#tc-subtlety
1 messages · Page 13 of 1
forcing 6+ real CP for sec tech is 0.5% worse even
but sec tech damage does go up
it messes something up and you end up getting fewer supercharged sec techs somehow
delicate timing stuff probably
from what i remember its because of timers on dance. sectech cd is activation cue for dance. the sequence is something like: you have 2 cps, 11 sec on sectech cd, you backstab, youre at 3 cp, 10 sec on sectech, it can dance now.
but forcing it to 6+ means its gonna spend another 3-4 seconds per dance, i think it ends up doing less dances
or atleast it was, when we first implemented it in 11.0.5. not sure the reason now
yeah something like that
it gets fewer sec techs out also
maybe due to it taking too long from symbols until sec tech so you get too close to flag cd and end up holding sec tech instead
I think it also loses naked sectech casts that way
which leads to also fewer hits of unseen blade
fewer stacks of flawless form
fewer coups etc
specs timings are really really tight ngl
I think it's kinda saved by the fact that you always have 7cp when you finish in the big cds
so it's only the small sec techs that can be on low cp
maybe I'll look more into this later
Death from above counts as 2 Evis for darkest night
It triggers while you're in air after hitting evis twice or tec evis
Without trinket or blades its hitting upwards of 6 mill on pvp target dummies
Is there something to specify charged combo points? I didn't see anything about them in the wiki
or should I use Symbols buff uptime to estimate if they'd be charged or not
as a workaround
ill check one second, pretty sure theres something for it
Its a buff
Not sure what it was called but u can check in a sim
Separate buff for craged_1 and _2
In the sim i mean
from what i remember, koji made them supercharger 1 and 2 only for the html page / report
not sure if thats how implemented in the engine
but you can try to see if it works as a buff. i couldnt find anything for it
might look a the implementation later see if i can find anything but thatd be in a few hours after work
and what's 'shd_cp'
should be stored shadow techniques combo points
ah, gotcha
buff.supercharge_1.up should check if u have a supercharged co
did it work?
I can't check atm bc my boss is hovering
o7
It should, i have done sims with it and it worked
gonna try and poke around in like an hour tho
yeah i dont remember the implementation, if its a buff, should work, but i remember specifically asking koji to make it specified in the sims, so we can setup pre pulls for it. so maybe he turned it inot a buff, and the original implementation was closer to in game implementation
Everything i tried with it was a loss tho
its been a while i forget
actions.finish+=/secret_technique,if=spell_targets.shuriken_storm>=2+talent.dark_shadow.enabled+talent.nightstalker.enabled
Can I ask why this line adds additional AOE targets based on the talent choices, but doesn't also check to see if ShadowDance is up (to then benefit from the talents)? I'm sure I'm missing something, but to me that's suggesting to just send a natty SeqTech into 2-4 mobs, without Symbol or Dance.
I’m not home so can’t check but check dance conditions. Pretty sure dance is conditioned off of symbols which is conditioned itself off of sectech
morning all, quick 1:
is this line meant to be holding / aligning something or just refreshing rupture before CDs?
actions.finish+=/rupture,if=talent.unseen_blade&cooldown.flagellation.remains<10
the line you mentioned just refreshes rupture before flagellation
simc is using rupture twice before CDs tho with this there.
that sounds like it can be refined more
i just throw together some quick tests for refinements, but neither of them rly makes a impact it seems
so while it looks weird in the sim sequence, it does not rly seem to impact the result
99% sure eleem said the same thing
Just check remaining duration on the rupture dot in addition to flag cd?
when he tested to get it removed
removed as in not refreshing at all pre cds?
nah just not double casting it
ahh i see. yeh i expected it to be virtually non existent im just getting bug reports for HR as people are noticing it 
i just thought i'd check the lines intention and see if you guys were interesting in fixing something this minor/non-impactful in the apl or i just put something in HR to stop the reports. I was going to add the exact same check as fuu's test3 here anyway.
i had to add high iterations to even see a diffrence, so ye^^
bt ye tl;dr: don't double cast in game, you only need to refresh rupture once before big cooldowns
I have some ideas for tfd. Imo when cds are up the 3rd or even 4th finisher should be cb sectech while using double symbols in that whole dance sequence. It just feels to be more powerful. Anyone can run that?
I was thinking something similar while running keys this week, though I do think CB second SecTech is better if the whole pack is still going to be alive for all 3 hits. The First Dance is clearly a powerful effect in M+, but it's a bit annoying that 95% of the time your 2nd SecTech is coming up right as your 12s Shadow Dance finishes, and it seems very RNG whether or not you can slam it before the first one finishes.
Some relevant considerations/talking points that I've been mulling over:
- Does SecTech benefit from the Fazed debuff that it's applying to secondary targets?
- Is losing a bit of Fazed uptime on the pack worth the additional damage of a few DM stacks? Pushing the first cast a bit further back gives you 1-2 extra stacks of DM on the first cast, and the slight delay pushes your 2nd cast of SecTech enough to make it your 2nd or 3rd cast in second dance.
- Do Unseen Blade hits might do enough damage to warrant sending SecTech early enough to ensure you're getting both "bonus" procs during Dance/Flag/Shadow Blades? Is this skewed one way or another based on which active trinket you're using? (all damage increased by Transmitter vs. only finisher damage from House of Cards)
Not sure how much of that stuff is tested, just sharing some food for thought. Also apologies if it's a bit unformatted/stream of consciousness, I'm basically copying from a text doc full of random notes 'n shit 
Very good point also also. Is it worth to enter combat late and attack late in order to to get a longer dance.
- Yes
- Yes sectech would do more damage but youre also losing out on extra unseen blades in dance, which means less flawless form stacks and coups not in dance.
- Yes this is why we sectech first. House of cards is just better because its higher ilvl and transmitter got nerfed
Was looking through how the sim played 1 iteration and this situation surprised me, surely it can’t be good to have the first sectec in cds not benefit from blades and on use trinket.
I’d expect optimal play here to be either cast rupture again before dance, to spend the combo points without there being a chance of losing winning streak stacks, then using premed with backstab and blades trinket on sectec, OR using blades and trinket before sectec, with other spell usage as in this sim, and losing the premed charge.
It’s a niche situation due to the tier set and fazed debuff, can’t evisc first global in dance because coup is ready and we want the flawless form stacks.
did anyone already test if delaying sod till after backstab in shd is a gain? mainly to get the rotten crit on ss over bs.
doesnt look like an ez apl change to test so wanted to see if someone else did it already beforehand
I tried looking into it but couldn't get it to work with backstab for whatever reason
but I didn't spend a lot of time on it
couldnt get it to work as in "it was not a gain" or as in "it didn't do what i want it to do"
didn't do what I wanted
okey
I'm trying to find what I added to at least get it to dance - strike - sod
that would help ty
i haven't found a win trying to force it, but would need to re-write a lot of the other conditions to make it possibly not a damage loss
yea it is annoying to do
snapping a not use sod with premed does not work because it breaks other things
but you can maybe put the sod below the stab
in the stealth action list
yea im currently trying to rewrite a lot
yeah getting that all to work is beyond my experience I'm finding lol
tried changing stuff in Variables, Cooldowns, and Stealth cd's
dont worry same thing happened to me and sepsis
it also doesnt help that i have to wait for a 200 player queue cause im poor LOL
i knew how i wanted it but kinda gave up at the end and tbh
1 global is nto that big and not critting strike is whatever too
I think speaking of this, right now the apl is really hard to modify due to how many things being timed off of other things. its creating this weird circular logic thats so hard to edit
im thinking maybe we should at some point re write the apl to be less dependant?
but also idk how, because theres nothing to anchor anything to due to the stacks of dance/sod
fuu did some changes in this expansion but we are back to being anchored to sec tech and flag again
cant really move a lot of things without messing those
i mean you have to anchor things to something
i mean it is fine for those to be
yeah but thats the problem itself
the other things i havent really though if they could be re written
maybe just make sec tech a monster like we had SoD in df
and move things from others
the problem is you need to anorcher things to each other
a re-write without any anorcher won't work because of that
the jerarqui or whatever is written is kinda fine sec tech flag blades sod dance
the problem with the symbols change is more that many things align to symbols
so in order to solve it you need to re-write these lines to either have exceptions
or find other things to go by
finding a diffrent point would put the problem elsewhere
you could possibly make everyhing work around secret technique cooldown
would make sense if we're sending everything as "sectech + X" atm
yes, we kind of play already around it
yeah you have to anchor, my thought was instead of anchoring things to each other, anchoring them to cd remaining on them for example, dance when either flag cd is > x and dance cd > y rather than making it dependant on sod as well
the problem i can see with that is 1) in aoe vs single target these timers will be different so itll be kinda aids
also fwiw most things are straight forward to change, this is one of the few exceptions
- we have to optimize for the exact seconds remaining which is also aids
fair enoguh
e.g. flagellation
so changing symbols use is not even that hard
but requires to re-wire the dance section
which is a single line ^^
but to take out the exraggeration of the problem
the diffrence seems to not matter
this is with a hacky implementaiton to move symbols this one sec
sub runs finality > rotten anyways no? I believe it was a gain since we added backstab to dance
both is on par
if i do 100k iterations, doing the rotten trick is 0.1% worse
(loser error range)
it only does it in the opener so not "always"
yeah its just preference then
so lets quick check a slightly shorter fight length
seems to stay the same
3 minutes
so to conclude from the quick hack, i would say the intuition that it is low in impact is true
and looks like from the quick test, is indeed up to preference
Just one addition to the top, we forgot to discuss higher target counts.
running simulations, it shows only a win on 5 and 6 targets.
