Steady/Cobra Shot Speed:
1.3413 sec. (49.113% attack speed bonus)
5.422 focus per sec.
6.778 focus per sec. ( pet would have enough focus to Bite every 4 seconds, regardless )
Dire Beast Attack Speed:
1.3413 sec. (Estimated Attack Count: 12.18) ( this is just estimate, the same would occur with ~14200 haste )
All in all its kinda weird, the positive thing during my sims, was that the same gear setup ( maybe with a different chest ) and miscelaneus reforges, seem to yield the best results.
I have been toying with SimC with profile posted here from FD.
I have reworked the priority list from SimC quite a bit : Rotation for SimC (only works for using BS. AMoC need a different priority for some reason)
And the current reforge seems to be the best as far as I can tell. SimC still put haste as top stat (4.93 Haste , 4.82 Crit, 4.78 Mastery). I tried removing some but only gives lower result.
I guess should run some reforge plot for fine tuning.
Last edited by Thotor; 2014-02-14 at 10:11 AM.
Last edited by Thotor; 2014-02-14 at 10:28 AM.
Just sticking my head in here as I'm gonna be putting those rotation changes in simcraft sometime today, are there any outstanding bugs with hunter implementation that need fixing? Pets acting weird as shit (As if they don't already in game), certain abilities not functioning properly, etc. I don't think there's an official hunter person working on the program, so I try and keep it up to date.
Generally there's not a lot of work that needs to be done after the first month of a big patch, so most likely everything is fine, but if there is an issue I'll try and fix it.
at some point this weekend, if that's as close to optimal as you can get with a generic profile. Obviously certain gear setups will be slightly different, but if that works out as 95-99% optimal for most people, that's probably the best we can do.
I just went through the warrior module and found some really small things, such as heroic throw (<0.5% overall damage) was flagged incorrectly as parryable. But I'm too OCD to not fix that even if hit/exp are getting removed/revamped next expansion.
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Oh, btw, instead of using the dextrous line:
I forgot that this isn't documented, but this will be a preferred form of doing that in the future. For default lists, we don't really like linking to specific trinkets unless it's unavoidable (Such as cooldown reductions/that crazy trinket for cats from last tier that I can't remember the name of).
That'll flag whenever one of the trinkets you have procs, so if it's worthwhile to line up stampede with your other less-reliable rppm trinket, it'll fire stampede there instead of waiting for dextrous. If you'd rather wait for dextrous, just change it to trinket.stat.agility.remains>17 and it'll filter out the other procs.
(I'm writing this mostly because I'm gonna copy/paste it into the wiki)
Syntax: trinket.-slot-.-has--stacking-stat-.-stat you are looking for-.-buff expression-
So all commands that work with buffs will also work with this. ( .remains, .cooldown_remains, .up, .down, .stack, .react, .value )
The slot is not required, and can be skipped. If skipped, it will scan both trinket slots.
trinket.1.stat.agility.stack>10 -- Flags as true if the trinket in slot 1 procs agility and the amount of stacks on the proc is over 10.
trinket.2.stat.mastery.value>3000 -- Flags as true if the trinket in slot 2 procs for over 3000 mastery.
trinket.stat.strength.cooldown_remains>5 -- Flags as true if the ICD on any strength-proc trinket is greater than 5
They can be combined with other conditions:
stampede,if=trinket.1.stat.agility.remains<17&target.time_to_die<90 -- Flags as true if the proc from slot 1 has less than 17 seconds left, but the target will likely die before the next trinket proc is available.
If Dextrous is within 7~ secs of being off CD and TED procs, I use Stampede then - otherwise it's not really worth it unless you get lucky and get 2 procs in a row (Which you can't count on), Stampede's duration is twice that of the RPPM trink while it lines up perfectly with Dextrous' duration.
stampede,if=trinket.1.stat.agility.cooldown_remains<7,trinket.1.stat.agility.stack>5&target.time_to_die<105 (not sure if correct?)
Is prolly how I'd do it (also can that be made into a WeakAura?)
Use stampede if any of the 4 conditions apply:Code:stampede,if=trinket.stat.agility.remains>11|(trinket.stat.agility.cooldown_remains<7&trinket.stat.agility.stack>8)|(trinket.stat.agility.up&target.time_to_die+20<trinket.stat.agility.cooldown.remains)|target.time_to_die<=20
1: Trinket with longer buff time than 11 seconds (AKA, not the rppm trinket.) is currently procced. This will flag true as soon as the trinket procs if stampede is set high enough in priority.
2: Stacking RPPM trinket has 9 stacks or more, and the cooldown on the ICD trinket is less than 7 seconds.
3: If the target time of death + 20 seconds is greater than the ICD on any ICD trinket, and the rppm trinket has procced.
4: The target will die in 20 seconds or less.
Just as a side-note, if you can bribe warriors in your raid, the absolute highest raid-dps usage for shattering throw (+20% armor reduction for 10 seconds, 5 min cd) is with stampede. I was screwing around with simcraft trying to figure it out earlier this tier, and nothing came close. I checked some logs and it seemed to add about 1k damage per attack per pet during stampede. It's also dps-neutral/slight gain for the warrior as long as they do it right after the colossus smash debuff falls off. I have 3 hunters in my raid, so I kinda feel bad if I don't use it.
This isn't a huge dps increase in the grand scheme of things, but if you're into min/maxing, it's helpful. It's also extremely easy to tell when a hunter uses stampede, as that horn is about the loudest noise in the game.
Last edited by CollisionTD; 2014-02-17 at 05:07 AM.