#tc-subtlety
1 messages · Page 8 of 1
The rupture proc is silly tbh, it incentivizes dumb shit like using rupture during all of your cooldowns for a gamba proc
Really great for variance 
I'm still not totally sure I understand the calculation though looking at your logs from the other day
e.g.
11360 damage over the 8 ticks, full DoT seems like it's 42230 damage based on an initial tick of 4223 (reversing the crit) * 10 ticks (faded at 57s)
So that's like 26.9%? (25% maybe ignoring the partial tick?)
Unless I'm missing something
Its a 1 CP rupture so theres only 4 ticks (or well 4+partial) and it doesnt count the crits so its '4x4224+3759=20655' for the rupture damage.
Then its 8 ticks of 2p for '1420x8=11352' (again not factoring in the crits)
Ah I see, I didn't realize you cast refreshed it there
Basically rolling with this currently
// Takes the entire remaining DoT damage as if it were dealt instantly with the current state
double damage_amount = calculate_tick_amount( dot->state, 1.0 );
damage_amount *= ( dot->remains() / tick_time( dot->state ) );
// Stretch the damage across the total ticks used for the DoT then apply the set bonus multiplier
double num_ticks = shadow_rupture_attack->composite_dot_duration( state ) / shadow_rupture_attack->tick_time( state );
damage_amount *= ( 1.0 / num_ticks );
damage_amount *= p()->set_bonuses.t31_subtlety_2pc->effectN( 1 ).percent();
shadow_rupture_attack->base_td = damage_amount;
I dont think thats includes there but i thought id mention that the shadow rupture doesnt double dip on amps like dance. Using any amp after the proc has already gone out has no effect on the shadow rupture dot
I'm clearing out the update_flags and doing a snapshot here
Although technically it's really not affected by anything
Since it's not in any whitelists
6% is roughly what weve seen in testing so that seems pretty good
Ye i would assume so but just mentioned it to double check
Does it snapshot the tick rate? Does it ever get a partial tick due to haste changes?
Actually I guess it doesn't have the haste periodic flag anyway nm
Crit should update though I assume
It doesnt consider the crit at all for from the rupture it just has its own crit chance when it ticks
That's what I mean, it's not part of the snapshot since it seems like it crits dynamically
Ye
Also did you add the whitelist for the amps for the evis? 50% of the what the average evis does seems a bit low.
Or i guess maybe the talent setup you run doesnt have em
// Damage is residual at the time of cast, benefitting from Dark Brew and Deeper Daggers
double damage_amount = state->result_amount * p()->set_bonuses.t31_subtlety_2pc->effectN( 1 ).percent();
damage_amount *= 1.0 + p()->talent.subtlety.dark_brew->effectN( 4 ).percent();
damage_amount *= 1.0 + p()->buffs.deeper_daggers->stack_value();
shadow_eviscerate_attack->base_dd_min = shadow_eviscerate_attack->base_dd_max = damage_amount;
Is what I'm doing atm
This build does have both so idk
Could just be variance, one sec
Think I know why.. annoying. Will have to look into this some more
@past fable another question... looks like Shadow Powder has the Can't Crit flag. What target damage does it use for the result? (e.g. if Black Powder crits on Target N, how does that damage get turned into residual?)
Not entirely sure and not at my computer, maybe @turbid pulsar or @remote sparrow could check?
what do i need to check?
Not at the computer, last I checked it does damage based on the overall damage done by BP. So if u hit 1 target with bp for 20 damage, But the clone gets summoned near 2 targets, it does 10+amps damage to both.
Idk about the other way around tho
i have a log from like an hour ago if you want koji
Basically just curious how the Black Powder -> Shadow Powder damage calculation works when it has different results across multiple targets
Does it ignore the Crit results? Use Crit results from the primary target? Just take the total amount across all targets and average it?
Hmm
Doesn't seem like that's averaged across, even if it didn't crit on one target that should bring it down a lot
I just have all of these filtered
Or I think I pinned all the events from you and are just clicked into the Soul damage
So... I think it must just use the result from your currently selected target?
Definitely isn't averaging
ic, ty
00:25.036 Stealthi Melee Training Dummy 3 2255
At this point you're targeting Dummy 3 I guess
Isn't just the first result in the list, so that's interesting
And If theres one where it crits on your main target it will just do 65% of that to all other enemies too?
i can run a quick test if you want koji where i only target 1 dummy the entire time
Seems to be the case in my upper example
what would then happen if i have no target?
Pretty sure you'll always get a target when you cast BP won't you? Unless you use a mouseover macro.
Would assume it's the first hit in that case
But worth testing lol
Could be broken 😄
Also, good luck to whoever has to try to make these combo point procs happen when they are apparently supposed to happen (really early) even though the damage calculations are apparently super deferred to the impacts... lol
Annoying enough in SimC when I can do whatever I want
nah you dont, Storm does tho it auto gives you a target
I see no rhyme or reason here
It's clearly picking a target but doesn't really seem to be consistent with Dummy 3 if you are never swapping off it
yeah i never swapped target
Ok, I think you guys should be all set now.. other than anything new you find
nice
Let me know if you see anything broken
Ah, found a problem with the 4pc CP gen though.. need to change something
Ok that should be better

I reran the above builds with t31 tierset included:
subtelty baseline is the sepsis rotten build
rotten over db is the suggested M+ build but takes roten and shadowcraft voer db and one point of finality
these are 5 min single target builds
no dust is the basic db dd shadowcraft goremaw
hmm this looks really weird
sorry that was for dungeon slice.
this looks like ST.
interesting that the 1 dust build is very close ST but also very good aoe
Non dust APL is doing some funky things, i tracked down one improvement i feel is pretty straightforward. This is the current flag line
actions.cds+=/flagellation,target_if=max:target.time_to_die,if=variable.snd_condition&combo_points>=5&target.time_to_die>10&cooldown.shadow_blades.up
So it wont cast flag unless blades is ready, and it wont cast blades unless flag is up, which sometimes leads to the whole burst window being delayed by like 5 seconds because it finishes right before blades is ready so it doesnt have the CP required to flag. I instead propose we add an extra check to see if blades comes up very shortly it can still flag, something like this:
(cooldown.shadow_blades.up|cooldown.shadow_blades.remains<4) instead of just cooldown.shadow_blades.up
https://mimiron.raidbots.com/simbot/report/1TjeJBt6wANWxaEP6cXXmy
Now it uses it closer to the 2 min mark when its actually ready than delaying it like 5-10 seconds everytime. The difference is way more noticeable when using a tinket like embersoul though
nice
100k iterations checking if 4 was the best number for it
https://mimiron.raidbots.com/simbot/report/7KohwUuBKtBM6Py65s5ZLv
I might have done it wrong but i didnt find tying it to sectech to be worth it
Just blades* in general seemed better
Nor tying it to tornado
it is more of a sec tech goremaw sepsis pop thing so it has all of those +1 finisher in the first 3 secs
mirror and new emberbloom one seem good
embersoul has its nifty things
i do think that may come later
AM i right in saying they stopper VT working with trinkets?
