Category: Simulator (page 1 of 2)

Netherlight Crucible Simulations

We have added an early version of support for the upcoming Netherlight Crucible! Consider this a beta — let us know if anything isn’t working by stopping by our forums or discord.

Also, if you aren’t sure how the Crucible works, World of Moudi has a great guide.

How to simulate the Netherlight Crucible traits

All crucible traits have been implemented in the simulator based on the PTR data. If some of them change when they go live, we’ll have those updated that day (or 24 hours at the latest).

You can manually modify your character on the Gear Optimizer or Simulator to have any combination of crucible powers, look for the new “Crucible” section under the Artifact section on the Simulator page.

Netherlight Crucible simulation comparisons

After you set that up, you can keep all of the default settings on the right side of the sim setup page – and just click simulate!

Or for more advanced users:

  1. Choose the boss script in the drop down menu on the right.
    Goroth –  DPS single target
    Sass’zine – DPS AoE
    Krosus – DPS single target, Healing, and Tanks
    Mythic + for DPS, Healers, and Tanks for AoE
    Goroth Mythic – Tanks (created by Woedenaz)
    Fallen Avatar  – Tanks
    Anotrus Felhounds of Sargeras – Tanks (created by Woedenaz)
    Antorus Hasabel – Tanks (created by Woedenaz)
  2. Expand more options on the right. Consider playing with the following settings:
    –Output level: choose “Log” which gives you a report of the events with timestamps from one of the iterations. Similar to a combat log.
    –Set your potion, food, flask, and augment rune
    –For Mythic+ scripts, set your level and affixes
  3. If you want to test out different stat setups, you can manually override them on the left. Expand the “Stats” section and enter numbers of the amount of stat you’d get from gear.
  4. Click simulate.

Adding the Crucible traits to your character, on the gear page

The addon will NOT import the crucible when it opens mid-September. We think we have it figured out, but our developer will be away on vacation when the Netherlight Crucible opens up on the live servers. And we don’t want it to break all other gear imports, so it will not be turned on until he returns on September 23rd.

But you can manually add the traits right now. Click on the “hamburger” icon to the left of your character name.

Netherlight Crucible simulation comparisons

Then add the crucible traits on the bottom of that window.

Netherlight Crucible setup on character

and the Crucible section underneath Talents in the character editor (click the “hamburger” next to your character name) on the Gear Optimizer.

All tier 2 crucible powers have been implemented in the simulator. It’s possible that the damage may need to be tweaked on some of them… we suspect it will be changed from what was on PTR, though hard to say for certain. Also, we are double-checking that a few traits scale properly to 10 ranks now. Most should be fine as-is.

Theorycraft wiki

As an ongoing effort to make simulation details and ‘code’ to accessible (and understandable) by non-devopers, you can you can see how each trait is implemented on the theorycraft wiki – here’s an example for a Windwalker trait. That wiki is turned into code, on demand, every time you press simulate. So what you see, if what will sim (and you can edit it when logged in by cloning the wiki).

Future updates to the Netherlight Crucible:

These updates will happen on or after September 23, when our developer returns from vacation. He has most of them programmed already, and just needs to test them on the live servers once he returns.

  • Reading your crucible information from the game via our addon
  • Reading your crucible information from the Armory
  • Optimization of previewed relics via best-in-bags: which crucible talents to choose, whether you should replace your current relic or not, etc.

Check on status on this forum post.

Mistress Sassz’ine – Boss script overview for DPS

Simulate Sasszine AoE Fight

Click here to start a simulation – and select Sassz’ine in the boss drop down menu.

You can also import from a log off Warcraft Logs.

NOTE: When comparing to logs, AoE fight DPS can be quite different in a sim from your log. This is because your DPS is very dependent on how fast your team kills adds and the default script might have different kill-speeds than your team. This can be customized.

  1. Click the gray “Import from Log” button (found above the simulate button).
  2. On Warcraft Logs, go to your Sassz’ine log and select your character (so you are looking at your DPS breakdown).
  3. Grab the URL of that warcraft logs page and paste it into the “Import” box on Ask Mr. Robot.

How we make boss scripts super realistic

For Sassz’ine, the logic we have for handling adds is worth pointing out, for those of you who like details. Continue reading

Goroth – Boss Script Overview for DPS

Click here to start a simulation – and select Goroth in the boss drop down menu.

You can also import from a log off Warcraft Logs.

  1. Click the gray “Import from Log” button (found above the simulate button).
  2. On Warcraft Logs, go to your Goroth log and select your character (so you are looking at your DPS breakdown).
  3. Grab the URL of that warcraft logs page and paste it into the “Import” box on Ask Mr. Robot.

