Category: WoW (page 2 of 9)

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!

Patch 7.2.5 Updates

Wondering what’s updated and what’s still coming for 7.2.5 on our site? I’ve got you covered.

DONE: More class balance changes, for June 27

Patch notes for June 27 changes

Simulator and default stat weights are updated.

DONE: Class balances for Tuesday’s patch (June 20)

Patch notes for Tuesday.

Simulator is updated. The “Live” version of the simulator has those changes.  Default stat weights updated too.

DONE: June 14 Hotfixes post at 2:30 PM PST

Just a handful of hotfixes and they are all for PVP balancing. This won’t affect the simulator or gear rankings (which are all PvE based). So consider this ‘done’ (or more like… ‘addressed’).

DONE: Simulator is updated with 7.2.5 data + June 13 hotfixes.

We will go over all of the details with a fine-tooth comb over the coming days and weeks as things change. If you see something that doesn’t seem right, post it over on our forums.

Rotations will continue to be tweaked as hotfixes come in.

DONE: June 13 Hotfixes from Blizzard

These are updated in the simulator and the gear rankings. You can see all simulation implementations on the wiki and edit them. The wiki is turned into code that runs the simulation, so it’s incredibly verifiable and editable. Here’s an example wiki page for Chain Lightning for Elemental Shaman.

With the caveat that we still want to test and tweak rotations more for T20 and based on hotfixed data. If anything seems odd or you have suggestions, drop by our forums.

DONE: T20, Tomb of Sargeras item rankings, and T19 changes

These are good based on current game data, but as you may have seen, Blizzard is doing another round of class balances this week.

We also have to compare sims to logs to verify everything is working as expected and that rotations are matching what top players do. This is important so we can continue to offer a super-accurate simulator and so you can feel confident in the results.

DONE: Updated stat weights / gearing strategies

The first set of stat weights are live and behave like the ones you’ve been using – defaults based on 1 particular set of talents and gear. As we’ve said in the past, custom stat weights are better for you. You can run a set totally customized to you in the simulator. Instructions here.

However, we know you don’t really want to run custom weights. So we’ll be doing it for you over the next couple of weeks. We’re running “gearing strategies” (way more comprehensive than just stat weights, as they include trinket and legendary rankings too). And we’re doing this for every combination of talents and gear that you might have at some point. So as your talents and gear changes, we have new stat weights & gear rankings for you. Right away, and we’ll automatically adapt with you 🙂

If you want to know more about this awesomeness (and why you really won’t have to run stat weights again), check out this full blog post that explains what this is and how to be a part of it.

OVER THE NEXT 2 WEEKS:

Tomb of Sargeras bosses in the simulator

GOROTH: implemented on June 22 – see description here.

Next up: Sassz’ine.

We will do a full comparison of Goroth simulations to logs, allowing us to fine-tune rotations and boss strategies so they match logs. This will also enable us to pre-calculate stat weights for different bosses as well.

Expect things to change here and there, over the next few weeks

The game gets hotfixes and patches, usually several within 2 weeks of following a patch. Class adjustments will be updated on our site right away, and then new stat weights and trinket/legendary rankings will be updated as well.  We will also be comparing our rotations to actual logs and making adjustments so they reflect what top players are actually doing in-game. And lastly, if we find bugs (nooooo!), we’ll fix them, and that might mean the stat weights will change as well.

So hang on to your items until things settle down. You know the usually post-patch drill!

Never run stat weights again

As I mentioned above, we’ll be filling in custom gearing strategies that will adapt as you get new gear or change talents. Fully custom, when you need it, and more complete than any other method. Here’s the full blog post about it.

Any other questions? Ask away!

How to pick the best gear

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.

Number of warcraft gear combinations for best in bags

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.’

Let’s look at this problem from a computer’s perspective: 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

7.2 Artifact Paths

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.

This is a totally free feature. And if you like the tools Mr. Robot provides you can upgrade for just $12 a year and also get things like Best in Bags and the Upgrade Finder (and of course, ads are removed).

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

Theorycrafting on Feral: AMR, SimC, and Pooling

Hey all, I’m Swol, the main theorycrafter for Ask Mr. Robot (AMR).  Most of you don’t know me by name, but I’ve been posting theorycraft here and there lately for interesting topics I run across when I have something useful to say that isn’t common knowledge yet.

Recently, some Feral Druid theorycrafters suggested that AMR was bad for feral druids, in general. When we asked them why they had that opinion, a big topic that came up was energy pooling.

In this article I am going to examine the theory behind energy pooling for feral druids and go into detail on how to test that theory. To do this, I will use the default Action Priority List (APL) found in the nightly SimC build and explain how it works.

And, I will also use an APL that I have developed which uses a different structure and, specifically, does not pool energy before using Rip. After this analysis, I will then provide a detailed comparison between the SimC simulator and AMR simulator for feral druids so that theorycrafters can comfortably trust and understand both tools.

The APL I created does NOT pool energy.

There has been some confusion on this and some vocal detractors have been spreading a rumor that my APL does pool. Look in the “Pooling Tests” section below for an explanation/proof that my new APL definitely does not pool energy.

Continue reading

Nighthold is Live!

Here’s what you need to know!

Hotfixes went live in-game today 

  • 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!

Continue reading

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