#tc-subtlety
1 messages · Page 11 of 1
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
be careful or I start leaking your guys 300k sim
Thats it?
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
raidbots auto picks up all changes
not everony here knows git or knows what docker is.
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.
i do think for sub the pin system is fine and also works
only the pipeline stage is lacking
ok thats not how it works, people in here usually only have a very focuses vision, they will go "oh I think with this build I could be pressing ss after vanish", implement it, send the sim here, it probably wont work with all builds or in aoe, but the idea is there, fuu can iterate on it, find and solve the issues,
it also is jsut faster
but for assa or outlaw like i have no idea how to get apl
besides dm whispyr or whoever
well he meant u push it, but fuu essentially tests it before merging it
which is a way more annoying process
cant just talk about it directly
cant just itterate over it on live
yeah, im pretty sure we would all come back here anyways
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
whenever you push a change
its also prolly 2 people (fuu and the guy proposing is idea colaborating)
a big part of the fun is talking to each other and saying hey i notice this thing what do you guys think
I mean you are free to setup that lol
have one that test all the relevant builds aswell
ye exactly
a good CI + version control system adds a lot
takes some initial setup effort but ye just trying to make a point on how it could be good
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
you are still ignoring all this iterating process that people do over in here
but idk how to run it any other way
you can typically get the apl from linked sims too:
and you are hugely increasing the barrier of entry
ignore the tabs, i was just ehm testing some apl stuff
yea that is what i do for some things
iterating process is handled on PRs via commits from you or fuu or comments on PR review
there is a part for the botton where you can get it
each commit auto tests vs relevant build and aoe vs/st settings
I mean if you dont understtand how that is vastly different from just tlaking in discord
idk
i also added a easteregg to the video ^^
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
ye
you can have a github notifications bot that xposts pr openings or comments to channel here
yes, i thought about that too
making a test setup
I mean a script that run a bunch of builds and different fight style is good
that i can easy run via cli
there is litteraly no reason to operate thrugh github tho
githubs like w/e I only like it for version control
I do think that having essentially something there so we can always find previous versions is good
if you have a testing script everyone needs to have simc installed locally, docker containers, a beefy pc, etc
for example, an issue we had right now, was that for 10.1 we introduced a lot of changes
that became obsolete with tier gone
and fuu had to do clean up
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
they are just automated jobs on ur pr
but if we had version control we could just get the base APL
no, only interested people would have the script (aka fuu)
but random joe need to setup github and whatever the fuck
idk how to do this with simc. do you?
you dont you just go to github and do a ui change
when they barely know how to change an apl line
can only write a script to test it locally
if you can run it locally it can run on CI
usually actually the same script runs both locally and in CI
yes but youd run it locally again, so u cant use their servers
but to talk a bit bigger picture
i am also aware that tooling can be improved
i just priotize diffrent things atm
yeah just making some ideas here
about automating testing
it is a nice qol
but the main time is in the waiting time to finish a sim not to set it up
oh whoops wrote rotten instead of the_rotten once again
you still need the same time overall
other specs did take diffrent priorities
and i think thats fine
for what its worth, what i and the old tcs always tried to do was to be as transparent/open as possible
https://github.com/simulationcraft/simc/blob/dragonflight/profiles/Tier31/T31_Death_Knight_Unholy.simc for example profile could be pinned i just edit like this @fickle shore
same thing as here basically
and then the automated tests run on their change before fuu even looks at it
no not same thing you are ignoring the whole having a conversation thing lol
but also as zac mentioned, it does increase barrier to entry
for people who are not comfortable with git
yeah i havent opened outlaw channel yet
outlaw you can do the same as sub do a sim and just get the APL

where we litteraly have a link to a github where solo have the latest profile stored
from the lower part
ye I know
noice
but we dont work on github there is no point
its just to have an easy fall back
altough 90% of the time you just open the latest sim sent in the channel
and go from there lol
sin is a bit differnt, whisp likes working how he does so it might not be of your liking
its understandable
yeah,i think the new tools that are beneficial are :
- version control
- automatic testing tool
i guess, i just dont know if any work has been done since latest sim or not as a third party
like you could be mid way through testing a vanish condition and on github i can see your pr and peek at it
maybe take that change and go in a different direction
- people that are interested in tcing follow the channel so they know whats happening
- no one does prs
reformed
so you want to see things like this?
