#tc-subtlety

1 messages · Page 6 of 1

coarse laurel
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Since whitelists bypass the generic modifier disabling rules

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I’ll have to double check the whitelisted spells

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Not sure about SecTec though

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Probably some scripting errors on their part trying to get the modifiers to work have changed how they work now that they aren’t school modifiers. Similar concept just involving scripting.

rugged solar
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somewhat weird that we even with this bugs don't end up higher on wcl

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because they should have a noticeable impact on output

past fable
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Tbf most people swapped away from these talents (besides DD)

rugged solar
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fair

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would potentially also make DB a more competitive choice

past fable
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Sepsis doesnt seem to be increased by DB nor DD, perhaps its not actually being converted to shadow like im expecting

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Not sure about simc behaviour, just testing ingame

mental dirge
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any effect on shadow evis considering it works in a somewhat similar way to ShB

past fable
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No

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As far as i could tell there is no other spell that is benefitting in a way like we wouldnt expect, besides what i just said about sepsis

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But also, sepsis+db seems like a very cursed build OMEGAKEKW

rugged solar
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it seems like

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they fucked up a lot with the deeper dagger/etc whitelisting

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and we missed that completely

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nice finding it 👍

past fable
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Ye sepsis seems to be benefitting from DD in sims and not ingame too, seems like they somehow managed to remove sepsis from the whitelist? kekman

rugged solar
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it still works with shb?

past fable
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Oh nvm it doesnt seem to be working with DD in sims either, its only about ~10% more DPE with dark brew

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It turns it into shadow but somehow doesnt get the DD amp, probably forgot to whitelist it, but it seems to be working correctly in sims, disregard this

past fable
rugged solar
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i did only see it in m+

past fable
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Ye i was talking about m+, but my singletarget in m+ felt surprisingly high

rugged solar
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db iirc can sim higher for single target in m+

past fable
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Well do some double checking with sims once theyre in

rugged solar
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so it isn't that unusual

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yes ofc

past fable
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Your sheet sims timed out just at the right time OMEGAKEKW

rugged solar
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well i did re-sim assassination just 2 weeks ago

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but i think its possible that all 3 specs need re-simming

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also probably already for 10.1.5?

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i am not sure how outlaw is in terms of implementation status for that tho

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given that people reported that their tier set is fixed, but also i haven't tested and did hear multiple opinions

remote sparrow
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i tried both builds a bit on dummies, and it seems like the pure st build with flag is still quite a bit better than the old dm db build. but db keys build does do quite a bit more damage than the sims. nice find Eleem

mental dirge
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old dm build doesnt take pe or inev

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you'd have to drop improved dance points

remote sparrow
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yeah, i tried taking stiletto over improve sht since blades is a bit stronger than we thought, but its not that great

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idk if dropping dance to 6 seconds is it but ill try it out

mental dirge
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you have to pretty much lol

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and then enter every dance with a couple cp so you can evis on first global to still get 3 finishers in each dance

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its the only viable way to still have PE + inev in the build

past fable
remote sparrow
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idk tfd is way stronger than swift i dont think thats the play

remote sparrow
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aright ill try this out looks kinda awful but yeah...

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wait

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gb over inev ig

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forgot lol

mental dirge
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not taking inev is a mistake

remote sparrow
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what do u drop for it tho

mental dirge
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you play staccato and no vt or sht

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or you could equip 2p+2p lol

remote sparrow
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hmm ill try them both

past fable
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Napkin math puts regular build about the same as my rotten with this change, perhaps its time to hang up my rotten hat kekw

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Well have to see whenever the changes gets put into simc though

rugged solar
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also need to look at potential apl chanegs

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*changes

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maybe it is worth to maintain GB longer due to the lingering interaction

coarse laurel
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So to explain a bit more of why this might happen.

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Shadow Blades damage is a residual effect, but has the Ignore Player Damage Modifiers flag to avoid double dipping in theory.

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This includes things like generic damage increases (such as the older Shadow amps) and Vers

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However whitelisted damage modifiers do not respect this flag. They always work.

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Unfortunately they seem to have accidentally put the Shadow Blades spell in the whitelist for DD/Veiltouched/DB

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Which causes it to double dip as per the above mechanics when it previously didn’t. This is almost certainly unintended.

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Shadow Blades damage spell (278043) should likely not have any family flags since there’s no reason for it to be modified by anything.

ivory kestrel
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and quite interesting

coarse laurel
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I had manually coded Shadow Blades to have no modifiers at all given the previous mechanics and to avoid any accidental stuff being applied.

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But I’ll have to wire it up to just support this stuff normally and double check no core stuff is working with it.

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However we cleaned up a lot of the core for these flags in DF

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So it should be OK

ivory kestrel
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as far as we know even things like agi buffs may double dip

coarse laurel
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Since this is not the only place they made this mistake

ivory kestrel
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ah true

coarse laurel
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We cleaned up some core logic for the ignore damage modifiers and damage taken modifiers flags

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So I think I can just remove my hard-coded stuff and it’ll work. I’ll test tonight.

ivory kestrel
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well guess thil will make stiletto a bit better

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and others

coarse laurel
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SecTec is probably a similar logical issue just with manual scripting that was trying to translate the generic modifiers across when pets weren’t affected by them.

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Now that it’s whitelisted they probably are. Which makes them potentially double dip in a similar fashion. Just a slightly different mechanic and more opaque. Since that’s not spell data.

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Hard to say what mechanic is in effect there. It could just be applying the modifier manually.

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I’ll probably have to hack it something for that one.

balmy linden
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What talent build are you guys using for the DB?

rugged solar
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probably also falls into the same category

coarse laurel
rugged solar
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the sim/logs eleem posted initially showed it to not work in simc

remote sparrow
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wasnt lingering doing about 134% of gb damage? that seems fine / isnt double dipping no?

rugged solar
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no lingering and blades don't double dip, but seemingly don't get the benefits from shadow damage amps in the sim

remote sparrow
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oh i see, yes youre right!

coarse laurel
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I need to look at a bit more data about the SecTec clone stuff to know what is going on specifically there

rugged solar
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if you need something let us know

coarse laurel
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I don't think they added "conditional" entries to the other magic damage whitelists to account for the dynamic school changing

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Dark Brew itself just mods everything that it changes so that one works

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Veiltouched works also since it doesn't care about school

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But the Deeper Daggers whitelist probably doesn't affect any of the Dark Brew stuff.

