#tc-subtlety

1 messages · Page 11 of 1

mental dirge
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The 67 mil dps sim is under lock

golden rain
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picture this workflow:
you have local testing with your local simc build for quick iteration to dev on apl changes
you think you found an apl increase, you push it to github for PR review. At this stage you could also trigger a snapshot simc in a docker container if you want everyone to have access to the same changes locally
your PR is reviewed by fuu, he agrees its a increase, merge it in
nightly raidbots build comes in and picks up apl changes every day at midnight, now everyone can run it

fickle shore
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be careful or I start leaking your guys 300k sim

mental dirge
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Thats it?

golden rain
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at each stage latest apl is available, any ongoing changes are neatly threaded into PRs, you dont have to wait for people to be online to dev

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raidbots auto picks up all changes

remote sparrow
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not everony here knows git or knows what docker is.

rugged solar
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So to summerize the discussion, and not loop:

  • I completely agree that a pipeline to sync changes faster would be good, i lack the time right now to do so. But feel free to make a pull request for the latest change if you have the time for it.
  • Transparency is not a problem, everyone can join and view this channel and the latest changes are well documented
  • Communication is easier on Discord because thats where the majority of players are.
golden rain
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i do think for sub the pin system is fine and also works

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only the pipeline stage is lacking

fickle shore
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it also is jsut faster

golden rain
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but for assa or outlaw like i have no idea how to get apl

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besides dm whispyr or whoever

fickle shore
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I mean

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open the pins maybe

remote sparrow
rugged solar
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if there is a pin for sims

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moment

remote sparrow
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which is essentially what we do here

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just more formal

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and version controled

fickle shore
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cant just talk about it directly

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cant just itterate over it on live

remote sparrow
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yeah, im pretty sure we would all come back here anyways

golden rain
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you can have automated tests that run in CI and runs your apl through a 5 min sim, 2 minute sim, aoe sim, dslice sim

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whenever you push a change

fickle shore
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its also prolly 2 people (fuu and the guy proposing is idea colaborating)

remote sparrow
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a big part of the fun is talking to each other and saying hey i notice this thing what do you guys think

fickle shore
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have one that test all the relevant builds aswell

golden rain
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ye exactly

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a good CI + version control system adds a lot

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takes some initial setup effort but ye just trying to make a point on how it could be good

remote sparrow
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yeah I dont actually know how to set that up with simc. maybe you can install it locally and just have a script that runs all the configurations

fickle shore
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you are still ignoring all this iterating process that people do over in here

remote sparrow
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but idk how to run it any other way

rugged solar
fickle shore
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and you are hugely increasing the barrier of entry

rugged solar
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ignore the tabs, i was just ehm testing some apl stuff

ivory kestrel
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yea that is what i do for some things

golden rain
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iterating process is handled on PRs via commits from you or fuu or comments on PR review

ivory kestrel
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there is a part for the botton where you can get it

golden rain
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each commit auto tests vs relevant build and aoe vs/st settings

fickle shore
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idk

rugged solar
remote sparrow
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I do actually think that its a good idea, will save a ton of time for fuu too. like any change you make, you can just have the scirpt test all the different configurations for a set list of talent setups you predefine

golden rain
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ye

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you can have a github notifications bot that xposts pr openings or comments to channel here

rugged solar
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making a test setup

fickle shore
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I mean a script that run a bunch of builds and different fight style is good

rugged solar
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that i can easy run via cli

fickle shore
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there is litteraly no reason to operate thrugh github tho

remote sparrow
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githubs like w/e I only like it for version control

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I do think that having essentially something there so we can always find previous versions is good

golden rain
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if you have a testing script everyone needs to have simc installed locally, docker containers, a beefy pc, etc

remote sparrow
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for example, an issue we had right now, was that for 10.1 we introduced a lot of changes

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that became obsolete with tier gone

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and fuu had to do clean up

golden rain
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github allows you to run the testing scripts on beefy test servers so when random joe makes a 1 line change to simc apl in the UI they dont need to know how to run the test scripts

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they are just automated jobs on ur pr

remote sparrow
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but if we had version control we could just get the base APL

fickle shore
fickle shore
remote sparrow
golden rain
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you dont you just go to github and do a ui change

fickle shore
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when they barely know how to change an apl line

remote sparrow
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can only write a script to test it locally

golden rain
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if you can run it locally it can run on CI

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usually actually the same script runs both locally and in CI

remote sparrow
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yes but youd run it locally again, so u cant use their servers

rugged solar
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but to talk a bit bigger picture

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i am also aware that tooling can be improved

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i just priotize diffrent things atm

golden rain
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yeah just making some ideas here

rugged solar
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about automating testing

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it is a nice qol

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but the main time is in the waiting time to finish a sim not to set it up

ivory kestrel
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my face when sim gets to 75%

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FATAL ERROR

rugged solar
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so even if you can compress the sim setup

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what is nice

ivory kestrel
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oh whoops wrote rotten instead of the_rotten once again

rugged solar
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you still need the same time overall

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other specs did take diffrent priorities

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and i think thats fine

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for what its worth, what i and the old tcs always tried to do was to be as transparent/open as possible

golden rain
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same thing as here basically

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and then the automated tests run on their change before fuu even looks at it

fickle shore
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no not same thing you are ignoring the whole having a conversation thing lol

remote sparrow
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but also as zac mentioned, it does increase barrier to entry

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for people who are not comfortable with git

fickle shore
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also just so you know

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you mentionned outlaw

golden rain
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yeah i havent opened outlaw channel yet

ivory kestrel
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outlaw you can do the same as sub do a sim and just get the APL

golden rain
fickle shore
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where we litteraly have a link to a github where solo have the latest profile stored

ivory kestrel
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from the lower part

fickle shore
fickle shore
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but we dont work on github there is no point

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its just to have an easy fall back

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altough 90% of the time you just open the latest sim sent in the channel

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and go from there lol

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sin is a bit differnt, whisp likes working how he does so it might not be of your liking

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its understandable

remote sparrow
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yeah,i think the new tools that are beneficial are :

  1. version control
  2. automatic testing tool
golden rain
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like you could be mid way through testing a vanish condition and on github i can see your pr and peek at it

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maybe take that change and go in a different direction

fickle shore
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  • people that are interested in tcing follow the channel so they know whats happening
  • no one does prs
rugged solar
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reformed

ivory kestrel
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so you want to see things like this?

rugged solar
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just one thing

ivory kestrel
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where you can peek in things people are doing

rugged solar
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if i do a change

golden rain
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ive never had anyone call me reformed before KEK

rugged solar
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you still don't see my browser

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nor know what i work on

fickle shore
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ok but thats on you fuu

ivory kestrel
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too late we already got the spyware in

fickle shore
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why arent you streaming it ??

ivory kestrel
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we know what happens in those 120 windows

rugged solar
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because my enviroment is loud usually

remote sparrow
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its fine

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play the ne worlds music int he background

rugged solar
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and streaming without mic is fairly uninteressting

remote sparrow
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or old worlds music

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or kda

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banger

rugged solar
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but besides

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the point is, if i put in ideas in the pins to test

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or the latets apl

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there can always be a conflict of 2 people working on the same change

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github, discord or whatever don't change that

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the 2 things that a github sync improves is visibility and the chance of external input

fickle shore
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ye idk if external input exists really

rugged solar
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visibility in that people who typically don't look at the apl see the change

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and tools that use simc as a backend have faster access to changes

fickle shore
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whats the probability someone interested isnt in the discord

rugged solar
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exernal input is questionable

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like stated

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one contribution in 7 or 8 years

ivory kestrel
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tbh some people that don't speak english do dm me about things

rugged solar
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not rly that promising

ivory kestrel
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but only in that case i guess

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idk if any french/german dm other people that are around here

rugged solar
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also, blizzcon now

ivory kestrel
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tru

fickle shore
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never for tcing tho

rugged solar
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i have some ppl who dm me in german

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and anyone can if he wants

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but thanks for the conversation

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tooling is def. something i want to improve on

ivory kestrel
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i don't usually use it that much so idk

remote sparrow
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I really do think that soviet is correct with 2 things, 1) an automated testing, even if its just locally for fuu. saves a ton of time. 2) version control

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so we dont have to re clean the APL after we made a lot of weird changes to the core APL because of 10.1 tier

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or cases like that

fickle shore
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it can save times ye, its easy enough to have a big file with like different builds and sim that in different scenarios

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i have done it in the past

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can end up annoying very fast tho

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usually you can get away with only simming the few main builds

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(2)

ivory kestrel
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i mean someone could do an access file and hook it to excel with some scripts

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but not me

remote sparrow
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yeah, my thought was to jsut make a file with all the builds you want and like splits you want : [dslice, single target, different target count], and different time lenghts

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and it just loops through the configs and runs them all hopefully parallel

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if I can install simc on a linux I can actually right a script or this

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or a simple .sh file that just runs everything

rugged solar
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thats not how cleaning up the apl works

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you don't just roll back changes

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you nee to test again

fickle shore
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I think thats what he meant

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like make changes > check with different builds / fight style

remote sparrow
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yes, thats what i meant. poor wording on my end i guess.

fickle shore
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I did that manually in the past

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a little script could help but also

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eh

rugged solar
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ah fair

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the host is very talk active

remote sparrow
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its my first blizzocon! im very very excited

coarse laurel
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I’m not sure I would get too hung up on the workflow for PTR APL work just based on this type of PTR. Rogues haven’t had a rework of this magnitude since 2016. Most work is far more incremental.