7 Targets is when we start to use shuriken storm, and where using backstab first becomes fairly damage neutral.
So we run into the problem of the rotten bug (storm consuming both rotten charges at once), means 7+ it might be just strike as first builder and storm as second.
not sure why but someting went wrong
looks to me like some end of fight condition
prob just an awkward kill timer, it sent dance without regards to flag timers since end of fight was close
and then double rupture before flag is just what it does so it did it in dance
the rupture can be solved by adding a ttd condition, i can look tomorrow if thats worth it
my guess is its a really rare instance
would need to be around 4:45-4:50 kill timer i think for it to happen
possibly, i am in raid atm so can't check
all g enjoy the raid!
may the 4pc grant you its blessing
we had 1 rogue token drop so far and that one was hands
so i am just suffering getting tier somewhere next week

I'm in the same boat, I'm banking on the tier piece in my vault, 2 cata charges and next week vault tier
Is the transmitter a sim bait or is the new raid trinkets just that bad
Transmitter super strong, new trinkets not that great
the sims are not bait
I’ve gotten eye + house of cards during splits - transmitter still sims ahead by ALOT
because its really strong
So rn im using myth transmitter + eye for raiding
you should probably ask these in #subtlety , this channels mainly for talking specifically about ideas to test in sim / theroycrafting things. But yes new trinkets = bad, transmitter = that good.
Aight ty!
It thinks you are going catch the shadow clone damage with Shadow blades while sneaking in a dance builder gcd. It’s very unrealistic to consistently pull it off in a fight and I wish the sim would get rid of it. I really don’t understand how not having the initial sectech damage be covered by shadow blades is worth the gcd unless delaying that first sectech to line up with shadow blades would mean you are missing coverage on the following sectech, which would just be another tight window that most people would miss anyway.
I was checking out the custom APL used in Fuu's sheet and was wondering why it doesn't evis for S&D before going into CDs on pull? Clearly something is effective about this APL since it's ~1% DPS increase for my character, but the only changes I can spot is the slightly adjusted opener and premed-backstab as your first global in Dance. I do realize that it's only losing 4 seconds of uptime, but that sounds sub-optimal, considering you're missing out on all that attack speed for:
- 4 seconds of potential Unseen Blade resets from Thousand Cuts.
- 3 seconds of Symbols uptime, resulting in fewer stacks of Shadow Techniques.
Am I just high on feelcraft and overvaluing that bit of SnD? You'd think that a few extra stacks of Shadow Techniques should increase the odds that you'll get an additional CP refill during CDs, but I guess that may never matter in practice 
It was in before, but it was a +-0 so we removed it because its just simpler to not have it
Also symbols uptime is not related at all
Its 4 seconds of snd uptime VS 2 seconds+1 full finisher of wasted dance cdr
Is the bonus from Shadowcraft just trivial?
Also that finisher CDR is pretty compelling, I hadn't thought about that
it also gives you vanish a full cp cdr where somehow a 1/4 UB can be expected if not wasted later
found a small gain 0.4% in ST
-
added a fractional charge check for sod and shd in the flag line (quick math and some tests seemed to be best at 1.3 sod charges and 1.4 shd charges)
-
let it cast naked sod + sectech closer to flag
-
added a
&!buff.symbols_of_death.upto the rupture gaming lines for tierset
https://www.raidbots.com/simbot/report/rEX4xEq3hGW76eA57Myoc3
im sure there is more to gain tweeking arround, i didnt test much. i also tried to go all the way and send sectech on cd but that was a loss already, but it was a gain to send it untill 10 sec on flag cd
@rugged solar that correct?
all seems like very minor changes, so not changing how we play just improving the sim.
I will need to sim a bit and see if they need more adjustments or are fine as is because small macro optimizations like this can have negative impact on aoe/cleave/dungeon slice
Has anyone simmed if backstab with premed is a gain when you don't have find weakness? There are bosses this tier that you can't reliably stand behind and i'm noticing not having find weakness for my first finisher sometimes
Noticed this playing with and without rotten so I assume it's to do with the way the boss is facing and not the slight delay after pressing symbols that the rotten triggers (which may or may not still exist but was a thing in aberrus)
@split crystal It's going to be a loss if you're losing find weakness uptime bc of shadowed finishers damage, just depends on how often "sometimes" is
if you're in front of the boss 100% of the time using backstab with premed its like a ~4% loss with Rotten, less with Finality as far as I can tell https://www.raidbots.com/simbot/report/uXxvxBu9kfAnZYpRfVk5B8
Thank you very much for this!
That's with my gear so results may vary
idk how to add variance in position uptime so I'm sure those numbers can be tweaked by a bigger brain than mine
This suggests the backstab first global of dance is only a gain if the target already has find weakness applied if you can't be behind target? I assume this only applies for non-flag dances, where your first finisher is probably evis that will hit without find weakness up
As stated, those numbers are from getting zero FW uptime via backstab in general so if you aren't missing FW all the time, its considerably less of a loss
It represents the worst-case scenario of no backstab crits granting FW
I'm suggesting you track FW and press shadowstrike first builder of dance outside flag on fights where you can't always be behind the target
If its not already up
Iirc it was effectively dps neutral to only BS w premed during flag's 2nd sectech so I'd assume its a similar case
I may have screwed something up not super experienced with editing APL but seems like a pretty significant gain assuming you cannot be behind target (this testing is motivated by sprocket prog)
at least for my character
this seems to be a very slight gain even when not in front of the boss, seems to reduce variance by a decent bit. probably some iterations where backstab just doesn't crit for multiple hits in a row and coup is cast with no FW up
for example one of the quick sims I ran had the 3min flag open with cds -> sectec -> bs -> coup with no FW up, shadowstrike would prob be a gain in such a situation
if you sim comparisons like this
You can paste these two lines at the topchart_show_relative_difference=1 relative_difference_from_max=1which adds relative diffrences to the graphs
very small essentially negligible if you have 100% uptime behind boss
about 1.3% gain assuming you are 100% in front of boss though
presumably somewhere in the middle with real conditions
Gloomblade might be worth instead of replicating shadows on pure single target when in front of boss, it has no positional requirement for find weakness application
It does
The tooltip lies

Oh I thought they fixed it
Is there still a delay on rotten then?
I’ve definitely backstabbed first global in dance after using symbols and not applied find weakness
Yeah this is the nightmare backstab situation, shadowstrike would clearly be better here
where do I add this exactly?
Oh sorry I misread this, you said both gloomblade and backstab have the positional requirement and I interpreted it as neither do
at the very top
Yes both do
cleaned some stuff up, increased iterations, added a check for premed since it was casting backstab 2nd builder in dance:
1.6-1.7% gain if forced to be in front of target for entire fight, very small gain with behind target but variance reduction even so
Hi, in the current APL you use variable.targets to define the number of targets for black powder, but it would be more logical to use the number of targets with the FW debuff
like this:
https://www.raidbots.com/simbot/report/izcw32LL4qWeeqnf8aJ4Sd
Especially for finality build without 100% fw
even in 5 targets: https://www.raidbots.com/simbot/report/gWoL57uBiGHedyZ1SWBWBp
fw_targets is probably a good condition, but it possibly makes sense to either combine both or have a fall back option.
still very good input, we will see how we can incorparate it in the apl
I spend some time on the above, and the following line is the best i got, i tried to simplify it without much success, if anyone else finds more optimizations let me know.
[2;36mactions.finish+=/black_powder,if=!variable.priority_rotation&variable.maintenance&(((variable.targets>=2&talent.deathstalkers_mark&(!buff.darkest_night.up|buff.shadow_dance.up&[2;37m[2;45mfw_targets[0m[2;37m[0m[2;36m>=5))|talent.unseen_blade&[2;37m[2;45mfw_targets[0m[2;37m[0m[2;36m>=[2;37m[2;45m5[0m[2;37m[0m[2;36m)|action.coup_de_grace.ready)
[0m
```**__Noticeable changes:__**
- Tracking Find Weakness buffs is more specific but 5+ active find weaknesses is the breakpoint.
I also improved the shuriken tornado line, @past fable had an idea to improve on.
[2;36mactions.build+=/shuriken_tornado,if=buff.lingering_darkness.up|talent.deathstalkers_mark&cooldown.shadow_blades.remains>=32&variable.targets>=3|talent.unseen_blade&[2;37m[2;45m[0m[2;37m[0m[2;36m[2;37m[2;45m(!variable.stealth|variable.targets>=3)[0m[2;37m[0m[2;36m&[2;45m[2;37m([0m[2;36m[2;45m[0m[2;36mbuff.symbols_of_death.up[2;37m[2;45m|!raid_event.adds.up)[0m[2;37m[0m[2;36m
[0m
Noticeable changes:
- Don't use tornado during Shadow Dance.
- The use of Tornado as a filler on 1 and 2 targets is again a small damage gain.
