#tc-subtlety
1 messages · Page 5 of 1
Ye so give that a try first i guess fuu, because then we will end up with fewer "bad" globals inbetween the dances that we have to "waste" to get the cold bloods to line up
Again im not 100% sure this is the absolute best way of playing it, but it feels so smooth and clean with the timings that i would guess its the intended way for it to play out
yea that is what i do too
using symbols on second tolast evis then the backstab gets rotten
in the case of the swift death one it gets PV+rotten+lingering
it also comes off cd just in time if you use SoD at 15 prepull
If you want to try hacking in something to test concepts if f.ex opener is messing things, you can use like ,if=time>=15 etc, will resolve to false until 15 sec has passed
is it bad to use sepsis at full cp before flag?
its fine
thats not a bad idea
and if at 4cp, do we go immediately into dance and waste rotten cp or gloom then dance + Secret tech?
Can also do things like.. line_cd I think. Put it before ,if
f.ex
actions+=/symbols_of_death,line_cd=20,if=X<Y
Will make that exact line only able to trigger max once per 20 sec
rotational questions are more a fit for #subtlety, the tc channels are focused on improving the simulation or finding out diffrences
what exactly does line_cd do
and does it apply to pre pull actions too?
It does kinda what it says.
If the line gets triggered. Then 20 seconds must pass before it can be triggered again
Like if you have
actions+=/Shuriken_storm,line_cd=10
actions+=/Gloomblade
It will cast shuriken storm each 10 seconds and then gloomblade all other gcds
Had you had like
actions+=/shadow_blades,line_cd=10
Then it'll be cast when ready, since SB cd is longer than 10 sec
No idea.. prepull stuff is insanely bothersome
thats nice
because this means i can set the symbols cooldown to 0
but that would fuck with symbols pre pull i guess
because inherently the symbols uptime would be too high if you start with it up
uhm, no it's just another line in the apl. Doesn't override any spelldata. Just basically after the line gets run, it will resolve to false (be skipped) until the apl line cd is over
and change how you use symbols unless you hard code the first use
Or maybe I misunderstood
"fuu: because this means i can set the symbols cooldown to 0"
^
the combination
basically setting the "cooldown" only via apl rather than having a actual cooldown
ah and overriding the cd in spelldata.
Though that wouldn't work well with shadowdust
but seems like the innitial problem with this is
i feel like it could end up causing some apl conditions too
i asked today about the pre combat things
Sadly most precombat stuff requires code edits
you possibly did read it
yes, i mean it would be one option for me to start exploring the codebase
No probably missed it, much meetings today
I think druids, evokers and DK's have a lot of prepull stuff
if one wants inspiration
this is a good idea too
they do, but precombat_time also did not work
yeah, that's a good call. Can remember use that
woops, scroll up I guess
Is a recent commit for enabling evoker prepull stuff
was what jeremy posted
it seems like there would be some code to add for correct buff parsing
But I think a good hack could be as gastank suggested
yea you can slam the rotten for first strike there
yes, thats what i think too
setting the duration of rotten to 10 and the cd of SoD to 5, or whatever works
you would use rotten around sec 6 or after dance with swift
can keep symbols off cd and set rotten duration to 10
and with subter and long dance after consuming pre med on the evis
you dont delay symbols just if you use it 15 secs prepull it comes up like that
i guess swift death can do 10 instead of 15
although you do delay symbols a bit after the vanish
because dance comes after
think it needs another trigger

is it buff.the_rotten_buff.remains
oh is there a spelling issue too?
oh really?
yea need !help
the wiki
tbh would not be super hard to do a fork with copilot and see how it works
Yes, wiki lacks a lot of things :p
i did ask koji about some outlaw specific stuff a bit ago
the vanish things on outlaw scare me
tho i don't think he answered me back then, might be forgotten by now
same as exsang in assa
ya i discussed with fuu the other day about how their should be a db that has a list of abilities and talents and the commands associated with them
Flagellation
buff.flagellation_buff.remainsbuff.flagellation_buff.perists
etc
would anyone be interested in making a db
flagellation and flagellation_buffs is the same iirc
it would not take that long
Well those are in spelldata
or take over the wiki kinda
i think it would be better to just ask
if you dl the simc client you can query them as well
for permissions on the wiki
ah true
and add things there
the simc client does add some support when you want to loog up stuff
since i tried to make mfd work
look
for the flagallation buffs
it is also easy to find reading the sample sequence
as it shows what buffs are up
but it is friction and complicated
hmm, seems like pre combat symbols and symbols on pull is the same output

the rotten on the initial strike is not worth much
setting cooldown to 5 secs makes the outcome worse
so interesstingly enough the 3/4 small improvements we have don't need special simc changes to work
Symbols on pull also gives pe to bacon
you dont want to bacon on pull with swift death
you dont get to use strike before premed goes down
Wym you’d symbols strike bacon
Oh before snd runs out is what you’re saying
Wouldn’t you get the sepsis strike before going into dance
Does sepsis strike extend snd?
Shouldn't, since you don't enter stealth, so you gain no premed
!bugs
Rogue Bug tracker: https://github.com/SimCMinMax/WoW-BugTracker/labels/Rogue
its in the issues
it is not applying premed
Sepsis simply makes you stealthed. So you get no "when you enter" stealth effects and no "when you leave stealth" effects
it is a bit weird ngl
I kind of see it as three different separate things
df seems to change things away from intuition to "need to know"
yea realz did say we dont get premed because we dont "gain" stealth
A trigger on enter, a trigger on exit and just being stealthed with the state
ofc rosvall
it seems logical from a programming point of view
but this does not mean it is intuitive
yea because there is lots of paste in the middle
i think they also gave up with NS
and just put the old one back in without the ambush modifiers
Can just sack the first sepsis strike if it makes problems for snd uptime
Since beaconing in between dances wouldn’t really work due to flag
This is true but were also wasting the cp from sepsis with it since it goes strike > sepsis > flag, might be better to strike > flag > rupture > sepsis to make sure you always get 7cp for the first sectech and to not waste the sepsis cp
Whereas if we dont prepull rotten we get 5-6 cp from the first strike and the sepsis cp is useful
But idk
the problem is you kinda make flag worse by delaying sepsis
so don't think that this works positively
Ye probably

What about even later with the second sepsis strike
moment
Ah but that probably doesnt matter as you already have symbols from prepulling with symbols
i think pre pull symbols is using it 15 secs early tho
so you would not have SoD?
or is it using it on 1
Does the sim properly channel the duration of beacon
it is a cast
Its using it on 0 yes, fuu was working on how to get it to not do that but couldnt find a way
In the timeline
yea it is quite hard to do it i remember there was a font kinda override
Yea because In the sim you’re getting premed off before snd runs out
but is it lost to the nether?
How long is beacon cast 2 full seconds?
2.5
so 1.5 outside gcd
but as it ends you can use an ability
so in reality you lose only 1 gcd or so
The cast is hasted though isnt it
the sim does not have pre pull symbols i think
dont remember
yea the pre pull krangle is kind of out of bounds rn
we do know it works
Or well, it is hasted in simc so i assume thats how it works ingame too, but i dont have it to test
too late
ehehe before the big fall
what is this about?
3 min
so no vanish ss and no sepsi ss
oh ye sry was tensting something on 3min and forgot to change
ignoring sepsis proc might be good
with lingering i can see that
also vanish
without i still dig the 2 strikes from vanish
it vanishes gloom or vanishes evis now
that is very cooked tho
since we moved vanish to outside of dance
Yea you literally can get strike off with ~2 seconds left of snd then hacha you’re not dropping premed
Did you check vanish strike and sepsis strike individually, feels like the vanish strikes with premed should atleast be decent
But ye sepsis ones i can 100% see
^ on 5 minutes
was also testing the old idea push had again, to get 2x CB sec tech inside a flag window but couldnt make it to be a gain
i think it would be only sepsis stealth
yea it is difficult to make it do that kind of dance
Did you get it to do the double CB flag windows properly?
As long as you clip the beacon cast so it’s 1.5 seconds you don’t run out of snd
possible yea
And you can still use sepsis strike
as said before i kinda hate the swift death one so i only did some tests and my premed was broken anyway so i asked stealthi to do it
but on the tries i did i missed out
just pressed it too late i guess
Yea probably harder for people with ping to do as well
you could always macro it but idk
@scenic schooner did you check it with dm too
vanish didnt seem to change much
i feel like it might be
no only checked rotten one
actions.stealthed+=/shadowstrike,if=stealthed.sepsis&spell_targets.shuriken_storm<4&talent.danse_macabre
^ as the new condition
sry im beeing horrible with the integrations LOL
This is also why I was mentioning moving vanish strike to the end of the first dance so you can make use of lingering between the flag window double dances since right now it wastes about ~15 lingering stacks when it could have a gloom with rotten and pv and lingering
commenting lines and changing specific stuff without thinking of other builds
huh, no you are great
lets test it with DM and find out if my thesis is good
or not
Ah ye so its effectively just the sepsis strikes that arent great. But if we never wanna shadowstrike outside of dance, do we even want to shadowstrike inside dance? 
oh wait
actions.stealthed=shadowstrike,if=(buff.stealth.up|buff.vanish.up&talent.danse_macabre)&(spell_targets.shuriken_storm<4|variable.priority_rotation)
should change it here too
can you actually get those talents easy
nono the one +vanish
is where vanish strikes are enable
Oh, so its just the vanish strikes and the rotten ones are actually good then?
I just read it the opposite way the first time
hmm
best one was where i allowed non of em
so no vanish strikes and no sepsis strikes
let me quick check something
changed
actions.stealthed=shadowstrike,if=(buff.stealth.up|buff.vanish.up)&(spell_targets.shuriken_storm<4|variable.priority_rotation)
to actions.stealthed=shadowstrike,if=(buff.stealth.up)&(spell_targets.shuriken_storm<4|variable.priority_rotation)
Lingering is good 
i dont play lingering and live a better life
and commented the sepsis shadowstrike line
of shadowstrikes and PV
PV does not decay
unlike lingering
can even use both sepsis strikes with no remorse
ayaya
was that a win too?
oh okay, i see
it seems in general, the sepsis line can be removed tho
Here’s what I’m talking about if you vanished before the last dance strike at the top instead of outside of dance you’d get a pv lingering rotten gloom into your 2nd dance instead of wasting lingering which would also go along with the no strikes outside of dance
If were not using the sepsis strikes, is it even worth to spec it compared to a second point of lingering? The sims chuffa linked has sepsis and lingering be worth roughly the same amount of overall dps
hmm
comparing the test apl with the changes
neither of the changes has conditions to limit it to rotten
but it seems like
limiting it to (stealth) is fine
so we can in general simplify the apl it seems
Oh btw fuu i have a queston about the apl? I just cant understand bot shadowdance lines in the apl
sure, just ask
Every time i want to try and change shadowdance use i just end up commenting those 2 and crating a new one
no way sepsis is like dot 2.5 hit 1.x + blades no shot lingering does more
I just dont get the at all
True i forgot about the extra sblades damage
sepsis damage alone seems to be higher than a second lingering point. on a 6 min fight lingering does about 1.1 mil. sepsis does about 900k + 450k from blades.
but lets unpack it
i mean i even replaced lingering to 1 poin in improv dance and saw a win in practice with subter
to get an extra empoered evis and less detraction from the extra strikes
and PV does not decay
getting 5-4 PV is better than 1 or 2 then a decaying noodle
yea that is why it gets more value
btw what have you guys so far gotten with sepsis strikes? I kinda missed the previous discussion. are we ignoring the sepsis strikes and dont try to get two cold bloods inside each flag + vanish window?
actions.stealth_cds+=/shadow_dance,if=variable.shd_combo_points&fight_remains<cooldown.symbols_of_death.remains|variable.cb&!talent.shadow_dance&dot.rupture.ticking&spell_targets.shuriken_storm<=4&variable.rotten_threshold
Is the fallback apl line.
It basically has
variable.shd_combo_points&fight_remains<cooldown.symbols_of_death.remains
basically just makes it use at the end of a fight.
!talent.shadow_dance&dot.rupture.ticking&spell_targets.shuriken_storm<=4&variable.rotten
basically on cooldown if rupture is up and you have less than 4 targets
Wouldnt that last part just always send on cd no matter what?
As long as u have rup up and rotten variable is true
yes
Like that last part of the line would render the other shadowdance line useless
rotten variable is just checking if the buff is up more or less
If we’re not striking outside of dance I don’t see why we don’t move the vanish strike into dance like with macabre that way we still gain premed instead of just ns on a gloom / evis no?
that could be a win thx to cuck lingering
This will fuck up SOD cdr
Since u mostly sod after dance now
sry, did get distracted from #subtlety, anything in the line that you want to go over more?
vanish for nightstalker on a rotten gloomblade with full lingering stacks 
vanish for rupture with finality
I actually thought of this but had to do some other shit

Gonna try to look at it when im back at pc
okay, let us go there
Doesn’t ns snapshot rupture
it does
Might honestly be a gain there
Yes
Dust makes things fucking complicated lol
Yea it’s real annoying
but lets quickly go over the dance monster apl line with chuffa
you cant vanish as last gcd thuogh, you need vanish to also reset symbols cd
Drop all your crit because rotten then check er over seal fate 
chuffa, if anything i say needs further expleneation please just ask at any point
Yes pls
there are no bad questions (there are, but you won't ask them)
Makes sense I can’t test the build rn cuz no internet so having to map shit out in my head
Could prob also test the vanish line with a condition like always with rupture or only finality rupture and gb otherwise since we’ll have lingering pv gloom guaranteed with vanish timings
also, just from hitting dummies, using symbols builder + evis as 5th and 6th gcd of dance usually results in more overall dps for me VS using symbols outside of dance for the cdr and lingering hits and w/e
like if you use symbols inside dance after your 3rd dance gcd, syncs symbols and dance nicely when talented in swift
okay lets go over this, it is actually 3 lines, the first one:
(variable.shd_combo_points&(!talent.shadow_dance&buff.symbols_of_death.remains>=(2.2-talent.flagellation.enabled)|variable.shd_threshold)
The first part looks complicated but it basically just lines up shadow dance to symbols or uses shadow dance if you are about to cap on charges.
shd_combo_points is defined earlier and will mostly depend on the amount of targets, but this is basically what defined the cp amount we start to dance
buff.symbols_of_death.remains>=(2.2-talent.flagellation.enabled) does align dance with symbols, flagallation just allows dance use for slightly longer, what leads to a more aggressive use (can use dance with 1.2 sec or higher reminding of symbols).
|variable.shd_threshold is again a variable defined earlier, but is mostly relevant for 2 dance builds.
It triggers if you are close to capping on shadow dance charges.
the second one:
talent.shadow_dance&cooldown.secret_technique.remains<=9&(spell_targets.shuriken_storm<=3|talent.danse_macabre)this line is mostly relevant for double dance, it basicaly uses dance only if secret techniques is up soon or up.
But wouldnt the last part of this line just make the othe line useless?
i tried to make er and MFD work separately and together for a bit
it was disastrous
Since it will send dance anyway if rotten cond is true and rup is ticking
like 3k+ ouchies
okay i lied there are more than 3 parts.
But lets go over it.
buff.flagellation.up|buff.flagellation_persist.remains>=6
Basically uses dance when flagallation is building stacks or if the pesistent part of flag has at least 6 seconds remaining.
The "remaining" is there to not use dance when the persistent buff is about to run out
the rotten variable?
oh i think i know what you mean
yes
basically from a meta perspective
most of the trigger conditions are focused on double dance
single dance builds will usually fall down to the "on cd" line
but also it depends ont eh target count
spell_targets.shuriken_storm>=4&cooldown.symbols_of_death.remains>10
the last part of the condition is for higher target counts ^^
basically just symbols sync
rotten condition at the end is the same as with the other line, just making sure dance is delayed if rotten is up
it is one of the complex parts of the apl
and i spend quite some time already simplifiying it ^^
Yea i had issues trying to twak damce usage whenever i tried
And just ended up commenting bot lines and dping a specific one for the thing i was working on
it migth be more readable to seperate things more
but that would also have higher redundancy
but also if something feels wrong about it
just ask, can also always delete the part
and see if the sim changes
you can delete qutie a bit probably if you stay with a single target sim because a lot of the conditions are more specific for double dance, flag or multi target
it is also always possible that one of the (parts of the) lines does not hold up anymore due to gear or balance changes
i did add a variable for cb in the one you copied
so if you look at this its just comparing remaining cooldowns to avoid triggering
(ironically could probably just add it to the rotten condition)
(but i would need to rename it probably because the name becomes missleading)
if you need anything else, just lmk, can also dm me at any time. I will come back to you usually when i have time (and if i don't just shoot me a dm, i probably had to do some work or other stuff and got distracted and forgot, but that shouldn't happen much)
back to vanish shananigans
sure, if you want me to test something for you instead also no problem
I wanted to test vanish into rup
I thought maybe that NS rup can almost make it till the next vanish
With all the extend we get fron tierset
my assumption is that you can just vanish-rupture for finality
but not sure how much this fucks up timing
You're a champion thank you
okay, that did not work well
not sure if it triggers, i think it does not
no it does not XD
(because it does not use finality)
seems to be not worth it tho
its the above profile
i just used a cursed build to get finality
to check if vanish-ruptute is worth it
but i should probably try it with the standard build too
seems to be not worth it for a more standard build too
but there might be some other options to look at vanish use
and its not very fun
rotten seems to be only rly fun on very st heavy fights with low downtime
get mechanic on your first dance in a 2x dance flag sequence and you do zpds
is my impression, without testing it
i mean magdog is a low downtime boss
but it requires so little
for it to get fucked
i would suggest to realz to add a talent that makes aas not miss
or attacks in general
wouldn't even be that broken
instead of lowering armor
agree
yeh would not recommend anybody play this build for progress
i did but my progress is laughable vs yours
but did better than normal build sometimes i had to be creative with vanish usage
if i got shit ahaha
it really can be tragic like you said maybe if we could pre cloak more things
Not touching that build with a fucking pole, we got a 2% wipe on our 5th pull after unexpectedly killing Zskarn. Certain it flops tonight without much thought
small optimization, but if we are doing sectech as first gcd of dance, wouldnt it make more sense to send ST outside of dance? So that the first hit is outside but the 2nd hit which comes 1.3 seconds later will come after dance, that way our rotation would be -> sectech , dance, gb, evis, strike, evis, strike, evis (we get 3 evis + sectech second hits in dance) VS previously : dance sectech, gb , evis, strike, evis, strike
i guess this is for rotten.
