#tc-subtlety

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past fable
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Is it the same for dance when you have 2 charges of it

rugged solar
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oh that seems like a oversight

past fable
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Explains why second dance point wasnt siming well for dust

remote sparrow
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I think the 2nd dance point is usually not used with double dust

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this was specially true when we had torando

rugged solar
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@coarse laurel ^

remote sparrow
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its true even without tornado, like after first dance during blade, u vanish, strike finish and dance is back up

rugged solar
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remains my currently top simming setup

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but is, with the bugs txt mentioned probably flawed

remote sparrow
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1 dust swift sims basically the same for me as your top build

rugged solar
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oh fair, i excluded swift from the above

past fable
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You also ran it without ashes

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Too many options to include in just one sim notlikethis

rugged solar
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true

past fable
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You excluded tfd too right

rugged solar
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yes

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probably worth it

remote sparrow
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I think this ones without ashes too

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this is with ashes

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but also, im pretty sure that branch nis stronger than ashes

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like quite a bit stronger

rugged solar
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you got a changelog

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moment, ill throw it in the diff checker

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i see, you made quite some changes ^^

coarse laurel
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It's like less than 1k DPS testing it

rugged solar
ivory kestrel
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rotten and goremaw have some... things that could be better yea

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i have been testing without shadowcraft too but between rotten and goremaw i think you would drop goremaw funnily enough

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also because it gets a bit messed up unless you use diff vanish timings

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that i will test now

coarse laurel
rugged solar
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that was fast, nice

coarse laurel
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But maybe something else pops up, idk

past fable
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You fixed it for tea too i assume ye?

coarse laurel
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Yes

rugged solar
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the code looks like its universal

coarse laurel
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Maybe good enough if you get both charge things at the same time though

rugged solar
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back to double dance + tea ^^

coarse laurel
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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.

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I'd probably say giving up Acro is not actually worth 0.5% though

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In practice it is probably a larger DPS increase than that

rugged solar
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i am still surprised that acro remains such a friction point

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esp. given that other class trees don't have it as a dps capstone

coarse laurel
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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.

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That seems like textbook sim-only gain

rugged solar
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ironically probably harder to gain in m+

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because dance gains more value with targets

rugged solar
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taking acro is 1.7% in dungeon slice

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tornado also interesstingly enough is not the play

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could be that the tornado lines might need some adjustments

past fable
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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

past fable
rugged solar
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yep thought of restrictions to not use it during blades

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but not sure, sim will tell when i test it

ivory kestrel
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one that may be a fast win for dust/sepsis etc is a not use snd while on blades

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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)

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then usual rules would prevent it

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ah also add a need premed talented to evade kranling on builds that do not use it

rotund flint
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Hm, you are dropping second dance charge for acro? What's % for single target ?

ivory kestrel
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if you are not using dust it is catastrophic

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because you cant get second dance in blades

rotund flint
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Ah

ivory kestrel
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but slice with dust you can look a bit above

rotund flint
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Having and not having acro is kinda big deal I can tell you after testing every boss this raid

ivory kestrel
remote sparrow
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sending flag on cd and forcing blades on it with vanish plays really really unfun.

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maybe its me and i cant figure it out yet but this is not fu

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n

ivory kestrel
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that only really happens on minute 1 and then way later tho

remote sparrow
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not really , the sim is full sending on cd

ivory kestrel
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ayyy

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first i need to unkrangle the sepsis/rotten/goremaw opener etc

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then do a fast look at ER because it seems like it might do fine

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then when everything is unkranled see what do we drop rotten or gore although i see goremaw a bit weaker

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for shadowcraft

ivory kestrel
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depends what is more of a loss

coarse laurel
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10 vs 13 yard radius is a pretty big distinction.. it's a 70% increase to the area of the circle ๐Ÿ˜›

ivory kestrel
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i think going CB for slice should be better than dropping 1 dance

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it is kinda ok for dust as you get two CB sec techs like on live

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for aoe

fading mica
ivory kestrel
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ye koji updated tornado

fading mica
rotund flint
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Just the path to swift dead

fading mica
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I love me some shroud zoomies c:

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So fun for old raids

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Zoom

ivory kestrel
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for full st it is fine

remote sparrow
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i legit dont understand why txt's idea in sims is performing as well as it does.

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the more I try it, the worst it gets

ivory kestrel
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ahaha

coarse laurel
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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.

remote sparrow
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yeah it does

ivory kestrel
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ye they fixed it after some builds in ptr

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first 2 builds did not have it give a stack

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it also got cd changed so maybe it uses diff ID? not sure on that one

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they also fixed ER giving 1 stack of dm

supple adder
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quick question about Tea in 10.2 sims: is there a profile that uses it only for the mastery buff?

remote sparrow
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you can just add a line to tea usage like &buff.shaodw_dance.up

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to use it only when shadow dance is active

supple adder
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is this normal?