The Goroth script was released on June 22 and taken out of beta after a round of testing on June 25. We are doing more testing over the next couple of weeks as well.

Get details for Sassz’ine over on this blog post.

Very realistic boss scripts

Our boss script simulations are incredibly advanced with features like:

  • Random chances: When the boss has a chance to target you, we include that chance in the script. Sometimes you will be targeted, sometimes you won’t. Just like in a real fight.
  • Randomized durations: When you do get targeted with something, how long will you be out of range of the boss, or how long will you be moving? We can put a variance in so it isn’t always the same, just like in a real fight. For example, we can say you might be moving for 2-4 seconds, and the boss script will choose a random duration between 2-4 seconds if you get targeted with the mechanic.
  • Movement: For ranged, when the script says you will be moving, it will use your instant-cast spells and anything else that is good for movement. This is already handled in rotations.
  • Adds & AoE: the simulator has a lot of really cool functionality for adds, but since this is a single target fight, I’ll go over those when I publish a boss with adds.

Goroth simulation overview  for DPS

The boss scripts can be gnarly to read, and why make you go through that?! I wanted to provide you with a ‘readable’ version of what I implemented for the Goroth boss script. (But if you do want to see it and/or edit it, you can find it here).

It’s completely customizeable, and if you have questions on how to do that, stop by our forums or discord. At the end of this post, I also have some variations you can use.

Crashing Comets – ranged and melee DPS

  • Targets 3 non-tanks roughly every 20 seconds. Times from actual logs are used in the script.
  • In a 20 person raid with 2 tanks, that leaves you with a 3/18 chance to get targeted, 16%.
  • Melee: currently assumed to run out of melee DPS range for a total of 2 seconds. However, this is up for a possible adjustment to 0 seconds, as you might be able to position in such a way that you don’t leave melee range.
  • Ranged: assume to be moving for 2 seconds, but within DPS range.

Infernal Spikes (pillars) – ranged

  • These only target ranged, 3 at a time. Spikes happen roughly every 20 seconds, but I hard coded in actual times based on averages from logs.
  • I assume a 20-person raid with 11 ranged (7 DPS and 4 healers)
  • The boss is scripted to give ranged a 27% chance to be targeted with spikes each time they are cast (3 out of 11).
  • If targeted, you will be moving for a randomly selected duration between 1-3 seconds.

Shattering Star (bowling balls) – ranged and melee DPS

  • Targets any non-tank, starting at 24 seconds into the fight and repeats roughly every minute after that.
  • 1 in 18 chance to be targeted, for a 6% chance to be the target on each cast.
  • The target needs to run behind a pillar
    • Melee: assumed to be out of melee-dps ranged of the boss for 3 seconds. This is aggressive best-case timing
    • Ranged: assumed to have to move, but still within DPS ranged of the boss.

Infernal Burning (everyone hides behind a pillar) – ranged and melee DPS

  • Everyone hide!! Happens at 54 seconds into the fight and about every minute after that.
  • 100% chance to be ‘targeted’ with this in the script – everyone has to move.
  • Melee – assumed to be out of range of the boss for 4-6 seconds. NOTE: ranged abilities that some melee specs have are not modeled during this fight. For example, Havoc’s Eye Beam is not scripted to happen while you are out of range. After looking through initial logs, it looks like this could account for 0.25-1% DPS. Just an FYI if you are comparing logs to sims.
  • Ranged – assume no loss in DPS because you can pre-position for this and ‘stutter step’ over during GCDs well before this ability goes off – so you don’t lose DPS time. (If you get targeted by a different ability right before this, however, DPS time will be lost based on the rules for that mechanic).

Pets for melee characters:

Right now, your pets will also run and hide behind the pillar if you are melee (pets for ranged specs will still DPS the boss). They will also not attack the boss if you get targeted by Shattering Star and Crashing Comets.

This is true for melee and ranged any time the script says you are out of range of the boss (via the ‘not targetable’ flag). For Goroth, ranged are assumed to always be in range of the boss so they are unaffected.

The damage loss in the simulator is minor, but worth noting since we like to be very honest and up front. This is a setting we have to add in.

Goroth variations

Melee & Pillars

Many teams are getting the boss near pillars when you have to hide behind them. So melee end up losing minimal damage time, far less than the 4-6 seconds in the default script. This variation has you only losing range on the boss for about 1 second.

To use the script, click this link. Then when you are logged in, click the ‘add to my list’ button at the top center of the page. After you do that, it will be available in the sim setup boss drop down list.

