged solar
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yes

valid robin
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can you try the old apl

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that stealthi found was a benefit to remove

rugged solar
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already on it

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want to sanity check the old finality condition

valid robin
rugged solar
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guess nothing changes

valid robin
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why is this sim so low tho

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its hard to keep up when we have multiple different profiles being run

rugged solar
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because it is without the ovrewrites

valid robin
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can you do it with the overwrites

rugged solar
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moment

valid robin
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this is missing something

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4p buff?

rugged solar
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it is?

valid robin
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the sim we had before was above 136k

rugged solar
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i overwrited both

rugged solar
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oment

valid robin
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oh

rugged solar
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*moment

valid robin
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sim better talents then

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i hate the name symbolic victory

remote sparrow
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Thanks for testing it fuu btw, kinda weird to me why it's still worse than no finality but peeposhrug

valid robin
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its better

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0.3%

lilac crescent
valid robin
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but the old apl is even better

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(0.6%)

lilac crescent
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forcing refresh before dance still a win

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nice

rugged solar
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what talents

remote sparrow
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Oh, how we do it now? Okay nice

valid robin
rugged solar
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same as before it seems

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i can try the one that simmed slightly higher

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moment

valid robin
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can you link the sim

rugged solar
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moment

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ill do somehting better

lilac crescent
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BUQAAAAAAAAAAAAAAAAAAAAAAAAABAAAAAAAECkkICJgESCSSSSCJhikElAJlIkkkkWAAAA

rugged solar
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^ talent combos with updated apl, will take a moment to re-run

lilac crescent
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uhhh

valid robin
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yo 300k dps

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cool

rugged solar
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fuck

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i did probably use wrong config

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1 boss, will take a bit

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BUQAAAAAAAAAAAAAAAAAAAAAAAAABAAAAAAAECkkICJgESCSSSkQSokkEtAJlIkkkkWAAAA

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fairly standard

valid robin
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135602 with amps despairge

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we bout to go back to the middle-ages in dps

remote sparrow
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Loool. I'm pretty sure we drop VT and take improved sht after changes and end up around 131

valid robin
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think we lost like 6500 dps from the amps

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about to be 129k

rugged solar
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maybe there are energy threashld optimizations

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but thats a 1-2 day task to update

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so nothing i can do immidaitly

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also only usually for 0.2% dps or so if even

rugged solar
valid robin
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its not in this sim?

rugged solar
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no lethality fix is not in to my knowlage

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but i double check in a minute need to do something quck

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*quick

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rly quick loking at wowhead, don't see strike

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but will look real spell data soon

coarse laurel
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Shadowstrike still isn't in Lethality afaik

rugged solar
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^ i didn't see it in the hotfixes

past fable
valid robin
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it was in the hofxies

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hotfixes

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just under assa

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but not in the game yet

remote sparrow
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^ I tested flag. Even with. Lthing to amp it's about 1.2% behind db

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Removed rings and trinkets and enchants that would otherwise get amped to test

rugged solar
valid robin
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sure

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but we are simming NS as if its fixed

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so why not lethality

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both are not fixed

coarse laurel
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Well one is an existing whitelist and the other is just something that was broken so the implementation path is different.

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Until they update the spell data for the whitelist it's not really practical to update

valid robin
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ye idk

rugged solar
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btw. thanks for everyone to look into the sims, nice bug we found and koji fixed

royal pawn
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I fell asleep shortly after my last message, nice work ladies 😄

mental dirge
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I read through convo

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Are we still doing the same thing with finality as 10.0 or ignoring it or what

turbid pulsar
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we would go back to our rupture gameplay from vault

rugged solar
mental dirge
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Alright

rugged solar
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most of the apl optimizations else are around trinket use

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or talents we don't use

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tho as always there migth be more optimizations

mental dirge
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Probably just rotten left tbh or 1 dance flag apl

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If all our shadow dmg amp talents tank then flag might become best

rugged solar
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i don't mean something specific

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just in general that there is always something to find/improve

mental dirge
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Ye

past fable
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actions.cds+=/use_item,name=irideus_fragment,if=buff.cold_blood.up|fight_remains<20
@ivory kestrel should probably use this if you dont want it to completely scuff irideus

