#tc-subtlety
1 messages · Page 6 of 1
I’ll have to double check the whitelisted spells
Not sure about SecTec though
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.
somewhat weird that we even with this bugs don't end up higher on wcl
because they should have a noticeable impact on output
Tbf most people swapped away from these talents (besides DD)
Sepsis doesnt seem to be increased by DB nor DD, perhaps its not actually being converted to shadow like im expecting
Not sure about simc behaviour, just testing ingame
any effect on shadow evis considering it works in a somewhat similar way to ShB
No
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
But also, sepsis+db seems like a very cursed build 
it seems like
they fucked up a lot with the deeper dagger/etc whitelisting
and we missed that completely
nice finding it 👍
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? 
it still works with shb?
Oh nvm it doesnt seem to be working with DD in sims either, its only about ~10% more DPE with dark brew
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
Ye thats why i started investigating to begin with, as many people have started saying DB is better than flag. And when i tried it it felt like they were right so i had to check if flag was somehow oversimming or db was somehow undersimming
i did only see it in m+
Ye i was talking about m+, but my singletarget in m+ felt surprisingly high
db iirc can sim higher for single target in m+
Well do some double checking with sims once theyre in
Your sheet sims timed out just at the right time 
well i did re-sim assassination just 2 weeks ago
but i think its possible that all 3 specs need re-simming
also probably already for 10.1.5?
i am not sure how outlaw is in terms of implementation status for that tho
given that people reported that their tier set is fixed, but also i haven't tested and did hear multiple opinions
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
yeah, i tried taking stiletto over improve sht since blades is a bit stronger than we thought, but its not that great
idk if dropping dance to 6 seconds is it but ill try it out
you have to pretty much lol
and then enter every dance with a couple cp so you can evis on first global to still get 3 finishers in each dance
its the only viable way to still have PE + inev in the build
Should be the opposite, imp sht is much more potent as you need way more energy since gloomblades are more important than before
idk tfd is way stronger than swift i dont think thats the play
yeah stilleto wasnt it
aright ill try this out looks kinda awful but yeah...
wait
gb over inev ig
forgot lol
not taking inev is a mistake
what do u drop for it tho
hmm ill try them both
Napkin math puts regular build about the same as my rotten with this change, perhaps its time to hang up my rotten hat 
Well have to see whenever the changes gets put into simc though
also need to look at potential apl chanegs
*changes
maybe it is worth to maintain GB longer due to the lingering interaction
So to explain a bit more of why this might happen.
Shadow Blades damage is a residual effect, but has the Ignore Player Damage Modifiers flag to avoid double dipping in theory.
This includes things like generic damage increases (such as the older Shadow amps) and Vers
However whitelisted damage modifiers do not respect this flag. They always work.
Unfortunately they seem to have accidentally put the Shadow Blades spell in the whitelist for DD/Veiltouched/DB
Which causes it to double dip as per the above mechanics when it previously didn’t. This is almost certainly unintended.
Shadow Blades damage spell (278043) should likely not have any family flags since there’s no reason for it to be modified by anything.
and quite interesting
I had manually coded Shadow Blades to have no modifiers at all given the previous mechanics and to avoid any accidental stuff being applied.
But I’ll have to wire it up to just support this stuff normally and double check no core stuff is working with it.
However we cleaned up a lot of the core for these flags in DF
So it should be OK
as far as we know even things like agi buffs may double dip
Since this is not the only place they made this mistake
ah true
We cleaned up some core logic for the ignore damage modifiers and damage taken modifiers flags
So I think I can just remove my hard-coded stuff and it’ll work. I’ll test tonight.
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.
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.
Hard to say what mechanic is in effect there. It could just be applying the modifier manually.
I’ll probably have to hack it something for that one.
What talent build are you guys using for the DB?
what about lingering shadows?
probably also falls into the same category
It seems likely but I didn't put in any special logic for it so it probably already works
the sim/logs eleem posted initially showed it to not work in simc
wasnt lingering doing about 134% of gb damage? that seems fine / isnt double dipping no?
no lingering and blades don't double dip, but seemingly don't get the benefits from shadow damage amps in the sim
oh i see, yes youre right!