Its also a question of whether tracking and reacting to the number of FWs out is reasonable to do ingame
But seeing as its a fairly large gain in simc (ie not like a +0.5%) its probably worth it anyway, similar to the cursed deathstalker aoe tech of avoiding DN
i could potentially modify the target counter weakaura for that purpose
ill go afk for a bit, ill post the updated apl and comparison sims after
I might have one in my wago that I made that shows the BP icon when FW is at a certain threshold
I have to update with new st/aoe threshold though
since its still at pre-11.1
Simulations:
Dungeon Slice:
Deathstalker +1% | Deathstalker +0.7% | Trickster +1% | Trickster +1.5%
6 Targets:
Deathstalker +0.4% | Deathstalker +0.4% | Trickster +1% | Trickster +6.8%
8 Targets:
Deathstalker +0% | Deathstalker +0% | Trickster +2.3% | Trickster + 3.7%
The updated apl, might miss comments:
(okay, had just enough time to do it before going afk)
Yea there are ways to track FW as a total number on dotfocus and other things you can also set up individual timers for mobs with durations so you can know if FW expires in 1 sec for x mobs to not bp in that case
Yeah I think the one I have has Least Remaining Time, could probably mod it to show all units
Tldr rather then check target count you check the FW count to decide when to BP correct?
it is a slight benefit yes
as you see from the sims, it depends on the target count and hero talent
i only used 4 profiles in the comparison above
Its also (unsurprisingly) worth a lot less than what it says above if youre using a profile thats running rotten (or silent storm lol)
No its running the 1 finality variant
The trickster one that is, one with 1 finality and one with db
I was only looking at the trickster ones, but ye
was my bad, i thought i had a non rotten and a rotten for both selected
The standard Rotten setup is no change rly:
Dungeon Slice | 6 Targets | 8 Targets
Those have invalid talent hashes
hmm
you are right, must be a copy/paste mistake from me
Fixed version:
Dungeon Slice (+0.7%) | 6 Targets (+0.5%) | 8 Targets (+0.6%)

What am I looking at exactly? 🧐
I had a weak aura for it to track th Humber of targets with FW on it, was crashing my fps, but that was during 11.0.5 everything crashed your fps, idk if that’s fixed now though
any target related checks will be compute expensive
i used one in shadowlands when storm was capped but the bps hit all targets with FW anyway so i had to move around
but also quite funny that it buffs finality profiles a lot more than rotten
so with Rotten does that drop the aoe threshold to 5+ since it guarantees >=5 FW
and that's the breakpoint according to the apl update
yes rotten makes the logic change not much basically by filtering for FW you open avenues to other builds(if they existed) to also use the optimization in this case from 5+
that it is why only 0.x% wins for rotten but more for finality
ah, that's kinda cool
i thought of that too, currently checking
it seems fairly neutral on 5 targets
But its a win on 6 to start doing storm
Simulation: 6 targets
so basically, you would storm in dance and BP on 6+ instead of 7+ with rotten
Makes sense, really wish they'd tune Nimble so that its a gain over bpat <= 8 but what can ya do
(or delete FW)
APL change:```ansi
[2;36mactions.build+=/shuriken_storm,if=talent.unseen_blade&(buff.flawless_form.up&variable.targets>=3&!variable.stealth|buff.the_rotten.stack=1&variable.targets>=[2;37m[2;45m6[0m[2;37m[0m[2;36m&buff.shadow_dance.up)[0m
updated apl:
I did some testing with this and making the apl evis and BP once for danse stack depending on target counts.
change:
actions.finish=secret_technique,if=variable.secret
# Maintenance Finisher
actions.finish+=/rupture,if=!variable.skip_rupture&(!dot.rupture.ticking|refreshable)&target.time_to_die-remains>6
actions.finish+=/rupture,cycle_targets=1,if=!variable.skip_rupture&!variable.priority_rotation&&target.time_to_die>=(2*combo_points)&refreshable&variable.targets>=2
actions.finish+=/rupture,if=talent.unseen_blade&cooldown.flagellation.remains<10&dot.rupture.remains<fight_remains
# Direct Damage Finisher
actions.finish+=/coup_de_grace,if=debuff.fazed.up&cooldown.flagellation.remains>=20
actions.finish+=/eviscerate,if=buff.shadow_dance.up&variable.targets<=7&variable.targets>=4&!used_for_danse
actions.finish+=/black_powder,if=!variable.priority_rotation&variable.maintenance&(((variable.targets>=2&talent.deathstalkers_mark&(!buff.darkest_night.up|buff.shadow_dance.up&fw_targets>=5))|talent.unseen_blade&(fw_targets>=5|buff.shadow_dance.up&fw_targets>=2&!used_for_danse))|action.coup_de_grace.ready)
actions.finish+=/eviscerate```
it was either neutral or a gain on all target counts i tried (1-9) but is somehow a loss on dungeonSlice, the loss is related to the extra evis line but idk why.
gains:
0.7% on 2 targets
0.5% on 6 targets
between neutral and 0.2% on all other target counts
-0.5% in ds?
2T
-2min
https://www.raidbots.com/simbot/report/18SJXP4u95D3NfZy7kZPHb
-5min
https://www.raidbots.com/simbot/report/bExH6n5GBzeqJyfDCCh5PH
6T
-2min
https://www.raidbots.com/simbot/report/iAhdJ5adVTgSgyqR6qSANi
-5min
https://www.raidbots.com/simbot/report/6nTahDigoAoqgDUbY7jFkK
9T
-2min
https://www.raidbots.com/simbot/report/puRQsB2EEg1yrcoKGwkHFt
-5min
https://www.raidbots.com/simbot/report/4h3CHSCcF1kVG1GFJDsYk4
DS
https://www.raidbots.com/simbot/report/cpzqbq2MR3xH3kqbDVs7me
For ds might need to check the boss with adds or something like that as it may be overusing it or delaying coup for ST
i do see it at least on 3+ using 1 bp for DM if coup is not up for second finisher
on 2 targets it seems interesting it was that high tho
I noticed that since vanish -> shadowstrike -> evis was removed from the opener we have a few extra seconds of flag to work with after blades had ended. Theorized that maybe moving the 3rd dance of a fight earlier (to around when sectec has 19s left and when the persistent flag buff has a few seconds of duration left) might be a gain, since entering this dance earlier allows for a a couple extra buffed eviscerates to benefit from flag and less of a risk of losing tier stacks before this 3rd dance. You do lose a few extra seconds of symbols uptime though. Mangled the life out of fuu's poor apl to find that it was a small gain (0.2% ish). Maybe worth pursuing for someone who could it implement it more elegantly but an interesting test nonetheless.
https://www.raidbots.com/simbot/report/f65Mb1J7zFs1sJWyowT1bG
Was tinkering arround with deathstalker in ST in sims.
Stacking up a bunch of small changes actually puts it ahead of trickster by a bit
sim: https://www.raidbots.com/simbot/report/15djjkBvoEaWvZEVeYuXWa
we won't switch to it because of cleave and burst
but its nice to have deathstalker competing
Did anyone ever try to sim if using sstorm as a builder if coup is ready and you know u have an unseen blade ready?
As in i used sectech with coup ready could build with storm? Maybe just limit it to when premed or vanish is up?
Wanted to test it once i get home, but idk if someone has done it already
I couldnt get it to be a win
Sadge
+1 what eleem mentioned, i do remember it being no damage gain
it only gives a gain when 1) you not in dance 2)you have tech and BS once so you can finish and you also get coup 3) there is a free UB waiting from previous raw/symbol-only SecTech.
and this was simmed quite a time ago
Okey, ty
What about pressing sstorm as a builder if FW isn't up and improved SS is taken (single target)
it is possible a marginal gain if in dance with more than 7 targets and somehow you generate cp with BS/Strike and you have to SecTech but coup is on, with Tea build while FW could drop soon and no rot or some other werid situation, really not recommended tho
Basically the ide scath and I had was for PVP trinket and prism so you use the pvp trinket on pull and at 1:30 with cds
then prism on 3 mins pvp trinket on 3:20 and pvp trink again on 4:30 etc
Prism is effectively a 3 min powerful trink and pvp is up for every set of cds
Could you also replace pvp trinket for forge
forge has 2 mins cd so it is not up for every set
although it is not bad to use on pull then at 3 mins etc. but you would be using prism with not full stacks
I won’t even pretend like know how to implement it. My napkin math conditions are keep badge as it currently is with blades and use it if prism isn’t at x amount of stack or if prism is on CD. Example use prisim at 3 mins, follow up with badge at 3:20. then if fight is ending use prisim again at 4:30 with badge at 4:50. if you don’t use prisim at 4:30 it uses badge there.
I just don’t know without robot if the extra pump is enough to go over a strong passive. ofc the dmg amps could change that as well.
0:00 forge
1:30 netherprism
2:00 forge
3:00 netherprism
4:30 forge
6:00 netherprism
wouldnt something like that work with forge (or drop the 90s netherprism cast w/e)
or you can pretend forge is 3min
0:00 forge
1:30 netherprism
3:00 forge
4:30 netherprism
6:00 forge repeat
Forge isn’t strong enough to drop prism to 1:30. We’re playing around 3min prism.
the pvp trinket may possible fill the awkward timings but it needs actual numbers
The problem is that the sim probably doesn't use the pvp trinket as we think it should with prism
I'll try to sim it separately later to see what the apl does
Unless I’m missing something I don’t see badge in the above sim. The s2 apl paired badge with blades and treated it as a 90 second cd. Forcing the 1 min at times would need attention.
U missed it
mobile browser issues apparently. 
Is that the 723 or 704 badge
as written everything is 723
but cant make everything hc
was just to lazy
actions+=/call_action_list,name=finish,if=!buff.darkest_night.up&effective_combo_points>=6|buff.darkest_night.up&combo_points==cp_max_spend|action.coup_de_grace.ready&cooldown.secret_technique.remains>0
this will get stuck on coup not being castable (0 combo points but sec tech on cooldown)
Im not sure I follow, if you have 0 cp and sectech is on cd it will just not do a finisher
it won't build either because this part will cause it to sit and wait for sec tech to come off cd.
|action.coup_de_grace.ready&cooldown.secret_technique.remains>0
What, it will just not trigger that line
the OR makes this a separate condition not tied to any combo point checks
if you want a cursed gameplay, there is something like 2k dps gain if you use shiv instead of SStorm on single target as a filler in between coups during blades 
https://mimiron.raidbots.com/simbot/report/rZ8s8DxtHtEST3J5eotsWT
(not sure why my margin of error skyrocketed so hard, hasnt used beta raidbots in a while)
~6552 DPS (0.12%)
running with low iterations, can increase to 100 000
oh, worked wonders, thanks!