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Sims should do this automatically

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Probably was a bit of a non-obvious damage loss from the interaction change

remote sparrow
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so, the current build sims about 125.5 for my character, the old db dm sims about 124.5. the current build should probably be about 2.6% higher becuase of dd (about 4.6% of damage is lingering, 9% of sectech is the shadow part, and 2.4% is blades) putting this build at ~128.8
whereas the old build going from 124.5, goes up by about 34% instead of 16. the breakdown is 7% lingering, 9% sectech shadow part, 3.6% bldaes, flat buffing these by 34% is about a 6.66% increase, putting the build at 132.8 which is significantly higher

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let me know if this napkin math makes sense

modest quartz
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Are some of these changes already pushed to newest Raidbots build?

rugged solar
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the whitelisting bugs are pushed

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the secret technique bug is not

modest quartz
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getting a 1.3% increase from nightly to latest so far.

rugged solar
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its only in if you use "latest"

modest quartz
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yeah, that's why I was wondering if some were pushed because I had run sims just about an hour ago, maybe two, and it had gone up since then.

remote sparrow
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ah maybe thats why the 2 builds were so close. theyll probably end up almost identical if we include secTech bug

coarse laurel
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Regarding SecTec, I dunno how comprehensive the testing above was in terms of reversing out which modifiers are likely to be double applied. If it's just the school ones that we complained about and Realz scripted in, or if it's all the whitelisted stuff (like the spec aura for example)

rugged solar
turbid pulsar
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the numbers in that sim are lower than the ones from your sheet

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atleast for the normal build

rugged solar
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ill add it manually

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moment

remote sparrow
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^ rotten doesnt seem to have gotten any significant changes from the new update. whreas the other builds should get 2 - 5% roughly

rugged solar
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rotten gets like 300-400 dps

remote sparrow
rugged solar
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but if you have a idea how to reliably test, just let us know

rugged solar
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is the diffrence

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so dm + flag is still ahead, but it is likely that th secret bug closes the gap

remote sparrow
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dm db gets roughly 1.44% more from sectech bug than dm flag so its probably gonna be ahead

rugged solar
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secret attack is ~9% of the damage

remote sparrow
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but also, am i missing something, or is the new dm + flag basically basically the exact same as before? you had it in your sheet at 130.747

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now its 130.8

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doesnt seem right

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and yeah 9% -> dm flag gets another 16% on this. so about 1.44%, and dm db gets 34% on it, so 3.06%. so dm db is gonna be ahead now

rugged solar
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assuming the amps work, we would see a more noticable shadow close attack

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nightly

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latest

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roughly 1% gain

remote sparrow
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hmm interesting, fair enough!

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I think dm db is gonna be fairly close to rotten after secTech fix

rugged solar
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dark brew should be ahead with secret benefits

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because it is already a high amount of % of your total

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amping it by another 30% is 1-2% dps

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assuming its exactly 30%, it would mean you get ~2,5% more damage

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would put it on 133k

remote sparrow
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yeah, dm db seems to be the correct one.

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btw this seems slightly higher than your dm/db

rugged solar
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rotten could be still ahead, but rly depends

remote sparrow
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could be margin though not sure

rugged solar
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interesstingly does sim worse, need to check if the updated apl has any conflicts

remote sparrow
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which one seems worse?

rugged solar
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the talent combo you linked

remote sparrow
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it does? interesting

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could be the old rupture optimization?

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can you check if it automatically includes dd without using an evis? doubt it changes anything though, if thats the case

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not sure if some of the sectech changes have been pushed to latest but botg dmdb (fuu's version) and (dm, flag) sim around 132 now

rugged solar
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only lingering change

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oh i see

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you use corrupting rage

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thats why you get diffrent results

remote sparrow
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ah makes sense

rugged solar
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it has no impact

remote sparrow
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mhm makes sense, yeah im using corrupting at 85% uptime.

rugged solar
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what sim are you referencing?

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should be 50% yes

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unless gloomblade is reduced by armor

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but don't think it is going from spell data

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so not sure what happens, i don't see a proc that would increase damage

golden bay
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Is the ST double dipping currently in latest?

rugged solar
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@coarse laurel might know, he is more familiar with the implementation

golden bay
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For my understanding, this means these talents have double effectiveness right?

rugged solar
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no

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you basically get an additonal ~30% damage from secret

golden bay
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For ST only is what i mean

rugged solar
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but only from the shadow part

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so even less that that overall

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also depends on your talent choices

golden bay
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But this would bring us closer to the old season build, which might make 2p2p very close to just running 4p

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Maybe worth investigating

rugged solar
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the reaosn 4p is higher is gear levels, so you gain more agi and other stats

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they also make secret/etc hit harder

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secet is not part of the old 2p, so not sure why it woul suddenly become stronger

golden bay
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True, this would be more for the 4p than 2p2p, you're right.

rugged solar
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Eviscerate and Black Powde increase the damage and critical strike chance of your next Backstab, Shadowstrike, or Shuriken Storm by 2% per Combo Point spent.

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is the old 2p, i also think this is better discussed in #subtlety to keep the chat in here on topic

past fable
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Also am i reading it correctly that the sectech stuff is not in simc yet and only the blades+lingering whitelisting issue is?

rugged solar
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yes

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if you use latest, you get the whitelist bug

rugged solar
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given that you don't use dd/vt/db

coarse laurel
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You have Deeper Daggers?

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But you should be able to tell what modifiers are applied in the debug output. I can look a bit later. Setting the DD mod to 0 will just turn off all snapshots anyway so that’s just gonna kill everything that is supposed to work.

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It's because the spell data has an AP coefficient of 0.1

remote sparrow
rugged solar
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@remote sparrow this is because the nightly version has the secret bug implemented

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nightly/latest

remote sparrow
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ah okay makes sense. the dbdm was simming higher with my own gear actually

remote sparrow
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does the current apl for db play around finality rupture? I think stealthi found out it was better to never consume finality rupture right?

rugged solar
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that was a consequence of a bug in simc

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and quickly got fixed and we moved back to the default from 10.0.x

remote sparrow
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i thought it was because of the 2 pc extending rupture that the buff would time out

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i see, okay so 10.0 default. thans!

rugged solar
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simc had a core bug

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that did remove the finality amp when rupture was extended

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this was why playing around finality was a loss with 2p

remote sparrow
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oh youre right, i remember that! good memory

past fable
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Very minor thing that txt pointed out that ive now tested fairly extensively and come to the conclusion that he is right about is instant poison ALSO double dips on dark brew, just like sectech clones, but not on the other amps we have.
DD doesnt seem to affect instant at all (just like it didnt affect sepsis) though
https://www.warcraftlogs.com/reports/Ncr4BXWx96HtdGAg/#type=damage-done&source=1&boss=0&difficulty=0 Logs
https://i.gyazo.com/8c21db54e3d3d311b9bd6274965ced32.png Pic of my haphazardly scuffed spreadsheet with the data

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And as you can see by my scuffed pics sims (reasonably) assume it will only affect them once

coarse laurel
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But based on all the things I've seen in the spell data and kinda what I noted the other day, I would expect:

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  1. Deeper Daggers probably doesn't work on any school-converted Dark Brew effects--Rupture, Sepsis, poisons, etc.
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  1. Veiltouched probably doesn't work on any non-magic school-converted Dark Brew effects (Rupture)
past fable
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Ill check rupture now, how does simc handle it? It assumes it works?

coarse laurel
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SimC should do as noted above

past fable
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Aight, ill double check ingame behaviour to see if it matches

rugged solar
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rupture does not work with dd, i checked that earlier

coarse laurel
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Replicating Shadow shadow versions of Rupture should work fine, but the base Rupture damage is not affected by any Veiltouched or Deeper Daggers whitelists

rugged solar
past fable
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Yep it does indeed not get any benefit from veiltouched nor dd

rugged solar
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its not very intuitive

coarse laurel
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Well it makes sense, it would require them to have conditional auras for Dark Brew in those other talents as additional effects

rugged solar
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yes, it seems logical technically

coarse laurel
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I can't say I see any specific reason Instant Poison would be affected twice by Dark Brew

rugged solar
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my point is more that the baseline assumption would be that shadow damage gets amped and only testing or reading spell data shows that this isn't the case

coarse laurel
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Sure, I mean to players this is super unintuitive and just an odd side-effect of the whitelisting effort