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but why rupt before Flag?

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for the snapshot?

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2 SS seems fine but isn't it better to flag>finisher ? instead of Flag>build>finisher?

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why not strike strike flag rupt?

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is it just for the snapshot on rupture?

ivory kestrel
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strike rupture strike should be better usually

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im using that in mine too

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and the gamba seems to work even if not finality talented

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if you already procced on first one you can gamba again on second dance

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for another try at a 66% boyer

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might need a big brainer one to try and APL that one in tho im too weak

supple adder
ivory kestrel
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yes

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to not confuse let me make it a bit cleaner

supple adder
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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?

ivory kestrel
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that one i don't know my profiles do not run finality

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so i don't bother

supple adder
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ok

ivory kestrel
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but you could

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the gamba is worth around 2.5 evis

supple adder
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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..

ivory kestrel
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the one i tried only was strike rupture strike

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if it procs not rupture on dance

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if it does not rupture in dance

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then if it does not proc on that one on the third one is 100%

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so you can even rupture later in dance with more DM stacks

supple adder
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ok but overall is it a gain? like you said it's 2.5 evis but does it proc enough ?

ivory kestrel
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33 66 100

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proc can do from 200k to 800k

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so yea

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depends also if you have strong trinket ongoing sophic etc

supple adder
# ivory kestrel 33 66 100

?? do you mean it is like normalized and will always proc on the 3rd time if it did not proc on 1st and 2nd?

ivory kestrel
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although it may be worth even to try and gamba twice on ruptures if first one procs

ivory kestrel
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same as sht

supple adder
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dayum

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like

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lets abuse that shit then lets go lol

ivory kestrel
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it is also not as convoluted as it seems

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like literally can do what i tried and if it is this strong might be worth to just always gamble

supple adder
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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?

ivory kestrel
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nah no way

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just once in dance is enough i think

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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

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but uh i will let others break their head im busy enough with sepsis/rotten/goremaw krangles

supple adder
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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?

coarse laurel
supple adder
ivory kestrel
ivory kestrel
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seems like it goes in increments of 20

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so 5 steps always procs on 6th

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0-20-40-60-80-100

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for bp tho it is the millenium puzzle

coarse laurel
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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

ivory kestrel
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well er and goremaw are usable because they hit harder than strike

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backstab tho uuh

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that one is buried

ivory kestrel
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just strikes if they did less

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but well it has some things that get amped like rupture ticks sepsis etc so it is worth

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problem is kinda how to use it after opener and in other dance those are the ones that give me more of a problem

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it can become quite labyrinthic because of how cds work with blades being 2 and other cds 45/90

coarse laurel
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Maybe fine if you use it early idk

ivory kestrel
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i solved goremaw now i think

coarse laurel
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They should really just fix it though

ivory kestrel
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but ER is still kinda ?

coarse laurel
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There's no reason for it not to benefit

supple adder
ivory kestrel
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yea ER does get benefit from DM and gives 1 stack

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it got fixed same as goremaw

coarse laurel
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ER is in the whitelist

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#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)
ivory kestrel
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saved

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i guess those two ER is one without reverb and one with right?

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then one is without either and last one is ??ยฟยฟ

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guess slands one

coarse laurel
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Lots of false positives in these whitelists because container spells share family flags

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Some of those spell IDs are just buff spells

ivory kestrel
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mamma mia

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i just noticed there are like 4 more

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and we wonder how they sometimes krangle spells

remote sparrow
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@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!

rugged solar
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a diff checker for txt's apl

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also the sim is pverwriting a spell

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override.spell_data=spell.195072.charge_cooldown=8500

past fable
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Thats fel rush

rugged solar
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you are fast, i was about to open the spell data

rugged solar
past fable
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It always procs on the 5th, not the 6th

rugged solar
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maye it starts with 20

ivory kestrel
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yea it begins on 0 for finisher 0 then kinda of a phantom number i guess?

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but if it cant proc back to back then hmm

past fable
ivory kestrel
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let's just say then that there are 6 total floors but you always begin by going to the 1st

rugged solar
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and it can't be as simple as?

ivory kestrel
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indeed

rugged solar
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and for bp

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eleems testing showed:

  • 33.5% evi
  • 23.2% bp
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if you scale it down to 1000 iterations

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can possibly swing in this range

ivory kestrel
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guess we are in 14. infinite nine territory then

supple adder
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Evis proc chance is 0-20-40-60-80-100 but Rupture is 33-66-100 and not 0-33-66-100 right?

past fable
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Rupture is 33/66/100, the other ones we dont know exactly

rugged solar
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Apl update ** Latest apl version**
Allow slightly more aggressive thistle tea use with shadowdust.