https://mimiron.raidbots.com/simbot/report/rZ8s8DxtHtEST3J5eotsWT
That actually shouldn't be the case
Finishers have CP checks as part of their ready() check in the module
bool ready() override
{
if ( !ab::ready() )
return false;
if ( ab::base_costs[ RESOURCE_COMBO_POINT ] > 0 &&
p()->current_cp() < ab::base_costs[ RESOURCE_COMBO_POINT ] )
return false;
So coup shouldn't return as ready at 0 CP
If it is, that would be a bug and I can look at it
idk shows shiv at a 2-3k gain when I run it too, kinda memey but fun
and it grants a danse stack lol
interessting, there might be some opimizations around that line
it does seem a win to pool sht and energy if you have 3-4 escalatings so you stab once proc coup then stab another cap and coup again if cds/dance are not close but it does not hapen often enough maybe
for updating the Find Weakness Tracker WA, are we set at 4 FW in and out of Blades for Trickster
for both situations? gotcha ty
(always 3)
interesting I figured the nimble/blades change would have upped the threshold
this is the rough increase for it in simc, but the implementaiton of the new effect is young so probably need to check it again in the future to be sure it is correct
appreciate the insight!
a quick check, i linked in #subtlety too recently
looks like within what we expect
probably both worth to have here just for visibility
for how to play, 3 fw targets means basically ~4 targets, the fw tracking only opts you a small increase from that (smaller than whats on the sim above) so i don't know if i will perosnally use the weakaura
yeah its mostly meant as a coaching tool for people getting used to when to use either finisher
and since there's no real disparity anymore it's less necessary
I just tested using Cheap Shot if Shot In The Dark is up and you're below x energy, but it came out neutral every time. I can't think of why, as there's no downside to using it if you'd lose a gcd anyway. Does the sim pool energy before dances? Also any resources you can recommend in terms of theorycrafting?
https://www.raidbots.com/simbot/report/uRP8U4is53RMnwcpy4DyQZ
Also wanted to drop this here. It seems it's a 1% increase to drop the backstab if the boss is facing you and no FW is up.
what if your behind the boss?
Might be worth using Storm instead of backstab if the boss is facing you, haven't tested though
so always bs in dance is wrong I guess
should this not be basically equal since FW uptime is practically 100% when behind the boss
This is behind boss or from the front?
behind
wat
But what if fw is up and your infront?
because on any boss fight you have near 100% uptime of fw except when your not hitting the boss
then you still run the backstab tech is my guess
don't think the 20% backstab dmg changes anything
it's worth to know on something like fractillus though
or dimensius
fuu's picture suggested it was a 2% loss to skip backstab if no fw when behind the target, it shouldnt be
Ye I know, I just don't understand why you got such different results
Difference in crit?
based on the numbers I believe he is showing standing behind the boss (default) compared to standing in front and skipping backstab (4.022)
i am reading it again and i think it was just misinterpretation
ahhhhh
interesting to see it has changed slightly since i did this test in s2 #1065728795455266888 message
i wanted to run a full test with alternating boss position between front and back (i.e. sprocket) but you can't do it without modifying the simulationcraft code itself
above my paygrade
ye there's tons of stuff I wanna test too, but don't have the knowledge to test
maybe some github wizard could add this for me at some point 
oh you are correct, the format he used does not use "copy" but runs 2 seperate profiles, so its not a loss anymore if both profiles are set to "behind"
Did I do something wrong?
I removed the ruptures 10s before cds line completely
And I changed the:
actions.cds+=/symbols_of_death,if=(buff.symbols_of_death.remains<=3.5&variable.maintenance&(variable.targets>=3|!buff.flagellation_buff.up|dot.rupture.remains>=30)&(!talent.flagellation|cooldown.flagellation.remains>=30-15*!talent.death_perception&cooldown.secret_technique.remains<8|!talent.death_perception)|fight_remains<=15)```
So that dot.rupture.remains>=30 is dot.rupture.ticking instead
Dungeon slice and m+ talents btw
correct it is better to just sit on cps etc
Its the aoe line, about using ruptures to not lose tier set stacks
@rugged solar The apl condition for AOE is quite concern:
- BP condition depends on target numbers rather than FW numbers
- there is no condition for rotten for Storm while APL continuing using BP
simple example:
https://www.raidbots.com/simbot/report/bF32xcqRiyjnVYb8iNpL1h
09s storm and then 18s storm with BP all the way, while next storm happens at 41s
there is no usage of storm on rotten and thusly no FW for other targets causing BP usage wrong.
after some checks it was better to streamline it for stargets instead of FW as the diff was not big
you mean even if BP with only one FW rather than use evis+nibbling?
is there a difference sim or a FW checking APL to see numbers?
and how about target numbers above 8?
yea bp does a ton of dmg
how much was this not big?
like 80% of an evis
so on 4 targets it is more dmg always and well in most situations you do have some FW from other storms
i know BP does 75% of an evis, but what about if no shadow BP without FW?
or at worst you can tab target strike
are you saying BP with one FW can out number or come close to evis at 8?
The apl simply has no storm and still use BP without shadow BP, what's plainly 75% physical and no shadow, should this be correct that BP without shadown bonus still out perform evis?
Or should we do rotten storm for BP?
Since now if you open the apl and read for a second, one FW and BP on the casts
It storms with the coup thing
But yes im gonna push an update to change it to bp at 4 or more without any conditions
why you cannot simply open the link and have a look
9s storm and 18s storm and then 41s storm
you saying one FW BP is good in AOE?
storm for rotten is not worth it anymore
as eleem mentioned, there is a pending update to aoe to generalize aoe to 4+
4 targets or 4 FW?
is this based on we're using storm anyway, right?
4 targets
1 FW 4 tar BP > 1 FW 4 tar Evis?
3 fw targets is roughly equal to 4 targets
4 targets is easier to understand
3FW BP ~= 4 tar evis?
What I'm saying is
currently APL allows 1FW BP and that's certainly a dps loss, no?
^ removing backstab in dance lowers the output even further as its in the sequence
I'm not removing backstab
what change exactly would you want to test?
is this for second stack of rotten though?
it is okay we say in general we use storm somewhere and thus we dont use it on rotten.
What i'm saying is if we're not using storm due to certain conditions happened in AOE, shouldn't we switch back to evis rather than BP if we dont have good FW numbers?
the bug was fixed
so it does not matter anymore
tho i can compare
mpment
*moment
ah
BP does good damage even without FW
Its closer if you remove the coup storm too, but still not worth
what if we make it checking FW and evis at certain low FW numbers rather than simply BP?
I'm totally okay with the fact we dont use storm for rotten
oh good call
Its pretty much the same regardless, so point having it be more complicated
the diffrence with FW targets was almost non existent when i tested last time
there was a little update to the implementation in between
but overall tracking FW is just overhead for no real gain
So put it in layers:
- storm on rotten is loss
- we use storm somewhere for coupe anyway
- then it is okay to track FW but not a real gain
imo the only real reason to track fw would be to know if you backstab or not with premed
yeah that too
actually it is a kinda win if on 3-4 targets to check if they have FW and strike those that dont
if only wow targeting was not such ass
gotta have a mouseover strike macro heh
another question would be
if select Silent Storm, and APL casts storm in dance, it gets higher dps than using rotten
in this comparison, rotten has one extra crit and dmg buff for Strike, how it comes to a 2% difference considering Storm used in dance
if one crit per dance is better, It couldn't be two crit+dmg buff per symbol has a 2% behind. The sim is done in 60s so we dont have dance without symbol issue I believe.
and also, there is no Silent used in 3rd or 4th generator in a dance
In this sense, replace a certain backstab or strike to storm when using rotten should have a better outcome
is the storm for rotten meaning storm for 1st rotten?
i tried first or second
https://www.raidbots.com/simbot/report/cjsZM6MT2wwnNs8yCpvsG9
it is a 1.2% gain 8 targets without buffs.
with one extra line for Storm:
actions.build=shuriken_storm,if=(talent.unseen_blade|variable.targets>=4)&(buff.the_rotten.up&(variable.targets>=6|buff.premeditation.up|buff.shadow_blades.up)&!used_for_danse)&buff.escalating_blade.stack<=3
Ideally, we're discussing if we could make symbol earilier before dance followed by a storm then entering dance while let sim tell us if a preme+rotten stab or strike should be better followed by normal dance sequence.
However, I believe symbol condition was an anchor so might not be changed without caution. @rugged solar could you help this when you have some time?
just to be clear, your sim is 1 min in length
when you increase the length it becomes very obviouse to be not a damage gain
e.g. this is a typical 5 minutes
yea, we understand this, however, we considering M+ encounters filled with many 1min length fight rather than 5mins of 8 targets.
this is why we're not setting buffs for the moment and we also trying to consider if mute flag and blade to better reconstruct environment
it also isn't a gain in a dungeon enviroment where adds are only up shortly
https://www.raidbots.com/simbot/report/iDx9qLw4abHsU7kmbqxN5y
is this DS or ?
yes
super short duration simulations like 1 minute have a big advantage
they have anatural variance of 20%
so its a 40 sec - 1 min 20 sim
and they lack any long term consequence for cooldown missuse
yes, we're aware of that, we're trying to make different situations of M+ considering different cooldown status.
since M+ simming under one DS route is not reflecting a lot of nature how sub can be played.
it is not about cooldown misuse, I believe.
The nature lies in the fact of sim's proc that enjoys universal averaged random so the extra Storm will implicitly taken over the gcd where we can proc UB so the whole UB refresh timeframe is delayed bit by bit.
and ofc the extra line provided isn't perfect. Certain Storms are still missing while some storms might be not optimal if it causes prolonged period without stab or Strike.
was messin around with some sims for saladbar a guildy brought up, and noticed that it's doing some weird sequences with cds? is this worth all just to not waste t he cps from premed? to not have blades on sectec and 2 coupes?
thats fairly close to the end of the fight, but what of the sequence would you change?
