@
Delimit - we actually CAN sim them on a per-boss basis
We just have to get all of the boss scripts out there. We have the krosus one up for tanks right now and will add another one soon for phys damage, and so on.
A quick overview on what we do with tank sims, in case I haven't give you the rundown yet @
Munkky.
1. The biggest change from SimC: we let you die (simc gives you infinite health).
2. We have a metric, NPS, that tracks with death chance. So the less you die, the higher your NPS score.
3. We also give you a heal team that acts like 'real' healers. When your health is pretty high, the healers use hots and small heals on you. When your health is low, they start to use big heals. When it's really low, they use instant casts. It's modeled to be 'realistic' in that they have a set of heals and don't unrealistically always keep you alive.
4. We model real bosses, and have a function that lets you anticipate specific damage events. So if you know the boss is going to do a big damage thing, the APL lets you save a big cooldown for that event.
I'd love to hear from you what else you think might need to be added. I'm all ears! (I'll also run some sims and look at some trinket lists with you, if you don't mind. They are based on NPS, your chance to not die).