just one thing
where you can peek in things people are doing
if i do a change
ive never had anyone call me reformed before 
ok but thats on you fuu
too late we already got the spyware in
why arent you streaming it ??
we know what happens in those 120 windows
i could but without microphone
because my enviroment is loud usually
and streaming without mic is fairly uninteressting
but besides
the point is, if i put in ideas in the pins to test
or the latets apl
there can always be a conflict of 2 people working on the same change
github, discord or whatever don't change that
the 2 things that a github sync improves is visibility and the chance of external input
ye idk if external input exists really
visibility in that people who typically don't look at the apl see the change
and tools that use simc as a backend have faster access to changes
whats the probability someone interested isnt in the discord
tbh some people that don't speak english do dm me about things
not rly that promising
but only in that case i guess
idk if any french/german dm other people that are around here
also, blizzcon now
tru
ye
never for tcing tho
i have some ppl who dm me in german
and anyone can if he wants
but thanks for the conversation
tooling is def. something i want to improve on
i don't usually use it that much so idk
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
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
or cases like that
it can save times ye, its easy enough to have a big file with like different builds and sim that in different scenarios
i have done it in the past
can end up annoying very fast tho
usually you can get away with only simming the few main builds
(2)
i mean someone could do an access file and hook it to excel with some scripts
but not me
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
and it just loops through the configs and runs them all hopefully parallel
if I can install simc on a linux I can actually right a script or this
or a simple .sh file that just runs everything
wdym
thats not how cleaning up the apl works
you don't just roll back changes
you nee to test again
I think thats what he meant
like make changes > check with different builds / fight style
yes, thats what i meant. poor wording on my end i guess.
its my first blizzocon! im very very excited
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.
I don’t think anyone’s workflow is optimized for a once in a decade event. 😄
nah, surely subs gonna get some actual talents in 11.0. surely 
@coarse laurel did you read/see the bugfixes i mentioned earlier?
I scanned them but will need to catch up later tonight.
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
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)
Do we have new race sims for 10.2?
you can use the race template from #subtlety-faq if you want to sim races, but i will update my sheet soon
As far as I can tell, Shadowed Finishers was just changed back to how it used to work. I don't think it has anything to do with the damage dealt or armor or anything. It just has its own coefficient again.
Unless you guys are seeing otherwise
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
And were added back into the Mastery whitelists, etc.. I assume the CP multiplier was also fixed
Probably just works exactly how it used to
seems like they just reverted it to how it was yep. and the CP multiplier also seems to have been fixed
shadowed rupture went from doing 1.5% to 5% but still seems too weak in the sims. Realistically shuld be close to 9-10%
^ old
^new
sims are a bit higher as a result of this change
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
Yep
As long as that own coefficient means it ends up doing roughly ~48% of the physical effect (with all the amps) thenwere good
ah perfect, do numbers match?
does dd/vt work in the sim for spells that get converted?
alright, so that needs to be changed then
And like armin said, shadowed finishers still doing roughly half of what its supposed to
could be explained with the armor calculation we discussed yesterday
I didn’t make any changes yet. Didn’t have time last night. Will revert back to the old setup today.
👍
Ok, checked in the Shadowed Finishers changes
What was confirmed as actually happening with the Dark Brew stuff?
It works
Like rupture & sepsis gets increased by deeper etc
Only replicating is a bit different, similar to how the 2p rupture works
Flagellation improvements:
Based on [Eleems Apl modification](#1065728795455266888 message).
What does this change do?
- Syncs Flagellation with symbols of death if possible.
