Bugfixes and New Features
There have been a number of bugfixes since 530-5. Here are the ones that apply to all tanking classes:
- Vengeance calculations revamped to be more accurate
- Stat weights are now normalized to Stamina for tanks (instead of Strength)
- Fixed base avoidance for all tanking classes (many were too high)
- Fixed level-dependent avoidance modifiers to correct dodge/parry/miss calculations (bosses shouldn’t miss us now)
- Major corrections to attack table calculations, specifically regarding blocks.
- Implemented an “incoming_damage_X” conditional – more on that shortly
- New “Health Gains” pie chart show you your healing breakdown from all sources
- Damage and Healing abilities are now split into separate tables in the Abilities section of the html report
- Command-line option for TMI bosses
- Command-line option for disabling external healing for TMI calculations
- AskMrRobot export link added to scaling section
And of course, there are quite a few paladin-specific changes:
- Selfless Healer talent implemented
- Sanctified Wrath’s +20% healing bonus for protection implemented
- Shield of Glory duration scales properly with holy power spent
- Holy Prism now triggers its 20-second cooldown and costs mana
- Pre-combat Sacred Shield casting is now supported
- Action Priority List improvements
- Sacred Shield precast before combat
- Shield of the Righteous now uses a shifting queue (SH1)
- HotR removed from PTR single-target APL
- Divine Protection added once again
- Devotion Aura implemented
- T16 set bonus detection implemented
- All PTR changes through build 17252 are implemented
The paladin module should be basically feature-complete for live servers now.
There have also been a lot of fixes to the warrior module. Below are the ones that apply to protection, most of which have been motivated by Tengenstein‘s feedback. Two of the other devs (Max and Alex) have been making lots of other changes as well, mostly implementing 5.4 mechanics (which you can enable using the “ptr=1″ option).
- Fixed several bugs with Impending Victory / Victory Rush and Bloodthirst heals
- Fixed a major bug with Shield Barrier that was causing it to ignore AP scaling
- Second Wind talent implemented
- Deep Wounds damage calculation fixed
And while I haven’t been keeping careful notes on the DK module, it too has seen fairly significant upgrades, thanks in part to Mendenbarr, who’s been interacting closely with one of the other developers (Navv).
I want to briefly go over some of these changes in a little more detail.
This is a new conditional for the action priority list that lets you use abilities after taking spike damage. For example, the line
will use Shield of the Righteous if you’ve taken more than 30% of your health worth of damage in the last 1.5 seconds. The time X can be specified in seconds or milliseconds, but has to be an integer. In other words, incoming_damage_5s and incoming_damage_5000ms both work and will give the identical results, but incoming_damage_4.5s will not. If you want to use fractions of a second, you need to specify in milliseconds (i.e. 4500ms for 4.5 seconds).
The new default action priority list for Protection uses this condition on Sacred Shield to produce the SH1 shifting queue we’ve been using in the MATLAB simulations.
The first thing you might notice is that damage and healing spells now each have their own table in the Abilities section. This should make it a lot easier to read, especially for abilities like Light’s Hammer or Holy Prism that do both simultaneously. It should also be easier to detect bugs, like an ability incorrectly doing damage rather than healing.
There’s also a new pie chart in the report that shows your health gains. This chart will show healing received and absorption effects consumed from all sources, including external healers. So not only can you see your own healing breakdown, you can also see how it changes when you add a healer.
Finally, when you simulate stat weights the report will include a link to AskMrRobot that will automatically load your character from the armory and import the stat weights that SimC has generated for the spec that you simmed. This should make it much easier to go back and forth between the two tools to fine-tune optimizations. For example, I’ll often optimize my Ret spec in AMR, then copy the new gear setup into SimC and simulate stat weights. Then I’d transfer those new stat weights back into AMR by hand and re-run the optimization, and repeat the process. This link saves the hand-copying so that each step is only a few clicks.
To make it easier to perform standardized TMI measures, I’ve added a command-line option for TMI bosses. The option tmi_boss=T15H will automatically load the T15H standard TMI boss as your enemy. Just swap T15H with T15N or T15LFR to change which boss you’re up against.
In addition, there are two new options for calculating TMI while healers are present. The player option tmi_self_only=1 will ignore heals and absorbs from external sources while calculating your TMI, so you can sim with healers and still calculate a non-trivial TMI value. Note that it will count effects from your own pets (i.e. Bloodworms). The global option tmi_actor_only=1 will enable this mode for all players and bosses in the simulation.
A word of warning: due to the way absorption effects are calculated, this can give some funky results if you have a Disc Priest healing you. In my own testing, I noticed that often their absorbs would be consumed before Sacred Shield, which can lead to some weird spike behavior. For example, if several attacks in a row are fully absorbed by Power Word:Shield and other absorption effects, those will be treated as full hits for TMI calculations even if you had an unused Sacred Shield bubble active. This mode also ignores overhealing, treating all of your Seal of Insight ticks (and all other self-heals) as if they always heal for the full amount. So don’t be surprised if the results differ when you add a healer, and I’d suggest avoiding the use of Disc Priests.
I’ve made several improvements to the default action priority list. In addition to implementing the shifting queue, I’ve also set it up to pre-cast Sacred Shield and added Divine Protection back into the rotation. In a later patch I’ll probably add GAnK and Ardent Defender and set up conditionals so that we chain cooldowns intelligently instead of blindly stacking them all at once.
I think that the prot module is fully-functional for 5.3 mechanics now, but it’s not feasible for me to test every possible combination of glyphs, talents, actions, and gear. So I’m sure there are still bugs, though hopefully far fewer than the previous builds. That’s where you come in. The more people actively using SimC to test their character, the more likely we’ll stumble across those bugs and fix them.
While it’s fine to discuss potential bugs in the comments here, it’s actually far easier for me and the other devs to manage the process of verifying and correcting bugs if they’re submitted through the Issues system. You’ll need a Google code or Gmail account (I think), but other than that it’s fairly painless. If possible, including the .simc and/or .html files demonstrating the problem is a big help too.
So if you find some spare time this week, please try importing your tank and running some simulations, and let me know if you see anything funny. I’m sort of curious to see whether warriors and death knights are able to achieve much more competitive TMI scores now that their modules have been improved.