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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

Spellblade script setup in Ask Mr. Robot

Why the Spellblade script matters:

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

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

6 Biggest stat weight questions, answered!

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

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

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

Patch 7.1.5 Updates on Mr. Robot

7.1.5 is a pretty big update (read official patch notes).

Our updates are live, with a couple of notes: 

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.

As always, if something seems odd, ping us (discord / forums). We try to get bugs fixed within 24 hours. Continue reading

Stat Weights vs Machine Learning

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

NPS – A more robust tanking metric

(Written by our developer, Yellowfive)

The first version of this was posted on Nov 16, 2016 for feedback. Based on some good conversations with the community, we have updated the metric and this post to reflect those changes. (Dec 1, 2016). The main updates are related to self-healing and stamina.

NPS

NoPeS. That’s what tanks do: they nope you. Want to hurt me? Nope. Need some healing to stay alive? Nope, I got this. Can I hit you for 2 million damage please? Nope, let’s make that 1 million.

In a sentence: “NPS” measures how good you are at reducing the size of each incoming hit, and reduces your chance to die.

For the sake of ease, let’s say the “N” stands for “negation” in this discussion. Continue reading

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