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Re: An Introductory (for now) Guide to SimulationCraft
Posted: Fri Dec 05, 2014 11:09 pm
by zhengma
Today, my followers brought me a piece of "Fireflash Robes of the Strategist". When I import it from the Armory to SimCraft, however, it only displayed as:
without the "suffix" part.
At first, I thought it was an import issue, so I found a (older?) version of
sc_item_data.inc in an attempt to figure out the suffix myself, but apparently it only contains suffixes up to 5.4, and "strategist" is new.
What should I do about it, except defining the piece myself?
Re: An Introductory (for now) Guide to SimulationCraft
Posted: Sat Dec 06, 2014 2:08 am
by Chev
This is because the it's has random stars for secondary stats, the item number will always be the same. If you want to sim it, you will need to hard code the stats. I'm not sure if the exact syntax (can be found in the SimC wiki) but it I something like:
chest=fireflash_robes,stats=115int_115stam_85crit_94multi
Re: An Introductory (for now) Guide to SimulationCraft
Posted: Sat Dec 06, 2014 3:41 am
by Frosted
stamina is sta, multistrike is mult
chest=name,stats=115int_115sta_85crit_94mult
This is the list of abbreviations:
Resources: health, mana, energy, rage, runic, focus
Primary: str, agi, sta, int, spi
Secondary: mastery, crit, haste, vers, mult, sp, ap, mp5
Defensive: armor, bonus_armor
Weapon damages: wdps, wspeed, wohdmg, wohspeed
Re: An Introductory (for now) Guide to SimulationCraft
Posted: Thu Dec 11, 2014 12:04 pm
by zhengma
In the default mage scripts, I don't see any sign indicating target switching between the main target and the prismatic crystal. Is it done automatically and implicitly following some rules? If so, are the rules coded in the kernel and can't be altered unless I re-compile it?
Re: An Introductory (for now) Guide to SimulationCraft
Posted: Thu Dec 11, 2014 12:44 pm
by Chev
The switch is made automatically, just as it happens in game.
Re: An Introductory (for now) Guide to SimulationCraft
Posted: Thu Dec 11, 2014 2:57 pm
by Piecez
stamina is sta, multistrike is mult
chest=name,stats=115int_115sta_85crit_94mult
This is the list of abbreviations:
Resources: health, mana, energy, rage, runic, focus
Primary: str, agi, sta, int, spi
Secondary: mastery, crit, haste, vers, mult, sp, ap, mp5
Defensive: armor, bonus_armor
Weapon damages: wdps, wspeed, wohdmg, wohspeed
I tried doing this with another piece for comparison purposes. When I input the ID for the item, I get drastic changes in the Sim compared to when I manually input the stats, something like a 500-1k DPS difference, is this just likely an error on my part inputting incorrectly?
Re: An Introductory (for now) Guide to SimulationCraft
Posted: Thu Dec 11, 2014 3:10 pm
by Chev
Can you paste the two lines you are trying to compare so we can tell you where the difference is coming from.
Re: An Introductory (for now) Guide to SimulationCraft
Posted: Thu Dec 11, 2014 3:28 pm
by Piecez
Ah thanks, but I figured it out/fixed it by just copying over the IDs/bonus IDs straight from my SimC addon and plugging in the stats
Re: An Introductory (for now) Guide to SimulationCraft
Posted: Thu Dec 11, 2014 8:09 pm
by Frosted
In the default mage scripts, I don't see any sign indicating target switching between the main target and the prismatic crystal. Is it done automatically and implicitly following some rules? If so, are the rules coded in the kernel and can't be altered unless I re-compile it?
It occurs automatically. If you want to change this function, you need to go into sc_mage.cpp, remove the lines which force a target switch inside Pet Prismatic Crystal, and then re-compile.
I think the lines you want to remove are 825 to 829, inside pet_t::arise(),
Code: Select all
// For now, when Prismatic Crystal is summoned, adjust all mage targets to it.
o() -> current_target = this;
for ( size_t i = 0, end = o() -> action_list.size(); i < end; i++ )
o() -> action_list[ i ] -> target_cache.is_valid = false;
Re: An Introductory (for now) Guide to SimulationCraft
Posted: Wed Dec 17, 2014 7:53 pm
by Idyar
Hey Guys,
So I decided to try and make a talent comparison sim and here is my first attempt. Probably some mistakes in here always welcome any feedback! What I did was manually typed up all the talent combinations and used the automation tool with gearsets generated by ask mr robot to compare different gear levels. 10,000 Iterations and skill set to ELITE.