Change:```ansi
actions.cds+=/thistle_tea,if=(cooldown.symbols_of_death.remains>=3|buff.symbols_of_death.up)&!buff.thistle_tea.up&(energy.deficit>=(100)&(combo_points.deficit>=2|spell_targets.shuriken_storm>=3)|(cooldown.thistle_tea.charges_fractional>=(2.75-0.15talent.invigorating_shadowdust.rank&cooldown.vanish.up))&buff.shadow_dance.up&dot.rupture.ticking&spell_targets.shuriken_storm<3)|buff.shadow_dance.remains>=4&!buff.thistle_tea.up&spell_targets.shuriken_storm>=3|!buff.thistle_tea.up&fight_remains<=(6cooldown.thistle_tea.charges)

supple adder
rugged solar
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you can adjust the apl to do that

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it is not optimal, this is why the apl line is a lot more complex

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so if you want to compare it, just need to adjust the apl

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but i assume that the majority of uses will be for mastery

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could be that we can massively simplify the condition on tea

supple adder
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thanks a lot for your answer and the time you put in it!

rugged solar
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tbh it would be nice

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because the above is a monster of a condition^^

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i currently explore txt's idea of more agressive flag use

supple adder
# rugged solar 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 ?

rugged solar
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there is no automation, every change you make is by hand

supple adder
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because if you want to try Tea for mastery, 'normal' tea, and normal flag and agressive one that's already 4 different builds

rugged solar
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so you need to check/evaluate and re-write potentially multiple lines

supple adder
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I see, so a lot of work then

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well good luck arranging all that

rugged solar
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the thing is, what you mean is diffrent things to evaluate

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tea use might not change if you alter flag use, but ofc there is potential

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but you might understand why apl changes can take a while esp. if they are more complex

coarse laurel
eager grotto
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@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

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assuming my script worked and im understanding what a confidence interval is dracthyr_shrug

remote sparrow
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dudes out there trying to approximate the maximum likelihood function, solving for the probabilities, just for blizz to rework it next week

eager grotto
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ahahaha i wanted to smth a) nerdy and b) a huge waste of time on my last day unemployed

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and this fell into my lap ๐Ÿ˜„

rugged solar
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nice^^

remote sparrow
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congrats!

rugged solar
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so the proc chance is 0-30-60-90-100

remote sparrow
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its not

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rupture can proc back to back to back

past fable
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Hes not looking at rupture

rugged solar
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we don't talk about rupture

remote sparrow
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I think my record is like 5 backtoback procs

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oh sorry im dumb. just woke up need a coffee first ๐Ÿ˜„

rugged solar
coarse laurel
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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...

past fable
rugged solar
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probably to adjust for power level

past fable
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So they've reduced its chance of proccing to make it roughly align in power level across all spells

remote sparrow
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probably to keep the tiersets %power be similar in aoe and ST

past fable
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Which is probably also why rupture has a higher chance, as youre not casting it very frequently

remote sparrow
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bp proc does about 4-5% of your damage now after chhanges, slightly less than evis in ST

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Im guessing its just to keep i consistant

eager grotto
coarse laurel
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If you adjust downward that just makes the set bonus less impactful in AoE in relative terms

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If it was a static value, I could see it but since it's residual doesn't make much sense to me

past fable
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Well the idea is that its worth X% regardless of wether its on aoe or st

remote sparrow
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I think thats the goal

past fable
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I think

remote sparrow
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they want it to be around the same % in both st and aoe

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previously it was like 15% of your damage in aoe and like 6% in st

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now its 6 in both

coarse laurel
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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

remote sparrow
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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

past fable
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@eager grotto Did you run it on the BP logs yet?

remote sparrow
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but also 4.4% makes sense, you get a few from rupture (1-2%) , puts it around 6% overall

coarse laurel
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Yes but that's with sims using a higher proc rate

eager grotto
coarse laurel
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Not 22%

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That's 33%

past fable
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Maybe the proc counters resets out of combat/when you vanish or something

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Since pxb's was a m+ run

remote sparrow
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I coudl see that!

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if u drop combat it goes to 0?

coarse laurel
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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

past fable
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If they dont then you would ideally spend trash building up your rupture and evis chances before raid bosses notlikethis

coarse laurel
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For ST vs. 8T

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So they seem fairly balanced without a proc rate adjustment to me

eager grotto
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in SL

coarse laurel
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Lowering the proc rate by a third seems odd

remote sparrow
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that seems odd because evis is generally higher than that in my own dummy testing

coarse laurel
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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

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Well, dummy testing will vary due to fewer damage sources most likely, since the profiles have better trinkets in them and such

past fable
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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

eager grotto
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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 ๐Ÿ˜‚ copium

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no matter how much it looks like it lmao

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the first 2 for evi and first 2 for BP should be relatively accurate though, like probably within a few %

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i really hope its something more intuitive and the log is just a wild one

remote sparrow
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Im a little confused how the sim is getting only 4.9% shadow powder at 33%

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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

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and if tier was aroun 22% then it woud be around ~3.8%

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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

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but yeah one of the tiersets of all time for sure

past fable
remote sparrow
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why 0.5 and 1.1?

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pretty sure db, vt, dd also impacts it

eager grotto
past fable
remote sparrow
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ah so just dd and db?

past fable
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for some reason yes

remote sparrow
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gotta love the amps.

past fable
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Also none of them apply to rupture

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Only evis/bp

remote sparrow
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i thought dd applied to rupture

past fable
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DD doesnt seem to work anymore, its seemingly only DB now

remote sparrow
past fable
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Its only doing ~60% of the damage, rather than the 65% it was doing a few weeks ago

remote sparrow
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i have no words tbh

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its just so bad

rugged solar
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sounds terrible

eager grotto
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what is 7ths? 14, 28, 42, 57, 85, 100? given the error margin on the later ones thats still plausible with the log

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but then that wouldnt explain why evi is so wild if bp and rupture are calm

past fable
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0- 12.5 - 25 - 37.5 - 50 - 50 - 50 - 100 kekman

remote sparrow
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what I dont understand is why the first one is 0?

past fable
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They cant proc back to back

remote sparrow
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yeah but why

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whats wrong with them prccing

eager grotto
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generous answer is they thought it was too hectic ifit procced twice in a row

past fable
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Or to prevent outrageous highrolling

eager grotto
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imagine like 5 b2b shjadow evis in CDs phwoar

remote sparrow
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thats the thing though

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it doesnt do as much as you think

eager grotto
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oh ๐Ÿ˜ฆ

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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?

past fable
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Nah its just different dots

remote sparrow
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unironcally if rupture was 0/50/100 it woulda been better

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maybe idk actually

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nvm scratch that

rugged solar
supple adder
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does the 2p interact with RS or it just for the main target rupture ?

rugged solar
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only with the main

river folio
#

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.

Displays the estimated proc chance of the Lucid Shadewalker 2-piece set bonus, as it appears to have a somewhat predicta

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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.

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I'll be watching this thread to learn what you all find out

rugged solar
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oh, interessting

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maybe there is a possibility to wave in bs/storm for stacks

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during blades only ofc

remote sparrow
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could be, backstab is like 2k-2.5k stronger than storm.

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if ones worth it, maybe the other ones worth it too

ivory kestrel
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goremaw and ER kinda have same effect surprisingly buffing things like sec tech/later evis ramping sepsis dmg etc have some good value

supple adder
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if you dont play TFD maybe you can modify the apl to start dances with 4+cps to emulate it?

rugged solar
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apl update first iteration of flagellation/shb related changes.
(needs more work, there is still a noticeable gain to be had for some builds)

turbid pulsar
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can u highlight the changes for me

rugged solar
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oh sure

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but there will be probably a new iteration soon-ish

turbid pulsar
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no rush

rugged solar
#

The first change is partly just a re-ordering and adding a condition to use flag if blades is not up

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|cooldown.shadow_blades.remains>=14)|fight_remains<=24)

The second change is to allow shadow blades to be casted during the mastery buff of flag```ansi
actions.cds+=/shadow_blades,if=variable.snd_condition&(combo_points<=1|set_bonus.tier31_4pc)&(buff.flagellation_buff.up|buff.flagellation_persist.up|!talent.flagellation)

#

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

remote sparrow
#

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

rugged solar
#

the change?

#

but yes, possible

#

dust is complex, and getting additional casts can be very valuable

remote sparrow
#

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

rugged solar
#

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

remote sparrow
#

I'll see if I can replicate it!

#

But yeah seems like a generally good change for straight burn bosses like rashok or magmorax

rugged solar
#

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

remote sparrow
#

thats quite good!

#

what was the change if you dont mind me asking

rugged solar
#

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

remote sparrow
#

I see makes sense!

rugged solar
#

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))```
remote sparrow
#

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.

rugged solar
#

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

remote sparrow
#

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?

rugged solar
#

sure

remote sparrow
#

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

remote sparrow
#

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

ivory kestrel
#

didnt check but is not refreshing snd inside blades inside?

rugged solar
#

thats a good idea

#

possible that a early refresh would beneficial

mystic sequoia
#

I love how the player straight up dies after ~6 min with that setup. Taking net loss of 2.8k hps/s

ivory kestrel
#

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

eager grotto
#

@past fable @remote sparrow

rugged solar
#

highlight of the highest improve, a lot of combos will be lower

eager grotto
#

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

river folio
#

very strange pattern indeed.

