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Experimental simulationcraft script

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Re: Experimental simulationcraft script

Postby aggixx » Sun Nov 11, 2012 9:35 am

Messed with an action list a little bit, and with the action list I was using (and mastery stacked BiS gear) Rake was beating Swipe until 8 targets. Here's the action list I was using (I'm sure it has room for improvement):

Code: Select all
actions.precombat=flask,type=spring_blossoms
actions.precombat+=/food,type=sea_mist_rice_noodles
actions.precombat+=/mark_of_the_wild,if=!aura.str_agi_int.up
actions.precombat+=/healing_touch,if=!buff.dream_of_cenarius_damage.up&talent.dream_of_cenarius.enabled
actions.precombat+=/cat_form
actions.precombat+=/savage_roar
actions.precombat+=/snapshot_stats
actions.precombat+=/virmens_bite_potion
actions.precombat+=/treants,if=talent.force_of_nature.enabled

actions=auto_attack
actions+=/savage_roar,if=buff.savage_roar.remains<=1
actions+=/savage_roar,if=buff.savage_roar.remains<=3&combo_points>0
actions+=/use_item,name=eternal_blossom_grips,sync=tigers_fury
actions+=/tigers_fury,if=energy<=35&!buff.omen_of_clarity.react
actions+=/berserk,if=buff.tigers_fury.up
actions+=/virmens_bite_potion,if=buff.berserk.up
actions+=/thrash_cat,if=buff.tigers_fury.up&dot.thrash_cat.remains<9
actions+=/pool_resource,wait=0.1,for_next=1
actions+=/thrash_cat,if=dot.thrash_cat.remains<3
actions+=/savage_roar,if=buff.savage_roar.remains<9&combo_points>=5
actions+=/rip,if=combo_points>=5
actions+=/rake,cycle_targets=1,if=active_enemies<8&dot.rake.remains<3
actions+=/swipe_cat,if=buff.savage_roar.remains<=5
actions+=/swipe_cat,if=(buff.tigers_fury.up|buff.berserk.up)
actions+=/swipe_cat,if=cooldown.tigers_fury.remains<3
actions+=/swipe_cat,if=buff.omen_of_clarity.react
actions+=/swipe_cat,if=energy.time_to_max<=1


To add some more details, at 8 targets about 86% of the rake profile's damage was bleed damage. I just ran some scale factors and while mastery is significantly better than the other secondarys (about 45-50% for hit/exp/haste, and almost double for crit) it is surprisingly still not strong enough to justify gemming mastery over agility (1 agility = 1.97 mastery).
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Re: Experimental simulationcraft script

Postby Abranor » Fri Nov 23, 2012 1:57 am

Is the script linked in the first post still the best to use for SimC?

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Re: Experimental simulationcraft script

Postby Leafkiller » Fri Nov 23, 2012 3:24 am

Abranor wrote:Is the script linked in the first post still the best to use for SimC?


Yes.

@aggixx - maybe we can chat over the weekend and figure out what should be checked in.

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Re: Experimental simulationcraft script

Postby aggixx » Fri Nov 23, 2012 6:20 pm

Sure, I'll be around.
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Re: Experimental simulationcraft script

Postby Leafkiller » Mon Nov 26, 2012 11:58 pm

Script updated to the most recent on aggixx posted in the simc thread. The changes over the last two days have added over a 1 1/2% increase in DoC dps. This is mostly due to pooling energy for Ferocious Bites. Currently these changes are only being applied to DoC as the changes have not (yet) shown to be dps improvements for non-DoC specs.

Now the hard part, implementing the energy pooling in the Ovale script as it requires halting further execution of the script.

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