Cause i swear the pips's trinket works with it
Bandolier of blades sorry
I just did 3 casts nothing else with and without VT and it crit twice hit one with VT and crit all with out VT and Vt damage for like 10 more
very small sample i know
but feels like it's doing something
(cooldown.shadow_blades.up|cooldown.shadow_blades.remains<4) is equivalent to
cooldown.shadow_blades.remains<4 because remains will be 0 if its up.
also currently modifying/testing
alright, latest apl iteration
^ incorporates a refined version of eleems changes
Duh, i didnt even consider this lmao 
Confirmed that trinket is dog, dunno why the sim like it so much
Even the new APL sometimes delayed it for a bit and i think i found the reason why. Here is the shadow blades line
actions.cds+=/shadow_blades,if=variable.snd_condition&combo_points<=1&(buff.flagellation_buff.up|!talent.flagellation)
Notably it has the "dont use unless you have low cp" built into it. This means that it would sometimes end up casting flag > finisher > proc 2p > NOT use blades because it has more than 1 cp > weaksauce backstab its way up to another builder and pray it didnt proc the 2p again. Just removing that part of the blades line shows a very chunky increase for non-dust, but a sizeable one for dust too
Dust (the 134.5k) https://mimiron.raidbots.com/simbot/report/b4RmD7LZ1VYFRCfZUiBWha
No-Dust (the 130k) https://mimiron.raidbots.com/simbot/report/5jxFxytrzrBpofJHNA95N3
Sidenote: actions.cds+=/use_item,name=ashes_of_the_embersoul,use_off_gcd=1,if=buff.shadow_blades.up&buff.shadow_dance.up&(combo_points.deficit==0) is what ive found to be the best performing ashes line so far (building onto what armin posted a few days ago). Even if its not the most optimal thing we should probably have some line for it in the profile
nice find!
have you btw tried optimizing for shadowcraft yet? i tried some ideas but coudlnt get them to work really
Nah for now im mostly looking for how to make the actual blades window better (or well, in this case using it more often)
I see, i did some quick napkin math and it seems like with tornado your blades can be a 13-7 finisher/builder every time
assuming tier fix comes in
dropping the blades cp condition as Eleem suggested actually brings the build a bit closer to each other.
the 1 dust build is very close to the fll st build while being quite a bit ahead of every other build in dslice
this is the 1 dust build
runs db and finality so has quite a bit better AOE
also it plays very similar to a normal 2 minute build, so works pretty well with 2 minute trinkets
good find, seems to only apply to t31 4p
Well ye without the 2p you wouldnt get the combo points refunded like that preventing it
haha yes, but you need the 2p to get the 4p
i just realized that you can, in theory have a build without shadowblades
but there is no reason to ever play that, there is literally no upside to it
Ye i dont feel like spending time optimizing that apl is a worthwhile endeavour
Another thing i noticed the apl (no dust) doing that seems wrong is going blades >dance>vanish>vanish>last dance like half outside blades.
I feel like the correct sequence is to dance>vanish>dance to make sure you get a second sectech of during dance but for some reason im too dense to get the apl to do this
putting a sec tech condition should work kinda
with cd check <15 or so should work might do 10 or so
Has anyone tried a condition that makes it okay to sit on 2 charges if dance if blades has X seconds remaining on cd
i tried early on and it was a loss, but we had quite some apl changes now
Try it on something with no dust or tornado
optimized mirror_of_fractured_tomorrows and ashes_of_the_embersoul for single target and dungeon slice:
^ so builds on this
too bad, seems like the updated condition also works well for dust ^^
just to clarify, i had the trinket lines already done earlier, i am not this fast with evaluating multiple builds, apl lines etc.
(i wish i am, but at least with this two changes i can make the illusion that i can do 2 apl chanegs in 20 minutes -- actually 3)
i did test to align trinkets by default to symbols, but even with PE it was within target error
so not rly worth it to change the dondition
i tried to change tornado, but found nothing
changing symbols would be possible, but i am not sure if there is a lot of "optimzation"
the 7+ cp expel does already fix a lot of edge cases
Does sim still use tornado in dance 
yes, and enforcing tornado before dance was also not a gain
but the opener is typcially tornado into dance
in a regular build if you were to sync SoD+dance
and have it use tornado on cd
it should always be out of dance
as in tornado into dance each time
regular build is non dust or dust?
Can you send a sim of that
must be in there somewhere
XD
(i don't have them anyome, i did run way to many sims after it)
Here is a profile of T31 gear with the best siming trinkets equipped and a decent stat spread we can use until @rugged solar does his big automated combination sims. Signet+Bandolier sims the highest for dust variants and Signet+Ashes sims the highest for non-dust so ive included it as a comment
Maybe there are other embellishments/setups for it that are better, but im assuming theyll tune em more so i dont think its worth spending time on yet. 
possible ^^
Since imo it would be very odd if sporecloak gave like 50% more stats than the other stat embellishments ontop of its defensive effect 
I mean currently most classes just use some form of toxic dmg proc item + patch and its best by a good margin 
Dmg is king for most

Well yes, but theyre nerfed by 35% on the ptr
yea in my video i also explained the sporecloak and other things
that for some reason it has that much extra
when in live it is like +100 vers in ptr it is 400?¿?¿
ye until we get the new ones implemented/we can actually try them
unless the new embellishment is good
the proc one has promise but idk
Yes good fuck em
the crit one seems baiter tho
yea good riddance to the dmg yank
if only it didnt have the cd when you fall below 70
I think Yoda tried it and said it's quite bad not sure tho.