Lines Changed:
[2;36mactions.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)[2;45m[2;37m&(!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)
[0m[2;36m[2;45m[0m[2;36m[0m
New APL:
Not sure what you mean by this
Replicating doesnt double dip
Wasn't Replicating just changed to be non-residual anyway? So it has its own modifiers anyway
I think Replicating was also basically just reverted to its old behavior
Well ye, but it currently double dips in sims
From dark brew
Since it increases both rupture and then also increases replicating
Not at my computer rn but replicating got more like 20% more damage than 10% when i checked
I think it actually does double dip looking at the spell data
When the new labels were added
RS Rupture effect was already in the Dark Brew modifiers
The new effect was this added a bit ago
#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)
But
#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
This is the original modifier list in Dark Brew
It also contains 394031
So I think this is a bug, but probably one that happens in-game
Since these are just passive
Youre correct, i just forgot replicating doesnt work with stratagems
So they roughly even out
Mb
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
But the custom Dark Brew list they have is a lot more comprehensive
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
Kinda a pain in the ass... ><
i assume so
I'm just gonna have to go on faith here that everything works that is supposed to... lol
it was only few spells he needed to add DD to and only rupture for VT
Alright, that should do the trick. Kinda taking it on faith there aren't any double dips or everything captured, but should be functional 😛
You guys will probably want to keep an eye on it
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
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>
only tested the normal 2min build for this and all i did was remove the !buff.premeditation.up on backstab
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
We take the non dust gains
thats interessting
because the !buff premediation was a gain for both gb and premediation when i introduced it
but will double check
probably better to use shadow blades
Erhm, from checking quickly what you linked on mobile, you removed the usage fully if you don't talent flag, no?
Minus just at the end of fight
it is probably better to use shadow blades as a driver
because it is soething you always use
else just
|buff.symbols might be enough
can add a talent check
buff.flagellation_buff.up|!talent.flagellation&buff.symbols_of_death.up|fight_remains<20
also given how much we re-use it
might be worth to add a variable
Ye mb i guess thats technically true
you realistically won't skip on flag
still good to have a fallback
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```
the diffrence is very minimal tho, 0.1% mostly
^ just the latest apl with the above lines:
Just a little bit of fun fact
only ~1/3 of the apl remains of the 10.1.x version
if we include comments, it goes down even lower
how that looks in chanegs:
and more things we need to change ayyy
oh possible
was more of a fun comparison
there are def. some changes to be made still, tho i would say the apl is quite good/stable
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
(3-4 weeks)
I guess this is more changes then some exp to exp changes
i could do the same for outlaw/assassination
i don't think it is as extreme for them, but will sitll be a lot of change
xpac to xpac changes have a lot of reoved changes
10.2 adds a lot more complexity to all 3 specs
Tornado was ending up as a negative dps talent on singletarget because the use of it in sims screwed up some other spell windows so i made a quick fix, im sure it could use more love but atleast i made it not be a negative dps talent
https://mimiron.raidbots.com/simbot/report/oMagPqrQTmz8mRtznrb3yP
Dslice and singletarget
PS: Its still not a good talent for singletarget, no need to worry
👍
goddamn lmfao thats insane
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
[2;36mactions.cds+=/shuriken_tornado,if=variable.snd_condition&buff.symbols_of_death.up&combo_points<=2&!buff.premeditation.up&(!talent.flagellation|cooldown.flagellation.remains>20)[2;45m[2;37m&spell_targets.shuriken_storm>=3[0m[2;36m[2;45m[0m[2;36m
actions.cds+=/shuriken_tornado,if=[2;45m[2;37mvariable.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
[0m[2;36m[2;45m[0m[2;36m[0m
__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:__
Highlights:
Dungeon Slice
so tornado is back pog
The talent setup i used might get a lot higher numbers than others, so keep that in mind
so the typical win is likely lower
Rupture improvement
Idea: change the opener for smarter rupture use.
What does this change do?
Remove double rupture casts from Shadow Dance.
Apl Change:
[2;36mactions.finish+=/rupture,if=buff.finality_rupture.up&buff.shadow_dance.up&spell_targets.shuriken_storm<=4[2;45m[2;37m&!action.rupture.used_for_danse[0m[2;36m[2;45m[0m[2;36m[0m
New Apl:
Highlights:
Single Target
how do you format this?
moment
ill show you how its done simpler
You can use This Website to help you with formatting.
Example:```ansi
[2;36mactions.stealth_cds+=/shadowmeld,if=energy>=40&energy.deficit>=10&!variable.shd_threshold&combo_points.deficit>4
actions.stealth_cds+=/variable,[2;45m[2;37mname=shd_combo_points[0m[2;36m[2;45m[0m[2;36m,value=combo_points.deficit>=3[0m
(you can use diffrent colors too, i just liked these ones for the contrast and readability)
how is this opener change 1% damage?
it is in one instance, it is for most setups 0.2-0.6%
but what it does is, like i mentioned in the pin remove double rupture cast
i did also test alternatives, so this was e.g. contrasted to force rupture before dance
e.g. here is the change compared/combined with a 2nd one
the change does simply reduce the amount of rupture casts
towards
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.
is it just me or does the dance is fired simply on CD there and sometimes it just overlaps with symbols or other cds?
like there for example
In playing yes this is normal. Especially with current tier.
but we still want to hold one dance charge for symbols or other cd's, right?
