#tc-subtlety
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oh that seems like a oversight
Explains why second dance point wasnt siming well for dust
I think the 2nd dance point is usually not used with double dust
this was specially true when we had torando
@coarse laurel ^
its true even without tornado, like after first dance during blade, u vanish, strike finish and dance is back up
remains my currently top simming setup
but is, with the bugs txt mentioned probably flawed
1 dust swift sims basically the same for me as your top build
oh fair, i excluded swift from the above
true
You excluded tfd too right
I think this ones without ashes too
this is with ashes
but also, im pretty sure that branch nis stronger than ashes
like quite a bit stronger
you got a changelog
moment, ill throw it in the diff checker
i see, you made quite some changes ^^
Yeah maybe, although I don't think it really makes that big of a difference looking at it. This only affects when you have a charge, which you're out of I think all the time other than in the opener.
It's like less than 1k DPS testing it
will take a look tomorrow
rotten and goremaw have some... things that could be better yea
i have been testing without shadowcraft too but between rotten and goremaw i think you would drop goremaw funnily enough
also because it gets a bit messed up unless you use diff vanish timings
that i will test now
Fixed it and re-ran your sim, doesn't really seem to make much difference at a glance. ER vs. Shadow Dance charge is still negative for SD.
that was fast, nice
But maybe something else pops up, idk
You fixed it for tea too i assume ye?
Yes
the code looks like its universal
Maybe good enough if you get both charge things at the same time though
https://mimiron.raidbots.com/simbot/report/kqf8F6E9QTWLgADq4MHC9x
Seems like +0.5%
back to double dance + tea ^^
But ofc this probably will change based on APL stuff anyway, so may need to mess with more stuff either way. Given that it's so close.
I'd probably say giving up Acro is not actually worth 0.5% though
In practice it is probably a larger DPS increase than that
i am still surprised that acro remains such a friction point
esp. given that other class trees don't have it as a dps capstone
The reality is the additional AoE range plus downtime reduction is almost certainly worth even more than 1% on average, I would say. 0.5% seems like not nearly enough to drop it in any realistic situation.
That seems like textbook sim-only gain
ironically probably harder to gain in m+
because dance gains more value with targets
taking acro is 1.7% in dungeon slice
tornado also interesstingly enough is not the play
could be that the tornado lines might need some adjustments
I think the dslice apl/results could become quite different after the set proc chances are changed in simc so i probably wouldnt spend too much time on it rn
Might not be worth it to use it during blades on like 3 targets for example 
yep thought of restrictions to not use it during blades
but not sure, sim will tell when i test it
one that may be a fast win for dust/sepsis etc is a not use snd while on blades
the opener would lose snd for like 1 or 2 secs but then after a strike it should be ok(while in blades you fill cp anyway)
then usual rules would prevent it
ah also add a need premed talented to evade kranling on builds that do not use it
Hm, you are dropping second dance charge for acro? What's % for single target ?
if you are not using dust it is catastrophic
because you cant get second dance in blades
Ah
but slice with dust you can look a bit above
Having and not having acro is kinda big deal I can tell you after testing every boss this raid
well
sending flag on cd and forcing blades on it with vanish plays really really unfun.
maybe its me and i cant figure it out yet but this is not fu
n
that only really happens on minute 1 and then way later tho
not really , the sim is full sending on cd
ayyy
first i need to unkrangle the sepsis/rotten/goremaw opener etc
then do a fast look at ER because it seems like it might do fine
then when everything is unkranled see what do we drop rotten or gore although i see goremaw a bit weaker
for shadowcraft
or maybe
depends what is more of a loss
I mean I would argue that Acro is also more valuable in dungeons than bosses as well so idk
10 vs 13 yard radius is a pretty big distinction.. it's a 70% increase to the area of the circle ๐
i think going CB for slice should be better than dropping 1 dance
it is kinda ok for dust as you get two CB sec techs like on live
for aoe
@rugged solar using the apl/profile from the pins you can get 6.5% by swapping to swift death from nado
https://mimiron.raidbots.com/simbot/report/3Y5hqUw4wMaKD8jYwu3E22
is that worth changing?
ye koji updated tornado

Just the path to swift 
for full st it is fine
i legit dont understand why txt's idea in sims is performing as well as it does.
the more I try it, the worst it gets
ahaha
I mean does it actually give a stack in-game? Given that it's not in the buff whitelist, I'm not sure why it would. Think that's actually a bigger bug/problem to report in terms of it not benefitting though.
yeah it does
ye they fixed it after some builds in ptr
first 2 builds did not have it give a stack
it also got cd changed so maybe it uses diff ID? not sure on that one
they also fixed ER giving 1 stack of dm
quick question about Tea in 10.2 sims: is there a profile that uses it only for the mastery buff?
you can just add a line to tea usage like &buff.shaodw_dance.up
to use it only when shadow dance is active
is this normal?
but why rupt before Flag?
for the snapshot?
2 SS seems fine but isn't it better to flag>finisher ? instead of Flag>build>finisher?
why not strike strike flag rupt?
is it just for the snapshot on rupture?
strike rupture strike should be better usually
im using that in mine too
and the gamba seems to work even if not finality talented
if you already procced on first one you can gamba again on second dance
for another try at a 66% boyer
might need a big brainer one to try and APL that one in tho im too weak
you use rupture during dance? does the proc snapshots?
and else, with finality do you think it would be good to refresh rupture in between the 2 first dances? like maybe a during the subterfuge of your 1st vanish?
ok
yeah I dont see why not it seems fine when I imagine it but maybe i'm missing a whole lot of TC and it's late also..
the one i tried only was strike rupture strike
if it procs not rupture on dance
if it does not rupture in dance
then if it does not proc on that one on the third one is 100%
so you can even rupture later in dance with more DM stacks
ok but overall is it a gain? like you said it's 2.5 evis but does it proc enough ?
33 66 100
proc can do from 200k to 800k
so yea
depends also if you have strong trinket ongoing sophic etc
?? do you mean it is like normalized and will always proc on the 3rd time if it did not proc on 1st and 2nd?
although it may be worth even to try and gamba twice on ruptures if first one procs
yes it is entropic
same as sht
it is also not as convoluted as it seems
like literally can do what i tried and if it is this strong might be worth to just always gamble
I thought for a minute you'd be using only rupture and forget about evis since the proc is so strong. But maybe you do?
nah no way
just once in dance is enough i think
what you can do if you have the 100% ready it might be worth to use it on later finishers in dance for the extra DM power
but uh i will let others break their head im busy enough with sepsis/rotten/goremaw krangles
and it snapshots in dance? cant remember if I asked. In other words do you advise to use it asap in dance or on the last gcds maybe?
Feels like they fixed it in the most superficial possible way if it doesn't benefit ๐
yeah it should be too hard to play around, also is it also 33 66 100 for Evis too?
can we send some letters full of italic red to blizz for their weird fixes?
nah evis is diff
seems like it goes in increments of 20
so 5 steps always procs on 6th
0-20-40-60-80-100
for bp tho it is the millenium puzzle
Since even if it triggers a stack it means we probably don't want to use it in that window since it's gonna just waste a global that could have been buffed
well er and goremaw are usable because they hit harder than strike
backstab tho uuh
that one is buried
what else would you use then?
just strikes if they did less
but well it has some things that get amped like rupture ticks sepsis etc so it is worth
problem is kinda how to use it after opener and in other dance those are the ones that give me more of a problem
it can become quite labyrinthic because of how cds work with blades being 2 and other cds 45/90
Maybe fine if you use it early idk
i solved goremaw now i think
They should really just fix it though
but ER is still kinda ?
There's no reason for it not to benefit
not sure i'm following, are you talking about Evis 2p procs or something else here?
ER is in the whitelist
#1 (id=1033245) : Apply Aura (6) | Add Percent Modifier (108): Spell Direct Amount (0)
Base Value: 6 | Scaled Value: 6 | PvP Coefficient: 0.67000 | Target: Self (1)
Affected Spells: Backstab (53), Kidney Shot (408), Gouge (1776), Cheap Shot (1833), Rupture (1943), Slice and Dice (5171), Shiv (5938), Quaking Palm (107079), Shuriken Toss (114014), Shadowstrike (185438), Poisoned Knife (185565), Eviscerate (196819), Shuriken Storm (197835), Gloomblade (200758), Secret Technique (280719), Secret Technique (280720), Secret Technique (282449), Slice and Dice (315496), Black Powder (319175), Black Powder (319190), Echoing Reprimand (323547), Echoing Reprimand (323558), Echoing Reprimand (323559), Echoing Reprimand (323560), Eviscerate (328082), Sepsis (328305), Sepsis (328306), Shadowstrike (345121), Echoing Reprimand (354838), Rupture (360826), Sepsis (375936), Sepsis (385408), Echoing Reprimand (385616), Sepsis (394026), Rupture (394031)
saved
i guess those two ER is one without reverb and one with right?
then one is without either and last one is ??ยฟยฟ
guess slands one
Lots of false positives in these whitelists because container spells share family flags
Some of those spell IDs are just buff spells
mamma mia
i just noticed there are like 4 more
and we wonder how they sometimes krangle spells
@brazen palm i finally got the gameplay flow of what your sim seems to be doing, its quite neat atually, theres a few optimizations we can try for it later! great job!
a diff checker for txt's apl
also the sim is pverwriting a spell
override.spell_data=spell.195072.charge_cooldown=8500
Thats fel rush
you are fast, i was about to open the spell data
It always procs on the 5th, not the 6th
maye it starts with 20
yea it begins on 0 for finisher 0 then kinda of a phantom number i guess?
but if it cant proc back to back then hmm
let's just say then that there are 6 total floors but you always begin by going to the 1st
and it can't be as simple as?
indeed
and for bp
eleems testing showed:
- 33.5% evi
- 23.2% bp
if you scale it down to 1000 iterations
can possibly swing in this range
guess we are in 14. infinite nine territory then
Evis proc chance is 0-20-40-60-80-100 but Rupture is 33-66-100 and not 0-33-66-100 right?
Rupture is 33/66/100, the other ones we dont know exactly
Apl update ** Latest apl version**
Allow slightly more aggressive thistle tea use with shadowdust.
Change:```ansi
[2;34m[2;31m[0m[2;34m[0m[2;36mactions.cds+=/thistle_tea,if=(cooldown.symbols_of_death.remains>=3|buff.symbols_of_death.up)&!buff.thistle_tea.up&(energy.deficit>=(100)&(combo_points.deficit>=2|spell_targets.shuriken_storm>=3)|(cooldown.thistle_tea.charges_fractional>=[2;45m[2;37m(2.75-0.15talent.invigorating_shadowdust.rank&cooldown.vanish.up)[0m[2;36m[2;45m[2;37m)[0m[2;36m[2;45m[0m[2;36m&buff.shadow_dance.up&dot.rupture.ticking[2;45m[2;41m[2;37m[2;45m&spell_targets.shuriken_storm<3[0m[2;37m[2;41m[0m[2;36m[2;41m[0m[2;36m[2;45m[0m[2;36m)|buff.shadow_dance.remains>=4&!buff.thistle_tea.up&spell_targets.shuriken_storm>=3|!buff.thistle_tea.up&fight_remains<=(6cooldown.thistle_tea.charges)[0m
is there a build/apl that uses Tea exclusively for the mastery buff, out of curiosity?
you can adjust the apl to do that
it is not optimal, this is why the apl line is a lot more complex
so if you want to compare it, just need to adjust the apl
but i assume that the majority of uses will be for mastery
but it seems within error range for most builds interesstingly
could be that we can massively simplify the condition on tea
thanks a lot for your answer and the time you put in it!
tbh it would be nice
because the above is a monster of a condition^^
i currently explore txt's idea of more agressive flag use
I have no idea how the apl works as a whole but i'll try to get into that some day maybe
What i'm wondering is with the idea of more agressive flag use, do you have to reframe the whole apl to have it being included or you just put it there as one of the many options and let the software try combinaisons with classic flag and agressive flag etc ?
there is no automation, every change you make is by hand
because if you want to try Tea for mastery, 'normal' tea, and normal flag and agressive one that's already 4 different builds
so you need to check/evaluate and re-write potentially multiple lines
the thing is, what you mean is diffrent things to evaluate
tea use might not change if you alter flag use, but ofc there is potential
but you might understand why apl changes can take a while esp. if they are more complex
I'm just gonna be over here in a corner crying
@past fable the 35.27% proc rate on 2nd evisc would have less than 1 in 10mil chance to occur if the real proc rate on 2nd evisc was 25% so I think the data you shared rules that out
assuming my script worked and im understanding what a confidence interval is 
dudes out there trying to approximate the maximum likelihood function, solving for the probabilities, just for blizz to rework it next week

ahahaha i wanted to smth a) nerdy and b) a huge waste of time on my last day unemployed
and this fell into my lap ๐
nice^^
congrats!
Hes not looking at rupture
we don't talk about rupture
I think my record is like 5 backtoback procs
oh sorry im dumb. just woke up need a coffee first ๐
My question is really why the effective rate target would be different for Black Powder. Given that the damage is fully residual, I'd really expect them to aim for the same rate for all finishers...
My guess is that you'd cast way more black powders on average
probably to adjust for power level
So they've reduced its chance of proccing to make it roughly align in power level across all spells
probably to keep the tiersets %power be similar in aoe and ST
Which is probably also why rupture has a higher chance, as youre not casting it very frequently
bp proc does about 4-5% of your damage now after chhanges, slightly less than evis in ST
Im guessing its just to keep i consistant
this is 95% confidence intervals on the proc chances at 2nd/3rd/4th evisc
Right but as a percentage is should be the same shouldn't it? I mean, seems odd.
If you adjust downward that just makes the set bonus less impactful in AoE in relative terms
If it was a static value, I could see it but since it's residual doesn't make much sense to me
Well the idea is that its worth X% regardless of wether its on aoe or st
I think thats the goal
I think
they want it to be around the same % in both st and aoe
previously it was like 15% of your damage in aoe and like 6% in st
now its 6 in both
Is it? When I was running 8T sims it was only looking like 4.4% from Shadow Powder and that's even with sims using a 33% proc rate
its hard to tell, for PXB it was like 2% of his damage, when I was hitting 5 dummies it was like 4% bp, 1.5% rupture -> 5.5% ishh
@eager grotto Did you run it on the BP logs yet?
but also 4.4% makes sense, you get a few from rupture (1-2%) , puts it around 6% overall
Yes but that's with sims using a higher proc rate
nah gunna grab a drink and stuff then do it
Maybe the proc counters resets out of combat/when you vanish or something
Since pxb's was a m+ run
i hope not
If I take the same profile from Fuu the other day and run in ST I get 3.7% (Evisc)+1.2% (Rupture) for ST and 4.4% (Powder)+0.4% (Rupture)
And that's with them using a universal 33% proc rate
If they dont then you would ideally spend trash building up your rupture and evis chances before raid bosses 
wasnt this an issue with 1min druid convoke? and then they changed it so that it doesnt reshuffle "deck" during m+
in SL
Lowering the proc rate by a third seems odd
that seems odd because evis is generally higher than that in my own dummy testing
I could probably make sims run BP with the lower average rate for now while you guys continue to work on the ramping reverse engineering
Well, dummy testing will vary due to fewer damage sources most likely, since the profiles have better trinkets in them and such
I will say tho, the rupture parts line up perfectly everytime you look at it and calculate it, so that part is almost surely correct. 1/3, 2/3 and 1
Whereas 35%/57%/91.6%/100% is just bruh
keep in mind the data set is pretty small for trying to find the proc rates at each part of the sequence, it doesnt mean its actually 0-12-24-36-50-50-50-100 for BP ๐ 
no matter how much it looks like it lmao
the first 2 for evi and first 2 for BP should be relatively accurate though, like probably within a few %
i really hope its something more intuitive and the log is just a wild one
Im a little confused how the sim is getting only 4.9% shadow powder at 33%
physical bp is about 26.9, so a simple approximation should be around 26.9 * 0.33 * 0.65 (this build takes all the shadow amps so it comes close to 65% instead of 55 i think), puts it at ~5.79
and if tier was aroun 22% then it woud be around ~3.8%
sectech clones being at 11%, and the tier amping them by 10% means roughly 1% damage from sectech clones, 0.4% from rupture proc, puts the entire 2pc and 4pc to around 5%, idk how to estimate cp values
but yeah one of the tiersets of all time for sure
Yep it definitely seems to reshuffle the deck during m+. I took a random m+ logs of wcl and the red markings are where he casted stealth, ie left combat
oh god ahahaha thats so bad for rupture
VT does not affect it
ah so just dd and db?