#

Unless there's some other weird reset event happening, like some global ticker or some external buff that resets it

remote sparrow
#

yeah this looks really odd.

rugged solar
#

i think the probelm rly is sample size

remote sparrow
#

but it was like 5000 casts of bp

#

thts surely good enough

rugged solar
#

probability to reach e.g. 8 or 9 is very low

#

so you don't have enough data to aggregate

river folio
#

Well but you have to look at each column independently

remote sparrow
#

fuu this sample is from 5000 casts of bp

coarse laurel
#

Not a great amount of samples at the higher counts is more the issue for determining the pattern. Overall rate is probably fine.

river folio
#

the casts of 4 are only 670, so sample size at 4 is only 670

eager grotto
#

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

remote sparrow
#

yeah the sample size is fine.

eager grotto
#

it is definitely too small at the end

river folio
#

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

rugged solar
#

APL UpdateDust iteration:
Damage gain between 1-2% on good setups, worse case neutral change.

Modified/changed line:```ansi
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)

remote sparrow
#

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

eager grotto
#

oh im dumb i can combine them just by adding up the two datasets in the sheet

river folio
#

Yeah no reason you couldn't unless the data collection method was different

rugged solar
coarse laurel
# remote sparrow yeah the sample size is fine.

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

river folio
eager grotto
#

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

remote sparrow
#

fair enough

eager grotto
#

but i couldnt manually spot any errors

river folio
#

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 dead

coarse laurel
#

It's only 4% error at the 5th cast point and 3.3% at 4th cast so those are fine

eager grotto
#

yeah up to 5 looks good enough to make some judgements on

#

not to get exact proc rates ofc

#

but to discuss

coarse laurel
#

It's a strange pattern regardless though

rugged solar
#

maybe its not as strange

eager grotto
#

looking at the error margins its almost impossible that its lying about the weird 3->4->5 pattern

mystic sequoia
#

How was the data gathered?

rugged solar
#

maybe its just steps
12.5 - 25 - 25 - 50 - 50- 50 - 75 - 100

eager grotto
#

txt smashed a target dummy

coarse laurel
#

I'd imagine it's something like 10/25/30/50/60/?

past fable
rugged solar
#

sry, caps

mystic sequoia
#

Any chance it dropped combat, or there was some extra delay between finishers or so?

coarse laurel
#

Still odd but yeah

eager grotto
mystic sequoia
#

Afaik, no logs I've checked had it on the first event, so there's likely something that resets it

coarse laurel
remote sparrow
#

we think the chance of first event is 0

eager grotto
#

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

rugged solar
#

for the sequence

river folio
#

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?

past fable
eager grotto
#

no they start with 2 cause theres no 1s

#

but i think we mean the same thing

mystic sequoia
#

Well dummies are.. a bit odd at times when it comes to combat

past fable
#

Dropping combat on dummies doesnt reset it

#

Nor does vanish

#

Nor does dying

river folio
#

Does removing the tier set reset it?

rugged solar
eager grotto
#

it also did 1 evisc and id love to know why ๐Ÿ˜‚

#

spoopy evisc

mystic sequoia
#

I guess cp spent shouldn't have an effect, since the bonus scales with finisher damage and finisher damage scales linearly with cp spent.

eager grotto
#

id be very surprised yeah, theres no tuning reason it needs to care about combo points

#

and rupture doesnt

river folio
#

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...

rugged solar
ivory kestrel
#

it is to avoid the krangle i've seen in some sims will check later

rugged solar
#

it basically did not matter, so if you want to skip snd during shb, seems fine

remote sparrow
#

this is what I got so far with yuor line added in fuu

rugged solar
#

early refreshes for snd also didn't seem worth it on a quick look

rugged solar
#

yes, probably better to completely re-visit at some point

#

instead of putting multiplieres

past fable
#

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

rugged solar
#

oh yes

#

probably can just be removed

past fable
#

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

rugged solar
#

moment, let me check

#

is one of the 1 dust setups

#

but feel free to try others

past fable
#

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

remote sparrow
#

it does, it plays very unintuitivaely

#

specially with 1 dance

rugged solar
#

i didn't specifically test a lot of one dance builds

remote sparrow
#

2 dance makes sense

#

sorry meant 1 dust

past fable
rugged solar
#

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

past fable
#

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

ivory kestrel
#

it can be quite krangled

remote sparrow
#

its just because dance isnt too strong

#

but flag is somehow

#

as long as u cna get extra Sectech + flag casts its probably good

ivory kestrel
#

you can also likely save a dance somewhat

#

we have to delve deeper

past fable
#

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

remote sparrow
past fable
#

Yes

#

The 2 dust plays like expected

remote sparrow
#

ah makes sense. ill try it out lter today to see if i can replicate ti

coarse laurel
#

"new" one seems to just have higher stack persist uptime in general even of max stack

remote sparrow
#

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

past fable
# coarse laurel When I looked at those reports, I really didn't see this wrt a reduction in hitt...

