Originally Posted by
Furyspark
Because ranks actually mean something? All that shows is you've managed to whore better than most others in your BiS gear.
Why aren't those all rank 1's if simcraft is steering you in the right direction and you have best in slot gear
Pretty much the same reasoning I've given you.
Maybe I'm old fashioned, I'd rather hit a dummy for a while than trust a tool that could potentially give me an incorrect value for something like that.
As people have noted already, rank 1s are 50% luck and 50% padding. Consistent performance is what matters, and what I do consistently does very well on all fights. I'm sincerely not bragging, only trying to use that as evidence that simcraft does work as a tool.
Your reasoning so far:
1: No patchwerk fight. That's fair, however there are also 2 other fights that you can change it to that aren't patchwerk. Helter skelter, hectic add cleave (based on Horridon.), and you can fairly easily put in commands that will do different fights. Admittedly, movement isn't well modeled, but warriors tend to not have issues with movement fights.
2: The variables aren't calculated correctly. The variables that simcraft uses are literally stripped from game .mpq files. Hotfixes may not be in there, but they're generally updated fairly quickly. It's not hard to multiply a couple of numbers together.
3: Rotations: I can't speak for all specs, but the fury warrior one is definitely well done. If you think there's a better way to play, I'll try it out and see.
4: It's not nearly complex enough: I'll need more information on what exactly you mean here.
5: It's just not correct according to my sources: Have your sources come here and cite their argument, I'm interested in hearing it because maybe it's something that can be fixed, or maybe they have a fundamental misunderstanding of the output that the program gives. A lot of people have said "It doesn't attempt to line up cooldowns" as their argument for a year, even though it has 3-4 lines that specifically say to wait for certain cooldowns or boss health percentages.
Hitting a dummy will tell you very little unless you can play exactly the same way for 10-20 minutes. Any mistakes in your rotation will throw off your results.
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Storm bolt math:
Storm bolt: Does 500% weapon damage, hits with main hand and off hand. 30 second cooldown
Bloodbath: Basically +30% damage to specials for 12 seconds. 60 second cooldown
500% weapon damage for TG: Fully buffed the character sheet shows an average weapon damage of 50k. All calculations will be done assuming 50k weapon damage, and all other factors will be equal (No calculation done for crit/enrage as both spells benefit equally.)
50k*5= 250k damage main hand.
0.625*50k*5= 156k damage main hand.
Used on cooldown, one storm bolt will be inside CS every minute.
250k*1.5 = 375k
156*1.5 = 234k
So every minute, storm bolt will hit for (250k +156k + 375k + 234k) = 1.015 million damage.
Now for bloodbath. How much damage do we need to do in 12 seconds to equate to that?
1.015/0.3 = 3.383 million damage.
I want to absolutely prove to you that storm bolt is better than bloodbath, so I'm going to throw the kitchen sink at bloodbath and say that we have infinite rage and the only restrictions are cooldowns on abilities and the gcd. Additionally, every non-BT gcd will be RB, even though that's highly unlikely to happen.
BT-CS-(BLOODBATH)-RB-BT-RB-RB-BT-RB-RB-Dragon Roar
+ 8 heroic strikes.
RB: 190% weapon damage.
MH: 50 * 1.9 = 95
OH: 50 * 1.9 * .625 = 59.375
3 rbs are inside of CS, so multiply by 1.5
(95 * 2) + (95 * 1.5 * 3) = 617.5k total MH damage.
(59.375 * 2) + (59.375 * 1.5 * 3) = 385.9375 OH
BT does 90% + 1000 damage.
50 * 0.9 = 45k + 1k = 46k.
One of them is inside CS
46k *1.5 + 46k = 115k
Heroic Strike:110% + 741
50 * 1.1 = 55k + 741 = 55.741k
4 of them are slammed inside CS
4*55.741*1.5 + 4*55.741 = 557.41k
Add it all up:
617.5 + 385.9375 + 115 + 557.41k = 1.675 million
Wait! We haven't calculated Dragon Roar yet! How much damage will dragon roar need to do in order to tip the scales in bloodbaths favor?
3.383 - 1.675 million = 1.7 million damage.
I'm not even going to do that calculation, because both you and I know that dragon roar never goes over 1 million damage even if the stars align.
So not only is stormbolt better than bloodbath on single target, it absolutely kicks the crap out of bloodbath.
Bonus math:
What about the opportunity cost?
Well, one of the storm bolts doesn't have any cost because it happens outside of CS, where we would use heroic strike instead of wild strike, and the rage efficiency difference is fairly minimum.
Inside of CS:
BT-CS-Storm Bolt-RB-BT-RB
We're trading out the additional CS damage on raging blow and pushing BT back one GCD if we get "unlucky" and CS procs RB.
So we're losing 0.6667*RB Damage and 0.333*BT Damage + 3 rage. There is no enrage loss uptime as enrage covers 4 gcds.
0.667*RB = 102.96k damage lost
0.333*BT = 30.66k
The 3 rage will be lost from heroic strike, which has a rage efficiency somewhere around 4k inside of CS, so 12k damage.
102.96 + 30.66 + 12k = 145.62k damage
1.015 mil - 145.62k = 869.38k
Divided by 0.3
So that's only 2.89 million damage that you need to do in 12 seconds. Even if dragon roar hit for 1 million, bloodbath still falls 200k short of that.
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Originally Posted by
d00f
I remember Simcraft not even Using shout prefight so warrior didnt start with any rage did that get fixed ?
Yep. I implemented that 8-11-2013:
https://code.google.com/p/simulation...detail?r=17219
Tweaked it to use game-data 8-29-2013, and also have the rage show up in the "Resources gained" section.
https://code.google.com/p/simulation...detail?r=17412
Code:
resources.current[ RESOURCE_RAGE ] = initial_rage; // User specified rage.
else
player_t::resource_gain( RESOURCE_RAGE, ( find_class_spell( "Charge" ) -> effectN( 2 ).resource( RESOURCE_RAGE ) ), gain.charge );
if ( glyphs.bull_rush -> ok() )
player_t::resource_gain( RESOURCE_RAGE, ( glyphs.bull_rush -> effectN( 2 ).resource( RESOURCE_RAGE ) ), gain.charge );