no no, so you sectech, then you dance gb on the next gcd. this way. 0.3 secnds int eh dance you get the akaari hits in, but now u also have 6 GCDs of dance
i wanted to try that for aoe, not sure if it naturally works out well outside of aoe
off gcd makes more sense
because you could get 2nd and 3rd hit in
and still hit every gcd of dance
thats true for sure!
guess treshold needs looking into
initial test for a more agressive use seems to not doing well
i have the feeling it might be too agressive
yea i guess it is using it on further ones
probably
i think a -15 secs and if in dance use it if it would overcap
thats the default
dust kind of messes things up i guess
it uses tea if it is higher than 3/4 of the cooldown to last charge
during dance
so if tea is 15 sec away , it should use it
let me see how many secs it has when entering dance
hmm i enter dance with 14 secs of cd on tea
then in theory it should be used now would need to look at the swift death one it may enter with more secs left
and that is why it does not use it
yep in stealthi's clip
it has 19 secs
ticks to 18 when entering
he condition would trigger if at any point
you get to 15 sec remaining or less during dance
so maybe it is already doing what you wanted
in the sim
oh possible then
could explain why lowering it has little impact
haha, just means my condition was already good ^^
yea it stood the changing times
now we just need to tell players to actually use it
i think something that i personally also sometimes forget is energy
because tea conditions do consider energy from symbols and won't just tea if you symbols after
well we could look at sample and see but cant rn if the condition by itself works or needs to not check energy there
tea checks if symbols is up (the cooldown)
I tried to make this work a dew weeks ago but couldnt get it to a win
as in a win in sims or actually hitting dummies. Ive been spamming this on dummies and honestly doesnt seem like that big of a deal. kinda like irrelevant it seems
Ops, wrong channel hehe
Why does The Rotten sim hold second vanish for so long?
it uses vanish roughly once per min to get 2 dances with each sepsis + flag combo
basically after you finish the first dance and you have used sod+sepsis strikes you vanish strike and then dance once again
in recent sims we found that it is a gain to not ss at all outside of dance
lingering is just strong
yea only really use it if you are doing the subter+1 long dance instead of lingering
i take this back the sims i did the other day were not doing what i intended too
actually making them not use sepsis or vanish ss is a loss
but those sims were still a gain tho now i have no idea why
can you link those sims? I can go through it to see what its actually doing
that might help\
sry just now saw this
no SS out of dance is the thing i didi a few days ago
no SS late sepsis only negates ss from sepsis when lingering is at high stacks
no SS outOfDance new doesnt allow any sepsis SS
and no SS vanish doesnt allow any vanish SS
@rugged solar when you wake up remember what we talked about tea it seems it is not using it on the second dance on either the swift death one or the subterfuge/tfd one on the second dance after vanish second use of tea is at 54 secs on this sample for ex that chuffa just linked. No idea why the condition of tea -15 secs cd on dance is not triggering maybe dust messes things up
first use at 5 then 54
it means it stays overcapped for almost 30 secs
and will overcap again in next vanish too(or maybe not it uses it at 1.36 then at 2.01) but the -30 secs from vanish make it so it get krangled again because next use is at 3 mins
no ss out of dance : this ones mostly 'fine'. main issues : Not sure if you made it play around having double cold blood for both dances during vanish goes but more often that not, it put its sectech as last gcd so it falls outside of dance. I think this one also has a no vanish strike condition since it more often than not would vanish finish, isntead of vanish strike. (the vanish strike imo is really important thanks to premed - couple of times it refreshed snd during dance). also, did you try and make it build to full cp before going to dance? its trying to start dance with full cp and since its not using vanish strike it ends up vanish - finish - gb 2 to 3 times then second dance) and by then flag has ended on your second dance. other than that this ones good i think.
the no ss late sepsis one does not use sepsis second strike as you wanted it to, however this one is doing some really cursed things with symbols, essentially it is using symbols right before going into dance, losing symbols uptime, and losing rotten affect on lingering gb.
this also still has the issue of getting sec tech out as the last gcd of dance on top of the old issues of spending dance gcds on flag and sepsis.
I think overall your first one is the closest to an actual good iteration of the rotten build with some weird plays here and there. could be cleaned up for another 0.5 %- 1% imo
oh interessting
wonder why it isn't triggering there
oh also i think theres just generally one thing with all the rotten builds that is wrong. at roughly 4:22 dance usually comes up which it sends on cd. then around 4:26-4:27 blades comes up which it also sends on cd. but then sepsis and flag come up around 4:33 - 4:35. so wht it does is that it sends both flag and sepsis as soon as theyre off cd, but has no dance to send with them. so it vanishes to reset dance.
idk but maybe if the timer is slightly over 5 mintues like 5:05 or something, it would be quite a bit better ont hat burst to hold flag/sepsis since we're only getting one more go, and might as well get 2 dances in flag instead of 1.