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

supple adder
#

quick question: do the new apls try to delay dance to wait for Sectec cd to come back up?

rugged solar
#

in part yes

coarse laurel
#

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

past fable
#

It gets more uses out, so it makes sense that the uptime is higher on most things

rugged solar
#

update Danse Macabre optimizations:

  • Gloomblade/Backstab during Dance for DM stacks (with blades)
  • Storm optimizations
  • Strike optimizations

Modified/changed lines:```ansi
...
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
actions.stealthed+=/gloomblade,if=buff.shadow_dance.remains>=3&buff.shadow_blades.up&!used_for_danse&talent.danse_macabre&spell_targets.shuriken_storm<=4
actions.stealthed+=/shadowstrike,if=stealthed.sepsis&spell_targets.shuriken_storm<4|!used_for_danse&buff.shadow_blades.up
actions.stealthed+=/shuriken_storm,if=!buff.premeditation.up&spell_targets>=4-(!used_for_danse&talent.danse_macabre)
...

New apl attached.
#

Dps increase on ST is mild and will depend on the talent setup.
Expected impact somewhere in the 0.x% range

rugged solar
# past fable Ye it seems like the one i was looking at specifically was kinda unlucky. The en...

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.

past fable
#

Highlight imo

rugged solar
past fable
#

Cant test for branch yet as it isnt in simc, but jsut a thought

rugged solar
#

think thats a good idea

sonic cave
#

probably not worth since the other capstones are so weak, but have there been any thoughts/apls done with no DM?

remote sparrow
#

It was like a 11-12% loss last time I tried

sonic cave
#

hmm sad. okay just wanted to ask. kind of figured as much

#

i guess DM is our crackshot

rugged solar
#

so there is no loss from apl changes that only consider dm

fading mica
#

where can i read about the !used_for_danse variable? not seeing it initialized in the apl

rugged solar
#

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

fading mica
#

pretty sick, most of the tools dont seem to be smart enough to self reference like that

#

very cool

rugged solar
#

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 ^^

fading mica
#

im sure it's proved its worth many times

ivory kestrel
#

what is the variable to check for at least 1 dm stack on the stack count?

fading mica
#

buff.danse_macabre.stacks>=1 ?

rugged solar
#

that or just

#

buff.shadow_dance.up

#

because you start on one stack

fading mica
#

there's always a more elegant idea, and it's always fuu's

rugged solar
#

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)

fading mica
#

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

rugged solar
#

also it starts to become a damage loss quick

fading mica
#

when does it become a loss?

rugged solar
#

change the sim to two targets

#

or change talents, a lot of combinations with bs + dm are a loss

fading mica
#

0.3% gain on 2 target

rugged solar
#

i did try it but it wasn't a gain after the other changes

past fable
#

&(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.

fading mica
ivory kestrel
#

with rotten

rugged solar
#

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

fading mica
#

hehe u said butt

rugged solar
#

oh lol

#

buff*

rugged solar
past fable
#

It doesnt sepsis until ~25 seconds in

#

After its already done a vanish with dust

ivory kestrel
#

dayum that is a weird one yea

past fable
#

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

fading mica
#

at some point, sending it without pv would just be worth getting it on cd no?

#

idk if you tested that

fading mica
#

sure doesnt

ivory kestrel
#

only on opener you would ever send sepsis without PV

fading mica
#

that is what i was thinking

past fable
#

But yes, i did try the most obvious solution before posting

fading mica
#

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

ivory kestrel
#

i dont think you play GB

#

swift death is better

fading mica
#

hence the "wack build"

#

but i was messing with bs logic, so i figured might as well

rugged solar
#
#

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

#
#

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

rugged solar
# past fable

quick tested 2-3 ideas but the simple one you put seems good to go

remote sparrow
#

How about adding a rotten condition to sepsis as well. So only sepsis with pv and rotten up

rugged solar
#

i have a line that beats eleems change, but thats with more targets

#

something he likely didn't explore

past fable
#

I didnt check multiple targets no

fading mica
#

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*

rugged solar
#

currently investigating in vanish

#

maybe fixing vanish will make the losses dissapear

#

or the condition needs to be smarter

fading mica
#

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

rugged solar
#

didn't see 6k gains, but at least some

#

test 4 is a complete failure

remote sparrow
#

What does each test correspond to?

rugged solar
#

the baseline

#

it is just changes to vanish

#

to have a more agressive use

rugged solar
#

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

rugged solar
#

Just to state this, it is typically better for testing to have a mix of talent combos to cover a wider range

river folio
#

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

rugged solar
#

still no idea what the actual proc rates are

river folio
#

Also realizing my current logic will also count shadowcraft fills as procs notlikethis

#

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...

rugged solar
#

haven't had as much time as i wish today for sims, but running at least some experiments before raid

rugged solar
#

highlight

#

still only vanish changes

rugged solar
#

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)

river folio
#

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?)