Results:
http://guildrs.com/Idyar/" target="_blank
Frost Talents
Code: Select all
3332111 name=FB_MI_TV
3332121 name=FB_RoP_TV
3332131 name=FB_IF_TV
3332112 name=FB_MI_PC
3332122 name=FB_RoP_PC
3332132 name=FB_IF_PC
3332113 name=FB_MI_CS
3332123 name=FB_RoP_CS
3332133 name=FB_IF_CS
3332211 name=UM_MI_TV
3332221 name=UM_RoP_TV
3332231 name=UM_IF_TV
3332212 name=UM_MI_PC
3332222 name=UM_RoP_PC
3332232 name=UM_IF_PC
3332213 name=UM_MI_CS
3332223 name=UM_RoP_CS
3332233 name=UM_IF_CS
3332311 name=IN_MI_TV
3332321 name=IN_RoP_TV
3332331 name=IN_IF_TV
3332312 name=IN_MI_PC
3332322 name=IN_RoP_PC
3332332 name=IN_IF_PC
3332313 name=IN_MI_CS
3332323 name=IN_RoP_CS
3332333 name=IN_IF_CS
Frost glyphs: 56377/63090/56364
Frost Gearsets
Code: Select all
#Heroic Dungeons - 630 - Cheap enchants
head=felflame_hood,id=109974,bonus_id=524
neck=torq_of_soothing_waters,id=114478,bonus_id=489,enchant_id=5294
shoulder=mantle_of_swirling_light,id=109932,bonus_id=524
chest=robes_of_swirling_light,id=109901,bonus_id=524
waist=felflame_belt,id=109828,bonus_id=524
legs=felflame_legwraps,id=109808,bonus_id=524
feet=sandals_of_swirling_light,id=109786,bonus_id=524
wrist=windcrystal_bracers,id=116965
hands=felflame_grips,id=109861,bonus_id=524
finger1=mark_of_ice,id=109764,bonus_id=524,enchant_id=5301
finger2=mindstalker_seal,id=114471,bonus_id=228,enchant_id=5301
trinket1=coagulated_genesaur_blood,id=110004,bonus_id=524
trinket2=crushtos_runic_alarm,id=110000,bonus_id=524
back=darkshadow_drape,id=114483,bonus_id=489,enchant_id=5302
main_hand=sols_magestaff,id=119174,bonus_id=524
#LFR / Crafted - 642 - Cheap Enchants
head=hexweave_cowl,id=114810,bonus_id=227/525
neck=braided_magnaron_plait,id=120084,enchant_id=5294
shoulder=mantle_of_swirling_light,id=109932,bonus_id=524
chest=robes_of_the_ageless,id=120091
waist=belt_of_singing_hooves,id=115429
legs=hexweave_leggings,id=114811,bonus_id=227/525
feet=sandals_of_swirling_light,id=109786,bonus_id=524
wrist=rotmonger_bracers,id=115999
hands=quadripedal_grips,id=115425
finger1=mindstalker_seal,id=114471,bonus_id=228,enchant_id=5301
finger2=timeless_solium_band_of_the_archmage,id=118296,enchant_id=5301
trinket1=sandmans_pouch,id=112320,bonus_id=525
trinket2=coagulated_genesaur_blood,id=110004,bonus_id=524
back=purifiers_silken_cape,id=114484,bonus_id=489,enchant_id=5302
main_hand=imperators_warstaff,id=116372
#Normal Highmaul - 655 - Normal enchants
head=vilebreath_mask,id=113596
neck=odyssian_choker,id=113833,enchant_id=5320
shoulder=slaughterhouse_spaulders,id=113609
chest=robes_of_the_arcane_ultimatum,id=113850
waist=girdle_of_the_infected_mind,id=113656
legs=seacursed_leggings,id=113828
feet=destablized_sandals,id=113840
wrist=flawless_windcrystal_bracers,id=115400
hands=quadripedal_grips,id=115425
finger1=signet_of_crystalline_barrage,id=113651,enchant_id=5327
finger2=timeless_solium_band_of_the_archmage,id=118296,enchant_id=5327
trinket1=quiescent_runestone,id=113859
trinket2=shards_of_nothing,id=113835
back=flawless_crystalclasp_stormcloak,id=116970,enchant_id=5313
main_hand=staff_of_the_grand_imperator,id=113857,enchant_id=5334
#Heroic Highmaul - 670 - Normal Enchants
head=vilebreath_mask,id=113596,bonus_id=566
neck=odyssian_choker,id=113833,bonus_id=566,enchant_id=5320
shoulder=slaughterhouse_spaulders,id=113609,bonus_id=566
chest=robes_of_the_arcane_ultimatum,id=113850,bonus_id=566
waist=girdle_of_the_infected_mind,id=113656,bonus_id=566
legs=seacursed_leggings,id=113828,bonus_id=566
feet=destablized_sandals,id=113840,bonus_id=566
wrist=crystalwoven_bracers,id=113642,bonus_id=566
hands=meatmongers_gory_grips,id=113610,bonus_id=566
finger1=signet_of_crystalline_barrage,id=113651,bonus_id=566,enchant_id=5327
finger2=timeless_solium_band_of_the_archmage,id=118296,enchant_id=5327
trinket1=quiescent_runestone,id=113859,bonus_id=566
trinket2=shards_of_nothing,id=113835,bonus_id=566
back=cloak_of_searing_shadows,id=113847,bonus_id=566,enchant_id=5313
main_hand=staff_of_the_grand_imperator,id=113857,bonus_id=566,enchant_id=5334
Re: An Introductory (for now) Guide to SimulationCraft
Posted: Sat Dec 27, 2014 1:45 am
by Pitseleh
Hello!