for some reason yes
gotta love the amps.
i thought dd applied to rupture
DD doesnt seem to work anymore, its seemingly only DB now
Its only doing ~60% of the damage, rather than the 65% it was doing a few weeks ago
what is 7ths? 14, 28, 42, 57, 85, 100? given the error margin on the later ones thats still plausible with the log
but then that wouldnt explain why evi is so wild if bp and rupture are calm
0- 12.5 - 25 - 37.5 - 50 - 50 - 50 - 100 
what I dont understand is why the first one is 0?
They cant proc back to back
generous answer is they thought it was too hectic ifit procced twice in a row
Or to prevent outrageous highrolling
imagine like 5 b2b shjadow evis in CDs phwoar
oh ๐ฆ
what happens if you proc rupture on 2 globals in a row? does it freak out because it tries to have 2 clones at once?
Nah its just different dots
unironcally if rupture was 0/50/100 it woulda been better
maybe idk actually
nvm scratch that
sounds like #outlaw gameplay
does the 2p interact with RS or it just for the main target rupture ?
only with the main
Following this thread now, moving my convo of the 2pc proc chance WA here. For reference: https://wago.io/qA8sGnyzk
Updated it again to be even more generalized, so now it is simple to add extra events for the deck shuffling / resetting you were seeing in logs, @past fable .
Right now the pertinent things to update are modularized into this set of values
aura_env.spInfo = {
[ 1943 ] = {
icon = 132302,
proc = { init = ( 1 / 3 ), casts = 3 },
},
[ 196819 ] = {
icon = 132292,
proc = { init = 0, casts = 5 },
},
[ 319175 ] = {
icon = 608955,
proc = { init = 0, casts = 8 },
},
}
And passed into this function when a cast or proc is detected.
aura_env.CalcProcChance = function( casts, init, castsTill )
local addedChance = 1 / castsTill
if aura_env.config.procChanceCap then
return math.min( init + ( casts * addedChance ), 1 )
else
return init + ( casts * addedChance )
end
end```
Either of these two can be modified and the rest of the aura will function all the same. Additionally more trigger events can be added to the Trigger page, and added to the event function table to call into various functions for resetting the deck for all or any specific ability, based on whatever you all find from testing.
This currently is assuming a linear scaling of proc chance, but it may not linearly scale, in which case the two sections can be rewritten into more of a hard-coded lookup based on cast number per spell.
I'll be watching this thread to learn what you all find out
oh, interessting
maybe there is a possibility to wave in bs/storm for stacks
during blades only ofc
could be, backstab is like 2k-2.5k stronger than storm.
if ones worth it, maybe the other ones worth it too
goremaw and ER kinda have same effect surprisingly buffing things like sec tech/later evis ramping sepsis dmg etc have some good value
if you dont play TFD maybe you can modify the apl to start dances with 4+cps to emulate it?
apl update first iteration of flagellation/shb related changes.
(needs more work, there is still a noticeable gain to be had for some builds)
can u highlight the changes for me
no rush
The first change is partly just a re-ordering and adding a condition to use flag if blades is not up
[2;36mactions.cds+=/flagellation,target_if=max:target.time_to_die,if=variable.snd_condition&combo_points>=5&target.time_to_die>10&((!equipped.ashes_of_the_embersoul|trinket.ashes_of_the_embersoul.cooldown.remains<=8[0m)[2;45m[2;37m&(cooldown.shadow_blades.remains<=3|cooldown.shadow_blades.remains>=14)|fight_remains<=24)[0m[2;45m[0m
The second change is to allow shadow blades to be casted during the mastery buff of flag```ansi
[2;36mactions.cds+=/shadow_blades,if=variable.snd_condition&(combo_points<=1|set_bonus.tier31_4pc)&(buff.flagellation_buff.up|[2;45m[2;37mbuff.flagellation_persist.up[0m[2;36m[2;45m[0m[2;36m|!talent.flagellation)[0m
the change is a gain for all talent combinations over the previouse one
but it is probably obviouse that the above is not always ideal and i have noticable better results for some specific talent combinations
with more spezialised conditions
just need more time to isolate the changes and put it together in one coherent one
I could be wrong but when I tested it,.it was very time dependant as well, like on a 7 minutes sim, it seemed to be a loss for some builds
the change?
but yes, possible
dust is complex, and getting additional casts can be very valuable
Yeo, the flag change!
There are also a few things to optimize that I couldn't. For example, the 1 minute flag, it vanishes way too late and ends up wasting all of blades
I tried getting it to vanish earlier there as soon as it casted sectech but it wouldn't
thats non dust, moment lets check dust
not seeing a degration/loss with the changes i put in atm
ofc can be more timing sensitive
I'll see if I can replicate it!
But yeah seems like a generally good change for straight burn bosses like rashok or magmorax
just to highlight how much more damage there is with certain talent combos
this is relative gain from the condition i put
would be relative to the old apl line
this should be around the mark txt's changes should be at
but it will change depending on talent setup
so it isn't the same significance, the change i put also was a gain with all talent combos i tested
i don't remember exatcly, would need to look up
i started with isolated testing with test 1, test 2, ....
then after i got the initial change i started with
x, y, z
after that with a, b, c, ....
i am now at m
so quite a lot of changes, i think j was mostly reoving/minimizing the condition
so only one sub part of it would apply
I see makes sense!
should be this as flag condition:
actions.cds+=/flagellation,target_if=max:target.time_to_die,if=variable.snd_condition&combo_points>=5&target.time_to_die>10&((!equipped.ashes_of_the_embersoul|trinket.ashes_of_the_embersoul.cooldown.remains<=8|fight_remains<=24)|(cooldown.shadow_blades.remains<=3))```
this is what im talking about btw. this flag at 1:02
it casts sectech at 1:05 but doenst vanish until 1:15
sorry
i meant blades
it coulda vanish blades'd at 1:05 to overlap blades and flag for all of blades duration here.
tbh what you showed seems good
because the mastery is the important part of flag
and you have ~12 seconds between flag cast and shadow blades
so basically move into the mastery buff with your cooldowns
what does not seem too bad
I was thinking why not blades earlier so that all 20 seconds of blades is covered by the flag mastery buff. because even while youre ramping the mastery, youre still getting stacks no?
sure
so like from 1:05 -1:15 youre still gaining stacks, and can use those. but what the sim does ends up that, flag mastery buff ends at 1:22, exactly after first dance it sends
although whats interesting here is this
it sends another dance at 1:28. blades lasts until 1:35 so its gonna cover almost all of this dance.
so blades covers 2 dances with 1 dance being also covered by flag.
flag covers 2 dances, with 1 dance being also covered by blades
idk which ones better, above, or having 2 dances covered by both blades and flag
oh and last thing that seems weird to me is how low impact blades seems.
here, the sim sends a flag without blades at 2 minutes. vanishes after first dance, and dances again. the peak here is around 300k
but then at 3 mnutes, the sim has blades again, similar as 2 min but now it has flag synced with flag.
and the peak is 340
seems quite low idk
Yeah I did think about subterfuge too. I just wasnt sure which one would be worth more.
btw just wanted to see blades power
and uh
flag seems stronger as a cooldown than blades I think
this above is flag, with peaks being around 240k
and this is no blades. with flag peaks around 280k. it runs out of vanishes eventually since its spamming it every 1 minute so it starts to dip a little bit even the lower peaks are now the same as blades only peaks
didnt check but is not refreshing snd inside blades inside?
I love how the player straight up dies after ~6 min with that setup. Taking net loss of 2.8k hps/s
also after raid i will put some things but i will need a bit of help to APL them fast recap is: getting rupture on first 3 abilities on opener goremaw sepsisi with PV/SoD rotten if possible
will help with some logs too
@past fable @remote sparrow
highlight of the highest improve, a lot of combos will be lower
i feel like i wanna delete this spreadsheet because of how 4 has fewer procs then 3 and also fewer than 5 on your giant log lmao
very strange pattern indeed.
Unless there's some other weird reset event happening, like some global ticker or some external buff that resets it
yeah this looks really odd.
i think the probelm rly is sample size
probability to reach e.g. 8 or 9 is very low
so you don't have enough data to aggregate
Well but you have to look at each column independently
fuu this sample is from 5000 casts of bp
Not a great amount of samples at the higher counts is more the issue for determining the pattern. Overall rate is probably fine.
the casts of 4 are only 670, so sample size at 4 is only 670
yeah but 4 and 5 is wild fuu
thats pretty big samples
95% confidence interval puts 4 at <31% and 5 at >41% proc chances
yeah the sample size is fine.
(for the smaller sequences)
it is definitely too small at the end
And I mean this is what I was saying in the other channel
It could be possible to go up to 10
we just don't know because we've only had 3 chances at 9
APL UpdateDust iteration:
Damage gain between 1-2% on good setups, worse case neutral change.
Modified/changed line:```ansi
[2;36mactions.cds+=/flagellation,target_if=max:target.time_to_die,if=variable.snd_condition&combo_points>=5&target.time_to_die>10&((!equipped.ashes_of_the_embersoul|trinket.ashes_of_the_embersoul.cooldown.remains<=8)[2;37m[2;45m&cooldown.shadow_blades.remains<=3|fight_remains<=28|cooldown.shadow_blades.remains>=14&talent.invigorating_shadowdust&talent.shadow_dance[0m[2;37m[0m[2;36m)[0m
eh, i mean thats how likelihood methods work. if you do something 1000 times. and you only witness an event once, then the likelihood is 1 in 1000. ofcourse its a little different here, but the idea is the same
Yeah no reason you couldn't unless the data collection method was different
what koji mentioned
I mean it's an error of ~5.5% at 6 casts and ~8.5% at 7 casts so given that's significantly higher than the observed differences between them, it makes establishing the per-cast pattern pretty difficult
Like, if your 1k BPs didn't account for the proc delay whereas txt's did, you wouldn't want to combine them.
they both take the delay into account
i did some playing around to find the most reliable way to do it, no guarantees its perfect though
fair enough
but i couldnt manually spot any errors
So.... back to the mines with generating data? This just becomes our hobby for the next 3 weeks is sitting on the target dummies for hours on end 
It's only 4% error at the 5th cast point and 3.3% at 4th cast so those are fine
yeah up to 5 looks good enough to make some judgements on
not to get exact proc rates ofc
but to discuss
It's a strange pattern regardless though
maybe its not as strange
looking at the error margins its almost impossible that its lying about the weird 3->4->5 pattern
How was the data gathered?
maybe its just steps
12.5 - 25 - 25 - 50 - 50- 50 - 75 - 100
txt smashed a target dummy
Could be
I'd imagine it's something like 10/25/30/50/60/?
Theyre probably gonna change it and make all of it redundant anyway 
MAYBE EVEN THAT
sry, caps
Any chance it dropped combat, or there was some extra delay between finishers or so?
Still odd but yeah

not sure cause manually checking exactly what happpened in the log would ouch
Afaik, no logs I've checked had it on the first event, so there's likely something that resets it
But something like this is possible too, it's hard to say
we think the chance of first event is 0
someone could (or I could after dinner) get script to check if there was any long gaps in the log but I think its continuous smashing pretty much
for the sequence
There's no combat log event I know of for dropping combat? Only PLAYER_REGEN_ENABLED but that's a separate event, not sure that would show in logs or not?
He has the first attempt as 0 on all of em (thats why they start with a 2). I dont think theres anything that resets the sequence when hitting dummies. In m+ there seems to a lot of things resetting it though
Well dummies are.. a bit odd at times when it comes to combat
Does removing the tier set reset it?
took me way to long to work out these lines
I guess cp spent shouldn't have an effect, since the bonus scales with finisher damage and finisher damage scales linearly with cp spent.
id be very surprised yeah, theres no tuning reason it needs to care about combo points
and rupture doesnt
If it's confirmed that rupture's CP doesn't impact the proc chance, then I wouldn't think the CP spent would influence it
But if that's not confirmed about rupture... there's no reason otherwise that CP couldn't impact it...
seems fine, but also not a damage win
it is to avoid the krangle i've seen in some sims will check later
it basically did not matter, so if you want to skip snd during shb, seems fine
this is what I got so far with yuor line added in fuu
early refreshes for snd also didn't seem worth it on a quick look
yes, probably better to completely re-visit at some point
instead of putting multiplieres
actions+=/call_action_list,name=finish,if=combo_points.deficit<=1+buff.the_rotten.up|fight_remains<=1&variable.effective_combo_points>=3
This line is also some remnant of a past APL isnt it? Im not even sure what its supposed to do
I assume you checked the 1 dust setup for those flag lines fuu? And they showed up as positive/neutral?
Because now the CD usage of the 1 dust setup looks kinda horrid, it uses flag at 1:17 and only get like 15-20 stacks on it, then it blades at the like 3 last seconds of it
Nah im not saying youre wrong, but it looks kinda horrible to use it and not even be close to getting max stacks
So theres probably some more stuff to do with the APL
i didn't specifically test a lot of one dance builds
moment, let me check sth
at least for this dust setup, it wasn't a loss
but feel free to plug your own talent setup and report any finding
one dust could have some edge cases
No im not saying youve done anything wrong
But like, sending a flag with 4 finisher in it total (across the entire 24 seconds) to get an extra use across the fight
Is surely not worth it
it can be quite krangled
its just because dance isnt too strong
but flag is somehow
as long as u cna get extra Sectech + flag casts its probably good
Just napkin math getting a single flag during blades should be significantly better than 2x of those 14 stack ones because you use way more finishers in the blades one. So im a bit baffled as to why its showing it as a gain
Except for rupture ticking damage i guess
Ill look more into it tomorrow
are these 14 stacks only for 1 dust builds?
ah makes sense. ill try it out lter today to see if i can replicate ti
When I looked at those reports, I really didn't see this wrt a reduction in hitting the max.
'
"new" one seems to just have higher stack persist uptime in general even of max stack
Tornado seems to be a win over VT on 5+ target. but a loss on lower. I tried adjusting it for only tornado during blades if targets >=6 but wasnt really a gain in dslice
Ye it seems like the one i was looking at specifically was kinda unlucky. The entire point of the 1 dust setup was to play it like you'd play a non-dust version except you get 2x symbols during your blades burst and now when it just desyncs it like this its effectively just a worse version of 2x dust since that setups has things syncing together significantly better. I was seeing roughly a ~0.9% loss with the new APL with ashes equipped, but that was mostly because it was missing an entire use of the trinket (since the times where you cooldowns line up didnt happen as often the trinket just wasnt being used) and if i changed ashes back to something simple like just use it during dance it was about the same as the old apl, despite it missaligning pretty much everything
quick question: do the new apls try to delay dance to wait for Sectec cd to come back up?
in part yes
The low-end of Flag CP is lower, I did notice
But the high-end is also higher
Which is interesting
So the average ends up being a fair bit higher, but the low rolls are definitely lower
The range of min/max Flag CP even in the baseline is kinda shockingly huge lol
It gets more uses out, so it makes sense that the uptime is higher on most things
update Danse Macabre optimizations:
- Gloomblade/Backstab during Dance for DM stacks (with blades)
- Storm optimizations
- Strike optimizations
Modified/changed lines:```ansi
[2;36m...