I need to look at a bit more data about the SecTec clone stuff to know what is going on specifically there
if you need something let us know
I think this is a flaw with the whitelisting and Dark Brew in general
I don't think they added "conditional" entries to the other magic damage whitelists to account for the dynamic school changing
Dark Brew itself just mods everything that it changes so that one works
Veiltouched works also since it doesn't care about school
But the Deeper Daggers whitelist probably doesn't affect any of the Dark Brew stuff.
Sims should do this automatically
Probably was a bit of a non-obvious damage loss from the interaction change
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
let me know if this napkin math makes sense
Are some of these changes already pushed to newest Raidbots build?
the whitelisting bugs are pushed
the secret technique bug is not
getting a 1.3% increase from nightly to latest so far.
its only in if you use "latest"
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.
ah maybe thats why the 2 builds were so close. theyll probably end up almost identical if we include secTech bug
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)
did a sim with the changes, rotten is still noticeable ahead, even tho the secret bug will add some benefits.
https://www.raidbots.com/simbot/report/12jELiL1rCZdL3GBoQEiZc
the numbers in that sim are lower than the ones from your sheet
atleast for the normal build
^ rotten doesnt seem to have gotten any significant changes from the new update. whreas the other builds should get 2 - 5% roughly
rotten gets like 300-400 dps
the ones I just tested were vt, dd, db. they all double dipped for sec tech.
adding more multipliers than vt/dd/db to it would go over the estimated value, so i would assume its only these 3
but if you have a idea how to reliably test, just let us know
thats a consequence of the multi-stage sim i need to add both talents as load-outs to work around this.
is the diffrence
so dm + flag is still ahead, but it is likely that th secret bug closes the gap
dm db gets roughly 1.44% more from sectech bug than dm flag so its probably gonna be ahead
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
now its 130.8
doesnt seem right
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
assuming the amps work, we would see a more noticable shadow close attack
nightly
latest
roughly 1% gain
hmm interesting, fair enough!
I think dm db is gonna be fairly close to rotten after secTech fix
dark brew should be ahead with secret benefits
because it is already a high amount of % of your total
amping it by another 30% is 1-2% dps
assuming its exactly 30%, it would mean you get ~2,5% more damage
would put it on 133k
yeah, dm db seems to be the correct one.
btw this seems slightly higher than your dm/db
rotten could be still ahead, but rly depends
could be margin though not sure
interesstingly does sim worse, need to check if the updated apl has any conflicts
which one seems worse?
the talent combo you linked
it does? interesting
could be the old rupture optimization?
can you check if it automatically includes dd without using an evis? doubt it changes anything though, if thats the case
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
only lingering change
oh i see
you use corrupting rage
thats why you get diffrent results
ah makes sense
i assumed it was a conflict of the rotten apl, but comparing it to baseline:
https://www.raidbots.com/simbot/report/apytAeZVwiEqgrtWRQWg5F
it has no impact
mhm makes sense, yeah im using corrupting at 85% uptime.
what sim are you referencing?
should be 50% yes
unless gloomblade is reduced by armor
but don't think it is going from spell data
so not sure what happens, i don't see a proc that would increase damage
Is the ST double dipping currently in latest?
@coarse laurel might know, he is more familiar with the implementation
no
For my understanding, this means these talents have double effectiveness right?
These basicly
For ST only is what i mean
but only from the shadow part
so even less that that overall
also depends on your talent choices
But this would bring us closer to the old season build, which might make 2p2p very close to just running 4p
Maybe worth investigating
the reaosn 4p is higher is gear levels, so you gain more agi and other stats
they also make secret/etc hit harder
secet is not part of the old 2p, so not sure why it woul suddenly become stronger
True, this would be more for the 4p than 2p2p, you're right.
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.
is the old 2p, i also think this is better discussed in #subtlety to keep the chat in here on topic
Why would rotten be getting any DPS from this? Its not using any of the talents with the interaction?
Also am i reading it correctly that the sectech stuff is not in simc yet and only the blades+lingering whitelisting issue is?
you are correct, it shouldn't impact it
given that you don't use dd/vt/db
You have Deeper Daggers?
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.