I think I've got the basics down for simulating my character, and now I'd like to learn a bit more.
What I want to know is how to use Simulation Craft to:
1) figure out the difference in using 1 piece of gear over the other, or talents or both.
2) Is there a way to do this without having to relog into your character, change talents/gear, and run the test again?
3) What if I want to sim with gear that I do not have? How do I go about this?
Thank you!
Re: An Introductory (for now) Guide to SimulationCraft
Posted: Mon Dec 29, 2014 8:16 am
by Idyar
Hello!
I think I've got the basics down for simulating my character, and now I'd like to learn a bit more.
What I want to know is how to use Simulation Craft to:
1) figure out the difference in using 1 piece of gear over the other, or talents or both.
2) Is there a way to do this without having to relog into your character, change talents/gear, and run the test again?
3) What if I want to sim with gear that I do not have? How do I go about this?
Thank you!
Hello there I think I can help you with these questions.
1) Lets look at changing just one variable of a character. Lets take my current character copy and paste from the simcraft in game mod I get this.
Code: Select all
mage="Idyar"
level=100
race=undead
region=us
server=area_52
role=attack
professions=tailoring=700/jewelcrafting=700
talents=3332311
glyphs=146976/56377/146662/56364/89749/63090
spec=frost
head=,id=113596,bonus_id=566
neck=,id=113833,bonus_id=563,gem_id=115806,enchant_id=5294
shoulder=,id=113609
back=,id=116295,bonus_id=563,gem_id=115806,enchant_id=5302
chest=,id=114500,bonus_id=137
wrist=,id=115999,bonus_id=42
hands=,id=113610
waist=,id=115429,bonus_id=43
legs=,id=109804,bonus_id=499/524
feet=,id=114501,bonus_id=73/563,gem_id=115806
finger1=,id=113604,bonus_id=40/566,enchant_id=5301
finger2=,id=118296,enchant_id=5301
trinket1=,id=113835,bonus_id=566
trinket2=,id=112320,bonus_id=525/529
main_hand=,id=113837,bonus_id=563/43,gem_id=115806,enchant_id=5334
off_hand=,id=118851
Now I know that I should be using prismatic crystal but I hate it so much UGH. So lets change my profile to figure out how much more DPS I could get by using crystal. You see the line:
talents=3332311 this represents my talent choices. They are listed by tier so the first number is tier1 second number is tier 2 talent etc etc. So if I want to change my tier7 (lvl100) talent I would be looking at the last number. Currently I have 1 which is Temporal Void lets change that to 3 which is Prismatic crystal. So now it looks like this
talents=3332313
You mentioned wanting to change a piece of gear as well so lets say I want to replace my sandmans trinket with heroic Imperator trinket . Looking at the item on wowhead we notice a couple things. One is the item ID and the other is the bonus ID. In this example
Code: Select all
http://www.wowhead.com/item=113859&bonus=566
The item id is 113859 and the bonus is 566. So we go up again and replace
trinket2=,id=112320,bonus_id=525/529 with
trinket2=,id=113859,bonus_id=566
2) Yes as you can see from my example above you can adjust things without having to relog.
3) Think my example above demonstrates the answer to this as well.
Re: An Introductory (for now) Guide to SimulationCraft
Posted: Tue Jan 06, 2015 10:32 am
by ps2dude756
I'm trying to determine the best way to compare talent options and stat weights for different fights in Highmaul. So far I've been mostly looking at the different pre-built fight types to do this. Obviously The Butcher would be a Patchwerk fight, and Tectus seems like a HecticAddCleave fight, but I'm not sure what to classify a lot of the others as. In particular I'm not sure whether to make them HelterSkelter, LightMovement, or HeavyMovement.