Another option is to vanish earlier
If possible
If the killtime is around 5 minutes it could be worth to reduce flag, sepsis cd with vanish instead of playing for double dance in cds
so its kinda like this
the first peak is around 240k with lust and pot
second and third peak are both double vanish around 185k
4th peak is no vanish around 150k.
and then every other peak in there including, 5th, 6th 7th are all 150k
whereas 5 will have double vanish
and maybe even 6
it just gets desynced around 5th peak and just kinda goes on after that
all in all i think this builds kinda a meme. seems to be only good for fights that are basically right about 3 minutes. it significantly does more damage than the standard build around 3-minute mark (142.7 vs 137), then kinda just falls off the longer the fight gets
For the first one the only thing i did is remove vanish ss and sepsis ss lines from the stealthed parts
But in the end this does nothing causenthere is a geberal ss at the end
Would essentially only move them down in priority within the stealthed actions
For thenother 2 intook a diff aproach and changed it so that it only calls for stealthed action when in true steakthbor shd (changed stealthed.all to stealthed.rogue)
And to allow for sepsis ss while at low cp i added a condition for it under the action build
And the clones out of dance thing happens a lot with rotten build
I tried to fix it and also tried to do the rhing push said a while ago
Of delaying dance for a bit to get 2x cb sectec in a flag
Got it to do exactly what i wanted to (with the dance usage) but it was still a 0.7%loss
I still font get why tho, dance uptime was basicly the same
And it gained a couple of cb casts
symbols use is fairly autonom
isnt the 2p rule based on shadow dance cd
yes, but only to the degree to not use it when dance is ready
yes
which is bad for what chuffa talked about
cus you delay symbols as well when you delay dance
in sim
so you delay 2 things
cus of that rule
you don't delay dance
but did you read what he said
moment, let me check, i think i missed something
yes you did
the entire idea revolves around delaying dance for a short while
but it impacts that rule
Of delaying dance for a bit to get 2x cb sectec in a flag
fair ye
here is the sim where i tried to delay dance for a bit
and ye it looses a bit of sod uptime
but only 2%
(!(buff.flagellation_persist.up|buff.flagellation_buff.up)|((buff.flagellation_persist.up|buff.flagellation_buff.up)&variable.cb))
just added this at the end of shadowdance line
thanks, will look at it
need to do a log review now that i couldn't do because wcl was offline
but probably can come back to it after
wait i think that part actually doesnt do much
actions.stealth_cds+=/variable,name=cb,value=cooldown.cold_blood.remains<4|cooldown.cold_blood.remains>=6
ye also changed the cb variable
from 4 sec there to 3.5
oh nice, i think a bigger change was a loss
well it is still a loss
like this tho it delays dance enough to get 2x CB in a flag window
i couldnt find anything rly weird that it does for it to be a loss and my intuition says it should be a gain
Not sure if this is exclusive to your sims or just rotten in general but it often ends up vanishing right before stuff is ready anyway. It sends a symbols of death at 1:52 (so its ready at 2:17) but it instead isntantly vanishes when symbols has 1s left of its cd here.
It also does this with the last sepsis and flag cast but it shouldnt matter as much i dont think (casting sepsis at 3:02, so its ready at 4:32 yet it does this)
And in the first case its clearly better to wait 1s with the vanish so you get an extra symbols (rotten)
Rather than just vanishing immediately right after dance
but nice that meens we can squeeze more out of it
i think it does it to reset dance cd. Maybe you cna take a look but im guessing its sending sepsis and flag but doesnt have dance ready? so it vanihses to get it ready?
as for the 4:30 mark one, it does it because dance wont be up until 4:50 ish usually. so it resets it since time till end of combat will not fit another dance in it, so it vanishes to sync it up with sepsis flag
wait it shouldnt be able to do this
sim i ssupposed to check for flag cd
it only vanishes if flag cd >60
fight_remains<=(30*cooldown.vanish.charges) oh must be the fallback
oh also just fomr a quick look i think the difference comes from lingering and evis. holding dance seems to make your lingering weaker, but also seems to somehow get fewer evis out
that seems weird
in my mind lingering would be stronger
because u dont overwrite it as much
by holding for a few extra seconds
no the sooner u dance again, the sooner you get 30% on higher stacks lingering and also rotten on top of higher stacks lingering
well but u also overwrite a bit chunk of the first lingering
i guess we are talking small delays tho but still
Also using beacon after the first dance in opener is likely to be better with this as thats a good way to "fill globals"
Atleast in my mind better than a random gloomblade that its currently doing
it shouldnt have any time to die stuff at 2 min mark though. I saw the behavior it does at 4:30 min with all the different APL's, I tried making the fights longer to give it time to see if that was why but it wasnt, it would dance, then sepsis flag would come up a few seconds later, and it had no dance, so it would vanish to get a dance back for this sepsis flag
Well the 2 minute mark stuff i linked was for symbols not sepsis+flag
aha
nice find eleem
just checking for sod cd before vanishing
checking for 3 4 and 5 sec left on cd
Thats just a general profile and not the "double cb" one ye?
ye
its the base one
number seemes to be between 2 and 3 seconds
gonna run bigger iterations
even with 50k iterations seems to be equal
@rugged solar new gain 🙂
yea could check te fallback a bit
If anything it could send that vanish way earlier
maybe just cange the fallback to ve dependend on flag cd
After the former dance window is over
and not fixed 30sec
Ye i mean flag will almost always be up 4:30 ish
So makes no sense to have exactly 30 sec as the ttd line
@scenic schooner another thing that im fairly sure should be a gain is to use another tea in your flag opener for the second dance
Because currently its sitting at 3 charges for like 20 seconds
Its cast at 5 seconds and then at 56 seconds, despite it having a 30s cd since you vanish
&(cooldown.symbols_of_death.remains>3)
added this to the vanish line
https://www.raidbots.com/simbot/report/xrBtw7KuavEvvjyvqA1V9R i had to cheat to get it to do what i want
but it was a loss
It just seems really odd that its worth it to sit on 3 charges for like 20 seconds
yup its weird
i thougth it would be a gain
actions.cds+=/thistle_tea,line_cd=100000,if=buff.shadow_dance.up&!buff.thistle_tea.up
fuu would find my line real funny lol
Sounds more generic if you have while charges = 3
there is a fractional 2.75 in the tea line itself that sends tea in dance if its about to overcap
I'm just unsure what that aims to accomplish
sim was holding on 3 tea charges for over 20 sec
cause it didnt drop ion energery
Ye and just setting that to 2.5 instead so it uses it on ~40s dance is also a loss
and didnt enter another shadowdance for it to check for the fractional 2.75
so the idea was to just force it to use it on the second dance in the opener
so to not change the other line and not impact the rest of the fight i cheated by adding this below the original line
since it already uses tea on the first dance the line will trigger on the second dance and never again
quick cheat to see if it was actually a gain to do so or not
i love how quick you tested the line_cd
worked like a charm lol
does the vanish change you linked includes all other changes we made
no, all the things i liked are with the base profile as comparison

then lets see how much it gives in addition to the other chanegs
not sure if that has everything
but close to 133k
given that we can change to toxic boots
should be above
Which ones does this have so far?
