Extermi wrote:Hi Theck,
for the DPS simulations, did you stay with SoL except for the explicitely seal-twisting XX_XX_EmpS_DPS variants ?
If so, I am wondering if taking e.g. SS_SW_Sera how much DPS can be squeezed out in comparison when SoT is used e.g. in an off-tanking situation when the SoL heals are not needed. This could be a fairer comparison for that case.
Extermi
PS: As for the dip when adding haste. in the _65 data files I found a situation where I dont understand why it delays CS:
1:31.295 crusader_strike
1:31.295 shield_of_the_righteous
1:33.199 holy_wrath
1:34.202 judgment
1:34.402 divine_protection
1:35.208 crusader_strike
It seems to wait doing nothing (probably no filler available?) for a second to wait for HW to become ready, and then still chains judgement although CS is virtually ready, pushing it back. At 3:44 it even waits nearly 3 seconds(!) for HW to be available, casts it shortly before CS is ready again and thus pushes it back.
To me it seems this behavior is what kills the HP generation - pushing back a short-CD HP generator to instead cast a long-CD one. This seems inherent to FCFS and probably just hits some odd breakpoints when modifying haste. In the end, 3s (CS), 4.5s (J) and 15s (HW) have multiple collisions over time, and each time they are favoring one of the longer CD ones due to a split second clash, this hurts survivability.
Which leads me to think that the "dip" in the haste curve is actually a better rotation we hit by luck, and could even be reached with higher (and maybe even lower) haste. Is there any way to program more than just FCFS, something like a decision based on a dynamic weight of time remaining until skill ready divided by length of CD ? At least for the skills that generate HP ?
I'll take a look at this later today. However, you're not looking at the whole story there. You need to include what buffs were active.
For example, I'm going to guess that windsong_haste became active just after that first CS cast. Without that buff, this would have been a standard CS-X-X-CS-J-X (in other words, the last third of the cycle followed by the first third). There was nothing to cast in the first X, but then Holy Wrath became available for the second one, turning it into CS-X-HW-.
However, if windsong_haste procs after CS is cast, it won't reduce CS's cooldown (which has already started) but will reduce the GCD caused by Holy Wrath when it's cast. That creates a short (maybe 10-100 ms) gap between the GCD becoming available after HW is cast and CS coming off of cooldown. A gap that Judgment is happy to fill, pushing CS back.
It's not clear yet if that's what's causing the dip or not. Maybe it's happening all throughout the rotation, and that particular window of haste values somehow removes it from happening. I haven't had time to investigate it yet (maybe this weekend). The easy way to test for it is to repeat the haste plot sim with bloodlust turned off and a different weapon enchant, which is what I plan to do - if the dip is still there, then it's not one of those two factors.
Another thing that could fix that behavior is re-introducing the wait lines after CS and J. In other words,
- Code: Select all
/wait,sec=cooldown.crusader_strike.remains,if=cooldown.crusader_strike.remains<0.3
Which would force the sim to wait up to 300ms for CS to come off of cooldown, and prevent it from pushing CS back in these sorts of cases. I took those lines out because with the merging of spell and melee haste, we shouldn't have a disparity between GCD times anymore. But it may still be necessary due to dynamic haste effects.