ivory kestrel
#

the raid one should parry in front

sterile pilot
#

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

ivory kestrel
#

yea sepsis is not bad but also other things still need looking into

remote sparrow
#

doesnt seem like it for me

ivory kestrel
#

and tbh if you go no vigor i think ER is better

sterile pilot
#

man, i must be doing something horribly wrong with the sims then

balmy linden
#

Also replicating is almost going to be bis I think when sims are updated reflecting changes. Rupture is smacking

ivory kestrel
#

yea chances are even in dust i would change PE to replicating if it stays like this

supple adder
river folio
#

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

supple adder
#

I see, if you happen to an other session on the aoe dummy stack tell me if it changed significantly

supple adder
river folio
#

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

supple adder
#

well I think getting parried still gives you Finality buffs so as you said you never know

ivory kestrel
#

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

river folio
#

I don't have multiple accounts

supple adder
#

I'd like to help you but I'm battered for today and I cant make any promises for this week, sry

river folio
#

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

river folio
#

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.

rugged solar
#

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
...
actions.stealthed+=/backstab,if=buff.shadow_dance.remains>=3&buff.shadow_blades.up&!used_for_danse&talent.danse_macabre&spell_targets.shuriken_storm<=3&!buff.the_rotten.up
...
actions.cds+=/sepsis,if=variable.snd_condition&target.time_to_die>=16&(buff.perforated_veins.up|!talent.perforated_veins)
...
actions.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))
...


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

rugged solar
#

update Small fix for dungeon slice

actions.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)&!raid_event.adds.up)
rugged solar
#

subtlety = pre fix
old = pre change
test = with fix
sim

past fable
#

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 peeposhrug ). So embellishments are sporecloak+shadowflame. Im assuming theyll do another tuning pass for embellishments but who knows

rugged solar
#

oh nice

#

also thanks for reminding me that i need to updat the gear list in #tc-research

fading mica
#

that vanish line is insane, thanks for all the effort put into that holy moly

ivory kestrel
#

god bless excel eh

fading mica
#

:3

rugged solar
#

you can just search and replace

ivory kestrel
#

it is literally what i did yes

ivory kestrel
#

that is a wao

rugged solar
#

good finds

#

there you go @ivory kestrel

#

0.1% dps

ivory kestrel
#

lul let me check if at least it didnt krangle it somewhat

rugged solar
#

na, it didn't

#

let me show you the change

ivory kestrel
#

ah still krangled now it got used second global ahaha

rugged solar
#
actions.cds+=/goremaws_bite,if=variable.snd_condition&combo_points.deficit>=3
ivory kestrel
#

well a beginning to greatness

rugged solar
#

when would you want to use it?

#

but this change is good

ivory kestrel
#

first or second global in dance so it gets the rotten buff from before man ptr is down

rugged solar
#

because it makes no sense to waste your initial stealth attack like this

ivory kestrel
#

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)

rugged solar
#

the above removes it

ivory kestrel
#

then goremaw

past fable
#

Tornado doesnt give a dm stack ingame either does it?

ivory kestrel
#

but yea we take that 0,1%

past fable
#

Unless it was changed recently

rugged solar
#

so its strike-gmb

ivory kestrel
#

yea but ideally you want it on dance and rotten value

#

same reason as changing sepsis so it is used third global

past fable
#

And ye nado didnt consume rotten until this week

ivory kestrel
#

might need a condition like fight < 20 secs

#

and not check for PV on that occasion

past fable
#

Either way good finds Surebud

ivory kestrel
#

and stealthed too so it gets NS snap kinda?

rugged solar
#

this should use gwb better

#

but is a loss

past fable
#

Ye it does more damage, but it also uses it 7.3 times instead of 9.5

rugged solar
#

but maybe, lets try the later secret change

ivory kestrel
#

yea goremaw is also used sometimes a bit diff

#

but that is a beginning

past fable
#

For the most part though anything i tried that delayed goremaw didnt show up as a gain becuase the cd is so short

ivory kestrel
#

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

rugged solar
#

interessting

#

i assumed the gwb in dance would make a gain not a loss

#

with secret as a later finisher

ivory kestrel
#

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

past fable
#

Goremaw isnt up until 19

rugged solar
#

let me

ivory kestrel
#

that is weird let me see

#

checking a past log in a sec

#

sim vanishes at 11

rugged solar
#

cooking in progress

remote sparrow
past fable
ivory kestrel
#

ah it is also not using the free strike from sepsis after dance

rugged solar
#

guess my first cook was fine, 2 was a loss so i removed it

past fable
#

Its not using sepsis

#

The sim you linked doesnt have sepsis

ivory kestrel
#

yea first time to unkrangle sepsis on opener a bit

past fable
#

Nvm it uses it at 25 seconds with the pv change

#

Because using it on pull was a loss

ivory kestrel
#

yea we need to put a fight lengh thing

#

so can use it with only rotten and stealth

past fable
#

Nothing i tried with rotten for sepsis came up positive

ivory kestrel
#

yea it has to be an opener only thing

#

then the normal PV and rotten conditions shoudl be fine for later

past fable
#

Not that either

rugged solar
ivory kestrel
#

i mean it is losing so much from not using it on pull

#

even vanishing first

#

is there any fight lenght condition?