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I don’t think anyone’s workflow is optimized for a once in a decade event. 😄

remote sparrow
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nah, surely subs gonna get some actual talents in 11.0. surely copium

rugged solar
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@coarse laurel did you read/see the bugfixes i mentioned earlier?

coarse laurel
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I scanned them but will need to catch up later tonight.

rugged solar
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tl;dr:

  • DB now works on spells it converted
  • Shadowed Finishers seems fixed
    -- Works with damage amps now, damage calculation is now using damage pre armor calculation it seems
past fable
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Also: Replicating shadows doesnt benefit from talent amps if you have dark brew, behaving the same way the tier rupture proc does. (still doesnt benefit from finality or nightstalker unfortunately)

magic helm
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Do we have new race sims for 10.2?

rugged solar
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you can use the race template from #subtlety-faq if you want to sim races, but i will update my sheet soon

coarse laurel
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Unless you guys are seeing otherwise

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Effects          :
#1 (id=805486)   : School Damage (2): shadow
                   Base Value: 0 | Scaled Value: 0 (coefficient=0, delta coefficient=0.05) | AP Coefficient: 0.08780 | PvP Coefficient: 1.00000 | Radius: 0 - 10 yards | Target: At Caster (22) -> AOE enemy (15)
Hotfixed         : Delta (0 -> 0.05), AP Coefficient (0 -> 0.0878)
Description      : $@spelldesc319175

Effects          :
#1 (id=819933)   : School Damage (2): shadow
                   Base Value: 0 | Scaled Value: 0 (coefficient=0, delta coefficient=0.05) | AP Coefficient: 0.22346 | PvP Coefficient: 0.00000 | Target: Enemy (6)
Description      : $@spelldesc196819
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And were added back into the Mastery whitelists, etc.. I assume the CP multiplier was also fixed

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Probably just works exactly how it used to

remote sparrow
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seems like they just reverted it to how it was yep. and the CP multiplier also seems to have been fixed

remote sparrow
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shadowed rupture went from doing 1.5% to 5% but still seems too weak in the sims. Realistically shuld be close to 9-10%

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^ old

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^new

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sims are a bit higher as a result of this change

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u could essentially double the evis bonus from shadowed finishers (probably an over buff), to get an estimate for the spec with bis build around 238k

past fable
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As long as that own coefficient means it ends up doing roughly ~48% of the physical effect (with all the amps) thenwere good

rugged solar
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does dd/vt work in the sim for spells that get converted?

rugged solar
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alright, so that needs to be changed then

past fable
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And like armin said, shadowed finishers still doing roughly half of what its supposed to

rugged solar
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could be explained with the armor calculation we discussed yesterday

coarse laurel
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I didn’t make any changes yet. Didn’t have time last night. Will revert back to the old setup today.

rugged solar
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👍

rugged solar
coarse laurel
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Ok, checked in the Shadowed Finishers changes

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What was confirmed as actually happening with the Dark Brew stuff?

past fable
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It works

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Like rupture & sepsis gets increased by deeper etc

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Only replicating is a bit different, similar to how the 2p rupture works

rugged solar
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Flagellation improvements:
Based on [Eleems Apl modification](#1065728795455266888 message).

What does this change do?

  • Syncs Flagellation with symbols of death if possible.

Lines Changed:

actions.cds+=/flagellation,target_if=max:target.time_to_die,if=variable.snd_condition&combo_points>=5&target.time_to_die>10&(variable.trinket_conditions&cooldown.shadow_blades.remains<=3|fight_remains<=28|cooldown.shadow_blades.remains>=14&talent.invigorating_shadowdust&talent.shadow_dance)&(!talent.invigorating_shadowdust|talent.sepsis|!talent.shadow_dance|talent.invigorating_shadowdust.rank=2&spell_targets.shuriken_storm>=2|cooldown.symbols_of_death.remains<=3|buff.symbols_of_death.remains>3)


New APL:

coarse laurel
past fable
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Replicating doesnt double dip

coarse laurel
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Wasn't Replicating just changed to be non-residual anyway? So it has its own modifiers anyway

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I think Replicating was also basically just reverted to its old behavior

past fable
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From dark brew

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Since it increases both rupture and then also increases replicating

coarse laurel
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It shouldn't. RS damage isn't based on Rupture damage at all in sims

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Anymore

past fable
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Not at my computer rn but replicating got more like 20% more damage than 10% when i checked

coarse laurel
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I think it actually does double dip looking at the spell data

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When the new labels were added

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RS Rupture effect was already in the Dark Brew modifiers

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The new effect was this added a bit ago

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#5 (id=1083911)  : Apply Aura (6) | Apply Percent Modifier w/ Label (218): Spell Periodic Amount (22)
                   Base Value: 10 | Scaled Value: 10 | PvP Coefficient: 1.00000 | Misc Value: 22 | Misc Value 2: 2696 (Label) | Target: Self (1)
                   Affected Spells (Label): Secret Technique (282449), Black Powder (319190), Eviscerate (328082), Lingering Shadow (386081), Rupture (394031)
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But

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#3 (id=1083909)  : Apply Aura (6) | Add Percent Modifier (108): Spell Periodic Amount (22)
                   Base Value: 10 | Scaled Value: 10 | PvP Coefficient: 1.00000 | Misc Value: 22 | Target: Self (1)
                   Affected Spells: Rupture (1943), Deadly Poison (2818), Crippling Poison (3409), Numbing Poison (5760), Wound Poison (8680), Crippling Poison (115196), Shadow Blades (121471), Gloomblade (200758), Double Dose (273009), Shadow Blades (279043), Nothing Personal (286581), Instant Poison (315585), Flagellation (323654), Sepsis (328305), Sepsis (328306), Flagellation (345316), Numbing Poison (359078), Rupture (360826), Sepsis (375936), Amplifying Poison (383414), Flagellation (384631), Sepsis (385408), Atrophic Poison (392388), Sepsis (394026), Rupture (394031), Deadly Poison (394324), Instant Poison (394326), Wound Poison (394327), Amplifying Poison (394328), Flagellation (394757), Envenomous Explosion (426581)
                   Family Flags: 15, 20, 51, 78, 97, 109, 118, 124, 126
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This is the original modifier list in Dark Brew

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It also contains 394031

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So I think this is a bug, but probably one that happens in-game

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Since these are just passive

past fable
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Youre correct, i just forgot replicating doesnt work with stratagems

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So they roughly even out

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Mb

coarse laurel
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This 2696 label is what is used in Deeper Daggers as well, and it's correct there because the main DD direct list is far more limited

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But the custom Dark Brew list they have is a lot more comprehensive

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So regarding Dark Brew then, I'm guessing this must be scripted since I don't really see any aura references in either Veiltouched or Deeper Daggers regarding, say, the basic Rupture spell ID

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Kinda a pain in the ass... ><

rugged solar
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i assume so

coarse laurel
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I'm just gonna have to go on faith here that everything works that is supposed to... lol

rugged solar
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it was only few spells he needed to add DD to and only rupture for VT

coarse laurel
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Alright, that should do the trick. Kinda taking it on faith there aren't any double dips or everything captured, but should be functional 😛

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You guys will probably want to keep an eye on it

ivory kestrel
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will look at it tomorrow more but only dipper that was kinda hard to see was replicating i saw you talking to eleem about it

rugged solar
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ah great

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thanks

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guess need to re-sim dark brew builds ^^

past fable
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Kinda inconsequential and irrelevant but heres some very slight improvements to some of the races, to have em line up their cds with flag instead of symbols (flag was better than blades)

actions.cds+=/berserking,if=buff.flagellation_buff.up|fight_remains<20
actions.cds+=/fireblood,if=buff.flagellation_buff.up|fight_remains<20
actions.cds+=/ancestral_call,if=buff.flagellation_buff.up|fight_remains<20```
<https://mimiron.raidbots.com/simbot/report/w7dx2xkiCF9zzuiciVfaw8>
turbid pulsar
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only tested the normal 2min build for this and all i did was remove the !buff.premeditation.up on backstab

turbid pulsar
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ran some more tests on it, seem like its only a gain for non shadowdust since it looks like it ends up delaying cds for some reason

golden rain
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We take the non dust gains

rugged solar
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because the !buff premediation was a gain for both gb and premediation when i introduced it