Craft them i assume
yea but where can you get the recipe
Yeah he said the random stat one is bad
that is weird from data it seems good
dont tell me we deadass have to kill the boss to get the drop XD
LOL
Item off tauren
Will teach you all recipes n shit
oh interesting last sunday it was not there will check it later and see
Wait are we going to be dust gamers this tier?
the changes are in 'latest' i thnk
goremaw isnt shadow in sims i think. dont think its interacting with the sadow talents
It just doesnt do much damage
oh wow interesting, It was showing it as physical so I thought it wasnt treating it as shadow. this ability really really sucks huh
it is krangling it might need some checking yea
it does around 3.x-5% if you SoD/PV it well i think uh
it loses like 1 cast on average
but idk, theres no way you can make this thing good. when its 1% with all the shadow buffs.
i mean both it and sepsis need some serious work they are doing like 2x or 3x less dmg than intended weirdly
also maybe change the gearing a bit but tbh first i want to check more ER things as the sepsis/PV/SoD/goremaw things will get ironed eventually anyway
i think the tornado placement and vanish need a bit of a change with goremaw
possible, i tried some apl chanegs after koji implemented it
but didn't find a win on it
dont worry about it right now tbh i still expect a bit more of a talent shuffle
like how they buffed shadowed
maybe they just murder rotten for good
nothing that changed rly effected talent evaluation
like i did so many tries and sepsis was always from 6-9% and goremaw 3-6% in dummy so in raid it might be a bit diff but not MUCH then you have blades
so this weekend might look at other things also that was with a 100%+ mastery build
with more vers heavy should be way better
well is not free, if you force pv and rotten on sepsis, youre gonna lose out on other things. The sim can force it on sepsis, it just doesnt seem to be a gain
the problem is it krangled cds overall and SoD too
and tornado messed up some finishers
using snd in dance etc
i mean not saying the gains will be massive just need to check things and we'll see
I tried forcing it to only enter dance when pv is up, and it was neutral
Did you do it after the fixes or before
not sure, this was a few days ago, when was the fix?
With the tier
we could retry it to see if its a gain to play around pv for pv builds
This is so dumb, i just removed all of the energy constrains on it so it basically uses it on cd
yea like i told it was losing casts and also no SoD/PV correctly but hey baby steps
cant really check things well until friday but there are wins to be had
Its still terrible, or well maybe not terrible
But like almost a full percent behind sepsis, and sepsis isnt doing that much to begin with either
hmm how are u getting 211k? my no dust is around 209k
its about 1.4% better without energy conditions as you fund out though
Swapped some gear around, it doesnt matter much though
with or without dust?
Ye i figured
but good find
To be more precise it was actions.cds+=/goremaws_bite,if=combo_points.deficit>=3&!stealthed.all not sure why the "!stealthed.all" sims better than just not stealthed+not subterfuge
Since i assume stealth.all includes dance
it should yes
Most of the gain is from it using goremaw 6.7 times rather than like 5.2 times, the value of the stronger strike just seems to outvalue the energy part
the energy condition initially did win out against not using it
but if its irrelevant now, thats better
easier to play
seems to be the same with dust
(dust)
sim
this is interessting (non dust)
sim
test 1 = enable the stealthed condition globally
test 2 = enable the stealthed condition + remove energy
test 3= disable stealthed condition + remove energy```
Sepsis def seems to be better than inev now for dust btw (swift also slightly better than premed, but not as important)
Hmm, odd
yea with swift death+dust for ex in 5:30 min i cast goremaw 9 times
also swift has this sync helps with vanish and other things that avoids some krangling
inev was only better with old tier iirc
Ah i c, makes sense
also things like this
when you cant game PV but yea you might want to game it anyway if you can
what talent combo did you use so i can check it with that
seems like
still has some juice we can get
Just the default non-dust but with gore instead of sepsis
ahh
i did change shadowcraft to gwb
I assume ER is also something you can do some trickery around
yea for sure
the sht logic is still from before the change
this friday i will see to it
and might need some change
you can game shadowcraft a little with it
to get 3 finishers
in a row quite consistently
That is the same thing i used
strange
Ye idk same as the stealthed.all thing shouldnt be siming higher than just not in stealth/subterfuge as it consistently delays goremaw to not get it inside dances
moment, ill re-check if my copy/paste was correct
i think i made a mistake somewhere
ill just re-do
ill change talents to two setups, one dust one non dust
moment
Dust seemingly would just want to fire it:
https://www.raidbots.com/simbot/report/eyHLgHpqotzbWWzFDaBAAt
interestingly enough, that seems fine for non dust too:
https://www.raidbots.com/simbot/report/3ciqjk3P7iL45JLAHiYEsv
(on cd still has the combo point condition)
so tl;dr
seems like it is a simple change
- actions.cds+=/goremaws_bite,if=cooldown.thistle_tea.charges_fractional<=2.75&energy.deficit>=50&combo_points.deficit>=3
+ actions.cds+=/goremaws_bite,if=combo_points.deficit>=3
haven't found a bad case
Do you know how simc handles stuff like blue silken lining? If i set it to 50% does it just randomly turn on/off the buff during the fight to a total of 50% uptime?
yes, kind of
it has a certain probability to fall off to get the specific downtime iirc
latest apl + profile
I see, either way it definitely doesnt look like we will be using the slime boots 
they got their head slammed
so yea i didnt remember linen tbh but seems quite solid
boots are dead
i had hopes for the proc one but maybe it just got low tuning rn
i still have to check power on the proc new one with more people
but dont think it'll get way more powerful
not just range issue, you can also break cc by accident
Shows as physical because the damage is in a sub-spell for some reason
Doesn't change how it works though
yea the lists are correct for the buffs last time i checked
DD VT and DB should apply iirc
but can't check because ptr is donezo rn i think
Ye it def works, just shows up wrong
Found a very small gain for sepsis to use it with blades instead of on CD, but this only applies for non-dust. I think its mostly due to getting the last pop of during ashes (as well as all other cds, but it was ~0.3% worse than baseline apl for dust, and the main difference is ashes). It also makes burst sequences the same every time like this:
0 cp > Sepsis > Shadowstrike > Flag > rupture > blades & go
But im sure you could optimize it way more, sepsis line looks very barebones as is (assuming it even stays in, but non-tuning changes seem unlikely now imo
)
&cooldown.shadow_blades.remains<=3 tossed at the end of it, just like with flag
I'll try some sepsis optimizations with Pv/Rotten today
yea sepsis is quite basic rn
you can look at logs i did although i used mirror first i think snapping ashes for last 3 secs is good
have you tried forcing it when buff.shadow_blades.up?