Except lining up flag and blades with your 2nd vanish (roughly 1m into a fight) you just send anything on cooldown currently
thanks, i see that changes are still very dynamic, wowhead gets outdated quite fast
I think this might change with 2p but I am not sure. Only looking at what we currently have.
the screen i posted above is with 10.2 4p
Yeah I know.
thanks though, will follow the channel more closely to avoid stupid questions
cheers
it is not as easy
dance is in general aligned with symbols, but it will use spare charges
so when it does depends
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
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
So the sim uses flag mid dance?
it can happen, it does not force it
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
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
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
hachadino mentioned some dust things to me, i haven't rly looked into it
if you have ideas, sure
we can try
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
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.
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
rotten bug isn't in the sim
Which one are you talking about specifically?
but that one is irrelevant for strike/storm
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
oh interessting
fukq
i have mkv
but yea it can be "little" impact as we just ignore rotten in T31
which ones do embed mp4?
What does the mentioned premed/sht fix mean ?
Aka it doesnt fuck up something
Ah thx
yes mp4 embed, you can just convert it to mp4
hope this worked:
Even after the buff ashes actually looks kinda ass compared to branch, ive heard its good for assa so decided to investigate the APL use of it and found some gains (for dust specifically) but its still looking very mid 
https://mimiron.raidbots.com/simbot/report/9AxMkS3h8SY5GbbkRYHWgo
Haste obviously isnt that strong for us, but still thought that it wouldve been an alright trinket
ah nice, what was the apl change
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)
ah, nice
actions.cds+=/use_item,name=ashes_of_the_embersoul,if=buff.flagellation_buff.up&(buff.danse_macabre.stack>=3|!talent.danse_macabre|raid_event.adds.up|equipped.witherbarks_branch)```
^ fixes conflicts i saw, need to run it through other talent combos too but seems good
seems fine with my profiles
I wanted it to check with the sectech condition since that seemed logical to me but it seemed worse than just dm stacks
Does the sim assume to pick up the orbs perfectly every time ?
1 1 7
So it’s likely to come out way worse in a realistic fight isn’t it ?
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
the timing discribes the time between pickups, so it means pick up 2 orbs and try to pick up the 3rd one slightly later
it allows for wiggle room, it is not somehting thats super time sensitive
would love to see you use this trinket optimally on tindral and smolderon
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
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
^ can click the copy icon on the textbox:
dragonflight.witherbarks_branch_timing=1/1/1```
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 
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
^ 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
probably does not work well with the first dance builds
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
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
Did anyone test the tier set over a longer period of time
for the % on finishers?
yes, curios if someone found a updated model that seems to work
I couldn't find a satisfactory answer in the Sub chat - does "1/1/7" branch timings indicate picking up:
- Orbs at 1s, 2s, then 9s
- 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
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
Gotcha ty
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```
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?
it did sim highest when i created the profile
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
basically, simming a lot of configurations
it is a multi stage process, when going over talents, gear, etc...
Slightly better Ashes use, need to look into it more with two on use and on other fight styles
https://www.raidbots.com/simbot/report/a2nED6GgAja8LbvXEn2rKU
maybe need to look into 1 min on ashes+branch etc
think assa did something for it similar
This for general pw or smolderon?
I assume this is using ashes before sectech instead of with dance?
(so 3+ DM stacks)
👍
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
Did we accidently change it away from syncing it with sectech? Im sure thats the first thing we changed about its apl, curious as to why its not doing it rn
@rugged solar 👀 https://www.raidbots.com/simbot/report/2WANX3toFEFLrrwfJaPj1j
👀 what did you do?