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but will double check

rugged solar
mystic sequoia
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Minus just at the end of fight

rugged solar
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it is probably better to use shadow blades as a driver

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because it is soething you always use

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else just

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|buff.symbols might be enough

mystic sequoia
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In practice, I think the current implementation is basically OR symbols

rugged solar
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can add a talent check

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buff.flagellation_buff.up|!talent.flagellation&buff.symbols_of_death.up|fight_remains<20

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also given how much we re-use it

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might be worth to add a variable

past fable
rugged solar
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you realistically won't skip on flag

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still good to have a fallback

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I quickly checked, shb and flag sync is equal so i did put in this:

actions.cds+=/variable,name=racial_sync,value=buff.shadow_blades.up|!talent.shadow_blades&buff.symbols_of_death.up|fight_remains<20
actions.cds+=/blood_fury,if=variable.racial_sync
actions.cds+=/berserking,if=variable.racial_sync
actions.cds+=/fireblood,if=variable.racial_sync
actions.cds+=/ancestral_call,if=variable.racial_sync```
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the diffrence is very minimal tho, 0.1% mostly

rugged solar
rugged solar
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Just a little bit of fun fact

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only ~1/3 of the apl remains of the 10.1.x version

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if we include comments, it goes down even lower

ivory kestrel
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and more things we need to change ayyy

rugged solar
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oh possible

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was more of a fun comparison

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there are def. some changes to be made still, tho i would say the apl is quite good/stable

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it is vital to keep in mind the amount of change that the patch had, you can also just scroll the channel and will see how long we iterated over chanegs already

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(3-4 weeks)

low breach
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I guess this is more changes then some exp to exp changes

rugged solar
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i could do the same for outlaw/assassination

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i don't think it is as extreme for them, but will sitll be a lot of change

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xpac to xpac changes have a lot of reoved changes

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10.2 adds a lot more complexity to all 3 specs

past fable
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PS: Its still not a good talent for singletarget, no need to worry

rugged solar
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👍

fading mica
rugged solar
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Shuriken Tornado cleanup/improvements:
based on [Eleem's changes](#1065728795455266888 message)

What does this change do?

  • Only use Shuriken tornado outside of cooldowns on low target counts.

Lines changed:```ansi
actions.cds+=/shuriken_tornado,if=variable.snd_condition&buff.symbols_of_death.up&combo_points<=2&!buff.premeditation.up&(!talent.flagellation|cooldown.flagellation.remains>20)&spell_targets.shuriken_storm>=3
actions.cds+=/shuriken_tornado,if=variable.snd_condition&!buff.shadow_dance.up&!buff.flagellation_buff.up&!buff.flagellation_persist.up&!buff.shadow_blades.up&spell_targets.shuriken_storm<=2&!raid_event.adds.up



__Lines removed:__```diff
- actions.cds+=/shadow_dance,use_off_gcd=1,if=!buff.shadow_dance.up&buff.shuriken_tornado.up&buff.shuriken_tornado.remains<=3.5
-     actions.cds+=/symbols_of_death,use_off_gcd=1,if=buff.shuriken_tornado.up&buff.shuriken_tornado.remains<=3.5&!set_bonus.tier30_2pc```

__New APL:__
ivory kestrel
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so tornado is back pog

rugged solar
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The talent setup i used might get a lot higher numbers than others, so keep that in mind

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so the typical win is likely lower

rugged solar
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Rupture improvement
Idea: change the opener for smarter rupture use.

What does this change do?
Remove double rupture casts from Shadow Dance.

Apl Change:

actions.finish+=/rupture,if=buff.finality_rupture.up&buff.shadow_dance.up&spell_targets.shuriken_storm<=4&!action.rupture.used_for_danse

New Apl:

fickle shore
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omega

rugged solar
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moment

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ill show you how its done simpler

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You can use This Website to help you with formatting.

Example:```ansi
actions.stealth_cds+=/shadowmeld,if=energy>=40&energy.deficit>=10&!variable.shd_threshold&combo_points.deficit>4
actions.stealth_cds+=/variable,name=shd_combo_points,value=combo_points.deficit>=3

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(you can use diffrent colors too, i just liked these ones for the contrast and readability)

golden rain
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how is this opener change 1% damage?

rugged solar
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it is in one instance, it is for most setups 0.2-0.6%

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but what it does is, like i mentioned in the pin remove double rupture cast

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i did also test alternatives, so this was e.g. contrasted to force rupture before dance

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e.g. here is the change compared/combined with a 2nd one

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the change does simply reduce the amount of rupture casts

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towards

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how do you format this
Just to mention it, in case anyone didn't know this.
If you hover over the text box you can copy/paste it with formatting by clicking this button.

twilit hearth
#

like there for example

low breach
twilit hearth
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but we still want to hold one dance charge for symbols or other cd's, right?

low breach
twilit hearth
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thanks, i see that changes are still very dynamic, wowhead gets outdated quite fast

low breach
twilit hearth
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the screen i posted above is with 10.2 4p

low breach
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Yeah I know.

twilit hearth
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thanks though, will follow the channel more closely to avoid stupid questions

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cheers

rugged solar
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dance is in general aligned with symbols, but it will use spare charges

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so when it does depends

twilit hearth
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in 30th second there its the third dance in the sim, it would mean that we have generated 2 dance over 30 sec (1 dance from dust plus baseline 30 seconds of time spent) and another charge purely from CDR, makes sense when you break it up on pieces

rugged solar
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it is possible, i am haven't looked at the exact sequence

#

keep in mind that the sequence is also only one out of 100.000 iterations, so it can be that it is not always 100% ideal

rugged solar
#

just for the fun of it

#

this just adds a check to never use flag in dance/stealth

golden rain
#

So the sim uses flag mid dance?

rugged solar
#

it can happen, it does not force it

golden rain
#

I thought we always flag before dance to not waste a global, and to have the dance be amped

#

Is this really 4.5% loss to force this

rugged solar
#

yes, thats reasonable

#

well no

#

the 4.5% would use dance and use flag after

#

so instead you would need to introduce a delay

#

to use flag-dance

#

testing so was around 0.2% worse

#

putting a beautification for 0.2% damage loss is not that good

remote sparrow
#

Btw fuu, idk if I've seen eleems dust timer sheet. We have a pretty good timer setup now for 2 min trinkets maybe we can get going in sims too

rugged solar
#

hachadino mentioned some dust things to me, i haven't rly looked into it

#

if you have ideas, sure

#

we can try

remote sparrow
#

0 all + branch
1.5 all
2.5 all+branch (this go flag dances then vanishes to reset blades)
3.5 empty flag
4.5 blades then vanish to reset flag + branch

#

I was wondering if we could setup variables for the variations of flag blades vanish

#

Like their ordering based on the CDs of the trinket

#

Like if there's 30 seconds left on blades and u have vanish and flag and trinket up : variable variation_1 is true

#

So u flag vanish blades

#

If u have all up, it's condition 0 true etc etc

rugged solar
#

Some small apl updates:

  • Backstab/Gloomblade during dance should sequence better with this change
  • Split up the Thistle tea condition in 3 separate conditions and slightly modified the use
  • Simplified trinket condition for flag.
    Both only lead to marginal damage improvements, ill skip the Highlights for this change.
ivory kestrel
#

One thing that i also noticed is that using strikes to consume rotten buffs in Aoe while blades are up might be better on the preseason build

#

or only using 1 charge on storm to keep FW

#

as strike can crit way higher than storm can hit even on many targets

#

+the rotten bug

rugged solar
#

rotten bug isn't in the sim

coarse laurel
#

Which one are you talking about specifically?

rugged solar
#

but that one is irrelevant for strike/storm

ivory kestrel
#

normal shuriken storm does it too

#

so it is actually quite krangled

#

you coudl get 2 critical strike shadowstrikes

#

but instead get 2 critical strike storms and whatever on other mobs

rugged solar
#

oh interessting

ivory kestrel
#

fukq

#

i have mkv

#

but yea it can be "little" impact as we just ignore rotten in T31

#

which ones do embed mp4?

spiral forge
#

What does the mentioned premed/sht fix mean ?