[2;37m[2;45mactions.stealthed+=/backstab,if=buff.shadow_dance.remains>=3&buff.shadow_blades.up&!used_for_danse&talent.danse_macabre&spell_targets.shuriken_storm<=3&!talent.the_rotten
actions.stealthed+=/gloomblade,if=buff.shadow_dance.remains>=3&buff.shadow_blades.up&!used_for_danse&talent.danse_macabre&spell_targets.shuriken_storm<=4[0m[2;37m[0m[2;36m
actions.stealthed+=/shadowstrike,if=stealthed.sepsis&spell_targets.shuriken_storm<4[2;45m[2;37m|!used_for_danse&buff.shadow_blades.up[0m[2;36m[2;45m[0m[2;36m
actions.stealthed+=/shuriken_storm,if=[2;37m[2;45m!buff.premeditation.up&[0m[2;37m[0m[2;36mspell_targets>=[2;37m[2;36m[2;37m[2;45m4-(!used_for_danse&talent.danse_macabre)[0m[2;37m[0m[2;36m[0m[2;37m[0m[2;36m
...[0m
New apl attached.
100% not cherry picked sim to show impact.
https://www.raidbots.com/simbot/report/oXMsq1kw8Aiz7YjoE8sdgK
Dps increase on ST is mild and will depend on the talent setup.
Expected impact somewhere in the 0.x% range
possibly something like:
- actions.cds+=/flagellation,target_if=max:target.time_to_die,if=variable.snd_condition&combo_points>=5&target.time_to_die>10&((!equipped.ashes_of_the_embersoul|trinket.ashes_of_the_embersoul.cooldown.remains<=8)&cooldown.shadow_blades.remains<=3|fight_remains<=28|cooldown.shadow_blades.remains>=14&talent.invigorating_shadowdust&talent.shadow_dance)
+ actions.cds+=/flagellation,target_if=max:target.time_to_die,if=variable.snd_condition&combo_points>=5&target.time_to_die>10&((!equipped.ashes_of_the_embersoul|trinket.ashes_of_the_embersoul.cooldown.remains<=8|talent.invigorating_shadowdust.stack=1)&cooldown.shadow_blades.remains<=3|fight_remains<=28|cooldown.shadow_blades.remains>=14&talent.invigorating_shadowdust&talent.shadow_dance)
```could work.
btw. just to get feedback, is the highlight helpful or is a diff like the one above this post prefered.
I personally like the idea of the highlight as i can mark the specific change.
Highlight imo
this change is also optimized for non danse, i like to pretend that we can skip the talent node
Maybe we should shift it into a "trinket variable" or something instead since if theres other trinkets that alter the use-case of flag (branch/mirror?) then the line is gonna get real clogged up with text that "doesnt matter"
Cant test for branch yet as it isnt in simc, but jsut a thought
think thats a good idea
probably not worth since the other capstones are so weak, but have there been any thoughts/apls done with no DM?
It was like a 11-12% loss last time I tried
hmm sad. okay just wanted to ask. kind of figured as much
i guess DM is our crackshot
as mentioned, the lines i added/changed have conditions to work without dm correctly too
so there is no loss from apl changes that only consider dm
where can i read about the !used_for_danse variable? not seeing it initialized in the apl
its not a variable
it is a function that checks if the ability was used to generate a DM stack
it will be fulfilled once it created a DM stack
pretty sick, most of the tools dont seem to be smart enough to self reference like that
very cool
i asked koji to add it to allow more control over DM stacks in beta
he did back then, and it hunts the apl ever since ^^
im sure it's proved its worth many times
what is the variable to check for at least 1 dm stack on the stack count?
buff.danse_macabre.stacks>=1 ?
there's always a more elegant idea, and it's always fuu's
haha not always
i did handle all stacks with
buff.danse_macabre.stack>=X```before we had the new condition
the condition just gave a lot more fine control
(my point is, you can even without it play fairly well around stacks)
couldn't find a situation where it mattered, but changing
actions.stealthed+=/backstab,if=buff.shadow_dance.remains>=3&buff.shadow_blades.up&!used_for_danse&talent.danse_macabre&spell_targets.shuriken_storm<=3&!talent.the_rotten!buff.the_rotten.up
is at least even for rotten builds, and maybe there's a world where you'd wanna press backstab for another reason with rotten builds in dance, so might be worth changing /shrug
its within error range
also it starts to become a damage loss quick
change the sim to two targets
or change talents, a lot of combinations with bs + dm are a loss
0.3% gain on 2 target
i did try it but it wasn't a gain after the other changes
&(buff.perforated_veins.up|!talent.perforated_veins)
Appended at the end of the sepsis line, theres almost surely more things to look into here as its currently wasting dust cdr on sepsis for it but i didnt find any clear way of solving that yet. Theres probably some more you could do with PV in general and casting shuriken storms to allow it to hit better spells (like goremaw/sepsis/er) but for now this is what ive found.
ye idk, 1 target: https://mimiron.raidbots.com/simbot/report/6V4dgTEueuxNfbMCKgeRSU has it even with these random talent choices (not sure which talents you were referring to fuu) and 2 target: https://mimiron.raidbots.com/simbot/report/6e4PTZ1BCWdfPfGMC9ZWnn is similar but with an actual gain for the base build in the pins
yea in my tests hitting sepsis+goremaw worked the best
with rotten
did test it again
seems like some other change (possible strike) did fix the issues i saw in the isolated test
so you are correct, can be changed to butt.the_rotten.up
hehe u said butt
as its currently wasting dust cdr on sepsis for it
wdym
dayum that is a weird one yea
Its not weird, if i wanted it to use it before you'd need to cast 4 backstabs before bursting, which seems kinda terrible
But ye, idk maybe worth it
at some point, sending it without pv would just be worth getting it on cd no?
idk if you tested that
Doesnt seem worth it
sure doesnt
only on opener you would ever send sepsis without PV
that is what i was thinking
But yes, i did try the most obvious solution before posting
in a world where you play GB, Rotten, And PV, it seems like you should only gloom in dance while avoiding consuming pv and rotten, tiny difference for a wack build tho lol
https://www.raidbots.com/simbot/report/3sT5ryDwXaWDQRmetP13zj
https://www.raidbots.com/simbot/report/6jgetedCuVwsFjCFR4JKUe
https://www.raidbots.com/simbot/report/uG234fu3T644VVS8UU57Qs
https://www.raidbots.com/simbot/report/bmWhTZyRn9P1BirypdqCm3
https://www.raidbots.com/simbot/report/4cbQXkeA8SUrSK6v14cJZk
https://www.raidbots.com/simbot/report/meBnKQ4qfo71MgAbcqr1tZ
https://www.raidbots.com/simbot/report/fqeynmhh61LJ2f8zRVWWjp
https://www.raidbots.com/simbot/report/f7QZvdaJXKzbtaQh64s7Pg
https://www.raidbots.com/simbot/report/avqyXhE824Ykwb6innSZhA
https://www.raidbots.com/simbot/report/wVw3FPhCtLBWT9Vf9pMTpT
https://www.raidbots.com/simbot/report/1rM9rMhpY1MmrmvthsyjmG
https://www.raidbots.com/simbot/report/eaADmESh3zuxvTYXG8ZtPs
https://www.raidbots.com/simbot/report/tk6NsnL1dzYqCHAnTkcEBk
the finisher change with a lot of profiles, it is not always a loss. 1-2 profiles have it as a marginal gain
but some are
this talent combo
lets see if thats suefficient
https://www.raidbots.com/simbot/report/c3PEvpDEDM7HnPNHdDTRj3
https://www.raidbots.com/simbot/report/ub5B1kbFxpY3KxdCE2bWYV
https://www.raidbots.com/simbot/report/vLcA1Z5uwJDLrfMYiby7Cd
https://www.raidbots.com/simbot/report/tTgXDg9bcnhf4rNDWNfgk7
https://www.raidbots.com/simbot/report/p3wbiuNN8eUsfcUdWgeyeC
https://www.raidbots.com/simbot/report/wDJrNTZ1NKUKXusoJYJtKG
https://www.raidbots.com/simbot/report/cP8mYx1WTdWD6qgKDMwEXo
https://www.raidbots.com/simbot/report/c78sQqoepfAUdf6PcyU6Z6
https://www.raidbots.com/simbot/report/4uhrDS4kHifviBnwJdPDdJ
https://www.raidbots.com/simbot/report/1w8JbzRBK3eZXWW2vjarh9
https://www.raidbots.com/simbot/report/jv8vCGKUQj6GBi8LM44aez
https://www.raidbots.com/simbot/report/jSuGJC6hEsggAgaFy4LY9E
https://www.raidbots.com/simbot/report/wXZB6FDqMH7a15QsVzat1c
https://www.raidbots.com/simbot/report/mmajV7T1jDHWoA2w9bk9ZY
still a loss in the highlighted sim
i didn't look too much into it, so maybe if you look a bit closer to what its doing you find sth
possible
the change seems fairly low in impact in general
but its an interessting area to explore
i do like the idea to be more dynamic with secret use
that seems wrong for sure
quick tested 2-3 ideas but the simple one you put seems good to go
How about adding a rotten condition to sepsis as well. So only sepsis with pv and rotten up
nope
i have a line that beats eleems change, but thats with more targets
something he likely didn't explore
Ye couldnt get anything with rotten to be worthwhile
I didnt check multiple targets no
in case you were wondering, (ignore the second profile, i was testing only a rotten build) still a loss when only increasing dm requirement during blades, where rotten builds can press backstab within margin
this is what the two dances in blades ended up looking like, in the opener*
currently investigating in vanish
maybe fixing vanish will make the losses dissapear
or the condition needs to be smarter
seems like it also leads to some dances having multiple evis's before the sectec, so you're losing damage from not having the sectec dm stack for the second evis (as opposed to going evis-sectec-evis)
that sounds like a 11/10 tier headache LOL
What does each test correspond to?
tests are growing ^^
i only have a list of talents that i used for testing, tho i am sure most combos are outdated and likely won't end up as the final choice
e.g. talent combinations with shuriken tornado on st
Just to state this, it is typically better for testing to have a mix of talent combos to cover a wider range
Any further development in the BP proc chance? About to do some misc weakauras updates, probably going to update the tier WA to do a bucketing of cast rather than linear scaling, only for BP, keeping the linear scaling for rup / evis
still no idea what the actual proc rates are
Also realizing my current logic will also count shadowcraft fills as procs 
There's no way to differentiate a shadow craft 7 point fill, and a proc + 5 point shadowcraft fill by CP alone, they look identical, so have to take contextual info (sht stacks, or energize events (which shadow techniques does do, thankfully)) into account
back to the mines...
haven't had as much time as i wish today for sims, but running at least some experiments before raid
good reaction
i actually need to integrate the sepsis change from eleem
and see if it changes the result
(tomorrow tho, as i am in raid now)
Question if anyone has seen it in logs, does a Rupture/Evis cast being parried/missed somehow increment the deck stack?
Right now I'm assuming they don't
but realized I have to account for misses because they could lead to false positive procs on CP refunds
(Also does anyone know of any target dummies that can parry I can test against?)
the raid one should parry in front
i dunno if i am doing it correctly but following build seems to be simming highest for me BUQAAAAAAAAAAAAAAAAAAAAAAAAEEAAAAAASLJJlERSKNHQICRSSSISJSSSrlkIJJAKRAAAAIBB
i just cooked the build with what i like - 1dust and sepsis
yea sepsis is not bad but also other things still need looking into
doesnt seem like it for me
and tbh if you go no vigor i think ER is better
man, i must be doing something horribly wrong with the sims then
Also replicating is almost going to be bis I think when sims are updated reflecting changes. Rupture is smacking
yea chances are even in dust i would change PE to replicating if it stays like this
maybe it has been asked but did anyone try linking the proc chance to the number of target hit? like for example 1 target = 5%, on a 5 target pack the proc chance would be 0-25-50-75-100
No idea, i'm still trying to find someone on ptr to dodge/ parry me but every war / rogue I whisper says "no" or doesn't respond
Raider's target dummy doesn't seem to parry me at all
I see, if you happen to an other session on the aoe dummy stack tell me if it changed significantly
why do you want to be parried?
I want to know A) the exact pattern of Spell cast, spell miss events, and how those relate to Energize events or CP when used with a finisher (i.e. parry refunding CP) and B) does a parry / dodge count towards stacking the deck and incrementing the proc chance. I assume B is no but... you never know with this stuff
I just wish I had a training dummy that would parry me reliably
Or.. at all
well I think getting parried still gives you Finality buffs so as you said you never know
if you have another account you can log in with some warriors and have them pop die by the sword
that is what i did when i had to test sometimes things
and of course rogues for dodge
outlaw works too for parry i think tho
I don't have multiple accounts
I'd like to help you but I'm battered for today and I cant make any promises for this week, sry
Nah no worries
Having a player do it is also just less reliable than a dummy because idn how long I'd need to test, to reliably get enough data for B above may take a lot of RNG to figure out
A) is easier to get, just a few tries
I was able to get the Parry data I needed for incorporating misses. However, was not able to test if misses stack the deck or not.
Either way, I updated the weakaura to handle misses and also incorporate the Step-based logic based on the most recent data. I have a toggle option to swap back to the linear scaling behavior for now. I just picked numbers that mostly aligned with the research data, for now it isn't set in stone anyways, but I wanted to get the structure written and the values can be updated later.
apl update Higlights:
- Aligning sepsis to PV is a gain (credits to eleem for the change) -- there are potential more optimizations for multi target in the condition.
- Improvements to Vanish use for shadow dust.
- small correction to Backstab in Shadow Dance for DM stacks.
Line changes:```ansi
[2;36m...
actions.stealthed+=/backstab,if=buff.shadow_dance.remains>=3&buff.shadow_blades.up&!used_for_danse&talent.danse_macabre&spell_targets.shuriken_storm<=3[2;45m[2;37m&!buff.the_rotten.up[0m[2;36m[2;45m[0m[2;36m
...
actions.cds+=/sepsis,if=variable.snd_condition&target.time_to_die>=16[2;45m[2;37m&(buff.perforated_veins.up|!talent.perforated_veins)[0m[2;36m[2;45m[0m[2;36m
...
actions.stealth_cds+=/vanish,if=[2;45m[2;37m([0m[2;36m[2;45m[0m[2;36mcombo_points.deficit>1[2;45m[2;37m|buff.shadow_blades.up&talent.invigorating_shadowdust)[0m[2;36m[2;45m[0m[2;36m&!variable.shd_threshold&(cooldown.flagellation.remains>=60|!talent.flagellation|fight_remains<=(30*cooldown.vanish.charges))&(cooldown.symbols_of_death.remains>3|!set_bonus.tier30_2pc)&(cooldown.secret_technique.remains>=[2;45m[2;37m10[0m[2;36m[2;45m[0m[2;36m|!talent.secret_technique[2;45m[2;37m|cooldown.vanish.charges>=2&talent.invigorating_shadowdust&(buff.the_rotten.up|!talent.the_rotten))[0m[2;36m[2;45m[0m[2;36m
[0m[2;36m...[0m
New apl attached.