I didnt but that sounds worse to me
or buff.shadow_blades.remains>=18
Since it doesnt give full cp
i explain it on the video i did but if sepsis cps get fixed it is quite cool
And you mostly want the pop inside anyway
oh right yea...
using ashes as sec tech copies will hit
can even delay sec tech 1 more finisher and still fit
may be better actually as sec tech would get a 6% extra just this secuence also works without blades so i got used to it
ngl, this damage breakdown makes me lol... kinda sad seeing 44 Backstab globals only doing 2.8%.
AAs actually doing double Backstab damage and generating 40% more CPs than Backstab is some hilarious wet-noodling
nice
ptr lag sometimes made me mess up PV
I've seen similar in my recent sims anyway, Going Backstab is like... really such a horrific GCD vs. damage ratio
worst is when you have to mentally enable to use SoD on cd if outside dance
We've gone full Demon's Bite
so it lines up for next one sometimes
because of dust cadence
and you SoD and use rotten on 2 backstabs
KEKW
SHT = Demon blades
Backstab = Demon's Bite

i saw a lot of ppl still assume its good to use for stacks
of DM
had some discussions in dm about it
actually i think backstab for stacks is kinda dead on my tests using it to get the 4th stack for goremaw was a bit of a win but not huge
would not be surprised if it was like a 0,x% upgrade
it was dead when i tested it
gloomblade was in best case damage neutral
or within error range
just because it makes strike/evis etc hit harder but you lose SO much dmg
and strike got buffed again
same as storm
tbh tornado not giving 1 DM stack is sadge
but let's not pile on more buffs/bugs on tornado
what can be done now is
wave in er/gwb into dance
but even then, oppotunity cost is a thing
lol true that
Rogues are OP because they can have both at the same time!111
are those dh abilities ?
Yes
Demon's Bite is the baseline generator for DH that has always hit for absolutely nothing and just there to gen Fury
Demon Blades replaces Demon's Bite and is passive gen on AAs
Demon's Bite has always been one of the worst GCDs to press in the entire history of WoW, but current Backstab may be giving it a run for its money 😄
yea demon's bite was the button you dreaded to use since legion
basically that is why ring was so good
i don't mind backstab as a bad button
it was during legion/bfa and sl
DF did replace it with GB and made it actually hit harder than strike
but storm and bs are both noodle now
but wasnt Realz's intention to starve the spec of resources, but make globals matter more? we're kinda in the opposite where we have infinite energy almost, and the globals outside of dance are more irelevant than ever.
energy is only quite a plenty on dance i think
i think dust was not considered
shadowcraft + dust increase energy by a lot
apm go down btw.
lets quickly compare
its blades too. during blades youre basically free from any resource constraint
you only have gcds and nothing else
cant check ptr but new notes
thats why they buffed evis hehe
unironically the class just got more boring lmfao
nope, still down
yes, we saw
oh boi we will have to use 2 backstabs between dances to get another sec tech
ill restart the client
no you want to vanish after second dance to get cdr not krangled on SoD/goremaw
and another 2 sec techs not krangled too
im not playing goremaw unless they buff it by 300%
Gonna be great when its not worth to use tornado in blades on like 4 targets
tornado still fine just will be way weaker just not an st thing i think
we are down to like 4 interesting talents now
APM is lower but CP gen is higher so it doesn't really matter
i guess in terms of feel
Just means less Gloomblade spam
I find it amazing that they increased Exhilarating Execution from 3% to 5%.
They could buff it to 20% without it being half as strong as any other recovery talent.
Especially when it comes to leveling
Its actually insane on aoe
Already
yea shield is waooo
^ yeah its great in aoe
its rly good in m+ ye
awful in st
it regening from ruptures
is craaazy
it is like having lifeblooms on you 100%
uptime
I think the APM is being skewed a little though in the live one by things that don't matter
Bomb Dispenser counts as APM since it's activated
Waiting time is increasing but I don't think it's by quite that much
shouldn't
It's 12% waiting instead of 3% waiting
Notable but 12% waiting isn't exactly slow either lol
It's still a 60 APM spec
i mean i like ptr sub a lot
i do think they don't want specs to feel extremely slow
so it makes sense that apm will end up in 50-60 area
I just find it a little amusing that the PTR overview for sub mentioned resource overflow
But in a raw sense Energy gen is the same and CP gen is higher on PTR
Well thats the case with assa too
we just have so many energy for dance things
i think i mentioned that at some point
goremaw/finishers extra cp from everywhere
"too many resources" so heres some more resources
Also Dance uptime is higher even though they called that out as an issue too
it is just that cp generation shifted
Because more CP is more Dance uptime
shb is basically a cp steroid
Well costs did increase some
Ultimately I think the set bonus sabotaged any attempts they were making to slow down the spec lol
+1
I agree, that is such a disconnect
It's basically almost 16% of the total CP gen atm
Take that away and it would be a lot slower for sure
correct tier set 2p is quite strong
and when sht fix etc is in if it is now
you will notice FAST
well we won't have tier week one
armin mentioned the cp from tier being instant now
That is how I implemented it in sims currently
Isn't catalyst out from raid day 1 now?
really that is a huge bug fix for shadowcraft testing
perfect
What fix do you mean?
Yes, but it takes 2 weeks for a charge instead of 1
You mean the instant tier proc that is?
correct
it also makes testing ER and shadowcraft way more doable
as those are quite sht/combo point sensitive
Sure. But getting 3 pieces even if you don't do a lot of splits seems to be rather expected.