past fable
#

Aka it doesnt fuck up something

spiral forge
#

Ah thx

rugged solar
past fable
#

Haste obviously isnt that strong for us, but still thought that it wouldve been an alright trinket

rugged solar
#

ah nice, what was the apl change

past fable
#

actions.cds+=/use_item,name=ashes_of_the_embersoul,if=buff.flagellation_buff.up&buff.danse_macabre.stack>=3&!raid_event.adds.up&!equipped.witherbarks_branch
Havent checked if it clashes with any aoe stuff but i dont think it should

#

With that it effectively uses it just before sectech (or before a strike/backstab right before sectech)

rugged solar
#

ah, nice

rugged solar
#

^ fixes conflicts i saw, need to run it through other talent combos too but seems good

#

seems fine with my profiles

past fable
#

I wanted it to check with the sectech condition since that seemed logical to me but it seemed worse than just dm stacks

spiral forge
ivory kestrel
#

1 1 7

spiral forge
#

So it’s likely to come out way worse in a realistic fight isn’t it ?

ivory kestrel
#

well unless you are blind or lost many figers in a war or have frecuent seizures that impede you to move in a circle every 2 mins

#

not likely

#

to mess up

#

but i think even many blind people or missing fingers can do it quite reliably

rugged solar
#

it allows for wiggle room, it is not somehting thats super time sensitive

golden bay
#

unironically, i want to see it, i don't mean this as flame

#

it feels like simming heavy movement should also come at a penalty to branch timings

mystic sequoia
#

You can add
dragonflight.witherbarks_branch_timing=1/1/1
In custom apl and it'll sim as if you just pick them all up asap. Or like perhaps 1 1 2 might be a little more real

rugged solar
#

^ can click the copy icon on the textbox:

dragonflight.witherbarks_branch_timing=1/1/1```
past fable
#

https://www.raidbots.com/simbot/report/6zRg3yQCZmWephGqE4iDG9
Checked some conditions for dancing and also found some gains where holding of with full cp just before symbols comes up was worthwhile even though it sometimes leads to some energy wasted (presumably because getting more finishers of in dance is worth it). Theres probably some better way to achieve this than what i was doing which was just adding this to the non-stealthed finish lines:

actions+=/call_action_list,name=finish,if=(combo_points.deficit<=1|fight_remains<=1&effective_combo_points>=3)&(cooldown.symbols_of_death.remains>3|buff.symbols_of_death.up)```

Havent checked any other builds besides the standard singletarget one as of now, so maybe its incredibly bad for other scenarios setups ![peeposhrug](https://cdn.discordapp.com/emojis/657382266921812009.webp?size=128 "peeposhrug")
#

Oh also the shd combo point thing is just actions.stealth_cds+=/variable,name=shd_combo_points,value=combo_points.deficit=0 to send it at 7 cp

remote sparrow
#

^ this is really interesting im curious if its worth it to sod maybe 2-3 seconds before dance and not finish (if not a flag/baldes) set, to get a bunch of stacks before each dance

#

might be able to get 1/2 extra finishes during dance

rugged solar
#

still a interessting idea

#

i haven't done a lot of sht specific optimizations, maybe there is room for more

#

e.g. ER would be a primary option for it

ivory kestrel
#

also something i found but idk how to put kinda is not using tornado and SoD together with shadowcraft as the refill can happen and you get to lose the cps kinda

#

or the other way around might be better to hold SoD for after tornado then get the refills easier there

rugged solar
#

Did anyone test the tier set over a longer period of time

ivory kestrel
#

for the % on finishers?

rugged solar
#

yes, curios if someone found a updated model that seems to work

karmic sky
#

I couldn't find a satisfactory answer in the Sub chat - does "1/1/7" branch timings indicate picking up:

  1. Orbs at 1s, 2s, then 9s
  2. Two orbs simultaneously 1s after activation then the final one 6s later AKA 7s after activation?

How much testing has gone into different timings? I did some sims and a bunch were non-trivial improvements, but they might be impossible depending on the answer to my question.

#

You can pick up 2 simultaneously pickup if you:

  • walk forward to the midpoint of the front left and right ones and let them drift into you.
  • angle yourself to put one orb in the middle of the boss hitbox, grab one of the other two then press shadowstep
turbid pulsar
#

1/1/7 is just press trinket wait 1 sec pick first then pick 2nd 1 sec later, then kite last one for 7 sec

karmic sky
#

Gotcha ty

rugged solar
#

tthe numbers is the time between pick ups

#

you can modify it if you want to want to have diffrent behaviour

#

e.g. if you want to pick up all 3 immidiatly:

dragonflight.witherbarks_branch_timing=1/1/1```
karmic sky
#

Is there any particular reason why the T31 profile for Sub has Haste+Vers on its helm? Does Sub actually want at least a bit of haste? Or some sort of "soft" breakpoint?

rugged solar
#

it did sim highest when i created the profile

karmic sky
#

What's involved with building those out? Not doubting your methodology, I was just surprised the profile uses crafted helm and crit+vers cape, instead of crafted cape and crit+vers BOE helm.

#

It'd result in less haste but it's gotta be possible to offset that somewhere else

#

I think it's a net +20 agi +22 secondaries making that swap

rugged solar
#

basically, simming a lot of configurations

#

it is a multi stage process, when going over talents, gear, etc...

rugged solar
ivory kestrel
#

maybe need to look into 1 min on ashes+branch etc

#

think assa did something for it similar

low breach
lilac crescent
#

(so 3+ DM stacks)

rugged solar
#

yes

#

it is just syncing it with secret

lilac crescent
#

that's how I've been using it either way baseg

rugged solar
#

👍

lilac crescent
#

nice when the feelycraft is confirmed

ivory kestrel
#

top feelycraft was always using it after but before 1 sec

#

now with 2 secs it is less important tho

#

cant get sec tech+`2 finishers anymore

past fable
rugged solar
#

i thought i had it in too

#

but seems like i didn't

past fable
rugged solar
#

👀 what did you do?

past fable
#

actions.cds+=/use_item,name=ashes_of_the_embersoul,use_off_gcd=1,if=buff.cold_blood.up&(buff.flagellation_buff.up&talent.invigorating_shadowdust|buff.shadow_dance.up&!raid_event.adds.up&!equipped.witherbarks_branch)
Not sure the offgcd is needed but i was tinkering with other stuff before

rugged solar
#

my change was only a small test

#

ahh cold blood

#

ye makes sense

#

i thought you could maybe simplify it

past fable
#

Could probably add something to make sure you use it before the encounter ends

rugged solar
#

but will need to test

#

but need to test other talent combos and fight styles

past fable
rugged solar
#

oh interestsing

rugged solar
#

Ashes of Embersoul improvements:
In collaboration with Eleeem & Raz.

What does this change do?
Syncs Ashes use with Cold Blood / Secret Technique

Changed lines:

actions.cds+=/use_item,name=ashes_of_the_embersoul,if=(buff.cold_blood.up|(!talent.danse_macabre&buff.shadow_dance.up|buff.danse_macabre.stack>=3)&!talent.cold_blood)|fight_remains<10
actions.cds+=/use_items,if=!stealthed.all&(!trinket.mirror_of_fractured_tomorrows.cooldown.ready|!equipped.mirror_of_fractured_tomorrows)&(!trinket.ashes_of_the_embersoul.cooldown.ready|!equipped.ashes_of_the_embersoul)|fight_remains<10
```
__New APL:__
balmy linden
#

So ashes is better now?

rugged solar
#

better than bark if played ideally? no

#

closer to bark, yes

#

but to give a quick tl;dr about bark

#

if you can use it ideally
so pick up 2 and then delay the 3rd orb as long as possible.
It is the best trinket by quite a bit

#

then more you go down from that, then coser it gets

#

so overall, bark will always edge out other trinkets if you can do 1-1-9

#

and will be slightly better with 1-1-7

golden rain
rugged solar
#

yes

#

it does not consider blades

past fable
#

Sectech clones doesnt work with blades anyway

remote sparrow
# rugged solar closer to bark, yes

Looking at my own logs (and some of ther other top logs) for branchmark avg uptime per cast (as in, the full 20 seconds etc) on an easy fight (volcross) avg uptime seems to be roughyl 15ish seconds (just looking at logs havent pulled in any actual data)

#

realistically in harder fights, this might drop, so embersoul might actually be the better play

rugged solar
#

eleems sim also shows something to explore

#

changing stats can work well for ashes

#

narrowing the gap even more

remote sparrow
#

as in dropping some haste?

rugged solar
#

going more mastery/vers heavy

remote sparrow
#

yeah thought so as well.

#

also there are some other considerations for ashes vs branch as JPC said. if youre getting aug'd ashes seems to be more overall damage for the team vs branch (if played perfectly) is higher damage for you

rugged solar
#

its a interessting dynamic

#

i like it

#

having options is good

ivory kestrel
#

ashes also unlocks the secret build sepsis pog

rough dove
#

so we can basically macro ashes with sectech now for raid?

ivory kestrel
#

with cold blood in this case

#

but uh can make it do weird things

remote sparrow
#

I dont think u can sync them

#

imagine a 3:30 min fight

#

u can send cds at 0,1,2:30 or 0, 1, 2:00, 3:00.

#

in that case, u probably wanna do the third one, which in this case its not a good idea to macro it. since it would use it on the 2 min go, which is not what u want sine thats a solo flag go vs the 3 go which is flag and blades

rough dove
#

yeah ok true

#

i just keep it on a seperate bind then

polar belfry
past fable
rugged solar
#

thats quite good

past fable
#

Baseline is the ashes change + some swapped around gear with full vers+mastery

rough dove
#

what is meant by dont dance 2?

rugged solar
#

what the line does is to not use dance if your cooldowns are ready soon

ivory kestrel
#

also lets you pool for some extra sht i guess

lilac crescent
#

me already doing both these in raid, feelycraft wins again

ivory kestrel
#

ehehe

lilac crescent
#

just push buttons bro it works

ivory kestrel
#

crit all sec techs with sophic best advice i can give

rough dove
#

@past fable quick q bout the optimization w/ holding dance

#

whats the max amount if time we would hold dance for cd's?

#

like whats the condition you used that it comes out as a gain

past fable
#

Its no different to what guides are saying, its literally just a slight sim dif

#

Dont dance unless you have symbols/flag/blades up

rough dove
#

hmm ok

#

cause on fyrakk prog e.g

#

i send a naked dance with sectech before first move and then send dance+sod w cd's after move

#

so according to the min/max i should just hold the dance?

#

cause if i send a naked dance with pooling before i still get my 2 dances + sectech into second flag + sb window

split crystal
#

are there plans to implement the ashes changes?

rugged solar
#

i did ask koji already to pusht the apl update to simc, not sure when he has time to do so

coarse laurel
#

Probably tonight

modern fern
past fable
#

Dont dance at 2 stacks of dance

modern fern
#

Cuz sync with symbol?

past fable
#

yes

modern fern
#

Cool , I've been troubled by this problem a lot recently, especially without swift death

uncut niche
rugged solar
#

no, you can't have blades for every dance

past fable
#

Not all 3, either one of them

kind rover
#

!finality

rugged solar
#

#subtlety <- that's a command for the main channel

golden rain
past fable
#

appending this onto the flag line (which is starting to seem too long and convoluted for its own good)
&(talent.invigorating_shadowdust|cooldown.symbols_of_death.remains<3)

rugged solar
#

oh, thats interssting

golden bay
#

Swift death is not terrible in aoe, which is what I was simming in the first place.

#

The reason im exploring non dust builds in m+ is that it just scales better with aug than dust.

#

It simmed better in aug simms (which basicly sim party dps) than dust, but my aug friend did those so its a trust me bro source.

rugged solar
#

it also works better with aug in raid

#

but there is a bit of a irony because the loss to play DB is higher than the gain from aug

#

unless we manage to find more improvements to DB builds to bridge the gap

golden bay
#

well, in the simms we did, DB was ahead if you considered the aug dps aswell, on all target counts

#

but that was in dungeon slice build

rugged solar
#

unexpected

golden bay
#

i don't think you can sim this on raidbots, you need the simc client

rugged solar
#

you probably can using advanced sim

#

but not entirely sure, would need to talk to the evoker tcs to know how their simulations work

ivory kestrel
#

you can play with 2 on uses to be a bit better with Aug in general play

#

that might make it go higher than DB again

#

as aug does not benefit much trinkets like crab/pips

#

that can proc whenever and lose value as they proc outside dance/when you get the buffs

golden bay
#

i dont see how 2 on use trinkets would matter, your ashes is on their breath anyways

coarse laurel
remote sparrow
#

Someone mentioned that Lariet might be undersimming in sims right now, apparently has a lower proc chance implemented or something. does anyone have any further info on this?

ivory kestrel
#

lariat should sim fine it has around 3x% uptime

rugged solar
#

not aware of a issue, but maybe i missed a discussion aorund it

ivory kestrel
#

make sure people are not getting confused with having split stats

#

as that would make it 1x% of both

ivory kestrel
sweet arrow
#

Attached is a profile I wrote from (mostly) scratch to model the Smolderon fight. It includes boss vulnerability raid events to represent the boss phases.

The profile is broken down into three action lists to model each phase of the boss: (1) the opener, (2) the vulnerability phases, and (3) the downtime between vuln phases (referred to as 'chill' in the profile).

Right now the profile sims at 322k, whereas the top parse is ~351k. Few reasons that I think this is happening:

  1. Per this message #subtlety message it looks like Shadow Rupture can be min-maxed. Some of the top parses get 12-15k more damage out of shadow rupture than this profile.
  2. I suspect some of my rupture handling is sub-par. It reapplies rupture with the finality buff up while in sdance, at least.
  3. The vulnerability is modeled as a damage vuln on the boss, whereas the actual fight places a damage buff on the player. I'm not sure if this is strictly equivalent in the wow world.
  4. There isn't any pooling done when going into a sdance. Not sure if this is important. On a visual inspection, the profile rarely goes out of enery while in sdance anyways.
  5. I think SnD is being refreshed sometimes during burst phases. Not if I should foricbly refresh it just before a burst phase.
  6. The symbols of death timing in the profile is usually 4-7s later than what most parses do. Right now the profile tries to symbols when dance is up, when there's <3s left on symbols buff, and when there's >4s left on dance. I'm not sure what rules top players are using around symbols

Yeah, the profile is not super useful. I did this 33% to better understand the spec, 33% to better understand simc, and 33% for fun.

rugged solar
#

interessting project

#

The reason top logs can be higher is typically because they are one iteration

#

so they are affected more by random inpact factors

#

you don't rly play around the shadow rupture proc, but your output depends on good ones

#

it is a big impact factor

#

The Simulation plays a lot better around the vulnerability, but is very hacky

#

its very visible in the damage breakdown

#

compared to the default (that does not consider the vulnerability at all)

sweet arrow
#

that is by design. here's a chart from a log

#

I think the default profile only happens to get those two peaks because they naturally line up with the first and second vulnerability

rugged solar
#

yes

#

there is no vulnerability specific handling in the apl

#

what made you decide to write a new apl

#

instead of modifying the standard apl for vulnerability events

sweet arrow
#

I did start by modifying the default. Let me see how far I got with that.

#

306k overall (322kish on the custom one linked above).

rugged solar
#

oh interessting, not too bad

sweet arrow
#

I think there's an easy improvement in my changes to the default profile - its not using symbols anywhere near enough

ivory kestrel
#

you DO play around rupture for the highroll(gambling) and like fuu said across a lot of tries you will se the most dps being the ones that hit

#

all the shitters that procced it on a non finality one outside dance

#

are buried

sweet arrow
#

symbols of death usage. 'Expected' is where a top parse used symbols, 'actual' is when the profile did.

ivory kestrel