It should blades earlier but its during premed so it doesnt
I think that situation is rare enough that it doesnt have much impact on the overall though
it wasn't close to end because was running longer sim to emulate saladhar more, but yea i would think having blades&trinkets up for sectec/coup2x is a good bit more value than the cps from premed
Its a weird niche timing issue with how it refreshes before so it skips that bit after flag which kinda bricks it, ive put in a fix but it like doesnt really change the overall results in anyway since its so rare for it to happen
yea i noticed that too and was messing around it and i think that's the actual issue, getting like 40k dps by not refreshing rupture if debuff will remain until around when flag is off cd (at least i'm pretty sure that's what i did just kinda messing around with apl first time today)
https://www.raidbots.com/simbot/report/7k4iz9PRhbxGa3bwqkKvLC
this also makes the previous situation more or less impossible i think
Was this ever added into the simc?
The majority of the gain was changing the symbols condition rupture>=30 to rupture.ticking
👍 would need to investigate more to see how it behaves in diffrent fight style and talent setup but nice find
sounds good, would you be able to do it?
appreciate it fuu
what exactly did you change to have the gain?
only rupture>=30 to rupture.ticking
in symbols
then removal of the s2 tier set pooling thing was 0.3%
^
ty
Yes
the s2 tier set yes but that was 0.3% gain
2.3% was from changing the rupture >=30s on symbols conditions to .ticking instead
I don't think that's in that commit
Its not, but its been solved in a different way by changing the rupture lines
The way yours did it was a big loss in anything besides dslice
# Maintenance Finisher
actions.finish+=/rupture,if=!variable.skip_rupture&(!dot.rupture.ticking|refreshable|buff.flagellation_buff.up&!buff.symbols_of_death.up&variable.targets<=2)&target.time_to_die-remains>6&cooldown.flagellation.remains>=10
actions.finish+=/rupture,cycle_targets=1,if=!variable.skip_rupture&!variable.priority_rotation&target.time_to_die>=(2*combo_points)&refreshable&variable.targets>=2```
Kinda edge case I guess, but these two are weird on two targets no? You won't rupture on main target with flag <=10 seconds, but you will rupture on the second target with flag <=10 which effectively cleaves to ur main target anyways, so the result is the same as pressing on main target.
actions.build=shuriken_storm,if=variable.coup_up&(buff.shadow_blades.up|buff.premeditation.up|variable.targets>=4)&!used_for_danse
actions.build+=/backstab,if=(talent.unseen_blade|variable.targets<=2)&(buff.shadow_dance.remains>7&(buff.premeditation.up|buff.shadow_blades.up)&!used_for_danse|!variable.stealth&buff.shadow_blades.up)
This change seems to be a 0.5% increase starting with 4 targets (when using Rotten talents), and 1.1% increase at 10 targets
https://www.raidbots.com/simbot/report/iGRBnfJtcEUatQjRhhXpnd (4T)
https://www.raidbots.com/simbot/report/mJ4KBMxFLLaJ836hg7zUWF (10T)
Sims neutral on singletarget
interessting, thanks for sharing
Something I haven't tested and donno how to test, is whether or not it could be a gain to Symbols->Storm->Dance->sectec->... to preserve premed buff for backstab but applying FW to all targets (with the added effect of a tiny bit more ShT stacks as well)
for rotten only ofc
Abovementioned opener seems to be a huge increase on 3+ targets but fall off hard between 7-8 targets, to then loop around and become an increase at 9+ targets again. I don't know if there's something I'm not accounting for though:
https://www.raidbots.com/simbot/report/5sFivhGqx7BcLgphvrw4TF (3 targets | +5.8%)
https://www.raidbots.com/simbot/report/ddhzPwutAVMUvoSejkFZ32 (5 targets | +2.6%)
https://www.raidbots.com/simbot/report/koSH5hUP9W9ZVHvAca8cfz (8 targets | -0.7%)
https://www.raidbots.com/simbot/report/kdQiLVvrv5LwCtmpnaojaq (9 targets | +3.0%)
(when Rotten gaming)
actions.opener=sequence,shadowstrike:flagellation:rupture:symbols_of_death:shuriken_storm:shadow_dance:shadow_blades:secret_technique```
It has nothing to do with rotten really, as its a gain for all builds pretty much. Its just an oversight from me to have the storm during coup line not be above the backstab one. Good catch
makes sense as there's nothing rotten specific about it
prob a bigger increase on front-facing targets like fractillus with rotten though
Cringe macro gaming and dance gcds with 4p writeup:
disclaimer: these are NOT macros intended to save keybinds nor are they recommended for the average sub gamer since they add (mostly) unnecessary complexity and more keybinds. I am moving the writeup/discussion here since I don't want unnecessary confusion with all the new people learning the spec thinking generalized macros are good.
as some of you may have noticed, it can be much harder to get all 8 gcds in your second dance of blades with the new 4p. normally, you have at most 1 second of leeway to fit all 8 globals in dance, reduced by 0.2s for each coup cast (since it has a 1.2s gcd) which is plenty for late spellqueues, slightly melee downtime, whatever. Most good sub logs I have looked at are all still manually casting dance -> backstab, with a natural delay between the dance/backstab of about 200ms. With this delay added, you still have 800ms of leeway to get all your gcds in. It can get a bit dicey if you need to instachain dance offgcd in blades (or else, your sectec clones/big final coup hit will fall outside dance and do 0 dmg), resulting in 16-20 seconds of burst instead of 8-12 where you can only have 800ms of delay total. However, this was still fine last tier, since 800ms or 400ms (with 2 coups) was plenty.
With new 4p, however, it is not uncommon to get 4 coups in blades, thus costing you 800ms of your leeway due to the extended coup gcd. With the additional 200ms delay from manual casting dance, you are guaranteed to drop a gcd in your second dance of blades if you need to instachain.
To counteract this, we can wait for our gcd to complete and use a macro to instacast dance/symbols/gcd at the same time, thus eliminating the 200ms manual input delay and allowing 8 gcds in our second dance of blades even when instachaining. I recommend 3 macros that you bind in additional to your binds. This is the backstab variant:
/cast Shadow Dance
/castsequence reset=2 Symbols of Death,null
/cast Backstab```
Create a second/third macro replacing backstab with shadowstrike or sectec to cover all the variants of the first gcd of the blades dance, wait for gcd to end, press the macro, enjoy more leeway in your cds.
Also please fix coup blizzard ty this should not be an issue to even be solved
Put sod and dance on the GCD to fix it blizzard
Dance Strike macros no longer work
you have to spam it a bit
it doesnt work as well as the backstab one and theres still gonna be some delay
what can you do
stance delay 
at that point hit strike and carry on instead of another bind
fair its the least useful one
I’m assuming Sectech is fine.
I have yet to test the sectec one since I do flag rupture 99.9% of the time
It's just there for dimensius burn

you would be shocked to learn that dance had a mechanism to not use it again if you spammed it for a long time
this was removed out of the sudden in one of the ptr cycles
and because it was not apperent why it was gone, the solution was to fix it by just making dance not castable for the duration
which was with hard coded durations and lead to bugs down the line
so from my pov, any spell with multiple charges should have this mechanism, but its likely lost somewhere in development cycles
towards gcds, coup should not have a 1.2 sec gcd
the problem with lost casts is mostly a consequence of multiple coup casts during one shadow dance
what makes things worse, many probably won't notice because they have good hardware
is the technical side of things did get worse too
WoW has multiple memory leaks now and many of the effects are taxing on hardware for no reason
combine this with the current trand of raid weakauras and e.g. your setup which would be possible to render the game on at least 24-30 fps, suddenly comes to a crawl
means input lag and visual feedback is decreased too
I guess this is why my reset=stance:2 castsequence resets 8 seconds in, even with the first dance
i never tried that, does that work?
Not with TFD xd
I use /castsequence [stance:2] reset=stance:2 Backstab, null
But it resets 8 seconds in, probably because it’s a new dance that carries over macabre stacks
To not press backstab more than once
You mean not carries over?
No I think it might be a hardcoded extra 4s dance that carries over macabre stacks when using TFD
No clue how it's implemented though
ohh ok. Thought when you just use normal dances b2b
I find that a macro for shadow dance + cold blood + secret technique is very valuable
In what situations are you using that?
the idea discussed is basically to create seperate macros for shadow dance
so you have a macro for:
dance + backstab
dance + evis
dance + secret
...
the problem it tries to solve is to not love globals in shadow dance
by making sure you cast your very first attack as fast as possible
How meaningful is this gain effectively?
A bit difficult to model in sim because the robot doesn’t make these errors
Macro goal is to avoid human induced delay
But losing a gcd in dance in blades is bad and not having important spells hit in dance is also bad
So it’s probably a decent gain
You could just use this instead of the regular cold blood macro
I usually don't have these three skills align with each other
If I have flag windows more than 90 seconds apart, I could see it for myself
I don’t see the value of using cold blood outside of dance
Sorry, maybe I misspoke
I meant that usually I don't use cb and dance at the same time during my flag window
Sometimes, when flags are more than 90 seconds apart and you have enough leeway to use a cb in between (with dance of course), I could see a usecase for your macro
I just don't have dance, cb and sectec align often enough - will review a vod or two to see if I'm missing something
If you use this macro while already in dance, it ignores the shadow dance line
I guess you could technically delay the last dance before you start pooling dances+symbols for next cd window
I find this rather common
Donno if that’s worth the trouble though
adding dance to the cb sectech macro is literally going to keep the macro the same and just ingore dance if already in it. just need to make sure you have sod active already, unless you add SoD to it and then truly treat it as a spereate bind
https://www.raidbots.com/simbot/report/mh6UckNmbKSLykLcszA1bc
Thought it was worth sharing that it's a 0.2% increase (or neutral) to not care about whether or not you already used Storm in dance while Coup is usable. (For both the standard Coup and 4-set Coup)
Just a suggestion, don't know if you agree, but I think the priority rotation variable shouldn't affect whether you spread Ruptures or not, since I can't remember if I've ever ignored Rupture spreading + the debate when talking about priority rotation typically boils down to Evis vs BP. When being more lax with the variable, the gap between Evis and BP is much smaller:
(Old prio variable implementation on 3 targets: -1.2%)
https://www.raidbots.com/simbot/report/13YWMbBrB3NBjzLF8jUhi1
(New implementation: neutral)
https://www.raidbots.com/simbot/report/aUdS8diBfJJo43Y1nKHfon
(Dungeonslice prioritizing Evis over BP until 8 targets: -0.2%)
https://www.raidbots.com/simbot/report/u8tCMVqZtnxVfmZMqsmsr6
@past fable sorry for tag - I just think maybe there was a misunderstanding in what I was simming exactly. When I compared the official APL against mine with the Rupture changes I was comparing default rotation vs prio rotation, which is why it's a dmg decrease. This is what it looks like when comparing prio rotation against prio rotation. https://www.raidbots.com/simbot/report/pLwNWi5BNdoZyWhmHw4FBH
What exactly did you change about the rupture logic?