It's because the spell data has an AP coefficient of 0.1
@rugged solar when you have time can you double check this one more time? using your setup the old dmdb build sims within the margin with the current flag build. (should easily pull ahead given sectech bug)
https://www.raidbots.com/simbot/report/j7TBW8sjK3ZhTTvMFDmCFn
@remote sparrow this is because the nightly version has the secret bug implemented
nightly/latest
ah okay makes sense. the dbdm was simming higher with my own gear actually
does the current apl for db play around finality rupture? I think stealthi found out it was better to never consume finality rupture right?
that was a consequence of a bug in simc
and quickly got fixed and we moved back to the default from 10.0.x
i thought it was because of the 2 pc extending rupture that the buff would time out
i see, okay so 10.0 default. thans!
simc had a core bug
that did remove the finality amp when rupture was extended
this was why playing around finality was a loss with 2p
oh youre right, i remember that! good memory
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
And as you can see by my scuffed pics sims (reasonably) assume it will only affect them once
Not sure about the double dip here, it might be explained via double whitelisting or something. I can check
But based on all the things I've seen in the spell data and kinda what I noted the other day, I would expect:
- Deeper Daggers probably doesn't work on any school-converted Dark Brew effects--Rupture, Sepsis, poisons, etc.
- Veiltouched probably doesn't work on any non-magic school-converted Dark Brew effects (Rupture)
Ill check rupture now, how does simc handle it? It assumes it works?
SimC should do as noted above
Aight, ill double check ingame behaviour to see if it matches
rupture does not work with dd, i checked that earlier
Replicating Shadow shadow versions of Rupture should work fine, but the base Rupture damage is not affected by any Veiltouched or Deeper Daggers whitelists
Yep it does indeed not get any benefit from veiltouched nor dd
its not very intuitive
Well it makes sense, it would require them to have conditional auras for Dark Brew in those other talents as additional effects
yes, it seems logical technically
I can't say I see any specific reason Instant Poison would be affected twice by Dark Brew
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
Sure, I mean to players this is super unintuitive and just an odd side-effect of the whitelisting effort
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
But they may not have the support for doing that at this moment
sounds like additional engineering effort
btw. i love spreadsheets, good job
Neither do i, which is why i was skeptic when i heard it, but figured i was gonna check it out anyway and it seems to be the case, for whatever reason
Blizzard devs cooking up that good carbonara 🍝
could be a similar problem to the secret one
I mean that one kinda makes sense in terms of the whole pet issue and them having to script things up
But there would have never really been a reason to massage anything with IP that I can think of
there was the poison bug with NS, maybe they moved to a script to solve shenanigans like this
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.
builds typically use tfd atm, so entering with low cp should be the default
What exact do you mean by shd > 1 cp
Just evis regardless as the last gcd if you are at 4 cp?
Nice finds regardless 
It also gets a gloomblade with full lingering stacks 100%
the change is probably more specific to dd
the reference line is your line
i see 0.2% by just adding it to the dance finish conditions
this is diffrent to the condition
because it does not enforce EVI cast but calls the finisher line
simply finishing last gcd seems like a loss quick
dd is 8 sec, so should not matter
so you are correct
could be due to gb with lingering stacks
but its a loss for rotten
rotten does not play 2 lingering points
are we sure the sectech clones are not double dipping anymore?
it is very easy testable
just use secret with and without dark brew talented
but it worked fine when i tested around a week ago
nice
#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
- Raidbots advanced simulation
ptr=1on top of the simulation- Latest profile / apl we provide in this channel
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 --
unpinned everything from 10.1.x
Nice that we got this but compared to the Outlaw one this is sadly not working for me 😭
works just fine
is a unoptimized version
i am in the process of doing cleanup/etc
this is my current stand in terms of dps
but expect it to go up more
Ok yeah I got the same error
well the sim still works, so no concern ^^
i ask dm'd koji and asked if something is missing setup
Ok yeah sorry 😞
all fine, don't orry
i just wanted to make it clear that i actively work on cleaning up the apl
For outlaw ngl it was quite easy and with current gear and talents it was a 9-10% dps increase.
Yes that is great eager to dive in
but putting out a incomplete change is not that great
but will put the apl out once it is somewhat okay
Error is ignorable
currently highest simming talent combo for me
BUQAAAAAAAAAAAAAAAAAAAAAAAAEEAAAAAASLJJlECpAJiEJJJJRi0iEJaJJIBikSKBAAAgEkA
or
BUQAAAAAAAAAAAAAAAAAAAAAAAAEEAAAAAASLJJlEQKQiIRSSSSkItIJJaJJIBikSKBAAAgEkA
could you also post the links with these so we could look into the report?