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
my change was only a small test
ahh cold blood
ye makes sense
i thought you could maybe simplify it
Could probably add something to make sure you use it before the encounter ends
but will need to test
test 2:yaml actions.cds+=/use_item,name=ashes_of_the_embersoul,if=buff.danse_macabre.stack>=3&(buff.cold_blood.up|!talent.cold_blood)
https://www.raidbots.com/simbot/report/h5qMVkrifkd92d3AoFjuDj
but need to test other talent combos and fight styles
https://www.raidbots.com/simbot/report/u6QoCausB5XfonTL7xVsoz
Swapping more stuff to mastery makes it about the same as branch actually with this apl change
oh interestsing
Ashes of Embersoul improvements:
In collaboration with Eleeem & Raz.
What does this change do?
Syncs Ashes use with Cold Blood / Secret Technique
Changed lines:
[2;36mactions.cds+=/use_item,name=ashes_of_the_embersoul,if=[2;47m[2;45m[2;37m(buff.cold_blood.up|(!talent.danse_macabre&buff.shadow_dance.up|buff.danse_macabre.stack>=3)&!talent.cold_blood)|fight_remains<10[0m[2;36m[2;45m[0m[2;36m[2;47m[0m[2;36m
actions.cds+=/use_items,if=!stealthed.all&(!trinket.mirror_of_fractured_tomorrows.cooldown.ready|!equipped.mirror_of_fractured_tomorrows)[2;45m[2;37m&(!trinket.ashes_of_the_embersoul.cooldown.ready|!equipped.ashes_of_the_embersoul)[0m[2;36m[2;45m[0m[2;36m|fight_remains<10
[0m```
__New APL:__
Highlights:
St simulation
So ashes is better now?
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
if im reading this line correct it doesnt care about syncing with a cold blood sectech in blades, but any cold blood sectech in the fight (even outside cds)?
Sectech clones doesnt work with blades anyway
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
eleems sim also shows something to explore
changing stats can work well for ashes
narrowing the gap even more
as in dropping some haste?
going more mastery/vers heavy
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
ashes also unlocks the secret build sepsis pog
so we can basically macro ashes with sectech now for raid?
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
why ashes would be better with aug?
Follow-up to these changes and with an extra change of removing the shd threshold too, aka wasting some shd uptime to have it not do dances right before other cds (i checked changing the condition to other fractials, but 0.90-1 all simmed the same)
https://www.raidbots.com/simbot/report/5KN4XtafQC1cPxeWBtDrR7
thats quite good
Baseline is the ashes change + some swapped around gear with full vers+mastery
what is meant by dont dance 2?
what the line does is to not use dance if your cooldowns are ready soon
also lets you pool for some extra sht i guess
ehehe
crit all sec techs with sophic best advice i can give
@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
Its no different to what guides are saying, its literally just a slight sim dif
Dont dance unless you have symbols/flag/blades up
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
are there plans to implement the ashes changes?
i did ask koji already to pusht the apl update to simc, not sure when he has time to do so
Probably tonight
Sorry,but what is don’t dance at 2 stacks mean?
Dont dance at 2 stacks of dance
Cuz sync with symbol?
yes
Cool , I've been troubled by this problem a lot recently, especially without swift death
Blades cant be up for every dance tho, right?
no, you can't have blades for every dance
Not all 3, either one of them
!finality
https://github.com/simulationcraft/simc/pull/8573 made a pr for ashes change if you wanna +1 @coarse laurel
Syncs Ashes of the embersoul use with Cold Blood / Secret Technique is a significant gain on sub rogue.
https://www.raidbots.com/simbot/report/h5qMVkrifkd92d3AoFjuDj
Pushing apl updates from rogue ...
#tc-research message
Continuation of this ^:
Swift death still not a good talent for non-dust but atleast its not negative dps. Hes simming without a bunch of raid buffs similar to his m+ group i guess but should be better either way
https://www.raidbots.com/simbot/report/auiWjQvTwVRNCCG73zckVt
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)
oh, thats interssting
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.
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
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
unexpected
i don't think you can sim this on raidbots, you need the simc client
you probably can using advanced sim
but not entirely sure, would need to talk to the evoker tcs to know how their simulations work
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
i dont see how 2 on use trinkets would matter, your ashes is on their breath anyways
Thanks. PRs definitely easiest for me atm. I've been very busy over the holidays with family stuff!