#

so in sims you cant really go and try to emulate "gambling" as across 100000 iterarions gambling is not really gambling

rugged solar
#

it actually would be

#

it would show you how successful gambling as a strategy is

ivory kestrel
#

you will just see a higher spread

#

as when the gambling fails you would do even less dps

#

but highest dps would go up i guess

sweet arrow
#

I do use the dps range as a metric to control for that

ivory kestrel
#

i actually wonder how it would pan out

rugged solar
#

i assume you could check how common gambling is by looking at rupture casts

#

i don't expect it to be super common, but maybe i am wrong

rugged solar
#

it is a nice project tbo

#

very cool

sweet arrow
#

I made a tindral profile too. its pretty accurate as well

#

uses a raid_event.stun to model the flight phases

rugged solar
#

haha great, you did rly sink some time into it

sweet arrow
#

oh yeah.

#

I was seeing these giga parses from other rogues and just couldnt understand how they were doing them. Building the apls seemed like a reasonable way to figure it out

rugged solar
#

it seems more effort than breaking down cooldowns and fight timers

#

i am also not sure your vulnerability timings on smolderon are correct

#

would be the exact timings

#

rank 1 log has very good timings for parsing

#

the boss dies just as the last intermission ends

#

it is also interessting to see that the fight timer got down this low already

#

rank 13 killed it in ~5 minutes 45 secs

rugged solar
sweet arrow
#

the first intermission starts at 1:08, but you don't get the actual damage buff until a few seconds later

fickle shore
#

well you could chose to delay the damage buffs a lot

past fable
fickle shore
#

if that was your desire

sweet arrow
coarse laurel
# ivory kestrel as when the gambling fails you would do even less dps

Yeah I think you’re right that some high roll optimizations aren’t going to show up in average DPS. You’d have to optimize for max DPS being the metric rather than mean. (Not sure I think this is great other than parse fishing though. But you’re right that highroll optimizations aren’t always gonna yield a higher mean. Maybe even lower.)

ivory kestrel
#

Yea that is why sometimes you dont really want to put them in or well it does not make much sense the situation is rare enough where you have X happening while Y and then hit a % on Z for it to just be a gamba thing you say it is possible but just leave it there

#

we just have 3 bosses where it can lead to big highroll gnarl-smold-tindral

rugged solar
#

If something is rare enough and clearly better, it is easy to have it in the apl. A lot of the optimizations we have are exactly this

#

It becomes complicated if you want to do something that is overall a damage loss with the promise of higher variance

#

we never tried to remove gambling if it is overall damage positive

#

if we want to explore tier set gambling, it would mean having the 0-33-66-100 proc rate in the sim and a option to check the state is required. And unless i missed the commit, the sim is still using a proc chance.

split crystal
#

Implementing the 0-33-66-100 proc rate in the sim would answer how to proceed when you have 100% chance for shadow rupture but no finality before dance. It makes sense for the sim to only rupture in dance with finality given the current implementation.

past fable
split crystal
#

I also wonder, for the opener, if it's worth dancing before the first rupture - sim might have a different result if it knew there was a 0% chance for 2p proc, and your 2nd rupture cast would be inside the 2nd dance with finality and 33% 2p chance like normal

#

Essentially delaying dance in standard opener by 1 global

golden rain
#

3 mins sim: https://www.raidbots.com/simbot/report/teCCQ2Pr3pDENkMDdpChGA
4 mins sim https://www.raidbots.com/simbot/report/q9dmViRktdZc43HP3Hdu8X
5 mins sim https://www.raidbots.com/simbot/report/h5mM7YiGwKXEyTBW6fqSoa
did some sims at lower fight times trying to force a triple dance opener, seems doing a triple dance opener but saving dance for CB in cooldowns otherwise is a consistent gain on faster fights. Gains:

+2.5% at fight lengths <=3 mins when doing fixed sims
+1.3% at 3 mins (variable)
+0.6% at 4 mins (variable)
-0.3% at 5 mins (variable)
much worse on long fights

apl changes:
adding this stealthed list to vanish strike near the end of dance for premeditation if at 2 vanish charges (copy pasta from 10.1 apl)

actions.stealthed+=/vanish,if=buff.danse_macabre.stack>3&combo_points<=2&(cooldown.secret_technique.remains>=30|!talent.secret_technique)&cooldown.vanish.charges>1

shadow dance condition changed to dance if >1.75 stacks of shadow dance and the cold blood condition is not met, and also to dance regardless of sectech CD. This last part is necessary because 3x dancing on pull can cause a future dance to not have a sectech if unlucky with procs

actions.stealth_cds+=/shadow_dance,if=(dot.rupture.ticking|talent.invigorating_shadowdust)&(variable.rotten_cb|variable.sdh_threshold)&(!talent.the_first_dance|combo_points.deficit>=4|buff.shadow_blades.up)&(variable.shd_combo_points&variable.shd_threshold|(buff.shadow_blades.up|cooldown.symbols_of_death.up&!talent.sepsis|buff.symbols_of_death.remains>=4&!set_bonus.tier30_2pc|!buff.symbols_of_death.remains&set_bonus.tier30_2pc))
rugged solar
#

nice

golden rain
#

I think with some more investigation/cleanup it's possible to find a gain/be neutral for 5 mins as well. Note that the variance went up from the default sim slightly and I noticed some edge cases:

  • there are some bad rng iteraitons where dance is used a little weirdly (without SoD)
  • it might be possible to avoid the unlucky dances without sectechs by sending SoD first and then using dance a few seconds into your SoD, rather than using them together
  • probably some gains to force 3x dances at future cooldown usages (e.g. 2 mins or 2:30), in particular on the last set of cooldowns in the fight is almost certainly a gain
  • on bad iterations cold blood is used pretty late; its possible delaying dance/flag/blades a few seconds if cold blood is close to coming off cooldown to guarantee 2x cold bloods in the CD window is gain as well, as long as you dont lose a cd usage throughout the fight
rough dove
#

so how would we play out an optimal opener with triple dance then?

#

cause the lines kinda confuse me

#

i assume vanish after sectech and for the 4th dance we would send sod and a late dance to secure a sectech dance window no?

#

and for the 1min cd set where we pull blades

#

cb timing is kinda whacky

#

like 4-5sec off from insta sending flag when its up again

#

do we hold then to sync with cb and to get 2x cb in the cd window?

#
  • on fights like fyrakk where we have some downtime going from phase to phase
#

it should be a gain aswell to triple dance opener even tho fight is longer than 5min no?

#

but what ive noticed already from hitting the dummy

#

triple dance opener only really works consistently with WF

#

otherwise you lack too many shd stacks for resets

#

this are my notes from hitting a dummy for an hour now and what i noticed

#

appreciate it if i could get some answers to the q under the 3rd point

golden rain
# rough dove this are my notes from hitting a dummy for an hour now and what i noticed

Your last 2 questions are why this isn't really a gain on longer fights lengths from what I could tell. You end up having to lose a CB or lose some cdr on blades or lose a CD usage somewhere. Something like fyrakk is a bad place to do this unless your CDs were idling anyway (depends on your push timing). But on shorter fights it doesn't matter because you won't lose a usage

golden rain
#

As long as you are getting 30 stacks of flag reliably should still be good

crimson vault
#

should it be a gain for 3/10 tech stacks burst aiming for 7 finisher in 1st dance?

#

with 1st finisher sectech and in-mid tornado

golden rain
#

can we push the mirror/fragment/grieftorch custom apl to github

#

people are making mistakes in their gearing very often because trinkets show as downgrade

remote sparrow
#

i think they submitted a push request

#

theyre just waiting

rugged solar
remote sparrow
#

I guess to get things started again. using the old APL we had, just deleted the rupture in dance logic. Best simming builds for both hero talents are still dust

#

trickster

#

deaathstalker

#

SF is about 0.1% dps Surebud

#

and GB seems to be the strongest choice out of premed/tfd/RS/Swift

rugged solar
#

ye, it probably is fairly irrelevant

#

the nerf and it being only stealth is quite a deficit

remote sparrow
#

yep its insanely weak

#

dust vs db builds for deathstalker are about 7% different

#

I tried some conditions for refreshing rupture to have enough corrupt the blood stacks but it seemed kinda irrelevant

#

not sure if any optimizations can be done for deathstalker

#

trickster im sure theres a lot we can do

rugged solar
#

deathstalker is fairly passive

remote sparrow
#

also planned execution and warning sign are very very close

#

which was interestin

rugged solar
#

warning sign was never that far behind

remote sparrow
#

yeah its like 0.3% behind now

#

also fatal intent doesnt seem to have been implemented

rugged solar
#

i am fairly certain it isn't that diffrent to retail, moment

#

its 0.5% on retail - sim

remote sparrow
#

its a lot more behind for trickster, afaik deathstalker just likes haste

rugged solar
#

can even be a win, if you disable raid buffs - sim

remote sparrow
#

ah interesting

rugged solar
#

haste as a bad stat is a bit of a common missconception

#

it can be quite decent esp. if gear just like in 10.2 is using very little

remote sparrow
#

makes sense

#

but yeah i have no idea what to even test for deathstalker

#

I thought maybe trying to get it to only darkest night on finalitty:evis

#

but even in practice it was really hard to do it