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With cold blood might not be 100% optimal, but its a lot closer than using it like the default apl does, sims around 0.5-0.6% higher in my tests

ivory kestrel
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yea getting it to use it just as you use sec tech might be the thing

remote sparrow
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couple of things 1) looks like the sims are over riding existing symbols

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  1. not sure if its worth it or not, but with the flag stiletto inev build, is it worth it to hold blades for flag?
past fable
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Yes, use the apl in the pins

valid robin
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Unless it was fixed, cant test cus ptr is down

remote sparrow
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^ no as in, it uses symbols when theres still 3-4 seconds of symbols remaining from dance + inev

valid robin
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Yea just an apl fix

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As eleem said

remote sparrow
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should I also change this line?

#

shadow_blades,if=variable.snd_condition&combo_points.deficit>=2&target.time_to_die>=10&(dot.sepsis.ticking|cooldown.sepsis.remains<=8|!talent.sepsis)|fight_remains<=20

#

like ill add &cooldown.flagellation.remains<=2

#

to kind of sync them together

lilac crescent
#

just copy paste entire apl

#

in advanced

#

then add a copy with what you wanna change + the block it's in

remote sparrow
#

yeah adding |cooldown.flagellation.remains<=3 is roughly a 300 dps gain Surebud maybe its worth then idk

#

never mind I tested all variations, syncing flag and blades seems like a dps loss. just send on cd

rugged solar
#

Can just copy the entire profiles tab from the sheet

#

I expect more trinket optimizations Is irideus off gcd?

valid robin
#

All trinkets are off gcd, or wdym

#

If its simmed as off gcd?

rugged solar
#

If it caused a gcd

#

But I assume it does not

valid robin
#

Trinkets usually dont

ivory kestrel
#

yea syncing blades+sepsis+flag is a win but only blades+flag seems meh

#

we might want to see if saving always 1 charge of vanish if possible for flag is a win

sour patio
#

Quick question that probs need sim to solve

#

Okay so with 2p, If Shadow Dance is like 5 seconds till off CD, but SoD is ready to go.

Do i hold SoD, otherwise id be overwriting the SoD buff with the free SoD from 2p?

low breach
valid robin
#

@rugged solar this is a relevant question

#

you delete symbols uptime by sending it, but you have to hold it for quite some time

#

if you dont

rugged solar
#

good question

#

the apl is not considering it atm, but i can check in a moment

#

need to do something first

mystic sequoia
#

Can check quickly. Just instinctively it sounds like a loss to hold it for half its cd

valid robin
#

You would hold it for 9-10 seconds in this situation i think

low breach
valid robin
#

Cus you can use after 3 seconds of dance

#

Not after dance is over

rugged solar
#

rly quick test says its a loss

lilac crescent
#

with flag is it a gain to hold vanish for every flag cast possible

#

to smooth out cp generation

#

or guarantee it, even

mystic sequoia
#

You mean to only vanish when flag build time is up? Or when flag buff time is up?

valid robin
#

To build i assume

lilac crescent
#

Toi build yeah

valid robin
#

Also could be a thing to check if its worth to hold sec tech to 3rd finisher in dance with flag up, to get more flag stacks on it

#

So tfd-evis-strike-evis-vanish strike-sectech

#

One way to do it is prob to check for higher flag stacks before using sec tech

#

And + dance up ofc

rugged solar
#

wait i am stupid

#

i did sim dungeon slice

mystic sequoia
#

like string

lilac crescent
#

BUQAAWulQAmRd/c4Iy2r7VOUFAAAAAAAAAAARAJJiQASIJEJJRCJRKJJRLJkUSCJJhWAAAA

mystic sequoia
#

Is it flag or flag persists, do you know?

rugged solar
#

its 0.1%

#

ill run with 100k iterations

valid robin
#

Persist is the 2nd buff

mystic sequoia
#

@lilac crescent
Not surprisingly, if it would been positive there's no chance it could be more than an extremely small gain

lilac crescent
#

ya its the difference between 28 and 30 stacks

rugged solar
#

with rosvalls line

#

and 2 test cases from me

mystic sequoia
#

Problem with the sd line I wrote there is that the "x" seconds are so dynamic. Sometimes 3 seconds SD cd is 3 seconds. Sometimes it's practically 0 seconds