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?
lariat should sim fine it has around 3x% uptime
not aware of a issue, but maybe i missed a discussion aorund it
make sure people are not getting confused with having split stats
as that would make it 1x% of both
Just in case people do not know but still to have somewhere to link from #subtlety the change that makes us do more dps got pushed today https://github.com/simulationcraft/simc/commit/a8703e468302088df6c1e65b92eae861d5b1d185 Basically it reintroduces the bug that is still ongoing from BP finality making it proc always and also how shadowblades works with our new 2P
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:
- 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.
- I suspect some of my rupture handling is sub-par. It reapplies rupture with the finality buff up while in sdance, at least.
- 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.
- 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.
- I think SnD is being refreshed sometimes during burst phases. Not if I should foricbly refresh it just before a burst phase.
- 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.
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)
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
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
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).
oh interessting, not too bad
I think there's an easy improvement in my changes to the default profile - its not using symbols anywhere near enough
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
symbols of death usage. 'Expected' is where a top parse used symbols, 'actual' is when the profile did.
so in sims you cant really go and try to emulate "gambling" as across 100000 iterarions gambling is not really gambling
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
I do use the dps range as a metric to control for that
i actually wonder how it would pan out
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
the max is 374k, so above the top log even
it is a nice project tbo
very cool
I made a tindral profile too. its pretty accurate as well
uses a raid_event.stun to model the flight phases
haha great, you did rly sink some time into it
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
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
^ this might be another factor why the sim is lower
the first intermission starts at 1:08, but you don't get the actual damage buff until a few seconds later
well you could chose to delay the damage buffs a lot
Althoug hyperfocusing on a single top log is likely not ideal since even those contain missplays. Like we see with symbols here, you can clearly very easily fit another symbols in before the first intermission, yet the log didnt
if that was your desire
oh, you are correct
you're not wrong, but I needed something to base the timings on. Otherwise I'd just be shooting in the dark, adjusting numbers until I got good 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.)
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
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.
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.
Its worth noting that the rupture in dance thing is worthwhile even without tier, although not by as much
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
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))
nice
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
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
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
More simming needs to be done but in these cases I would probably insta flag sod to avoid delay then dance just a bit later to hit that first CB
As long as you are getting 30 stacks of flag reliably should still be good
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
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
its soon™️ in simc
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 
and GB seems to be the strongest choice out of premed/tfd/RS/Swift
ye, it probably is fairly irrelevant
the nerf and it being only stealth is quite a deficit
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
deathstalker is fairly passive
warning sign was never that far behind
yeah its like 0.3% behind now
also fatal intent doesnt seem to have been implemented
i am fairly certain it isn't that diffrent to retail, moment
its 0.5% on retail - sim
its a lot more behind for trickster, afaik deathstalker just likes haste
ah interesting
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
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
is dust winning or losing currently?
if db is stilightly behind, having db and other amps work could easy shift it a bit
oh dust is winning by abut 7%
thats quite a bit
yep.I think with some optimization trickster is gonna be pretty close if not ahead
but both hero talents seem to want dust
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
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...
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
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
tornado is optimized as a filler
so maybe it leads to just enough additional cdr to have a better allignement somewhere
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
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
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
it is possible that damage calculations are not correct
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
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, ...
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
its a repeating problem of things not working with what you would assume it does
but yeah, im sure theres quite a bit of optimization we can do for trickster both in st and in aoe
eleem and I did the math
it should be higher than bp until 11 targets
but thats assuming no bugs
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
bp is still relevant for larger pulks, when you cant be in melee to evis, downtime when no form
oh u need a lot of new thnigs to track
fazed and form are seperate in duration and activation
i keep it to "no new things"
and will add things if they rly seem to be needed
in my weakauras
u prob also need to track how many UBs you are going to get after sectech
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:
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
Yes because of the change to Deathstalker's Mark not being able to be refreshed in the latest build it prevents it from triggering/being wasted. You guys will actually need to test how this works in-game probably to confirm.
im not sure I follow, how does the mark not being refreshed cause the # of total triggers to be this low over 5 minutes?
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
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.
@hearty finch was seeing different things when he mentioned it to me, so idk if you guys can grab some logs or something
Yeah I’m out today but the combo was get capstone -> reapply mark with a strike -> darkest night can’t be consumed at all
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
Is that just a logging issue or did the Shadowstrike only apply 1 stack initially?