Dust seems dominant, highest simming dust currently
BUQAAAAAAAAAAAAAAAAAAAAAAAAEEAAAAAASLJJlEQKkkISERSSkItIJJaJJIBikSKBAAAgEEA
Can you link a picture or something
No clue what these builds are with just a string
ye will do in a sec
BUQAAAAAAAAAAAAAAAAAAAAAAAAEEAAAAAASLJJlEQKkkISERSSkItIJJaJJIBikSKBAAAgEEA```NOTE: one point finality -> Goremaws might be worth it
Non Dust
BUQAAAAAAAAAAAAAAAAAAAAAAAAEEAAAAAASLJJlEQKQiIRSSSSkItIJJaJJIBikSKBAAAgEkA
rotten is worth it, similar to above GB likely gains value if you optimize it more
im very very very surprised that rotten PV doesnt take sepsis or goremaw
kinda breaks my mind
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.
the futue tier doesnt really lean into any builds, so this might be a more accurate representation
i did dissable tier too and compared
the one thing tier does is make rotten worth it, not much else
interesting, I thought tier would further emphasize shadowcraft and inev too
could you please try this : BUQAdi03WEe/OgykedwA/EwYEBAEEAAAAAASJJJlERSKFHQICRSSSISJSSiWSCSgIpkSAAAAIBB
i think this would require quite a bit of optimization, but im curious how it does with the baseline api
also another thing is lethality with the sepsis dust build, curious if its worth it over tea
Its kinda relevant that the refund mechanic on shadowcraft isnt in simc yet
I assume that would certainly up the value of the talent (and talents that synergize with it)
oh ofcourse, I just meant more sod -> the better sod focused talent
surprised it wasnt as big
inev could get higher value once that works
this is so far whats working best for me.
thanks, this is closer than I expected tbh.
btw are you syncing flag and blades together?
BUQAAAAAAAAAAAAAAAAAAAAAAAAEEAAAAAASLJJlEJJpUEBSEkkESSLSSiWSCSgIpkSAAAAIBB```
turns out swift ins out even
with current tier
eleem found out
but i would to a degree return to actual working on the apl more
because while its fun to poke around with talent combos
it is more relevant once things are better optimized
makes sense, probably more important to make sure we dont dance on cd, have 2 for cds.
I expect these to be big changes
the apl does not dance on cd
Yes it does
so thats not a big issue, but there might be some optimizations in changing cooldown handling
flag is synced
goremaws has a initial decent condition
still a lot needs to be tested
ah I see, interesting, ill go over the html report and see whats going on
probably a lot of weird stuff ^^
because i spend some hours now running talent sims instead of looking into apl
I would expect non-dust to be closer to dust if you swap to using the embersoul trinket
for sure
Now its only using bomb and beacon, which dont really care about damage spread
this is kinda alarming to me.
the peaks are way too low
this is also very weird
Because those are averages over all the sims
You can theoretically have a totally flat damage per second graph, even if each induvidual pull has insane peaks and valleys
A flatter dps graphs more often than not indicates that cd's are used at different timings between the iterations
His point is that the peaks arent just low, theyre very low. At 2 minute your burst not even reaching 200k
Means that the APL still requires a lot of work
If you run just one iteration, it'll look different
As ingame you can consistently get it to like 350k
sometimes to like 400k+
Albeit with an on-use trinket, but still thats only like 20-30%, not doubling
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
^ 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
but then you never see the cp spikes, on 3rd and 4th blades
If you SB even 1 second difference
The timing of you having max cp, or 0 cp will cancel eachother out and equalize
Between two runs
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
And the dips towards the end is because some simulations finish earlier due to fight length variance
hmm maybe then it would make sense to add a smoothing factor to it rather than litearlly adding things up per second.