#

due to cdr

rugged solar
#

7 sec seems fine

#

but it is very close

mystic sequoia
#

Since SoD buff uptime is consistent, you'd want the same amount of irl seconds before you press SD which.. is hard to model esp since SoD generates energy in itself. Like if you're at 4cp and <X energy then SoD for energy + finish + SD would likely in the situation be better than holding SoD. These types of rules that "on average" is a small increase. While in reality becomes a larger increase once every 10 pulls and a small decrease all other uses I feel is bad practice to implement like that and suggest people doing

lilac crescent
#

is it worth sec tec early in 2nd dance during large aoe if u can fit it into flag buff

#

as in, a 2nd dance later on

past fable
#

You shouldnt need to

remote sparrow
#

^ in big mass AOE u should be able to fit 2 secetch within flag window

past fable
#

If you do flag>dance and have constant aoe youll get 6 seconds of flag during your second dance

remote sparrow
#

Im still curious about Push

#

's questions tho

#

during flag

#

is it worth it, to push sectech to third finisher when vanish is up?

#

for essentiallt 14% more mastery

valid robin
#

probably not

remote sparrow
#

u lose 6% damage on strike, and evis but gain 14% mastery for a sectech, yeah definately not worth it

past fable
#

And you might fuck your next sectech

remote sparrow
#

yep very possible

ivory kestrel
#

the one thing that is true is that in aoe with tornado you can use two sec techs inside flag

lilac crescent
sour patio
ivory kestrel
#

you hold until 3 secs left of SoD inside dance with opener on normal PE build for 2p

#

for rotten you do it on pull likely

sour patio
#

ty 🙂

lilac crescent
#

Is the application I meant not single target

#

Sorry I wasn't clear

rugged solar
#

same, but less bad

lilac crescent
#

Damage gone down in Dslice?

rugged solar
#

its with the single target build

#

moment

lilac crescent
#

Only application would be dslice

#

So makes sense it's a minor gain

rugged solar
#

its neutral without buffs

lilac crescent
#

Ya seems ita just a fine either way then

#

Do it or don't

rugged solar
#

yep

rugged solar
#

small fix for tier set, marginal damage impact tho```diff

  • actions.cds+=/symbols_of_death,use_off_gcd=1,if=buff.shuriken_tornado.up&buff.shuriken_tornado.remains<=3.5&!set_bonus.tier30_2pc```
#

^ change is within margin of error

agile nymph
#

@rugged solar can you check if it’s more prio damage over a fight with st build to only st compared to only funnel during flag window or possibly even very low lingering stacks

rugged solar
#

it is almost certainly more damage to pure st

#

if you want to do the most damage to one target, you just spec full single target and ignore everything else

#

if you compare funnel to aoe

#

funnel is 15% stronger than aoe

#

but pure st is 131k

#

it highly depends on the talent builds tho

#

the problem this tier is inev, the synergy between it and funnel is not there

#

a dungeon build can beat the pure st in heavy funnel possibly, but this just highlights how talent dependent it is

mystic sequoia
#

I guess there's some optimization there

#

I made the assumption that buff.lingering_shadow.remains returns the duration of the buff and not the stacks

#

~18s

#

mh results don't make a lot of sense

#

actions.build=gloomblade,if=spell_targets.shuriken_storm>=3&(buff.lingering_shadow.remains>=13.5&variable.priority_rotation)

Just added that, with different breakpoints

rugged solar
#

oh nice

mystic sequoia
#

yeah I've turned something around, sec

#

That should be correct, and results make sense

mystic sequoia
#

@rugged solar

rugged solar
#

what does it do

#

just play st rotation?