Especially considering all raid items are higher ilvl now so less damaging to have lower ilvl items
Now not saying 2/2 won't be strong. But I'm sure that anyone who progress will have 4 set for the vast majority of progress no matter the speed they clear it at
So most progress will be done with the enhanced cp gen
2p2p will be shortlived for sure
the wfr iirc will be able to get 4p first week
stealthi did say they will force 4p on all dps
and they are not super sweaty
by week 2 you should have it
taking in mind you can explout lfr
I mean world firsts already have 4p first week.
Now you just need 3p which is a lot easier than 4p
ye that helps too
And also well you get one "free" from last boss
And depending on tuning, getting the one free on each raid member lacking from the m+ achievement is also perhaps not impossible
tornado does get the damage from blades
iirc last boss and mythic plus is the same
if it works like this tier
I meant the omnitoken that drops 1 per raid as extra loot from last boss
I can't recall the name of it
Not from the achievement
@coarse laurel i assume the tornado change does require manual code changes?
not sure how, deepening is 0.5 vs 0.7 on live
tornado things and dust likely
oh yes, but its limited
but tornado just died
so you only get 1 or two omni tokens and now one per person
its actually so gross because tornado died and we have nothing to take isntead of it
like everything is so garbage
wdym
yea like i told on ptr sub channel
we may use it anyway
because of energy/cp econ
and dmg for 60 energy is also not bad
well it is vs vt so who knows
*sim
Assassination
Leeching Poison now grants 10% Leech (was 5%). Does not apply in PvP combat.
yea i mean won't be a hard thing to test
like the choice was nado vs vt vs sf vs gb.
Oh, well that's a good thing
not sure theres any choice there
it was vs vt only because you need to go down
I guess.
although yea sf and gb/tfd if you dont go swift too
but swift i think for dust at least is quite bae
What changed with it?
tornado ticks now don't work with shadowblaes
no longer gives full cp during blades
so you only get the regular amount of cp from ticks
during shadowblades
instead of <max cp>
on one target - 1 cp
But it triggers damage normally?
yes, its also in the screenshot i posted above
Was this changed universally about Shuriken Storm? Or just from Tornado?
yes
still works
ah
rotten and pv still work an all tornado ticks
without consuming
but i assume its something they had not time to fix yet
Will require a code change unless it was changed universally and removed Shuriken Storm from the CP mod list
If it's just for Tornado, I'll have to change something
i am fairly certain it will get fixed
we had the same problem with symbols crit iirc
and it got fixed too
storm gives full cp, tornado storms do not just checked
only tornado
so chance are those storms are linked to tornado spell ID
if that helps somehow
Ok, I've gotta leave for a bit but I can get that changed this afternoon
perfect
one optimization thing I tested with tier fix. if you enter dance with full cps and 3 stored cps you can always do 5 finishers 3 builders.
might be significant not sure
interesting, I wonder where it loses damage to force that
because it's building instead of sending dance
so if it does that multiple times you lose a dance cast I suspect
just because of building
Maybe another dance condition that fits the conditions set forward
that only activates under those conditions
maybe removing cp all together is good let me test
so you woul avoid any delay
ye, seems good
think me trying to be more agressive with shb cp requirements did bakfire
theres a few other things i tried. like symbolsing 1 second too early right as 3rd auto is abotu to go off to get the extra cps, get to 3 cps and then immediately dance
interestingly enough
this seems bad with dust
another thing Im curious about is if its possible to change the ratio of finishers in blades
right now its easy to get 11-9 everytime
but can we get 12-8, 13-7? I did the math and with tornado you could get 12-8 easily and soemtimes 13-7 but idk now
even new tornado might get us to breakpoints
same as ER snaps for gcd to finisher economy
God no
okay another thing with blades and Sectech.
it needs some conditions for stored sht
u should only sectech if +3 stored sht I think
I mean you wont waste cp if you dont
And waiting isnt going to get you more stacks (outside of blades) since youll use them for builders
Yes
and if you have less than 3 stored, those 4 are gone
Oh mb i thought you meant always, not just inside blades. I didnt read
oh yeah strictly in blades
alright so if you have atleast 1 dust point to reset symbols, you can always get 12 finishers 8 builders during blades
incorporated this change into the apl, probably needs some more refinement in the future
what exactly was this change?
also do you know how to call shadow_techniques strored cps?
is it just buff.shadow_technique.stack?
more agressive dance use
exactly
^ this does not seem to hold up with the last change i did, probably needs more changes. Sepsis seems to be a spell with potential to optimize
yea sepsis goremaw and shadowcraft/ER are things we can delve this weekend i will see if i can unravel something now that tornado is dead
Is there a way to do an override or something that gives me a buff at a certain time?
Im mostly thinking of ashes and its near death proc effect during the opener, dont think its implemented as a part of the trinket yet
i dont think so
I dont want to override a spell to make it give a different effect. I want to add another effect, similar to how it was done with PI before most classes adopted a standard for it
But yes i could do that, but then the apl is scuffed because its only 20s long and all that
Yes
But if its a 20s fight the apl is gonna try to use both dust charges immediately in that window and stuff like that
Just completely screwing it compared to the regular
the latest apl in the pins does some funny stuff...
jest rugular sepsis things 🙂
well you also shadowdance from stealth then spend sepsis later
i also like when ti does shadowdance snd
yeah.
its not awful but still not great. like its peaking idk 50k lower than it should
shadow dance in stealth is weird
oh, my mistake
btw @rugged solar not sure if youve seen the new sectech bug but maybe you can add it to the bug tracker
need to sim sth
stealthi already did that
Game Version: 10.2.0 PTR Build 51239 Description: Secret Technique clones can be munched if the damage from a 2-set Shadow Eviscerate hits after casting Secret Technique Logs, Images, Videos (https...
okay, latest version:
so agressive dance was only a gain because i had a copy/paste issue
sadly
sadge
Is there anyway I can see the opener? I'm struggling with quick sims and custom apls; keep getting error codes and i'am no good with code at all
any regular sim will do
this is with the latest apl btw
dropping the tornado interaction with all builds and taking VT instead.
maybe drop tornado from builds until tis interaction is fixed in sims?
nice nice thanks! now maybe we can start testing different gear and embelishments too!