rugged solar
#

yes

#

fight.remains

ivory kestrel
#

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

rugged solar
#
  • fight_remains
ivory kestrel
#

now how to make it strike rupture sepsis kinda

rugged solar
#

this should sepsis at the start

ivory kestrel
#

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

past fable
#

Trying to line up sepsis with the rotten just always ends up as a massive loss

#

Maybe it still doesnt work with or something

ivory kestrel
#

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

remote sparrow
#

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

ivory kestrel
#

ah there is no rotten condition and goremaw didnt have the new dance thing on the last one

ivory kestrel
#

yea might as well check what armin said

past fable
#

Yes i did

remote sparrow
#

does it work?

ivory kestrel
#

did the dmg go up or stay the same

remote sparrow
#

as in rotte/pv

ivory kestrel
#

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

past fable
#

I mostly think its because the biggest part of the rotten (the crit) is completely wasted on sepsis

ivory kestrel
#

that is so cursed how is sepsis doing 1% of dmg

past fable
#

Because it very rarely has it up at the same time

ivory kestrel
#

but yea for fight remains do i need to use a % or a number?

past fable
#

Number

#

But just doing napkin math a crit+35% on shadowstrike is just more valuable than buffing sepsis by only 35%

remote sparrow
#

really? because assuming strike has a 50% crit hance itself i feel like its kinda w/e

ivory kestrel
#

yea i do think with the way we have high crit and also lethality+sepsis inherent high AP scaling

#

should kinda blow it

past fable
#

Ok nah i forgot to count a thing

#

But its not far off

remote sparrow
#

oh no sepsis is turbo bad imo. but rotten even n strike is w/e i mean

past fable
#

Sepsis is worth slightly more (~25%)

ivory kestrel
#

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

remote sparrow
#

i mean thats kida the damage of like maybe 1.5 eviscerates?

#

including mid mastery

ivory kestrel
#

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

remote sparrow
#

isnt evs now 24 per cp? includin the 2nd hit ad buffs and masery its very similar ap as ths 1.5 min cd

ivory kestrel
#

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

rugged solar
#

probably would with the changed gwb line

coarse laurel
# past fable Maybe it still doesnt work with or something

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

past fable
ivory kestrel
#

it is a conditions thing not a problem with spell data

coarse laurel
#

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;
past fable
#

It got changed to not work with dd like 2 weeks ago (2p evis procs that is)

#

Vt doesnt work either, only DB

coarse laurel
#

Ok. Seems like he probably changed it to work more like Crackshot and Fan the Hammer where it acts like a foreground cast

coarse laurel
#

You mean it expires even if you open with say Eviscerate? Or just is an issue with Goremaw?

#

That seems very not right ๐Ÿ‘€

#

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?

remote sparrow
#

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

river folio
#

I think @past fable said earlier that subterfuge grants ns

coarse laurel
#

Yeah it does in the PTR

remote sparrow
#

yeah it gives ns in ptr. but doesnt exactly count as stealth i think

#

so no premed

coarse laurel
#

Definitely seems like an oversight though that Premed wouldn't survive into Subterfuge

remote sparrow
#

btw koji

#

could you explain the evis 2nd hit having its own coefficient again thing

#

like is this the idea behind it?

coarse laurel
#

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

coarse laurel
#

Someone will have to test more but it almost looks like it was just reverted to work how it used to work

remote sparrow
#

somethigns very diffeent

coarse laurel
#

But who knows

remote sparrow
#

like very very different

coarse laurel
#

Probably needs another thorough testing pass

remote sparrow
#

same change with RS

#

it also kinda died

coarse laurel
#

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?

remote sparrow
#

its doing about 25-30% of the damage it used to do

#

unless the amps were a litearl 300% buff to it idk

coarse laurel
#

I mean being removed from Mastery will do that

remote sparrow
#

i have only 60% mastery so shouldnt be taht bad but yeah idk maybe

coarse laurel
#

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
remote sparrow
#

oh wow that got removed from dance and sod too?

coarse laurel
#

So no Finality, no Mastery, no SoD, etc.

remote sparrow
#

but yeah probably, youre right

coarse laurel
#

It's like halfway in between now lol

#

I'm sure it'll change either way again

remote sparrow
#

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

rugged solar
#

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

rugged solar
#

Tornado ticks do generate DM stacks, the cast is not:

rugged solar
#

can consume both rotten stacks at once with one tornado tick by having 2 targets

sterile pilot
#

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

rugged solar
#

if you want to implement ideas the robot is not doing now

#

you need to modify the apl

sterile pilot
#

does my idea sounds like worth testing

#

also does subterfuge give Nighstalker ?

rugged solar
#

yes, nightstalker stays active during subterfuge

rugged solar
ivory kestrel
#

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