mystic sequoia
#

One or more of the 44 spell target checks needs a poriority rotation variable

#

"skip all spell targets" is just ST with a lot of residual damage

#

But the top one uses shuriken storm

#

All it does is makes every other of the 43 spell_target checks be >999

rugged solar
#

oh

mystic sequoia
#

So one or more of those.. has quite a decent impact on priority target

#

It's super niche.. maybe not worth investigating

rugged solar
#

interessting

#

probably would need to go through them and debug

#

can probably do later

mystic sequoia
#

ill give it a few min before meeting

#

@rugged solar almost certain it's SnD uptime. So related to this line

slice_and_dice,if=spell_targets.shuriken_storm<cp_max_spend&buff.slice_and_dice.remains<gcd.max&fight_remains>6&combo_points>=4

(Swapping cp_max_spend to 999)
3 casts vs 0.

rugged solar
#

i assumed it was slice and dice

mystic sequoia
#

welp swapping that to
slice_and_dice,if=(spell_targets.shuriken_storm<cp_max_spend|variable.priority_rotation)&buff.slice_and_dice.remains<gcd.max&fight_remains>6&combo_points>=4

was only part of the problem

rugged solar
#

probably the 2nd snd condition too, moment ill check

mystic sequoia
#

that only triggered 0.1 times

#

now both has <99% SnD uptime

#

er

#

99

rugged solar
mystic sequoia
#

yeah it gets hit so seldom

#

It's the shuriken storm while stealthed

#

shuriken_storm,if=spell_targets>=3+buff.the_rotten.up&(!buff.premeditation.up|spell_targets>=7&!variable.priority_rotation)

#

mh

rugged solar
#

i wonder, moment

mystic sequoia
#

just temporarily
shuriken_storm,if=spell_targets>=3+buff.the_rotten.up+(variable.priority_rotation*10)&(!buff.premeditation.up|spell_targets>=7&!variable.priority_rotation)

Makes it better but... still not all the way there

rugged solar
#

that actually lowers prio damage

mystic sequoia
#

I think I might have swapped flasks there and forgot to swap it back

#

the changes I did, I did not do to the skip one

#

That peak though

rugged solar
#

moving priority_rotation up and adding it to slice and dice was the only dps positive change i found quick```diff

  • actions+=/variable,name=priority_rotation,value=priority_rotation

Apply Slice and Dice at 4+ CP if it expires within the next GCD or is not up

  • actions+=/slice_and_dice,if=(spell_targets.shuriken_storm<cp_max_spend|variable.priority_rotation)&buff.slice_and_dice.remains<gcd.max&fight_remains>6&combo_points>=4```
#

haven't found much else

mystic sequoia
#

what talents are you using

rugged solar
#

the dungeon slice one

mystic sequoia
#

Mmmh.. I guess we have different approaches here.
My use case was the one Kush was in on Echo/Sark where adds spawn in just one of the phases and they want to maximize boss damage

rugged solar
#

i think inev might be relevant

#

because it could increae prio

valid robin
#

But does it

#

Inev isnt much better than say VT on pure st

#

If you only utilize inev to 50%

#

Then i dont see it being better

#

I feel like this point is lost

mystic sequoia
#

You'll utilize inev to like 95%

valid robin
#

So you never storm?

#

Do you only storm when symbols is down?

#

Idk what the idea is

mystic sequoia
#

Firstly, the % of the fight on Echo/Sark that there even exists adds is very low.
And then you only storm when you're under like 20 stacks of lingering

#

and there's adds up

rugged solar
#

don't rly see a prio increase by playing around lingering/inev

#

on 8 targets

#

but maybe my conditions need to be refined

mystic sequoia
#

I just added a gloomblade before storm on builders

actions.build=gloomblade,if=spell_targets.shuriken_storm>=3&(buff.lingering_shadow.remains>=2.25&variable.priority_rotation)

Where 2.25 you could replace with (0.25*18) or 0.5 or 0.75 etc etc

rugged solar
#

that shows a loss too

mystic sequoia
#

What if you swap to regular ST talents?

rugged solar
#

i did

mystic sequoia
#

like without tornado etc

#

send your sim

mystic sequoia
#

Still not above your test there, but something in the setup is different

#

ah it's different gear

rugged solar
#

it is using the m+ gear ye

mystic sequoia
#

swapping to the ST Gear for all profiles gives

#

But I gotta go now

rugged solar
#

possible that its related to the high amount of vers

#

the st gear profile has a lot of vers, while the m+ profile has a lot more mastery

#

also, what did you change to make it a gain?

mystic sequoia
#

I mean, more shuriken = finishers. More mastery = better finishers.
Which makes shuriken higher value

valid robin
#

So during flag you want to funnel?

