I’ve written a couple articles for Blizzard Watch on ranking for Krosus – one for ranged and one coming soon for melee.
To squeeze out that extra DPS, you’ll want to pick gear specifically for that fight. For every 1% you increase your DPS, you can expect to move up 1 – 2 % in the rankings.
One extreme example is for dual wielders: Krosus has a bug (at least I assume it is), where you can’t miss on him. Normally when you are forced to hit a boss from the front, the boss mechanics that make him dodge or block your hits is turned off. But you can still miss in those cases. However, it looks like the ability to miss was also turned off, meaning you never miss a single hit on him.
In a few quick tests on some dual-wielders, I found most of them get a 2-4% increase in damage when gearing specifically for this bug, compared to gearing for a regular version where you still have a chance to miss.
So ‘regular’ gear advice isn’t going to optimize for doing the most damage under the specific Krosus scenario. So I have an option for you to gear specifically for this.
There are a lot of ways to find your best gear – and that can be confusing. You are left wondering which way is best. Let’s see if I can help shed some light on that.
First, I want to identify why picking out gear seems so hard… or at least, why you can feel so uncertain about your choices.
You see, when you try to make combinations of all of the gear you own, it adds up to millions, or billions, or quintillions of combinations.
Wow, that’s a lot of combinations. Obviously, a human can’t be expected to pick out the single best set. No wonder so many of us are unsure of what to wear. It’s not due to a lack of effort or intelligence, there are just too darn many combos!
Maybe now you’re thinking, hey, let’s sim it all! Computers are smart and faster than humans. And that sounds like a great idea… except… even a super fast computer that sims 1 setup per second would take ‘forever.’
I showed earlier that our Krosus model matches real-life logs from top Warcraft players. That makes these simulations incredibly useful because the advice you get is based on real situations. Below is a guide to help you simulate different scenarios to see how it impacts your DPS. You can also take the scenario closest to how you play and generate stat weights from that.
The question at the top of everyone’s mind today: “How should I spend my artifact points after 7.2?”
You can get an automated, customized answer from Mr. Robot’s simulator. Here’s a short video tutorial that covers 2 ways to do it. Note – you might want to run this for both Krosus (single target) AND Spellblade (AoE) to see how the paths might differ. Then decide based on your needs.
If something seems odd, head over to our forums and ask about it before spending the points.
Sorry for the choppy video, I recorded it while letting my computer chug through some site testing! I’ll update this post with a picture tutorial and more info soon. I wanted to get this out asap since I know a lot of you are raiding and hoping to spend your points.
Before 7.2 came out, I wanted to share some examples of tests I do to make sure our simulator is accurate. This is the kind of testing we will continue to do after 7.2 launches and again with Tomb of Sargeras.
Meanwhile, for Nighthold, you might have seen that we have actual NH bosses in the simulator, which takes theorycraft and gearing advice to the next level. Why? In past expansions, advice has been based on generic fights that don’t exist in the game.
Generic fight sims limit the ability to optimize rotations, compare trinkets, relics or talent choices. You’re missing a big piece of the puzzle – the actual fight. So when we built our simulator, we set out to recreate the actual bosses and have the whole simulator (rotations and bosses) match combat logs from top players.
I wanted to determine if we were able to simulate so accurately, that we matched logs.
TLDR: YES! I started with DPS and reviewed dozens of logs for each spec on Krosus and share a few examples below. There are some special notes for a handful of specs, so be sure to read the specifics for the class(es) you play. If you have questions, head over to this thread on our forums. Continue reading
The Spellblade script models the fight very closely when executing the fight well, for a 20-person group. The simulator also takes into account the chance you are targeted with something bad (like Mark of Frost) and have to move. When that happens, the rotation automatically starts using spells that are castable while you run.
We also modeled in the adds, grouped appropriately for AoE damage like the Icy adds, or spread out a bit more like the fiery adds. However, we reviewed hundreds of logs to find the trends of how people are grouping the adds. We modeled them accordingly. We also found the average time-to-live for each of the type of adds, and the simulator picks a random amount of time for them to live within the specified range. That being said, how much your DPS the adds in a particular, actual fight, can make a big difference on your DPS. Continue reading
The Krosus script models the fight very closely when executing the fight well. It’s helpful to use because you can see how the mechanics affect your DPS.
For example, during bridge breaks, melee are out of range for 6 seconds, which can lower your DPS by 15-40k over the course of the fight, compared to a target dummy or ‘patchwerk’ style fight where you dps and never have to move.
This type of setup allows you to more closely model the game, which generates better stat weights, gear recommendations, and makes comparing talents (etc) more realistic. Continue reading
Our default stat weights are similar to those you find in guides – they are a starting point for casual players. You don’t want to spend a ton of time outside of the game theorycrafting? No problem, use our defaults, or enter in defaults from your favorite guide by clicking the green ‘view/edit’ button above the stat section.
If you use default stat weights, or weights from a guide, the results suggested to you will very likely sim differently. If you’re going to be simming to verify results, you definitely want custom.
For those of you into min-maxxing, yes! Custom weights are tailored to your specific character. They take into account your talents, relics, legendaries and so on. All of these things affect your stats, so that’s why min-maxxers get custom weights.
2. Should I use Ask Mr. Robot (AMR) or SimC?
It depends on what you want to do. If you’re simming just to find your DPS, both programs tend to be accurate, and both have very smart people working on them. Most classes collaborate across the platforms to make sure both are accurate as well since it’s in everyone’s interest to make sure both work. Anyway, pick your favorite.
However, when it comes to stat weights, SimC does a subset of what AMR does. One of the things we really focused on when we built our simulator was improving the accuracy of stat weight generation by using a statistically accepted practices. We also built the stat weight functions to integrate with gear ranking. Let me explain: Continue reading
Simulator: fully updated (though we are doing our routine checks to verify information. Tweaks will be happening over the next few weeks)
Stat weights: while updated, these may be tweaked over the next few weeks as we compare rotations to actual logs.
Legendaries: The 940 versions are now live
Trinkets and set bonuses: While we have game data on these, we like to verify everything about them against real logs. We are starting that process today and it might take a couple of weeks to complete. We do this to assure accuracy on our site.
Nighthold bosses: We’ll be adding Nighthold bosses to the simulator over the next few weeks. We’ll be killing bosses this week and working on getting those scripts into the simulator. If you’re some crazy awesome person who already made one, send it our way!
All classes have updated weights. However! We are still adding really cool parameters to test Surrender to Madness variations and plan to have some of that published by the weekend.
Tanks have been updated, though we still have some tweaks to do for harder hitting nighthold bosses.
It might take us another week or two to finish up final in-game testing and comparing things to logs, in order to verify the accuracy of all data. In addition, after we compare simulations to Nighthold logs, we can tweak rotations to make sure they are back to our gold standard of quality. Just like our Ursoc simulations, which have been matching logs really well.