@rugged solar How do i make the sim cast finishers at 4 during blades? (ie after non-symbolsen sectech or with the first dance, which i might have some gains for)
adding a line actions+=/call_action_list,name=finish,if=buff.shadow_blades.up&variable.effective_combo_points>=4 like this around the action list stuff didnt seem to do anything
moment
Seeing as casting at 4 was worth during big aoe i figured its probably worth it during blades too. Yes no rush
easiets is to just add a new rule
actions+=/call_action_list,name=finish,if=combo_points=4&buff.shadow_blades up
but you need to add it in two places
because the stealth sub list has finisher lines too
Aaaah thats what i was missing
so also
actions.stealthed+=/call_action_list,name=finish,if=combo_points=4&buff.shadow_blades up
^ updated formating so you can copy it
Tyty
It doesnt seem to matter much if we finish at 4 or not, seems to be +-0. (even with tfd)
However restricting dance use so that youre not wasting all of the CP from tfd seems to be a gain https://mimiron.raidbots.com/simbot/report/qkJgz1eroYzEwv5KAwTdrc
Smaller but still a gain for a dust+tfd setup (tfd instead of nado) https://mimiron.raidbots.com/simbot/report/ehRrnbkp7xXWqAifLSzU39
What i did was add this at the end of the stealth dance line
&(!talent.the_first_dance|combo_points.deficit>=4)
nice
does not seem to conflict with any talent combo/fight style
so probably fine to just add
so updated apl:
Oh, theres an even better line where you ignore the extra rule i just did during blades (because it doesnt need to be at 0 cp to dance during blades, its gonna waste the cp either way), but now i feel kinda bad to post it after you updated it 
&(!talent.the_first_dance|combo_points.deficit>=4|buff.shadow_blades.up)
https://mimiron.raidbots.com/simbot/report/r3Lk6a3w4uYxJk1FCgCu4c
oh, shadoblades makes sense
can test it more tomorrow, but it makes sense to not waste the cp
No its the opposite during blades
You dont care about the cp as its gonna get wasted anyway
ye i know
you can't avoid the cp waste, so its whatever
i mean the line in general
Ye so its better to not interfere with the timings and force it to dance at 0 cp
I tried checking premed+tfd builds since sometimes it would dance at 0 cp and then do a shadowstrike and waste the premed cps
But none of the conditions i put in to stop that seemed to be a gain, maybe you could figure something out
could check if there is a threashold
e.g.
buff.shadow_blades.remains>=x
insteead of
buff.shadow_blades.up
but i can check on that tomorrow too
With this tfd sims higher than replicating though, and it feels nice to play, if only the premed bug wasnt in it would feel a lot better and maybe you could even get a second refund in sometimes
But ye, enough siming for today 
Your are gloomblading with tfd:
No, youre just using it for the cp. Most of the time you dance at 2 or 3 cp and then insta eviscerate
good
But then you'd need gloomblade, which doesnt seem to be worth speccing, with current sims atleast
And with backstab its for sure a loss
So when in blades you just dance at 0 and evis with tfd??
Or am i misunderstanding
basically instad of using fill cps flag finisher build to 2-3 dance finish
you just fill cp flag dance finish
then keep using builder finisher etc
No, play blades like you dont have tfd
Finishing at 4 wasnt worth it
I see
quick question about trying to proc 2pc rupture in dance. if you have finalty and ns and dance +sod buffs up, that rupture is probably doing (at that moment) 300k+ damage right? assuming 33% proc chance, its on average a 100k+ dot with the chance of crititng right?
on top of the dm stack.
is it not worth to play around it?
there is a trick right now with it you can rupture and if you get the 2 cp you know it's proccing
then you enter dance
otherwise just keep on going
i thought about that, too kinda prep your dance, so you always rupture the gcd before dance and if it happens it happens
not sure why, but a full aoe based build (including all the shadow talents and everything) at 489 has blackpowder at like 100k lower dps thana 448 bis live black powder cast per execute. same with sectech. all on 8 targets. not sure whats going on with sims, but everythings like 40 ilvls weaker its like
489 ilvl bp
448 ilvl

Without seeing profiles, really hard to say.
Is that with the different set bonuses? 10.1 4pc is quite an increase to Black Powder damage.
Koji i have bad news regarding the set bonus. I didnt test the proc rates thouroughly enough and it seems like they're actually not random percent chance, but stacked decks like sht
Uhhh ok
I mean maybe using their shuffled random stuff I suppose, but in that case we'd probably need to know some more information
The "deck of cards" stuff
Rupture def seems to be 33/66/100
ShT is a little special and uses its own system but hmm
Maybe they scripted it, who knows
Love it
@brazen palm Did some good testing on it too and have some more info about it
Nice that none of this is in the tooltip either, so people can't even know what to expect from it
not sure if the 10.1 tier is stronger than the 10.2 tier for bp. but also its hard to think that 40ilvl difference results in roughly 15% dps loss for bp
I think there's some bug with the Shadow Powder coefficient atm that I'm looking at so, hard to compare the set bonuses directly
it also did change from last week to this week it seems like. its damage is a third of what it was last week
Still trying to figure out what's wrong with the Shadow Powder bonus but 10.1 tier is really strong
Ah I see
Effects :
#1 (id=1101504) : School Damage (2): shadow
Base Value: 0 | Scaled Value: 0 | PvP Coefficient: 1.00000 | Radius: 0 - 20 yards | Target: At Caster (22) -> AOE enemy (15)
Description : Finishing move that launches Shadow Powder at all nearby enemies dealing Shadow damage. Deals reduced damage beyond $s2 targets.
They removed the reduced damage spell data field
Very cool 😄
Im not sure how to get the exact probability percentages of each part of the sequence, but here is the info i have from some logs
- Evis: Cant proc on the first hit after proccing and it seems to always proc on the 5th hit if not before. Average chance to proc by just taking procs/casts was ~33.45% (out of 604 casts)
- BP: Cant proc on the first hit after proccing and it seems to always proc on the 8th hit if not before. Average chance to proc by just taking procs/casts was ~23.16% (out of 1045 casts)
I guess it may be worth testing if Shadow Powder actually has reduced damage to AoE targets or not. Since it's residual maybe they removed it
Quite possible
Probably makes sense to remove it otherwise it'd double dip
Fixed the Shadow Powder thing
nice
what exactly does this change? the reduced damage spell data change
shouldnt change things in terms of proc rate or overall damage to say 5 targets no?
