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Deep Wounds Simulator
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  #1  
Old 10-24-2008, 08:05 PM
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Deep Wounds Simulator

The simulator has been made based on the information found in this thread : Rolling ticks of Deep Wounds

However, in order to allow a maximum of people have access to it, I made this thread.

Q: What does it do ?
A: Simulates the damage your Deep Wound ability can deal based on the values you input

Features :

- Supports the following talents :
  • Trauma
  • 2H Spec
  • Wrecking Crew (Enrage)
  • Blood Frenzy
  • Sword Spec
  • Flurry
  • Death Wish
  • Dual Wield Spec
- Attack Power
- Weapon Damage
- Weapon Speed
- Crit %
- Swing Speed Different than Weapon Speed (haste effects)
- Dual-Wielding
- Custom duration
- Custom Instant attack Rate
- * Death Wish will be used as soon as CD is over *
- 3.1 mode (removed Enrage / Death Wish Double - Dippping)
- Iterations (consecutive tests within the same execution)
- Verbose mode (or rather a summary-only mode)
-----------

1.2 : Flurry & Death Wish Added
1.3 : Added Dual Wield Spec & OH Penalty
1.4 :
  • 3.1 mode (removed Enrage / Death Wish Double - Dippping)
  • Added Iterations (consecutive tests within the same execution)
  • Added Verbose mode (or rather a summary-only mode)
1.5 : Updated Calculations for Fury (Dual Wield)
1.6 :
  • Changed Sword spec proc rate to 10 %, as per 3.2.2 Change
  • Added internal cooldown to sword spec

LIMITATIONS :
- Assumes hit cap
- assumes expertise cap
- assumes attacks coming from behind at all time
- assumes a stationary fight
- assumes infinite rage scenario
- assumes every GCD is used on damaging attacks
- assumes slam is never used (would delay the swing timer)

To-do (wish list) :
- Have GCD used on non-damaging attacks (Rend / Battle Shout / Demo Shout) as an option
- Support Procs (Taste for blood, sudden death)

If you want any features added, you can post it here.

If you got any questions regarding the "Rolling Ticks mechanism" look at the thread linked above.

Thanks to ebs and Kaze for their help on this project.
Attached Files
File Type: zip deep_wound_1.6.zip (3.4 KB, 14 views)

Last edited by Rishkkin; 09-18-2009 at 08:21 AM..
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  #2  
Old 10-24-2008, 08:14 PM
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For those unfortunate souls (such as myself) that happen to be forced into Fury due to lack of a Feral, would yo be able to add Death Wish & Flurry?
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  #3  
Old 10-24-2008, 08:18 PM
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thing is those abilities doesn't have 100 % uptime, so the number they would generate are very biased, unless you simulate a very small timeframe, which in turn defeats the purpose of the simulator.

This is the reason I've put in trauma, but not mangle. If you crit, trauma is applied. Whereas mangle could drop if you druid happened to die.

I could still do it, but like I said, values would be very skewed...
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  #4  
Old 10-24-2008, 09:08 PM
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Flurry Added !
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  #5  
Old 10-24-2008, 09:17 PM
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Woot, this deserves a sticky me thinks. Good stuff rishkkin! ;]
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  #6  
Old 10-24-2008, 10:33 PM
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If you were able to get Flurry in, cant you do the same with Death Wish?
assuming 3/3 Intensify Rage making it an a 2 min 1 sec CD. in a 5 minute fight it wold look something like this
0 min 10 sec DeathWish used
2 min 11 sec DeathWish used
4 min 12 sec DeathWish used

lasts 30 seconds per activation, thus 1 min 30 sec uptime in a 5 min fight.
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  #7  
Old 10-25-2008, 12:08 AM
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psssst
Code:
onSubmit="CalculateDeepWound(); return false;"
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  #8  
Old 10-25-2008, 05:16 AM
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@Fame
Yeah it's what I came up coding when dreaming last night... now I just have to code it for real :P

@BagelBite
What would it change ? Tried it, but didn't saw any "effect" from it. (My Javascript was very rusty when I started that project, so I might have forgot a few thing)
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  #9  
Old 10-25-2008, 09:48 AM
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Version 1.2

- Added Death Wish support, it will be used on every CD, I know that in reality this would use a GCD (Instant Rate) but I don't think this would mess the total calculation (by that much to warrant such a change) if I don't use it.