cherry picked highlight of the dust change:
sim
and yes, i ended up with a lot of test cases ^^ 20+
will end up for most talent combos below the above point
0.4-0.9% for most, a lot of neutral (within error range) combos
tested with ~16 diffrent talnt combos
so hope i haven't missed anything
update Small fix for dungeon slice
[2;36mactions.stealth_cds+=/vanish,if=(combo_points.deficit>1|buff.shadow_blades.up&talent.invigorating_shadowdust)&!variable.shd_threshold&(cooldown.flagellation.remains>=60|!talent.flagellation|fight_remains<=(30*cooldown.vanish.charges))&(cooldown.symbols_of_death.remains>3|!set_bonus.tier30_2pc)&(cooldown.secret_technique.remains>=10|!talent.secret_technique|cooldown.vanish.charges>=2&talent.invigorating_shadowdust&(buff.the_rotten.up|!talent.the_rotten)[2;45m[2;37m&!raid_event.adds.up[0m[2;36m[2;45m[0m[2;36m)[0m
subtlety = pre fix
old = pre change
test = with fix
sim
Updated some gear with embellishments that arent boots+toxic (and updated the crafted gear to be 486 instead of 483). I simmed with 50% blue silken lining uptime and it was roughly the same as shadowflame so i decided to include that instead of linen as the uptime is rather varied across bosses (probably gonna be above 50% uptime though, especially during blades but
). So embellishments are sporecloak+shadowflame. Im assuming theyll do another tuning pass for embellishments but who knows
oh nice
also thanks for reminding me that i need to updat the gear list in #tc-research
that vanish line is insane, thanks for all the effort put into that holy moly
god bless excel eh
:3
is fairly easy with a text editor
you can just search and replace
it is literally what i did yes
that is a wao
lul let me check if at least it didnt krangle it somewhat
ah still krangled now it got used second global ahaha
[2;36mactions.cds+=/goremaws_bite,if=[2;45m[2;37mvariable.snd_condition&[0m[2;36m[2;45m[0m[2;36mcombo_points.deficit>=3[0m
well a beginning to greatness
first or second global in dance so it gets the rotten buff from before man ptr is down
because it makes no sense to waste your initial stealth attack like this
but you kinda want to do strike rupture blades sod sepsis flag Dance+finisher(idk if rupture or evis, rupture may be a thing with the tier thingy)
the above removes it
then goremaw
Tornado doesnt give a dm stack ingame either does it?
but yea we take that 0,1%
Unless it was changed recently
so its strike-gmb
yea but ideally you want it on dance and rotten value
same reason as changing sepsis so it is used third global
And ye nado didnt consume rotten until this week
Either way good finds 
and stealthed too so it gets NS snap kinda?
Ye it does more damage, but it also uses it 7.3 times instead of 9.5
but maybe, lets try the later secret change
For the most part though anything i tried that delayed goremaw didnt show up as a gain becuase the cd is so short
yea i will check it more so it does not get krangled
in my tests i used it almost at cd too but with good amps
it did around 6-7% dmg
but actually am i blind i don't see the change
oh wait found it
interessting
i assumed the gwb in dance would make a gain not a loss
with secret as a later finisher
i will check later uses in a sec
i think it may krangle with vanish timings
ok second use got krangled
also it for some reason vanished evis
then the second dance did not have goremaw
i think i know why one of the conditions was premed up
might want to change it to DM 1-2 stack
how can we try that?
because sometimes you dance finish
Goremaw isnt up until 19
cooking in progress

It doesnt have sepsis shadowstrike, so yes it vanishes 2 globals earlier
ah it is also not using the free strike from sepsis after dance
guess my first cook was fine, 2 was a loss so i removed it
yea first time to unkrangle sepsis on opener a bit
Nothing i tried with rotten for sepsis came up positive
yea it has to be an opener only thing
then the normal PV and rotten conditions shoudl be fine for later
Not that either
^ would need to double check this with other talent setups too, esp. non dust
i mean it is losing so much from not using it on pull
even vanishing first
is there any fight lenght condition?
think i can sneak a sepsis stealthed action if subterfuge+ns talented rotten blades up and combo points 0 that may make it cast as third global but never again
fight_remains
now how to make it strike rupture sepsis kinda
might mess up after a while let me see
ok here it krangled
used sepsis with 3 PV and no SoD
yea using it as 2nd global
Trying to line up sepsis with the rotten just always ends up as a massive loss
Maybe it still doesnt work with or something
ah true it didnt dance
might need to ask koji maybe it fell through the gaps
or it is calling old rotten?
that is ded now
also yea what txt said is true it dances at 7 secs for some reason
you can always force it to only sepsis with rotten up or pv up and check the sepsis avg dot damage compared to a sequence where it never uses sepsis with rotten or pv up
ah there is no rotten condition and goremaw didnt have the new dance thing on the last one
yea might as well check what armin said
Yes i did
does it work?
did the dmg go up or stay the same
as in rotte/pv
i think you also need a condition on SoD
because you have to hold it for a bit sometimes
like at 1 min
and later too
I mostly think its because the biggest part of the rotten (the crit) is completely wasted on sepsis
https://mimiron.raidbots.com/simbot/report/oboDMyNu5mH7UjJadYepC2/simc
Here you can see it benefits from it
that is so cursed how is sepsis doing 1% of dmg
Because it very rarely has it up at the same time
but yea for fight remains do i need to use a % or a number?
Number
But just doing napkin math a crit+35% on shadowstrike is just more valuable than buffing sepsis by only 35%
really? because assuming strike has a 50% crit hance itself i feel like its kinda w/e
yea i do think with the way we have high crit and also lethality+sepsis inherent high AP scaling
should kinda blow it
oh no sepsis is turbo bad imo. but rotten even n strike is w/e i mean
Sepsis is worth slightly more (~25%)
i mean this AP is no joke
well and even if it is not worth not using it before a vanish is always a big kranlge
will check it more tomorrow when i can go nightbat mode
i mean thats kida the damage of like maybe 1.5 eviscerates?
including mid mastery
but even untalenting rotten and just using it with PV should be at least 5%-6% of total dmg
and we dont even break 4%
so just trial and error thingies
isnt evs now 24 per cp? includin the 2nd hit ad buffs and masery its very similar ap as ths 1.5 min cd
possible but that is having mastery as an extra thing sepsis also has lethality and extra crit and PV at least to kinda make it better
not saying it is a super button tho
just compared to other talents it should be better
probably would with the changed gwb line
Rotten should work for Sepsis. I added specific value for it for the damage component
double composite_persistent_multiplier( const action_state_t* state ) const override
{
double m = rogue_attack_t::composite_persistent_multiplier( state );
// 2023-10-08 -- Sepsis is now scripted to snapshot Perforated Veins and The Rotten
if ( p()->buffs.perforated_veins->check() )
m *= p()->buffs.perforated_veins->direct_mod.multiplier;
if ( p()->buffs.the_rotten->check() )
m *= p()->buffs.the_rotten->direct_mod.multiplier;
return m;
}
I didn't put anything for snapshotting the crit benefit but the last log I saw it didn't seem to have 100% crit on all the ticks? If that has changed, I can change the crit snapshot.
I'm not totally sure what this is referring to.
Unclear what interaction you're seeing with Goremaw here, Goremaw shouldn't really have anything to do with this?
Isn't that just Premed?
Even from raw Stealth? Seems like that would be a bug if opening from Stealth with Goremaw is resulting in not getting a Premed buff for the next global
Certainly possible I guess, but maybe would be good to double check
I'll mark Premed as NEVER_CONSTANT so it shows up in the sequence better
Since I think it is present in the precombat so gets detected incorrectly as permanent in the sample sequence
Yeah, probably changed when they added the stacks although I thought damage_buff_t defaulted to non-stacking behavior
Ah, it defaults to true now
Yeah easy fix
Sepsis works since it uses the mod directly
Since it's not in the whitelist
For the other stuff, does tornado storm correctly remove the buff now? Before it had issues since it's set up not to trigger procs, which included the proc removal.
Danse doesn't work since it's a background spell, but again it previously didn't proc this so I can find a way to adjust this if it does now
Guessing he must have changed it recently to act more like a foreground spell if it's working with this stuff now
Ok, I'll have to mess with some stuff since this is set up to just not proc things in general. Used to be it literally could proc nothing. Not even simple RPPM stuff worked
I'd be interested to know if it can proc things like RPPM damage trinkets, poisons, etc. now
For DM, does this just count as a Shuriken Storm cast in general (e.g. if you already hardcast Storm, I assume it doesn't add additional stacks)?