i need to look
We had 3 prior to this I believe right?.
but i think it is "everything"
we had like 5 or 7
the problem is a lot of them ended up 0 dps change
But if it was holding wouldnt cooldown.thistle_tea.charges_fractional>=2.75&buff.shadow_dance.up trigger? >2.75 means the third charge has less than 15 seconds left before its ready right?
like this was the list
But yeah I think changing to toxic + some gearing change to focus more on vers could put.kt.in mid 133k
Comparing logs it actually seems like dust builds only get about ~0.4 more uses of tea across the entire fight, which seems very low. As it casts vanish 3.8 times it should be getting roughly 1.9 extra tea usages
think there migth be more optimizations
Or atleast more than 0.4
so ye, completely with you
But fuu im reading this line correctly right? #1065728795455266888 message
you do
it means if the remaining cooldown of tea to reach last charge is 15 sec or lower
this is what i discussed with hacha recently
but i didn't look at what the sim did, so not sure if there is or was a issue
If you cast a tea at 5 seconds and vanish, youll cap all of your tea charges at 35 seconds right?
keep in mind that shadow dance is a pre condition to it
so it isn't just "15 or less" but must be "during dance"
So the shadow dance at 38-42 seconds depending on timing should absolutely use it
Since by that point the fractional is 3
Could it be that this build is kinda drowned in energy and doesn't require that much tea usage? And only uses it if it's overcapped?
Or a few rare times that it's starved?
would still use it at the end of the fight
That's fair, can we test what happens if we use teach with vanish gos for mastery if we have atleast 2 tea charges?
sure
Chuffa tested it using tea on the second dance
I think it's better on first dance tbh so w eget it reset with vanish
U might run into actual energy issues if you're not resetting it with vanish
Vanish properly reduces tea CD atleast (it gets ~1.8 more uses across the fight if there are no conditions attached to tea).
(using it with 2 charges or more)
But im still so confused as to why that line doesnt trigger
this is the part of the simc github code that sais what gets reduced and what not, thistle tea is in there so it should get reduced
Ye i did one without any conditions and it did incease it by 1.8
does not seem to be a simc issue
but rather a condition issue
losing 1.8 casts is quite big tbh
maybe we need to add additional trigger conditions
Maybe its because tea is actually never at 15 seconds left
So the fractional condition doesnt register? But it should since its not equal to
Maybe there's a sweet spot for tea like 2.5 or something ( the last one fuu tested)
i did lower it in the one sim i did when hacha asked
but that one did not increase the uses
how many uses would be "on cd"
9.3
so 1.5 charges lost
so at least 1 more use should be somewhere
we just need to find out good conditions for it
if we had one 'free' use somewhere then why was fixing it to the second dance a loss?
Because the fix didnt increase the overall count by that much
oh true
It made it use 8 teas instead of 7.8
^
Although if i check the rotten sim on fuus sheet it does indeed use a tea around 35 seconds (ie exactly when you get to 3 stacks)
But its still 7.8 total
lets check something simple
nice
but, not nice
the easy change (checking cooldown on tea for vanish use) was not good
this is decent
and only 0.3% worse
the line triggers only once
its so weird that getting more tea uses is becoming a loss though...
just came back i think the important one is only on pull then maybe after first vanish
that is where the cap kinda gets snowballed
a dirty change we could do for this is make it use tea if cb is about to come off cd or off cd in dance
and we have 2 charges almost 3
Its not about using teas "incorrectly" its about the sim not using all of the teas it should. It should have 9.3 teas but it only uses 7.8 of them
?
the one after the first vanish
It doesnt cap at the start
Sometimes, but not always
Most of the time its at 3, 35, 55
But it still ends up with fewer than expected casts
yea gotta find why it is not used in the second dance after first vanish
and other places
Because the same conditions that makes it cap there is applied in other places
i also found some at 3 mins where it held for like 20 secs too
so time to play detective ehehe
Apologies if this is not for here but I have this addon that tracks "wasted" GCDs, how accurate that is for our spec ? Is it also based when we are starved and cannot press our GCD? Anyone familiar with similar addons?
I am currently around 25-30% wasted GCDs which feels like a lot
well we are not casters
we dont have "wasted gcds" in the same sense
we are not gcd capped either
i assume what he asks for is a counter for dance gcds
there is nothing like this, but you can probably write a counter for it fairly easy
Ok that make sense, thanks guys
where did you find this? Cant find on wago
Ive deleted it, but its on wago, you dont need it as mentioned above by fuu and Push
Seems like its using shadowstrike,if=debuff.find_weakness.remains<=1|cooldown.symbols_of_death.remains<18&debuff.find_weakness.remains<cooldown.symbols_of_death.remains this line to try to apply find weakness, and as this line has nothing with premed or rotten it just ends up wasting all of that cp. https://www.raidbots.com/simbot/report/m3BgRnyxuw6hAvZaXmEXNA/simc (the vanish one from #1065728795455266888 message )
probably just needs a rotten check
And its not using gloomblade because it has more than 2 combo points, ive seen it happen on 4 cp too
should be easy to fix, i atm working on the apl conditions, so can include that
in my tests
But im curious if its worth delaying dance by a global to get to 5 or 6+ cp for a finisher or finishing at like 4 cp instead of having to waste all of that cp
The vanish strikes sometimes eats it too
Which might be why it was a gain to not use them
Like here its using the rotten and premed at 4 cp with the vanish strike
okay, found what condition is problematic for the standard build
the line seems redundant
at least at its current position
testing, but i can probably just remove it
yep, purge!