Ranged & Extra Movement

The default script assumes really good movement. If you move a little for Infernal Burning (when you hide behind pillars), use this Move It script.

If you move a LOT or forget to DPS while moving for a second now and again, use this Move It More script.

Match real logs!

During July, we’ll be doing another comparison of sims to logs, beginning with Goroth. As we proved with our Krosus script, AMR simulations match logs with extreme accuracy – with both the boss mechanics and actual rotations used by top players. We’ll be going through this same process for Goroth so we can continue to offer you the most accurate simulations to give you great gaming advice.

As we like to say… Trust, but verify! That’s what we do, and that’s what we hope you do too!

Global Network Progress

A huge thanks to those of you already signed up. And lots of love goes out to those of you who aren’t but are reading this because you are interested.

I will be posting status updates here, so you can see how big of a difference you are making. I don’t know if it has sunk in yet, but your help will make sure everyone has instant access to the most accurate gear rankings, for free! The results of this ‘stat weight’ project are made available to everyone who visits the site, including free users.

If you’re reading this and wondering what this whole Global Network thing is about, head on over to read about it here. Continue reading

Join the Global Network

Glonet - Custom stat weights

Hi there. So you’ve probably been told at some point in your WoW days to ‘sim your stat weights.’ You might even have recently run a custom setup for yourself.

You probably aren’t doing this because you want to, but because you have to. I mean, the fun part is getting the best gear recommendations so you can spend more time crushing things in game, right?!

What if I told you that you might never have to sim your own stat weights again?

Would you even believe me that it is possible?

It is possible. It really, truly is. But… (you knew there was a ‘but’ didn’t you?).  But… we need you to join the ‘Global Network’ to make this happen.

What is the Global Network?

It’s a collection of computing power from people just like you, that we utilize when you aren’t using your computer. If you’ve ever heard of SETI@home, which uses idle computers to search for aliens, it’s like that.

But instead of searching for aliens, we’re searching for the best sets of gear for each character. Aliens might be more exciting (or more terrifying depending on what movies you watch)… but they are reaalllly far away. Finding gear is something you can enjoy today.

We’ve been using it for the past tier – labeled “Adaptive Gearing Strategies” on our UI (instead of ‘stat weights’). And now, we’re running them for Antorus, as I type this!

Continue reading

Havoc – Keep it Simple.

In this article, I am going to show that a very simple Havoc rotation is also the optimal rotation. I decided to do this after looking at the current default SimC APL, which I feel is unnecessarily complex for a spec that has a very simple action priority.

The first step is showing how to effectively compare simulations to combat logs, and make sure that we can make a simulation that matches what players are doing. Second, I will compare the same simulations in AMR and SimC and highlight some differences between the two simulation models. Third, I will compare the actual rotations and show that you can achieve practically identical results with two very different-looking rotations.

Continue reading

Krosus simulations match real combat logs

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

Krosus script setup in Ask Mr. Robot

Click here to start a simulation

Why the Krosus script matters:

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

6 Biggest stat weight questions, answered!

1. Do I need custom stat weights?

 

Mr. Robot already customized them for you, specific to each and every character.

“Stat weights” from guides are built for 1 character, not your character, which is why people tell you to sim your own. Instead of making you sim your own, we simmed it all for you. That’s right – we sim all of the talent and gear combos you might need to evaluate, before you even own the items or change your talents.

So when you get that gear, or change that talent, we already have the new set of stat weights waiting for you. They are automatically applied as your character changes… that’s why we call them “Adaptive Strategies.”

Also keep in mind that static stat weights can’t rank anything with a proc, which is half of your gear these days. That’s why our “adaptive strategies” use simulation data and machine learning to pick your stats and gear.

 

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 Client Roadmap

Over the next several weeks we will be releasing updates to the simulation client to support a lot of cool upcoming features. We will do this in stages so that we have an opportunity to test out each stage and work out any issues that people might encounter.

General Features

These new general features are available as of this post, a few that have been there and a few you may not have noticed:

  1. The client auto-updates now. Once you download it and start it, you can theoretically let it run forever.
  2. There is a new “Clear Queue” option in the menu on the client program. Use this to cancel all running and pending simulations. Useful if you accidentally started a long-running simulation with the wrong settings, for example.
  3. As of 2/6, the client uses a different mode that can more fully utilize most CPUs, but uses a bit more memory. Should be faster for most people.

Continue reading

Older posts

© 2017 Mr. Robot's Blog

Theme by Anders NorenUp ↑