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!