~2.8% dps loss to main target
actions.finish+=/rupture,cycle_targets=1,if=!variable.skip_rupture&!variable.priority_rotation&target.time_to_die>=(2*combo_points)&refreshable&variable.targets>=2 just removed the !variable.priority_rotation so it'll still spread ruptures
ye it was because I wanted to test strictly BP vs Evis
Hey, I have a weird (maybe stupid) question. What's the formula for calculating Eviscerate damage? I thought it was like this:
AP (Agility) * AP coef * CP * Stratagem (1,1) * Mastery * Vers
But the formula doesn't match the game tooltip. For example with naked char:
Agility - 17648
AP coef - 0.28
CP - 7
Mastery - 19,6%
Vers - 0
So:
17648*0,28*7*1,1*1,196=45507
But ingame tooltip - 53817, what did I miss?
AP is agility+weapon dps*6
(or atleast im fairly sure its times 6, but its using mainhand dps)
hm, thanks, but:
Agility - 21798
WDPS - 4716 (723 weap)
Mastery - 21.2%
Vers - 0
21798+(4716*6)*0,28*7*1,1*1,212=131202
ingame tooltip - 154741
Spec aura and any passives would be applied as well
Hi, now in the sim, the shd+ss opener is pressing at the same time. However, in the game, we can't use a macro on shd+ss (and we won't be able to without a macro) because of the switch stance. Thus, we always have 0.2 seconds of delay with such an opener, unlike with a sim. Therefore, in theory, the sim needs less haste than we do in the game to finish off the last gcd. Am I right?
or is there a way to press shd+ss at the same time in the game again?
it depends on latency but there can be a delay
if you use dance off gcd even higher
if you want to sim with a delay for the first action you can put
actions+=/wait,sec=0.2,if=prev.shadow_dance
in the action list
That delay is there no matter latency with strike (I’m assuming this is the SS they’re referring to, and not storm).
is it always 0.2? i assumed the server would send it sooner if its in your spell queue
I’m at 6ms to server. I’ve never seen it lower. I actually assumed this was part of the apl 
maybe more relevant now than before with variable dance lengths
the sim assumes a certain input latency, it does not introduce artificial delays on top
Aura lag is typically around that range
Not just about latency but server ticks in handling aura applications
I could possibly put the aura delay into SimC for this
you cannot send ss to sqw because shd is not active yet. Therefore, the minimum delay between ss (only them) and shd is always 0.2 seconds.
The simple solution to this is just to use a dance+storm macro as deathstalker
Whenever you enter dance at low cp
The loss of using storm is outweighed by not having the delay
however, this is just a comment on the current apl
But trickster doesnt want to start dance at low cp anyway, so you can just use dance+sectech instead
before df we can just use simple shd/ss macro, eh (
fair, i assumed it was lower
it was changed somewhere in DF, i assume blizz changed how they handle the logic on the server
would need to be specific to shadowstrike then
I mentioned it in the #subtlety-faq now
Out of curiosity does this work both directions? What happens if you try to queue Shadowstrike when technically Dance is finished but the stance lag happens?
it does this weird lag where the animation + sound on strike goes off, but the spell does not
Ok
it only does it in one direction, so you don't get extra time
looking at logs I've seen it at 0.1
ye that was my assumption too
that you can have faster than 0.2,i haven't looked at midnight logs
but if 0.2 is the typical delay, it makes sense to still have it
its even lower, though I am gonna assume that is just the log not being 100% accurate since there are some gcds that are slightly less than a second after the previous one which should not be possible
my theory wasn't that far off if thats a recent log
the question remains how reliably you can get strike off this fast
Can you post the log link or dm me? I’m wondering if they manged to spell queued it while a previous dance was active.
It mine, there was no dance active
specifically tried to look for one that was not spell queued and had more than 1 sec before the previous gcd
are you using a macro?
maybe lust make the stealth bar swap faster 
don't think its tied to the actual bar swap when its in a macro, just the game needs to recognize you are in stealth for shadowstrike to be available
(the macro is not on the bar that swaps)
Yeah. Just where the tick hits I’d assume. I’d be curious the of casts you did and how many were .1 or less
I did look through the other kills, most seem to be in the range of 0.1 - 0.13 which would be like ping or spell queue difference
recall what you’ve got spellque set to?
default is 400, i usually use 250
i play with around 80-120
Tbf log timestamps can also be off by as much as 100ms fairly often so I wouldn’t rely on logs too much for that. Would really need to test in-game or with videos or something probably.
can test with video earliest monday
Never a ping issue
Its always spell queue, just human error
I recorded Gameplay on Beta.
I included:
- The wow combat log (top left)
- A ability timeline (bottom middle of the screen, via 3rd party addon, so probably has some lag)
- A key press overlay (3rd party tool, top right of the screen, should have little/no delay or lag)
The shortcoming is the ping to beta servers
The first 4 recordings don't show shadow dance in the combat log, but i added them to this message just to have more reference material
The second set of recordings has Shadow dance cast in the combat log, so should be better for analysis
given that discord does not embed mkv(and obs was set up to record mkv on the pc i borrowed for the experiment),
the last recording converted to mp4:
going from testing, it seems like the 200 ms estimate is not too far off
it is kind of interesting to see that the lag is seemingly higher than the cast delay between dance and strike, so i probably need to test again on retail to see how lag impacts this
doing the same on retail, to reduce lag impact.
first recording has a 130 ms delay instead of ~200
checking a 2nd video, it seems very similar
the recording, if anyone else wants to import it to their video editor (i only uploaded one video, not all 4)
The videos are recorded in 60 fps
which means the quantisation is ~17 ms per frame
i made 4 recordings, the diffrence was at most 1-2 frames
which means, the variation was at maximum 30 ms
The ping in the test is still somewhat higher than some players in here have with ~50-70 on retail
the result seems to be:
You get a ~120 ms delay added with a variance of somewhere around 10-20%.
the delay can go up if you increase ping, like by playing in a different region (beta, which is >100 ping)
increasing the cast delay to ~200ms (~ 60% increase).
This however confirms there to be no fixed delay,
latency, server tick rates and sqw could effect the result.
If anyone wants to replicate similar:
- I used This tool to show key presses
- There are multiple addons for ability timelines,
enhance qolorwildu. - Don't forget to enable Spell casts in the combat log to show shadow dance
- I used Resolve to analyze the timings, but any modern video editor or even vlc should work.
- the follwíng macro:
/cast Shadow Dance
/cast Shadowstrike
anyone happen to have a 90 profile/sim they can dm by chance, want to look into a few things and can't nab a string from beta atm
this dance preme is triggering a true AA refund of cp that should not happen.
@coarse laurel not sure if I should pin you here but potent BP talent not affect BP clone; not sure a bug or a intended design while in sim it increase
and DD deep dagger also not increase BP clone damage.
Yes its been flipping back and forth between being fixed and being bugged on the Beta
So surely they flip it back to working and then stop touching it

@crimson vault i looked at the apl changes, and there seems to be a lot of conditions which aren't worth persuing.
The following changes seemed to be a net positive after some apl testing:
actions+=/variable,name=shd_cp,value=combo_points<=2&talent.deathstalkers_mark|combo_points>=6
This is roughly what we already had, it just seems to remain better to start dance with low cp on Deathstalker.
actions+=/call_action_list,name=build,if=variable.stealth|energy>60
Being slightly more careful with energy outside of dance seems to be benefitial. (only using builders when above 60 energy, so marginal pooling)
actions.cds+=/shadow_dance,if=!variable.stealth&variable.shd_cp&energy>=30&(cooldown.secret_technique.ready&(cooldown.shadow_blades.remains>=9|talent.deathstalkers_mark)|buff.shadow_blades.up&cooldown.secret_technique.duration>=18)|fight_remains<=10
This isn't based on your modification, but i looked at the dance use some more (after identifying it as crucial part of dps diffrences) and this simpler version seemed to improve on the default. There might be some more room for improvements. Bigger changes in haste values could impact this condition, so maybe something we find more improvements on in the future.
actions+=/shadowstrike,if=buff.darkest_night.up&buff.shadow_techniques.stack>=5&!buff.ancient_arts.up
The Apex optimization seems to be not worth it for trickster in the sim anymore, so the condition could be simplified.
This is something we need to keep an eye on especially during early patch cycles where implementation in simc is less stable or bugfixes in simc and game are common.