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If I were Blizzard I'd probably look at adding support for school masks on the whitelist modifiers so that they could add all class spells to whitelist but also add a school mask

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But they may not have the support for doing that at this moment

rugged solar
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sounds like additional engineering effort

rugged solar
past fable
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Blizzard devs cooking up that good carbonara 🍝

rugged solar
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could be a similar problem to the secret one

coarse laurel
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I mean that one kinda makes sense in terms of the whole pet issue and them having to script things up

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But there would have never really been a reason to massage anything with IP that I can think of

rugged solar
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there was the poison bug with NS, maybe they moved to a script to solve shenanigans like this

ivory kestrel
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they also have different poisons for each spec kinda

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after they brung them back

remote sparrow
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for the 6 second dance DM + DB build, I was thinking if it was worth it to enter dance with 2 CP when we dont have vanish or blades up to guarantee 3 finishers in dance. So dance end up dance evis strike st strike strike evis
and when we have vanish or blades up we can get 3 finishers much more reliably so we enter with 0 cp.

rugged solar
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builds typically use tfd atm, so entering with low cp should be the default

past fable
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What exact do you mean by shd > 1 cp

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Just evis regardless as the last gcd if you are at 4 cp?

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Nice finds regardless Surebud

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It also gets a gloomblade with full lingering stacks 100%

rugged solar
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the change is probably more specific to dd

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the reference line is your line

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i see 0.2% by just adding it to the dance finish conditions

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this is diffrent to the condition

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because it does not enforce EVI cast but calls the finisher line

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simply finishing last gcd seems like a loss quick

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dd is 8 sec, so should not matter

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so you are correct

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could be due to gb with lingering stacks

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but its a loss for rotten

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rotten does not play 2 lingering points

balmy linden
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@past fable This seems to be fixed now

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Which sectech double dipping

remote sparrow
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what about lingering and blades?

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awesome thanks

balmy linden
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@polar palm the log of me hitting the dummy isnt work

remote sparrow
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are we sure the sectech clones are not double dipping anymore?

rugged solar
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it is very easy testable

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just use secret with and without dark brew talented

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but it worked fine when i tested around a week ago

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nice

rugged solar
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#Implementation status:

  • Kojiyama implemented the first round of 10.2 talents
  • Tier set is still not 100% corrctly implemented.
  • Apl is actively changed, is stable but has still some room for experimentation.

How to sim for 10.2

Timeline / What to expect

  • Cleanup of the current Apl for 10.2
  • Iterative process in an attempt to optimize for the new talents and layout change.

How to contribute

  • Highlight problems in sample sequences
  • Share ideas or concepts
  • Contribute Simulations with comparisons

IMPORTANT

-- PTR is experimental, please keep the discussion about theorycrafting. Tuning of specs relative to each other is irrelevant --
rugged solar
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unpinned everything from 10.1.x

low breach
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Nice that we got this but compared to the Outlaw one this is sadly not working for me 😭

rugged solar
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works just fine

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is a unoptimized version

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i am in the process of doing cleanup/etc

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this is my current stand in terms of dps

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but expect it to go up more

low breach
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Ok yeah I got the same error

rugged solar
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well the sim still works, so no concern ^^

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i ask dm'd koji and asked if something is missing setup

low breach
rugged solar
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all fine, don't orry

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i just wanted to make it clear that i actively work on cleaning up the apl

low breach
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For outlaw ngl it was quite easy and with current gear and talents it was a 9-10% dps increase.

low breach
rugged solar
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but putting out a incomplete change is not that great

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but will put the apl out once it is somewhat okay

coarse laurel
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Error is ignorable

rugged solar
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currently highest simming talent combo for me

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BUQAAAAAAAAAAAAAAAAAAAAAAAAEEAAAAAASLJJlECpAJiEJJJJRi0iEJaJJIBikSKBAAAgEkA
or
BUQAAAAAAAAAAAAAAAAAAAAAAAAEEAAAAAASLJJlEQKQiIRSSSSkItIJJaJJIBikSKBAAAgEkA

remote sparrow
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could you also post the links with these so we could look into the report?

rugged solar
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Dust seems dominant, highest simming dust currently

BUQAAAAAAAAAAAAAAAAAAAAAAAAEEAAAAAASLJJlEQKkkISERSSkItIJJaJJIBikSKBAAAgEEA
valid robin
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Can you link a picture or something

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No clue what these builds are with just a string

rugged solar
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ye will do in a sec

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Dust build

BUQAAAAAAAAAAAAAAAAAAAAAAAAEEAAAAAASLJJlEQKkkISERSSkItIJJaJJIBikSKBAAAgEEA```NOTE: one point finality -> Goremaws might be worth it
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rotten is worth it, similar to above GB likely gains value if you optimize it more

remote sparrow
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im very very very surprised that rotten PV doesnt take sepsis or goremaw

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kinda breaks my mind

rugged solar
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rotten is only worth it due to tier

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just saying

remote sparrow
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oh this is with current tier, maybe we can try with normal 447 non tier items to get a better feel of the actual talents.

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the futue tier doesnt really lean into any builds, so this might be a more accurate representation

rugged solar
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i did dissable tier too and compared

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the one thing tier does is make rotten worth it, not much else

remote sparrow
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interesting, I thought tier would further emphasize shadowcraft and inev too

rugged solar
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inev is good with swift

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but taking swift is slightly worse than this pathing

remote sparrow
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could you please try this : BUQAdi03WEe/OgykedwA/EwYEBAEEAAAAAASJJJlERSKFHQICRSSSISJSSiWSCSgIpkSAAAAIBB

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i think this would require quite a bit of optimization, but im curious how it does with the baseline api

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also another thing is lethality with the sepsis dust build, curious if its worth it over tea

past fable
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I assume that would certainly up the value of the talent (and talents that synergize with it)

remote sparrow
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oh ofcourse, I just meant more sod -> the better sod focused talent

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surprised it wasnt as big

rugged solar
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inev could get higher value once that works

remote sparrow
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for sure, @past fable btw, I tested your suggestion yesterday a bit more

remote sparrow
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this is so far whats working best for me.

remote sparrow
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btw are you syncing flag and blades together?

rugged solar
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turns out swift ins out even

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with current tier

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eleem found out

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but i would to a degree return to actual working on the apl more

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because while its fun to poke around with talent combos

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it is more relevant once things are better optimized

remote sparrow
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makes sense, probably more important to make sure we dont dance on cd, have 2 for cds.

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I expect these to be big changes

rugged solar
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the apl does not dance on cd

past fable
rugged solar
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so thats not a big issue, but there might be some optimizations in changing cooldown handling

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flag is synced

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goremaws has a initial decent condition

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still a lot needs to be tested

remote sparrow
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ah I see, interesting, ill go over the html report and see whats going on

rugged solar
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probably a lot of weird stuff ^^

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because i spend some hours now running talent sims instead of looking into apl

past fable
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I would expect non-dust to be closer to dust if you swap to using the embersoul trinket

remote sparrow
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for sure

past fable
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Now its only using bomb and beacon, which dont really care about damage spread

remote sparrow
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this is kinda alarming to me.

