He was actually talking about simc in his post, not AMR. But I would expect he has a similar perspective about any simulation, including ours.
From my perspective, this analogy doesn't quite fit, or it would at least be better if you flipped it: AMR is the powerdrill and simc is the screwdriver. The reason for this is simple: I created the AMR simulator to do
more than simc, not less. It's not just a pretty UI slapped onto a less-capable simulation engine. Most people just haven't explored all of the features, and think it's just the one big green button that says 'Simulate'.
Talking only about the core simulators first: AMR and simc are fundamentally similar. They take similar kinds of inputs (tell it what you want the player to do, tell it what kind of fight you want, tell it how the spells work, press go) and produce similar kinds of outputs (what spells were used, in what order, buff uptimes, DPS, etc.). And thus they produce very similar results when configured similarly.
simc stops there -- it is a pretty "raw" program. It has no real UI, it has virtually no other features built on top of the core simulation engine. Everything else is left up to the users to essentially program for themselves... either through modifying C++ code, writing python scripts, or some combination thereof. This is one of the fundamental things we wanted to work on with our simulator -- requiring programming skill significantly limits who is able to do interesting things with it. And even for the people who are able to do this... they are left with the problem of efficiently communicating the results to users.
When I started... I considered just modifying simc and adding stuff onto it. But a few things prompted me to write a new one: One, unless I sat down and got someone to go through all of simc with me, it was actually easier to just write a new simulator from scratch. Two, everyone benefits from having two independent models of the game. Three, I already had a working simulator from way back in WotLK. I have also written two other simulators in the past, so it was much more efficient to just revive that work.
Our core engine, while similar, actually has a few improvements. Our fundamental model of how the player chooses actions is more realistic. simc does things that are literally impossible to execute in-game, and while the impact might be small overall... there's just no reason to continue doing it. We have done extensive comparison of our simulation results to logs, and we think it is closer to what a real world-class player is physically able to do within the confines of the game, and should thus give more actionable results.
So now we get to what AMR can do that simc can't... it's really tough to list it out without it just sounding like a PR laundry list... the differences are so vast at this point. The AMR simulator can:
- easily load and modify any character with a good UI
- let you modify any rotation, boss script, or spell directly on the website, and run it immediately without messing around with code
- keeps an infinite history of all simulations you have ever done, and lets you easily share any report with anyone on the internet by simply copying the URL
- lets you share your rotations or boss scripts so that other users can subscribe to them and get your changes in real time
- import characters directly from combat logs
- do advanced custom simulation batches and let you visualize or download the results
- distribute large simulation batches across multiple computers or server farms even, without having to do any significant setup
- create gearing strategies that plug into the AMR optimizer with the press of a single button
- has full support for tanks and healers (still working on adding some more stuff for healers in particular though)
As a long-time simulation user and theorycrafter, these are the features that I have wanted for years. And I happen to have the time and appropriate skills to do them, so... here they are, enjoy!
All of the arguments and differences between the simulators... it's all the configurable pieces. A lot of people latch onto the rotations... "simc has a better rotation so it is a better simulator." The rotations are designed to be changed in a simulator, and it takes five minutes to do it. Our simulator focuses on different boss scripts. If you want to make the two simulators match exactly, well... you need to use the same boss script! These are fundamentals that simulation experts get, but that the more "casual" participants ignore or overlook. Kind of blows my mind... people have been trained to think that the
entire simulator is a set-in-stone black box, rather than something easily modified. And to a large extent... simc is a black box from the rotation on down. They can get pretty gnarly. Improving on that with a better UI isn't just "fluff", it is fundamental to doing better theorycraft and having a larger TC community.
The AMR simulator does a lot more stuff than simc from my perspective. (And it is also free.) It's open and transparent. It's almost absurdly powerful for figuring out how to play a video game. And I'm always looking for feedback to add more stuff to it -- just use it and hit me up. Is there something about simc that makes it better or easier to do what you want to do that I've missed? Just let me know -- that is why I poke my head out every so often. This is one of the most fun programming projects I've done in a long time, it is not hard to convince me to add something