Ye its assuming that shadowstrike applies find weakness
So i guess its only useful if you have that specced in the rogue tree
not even then
the next action after it is shadowstrike
so even if it wouldn't trigger, it would default to it
but even with the talent, it is redundant
But it triggered like 16 times in the sim i linked
i tested shifting it, didn't rly change things
But ye its just the same as the one bellow it ig
Fair enough
this is why i tried shifting it in position
the line was probably a artifact from SL
because with FW applying from GB, you don't rly need it anymore
doing low cp finisher to avoid wasting rotten seems not good
best case equal
delaying dance seems fine
its not much but honest work
Is that delaying to the regular 6+ or just sending it at 5 (just curious, idk whats best)
But ye looking nice
I see i see
very close to 133k
Then comes the annoying question of whether its worth to hold a global or half a global if youre at like 1-2 cp and dance is coming up
Ye i doubt that too
Esp since rotten is just drowning in resources that were trying to reduce the overflow of 
you lose damage from casts
it was already rly hard to delay things for sht
doing stuff like aa cancles ended up a loss
so it is usually better to just be wasteful
but nice find, i still hope to get the 1 tea use somewhere
yea the beginning 2 are kinda set in stone i think
then we need to play detective to find the other ones
where it overcaps
Could you link the sim here so i could copy the profile and try some things? (if it has all the changes we've done that is)
Is there a guide on how we can compare different APLs in raidbots?
have to do it like fuu does kinda with diff gearsets+ conditions
Easiest way is just to add
copy="xyz"
{full rotational apl under here}
was eating something, back now
would be the profile
but it needs a lot more testing
esp. for multi target fights its all over the place for rotten
I would not even bother trying to make it work in multi target
fruitless endeavour
not sure, i already optimized rotten to a degree for it before
think its weekly reset
not getting better ^^
Tuesday and wednesday not theorycrafting days 
What is this browser that you using? Chromium?
yes
its a modified chromium with avx2 support, widewive support, some compiler optimizations and additional codecs (AAC + H.264 + H.265)
(i also replaced the icon with a gray scale version of the edge browser icon)
you can download pre compiled versions from https://chromium.woolyss.com/ if you want to move away from chrome or whatever you use, but don't think its smart for the majority (you lose auto updating by doing so)
I will look into it, currently on firefox but its starting to eat up a bit too much RAM
newer versions of chrome have memory saver feature, but i think we should move this to either dm or #off-topic
alright
with that, i managed to have it dps positive on any target count
need to check a bit more
alright, this looks good:
Is this for multiple targets? Or single? I am guessing multiple since its 30k increase and that would be broken for single lol
the linked one above was on 3 targets
I am looking for new spec to try, we are progressing on forbidden experiments, will give this one a shot, thanks
Do I just put the above apl in custom to sim vs my current gear?
^ just put this in custom apl
nothing else needed
Ah ok, sorry
all fine, if you find something to improve in the sim, this would be the channel to talk about it
for what sims best, gear or rotation questions, etc thats all in the main channel
Can the above apl be used for single target as well fuu?
Or is there a different one for that
fuu was just cleaning it so it is not a loss for the other talent sets iirc
and cleave etc
Did something change and made dark brew ressurge again as a competitive option for dslice?
https://raider.io/mythic-plus-rankings/season-df-2/all/tw/leaderboards
nah
you see it on wcl too, dark brew is still played even tho rotten and the flag builds will perform noticably better
you'll usually find it is the non-english speaking nations that use it too because they don't really use/have access to any of the theorycrafting we have here
the chinese crowd is also extremely influenced by huge streamers that play rogue
so if that dude plays dark brew, they will all do it
I wondered about this too, if they had access to our WCL.
i saw he has his own guide about sub rogue this tier, some spreadsheets even, but hey i have 0 idea what he says xd
pretty sure he has a reason why he is not taking flag but yeah
Tbf it shows imo just how good the sub rogue tree is that we have so many competitive talent builds. So gj blizzard
i talk with some spanish rogues and they do not understand 2 words of english so most of what they consume is videos
like i could translate the guides but i think they would lose some meanings
found another edge case i need to look at with the rotten optimizations for multi target sims
Does Cold Blood affect trinkets crit chance? I was thinking about this last night. What if we use CB-Beacon-Sectec? It probably would only work with Rotten build.
nope cold blood is abilities only
Yikes, was worth a shot
It works on every ability, but some in non expected ways.
E.g. for sub it makes all hits of secret crit, but for outlaw it does not for KS.
Dots or multi-part attacks also don't work most of the time or only get parts of the spell affected.
Ofc we can access wcl from any area and study any English information , but yes most Chinese players just get their information from videos of some huge streamer like yeluo and completely imitate his talent
The reason why he does not use flag build is because he feels that if the flag buff cannot cover two dances in each pull, the flag build is not as good as DB. It seems to have some truth but it is difficult to prove. Chinese players believe him because his IO score is currently the highest lul
for DB, i could see reasons why you would play it in m+
To put it simply, most Chinese players have quite strong plots, they don't easily believe in any data and simc, only believe in IO score

statistics will over time show the difference if its big enough, for me personally there is a lot of reason to have both interact with each other so players can make educated decisions
Many things would get lost in translation but you can play db if you dont mind not having peaks in dmg it also benefits rupture omegaspreading
while gathering mobs for big pulls
but in the end the diff won't be huge anyway
DB has diffrent trade offs, and in the end it comes down to what trade off you take. So i don't think its bad in m+ in any way.
hey, i had a couple questions about the sims, one was probably more relevant in s1, so i was curious if it has been tested in the past.
if, in a DB build, it's worth putting out a low CP rupture (3+?) at the start of combat to proc finality and then refreshing it after your first dance with a full finality rupture?