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the peaks are way too low

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this is also very weird

mystic sequoia
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Because those are averages over all the sims

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You can theoretically have a totally flat damage per second graph, even if each induvidual pull has insane peaks and valleys

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A flatter dps graphs more often than not indicates that cd's are used at different timings between the iterations

past fable
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His point is that the peaks arent just low, theyre very low. At 2 minute your burst not even reaching 200k

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Means that the APL still requires a lot of work

mystic sequoia
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If you run just one iteration, it'll look different

past fable
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As ingame you can consistently get it to like 350k

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sometimes to like 400k+

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Albeit with an on-use trinket, but still thats only like 20-30%, not doubling

mystic sequoia
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Like say one iteration you have 400k burst at 50-60 sec. Then 100k 60-70 sec.
And the next you have 100k at 50-60 before you burst at 60-70 for 400k.
Then the graph would list the burst window between 50-70 as 250k

past fable
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But its gonna use shadowblades at the same time

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Every pull

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So thats not an issue

remote sparrow
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^ its also the cps coming in, the begining is very spiky with the pump and dump of blades cps. which makes sense, it happens again at roughly 100 seconds, which is the 2nd blades

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but then you never see the cp spikes, on 3rd and 4th blades

mystic sequoia
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If you SB even 1 second difference

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The timing of you having max cp, or 0 cp will cancel eachother out and equalize

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Between two runs

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And shadow blades will only be used at 0 cp according to apl. And with flag up, and snd refresh condition. Which means that any variation in cp influx will offset it. Which is why your cp graph evens out

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And the dips towards the end is because some simulations finish earlier due to fight length variance

remote sparrow
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hmm maybe then it would make sense to add a smoothing factor to it rather than litearlly adding things up per second.

mystic sequoia
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It's because it's an aggregate of several iterations

remote sparrow
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oh I know, i meant you can add a 10 second smoothing factor then average that, so the spikes can be more pronounced

mystic sequoia
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That's just adding another average to it :p

remote sparrow
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it is, but it should help with the cp income looking flat during blades

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just a quick look at the dust apl -> misses 1 sod use (doesnt sod before first vanish due to tier and then misses it

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doesnt tornado before vanish, ends up desyncing it with the otehr blades

past fable
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Yes it needs a lot of work

remote sparrow
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double vanishes in open, sends again at 1 min then ends up desyncing things even more

mystic sequoia
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To check that, it's a lot easier to just check what uptime it has in the sim, and divide that on the theoretical maximum uptime

remote sparrow
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dance and sod are not synced, really,

#

doesnt have 2 dances for blades

#

thats first 2 minutes, im expecting rest to be the same

past fable
#

Yes, having dances pretty strictly tied to symbols and/or blades is probably ideal, its currently doing stuff like sending a dance at 2:00 and then using blades at 2:06 and then not dancing throughout the whole blades. Which seems kinda far from ideal kekman

rugged solar
#

i haven't rly tried to sync things more

past fable
#

Its not a jab towards you, i know you havent had time to fix all of it, or even close

rugged solar
#

i know just wanted to emphasize that it is a area i haven't looked at in detail

past fable
#

Ye i just suspect its an area where we'd find a lot of upgrades, seeing as the non-opener blade peaks shouldnt be that far below the opener ones theres probably lots of gains to be made

rugged solar
#

cooking its amazing, we now have a lot of room to experiment

azure drift
mental dirge
#

Yea the one at 2 mins should not be below 200k lol

#

Or even close to that

#

Somethings going cataclysmically wrong there

#

All of the cd peaks are relatively bad

remote sparrow
#

it doesnt have dances for them up

rugged solar
#

yes

#

also, even if we end up not aligning everything, i will make sure to find a way to allow it

#

so worse case we have something similar to prio_rotation

mental dirge
rugged solar
#

sepsis is probably in general not bad

low breach
rugged solar
#

yes, all of the linked is single target

coarse laurel
#

It's just gonna skew towards the average no matter what you do

#

It's only relevant for things that would temporarily have a major skew factor (let's say a buff that gave infinite combo points for 15 seconds or something)

#

But since there's really nothing like that at play here, there's not really anything to add any skew to the graph

#

Similar to this, mid-iteration damage peaks are going to be suppressed somewhat unless there is very strict timing alignment. Anything where it's +/- some timing window is going to pull down the peaks on the graph. Doesn't mean that the iterations themselves aren't hitting higher peaks, it just means at that given timestamp that's the average across iterations.

remote sparrow
coarse laurel
#

If you run a single iteration sim, you'll see all the interim peaks actually do break 200k, but their timing is not strictly aligned since they are minor CDs

#

So across the entire sim, this will average down any specific peak at a specific timestamp

remote sparrow
#

yeah that does make sense, if the peaks are bit seperated.

coarse laurel
#

They'll really only show the "true" peaks in cases with really strict CDs (something like DK CDs, or Demo Warlock CDs are a good example)

#

That always end up landing on roughly the same timestamps

#

Just kinda a weakness of SimC datacollection

past fable
#

Why would shadowblades not be such a strict cd? (disregarding dust builds)

remote sparrow
#

btw koji idk where else to say it I guess, but I'd be happy to help a bit with the codebase if you need any help. Im mostly working in python nowadays (since all of ML community is basically in python) but I used to mostly work with C++ (not a lot of C though) for quite a few years before, so should be able to help a bit when works gets too much

remote sparrow
coarse laurel
#

I assume Shadowblades is being aligned with Dance/SoD/etc. conditions which causes it to drift somewhat instead of being used exactly every

#

But for the CP chart it's actually also just fighting sampling windows

#

If you consider a builder/spender model, if you have infinite CP generation you actually start to skew towards the mean anyway

#

Because you have 1 generator second with max CP

#

Then 1 spender second with 0 (+ refund) CP

#

As far as SimC sampling is concerned this is just gonna descend into a mean pretty quickly

#

CP isn't a great thing to track this way unfortunately

past fable
coarse laurel
#

Just becomes a random distribution at given timestamps that average down to the mean

#

Like this is a good example

#

Once these high gen spikes get overlayed on N iterations

#

It's just gonna flatten out because enough will be offset +/- 1 GCD

#

To pull it to the mean

#

Might be a smarter way to do this for charting, but would require core SimC changes

remote sparrow
#

that makes sense, I thougt about maybe adding a weighted smoothing over it per run, but if the windows shift, over N itterations, itll flatten out again as long as the cds are not exactly aligned.

coarse laurel
# remote sparrow btw koji idk where else to say it I guess, but I'd be happy to help a bit with t...