The total diffrence of the change was a up to 1-1.5% dps gain. (puts the single target sim profile at roughly 97k dps)
goremaws is straight ass good lord
Its especially egregious now in midnight as its not even doing more damage than strike.
it should be illegal for an active ability to be this bad for this long
it just got added to fill a slot in the tree
it seemed like the dev team run out of time
and then just grapped the old talent to fix the time problem
there was an attempt to fix it by reducing the cooldown
going into midnight you mean?
nope
yeah thats what i mean lol
like i get that they ran out of time when they originally added it but like
there has been so much time to fix it since
there are other similar talents too
tuning aside tbh, its just the design that bothers me the most
like lingering
this is similar criminal
i can explain both
they added one for shadow this expansion
lingering is an attempt to shift damage outside of cooldowns
which im fine with but like, these are talents. why would you choose to buff dmg out of cds instead of buffing dmg in cds if given the choice
hm yeah
where one side wants to have damage outside and inside of cooldowns to be good
and the other side does try to keep the core of the damage spread focused on cooldowns
most answers we got ended up
as a statement of the design team knowing better than players
yeah lot of hubris around that team
it could also be based on pvp
true
there is always the problem of keeping pvp close enough to pve to make the jump to the game mode easy
towards goremaws
it was introduced back in Legion
the spec was very diffrent designed back then
you basically had very frequent and short shadow dances
and a maintainance buff you could only maintain during shadow dance
this maintainance buff had a hefty energy cost
which basically ment, you would need to drop one ability of your already short shadow dance cooldown when maintaining it
honestly i think its just these talent trees have exploded their workload without compensating with more devs or whatever
so goremaws made sense
you had a lot of energy deficits
you can bridge or help with
but legion is now well
nearly 10 years old
class design shifted massively
ouch i feel old
ye same
Basically my first bigger contribution was to write a apl from scratch mid xpac with the subtlety rework
i broke a lot of rotational concepts back then^^
tho to not drift too far off the topic
energy was always a constraint solved with additional systems over time
right
so in legion, the talent made a lot of sense
in bfa, it would probably still made sense
e.g. in bfa
you later had ressource generation from the azerit essence stuff
the modernized versions, don't have these energy problems anymore
in part becuaase soo many energy talents got added in the talent tree rework in DF/TWW
this is why goremaws loses all of its benefits
the talent isn't bad by design, it has a lot going on
energy is just something that is constrained outside of cooldowns
and because damage is focused on cooldownns
it can only either:
- lead to ressource waste (redundant)
- increase energy economy outside of cooldowns (slightly more damage outside of cooldowns is irrelevant)
Think this is why midnight simplifies things.
Instead of increasing man power, they try to simplify the game.
You notice many talents changing to "boring" passives for example.
This should be fixed now
TY
@crimson vault I have unfortunately read your lines carefully, the cold blood bit wasnt talking specifically about your line, it was talking about it in general.
and that wasn't for a two-builders in a row in dance anyway.
and that's simply not a big gain if we look at numbers but a natural action to take if we dont have CB while Silient is on.
Anyway fuu responded to your shit in a much nicer way than i wouldve here: #1065728795455266888 message
Oh yeah, just type "shit" when you're frustrated? I like this attitude in this channel and for Rogues!

I just wonder if no one checks the original APL and how many Rogues are going to run their game and life and time guided by some "shit" talking person.
When fuu and I are now discussing about dance cooldowns and haste thresholds, what are you doing?
just ignore my contributions?
deny my works?
Even Whispyr respects my works.
not like you
we fond some minor changes in the end which is a net positive.
A lot changes with the sim implementation, so things might change over time.
Might be that some refinments or adjustments could be done in the near future, especially if we keep finding bugs in game, get bugfixes or updated implementations in simulationcraft.
Ive literally written the entire APL for several seasons now, including this one. I constantly check stuff but this beta+preseason especially has had a lot of random changes on the backend which means lots of bugs and APL lines have been flip flopping around in how effective they are. This in turn leads to stuff like pooling sht stacks for dance (which was already PR:ed to the default APL when your post was made btw), to now be good, when it wasnt around a week ago.
As for your contributions, practically everytime you rear your head into this discord you are either saying things which are demonstrably false, and then getting upset at me when i correct you or you just straightup insult me like you just did by implying nobody ever checks or works on the APL. Among all the line changes you posted only the Dance adjustment was really relevant, the remaining lines are not even a gain in simcraft, so i had to sift through them one by one to filter out which one was actually contributing to the gains you were posting, and then it also turns out that its also really bad for AoE and Deathstalker, so it has to be adjusted for that aswell. Overall it takes A LOT of time and work for me and/or Fuu to figure out what part of your post was not completely irrelevant, which is why (among the previous reasons) that you are getting such an attitude.
We are not against you "contributing ideas" at all, but the way you are handling it leads to more work for me and ultimately isnt nearly as helpful as you seem to picture it yourself.
I've pushed the line to 96502 and now fuu optimised it to 96992 when it was at 95xxx range. how is that demostrably false?
if that's too many works, and then later fuu gets it into a better position/state, then that's required work
Please read through my message carefully
I've no idea why you believe for example the sht preserve was done correctly as it isn't until I added stop cast evis 3s before dance
and for other "not" gain lines, I've already stated it in my original post saying they're not big gains
Sir please read through my message carefully, it is explained exactly why in the message
however, that's some natural action to take as well as the shiv cast, which could be used for example when we holding resources for a "debuff" or "damage boost" window in fight.
if that's good and you handled it, you would simply say it is already in the latest APL for example.
and also I wont see fuu' new APL still using it.
and I also explained it later to you that " it is not about sht preserving, but also linked to energy control so dance's cp condition does not delay it"
You are literally not reading the message you are responding to
I dont know. that could be a language barrier here. I dont understand why there is something good and you wont say that's good but just say it is either demostrably false or what? you insulted me first, by saying that's shit. and that's it.
I never said all of them are all good. all I know is here is 0.1% and there is 0.1%, so we might get more if we push further.
What eleem means is, a lot of testing runs into the apl, so every line change is carefuly put.
This is diffrent from how you contribute
I understand that. and I already said some of those changes are not significant.
e.g. your apl change was a very locally optimized problem
I've no idea about this -65%
this was me just plugin in the apl on a deathstalker sim
and the amount of change is often high
yes, because I wasn't doing deathstalker
as you once guided me here, do things in small steps and one by one.
so me or eleem or in some cases both of us, need to read through all of the lines and surgically remove parts to find out what actually matters
this is fairly time consuming
e.g. as eleem mentioned, out of all line changes, only one change was benefitial
and it was the shadow dance line
That's why I'd prefer more communication before everyone just getting into sim every line checking.
which ironically was so convolluted in your sim that i threw it out entirely and added in a custom logic i had tested in the past
the remaining changes had low impact
some of your changes even reduced the impact of others
it would be a very fast response if you ask "do you have gain for each change?" and I'd just tell first two are 0.1% and the big one is the dance and probably the holding. so you can sort out some priority.
problem needs to be identified and then simple solutions and then better solutions.
you cannot just say that's shit because it took you much time in 4 or 6 points while onlye one in your value that's worthy.
so, we are happy for contributions
however
it would be nicer if more effort was put into testing the changes
this still means we are happy for any contribution
just that expectations need to be set diffrent, when the time effort to go over change is high
it might take longer for us to response or find out causes of damage gains
and for example, for the "forcing clone" strike line, it has its value especially in opening + lust + blade situation
and I've tested it in many situations, the major difference is the increase of Coup cast
and I think that's due to the fact of haste lift our refresh rate of UB so more builders can catch that
the apex line is very wild, simc updates and bugfixes heavily altered how good it is
which is what eleem mentioned
I've never had problem with that. it is just simple when 1 out of 5 or 6 points are bring good gain, before you test it, you can ask the gains for each, rather than using a lot of time and then to the end say that's shit.
he tested it the other day and asked me to look over it too
oh wait, i think that was the shadow dance line
that one changed noticable
the apl change we pushed recently moved the line to always start with high cp
because that's a lot of typing and I have limited input character limit. an initial discussion on some new findings are important rather than just start testing.
which was by the time we put it in no diffrence or a gain
^ this however seemed to change again with the mentioned bugfixes
and now its a more varied line where both low and high cp is valuable
because thats the best value for both aoe and st
things like this take a time and testing^^
some of your ideas are rly good
e.g. its slightly benefitial to do the small pooling
for backstab
but these changes are burried within a lot of changes which don't do any good
or potentially even harm
you basically try to do too many things at once
and sometimes lose sight of the goal
again, this is no criticque, you can keep giving feedback/input the way you did
tbh, there is a transparency and update issue on this APL thing. I'm not saying it needs a certain change, but for example, almost every seaon I gets in before rais start by 1. looking at APL sample casts 2. ask for latest APL 3. either identify the problem or try to fix a problem if I think that's big.
So this time, I was monitoring fuu's spreadsheet and got the APL and check things in sample cast and then look at codes and identify problems for example no use of storm for CB, but that's maybe small gain, no use of shiv, that's totally okay because that's probably very conditional, and then dance delay noticed due to energy or extra casts of evis and backstabs and then dance not aligned
i or eleem will take a look and filter, if we have time
just expect us to throw out lines that won't be a gain ^^
it is simply how I have vision of gain compared to the sample casts and then compared with the APL. It is not ever in your APL work loop and then that's the reason I understand that and also post changes for you to see if you've already checked or not.
I never force anyone to add any line, it is for a value to think if we could have a CB before dance and if we dont have it and then we check that could be a gain if we instead of using another backstab and switch for Storm, which is rarely cast but that's a very natural thing to add and to do and that's maybe some minimal gain. and I have no idea why Eleem is so against this.
e.g. here is one example of what i mean, this was my initial try to just see which block of changes had impact
Im not against that. I just very much dislike you personally because of the reasons mentioned above, and those have been going on for several years at this point.
i ahd to re-run and re-order it to make sure the right block is taken
tboth sims have diffrent top results
one is 0.7%
which is the gain you have when putting in your apl
the other is 0.9
which is means the 0.9 part has not all changes and beats the 0.7% gain
this is what i tried to line out
the amount of change you did is high
it is okay for example you dont like me. that's totally okay, but to work on things, I never say because I dont like Eleem so I never provide new potential gain line changes to him or I dont like fuu so I wont disucss with him. It is very simple for me to understand there is a clear boundary between something needs to be done and something we say a lot.
and just a simple check like this, which takes 3-4 combination simulations
found out a problem space of an optimization/line change which lowers the output
(means its not benefitial)
I explained to you why it is not relevant, you effectively call me stupid for "not reading your lines" and then youre disappointed in the way i act towards you?
