1. #1

    Question Simulationcraft fake results every time i use 'copy' line?

    I see this for years.
    1. take any char you want.
    2. sim it and receive XXX result
    3. add a line
    Code:
    copy=test
    4. sim again and receive YYY number that lower then XXX by several K dps...

    every time you use copy line to compare different items you receive another results then if you just change this item and don't use copy line at all... and please don't try to talk here about natural spread of results... you can simulate char 100 times and every time it will be XXX(+-200dps) and then add 'copy' line without changing sinle item and receive 100 time (XXX-3k)(+-200dps)...

    if they don't fix this for YEARS then may be it's me don't understand some silly thing that obvious for everybody except me?
    Last edited by ztn; 2017-02-28 at 12:15 PM.

  2. #2
    How many iterations are you doing because I just tried this with 25000 and got 196 dps difference the first time and 132 the second time

  3. #3
    Herald of the Titans Kuni Zyrekai's Avatar
    15+ Year Old Account
    Join Date
    Apr 2009
    Location
    The Frozen North
    Posts
    2,836


    Not sure what you've got set up on your end, but working as expected?

  4. #4
    Do you not understand sample sizes or error margins? With 10,000 iterations my character has a 636.2 / 0.093% DPS error margin, which fits your description exactly. If you want a smaller error margin, increase the number of iterations in SimC.

    https://en.wikipedia.org/wiki/Margin_of_error

  5. #5
    I just tried it to disprove the OP, but I can confirm his findings.
    If I sim without a copy line (my example:
    Code:
    head=mask_of_second_sight,id=138378,bonus_id=3514/1472/1813
    neck=belerons_choker_of_misery,id=140899,bonus_id=3516/1487/1813,enchant=mark_of_the_claw
    shoulders=shoulderguards_of_second_sight,id=138380,bonus_id=3514/1482/3336
    back=cape_of_second_sight,id=138375,bonus_id=3514/1808/1477/3336,gems=150crit,enchant=200agi
    chest=tunic_of_second_sight,id=138376,bonus_id=3516/1487/1813
    wrists=wellflattened_wristguards,id=140857,bonus_id=3516/1492/3336
    hands=gloves_of_synchronus_elements,id=140905,bonus_id=3516/1808/1487/1813,gems=150crit
    waist=cake_carriers_girdle,id=140858,bonus_id=3444/1482/1813
    legs=biornskin_leggings,id=134194,bonus_id=3510/1547/3337
    feet=bleak_underworld_treads,id=137324,bonus_id=3536/1552/3337
    finger1=spellblades_gemmed_signet,id=140895,bonus_id=3514/1808/1487/3337,gems=150crit,enchant=200crit
    finger2=sephuzs_secret,id=132452,bonus_id=3529/3530,gems=150crit,enchant=200crit
    trinket1=kiljaedens_burning_wish,id=144259,bonus_id=3529/3530
    trinket2=convergence_of_fates,id=140806
    main_hand=twinblades_of_the_deceiver,id=127829,bonus_id=719,gem_id=143525/133684/140825/0,relic_id=3454:1487:3337/3510:1542:3337/3516:1487:1813/0
    off_hand=twinblades_of_the_deceiver,id=127830
    I will reproducably get results between 5915000-5918000, so everythings fine and in the margins.

    If I add
    Code:
    copy="Test_Con" trinket2=convergence_of_fates,id=140806
    The result with the original trinket is about 1k less than before.
    This is reproducable, it will never get as high as when I sim the trinket alone.

    Result as documentation: http://imgur.com/a/y6YdP
    Last edited by Puri; 2017-02-28 at 12:53 PM.

  6. #6
    Do a fixed time simulation.

    Adding additional units is likely compressing the duration of specific burst windows (ie: "my class does 20% more damage to targets above 90% health" or "my class does 50% more damage to targets below 35% health") meaning your simulated character is getting (just as an example) a shortened execute phase.

    Fixed time simulations can prevent this as it will force enemy health percentage distribution to be uniform. This means it doesn't matter how many actors are present, if your execute phase was 45 seconds long solo it will still be 45 seconds long even with 500 actors present in the simulation.

    Keep in mind this can inflate the value of mechanics that increase damage dealt during specific windows (ie: you may get some pretty wildly unrealistic results if you do this as an execute-heavy class and the simulated execute phase is significantly longer than your "real" execute phase). If all you're doing is comparing trinkets, this shouldn't matter a ton.. but then again, a 1K DPS difference shouldn't matter either.

    If you're really worrying over a 1K DPS inconsistency with players doing 700K+ in Nighthold when comparing trinkets, you're splitting hairs for no reason and probably already know which trinket is better without SimC spelling it out for you.

    Code:
    max_time=300
    vary_combat_length=0.0
    fixed_time=1

    Edit: You may also be interested in the single_actor_batch=1 option, which simulates each character individually, then combines them at the very end. This was added in 7.1.0, release 3 as a beta feature.
    Last edited by Lothrik; 2017-02-28 at 01:32 PM.

  7. #7
    Adding

    single_actor_batch=1

    is indeed resolving the issue.

  8. #8
    it's interesting - even i already set vary lenght option to 0


    both fixed_time=1 and single_actor_batch=1 options solve my issue. thank you! with fixed_time=1 i have another results like +20k dps but it's exactly same with or without copy line.

    p.s. fixed_time=1 is not usable at all for smth real if your char depends on boss hp.
    exactly same options: leather belt leg(+30% damage if target have >90% hp)
    1. with fixed_time=1
    Symbiote Strike 47140 6.2%
    2. w/o
    Symbiote Strike 16946 2.3%

    so single_actor_batch=1 is the only real fix
    Last edited by ztn; 2017-02-28 at 03:25 PM.

  9. #9
    Deleted
    That was extremely useful, thanks for sharing

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •