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.
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).
The script is in BETA!
This boss script is in beta while I do more testing on it.
Some specs are matching spot on. Others are really close, but need some extra digging in to see if the boss script needs to be adjusted based on team strategies.
Starting the last week of June 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!
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
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. Continue reading
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.
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
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
1. Do I need custom stat weights?
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
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.
These new general features are available as of this post, a few that have been there and a few you may not have noticed:
- The client auto-updates now. Once you download it and start it, you can theoretically let it run forever.
- 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.
- 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.
We’re big into ranking gear at Ask Mr. Robot. We probably like it more than WoW itself. OK… almost more than WoW. We like WoW more because it lets us have fun ranking gear.
We released an update today with a beta version of a new way to rank stats on gear that we call Machine Learning. It replaces stat weights. Stat weights are dead to us. OK not really, I was being a bit dramatic. You can still use them on the site like you always did, and they will still work like they always have, forever. But machine learning is way better and way cooler. Read on to learn why!
NOTE: To use the new method during the beta, you must run your own custom gearing strategy simulation, then check “Use Machine Learning” on the report that it generates, and then press “Save and Use”. You will know that it is in effect because you will see a “stat goal” next to each section on the gear optimizer (Gear Explorer, Best in Bags, etc.). If you encounter any bugs or issues, let us know immediately! It is a beta! Continue reading