Idk perhaps its just a language barrier
I didn't say you "not reading your lines" due to you said that's not relevant. I said that because you believed for example two builders in a row and that's not the line.
I know that's minimal gain or not even a gain in massive iterations. that's not a problem.
If you say, that's not a big thing or gain or that's not relevant, that will never trigger me saying you not reading my post or lines.
however, if you say that storm line would trigger two builders in a row in dance, that's not what the line works and I'd say you didn't read.
Yeah its either just a language barrier or we have differing veiws of reality i guess
So it is never an emotional trigger for me when you say a line change is not relevant. I think it is relevant to a degree maybe in action or practice and I know it is not a numerical gain if we look at the final %.
Think its just a diffrence in opinion, storm in dance overall seems not that relevant right now
there could be practical application for doing it
in dance storm is qutie a trade for the CB on Coup in exchange for a strike. that line if my memory is right is a limited gain.
a small follow up on this
actions+=/shadowstrike,if=buff.darkest_night.up&buff.shadow_techniques.stack>=5&!buff.ancient_arts.up
Removing the apex optimization seemed good, but there is more to it.
I had a short conversation with lametoso in dm's and after some apl testing, it seems like the apex optimization still holds up during bloodlust, the impact is low, as you see in the image attached.
The change is straight forward:
actions+=/shadowstrike,if=(buff.darkest_night.up|buff.bloodlust.up)&buff.shadow_techniques.stack>=5&!buff.ancient_arts.up
(basically just adds the optiization back during bloodlust)
There seems to be more room for optimizatuons around Shadow dance after this change, especially the 2nd part i haven't looked at much for the post above. I highlighted the part below.```ansi
actions.cds+=/shadow_dance,if=!variable.stealth&variable.shd_cp&energy>=30&(cooldown.secret_technique.ready&(cooldown.shadow_blades.remains>=9|talent.deathstalkers_mark)|[2;36m[2;45m[2;37mbuff.shadow_blades.up&cooldown.secret_technique.duration>=18)[0m[2;36m[2;45m[0m[2;36m[0m|fight_remains<=10
^ we missed this
adding a stealth check to it is a small damage gain. The line change is:
actions.cds+=/shadowmeld,if=!variable.stealt&henergy>=40&combo_points.deficit>=3
simulation: link
Fallowing up on this:
Misfosster:
actions.cds+=/shadowmeld,if=energy>=40&!variable.stealth&combo_points.deficit>=7&buff.shadow_techniques.stack>=5
Message: #subtlety message
It seems to add 0.1% dps by adding apex constraints, the diffrence however is extremely minimal, so probably not worth the extra complexity
^ @cinder root Unsure if you watch this channel, i just reference you so you see the change documented
I see. Yeah makes sense that it doesn't lead to a huge increase when it's just an extra SS clone every 2 mins
Might work better as a means to get higher FW uptime at that point, especially from the front
Does not seem to make a diffrence, even from the front
Sim
Weird. I would’ve guessed it’d be somewhere around 0.2% at least
But I guess there’s not long enough between our dances that it realistically only boosts one finisher or so
its worse even if you only use it to apply it
so seems like the uptime is good enough
you need to actually stealth yes so only on dungeons etc.
you would also get premed that way
no raid or dungeon boss combat application on that
Maybe Strike->Evis->Vanish->Strike->Storm->Blades+Dance+Sectec opener could make sense
Wait nvm that’s not even needed
You have when opening from stealth anyway
My thought was between dances of second sblades and fuu said it was .1 
ye I managed to get it to 0.2% but that's playing perfectly and tracking cb at all times
@rugged solar I'm not sure about this concept but we might want to look a bit about 814 haste with Troll for a 3 SecTech play with lust and troll racial for a good amount of potion boost. I'll put this low priority and check it out later.
adding storm will probably be added in a late version due to current working progress and Storm+CB's low numerical impact.
Thank god for Lament 🙏🏻 The only one trying to find weird shit for the spec 🤩
kinda disrespectful to all the other tc’s no? xd
Lets not fight, there is a lot of room for micro optimizations and any of them can be valuable.
I am a bit busy today, so probably won't be able to look much at sims
All together are good
100%, was just the framing of the follow up comment
all good, I'll get some initial result and post it here if anything interesting.
One thing I think we should try to do is to set fluffy_pillow's type to something else, right now sigil hunt's haste might cause SecTech cooldown unalignment.
rn in most content think we have the mastery buff or crit
as far as I know the immediate solely boss raid is a type it would provide haste, no?
and I'm talking about influence to sim
or maybe a code to set it to provide mastery?
I think right now it is a bit of random
Its distributed roughly dependant on the bosses in the raids type. So if 1/9th of the bosses would trigger vers it would have the vers buff 1/9th of the time
TY
Nah, the spec needs diehard nerds that don’t listen to simc people. Or there wont be progress.
has been kinda fun trying out ways to apply the apex
or force it in diff situations
Sub would have been dogtier in some patches if people just followed the conventional most logical way to play
And unfortunately, people are still anti experimenting
I am all for experimenting, throw a hot nerdy idea at me i can test on the weekend.
Is the purpose of sims to find the hypothetical max dps of a perfect machine input like a tas or to emulate a player with human reactions doing a perfect rotation?
No
Mostly emulating
Basically, the goal is to emulate possible gameplay and find optimizations which are doable.
Simulations are always designed to be doable in game, we even emulate input lag, etc.
Is it possible to account for like a 0.1-0.2s delay at the beginning of shadow dance to emulate the micro missed time in shadow dance gcds?
Or I guess a better question is can a human achieve the same input window as the sims during a dance window
^ this is one example, where i ended up screen recording to make sure the input delay after shadow dance was correctly represented
so what you ask for is exactly that
its already in the sim
Awesome you guys rock!
if you ask for references push mentioned
he likely talks about certain low impact optimizations which are optional for the player but can land in simulationcraft.
Every optimization adds mental overhead, so players many times decide to skip smaller ones if it simplifies the gameplay loop
Eh I’m less concerned about super niche min maxes and more about just general good rotation guidelines
We have only so much cognitive ability during a real time encounter
optimizations are always seen as opt in, especially if they require more tracking and effort for little gain
so you could missinterprete what he wrote earlier as if there is any form of disconnect between a regular player and a theorycrafter
in reality, its a synergy, where everyone tries to work together to find the best results
(also tc's play the game too ^^)
Only question I have regarding rotation is in this kinda niche situation where I have 5 combo points when secret technique is up and I have like sub-30 energy, is it better to backstab and then ST or just ST on 5
you can use builders on 60+ energy only outside of cooldowns
its a very small optimization
and should avoid situations like this
Ah interesting thanks!
No i dont. I talk about weird shit that most people don’t acknowledge but is also just a normal playstyle.
Someone decides what is the most logical way to play by just looking at the talents and what would make the most sense. The entire apl is crafted based on this assumption
Fringe or niche talents suck even more ass because the apl is not made with them in mind and requires quite a lot of work to be at least functional.
Which is where in-game testing is the only way to actually try everything
I used to do a lot of niche talent testing. Sitting at dummies for hours and comparing logs etc. And i just hope people still do this, because the apl is usually crafted with said assumption of what -should- be the best core talents.
ok but he’s obviously not the only person trying to find weird stuff for the spec?
Idk, if things haven’t changed, most of the tc being done is made on the current best version of the apl and the set of talents that seem to be the best
alternate talents and many different things get tested 
As in, new ways to play the predetermined core talents. But not huge shifts
TY a lot.
this was something i was thinking before sleep but maybe a second haste trinket to use after guidon+blades that also covers 2 dances might be decent if you can't have alnseer for a while
as the other passives trinkets were nothing crazy either
think there are 2 haste on uses that are 2 mins
never has been
think back, just how much time i spend optimizing non default talents
goremaws for example
the bottom line is, more eyes on the apl/sim is always a good option to increase chances to find something
also the current APL is only here because people like fuu have weeded most of the wacky ideas already
when all our talents basically read as "increase dps by 1%" it's hard to break that 
BUT I get the idea and sentiment and agree 
Yea i agree. It was more interesting before when dust existed. It opened up weird combinations
I don’t think fuu needs a cheerleader. He does good work, but impossible to ”weed out” an entire spec by yourself. And historically there has been a bit of misunderstanding between ”players” and tcs. And the reason this came up was the comments towards Lament, being quite negative.
The apl is simple because a lot of systems got simplified
This
Sub has less buttons also apex talent is not rocket science
Eleem, me and others already tested a lot of things, but as always, its easy to have bugs in game, sim, or just miss interestsing ideas.
Also also APL is nice and all but cleave this raid and mix between aoe and st is what you need this tier
Lamentosos def. tries some very specific min/maxes, which is appreciated.
I just don’t think nerds should be met with resistance when they are testing weird shit. This is why the discussion even exists (from my end).
Even if they end up not relevant in the end and dismissed.
I don't think i ever resisted any change, the limiting factor was always time^^
People that play a fuckton and hit dummies a lot can discover stuff that’s impossible to find by just tweaking the apl slightly
in fact most of the time, we just try things
e.g. i remember one of the discussions around single dance use, which lead to one dance builds surparsing double dance at the start of DF
absolutely, thats why having multiple perspectives is good
its in both directions
sometimes its better/easier to find optimizations in the sim than apply them in game too
optimizations can also get oddly specific
thats just the nature of narrowing down the gain and only applying them when needed
Yes, i was the one pushing for it. And i remember i was met with resistance back then too. And it took a 3rd party TC to test it in order to even find out it was a big gain.
i might missremeber