How would you classify the various fights (my guild isn't on Mythic yet, if that changes anything)? Alternatively, are there ways to add custom fight styles tuned to the actual bosses themselves?
Re: An Introductory (for now) Guide to SimulationCraft
Posted: Tue Jan 06, 2015 5:04 pm
by Frosted
https://code.google.com/p/simulationcra ... RaidEvents" target="_blank
That link covers the functions used to add different kinds of raid events (movement, boss vulnerabilities, adds coming in and out), and should help you with putting something together to model the bosses better.
Re: An Introductory (for now) Guide to SimulationCraft
Posted: Wed Jan 07, 2015 2:20 pm
by Valounette
I recently started using Simcraft. Need some help.
I want to be able to check talents/gear changes etc without having to import. My problem:
I important Arcane/Frost specs.
My gear is only appropriate for Frost.
I have a Mark of the frostwolf enchant. I found the line in the text here:
main_hand=spire_of_tectus,id=113639,bonus_id=561/566,enchant=mark_of_the_frostwolf
I want to see how much I sim with arcane enchants. I changed to this:
main_hand=spire_of_tectus,id=118015,bonus_id=561/566,enchant=mark_of_bleeding_hollow
i.e. I changed the enchant name and id. But there is an error. It doesn't work.
After about 20 google searches, no where has any information on where to find the bonus_id.
What is bonus_id=561/566; how do I find the right one for the new enchant I want to sim - or am I doing this all wrong?
Re: An Introductory (for now) Guide to SimulationCraft
Posted: Wed Jan 07, 2015 2:40 pm
by Chev
You are attempting to equip the enchant as a weapon and that is why it is erroring.
SimC does not actually use "spire_of_tectus". This is just there to make the profile easier to read by a human. It uses the "id=XXXXXXX" which you have replaced with the item id of Bleeding Hollow enchant. To get it to work, use:
main_hand=spire_of_tectus,id=113639,bonus_id=561/566,enchant=mark_of_bleeding_hollow
Bonus ID is the item bonus. In previous expansions you had a different item ID for each item on each difficulty. E.g. LFR, Flex, Normal, HC, on top of that you could have Normal Warforged and HC Warforged, again with different item IDs. To reduce the number of items in a database, you now have a single item ID with bonus ID's. The "561/566" indicates that you have the Heroic Warforged version. Wowhead uses the same method. E.g.
http://www.wowhead.com/item=113639&bonus=561:566 (wowhead.com/item=113639&bonus=561:566)
If you want to get the different ID's, below the tool tip you will see a link to "Item Versions" which when you mouse over, you get the option to change.
Re: An Introductory (for now) Guide to SimulationCraft
Posted: Wed Jan 07, 2015 3:29 pm
by Valounette
Ooh so I just got confused with the weapon id. So the enchant only needs the text name?
Thanks! And nice info on the bonus id
Re: An Introductory (for now) Guide to SimulationCraft
Posted: Wed Jan 07, 2015 5:52 pm
by Chev
Ooh so I just got confused with the weapon id. So the enchant only needs the text name?
Thanks! And nice info on the bonus id
Thats correct
Re: An Introductory (for now) Guide to SimulationCraft
Posted: Fri Jan 09, 2015 7:41 pm
by Narsha
Hi all, my guild are working on Tectus mythic and I guess that means I have to go fire, eurgh, but a mage gotta do what a mage gotta do I guess! But as I'm setting up I wonder what treshold I should put as a decent ignite for combustion but have no idea so I decided to sim myself to hopefully get something out of it. The simming went fine but can someone point me to where I can find the information I am after, if it is there at all?
Lots of thanks!
Re: An Introductory (for now) Guide to SimulationCraft
Posted: Fri Jan 09, 2015 10:13 pm
by Komma
Hi all, my guild are working on Tectus mythic and I guess that means I have to go fire, eurgh, but a mage gotta do what a mage gotta do I guess! But as I'm setting up I wonder what treshold I should put as a decent ignite for combustion but have no idea so I decided to sim myself to hopefully get something out of it. The simming went fine but can someone point me to where I can find the information I am after, if it is there at all?
Lots of thanks!
I'm afraid the sim doesn't "check for a high ignite", but just uses spells in a certain order to boost ignite as high as it can. For example, it'll try to do Meteor -> Pyro -> Pyro to spike the ignite to a high level. It's what I do in game as well.