#

Traditional way

mystic sequoia
#

You'll cap the buff either way, so no idea

valid robin
#

I meant more so for the extra evis dmg

mystic sequoia
# rugged solar also, what did you change to make it a gain?

The one I did there is just proof of concept. I slapped 999 on all target requirements. Except shuriken, because I overrode that with the gloomblade with lingering modifier. Didn't have time to finish going through each of them. But positive ones I saw I added to the profiles not called "skip all target * "

https://pastebin.com/5ZSbqjGs

But as you can see, it's still a gain to just skip all targets all together so... there's some more gains to be found.
now I really gotta go

rugged solar
#

oh, you did just copy that one over

#

i assumed you modified my one

#

fair, so there is more room for improvement

past fable
#

#1065728795455266888 message
Just bumping this again for the default profile to include something similar, not that i think it will make irideus fragment a lot more desireable, but certainly a bit better

rugged solar
#

oh ye

#

good idea

#

can probably just make it a item action like for beacon

#

i think i did for the sheet

rugged solar
low breach
#

Even then imo not worth it really

#

Please share results and ty

rugged solar
#

a quick test shows that rupture in dance is still slightly worse

rugged solar
#

you would trade off the optimization to use it in dance by doing so

#

but should be easy to test

rugged solar
#

i got it close

#

but it does not use it correct at the start, moment

past fable
#

Its also probably more worthwhile when we have dark brew specced

rugged solar
#

this one is more towards the idea

#

but also slightly worse

#

the only vanish that is used regular is the first one

#

so it seems not worth it

#

but also not that big of a diffrence if played somewhat reasonable

ivory kestrel
#

will also depend on trinkets if you have things like harlan or neltharion's rupture has more dmg per cast then strike + snd likely and it will line up eventually

mystic sequoia
#

Strike from stealth also gets 25% bonus from stealth

ivory kestrel
#

yea but not affected by mastery(harlan procs) and agi procs benefit rupture more for the full duration. i mean it being neutral is already a telling it won't be much of a win anyway

#

the RS thing does make me think tho for 2 target

#

if it is already neutral for st more or less

#

about RS the thing that is not affected by finality is the 20% extra from the talent the dmg itself i think does get the finality dmg increase

coarse laurel
#

I believe Fuu said that cleaved Ruptures do get the NS bonus but the Shadow damage additional ticks do not

valid robin
#

Yes

coarse laurel
#

Which makes sense as they are triggered separately and have their own coefficient

agile nymph
#

Is it possible to check if changing symbols logic for dust rewrites is a gain with new tier, for example sending a symbols in opener or other places where portions of it will be overwritten by tier symbols but the cd is being reset by dust regardless, also dances in dust builds seem to be really wonky especially since they’re not using macabre stuff like snd storm etc in dance

ivory kestrel
#

needs to be worked on for sure

rugged solar
#

yes absolutely, also it would be good to get a bit more specific input

#

i do read repeatedly "it is scuffed", but i can't relate to what part of the sequence needs change or has potential for improvement form this expression

#

the first change was a sepsis fix, not rotten specific

#

but also should help rotten

#

the sequence now is

agile nymph
#

It seems to be casting storm in dance for fw when it doesn’t need to

#

And also snd?

rugged solar
#

thats what i changed with "fix storm"

#

the first slice and dice cast is at this mark in the sim above

#

ofc, there is no rule to not snd in dance, but it isn't exactly a high impact spell

#

given the low frequency of use

agile nymph
#

It seems to be snd in dance because of sepsis proc / the storm issue so that might just resolve it with the storm fix

remote sparrow
# rugged solar the sequence now is

Push wanted to line up sepsis more with blades. here for example blades misses 3 sepsis ticks so about 30% of sepsis. which is about 0.5* 0.3 % of your sepsis damage over the course of a fight.

rugged solar
#

oh, so use blades earlier

#

lets try that

ivory kestrel
#

yes from my exp using it earlier can be good

#

if you have wft it syncs well tho

#

there are times when all 1.5 min cds are coming in 10 secs and dance comes that one is also a point of thinking

remote sparrow
#

^ the thing is its always going to come up ebfore sepsis and flag

#

with stilleto that is

#

you would end up holding it on average 10 seconds per cast.