#

idk

rugged solar
#

is dust winning or losing currently?

#

if db is stilightly behind, having db and other amps work could easy shift it a bit

remote sparrow
#

oh dust is winning by abut 7%

rugged solar
#

thats quite a bit

remote sparrow
#

yep.I think with some optimization trickster is gonna be pretty close if not ahead

#

but both hero talents seem to want dust

rugged solar
#

dust is just good

#

because you get more finishers

#

and dances

#

and the tier set as well as the hero talents give you benefits from it

remote sparrow
#

u get more dances, more cds, more benefit from tier. idk man they just dont understand the problem with dust and keep making the spec worse with the changes...

#

theyre probably gonna nerf it to 20 seconds so we dont play it.... such a bad decision that would be too...

rugged solar
#

thats what i am concerned about overall

#

i don't think 10/20 works well

remote sparrow
#

I dont think 20 is even enough to actually make it worse

#

just makes it clunkier

rugged solar
#

without dust felt fine, but i think it is a bit too dance starved

#

dust as stupid as it sounds felt a lot better to play on raid testing

remote sparrow
#

oh I know. was the same for me

#

its really unfun and clunky

#

to send an empty sod + sectech

#

also not sure why but tornado vs veiltouched seem to sim identical for some reason

#

oh 1 more i guess deathstalker optimization would be to storm after consuming a mark for clear the witnesses

rugged solar
#

tornado is optimized as a filler

#

so maybe it leads to just enough additional cdr to have a better allignement somewhere

remote sparrow
#

might be

#

for trickster its about 0.9% loss

#

for deathstalker its even

#

well at this point probably best simming single target build for deathstalker and your dslice build are less than 1% different in their single target damage lmao

rugged solar
#

lol

#

to be fair the capstone/cantrip make deathstalker maybe a good option in m+

remote sparrow
#

yea the defensive node is also a lot btter

#

and the utility node

#

its aoe is not very good but neither is tricksters so eh

rugged solar
#

the BF equivalent seems rly good

#

i wish it was without auto attacks

remote sparrow
#

Idk somethings wrong with that node

#

like its bugged in a way that i cant tell what it is

#

i know that 1) it double dips armor 2)doesnt work with coup 3)when u proc nimble with backstab it doesnt cleave the UB that you proc

#

but something else is wrong with it

#

i did 4 keys today, would go to a pack of like 7 mobs

#

pack would last for litearlly 10 seconds

#

so i have form for 100% of the pack, i would evis

#

and my evis would end up higher than nimble

rugged solar
#

it is possible that damage calculations are not correct

remote sparrow
#

its hard to get an exact idea becuse its reduced by armor on the other targets for a 2nd time, but reduced less if that target has FW on it

#

then theres 5% variance too

#

it just becomes too hard to tell exactly how much less damage its doing

rugged solar
#

i would need to look at logs

#

but assume a lot of damage is not attributed correctly

#

subtlety has a lot of things like finality, damage amps, shadowed finisher, ...

remote sparrow
#

i was going through sapp's logs and there was instances were nimble just was not doing damge when it should have

#

like autos should be always cleaving but nimble was doing 0 damage during that time

rugged solar
#

its a repeating problem of things not working with what you would assume it does

remote sparrow
#

but yeah, im sure theres quite a bit of optimization we can do for trickster both in st and in aoe

rugged solar
#

esp. in cleave/aoe

#

because you 100% won't use bp on 3 targets

remote sparrow
#

eleem and I did the math

#

it should be higher than bp until 11 targets

#

but thats assuming no bugs

rugged solar
#

my rough estimate was between 9 and 13 targets

#

depending on implementation

#

my hope was it to be lower, so bp would stay relevant

#

11 seems too high, but i don't rly think the talent should be nerfed

remote sparrow
#

bp is still relevant for larger pulks, when you cant be in melee to evis, downtime when no form

rugged solar
#

yes absolutely

#

you just need a weakaura to know when its up

#

not ideal

remote sparrow
#

oh u need a lot of new thnigs to track

#

fazed and form are seperate in duration and activation

rugged solar
#

i keep it to "no new things"

#

and will add things if they rly seem to be needed

#

in my weakauras

remote sparrow
#

u prob also need to track how many UBs you are going to get after sectech

rugged solar
#

i did some very experimental changes to the apl with armin.
They are nowhere finished, but you can use this apl as a baseline if you want:

remote sparrow
#

Darkest nice doesnt seem to be triggering as often as we'd expect even with the line to force max cp. Ill look into it to see whats happening

coarse laurel
remote sparrow
#

im not sure I follow, how does the mark not being refreshed cause the # of total triggers to be this low over 5 minutes?

coarse laurel
#

Because we don't allow Darkest Night to be consumed if the debuff is already on the target

#

Based on Whispyr's testing a bit ago, that appears to be how it works in-game as well, which may be unintended but I figured that's how it would work after the limit was put in

remote sparrow
#

so if there is a deathstalkers mark on the target already, and I also have the darkest night buff, if I finished with maximum CPs the darkest night buff will not be consumed and the effect will not happen?

#

In game, if the target has a mark, and I have the darkest night effect, when I do a max cp evis on the target, it will first consume 1 stack from the target, consume the darkest night (with its effects) then reset the stacks on the target to 3.

coarse laurel
#

@hearty finch was seeing different things when he mentioned it to me, so idk if you guys can grab some logs or something

hearty finch
#

Yeah I’m out today but the combo was get capstone -> reapply mark with a strike -> darkest night can’t be consumed at all

remote sparrow
#

Ill test it again, but on sub, you can enter dance with darkest night up and 0 marks on the target

#

press strike -> get 3 marks

#

press evis at full cp -> consume 1 mark -> goes down to 2 -> consumes darkest night -> resets back to 3 marks

#

ill try and log it one sec

#

evis are at 12/14/16 (this one gives the darkest night buff)

#

strike at 20 applies 3 new marks

#

evis at 21 consumes darkest night buff

#

crits and does extra damage

#

ends darkest night buff

#

also kinda insane that this is a randomly generated char name but 2 rogues with this named existed at one point. what are the odds kekw

coarse laurel
#

Is that just a logging issue or did the Shadowstrike only apply 1 stack initially?

#

I assume it's a logging issue

remote sparrow
#

I think its a logging issue, it applied 3 on my screen

coarse laurel
#

Ok

#

yeah not sure why Whispyr was seeing something different here. I wonder if there is some other case where it bugs

remote sparrow
#

Ill let you know if I can replicate what whispyr saw! I know his bug tracker is correct though, with teh marks being consumed by builders etc

hearty finch
#

second video is a bit jank

#

oh are my bars weird

remote sparrow
hearty finch
#

yeah just saw that

#

MY BARS ARE FLIPPED

#

aight it's fine then

#

fuck stealth bars

coarse laurel
#

I'll make some changes

hearty finch
#

blizzard please let me turn this shit off

coarse laurel
#

Does the Darkest Night crit buff always work on the Shadow damage portion?

#

(It does in SimC, just wanted to check)

hearty finch
#

ye

remote sparrow
#

ill have to double check, it didnt give the shadow part the amp I think last week

#

could have been fixed this week ofc

hearty finch
remote sparrow
#

no like, evis does 60% more damge and crits, but im not sure if the shadow part is getting the 60%. I think it didnt last week, but maybe its fixed now

hearty finch
#

in that log it looks okay

#

30% of 867 is 260

#

30% of 764 is 229

#

5% from veiltouched

remote sparrow
#

its hard to tell, because the shadow part also has about 30% shadow amps on it right? from dd db vt

hearty finch
#

it's pretty close

#

idk if I had db

#

vt/dd gets it in the ballpark though

#

idk

remote sparrow
#

one second im gonna do a test without vt dd db

#

its less than 25%

hearty finch
ivory kestrel
#

maybe it still has the krangled aura

#

of -30

#

shadow evis is another spell anchored to evis

#

same thing happened with coup

#

for a bit

hearty finch
#

in the log it's like 32-33%, but I guess if it was 30% times all the multipliers it should be closer to 50

ivory kestrel
#

yea usually it is a bit higher than 50 but it kinda checks out if instead of 3x goes to 17

hearty finch
#

so many interactions that can break man

#

jenga ass spec

remote sparrow
#

yep. legit cnat even test these things

#

5% vt... cool did i get variance diff'd? does it work? who knows

hearty finch
#

wait does shadowed finishers have variance?

#

residuals shouldn't have variance I thought

remote sparrow
#

No it doesn’t, I just meant as a more general comment

#

I’ll do some more testing and math to see what’s happening

ivory kestrel
#

at least it is auto crit so easier to test but still

#

fuq

coarse laurel
#

The issue is Darkest Night is totally scripted as far as I can tell so the 60% damage buff is kinda hard to verify what it applies to

past fable
remote sparrow
#

okay so this is a normal evis distribution between main hit and shadow hit

#

about 36%

#

the darkest night one is abotu 23%

#

so we can probably assume its bugged and the amps isnt being applied

ivory kestrel
#

well that is better than worst case at least

remote sparrow
#

also new bug, they fixed cb working with coup (all 6 hits), but now it straight up just doesnt work with evis anymore Surebud i cant