Last edited by Rishkkin; 10-25-2008 at 09:57 AM..
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  #10  
Old 10-26-2008, 10:21 PM
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Thanks for this, Rish

Interesting results so far.

I intend to graph what happens across different points of this simulation as you increase your haste and your crit rate, to see what sort of returns you get as you increase these two stats.

Right now, it seems like even increasing your swing rate to 1.0secs through haste, your DPS continues to rise (and not fall, like I feared the 1sec delay would do).

I'm considering taking your code and putting it into a C# program so I can simulate this more cleanly, or just modifying it so I can change the input values incrementally and log the output.

Regardless, great work
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  #11  
Old 10-27-2008, 06:31 AM
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I intend to graph what happens across different points of this simulation as you increase your haste and your crit rate, to see what sort of returns you get as you increase these two stats.
This would definitely be helpful, I'm sure that for each stats we could hit some sort of diminishing returns whereas stacking more of that stat provides less benefit than trying to stack the other.

Right now, it seems like even increasing your swing rate to 1.0secs through haste, your DPS continues to rise (and not fall, like I feared the 1sec delay would do)
Good for us then ! I guess the push back being 1 second rather than 2 seconds like I had 1st thought of is a good thing, the 2 seconds delay could definitely have hurt us in the long run. (Successive crits pushing back ticks over and over)

I'm considering taking your code and putting it into a C# program so I can simulate this more cleanly, or just modifying it so I can change the input values incrementally and log the output.
Be my guest :-D (I'll want to try it when you do so :-P)

Last edited by Rishkkin; 10-27-2008 at 08:40 AM..
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  #12  
Old 10-27-2008, 06:13 PM
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1.3 : Added Dual Wield Spec & OH Penalty
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  #13  
Old 10-29-2008, 09:39 AM
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anyone has some results to post ?

5 minutes duration :
1620 AP (unbuffed)
38.26 Crit
[item]Merciless Gladiator's Decapitator[/item]
57/4/0 (trauma, 2H spec, Blood Frenzy, Enrage)

Flurry uptime : 0.00 %
Deep Wounds uptime : 96.49 %
Total Deep Wounds damage : 73417
Max Deep Wounds Tick damage : 670.15
Number of Crits : 114
Total Damage Dealt : 73417
DPS from Deeep Wounds : 244.72
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  #14  
Old 10-29-2008, 10:02 AM
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Work's been hitting me hard this week, haven't had much time to play
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  #15  
Old 10-29-2008, 11:21 AM
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I knwo what you mean :P I'm on-call duty this week again (2 shifts back to back) and have been called 3 times in 4 nights--> lack of sleep is growing...
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  #16  
Old 01-21-2009, 11:29 AM
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I was wondering, would any prot warrior interested in using it ?
I guess I would need to take into account :

(we'd still need to assume infinite rage / HP scenario)

1- 1 hand spec
2- Incite
3- Damage Shield (if this can crit ?)

Anything else I forget ?
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  #17  
Old 01-26-2009, 01:35 AM
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3- Damage Shield (if this can crit ?)
Yes, damage shield can crit and will (since 3.0.2) cause deep wounds.

Nothing better than charging into a group of mobs with recklessness on and seeing the damage shield crits fly.
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  #18  
Old 01-26-2009, 07:11 AM
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Yes, damage shield can crit and will (since 3.0.2) cause deep wounds.

Nothing better than charging into a group of mobs with recklessness on and seeing the damage shield crits fly.
lol, didn't think about that one... I'll have to respec once.. just to try that
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  #19  
Old 04-03-2009, 06:58 PM
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If you don't mind me asking what's the equation(s) that you are using to calculate the DPS from deep wounds. I enjoy doing my own math to calculate my theoretical DPS depending on my stats and I have yet to come up with an equation on my own so any info would be nice.
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  #20  
Old 04-05-2009, 05:05 AM
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sure :

Rolling ticks of Deep Wounds

This thread was a discussion regarding rolling ticks of DWs, I ended up coding a small simulator. When 3.1 comes I will most likely have to update some of the calculations : to avoid double-dipping (weapons spec + enrage effects for example).
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