Well the spell data was completely removed, so it went from 8T to 0T 😛
I suspect that's a bug on their part honestly, because I don't think that's gonna be deterministic every time
Sometimes they reuse the previous Shadow Clone and sometimes it's a new one
Also tied to the SecTec Shadow Clone stomping bug
It would probably entirely depend on which Clone actor tried to reapply it
Something definitely causes the Shadow Clone IDs to get reduced sometimes, but if you just cast in sequence they won't
It's a bit odd
It may change when they fix the stomping issue Fuu linked above
Kinda inclined to wait this one out a bit until they figure out the clone munching issue
Although super awkward to implement duplicates in SimC without actual source actors.. I can figure something out, but it won't be pretty lol
would probably make sense to wait it out till they figure it out
i dont think they know what even is happening, doesnt make sense for us to waste this much time trying to figure out somethign then they change it
also back to this, the 10.1 tier could be a flat 40% bp damage. and it still shouldnt be this much ahead when you include the new tier + 40 ilvls + flag buff on top of db together + 25% damage during blades.
Well if you have the profiles you were comparing, I can look at it. It's possible they changed some other things in the patch that flew under the radar
sure! this ones from fuu's sheet, flag aoe https://www.raidbots.com/simbot/report/rs495uQpuhCur2us5ubdgo/simc
this ones from our latest apl. https://www.raidbots.com/simbot/report/sAiTiidiE1rWGb58331uS5/simc
im rerunning with the same gear rn
this is with equal gear
sectech and bp are like 15-20% weaker
Well sectech should be weaker since the double dipping nerf, but not bp
well it about 20% weaker
and sectech did get buffed 12%
and bp is about 25% weaker
In 10.1 it gets ~79.5% shadow amp from talents
In 10.2 it gets 24%, so even though it got buffed by 12% (which also applies to the phys part) its still not even close to making up for it
And the shadow part of bp should be ~8% less since DD is weaker, but then it got buffed by 20% so it shouldnt be weaker nvm
Ye fair enough
but we have blades essentially being a 25% steroids
every 2 minutes idk
seems really really weak
uh okay this is a quick optimization for embersoul trinket
brings the no dust build very close to the double vanish rotten build
just added a condition to hold flag a little bit longer for embersoul
(!equipped.ashes_of_the_embersoul|trinket.ashes_of_the_embersoul.cooldown.remains<=5|target.time_to_die<30)
idk who can attempt this but basically trying to force a finality rupture 2pc in dance resulted in this damage breakdown
2pc rupture is like 8-10% of your damage
Well we need to update simc with the proper proc rates before its worth checking
right yea makes sense
okay so new thing I tried! outside of cds i just went bs -> rupture
i do more damage now outside of cds than if I were to build to play properly
specially since everytime I spend 1 cp, i have a high chance of getting 2 cps back
if i alreadyhave a shadow rupture tiking on the target, what happens if i proc another shadow rupture? stack? or replace?
cant get it to track on my plater for some reason
They work like ignite
In fairly sure
oh perfect, its just turbo cursed then
Ye or that, my plater combined it but i saw no loss so just assumed it was ignite, but if its seperate dots then its absolutely fine
okay yeah you can sustain 50k dps just going bs->rupture and not pressing anything else. no tea. no sod. no dance. nothing
ahahaha
youd be doing like 20-25k trying to eviscerate and everything
finality finally good pog
yeah i do like 35k finishing properly and 50k bs->rupturing. I also starve on energy harder if i try to evis
Peak gameplay
now let me tell you
sub fotms are back. outlaw in shambles
play ER 7 point ruptures
ok if you low roll though its kinda rough
but the high roll is very rewarding
i procc'd like 5-6 times in a row once
🦍 🗣 GET IT TWISTED 🌪 , GAMBLE ✅ . PLEASE START GAMBLING 👍 . GAMBLING IS AN INVESTMENT 🎰 AND AN INVESTMENT ONLY 👍 . YOU WILL PROFIT 💰 , YOU WILL WIN ❗ ️. YOU WILL DO ALL OF THAT 💯 , YOU UNDERSTAND ⁉ ️ YOU WILL BECOME A BILLIONAIRE 💵 📈 AND REBUILD YOUR FUCKING LIFE 🤯
imagine if you had triple trinket there
Possibly an angle where you try to setup a guaranteed finality 3rd proc and then do regular eviscerating
And then go rupture in dance
its almost impossible to set it up
ive beent trying a logic like this
I just do a rupture to get finality rupture buff outside of dance as dance is getting close.
if it doesnt proc, then I know im gonna get a proc
if it does proc, then its kinda sus
idk if its wort it or not
it doe slike 300k damage on average i think during a normal dance. so if your previous one didnt proc you 100% send it
if it did proc i think u dont?
has anyone done testing with lingering shadow making gloomblade worth pressing in dance?
for when you double dance
maybe along side pv
god this spec is so tangled up
pretty sure gb+max stack lingering does less than a strike.
ye but proccing pv/danse macabre stack etc etc
really doubt it, because you would have to give up 2 talents in teh 3rd gate to take pv and lingering
and 1 more for gb
oh im definitely not suggesting that a pv lingering build would be best
i guess its not worth finding out if the build isnt looking good though lol
I just really dont wanna look into anything pv/er/lingering/gb related ngl
i have 0% blame for you lmfao
i've been doing ther PV/rotten/Er side of things
backstab/gloom/lingering are super dead
very nice, i respect all talents, but those are my least favorite
been enjoying the youtube hacha
u da man
i do have some things to put into logic to see if they are wins for rotten/PV might finally unkrangle sepsis
i do think unkranling opener is not that hard at least
thx havent done super deep delves yet as things change so often
for the initial strike rupture strike i think putting rupture on non up and inside stealth should suffice
oh of course, would be a waste of time
then to make sure snd does not get refreshed inside dance it would just need a do not use while blades is up you only lose snd for like 1 or 2 secs at most anyway
as you strike and fill cps anyway so no loss likely
btw I think they changed how the damage is calculated for the bp. I think its based on the targets damage taken that the proc does damage to them again.
this is one proc
from me hitting 3 targets
Gloomblade was +-0 to use compared to striking, so yes i would assume it would be worthwhile if you had lingering up. However lingering is not a talent you want to spec into, its not good at all. Ontop of that gloomblade isnt great either
this is the actual cast
it basically took the damage each target took, added the shadow amps to it, and did it to that target again
tysm king
is nado still the play in ST after the change?