#

but either way whatever happens, i can guarantee rotten is going to be outperforming current build on farm since it will always do more damage than current build for the first 2-3 minutes of the fight.

rugged solar
#

i need to sim with 100k iterations

#

as most apl chanegs seem fairly low in impact

#

its not doing it correct tho

#

so moment

remote sparrow
#

yeah thats what I thought. blades is a weird cd, almost never worth it to hold is what i got from my testings too.

#

ah

agile nymph
#

Where are you moving shb to right before you sepsis?

rugged solar
#

moment

#

it did delay it till after rupture in the above

#

what wasn't the intend

agile nymph
#

Oh whoops lol

#

Can also check shb before sepsis on opener then shb on cd but line up the 3 min sepsis with shb

#

Since this builds really only ideal for sub 4 minute fights

rugged solar
#

i think this managed to do it

#

but

#

is a big loss overall

#

sry, need to go afk for 10 minutes

agile nymph
#

Oh wow

rugged solar
#

my power adapter has issues and cutting out randomly, need to see if i can fix that

ivory kestrel
#

i talked it a bit on sub normal channel but also saying this here : could be getting 4 rotten stabs inside dance>sepsis uptime
i didnt think about that one with new 2p

#

although syncing them has done better for me always

#

because you can use the extra strikes and PV stacks well

past fable
ivory kestrel
#

after using vanish you get dance back

#

so you dance again

#

those are 2 more

#

but first lets fix other things

past fable
#

Oh thought you meant fitting 4 into a single dance

ivory kestrel
#

no lol ahaha

#

just in the 20 secs blades last

#

i have to try these st builds a bit but im still solid on the camp of subterfuge and tfd+ 1 point in improv dance instead of swift death and 1 point in lingering

remote sparrow
#

theres definitely some cursed things with the current sim (mostly using SND inside dance), but other than maybe doing little optimizations for PV I dont think its actually that bad.

rugged solar
#

back

ivory kestrel
#

same i just have issues with the build in general but the dancs themselves and other things are solid

#

i also have some arguments about it but will try to explain them better when i have time

#

the easiest fixes can be as talked before and easy to put as lower fruit is using SoD on pull

rugged solar
#

did solder together a cable to a old power adapter, because the biggest issue is that the cables always break

remote sparrow
#

i mean the build sims almost identical to current build using NO APL chanes, with BIS gear at 4 minutes and sims almost 1% higher at 2-4 min. and about 2% higher at 1.5 min

rugged solar
#

so if my power dies again, i try if that worked, it is janky but if it works thats fine with me

remote sparrow
ivory kestrel
#

as long as power does not have an easier way out it should work

rugged solar
#

no worry, i did 5 years shool for electrical engineering

#

perfect excuse to do janky stuff

agile nymph
#

It also seems to sometimes vanish and not strike

rugged solar
#

alright, trying to catch up

agile nymph
#

Like vanish into a cd such as flag or sepsis but I’m not sure if that’s just iteration error

ivory kestrel
#

i do think this one should be better for ST at least will explain why doing some clips/video and updating excel but will also try the one we have and see BUQAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAARSQSiIkkkkEkQQSSCEHoIJRLQSJCJJRKBAAAA

rugged solar
#

thats the build from the sheet or?

ivory kestrel
#

diff one

#

will try to argument and things of course

#

but kinda busy rn

rugged solar
#

oh, it uses 1 point in dance instead of lingering

#

i think

ivory kestrel
#

and tfd instead of swift

#

it is because of things i also put on the excel that can krangle

#

"I found that using sepsis with blades at 4-5 cp into flag finisher then using the free strike from sepsis to always enter with a PV stack for backstab to be a sure win as it gets to use
the power of tfd and also get the strike used."