It's because it's an aggregate of several iterations
oh I know, i meant you can add a 10 second smoothing factor then average that, so the spikes can be more pronounced
That's just adding another average to it :p
it is, but it should help with the cp income looking flat during blades
just a quick look at the dust apl -> misses 1 sod use (doesnt sod before first vanish due to tier and then misses it
doesnt tornado before vanish, ends up desyncing it with the otehr blades
Yes it needs a lot of work
double vanishes in open, sends again at 1 min then ends up desyncing things even more
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
dance and sod are not synced, really,
doesnt have 2 dances for blades
thats first 2 minutes, im expecting rest to be the same
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 
i haven't rly tried to sync things more
Its not a jab towards you, i know you havent had time to fix all of it, or even close
i know just wanted to emphasize that it is a area i haven't looked at in detail
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
its amazing, we now have a lot of room to experiment

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
it doesnt have dances for them up
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
Explains why sepsis simming well

sepsis is probably in general not bad
Thats st? Althougth with BP baseline we have already enough aoe
yes, all of the linked is single target
I mean this is just meant generically for resources over time. There really isn't any way to time-align something like CP over multiple generations
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.
this is what kind of tipped me off about it initially, since blades does kind of give you very very large amount of combo points for 20 seconds straight, and its most of the time should be cast around the same time give or take like 5 seconds. so I was expecting much higher input there, which is not what it was showing. but I think it just seemed to be an issue with APL.
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
yeah that does make sense, if the peaks are bit seperated.
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
Why would shadowblades not be such a strict cd? (disregarding dust builds)
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
I think it will be, once we fix the APL. right now, blades is not really benig treated as an actual cd because not having dances up for it basically devalues it heavily as a CD.
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
Ye and this is something were likely to remove/scale back as shadowblades is THE cooldown now, it seems similar in strength to some of the other classes CDs youve mentioned.
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
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.
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. 🤣
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.)
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
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.)
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)
Right
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
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 😄
You are definitely not alone
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
Realz has even apologized for it 
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
oh, yeah that makes sense, yeah it does a pretty decent job when given context to just summarize
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
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
Not bad haha
and i had not published any of those papers
i asked it to show them to me, and it just linked random things
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
dont show this to the 'content creators' pls. i cnat take anymore tierlists
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
sounds good, good luck!
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
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
Well theyre less random than before, but its still rough
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)
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
yea i never talked about cp 2
what build was thid
which one of them?
the apl is all over the place, it doesnt really play the build yet.
BUQAAAAAAAAAAAAAAAAAAAAAAAAEEAAAAAASLJJlEQKSSiIRcAJJRi0ikkolkgSgIpkSAAAAIBB
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
looks like it's using gear i dont have equipped as well like becon etc
look at the breakdown
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
Rogue Spreadsheet - Light Version / Dark Version
so you can fairly simple do sth like this for testing:
^ given that i got some dms about this
this is the entire profile, you can just copy/paste in advanced
Fuu i might've found a reason as to why dust sims so much higher than the left side 
https://mimiron.raidbots.com/simbot/report/3xibKHCgKeSTQrxedvaF9Y
what did you find
trinket comparison
trinkets if you want to skip beacon:
trinket2=,id=204211,ilevel=457
oh rip

DB seems to work though
So... long ago in beta, DD's buff value was on the buff
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

yikes
indeed

Theyre just trying to keep you on your toes koji
Is VT similar
Its like a boxing match
It probably has something to do with DD existing as a conduit before
vt wasn't changed
So i assume vt is not similar
I suppose this may mean they are moving away from server side scripts 
dd changed form 2 points to 1
Ye VT works, just thought to check all the amps as theyve been funky in the past
dd, shadowed finisher, lingering
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
basically all the talents that got changed
great find
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
good stuff
Checked in
(if anybody is wondering the reason the number is so low is because the talents are completely scuffed to only showcase the DD stuff)
Might be some limitation they have on the server side for single rank talents not inparting any rank modifiers or something idk
Fun times
probably needs som minutes before raidbots rebuilds
It should atleast make DD better than lingering, but not convinced it will change anything else drastically
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
^_^ show
BUQAAAAAAAAAAAAAAAAAAAAAAAAEEAAAAAASLJJlEQKlEJiEhkkEJSLSSiWSCSgIpkSAAAAIBB
best dark brew
BUQAAAAAAAAAAAAAAAAAAAAAAAAEEAAAAAASLJJlECpAJiEJJJJRi0ikkolkgEISKpEAAAASQA
interessting that gb is skipped
in both, let me quick check without current tier
gb is roughly 2% if you have db and dd
its mostly good because of FW positional with backstab only
But thats bugged and doesnt work so its fine
yeah but beat goeramw and inev pv
Backstab applies fw from the front too
yeah exactly, lets hope it remains bugged
fuu does your apl use Gloomblade in dance? for dm stack ?