fuu's pin is taking it i believe
Im not sure I understand what you are trying to say
Did they change it with todays maintenance?
but we are a cool spec
when koji set up the tiers damage from bp, he thought that it would take the damage you did to your target with bp, and then replicate that damage on all targets
but now, I think thats been chhanged, and bp takes the damage done to each target, and replicates that, instead of making the damage based off of the mob youre targeting
i guess without tornado it could be a question between gb,tfd,mos,swift death, replicating, and shadow focus
thats pretty cool, lots of options
thats what i thought too
https://mimiron.raidbots.com/simbot/report/cCMfW9k6mzFF3XuFFMCpCb
well im surprised
There's only a 6% difference in average BP base damage in those sims from da_multipliers. Everything else seems to be due to differences in the shadow attack component
idk why swift death would be so high
yeah makes sense, we lost quite a bit of shadow amps. although i wonder why the base is 6% lower too
sim has like a 7% SoD uptime increase
Due to no silent death (id assume) and less crit in general ye
FW uptime in the PTR sim is like 96% on the live sim it's 99.8% or something
that should mostly affect the shadow damage part not the base, but still god to know.
the gap is quite large tho after all things put together
I mean it would affect the average damage of the physical portion as well
Its like +13% phys dmg
does the html report show FW uptime somewhere?
But ye we probably need some aoe love now after theyve changed BP 2p
yes, but thas only 2% uptime on the 13% difference. So it should be like 2% * 13% which is still much lower than 6. but fair point
7% from RS sim, 8% from nado sim
i guess it's just more rotten procs good?
even though it's only like 1.5 more sod's
Probably just a few uptime things converging
Max da_multiplier is 59.33 vs. 55.56
Min da_multiplier is the same at 14.85
its probably a difference in dance uptime
and the cds arent strong enough to makeup for it
what's da_multiplier? sorry
is that just like combined all buffs damage increase essentially?
direct amount multiplier in sims from base damage
Including CP multiplier, buffs, etc.
gotcha, sounds like a useful metric
so max da_multiplier going up just means it happens to lead to more buffs all converging at the same time
it'd be cool to see where in the rotation the max is hit
we'd wanna put sectec there i imagine
makes you wonder how much of the increase could be achieved with SoD timings
https://mimiron.raidbots.com/simbot/report/oTG2R6fRTDaxv1cNibJhC9
for anyone else curious but doesnt wanna waste time simming this many talents when theres like no chance they're worth it
can do talent combinations in top gear
shadow rupture ticks do get dynamically updated with dance etc, so at the very least it should be a gain to setup a rupture exactly before dance. that way if you do get the proc, its also gonna be buffed by dance amps.
outside of that, just from hitting dummies, forcing a rupture proc as first dance finisher seems to be a relatively large gain. ~5% ish
but you have to setup a 66% proc chance + finality.
Are you sure they do? Do you have a log about that?
I don't really see much reason why they would get dynamically updated. The damage is residual, sourced from a pet, and in no whitelists at all. It also has the Ignore Caster Damage Modifiers flag... There's like four independent reasons it shouldn't... Are you sure it actually updates dynamically from any modifiers? And, if so, which ones?
I just did a few tests, I can log them for you if you want. bascally a 7 cp rupture procced-> did about 87k 5 crit 3 non crits. then I used another 7 cp rupture, dance and sod and afk, did about 150k
ill double check one sec
nvm youre right. it was finality I think. i am dumb 
guess it has to be procced inside dance then
I don't fully know what happens if you get a damage buff between the trigger and the clone spawning though
If the damage is snapshotted when the pet spawns or when the cast first happens
not sure, but im guessing its on the cast. the clone spanshots it and then applies it im guessing.
I can test this. Ill proc the rupture, and before clone goes out ill use embersoul
yep it gets snapshotted on the cast
Ok cool
@coarse laurel did you already change tornado functional, i didn't see it in the changelog (maybe i missed it)
Gear profile for 10.2:
remove source=default if you want to use it in top gear/quick sim.
latest apl, i split it out because i got DM's about people wanting to have it plug and play in custom apl.
Yes
perfect, thanks
missed that somehow 
Bumping this because it got lost in the tier set discussion. https://mimiron.raidbots.com/simbot/report/wvedBPjJKw7UREWCXfQU3e
It does not seem have any effect on dust or non-dust builds, but if you really wanted i guess you could add a check for 1 dust point specced, im not entirely sure how to check for only one point though 
yeah, this one I was mostly trying to force it to hold flag and blades to line up for the 1 dust build. to mostly play 1 dust build as a 2 min build.
which seems to be a gain
thanks!
what did you cahnge
oh i see you referenced the line
The line i qouted, but sec i have something to add to it
Or rather
Changing the <=5 to other numbers
oooh thats a big gain!
also very interesting the 9 thingy.
its probably because embersuols second half is quite weak
so it just prefers to use the first 11 seconds of embersoul and not delay blades too much
Running another check with only the ones that are decently close but 100k iterations instead now
I tried adding something to delay symbols so you could have full symbols during blades, or delay blades/flag for it
But it didnt seem worth it
Forgot to add 10 oups, but 8 def seems like the best option
&(!equipped.ashes_of_the_embersoul|trinket.ashes_of_the_embersoul.cooldown.remains<=8|target.time_to_die<30)
Would be the line fuu, appended at the end of flag
As i said it didnt change anything for 2x dust or 0 dust, but idk if it could cause any problems in the future if we dont tie it to 1x dust
Ye exactly, so that you dont use blades & flag at 1:45 and then end up with your trinket up outside of blades
Guess we should technically include the branch trinket too, not sure if its implemented yet or not though
I did some napking math for double on use
and i dont think itll be good
atleast not when the brand trinket is as strong as it is rn
alright, added it to the latest apl
did not see any losses with a quick sim of ~6 talent combos on 3 fight styles
so seems fine
is the 1 dust build simming higher for you guys than the other builds too?
good idea, i haven't looked at cooldowns with 1x dust rly
give me a second
will re-run the sim
this one did sim rly well for me earlier