I assume it's a logging issue
I think its a logging issue, it applied 3 on my screen
Ok
yeah not sure why Whispyr was seeing something different here. I wonder if there is some other case where it bugs
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
did u rupture instead of evis?
yeah just saw that
MY BARS ARE FLIPPED
aight it's fine then
fuck stealth bars
I'll make some changes
blizzard please let me turn this shit off
nah I'm cooked af for that one
Does the Darkest Night crit buff always work on the Shadow damage portion?
(It does in SimC, just wanted to check)
ye
ill have to double check, it didnt give the shadow part the amp I think last week
could have been fixed this week ofc
I'm digging but its looking like the crit works
can ctrl+f "darkest night fades" on that
it's not a large sample size but I saw a couple more on my details scroll as well
it didnt give the shadow part the amp
as in like it didn't crit or what
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
in that log it looks okay
30% of 867 is 260
30% of 764 is 229
5% from veiltouched
its hard to tell, because the shadow part also has about 30% shadow amps on it right? from dd db vt

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
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
yea usually it is a bit higher than 50 but it kinda checks out if instead of 3x goes to 17
yep. legit cnat even test these things
5% vt... cool did i get variance diff'd? does it work? who knows
wait does shadowed finishers have variance?
residuals shouldn't have variance I thought
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
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
I can Recommend buying a level one dagger from a dude in orgrimmar for testing since then its only the 5% variance
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
well that is better than worst case at least
also new bug, they fixed cb working with coup (all 6 hits), but now it straight up just doesnt work with evis anymore
i cant
thankfully you dont use it on evis but that one sure is funny
this is without any amps. no vt, no dd, no db
both tests were withot ayn amps
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
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?)
Also
up to you
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?
consuming last stack only gives you the buff to proc the big boi
so as in -> target has 1 mark, u do max cp evis. does this evis get the darkest night buff?
Yes
nope it has to be the next
i dont think it will one sec will test
Given that the Mark is decremented before the Darkest Night buff seems to be handled
ah that is because of a shadowstrike interaction
nope does not get it
(Which is why it goes 2->3 rather than 3->2)
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
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
yes, mark is consumed first by evis. then darkest night refreshes mark after the evis goes through
yea this is a failsafe to prevent double nights
from happening
no idea if it is intended or just a guardrail
also the shadow part is 100% bugged
yea that is krangled
Alright should be updated
yep. crit works
thank you! will test now!
This is a log for testing nimble on 2 dummies. the 2nd dummy never had FW.
https://www.warcraftlogs.com/reports/48hMD3QjCkyJaVtc#fight=last&type=damage-done&start=501380&end=523185&source=4&eventstart=512068
couple of things going through this. 1) I dont think blades replicates UBs damage
- 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
This is because of target modifiers being reversed and lack of Find Weakness on the second target, which is the same as Blade Flurry. So this is fairly expected.
Not totally sure about this one though, unless I'm missing something. In those logs:
oh you are correct, I think i just missed it on those. nice catch!
this one im still a bit confused why evis / shadow evis / strike are all different.
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?
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
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
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
this is the part that doesnt make sense to me still.
this shadow evis damage got flurried for about 26%
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
based on our calculation from earlier, it should be roughly 33.6 for 100 damage hit, so about 33-34% will be flurried
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
its getting double reduced I think
ah never mind, youre right
its just getting flat out reduced
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
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)
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
Thank you! that'd be great! once its in, I can try optimizing aoe a bit
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
thanks 
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
I played around some and found a couple of small things as gains:
- Dont need to use more than 4 cp on Snd anymore now that we have cut to the chase available
Remove ruptures in dance entirelyRupture line needs more work, the line i used sucked with finality.- 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
https://mimiron.raidbots.com/simbot/report/nZYZrnNNGqZQG5h1QrZFhj
This is a non-dust sim with DB
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
nice, seems all like good changes
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
The trinket usage is still relevant no? Like even if they reduce its numbers, it’s probably better to line up with blades
I wasnt referring to just the trinket usage. But also im kinda expecting them to change how the trinket works, not just reduce the numbers
Since the trinket is like 8-10% better than other options for dB setups (despite being lower ilvl)
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
the trinket is maybe a bit too much over budget
in vault?
wow
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