Thanks for the offer! For now, I think the bulk of it should be handled but certainly always helpful from a testing and suggestion POV, or if you notice anything when reviewing the code or testing sims. More eyes on this would be great. I'm not really playing much now so the coding time is less of a problem than the testing and knowledge of all the wonky behaviors/bugs that come with Rogue. 🤣

coarse laurel
# past fable Its kinda relevant that the refund mechanic on shadowcraft isnt in simc yet

I'm actually curious how much this actually matters tbh. Feels like with the way it's been described to work, that this actually isn't that big of a deal? I'm not sure I've seen any sims where the Shadow Techniques stacks ever overflow so it seems they are all being consumed either way? Maybe some subtle timing shifts into CD windows I guess? But I am not sure if it will make a big difference or not.

(Not saying it won't, just an observation based on looking at the stack counts and stuff last night while testing.)

past fable
#

During shadowblades youre not using any of your sht stacks to get more cp (naturally as you get full cp on every builder) so it builds up quite quickly. And everytime it refunds you get to send a finisher instead of a builder which is a fairly big deal during all of your cooldowns (blades+flag+trinkets etc).

#

Its also very possible we end up pooling in some way ahead of our regular dance windows to make use of the refund, but yes the default apl doesnt get a ton of stacks

coarse laurel
#

Seems like the main gain from Shadowcraft is just the large jump in generation to begin with (lowering the swing target and giving 2x stack instead of 1x) but seems like the mechanics on builders still already can consume those stacks pretty quickly unless Shadow Blades is up. So it'll definitely help with CD windows in that regard. (Although curious if you still end up wanting to use some builders anyway due to other mechanics. Not sure.)

past fable
#

next week theres supposedly a fix that makes it so the refund will interact with the tier bonus aswell. So whenever the 2p procs of a eviscerate shadowcraft can spend 5 cp to fill up your combo points instead of 7 (since you already got 2 from the set)

coarse laurel
#

Right

past fable
#

Which is random for evis/rupture but sectech always gives you 4cp, so you just need 3 stacks for that

#

But even now you can get 14 or 15 finishers in your shadow blades window (with 20s symbols from dust)

#

Rather than the 10/10 you'd get without shadowcraft

#

Although im not sure that will outvalue the value you get from the extra procs, but its atleast a noticeable difference

coarse laurel
#

As someone who hasn't really tested on PTR much, Shadowcraft's tooltip is still maybe the #1 thing that made me triple-take to figure out what in the world it was actually trying to say 😄

past fable
#

You are definitely not alone

remote sparrow
# coarse laurel I'm actually curious how much this actually matters tbh. Feels like with the way...

this matters in 2 ways, 1 ) during dance you can go from 4 builders 4 finishers to 3 builder 5 finishers (since it essentially switches the place of a builder with a finisher), which is a noticable gain. 2) during the entire blades, you can go from 10 builders 10 finishers, to about 6-7 builders 13-14 finishers. currently I can do 8-12 on dummies, with on average 16 4pc cps wasted. so should be atleast ni theory get 2 more finishers, making it 6-14 or 7-13

past fable
#

Realz has even apologized for it OMEGAKEKW

coarse laurel
#

haha

#

Ok, thanks ChatGPT

#

😄

remote sparrow
#

surprisingly its good!

#

ChatGPT is very good at making up stuff

coarse laurel
#

I did have to help it slightly, but mostly just gave it the existing tooltips lol

#

Then had to define what "finishing moves" do

#

Not too bad all things considered

remote sparrow
#

oh, yeah that makes sense, yeah it does a pretty decent job when given context to just summarize

coarse laurel
#

Can you try again with the additional information that "finishing moves" are defined as something that normally consumes combo points (leaving you with none) when used.

#

Is basically all I had to tell it beyond the tooltips

remote sparrow
#

I remember asking it to tell me about myself, and it just said oh Armin is this and that, and these are the papers hes published

coarse laurel
#

Not bad haha

remote sparrow
#

and i had not published any of those papers

#

i asked it to show them to me, and it just linked random things

coarse laurel
#

You heard it here first guys, Subtlety confirmed S-tier

#

But yeah, I should have this in tonight I think

#

And some first pass on the set bonuses

remote sparrow
#

dont show this to the 'content creators' pls. i cnat take anymore tierlists

coarse laurel
#

Any anything else you guys notice might be broken

#

Feel free to ping me if you discover anything

#

Was already fixing Whispyr's Assassination reports earlier

remote sparrow
#

sounds good, good luck!

ivory kestrel
#

for sub at least might want to wait 1 week to see some thing but i will try to do some work on ER things now that i saw tea was kinda meh

coarse laurel
#

It's funny, since on the surface the storage mechanism seems less annoying for ER than random CP procs

#

But given how it works, feels like the updated Shadow Techniques mechanics would really make playing ER ultimate pain

ivory kestrel
#

actually it is easier now kinda

#

but yea until i play it more cant say much

rugged solar
#

It is harder because you get a lot of random cp

#

And you can't land it during shb

past fable
#

Well theyre less random than before, but its still rough

rugged solar
#

4p procs

#

Sht is the same

#

You can similar to before delay builder slightly for sht cp

#

Or we'll it is different in that you now consider time to sht and could end up delaying builder

#

When you would prior kind of delay finisher (or rather skip a builder)

ivory kestrel
#

ER is easy tho with 4p you can pop 2 for sure 100%

#

one on use 3 or 5 then 1 with sec tech on 4

past fable
#

Theres no 2

#

Theres only 3,4 and 5

ivory kestrel
#

yea i never talked about cp 2

narrow leaf
turbid pulsar
remote sparrow
#

the apl is all over the place, it doesnt really play the build yet.

narrow leaf
#

closet i got was 11900

turbid pulsar
#

BUQAAAAAAAAAAAAAAAAAAAAAAAAEEAAAAAASLJJlEQKSSiIRcAJJRi0ikkolkgSgIpkSAAAAIBB

narrow leaf
#

with e one dust and goremaw

#

ty

#

oh yeah

#

I'm very new to advanced sims and just trying to learn. Is there a way to break down how ability's are used like on regular sim or is that not possible on advanced

turbid pulsar
#

ýeah

#

html report

#

action priority list
sample sequence table

narrow leaf
#

looks like it's using gear i dont have equipped as well like becon etc

turbid pulsar
#

look at the breakdown

narrow leaf
#

wait i think i have it

#

wasn't inputting my gear

#

Thanks for the help

rugged solar
#

The attention is my current iteration of the 10.2 apl.
Please keep in mind that a lot of things are likely not optimal

#

for profile, i typically just use the one form !fuu

#

!fuu

gilded crestBOT
rugged solar
rugged solar
#

^ given that i got some dms about this

past fable
rugged solar
#

what did you find

past fable
#

DD doesnt do anything

#

0

rugged solar
#

trinket comparison

#

trinkets if you want to skip beacon:

trinket2=,id=204211,ilevel=457
rugged solar
past fable
#

DB seems to work though

coarse laurel
#

Then it was changed after launch to have it on the talent, with the value in the buff as 0