like when you have shadowblades up
interessting
i think it stays the same
without tier
but this is the diffrence
BUQAAAAAAAAAAAAAAAAAAAAAAAAEEAAAAAASLJJlEQKkkISkEJJRi0ikkolkgEISKpEAAAASAA
im having a hard time seeing why is better than Sepsis PV tbh. (instead of inevn dd)
I think you always want PE. its like the stronges ttalent in the middle
Are you including swift in your combinations or no
^^
haven't yet
swift provides same symbols uptime as inev roughly
its why i mentioned that i need to run combinations
sepsis and PV/rotten syncs are not in etc
so it also messes up the vanish
but we will get to it eventually LUL
yes, ofc there is still optimization potential
first let's try to get whole blades working
so it does not krangle it
and does weird things
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
yes entering dance with around 4 sht
but also possible with tier fix on non blades dances
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
also blades can be a 12-8 right now. 12 finishers 8 builders, maybe 7-13 with tier fix
tier premed fix is like 6-8 cps per dance
so one finisher
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
yeah, hopefully once these are fixed, it'll be good
swift sims worse for me
could you show the swif builds you tested
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
think shadowcraft still does not expell cp
so it will potentially get marginal stronger
Even without the cp refund part it still seems to be like a 9% talent
So its absolutely cracked
fair enough
what do you mean? not sure i understand
the sim implementation of shaocraft is iirc still not finalized
ah yes ofcourse
i just meant for future optimizations
little things we could play around that could potentially be impactful
reminded to myself to try to keep the pinned version up to date
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%

could be a apl problem
maybe its forcing gbs in dance?
but if you dont have gb talented it skips backstab?
don't think there is a finality specific optimization tho
its not finality specific. 1 point of finality is like 128.300, inev is like 128900, gb is like 128000, gb is 119000
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
Is this for live? Echo and bomb are only .3% worse than bomb and beacon I assume?
yes
it is for 10.2
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%
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
tier set def. will make brew a bit more dominant
Tons of cp too
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
yes DD doesnt affect sepsis after its been "converted" unless theyve changed it very recently
I should hopefully have the set bonuses in tonight
says in the combat log it's shadow damage
Yes, but it doesnt benefit from DD (or vt in the case of rupture)
I think highest simming with tier disabled
BUQAAAAAAAAAAAAAAAAAAAAAAAAEEAAAAAASLJJlEQKlEJiEhkkEJSLSSiWSCSgIpkSAAAAIBB
since tier set buffing finisher i can see finality being better with it
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
dead nodes:))
cant believe
I was right about RS being better in ST than our other talents
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
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
Its gonna be a lot closer with the new tier, since it synergizes a lot better with the right side
probably yea
tier is like ~20% more evis and rupture damage
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:
111.2 st seems low
He is simming without tier
oh
BUQAAAAAAAAAAAAAAAAAAAAAAAAEEAAAAAASLJJlECpUSkIChkkEJSLSSiWSCSgIpkSAAAAIBB
this one is 112k st
did you already add shadowcraft?
I haven't tested everything yet, I'll look into more builds. Later when I get home, in a bit
no hurry ^^
I can get non dust to 110,00 ish I just wished that DD and VT worked with sepsis. It reads like it should 
it is what it is though i guess
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
what about ST physical hit?
im also assuming bp is the same as evis?
st is just 65% then?
similar to evis physical?
Yes its based entirely on the physical part, shadowed finishers have no impact on it
Makes sense since it doesn’t do anything
Unoptimized talents
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.
you know whats funny
even if they fix tornado + blades we might just still take it just to not take VT
because you have to take one of those for flag
I mean rotten and pv are completely reliant on what spells you use for it
yep!