#

"First of all if we don't use SnD in the first globals it will run out before first strike in dance, we also rupture because we have no FW yet after flag
then entering dance with FW is a must because first global is an evis, so shuriken storm to 100% have FW. Dance is normal for rotten with no tier just SoD
first global then stab. We use those because we get bonus from 2p and 4p from S1 on the first evis and the stab that follows with a PV stack.
"

                            For the subterfuge part
#

with new tier set this would not change much as you just SoD on pull

past fable
#

Why would snd run out before you strike in dance

ivory kestrel
#

with subterfuge it takes 10 secs to first strike

remote sparrow
#

^ too much gap between the two. you have to reapply snd

ivory kestrel
#

so it runs out

#

it is not a loss either because it also takes 9 secs to use first strike after snd

#

so it does not go above pandemic limit with snd

rugged solar
#

shb seems fine as is interesstingly

ivory kestrel
#

and you are applying FW elsewhere before the first 2 finishers

#

yea blades sync with sepsis is fine imo

past fable
#

Isnt the opener Strike > blades+sepsis > flag > rupture > storm > dance?

ivory kestrel
#

even if you dont get the sepsis ticks in you get strikes in dance and PV stabs

past fable
#

With or without subterfuge anything else just seems not worth no?

ivory kestrel
#

different build

remote sparrow
rugged solar
past fable
#

I just assumed its better to waste a strike from sepsis than to waste 4 cp

rugged solar
#

i am also not entirely sure

#

if sepsis stealth is worth it

#

or should be ignored

ivory kestrel
#

on opener i ignore first one

remote sparrow
#

^ the strike gives you a pv stack for your first rotten gb

ivory kestrel
#

outside of opener i use both

remote sparrow
#

which is quite nice

past fable
#

And you could always just not gloom first builder

#

And strike instead

remote sparrow
#

hmm yeah youre right

ivory kestrel
#

no strike uses both rotten and premed

past fable
#

ye youre right

#

Cant strike

ivory kestrel
#

i dont really like not playing tfd that is why im trying to push a diff one

#

you also lose 1 global of flag ramp

#

and talenting swift death i really really

#

dont enjoy

remote sparrow
#

yeah swift is actually almost 100% a dead talent with this build

#

but tfd is also really awkward idk

ivory kestrel
#

i mean after trying both i will talk more but i still have 200 pages to proofread

#

and only 4h of day left now

#

after writing so much

remote sparrow
#

LOL yikes gl

rugged solar
#

ye, no worry

#

do your proove reading

ivory kestrel
#

but yea easiest one is just SoD on pull

rugged solar
#

sod pre pull?

#

or on pull

#

pre pull could be relevant

past fable
#

Rotten is 30 seconds so you can def prepull it

#

35 second pull timer so i can rotten for pull

rugged solar
#

maybe

#

can you talent swap pre pull

#

when symbols is on cd

#

atm thinking

past fable
#

Rotten is removed when you swap

#

So nop

rugged solar
#

okay fair

past fable
#

But maybe you could 25s cd symbols and then swap XD

rugged solar
#

with swift

#

you can 25 sec pre pull

#

yes thats what i thought about

past fable
#

Nope that doesnt work either

rugged solar
#

25 sec pre pull seems fine then

#

how long does premed last

past fable
#

Cant talent out of premed without losing gloom though

#

Premed is indefinite

rugged solar
#

oh thats nice

#

so 25 sec pre pull is actually just

#

easy gain

#

tho you get premed always

past fable
#

What

rugged solar
#

nvm had a thinking mistake

past fable
#

Not specifically related to rotten but still

rugged solar
#

i did test limiting that earlier

#

because kieron mentioned it

#

but it was in both cases not a damage gain

#

(not using beacon during shb and not using beacon during flag)

#

pre pull symbols does sound rly good tho, lets try this

agile nymph
#

At the minimum can use before opening strike

rugged solar
#

you get additional damage on strike and a guaranteed crit

#

so can only be beneficial

#

and with that

#

we now have rotten beating non rotten

#

with potential of more improvements ofc

#

hmm

#

think this didn't work as intended

#

it used symbols pre pull

#

but 2nd symbols cast is on 25 secs

#

what seems weird

valid robin
#

its prob because of the symbols usage apl

#

when you vanish you get both dance and symbols up

#

and it doesnt want to use symbols at that point

#

i guess

rugged solar
#

i think it just uses it pre pull

#

and then after vanish

valid robin
#

considering its a rotten talent build, its quite bad its delaying the use by 25 seconds