#

For some reason in this PTR it was changed to have the value on the talent as 0 and the value on the buff again... smh

mental dirge
rugged solar
#

yikes

past fable
#

dead indeed

rugged solar
mental dirge
#

Theyre just trying to keep you on your toes koji

past fable
#

Is VT similar

mental dirge
#

Its like a boxing match

#

It probably has something to do with DD existing as a conduit before

rugged solar
#

vt wasn't changed

mental dirge
#

So i assume vt is not similar

lilac crescent
#

I suppose this may mean they are moving away from server side scripts Prayeg

rugged solar
#

dd changed form 2 points to 1

past fable
#

Ye VT works, just thought to check all the amps as theyve been funky in the past

rugged solar
#

dd, shadowed finisher, lingering

past fable
#

I was looking at a breakdown of the best sim you posted fuu and was wondering how 1.5% from lingering could possibly be better than my napkin math of ~3% from DD

rugged solar
#

basically all the talents that got changed

coarse laurel
#

I assume it was related to it going to 1 point talent, but I don't think it actually needed to be changed.. oh well

past fable
#

Surebud good stuff

coarse laurel
#

Checked in

past fable
#

(if anybody is wondering the reason the number is so low is because the talents are completely scuffed to only showcase the DD stuff)

rugged solar
#

only dd tho

#

but lets see, maybe it changes talent setups

coarse laurel
#

Might be some limitation they have on the server side for single rank talents not inparting any rank modifiers or something idk

#

Fun times

rugged solar
#

probably needs som minutes before raidbots rebuilds

past fable
rugged solar
#

clos the gap between db and rotten a bit

#

moment, ill check if the sim is updated

#

think we have a new top build tho

#

need to run some more combinations

rotund flint
#

^_^ show

rugged solar
#

BUQAAAAAAAAAAAAAAAAAAAAAAAAEEAAAAAASLJJlEQKlEJiEhkkEJSLSSiWSCSgIpkSAAAAIBB

#

best dark brew
BUQAAAAAAAAAAAAAAAAAAAAAAAAEEAAAAAASLJJlECpAJiEJJJJRi0ikkolkgEISKpEAAAASQA

#

interessting that gb is skipped

#

in both, let me quick check without current tier

rotund flint
#

thats interesting that GB with DB is stronger than inev

#

or goremaw

rugged solar
#

you mean weaker

#

it is due to tier too

#

so moment

remote sparrow
#

gb is roughly 2% if you have db and dd

#

its mostly good because of FW positional with backstab only

past fable
rotund flint
#

yeah but beat goeramw and inev pv

past fable
#

Backstab applies fw from the front too

remote sparrow
#

yeah exactly, lets hope it remains bugged

rotund flint
#

fuu does your apl use Gloomblade in dance? for dm stack ?

#

like when you have shadowblades up

rugged solar
#

interessting

#

i think it stays the same

#

without tier

#

but this is the diffrence

#

BUQAAAAAAAAAAAAAAAAAAAAAAAAEEAAAAAASLJJlEQKkkISkEJJRi0ikkolkgEISKpEAAAASAA

remote sparrow
#

im having a hard time seeing why is better than Sepsis PV tbh. (instead of inevn dd)

rugged solar
#

best dark brew

#

i ned to check if the middle tier talents also change maybe

remote sparrow
#

I think you always want PE. its like the stronges ttalent in the middle

past fable
#

Are you including swift in your combinations or no

remote sparrow
#

^^

rugged solar
#

haven't yet

remote sparrow
#

swift provides same symbols uptime as inev roughly

rugged solar
#

its why i mentioned that i need to run combinations

ivory kestrel
#

sepsis and PV/rotten syncs are not in etc

#

so it also messes up the vanish

#

but we will get to it eventually LUL

rugged solar
#

yes, ofc there is still optimization potential

ivory kestrel
#

first let's try to get whole blades working

#

so it does not krangle it

#

and does weird things

remote sparrow
#

oh also another thing with shadowcraft optimization (maybe for the future)

#

its usually possible to get 5 finishers 3 builders in dnace

#

100% possible for every blades dance

ivory kestrel
#

yes entering dance with around 4 sht

remote sparrow
#

but also possible with tier fix on non blades dances

ivory kestrel
#

also yea tier fix is a big ? for me at least

#

cant really math it out easily

#

like we can know the value of cps but the moment they come in is also important you could get lots of gcd value

remote sparrow
#

also blades can be a 12-8 right now. 12 finishers 8 builders, maybe 7-13 with tier fix

remote sparrow
#

so one finisher

ivory kestrel
#

it is also the diff if you get to 5sth and proc tier to get one more finisher in dance

#

instead of 7

#

and well sec tech saves 4 too apart from premed

remote sparrow
#

yeah, hopefully once these are fixed, it'll be good

rugged solar
#

swift sims worse for me

remote sparrow
#

could you show the swif builds you tested

rugged solar
#

shadowcraft is quite good

#

we probably won't skip on it

remote sparrow
#

i think it was swift = inev not shadowcraft

#

like inev gives you roughly 3-4 seconds extra sod.

#

oh and this is my main issue with non swift double dust builds right now.

#

but after your first blades and vanish, youre gonna overcap on dance waiting for sod to come back up

#

like a good 5-6 seconds of dance over cap

ivory kestrel
#

i dont think i would play dust without swift tbh

#

it unkrangles many things

rugged solar
#

so it will potentially get marginal stronger

past fable
#

Even without the cp refund part it still seems to be like a 9% talent

#

So its absolutely cracked

rugged solar
#

its rly good

#

but its not as cracked if you remove tier

past fable
#

fair enough

remote sparrow
rugged solar
#

the sim implementation of shaocraft is iirc still not finalized

remote sparrow
#

ah yes ofcourse

#

i just meant for future optimizations

#

little things we could play around that could potentially be impactful

rugged solar
#

reminded to myself to try to keep the pinned version up to date

remote sparrow
#

these are a little weird.
the dust build in the pinned -> 1 point of finality, inev, and goremaw all sim within 0.5% with the current APL
but if you take that point and put it in gb its now 10% weaker. not sure if this makes sense, dont think 1 point of finality, inev, or goremaw are anywhere close to 10%

mental dirge
rugged solar
#

could be a apl problem

remote sparrow
#

maybe its forcing gbs in dance?

#

but if you dont have gb talented it skips backstab?

rugged solar
#

don't think there is a finality specific optimization tho

remote sparrow
#

its not finality specific. 1 point of finality is like 128.300, inev is like 128900, gb is like 128000, gb is 119000

rugged solar
#

inev is worth a lot

#

because of tier

#

set_bonus="tier30_4pc=0"
set_bonus="tier30_2pc=0"

#

if you want to sim without tier

remote sparrow
#

thanks!

#

so... without tier all are basically the same

balmy linden
remote sparrow
#

like inev is 124.16

#

1 point of finality is 124.1

#

gorema is 123.8

remote sparrow
#

goremaws with rotten is rughly a 2.4%, finality and inev 2.5%

#

havent checked to see if it uses goremaw with pv and rotten only though

#

somehow dd is weaker than i thought

#

ist 2% instead of 3%

#

maybe because no gb

#

VT about 1.2-1.3%

past fable
#

Well were missing the new 2p

#

Which does a sizeable chunk of shadow damage

remote sparrow
#

true, these are all without 2p.