okay yea they need to numerically buff like
And if that’s just random
a shit ton of our talents
It’s not going to be great
its not entirely random, rottens always used with strike right now
thats a gg
Vt is a shit talent
oh you have no idea how shit VT is yea
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
It only made sense as a talent when it affected trinkets
magic also includes nature so
i mean its just a worse DD
and DD isn't good as is rn lol
its 0.5% weaker than RS in single target LMFAO
should turn shadowstrike to shadow dmg tbh
Kinda broken
Ur increasing it’s dmg by like 40%
ok and
talents trash right now
make it not trash
but not just by 5x'ing its number
rotten increases it by 50% and gaurantees it crits
its still a shit talent
LMFAO
or actually 2 strikes by 35% each
Rotten doesn’t do that to all strikes
it does it to half of your strikes though
you get like 4 strikes per dance now
and dance goes with sod so, half of them
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
probably
i hate all this useless passive non interactive 1% amps
It’s a middle of the tree talent, it won’t do anything cool
anyawys its not really TC related ig
outlaw has ace up the sleeve as middle of tree talent
driving a whole build in tandem with crackshot
weird innit
Ye but do they have 10+ aces
not true, uhuh is kinda middle of the tree, cto is middle of the tree, exsang is kinad middle of the tree, etc
A few middle tier talents being special is fine
uhuh is 3rd tier
“It’s close”
I mean idc about the % of talents
what are our special middle talents?
Honestly
+2 dance duration?
or the talents we require to function like relentless strikes
i feel very special
its not just %, its that theyre both weak and non interactive.
we have like 3 semi exciting talents in the entire tree
Ye I am just saying, we had these talents for a long time, the specs dmg is not reliant on % of specific talents
and 2 of them are new
new blades and shadowcraft are exciting to me
flags fun too
everything else sucks
Danse macabre is a nice talent
yep
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
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
clones from sec tec have to hit in dance window to get the amp right?
ye
Trying to go for shadow dmg amps, but there is a lack of shadow dmg
well, the shadow damages got nerfed
40% -> 25%
so even less emphasis than before
yep we got bent by the 2 point -> 1 point changes 
If gb is not worth taking and lingering is shit, where is the shadow dmg
Just dropped PE for it and got about an extra 400 dps
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
idk what you did, but pe is still a few 100 higher than vt for me.
Lingering can prob become 100% again
^ wouldnt matter
and if it did matter
for love of god
It adds shadow dmg
I'm playying that heavy bleed build
itd just make the playstyle like before and worse
there are other ways of making shadow damage matter.
Doesn’t nerf dance dmg
dance can litearlly turn everything to shadow! ez
They have to be really high numbers
ok?
isnt it like 40 or some shit
On ptr?
Shadow strike could be shadow damage^^
idk i recall armin saying its like 40% maybe misremembering
10% blades, 10% sectech
its about 40% including tier
Then what
and rupture with db I think
fifan assa
Link some evidence then
Private
But I am on mobile, so
11% of the evis is shadow
40% of the dmg in that is shadow
not including the racial
oh
was rupture fixed to be shadow dmg with DB?
Ur playing gloomblade tho
and not including the tier
Thats also not including 2p which is also like 6%
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
I specifically said without gloomblade tho
ok so without gloom its 39% if including tier
actually if we wanna be precise it was 41%
bro what
so if its not over half ig its not a large portion?
What??
1 point now
so was rupture fixed?
so 8%
went from 2 pt to 1 pt
yes
yea lot of the 2 to 1 points literally gutted our talents lol
They could increase all these talents by at least double
we get to spec more but they all suck
db should just turn all of our dmg into shadow
^ during dance
now thats a capstone
Full shadow dmg evis
that also has the added bonus of making autos not miss
Dark brew name..
Make it a sub only tea
That gives you 100% shadow dmg
For x seconds
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
Ye they wont
RS and Tornado should not be front runners of single target 
They could buff them by 100% across the board
Problem is they are still terrible and boring
^^^^ yes
yea i mean thats a separate problem that they can tackle in 11.0 if they want
why do i have to talent into 17 different 1-2% essentially verse talents
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
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
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
well talents are taken usually to change things slightly, enhance little things, make you play a little differently
the 10.2 gameplay is fun
historically thats allways been the case for sub
very strong core, but very bland borrowed power
Like you only really need dance dmg, dance duration, blades and relentless. And its a playable spec
So much of what makes sub, sub is just baseline
Prob has the most baseline stuff
Out of any spec
Replicating feels like its a strong part of the aoe core nowadays despite being a talent
^ you can find ways of enhancing things.