I remember doing it in vault and looking at some logs of top sub rogues doing it, but idk if it was ever simmed or if it came out as a loss/gain,
other question was if the dance energy threshold was modified for tier 30 bonus, or if it's irrelevant to pool anymore with the tier set, even without shadow focus
i noticed in the apl, the threshold doesn't seem to have changed at least
Regarding the treshold in st without shadow focus i think it should be 40-50 energy to be able to get all gcd's off in damce
So basically in full aoe m+ build
You want to pool to 40-50 energy cause symbols from tset gives you 30 energy so you have enough energy to start the dance with
iirc it was 80energy or so to be safe on getting all gcds in dance without starving
this was tested. it was not worth it.
ok thank you both @remote sparrow @rough dove
Is there any proven benefit, delaying tea usage if Shadow Dance or Symbols of Death are coming off CD shortly? to avoid the SD or SoD cast overcapping energy?
yes, the apl considers things like symbols cooldown
ah okay perfect!
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
So, is it only looking at the CD of SoD and not Shadow Dance?
If so, wouldn't it make sense to also take into account shadow Dance with the tier set?
Sorry if it does this somewhere else, im not the best at APL stuff
And also whats the logic behind the CP deficit >=2
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)
is the apl line
cooldown.symbols_of_death.remains>=3 - checks symbols
combo_points.deficit>=2 is to not use tea followed by a finisher
Okay that makes sense, would checking the CD of Shadow Dance not be helpful too, with the tier set?
Okay ty, just wanted to check!
would probably need to be more specific
but it is a good question, because most people forget to consider energy efficiency
i did put a note in !tea as a reminder to think about it
Yeah, just a thought i had when hitting dummies in valdraken, cheers for the help
if you have more questions or input always happy to discuss or test things
btw. just to explain combo_points.deficit>=2
deficit is the inverse function, so this means with 2 or more cp missing
not sure if thats obviouse ^^
Yeah, understood that part. Will let you know, very early idea at the moment.
Just trying to work on my tea usage, i feel like it will pay off to be more picky about when i pop it, based on the fact that besides on pull, its never sat on 3 stacks not being used.
Would like to be as energy efficient as possible!
Tea definitely ended up being one of the nicer cooldowns
Yeah agreed, I disliked it at first but the more i play with it its a very nice button to press
agreed, tea is a very nice QoL they added with Dragonflight ngl
I kinda disagree. Tea is only good because youre spamming gb at at a high APM. if we the damage distribution shifted towards stronger finishers and less frequent builders tea would not be very useful imo
Tea is good because it has more than one area of use
you use it for energy on lower target counts to get out more ability casts
and for mastery on higher target counts when energy becomes less relevant
so there is a balance between what is the better benefit
i think this is a good design as it isn't one directional
Our talents that got nerfed seems to be behaving differently ingame compared to in sims. First up im seeing it "double dip" on shadowblades and lingering shadows, for example here in my testing https://www.warcraftlogs.com/reports/gxwCRDQnjfFTcJzk/#fight=4&type=damage-done&source=1&view=events
You can see that lingering shadows does noticeably more than 100% of the damage of the gloomblade it procced of, same with the shadowblades doing more than 50%. This does not seem to be the case in sims where log=1 shows me
12.989 Player 'Eleem' gloomblade hits Player 'Target Dummy' for 9292.028897778806 shadow damage (hit)
12.989 Player 'Eleem' performs Action shadow_blades_attack (150)
12.989 Player 'Eleem' shadow_blades_attack hits Player 'Target Dummy' for 4646 shadow damage (hit)
12.989 Player 'Eleem' performs Action lingering_shadow (150)
12.989 Player 'Eleem' lingering_shadow hits Player 'Target Dummy' for 8735 shadow damage (hit)```
Here we can see that the lingering shadows is exactly 94% of the damage of the gloomblade (its not fully stacked to 100%, 1 stack dropped) and the shadow blades is exactly 50% of the gloomblade
Ok now they ended up in the wrong order since discord embeds the picture after for some reason, but the picture is from my ingame testing and the text is from simc
Here is an example from logs when im not playing DD or DB
Matches exactly like it does in simc
The first picture i linked didnt run VT either but with testing now it seems to work the same as the others
So RN in sims it works like this
~123%
yes, it seems like it does not apply the damage amps in the sim from what you posted
Shadowblades 67 damage (50 x DD x DB x VT)
Lingering Shadows 134 damage (100 x DD x DB x VT)
but does it work with all damage amps or just specific
Its also very interesting because it seems like the clones from sectech double dips from these effects, ie it gets the amp "when cast" and then again when the clones hit.
With none of them talented and with all of them talented
Or maybe not multiplicatively, additively seems to line up better
Also worth noting that all of these tests ive done are done with this and no other proc effect that would increase my spell damage
it is quite a lot stronger
the clone attack does ~26% more damage than the physical hit in the first image

the clone attack does ~118% more damage in the second image
thats roughly 4 times the value (4.5 times more exact)
The first picture didnt have any of the talents talented
So if it were working like we'd expect the shadow part should be doing ~34% more when i talented into those talents
so VT/DD/DB are undersimming by a lot?
shadow part does not get reduced by armor
But it seems to do ~65% more, which is why im thinking it might just get twice the value from the talents (so ~68% is what it should be without variance)
so it should be higher always
Well ye fuu im not saying compared to the physical part
Im saying that the right image should be ~34% higher
oh ye
But instead its in the ballpark of 68% higher
right should be ~96-97k
not 121
but
if you apply the damage amps twice, we are close to the 121
Ye thats what im saying
@coarse laurel possibly has some ideas.
Short tl;dr:
It seems like deeper etc don't apply to shadow blades and lingering shadows in the sim but do so in game.
Additionally, Secret Technique seems to do noticeable more damage on the shadow parts than expected (seemingly gets the damage amps from applied twice)