#

although that entire 4p is about 5.5-6%

#

so you can just add a 5% or 8% to that

#

and get a pretty good estimate

rugged solar
#

tier set def. will make brew a bit more dominant

remote sparrow
#

tier ads about .5% to db, 0.4% to dd, 0.3% to vt

#

not that much

past fable
#

Tons of cp too

remote sparrow
#

idk how relevant those would be to these specific talents

#

very hard to tell

#

given that sepsis is not being used with pv or rotten right now, and it still sims about 2%, might put it ahead of the other options

#

like this is sepsis damage with db,dd

#

this is with goremaw pv

#

I think sepsis is similar to rupture, dd vt dont work on it?

#

when talented into db that is

past fable
#

yes DD doesnt affect sepsis after its been "converted" unless theyve changed it very recently

coarse laurel
#

I should hopefully have the set bonuses in tonight

narrow leaf
past fable
#

Yes, but it doesnt benefit from DD (or vt in the case of rupture)

narrow leaf
#

ahhh ok

#

was kinda the reason i was trying it out

remote sparrow
#

I think highest simming with tier disabled

#

BUQAAAAAAAAAAAAAAAAAAAAAAAAEEAAAAAASLJJlEQKlEJiEhkkEJSLSSiWSCSgIpkSAAAAIBB

rotund flint
#

since tier set buffing finisher i can see finality being better with it

remote sparrow
#

i cant dude

#

this is with vt best simming no tier build i have rn

#

this is with RS

#

instead of VT

#

how garbage is our tree

rotund flint
#

dead nodes:))

remote sparrow
#

cant believe
I was right about RS being better in ST than our other talents

past fable
#

Could you link/dm me any of the sims real quick

#

Just wanna check an interaction

remote sparrow
#

rotten looks quite weak. about 3%

#

pv looks like a 0% talent btw.

#

its like 0.2%

past fable
#

Tbf theres probably some room to optimize pv with sepsis/goremaw/er to make it better

#

But ye were not gonna make it an amazing talent either way

remote sparrow
#

this seems to be the best so far

#

with the current apl

#

without tier

#

the bad news : this builds aoe is really bad. assuming 55% of your aoe damage is in rupture and bp, you lose 15% on bp, 16.5% on rupture, 10% on ST

#

so your aoe is just going to be really bad if you run it.

#

good news (ish) : if you want to take 2x finalityt db dd for max aoe : you only lose about 4.5% single target

#

so not too bad

#

although idk how big dust is in aoe

past fable
#

Its gonna be a lot closer with the new tier, since it synergizes a lot better with the right side

remote sparrow
#

probably yea

past fable
#

tier is like ~20% more evis and rupture damage

remote sparrow
#

its better with right side yeah

#

but right now left side is very unoptimized

#

with regards to both pv and rotten

#

so the difference is most likely more

#

oh interesting, goremaws better than inev without tier.

#

BUQAAAAAAAAAAAAAAAAAAAAAAAAEEAAAAAASLJJlEQKQCSSSSSSkItIJJaJJIBikSKBAAAgEkA

#

looks like this so far:

rugged solar
#

111.2 st seems low

past fable
#

He is simming without tier

rugged solar
#

oh

rugged solar
#

this one is 112k st

past fable
#

Well ye thats dust

#

He has a dust at 115

rugged solar
#

oh, non dust

#

i assumed the above is the best overall

rugged solar
remote sparrow
#

I haven't tested everything yet, I'll look into more builds. Later when I get home, in a bit

rugged solar
#

no hurry ^^

narrow leaf
#

I can get non dust to 110,00 ish I just wished that DD and VT worked with sepsis. It reads like it should FPepe

#

it is what it is though i guess

past fable
#

If you end up implementing the tier sets tonight koji the 2p interacts with our amps in the following ways (unless it changed this most recent patch)
Rupture clone proc only benefits from 4p, so its either 50% or 55%
BP & Evis clones benefit from dB & dd but not vt. Works with 4p. So ~65% total

Pretty sure the procc chance is 33%, could be 30 or 35 too but fairly confident in 33

remote sparrow
#

what about ST physical hit?

#

im also assuming bp is the same as evis?

#

st is just 65% then?

#

similar to evis physical?

past fable
#

Yes its based entirely on the physical part, shadowed finishers have no impact on it

remote sparrow
#

did a quick SF test

#

its a 0.1% node

valid robin
#

Makes sense since it doesn’t do anything

remote sparrow
#

yeah, surprising a bit but wm is one of our stronest talents

#

around 2.5%

valid robin
#

Unoptimized talents

remote sparrow
#

eh, i mean compared to things like finality, db, pv, inev, lingering, gb etc

#

rotten is like 3% unoptimized (ish), db is like 4%, etc.

mental dirge
#

you know whats funny

#

even if they fix tornado + blades we might just still take it just to not take VT

remote sparrow
#

whats funny is that I was right

#

about running RS

#

in single target

mental dirge
#

because you have to take one of those for flag

valid robin
#

I mean rotten and pv are completely reliant on what spells you use for it

remote sparrow
#

yep!

mental dirge
#

okay yea they need to numerically buff like

valid robin
#

And if that’s just random

mental dirge
#

a shit ton of our talents

valid robin
#

It’s not going to be great

mental dirge
#

when its VT vs Tornado to reach flag

#

and tornado is probably better

remote sparrow
mental dirge
#

thats a gg

valid robin
#

Vt is a shit talent

remote sparrow
#

oh you have no idea how shit VT is yea

valid robin
#

Doesn’t make sense

#

Why does it say all magic dmg

mental dirge
#

bcuz they probably thought it would be too redundant with deeper daggers to just read shadow dmg

#

so they made it different and its magic

valid robin
#

It only made sense as a talent when it affected trinkets

mental dirge
#

magic also includes nature so

#

i mean its just a worse DD

#

and DD isn't good as is rn lol

valid robin
#

Yes

#

It’s trash

mental dirge
#

VT realistiaclly needs like an extra sentence on it

#

not just the 5%

remote sparrow
#

its 0.5% weaker than RS in single target LMFAO

mental dirge
#

should turn shadowstrike to shadow dmg tbh

valid robin
mental dirge
#

shit DB turns rupture to shadow

#

and were not even looking to take that

#

so xdd

valid robin
#

Ur increasing it’s dmg by like 40%

mental dirge
#

ok and

#

talents trash right now

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make it not trash

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but not just by 5x'ing its number

remote sparrow
#

its still a shit talent

#

LMFAO

#

or actually 2 strikes by 35% each

valid robin
#

Rotten doesn’t do that to all strikes

remote sparrow
#

it does it to half of your strikes though

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you get like 4 strikes per dance now

#

and dance goes with sod so, half of them

mental dirge
#

what would you rather have, VT amp magic damage by 15% or whatever they make it or have it do something at least kinda cooler flavor wise

valid robin
#

It’s probably going to be 10%

#

And that’s it

mental dirge
#

probably

remote sparrow
#

i hate all this useless passive non interactive 1% amps

valid robin
#

It’s a middle of the tree talent, it won’t do anything cool

remote sparrow
#

anyawys its not really TC related ig

mental dirge
#

outlaw has ace up the sleeve as middle of tree talent

#

driving a whole build in tandem with crackshot

#

weird innit

valid robin
#

Ye but do they have 10+ aces

remote sparrow
valid robin
#

A few middle tier talents being special is fine

mental dirge
#

uhuh is 3rd tier

remote sparrow
#

yeah but its close

#

its not like our 3rd tiers do anything either

#

pv is 0.2%

valid robin
#

“It’s close”

remote sparrow
#

lingerings same

#

dd is like 2%

valid robin
#

I mean idc about the % of talents

mental dirge
valid robin
#

Honestly

mental dirge
#

+2 dance duration?