Since it's the same spell ID, I'd assume it just works the same but wanted to double check it was not scripted
It does not snapshot the crit no
it is a conditions thing not a problem with spell data
I'd also be curious if the changes to storm changed stuff like this
// 2023-01-31 -- Tornado-triggered Shuriken Storms do not activate 4pc
if ( p()->set_bonuses.t29_subtlety_4pc->ok() && state->result == RESULT_CRIT &&
secondary_trigger_type != secondary_trigger::SHURIKEN_TORNADO )
{
p()->buffs.t29_subtlety_4pc->trigger();
p()->buffs.t29_subtlety_4pc_black_powder->trigger();
}
As well as poisons, etc.
2pc also had an exception here
register_consume_buff( p()->buffs.t29_subtlety_2pc, p()->buffs.t29_subtlety_2pc->is_affecting( &ab::data() ) &&
secondary_trigger_type != secondary_trigger::SHURIKEN_TORNADO );
shadow_eviscerate_t( util::string_view name, rogue_t* p ) :
rogue_attack_t( name, p, p->spec.t31_subtlety_2pc_eviscerate )
{
base_multiplier *= 1.0 + p->set_bonuses.t31_subtlety_4pc->effectN( 1 ).percent();
}
Not sure why that would be, last I checked it looked fine. Maybe some index has changed. I'll debug it after this.
VT is not supported
Since it didn't work last I heard
DD should work fine?
// 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;
It got changed to not work with dd like 2 weeks ago (2p evis procs that is)
Vt doesnt work either, only DB
Ok. Seems like he probably changed it to work more like Crackshot and Fan the Hammer where it acts like a foreground cast
You mean it expires even if you open with say Eviscerate? Or just is an issue with Goremaw?
That seems very not right ๐
Premed used to have a lot of issues like this in the past but thought most of them had been fixed long ago
I presume that also affect the CP Gen component if snd is already up and you do the same thing?
I think thats how premed has been for a while. the buff itself only persists as long as stealth persists. once you break the stealth unless you consumed the buff, it goes away. atleast afaik
I think @past fable said earlier that subterfuge grants ns
Yeah it does in the PTR
yeah it gives ns in ptr. but doesnt exactly count as stealth i think
so no premed
Definitely seems like an oversight though that Premed wouldn't survive into Subterfuge
btw koji
could you explain the evis 2nd hit having its own coefficient again thing
like is this the idea behind it?
After entering Stealth, your next Shadowstrike
Really doesn't imply that it should expire, imo. It's just without Subterfuge, typically you wouldn't be able to cast Shadowstrike without also being in Stealth
But with Subterfuge imo it really makes sense it should stick around
I mean the spell data looks exactly like it used to be before the changes the other day
Someone will have to test more but it almost looks like it was just reverted to work how it used to work
somethigns very diffeent
But who knows
Probably needs another thorough testing pass
The one thing I will note is like
Even though the flags and coefficent got put back
It had been removed from a lot of whitelists the other day
So it's probably not in the Mastery whitelist or some other stuff now
And those didn't seem to get put back
So now it's kinda like halfway in between almost?
its doing about 25-30% of the damage it used to do
unless the amps were a litearl 300% buff to it idk
I mean being removed from Mastery will do that
i have only 60% mastery so shouldnt be taht bad but yeah idk maybe
Like currently for Evisc, as of latest spell data:
Requires weapon : One-handed Axe, Two-handed Axe, One-handed Mace, Two-handed Mace, Polearm, One-handed Sword, Two-handed Sword, Staff, Fist Weapon, Dagger, Spear
Labels : 2696: Veiltouched (382017 effect#3), Veiltouched (382017 effect#4), Dark Brew (382504 effect#4), Dark Brew (382504 effect#5), Deeper Daggers (383405 effect#3), Deeper Daggers (383405 effect#4)
Affecting spells : Master of Subtlety (31665 effects: #1, #2), Subtlety Rogue (137035 effects: #1, #2), Outlaw Rogue (137036 effects: #1, #2), Assassination Rogue (137037 effects: #1, #2, #20, #21), Shadow Dance (185313 effects: #4, #5), Ruthless Precision (193357 effect#1), Grand Melee (193358 effects: #1, #3), Elaborate Planning (193641 effects: #1, #2), Ghostly Strike (196937 effect#3), Symbols of Death (212283 effects: #1, #2), Master Assassin (256735 effect#1), Master Assassin's Mark (340094 effect#1), Deathly Shadows (341202 effects: #1, #2), Deathly Shadows (350964 effects: #1, #2)
Used to be this
Requires weapon : One-handed Axe, Two-handed Axe, One-handed Mace, Two-handed Mace, Polearm, One-handed Sword, Two-handed Sword, Staff, Fist Weapon, Dagger, Spear
Labels : 2696: Veiltouched (382017 effect#3), Veiltouched (382017 effect#4), Dark Brew (382504 effect#4), Dark Brew (382504 effect#5), Deeper Daggers (383405 effect#3), Deeper Daggers (383405 effect#4)
Affecting spells : Master of Subtlety (31665 effects: #1, #2), Rogue Tier 6 Trinket (40460 effect#1), Mastery: Executioner (76808 effects: #1, #2), Nightstalker (130493 effect#1), Subtlety Rogue (137035 effects: #1, #2), Outlaw Rogue (137036 effects: #1, #2), Assassination Rogue (137037 effects: #1, #2, #20, #21), Marked for Death (137619 effect#1), Shadow Dance (185313 effects: #4, #5), Ruthless Precision (193357 effect#1), Grand Melee (193358 effects: #1, #3), Deeper Stratagem (193531 effects: #1, #4), Elaborate Planning (193641 effects: #1, #2), Acrobatic Strikes (196924 effect#1), Ghostly Strike (196937 effect#3), Finality: Eviscerate (197496 effect#1), Symbols of Death (212283 effects: #1, #2), Master Assassin (256735 effect#1), Night's Vengeance (273424 effect#1), Master Assassin's Mark (340094 effect#1), Finality: Eviscerate (340600 effect#1), Deathly Shadows (341202 effects: #1, #2), Deathly Shadows (350964 effects: #1, #2), Tight Spender (381621 effect#1), Cold Blood (382245 effect#1), Deft Maneuvers (385835 effect#1), Finality: Eviscerate (385949 effect#1), Danse Macabre (393969 effects: #1, #2), Secret Stratagem (394320 effects: #1, #4), Devious Stratagem (394321 effects: #1, #4), Masterful Finish (395003 effects: #1, #3), Symbolic Victory (409987 effect#1), Goremaw's Bite (426593 effect#2)
Family Flags : 17, 54
oh wow that got removed from dance and sod too?
So no Finality, no Mastery, no SoD, etc.
but yeah probably, youre right
very weird change though, like it sounds like it would be easier on their end too to just have it off of evis's damage
but I guess we'll see
it is premed
Premeditation is only up during stealth, but not during Subterfuge. Could lable that as a bug
So you essentially only have the bug as long as you are in Shadow dance, Sthealth or Vanish
ill open a bug report on it, as it seems unintentional
the crit does not work on sepsis, but the damage amp is
Tornado ticks do generate DM stacks, the cast is not:
they fxed PV/Rotten with Tornado
BUT
https://github.com/SimCMinMax/WoW-BugTracker/issues/1141
can consume both rotten stacks at once with one tornado tick by having 2 targets
how is it possible to sim 1dust+swift+sepsis with the idea of double dancing/sod during blades, using sepsis as last gcd in first dance to get snapshot from nightstalker and using 1 gcd between dances to get the pop during second dance with sod
if you want to implement ideas the robot is not doing now
you need to modify the apl
yes, nightstalker stays active during subterfuge
it sounds like a very specific sequence, but feel free to test and report back
ok been in a labyrinth kinda trying to get the opener but a fast goremaw to make sure it is first builder is a 0,3 win with 10000 iterations
actions.cds+=/goremaws_bite,if=combo_points.deficit>=3&(buff.danse_macabre.stack>=1|!talent.danse_macabre)
to make it do goremaw's first builder in dance
when it can