ivory kestrel
#

thankfully you dont use it on evis but that one sure is funny

remote sparrow
#

both tests were withot ayn amps

coarse laurel
#
11.682 Player 'baseline' eviscerate hits Player 'Fluffy_Pillow' for 2231995.377228188 physical damage (crit)
11.682 Player 'Fluffy_Pillow' decrements Buff deathstalkers_mark by 1 to 2 stacks
11.682 Player 'baseline' gains Buff deathstalkers_mark_buff (stacks=1) (value=-2.2250738585072014e-308, time_duration_multiplier=1)
11.682 Player 'baseline' performs Action deathstalkers_mark (183.11866244249998)
11.682 Player 'baseline' deathstalkers_mark hits Player 'Fluffy_Pillow' for 147919.47110262 shadowstorm damage (crit)
11.682 Player 'Fluffy_Pillow' loses Buff deathstalkers_mark
11.682 Player 'Fluffy_Pillow' gains Buff deathstalkers_mark (stacks=3) (value=-2.2250738585072014e-308, time_duration_multiplier=1)
11.682 Player 'baseline' refreshes clear_the_witnesses_1 (value=-2.2250738585072014e-308, duration=12.000, time_duration_multiplier=1)
11.682 Player 'baseline' consumes 33.25 energy for Action eviscerate (149.86866244249998)
11.682 Player 'baseline' consumes 7 combo_points for Action eviscerate (0)
11.683 Player 'baseline' loses Buff darkest_night
#

Think that should be correct

remote sparrow
#

looks reasonable! I guess for now, maybe we can make the shadow part not gain the benefit for more accurate testing (but they'll probably fix this since it seems like a bug?)

coarse laurel
#

Also

remote sparrow
#

up to you

coarse laurel
#

Given the ordering here

#

What happens if you consume the last stack with a max CP Eviscerate? Instead of the 2nd one?

#

Since the consume seems to be happening first, does it immediately benefit?

ivory kestrel
#

consuming last stack only gives you the buff to proc the big boi

remote sparrow
coarse laurel
#

Yes

ivory kestrel
#

nope it has to be the next

remote sparrow
#

i dont think it will one sec will test

coarse laurel
#

Given that the Mark is decremented before the Darkest Night buff seems to be handled

ivory kestrel
#

ah that is because of a shadowstrike interaction

remote sparrow
#

nope does not get it

coarse laurel
#

(Which is why it goes 2->3 rather than 3->2)

ivory kestrel
#

you can shadowstrike when you have 0 marks and you get 3

#

then when you consume darkest night the buff goes from 2 after spending it on evis to 3

coarse laurel
#

No my point is about the ordering when you Eviscerate to begin with because a Darkest Night cast trigger can still decrement and still proc

#

And that appears to happen first

remote sparrow
ivory kestrel
#

yea this is a failsafe to prevent double nights

#

from happening

#

no idea if it is intended or just a guardrail

remote sparrow
#

also the shadow part is 100% bugged

ivory kestrel
#

yea that is krangled

hearty finch
#

Hey the crit works though right

coarse laurel
#

Alright should be updated

remote sparrow
remote sparrow
remote sparrow
#

couple of things going through this. 1) I dont think blades replicates UBs damage

#
  1. Main evis and autos seems to be doing 34% of damage replicated instead of 40 , shadow strike and shadow evis seem to be replicating 27% of damage instead of 40
#

and ofcourse nimbles damage is not working with blades

#

nimble also not working with coup

coarse laurel
coarse laurel
remote sparrow
remote sparrow
#

i would assume both physical hits (evis /strike) to have same modifier

#

and then sahdow evis be different

#

but also, if the physical parts (evis/strike) are being reduced by armor, and then nimble is getting reduced by armoor again, its double dipping in armor right?

coarse laurel
#

Nimble not working with Shadow Blades is actually kinda funny because I think probably it should, since Shadow Blades damage doesn't Flurry.

#

How this works with Blade Flurry is that the base (non-mitigated) damage is replicated which effectively makes the target modifiers (armor, Monk buff, etc.) on the primary target irrelevant

#

So if your main target has FW on it, you can expect Flurried damage to secondary targets to be slightly less than the normal ratio

#

Since the damage will be reduced by the higher armor amount

remote sparrow
#

so if physical hit does 100 damage and target has FW, then nimble says the originial hit must have been 120 (to get the roughly 17% reduction from armor after fw), takes 40% of that (48), applies armor to it (30% reduction) and so the replicaated damage becomes 33.6. very close to what nimble is flurrying in logs rn

#

makes perfect sense thank you for explaining

coarse laurel
#

To use made-up numbers since I cba to look up armor formulas right now
If enemies normally have 30% armor, and you reduce the main target to 20% armor due to FW you get:
10k base damage * 0.8 armor => 8k damage
This then will Flurry for
10k base damage * 0.4 flurry * 0.7 armor => 2.8k damage

#

Shadow calculations are less likely to be different since we don't have and magic damage taken debuffs

remote sparrow
#

this shadow evis damage got flurried for about 26%

river folio
#

I think this dynamic has existed forever right? Like even in vanilla classic this is how blade flurry worked. I do not recall how it worked but I think there were cases where you would hit a primary target with normal armor and if a tank with extremely high armor next to them took damage the blade flurry would just eat through their armor or something

remote sparrow
#

based on our calculation from earlier, it should be roughly 33.6 for 100 damage hit, so about 33-34% will be flurried

coarse laurel
#

Well that has its own problem where the Flurry of a Shadow damage source will be reduced by Armor

#

When it wasn't reduced at all on the primary target

remote sparrow
#

its getting double reduced I think

#

ah never mind, youre right

#

its just getting flat out reduced

coarse laurel
#

Shadow Eviscerate damage is not truly a residual damage, it's just a second spell with a coefficient that matches up what it should be.

#

So it shouldn't be double dipping I don't think, but the damage will not look right lol

remote sparrow
#

a 100 damage shaodw hit gets 40% flurried (40 damage), then (30% reduction from armor) ~ 28 damage.

#

so roughly 28% will be flurried

#

so i guess that ability is working as intended (except maybe nt working with blades)

coarse laurel
#

I don't think I had it working in sims on the shadow portion yet since it was broken at some point, but I'll put that in now

remote sparrow
#

Thank you! that'd be great! once its in, I can try optimizing aoe a bit

rugged solar
#

can someone tl;dr me the last 200 messages?

remote sparrow
# rugged solar can someone tl;dr me the last 200 messages?

there was an isssue wiwth darkest night in sims which we fixed, darkest night is bugged with shadow part of evis (makes it cri but not get the 60% buff), nimble is working correctly (its roughy a 33% flurry after armor calculations), nimble doesnt work with blades, coup. we figured out armor redction behaviour of nimble and koji said he'll add it

rugged solar
#

thanks dracthyr_love

remote sparrow
#

something eleem noticed.

#

the first stack of unseen blade happens at 18 seconds.

#

but the bot has 9 stacks of flawless form at 16 seconds

#

and 4 stacks of forma t 15

#

which suggests the evis at 15 was actually a coup

#

but it didnt show the sim gaining stakcs before it

past fable
# rugged solar i did some very experimental changes to the apl with armin. They are nowhere fin...

I played around some and found a couple of small things as gains:

  1. Dont need to use more than 4 cp on Snd anymore now that we have cut to the chase available
  2. Remove ruptures in dance entirely Rupture line needs more work, the line i used sucked with finality.
  3. Change it so the sim lines up the "Imperfect Ascendancy Serum" trinket with blades better, theres still some more work that could be done for this but i have doubts wether this trinket is gonna remain as is since its absurdly powerful and likely to warp the entire spec/APL around it, not sure if we should commit to doing that yet
ivory kestrel
#

yea the trink idk what to think but my best performances where using it just after flag before the strike or just as you strike

#

also might be important to make it use sec tech first that way you can always get it twice in 20s

#

if you use it second finisher you may not be able to it inside trink

#

+cb but havent tried that one extensively

rugged solar
ivory kestrel
#

Also should help slice if we put evis outside dance when snd is less than 5 secs or so duration although 10+ to be sure would be ok too so it does not mess it up before cds

#

even for deathstalker

valid robin
past fable
#

Since the trinket is like 8-10% better than other options for dB setups (despite being lower ilvl)

ivory kestrel
#

yea chances are they completery snap it in two

#

also to remind that you can get it on hero ilvl so diff vs max mythic trinks is not as big as expected

#

so yea it has a death sentence now just wonder how it gets executed

rugged solar
ivory kestrel
#

from delve itself

#

highest lvl delves drop that ilvl

modern fern
#

wow

past fable
# rugged solar nice, seems all like good changes

Update: The ascendancy serum doesnt have a cast time in sims, thats why the optimal use case is after blades rather than before.
The rupture change was kinda stinky with finality so it needs to be looked into more

For deathstalker i changed it so it didnt use finishers at 6 with darkest night up and i tried different things to align the DN buff with dance but it didnt seem worth it, i still suspect theres some way to make it a gain but i havent found it. Preventing rupture and sectech during darkest night didnt seem to be a gain either, which doesnt make sense to me so theres probably something else afoul
https://mimiron.raidbots.com/simbot/report/5dRenXu4NcBwb9x7NPZegK