#

rotten prob needs different symbols apl

#

than regular

ivory kestrel
#

it is fine you use it prepull then after second dance's vanish clutter is done

rugged solar
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because it says it ignores the pre-combat option

ivory kestrel
#

that is if you use it just on pull

rugged solar
ivory kestrel
#

if you want to game rotten and still have symbols on cd you would still use it on pull

rugged solar
#

you probably can use symbols earlier with rotten

ivory kestrel
#

after first strike

rugged solar
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if you have vanish up

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tho not rotten

valid robin
#

perhaps play more around makgin sure you consume the most rottens possible, instead of keeping symbols up

rugged solar
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but dust

ivory kestrel
#

cant look at the sim but 25 secs in it is fine

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as it would align with the second dance after using vanish and not clipping more or less but if it is not doing that no diea

rugged solar
#

its not

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because you lose uptime

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or rotten casts

ivory kestrel
#

yea it should use it after the 3 secs of second free SoD on second dance if it is not there something is wrong

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and if you're doing the non subter one it does not add up it seems

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after the strike finish

agile nymph
#

Wouldn’t you have symbols for the entire opener / two dances and after

ivory kestrel
#

idk with no subter how it really goes it does drop a bit after vanish and as you enter new dance

#

then using SoD after the premed strike should be fine there

agile nymph
#

Prepull symbols > tier symbols > symbols > tier symbols > symbols

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Basically

ivory kestrel
#

that is if you game with swift death

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that im quite against

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and 30 secs prepulls seem cursed

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i mean on pull

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then dance symbols

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vanish -it drops off a bit

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dance symbols

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after premed strike symbols finish stab

rugged solar
#

atm it does just symbols pre pull

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without doing it earlier

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but if you do it earlier you basically have symbols up again

agile nymph
#

Yea I mean even just using it right before the first strike covers a lot with inev

ivory kestrel
#

that is my idea use it just before first strike

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no swift death shenanigans

agile nymph
#

You’ll also have pv+lingering+rotten for second dance gloom no?

#

Seems like some nutty burst

valid robin
rugged solar
#

25 sec is the cooldown of symbols

valid robin
#

cant it be worth using it 15 seconds before

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ur not using symbols on pull anyway

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it will be up mid dance where you'd get it during dance symbols pandemic

rugged solar
#

you potentially are

ivory kestrel
#

you use it on pulll

rugged solar
#

possibly just use symbols stright away

ivory kestrel
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because vanishing resets it

rugged solar
#

after strike

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so you strike-symbols-sepsis-flag-...

valid robin
#

well isnt the idea to gain rotten on the first strike

rugged solar
#

because you get it back anyways from vanish

valid robin
#

from stealth

rugged solar
#

yes ofc

ivory kestrel
#

fuu means to use the rotten extra cp on the strike from sepsis

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but i dont like that build anyway

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so idk

rugged solar
#

it is just additional benefits

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for free

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thats what i mean

ivory kestrel
#

you dont get fw up

agile nymph
#

Yea just symbols strike in opener

ivory kestrel
#

i would just symbols strike opener

valid robin
ivory kestrel
#

but it makes sense in my build normal one is quite different with extra cps and getting fw up

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well i will make it the best

valid robin
#

sure but

rugged solar
#

rotten is the best numerical already

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my point is

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there are some easy gains

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with the additional symbols cast

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in the opener

valid robin
#

yes

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lets just try make rotten work with the top simming build rn

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and then do hachas stuff

ivory kestrel
#

not a problem the SoD on pull i said was the easiest

valid robin
#

i personally have little faith in the subterfuge build, but if hacha can cook it up idm

ivory kestrel
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and if it works best for alls

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even better

rugged solar
#

^

ivory kestrel
#

one by one things

valid robin
#

yea

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just making it use symbols again

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on opener would be good

ivory kestrel
#

with the current build using swift we could have a 23 secs pull