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or the talents we require to function like relentless strikes

#

i feel very special

remote sparrow
#

its not just %, its that theyre both weak and non interactive.

#

we have like 3 semi exciting talents in the entire tree

valid robin
#

Ye I am just saying, we had these talents for a long time, the specs dmg is not reliant on % of specific talents

remote sparrow
#

and 2 of them are new

valid robin
#

They are all boring

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More importantly

remote sparrow
#

new blades and shadowcraft are exciting to me

#

flags fun too

#

everything else sucks

mental dirge
#

Dark Shadow best most sub talent in entire tree

#

always has been always will be

valid robin
#

Danse macabre is a nice talent

mental dirge
#

yep

remote sparrow
#

DM is nice, and strong

#

its 11-12% rightnow i think

#

its interactive, cuz you kinda play around it, but its not too oppressive, it fits the theme, and is strong

mental dirge
#

not every talent needs to morph your entire gameplay or approach to the game but i'd at least like to be excited about specing them

valid robin
#

I think sub lacks a clear identity in the spec tree

#

It’s still just a mix of things

narrow leaf
mental dirge
#

ye

valid robin
#

Trying to go for shadow dmg amps, but there is a lack of shadow dmg

remote sparrow
#

well, the shadow damages got nerfed

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40% -> 25%

#

so even less emphasis than before

mental dirge
#

yep we got bent by the 2 point -> 1 point changes ICANT

valid robin
#

If gb is not worth taking and lingering is shit, where is the shadow dmg

narrow leaf
mental dirge
#

yea idk these talents are really fuckin down bad LMAO

#

this is absurd

#

RS and Tornado more powerful ST talents (likely even after tornado fix if it happens) than most of the other middles

remote sparrow
valid robin
#

Lingering can prob become 100% again

remote sparrow
#

^ wouldnt matter

mental dirge
#

negative

#

do not make lingering potent

remote sparrow
#

and if it did matter

mental dirge
#

for love of god

valid robin
#

It adds shadow dmg

narrow leaf
remote sparrow
#

itd just make the playstyle like before and worse

valid robin
#

Why

#

It just makes downtime less shit

remote sparrow
#

there are other ways of making shadow damage matter.

valid robin
#

Doesn’t nerf dance dmg

remote sparrow
#

dance can litearlly turn everything to shadow! ez

valid robin
#

How?

#

Ok

mental dirge
#

bro just buff DB DD and VT ICANT

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that as a ripple buffs gb

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which then buffs lingering

valid robin
#

They have to be really high numbers

mental dirge
#

ok?

valid robin
#

What % of dmg is shadow

#

On ptr

mental dirge
#

isnt it like 40 or some shit

valid robin
#

On ptr?

rugged solar
#

Shadow strike could be shadow damage^^

mental dirge
#

idk i recall armin saying its like 40% maybe misremembering

valid robin
#

10% blades, 10% sectech

remote sparrow
#

its about 40% including tier

valid robin
#

Then what

mental dirge
#

shadowed finishers?

#

hello?

remote sparrow
#

and rupture with db I think

mental dirge
#

fifan assa

valid robin
#

Shadowed finishers was gutted

#

Is it 5-6% of total?

mental dirge
#

no

#

bro evis is like 35-40% of your dmg

valid robin
#

Link some evidence then

valid robin
#

Private

rugged solar
#

The Sim I linked earlier has it around 30-35%

#

Shadow damage

mental dirge
#

this is 5 min

rugged solar
#

But I am on mobile, so

mental dirge
#

11% of the evis is shadow

#

40% of the dmg in that is shadow

#

not including the racial

#

oh

golden bay
#

was rupture fixed to be shadow dmg with DB?

valid robin
#

Ur playing gloomblade tho

mental dirge
#

and not including the tier

past fable
#

Thats also not including 2p which is also like 6%

mental dirge
#

but that doesn't matter since it doesnt double dip iirc

#

or wait

#

its based off phys hit

#

so it does matter

#

so yea add the tier as well

valid robin
#

I specifically said without gloomblade tho

mental dirge
#

ok so without gloom its 39% if including tier

valid robin
#

Ye

#

So is sub a shadow dmg spec or not?

#

Doesn’t seem like it

#

40% kinda weak

mental dirge
#

actually if we wanna be precise it was 41%

#

bro what

#

so if its not over half ig its not a large portion?

valid robin
#

With a 10% shadow dmg buffer no

#

As capstone

#

5% vt

#

16% dd

mental dirge
#

all youre doing is citing numerically bad talents

#

DD is 8%

valid robin
#

What??

remote sparrow
#

1 point now

golden bay
#

so was rupture fixed?

remote sparrow
#

so 8%

mental dirge
#

went from 2 pt to 1 pt

valid robin
#

Holy shit

#

What an awful change

remote sparrow
#

yes

mental dirge
#

yea lot of the 2 to 1 points literally gutted our talents lol

valid robin
#

They could increase all these talents by at least double

mental dirge
#

we get to spec more but they all suck

turbid pulsar
#

db should just turn all of our dmg into shadow

remote sparrow
#

^ during dance

turbid pulsar
#

now thats a capstone

valid robin
#

Full shadow dmg evis

mental dirge
#

that also has the added bonus of making autos not miss

valid robin
#

Dark brew name..

#

Make it a sub only tea

#

That gives you 100% shadow dmg

#

For x seconds

mental dirge
#

but yea all this is some fantasy land hopege

#

if they functionally change anymore talents for sub ill eat a rock irl

#

just buff these awful talents lmao

valid robin
#

Ye they wont

mental dirge
#

RS and Tornado should not be front runners of single target KEKW

valid robin
#

They could buff them by 100% across the board

#

Problem is they are still terrible and boring

remote sparrow
#

^^^^ yes

mental dirge
#

yea i mean thats a separate problem that they can tackle in 11.0 if they want

remote sparrow
#

why do i have to talent into 17 different 1-2% essentially verse talents

valid robin
#

Well

#

Why not

remote sparrow
#

btw im expecting shadowcraft to be like a 3.5-4% talent

#

without the refund its about 2%

#

so im guessing another 1.5-2 from the refund

valid robin
#

It kinda feels like the entire sub spec except for dance dmg and dance talents is already a complete spec

#

And that’s why the talents are so bland

mental dirge
#

yea i mean i am okay with the specs gameplay as long as i can play the talents i want to play

#

i mean i'd even be okay with rotten if it wasn't also force feeding you dust

remote sparrow
mental dirge
#

the 10.2 gameplay is fun

turbid pulsar
#

very strong core, but very bland borrowed power

valid robin
#

Like you only really need dance dmg, dance duration, blades and relentless. And its a playable spec

valid robin
#

Prob has the most baseline stuff

#

Out of any spec

past fable
#

Replicating feels like its a strong part of the aoe core nowadays despite being a talent

remote sparrow
#

^ you can find ways of enhancing things.

valid robin
#

Make rs baseline

#

Make relentless