Player Warrior_Fury_T19H attempting 'use_item' action with item 'draught_of_souls' which is not currently equipped.
Player Warrior_Arms_T19H attempting 'use_item' action with item 'draught_of_souls' which is not currently equipped.
Player Warrior_Arms_T19H attempting 'use_item' action with item 'kiljaedens_burning_wish' which is not currently equipped.
Priest_Shadow_T19H-potion: Unable to convert buff.bloodlust.react|target.time_to_die<=80|enemy_health_pct<35&cooldown.power_infusion.remains<30) into RPN
Simulation has been canceled during player setup! (thread=0)                     
Priest_Shadow_S2M_T19H-potion: Unable to convert buff.bloodlust.react|target.time_to_die<=80|enemy_health_pct<35&cooldown.power_infusion.remains<30) into RPN
close

SimulationCraft 715-02

for World of Warcraft 7.1.5 Live (wow build level 23360, git build 04e8fa4)

Current simulator hotfixes

Death Knight

Tag Spell / Effect Field Hotfixed Value DBC Value
2017-01-10 Portal to the Underworld damage increased by 33%.
Dragged to Helheim (effect#1) ap_coefficient 1.60 1.20

Druid

Tag Spell / Effect Field Hotfixed Value DBC Value
2016-12-18 Incorrect spell level for starfall damage component.
Starfall spell_level 40.00 76.00

Hunter

Tag Spell / Effect Field Hotfixed Value DBC Value
2017-1-8 Spelldata claims that Marking Target's rppm was buffed from 5 to 6.5, but testing shows higher.
Hunter's Mark rppm 7.20 6.50
2016-10-10 Instincts of the mongoose effect increased from 10% to 20%
(effect#1) base_value 0.00 0.00 Verification Failure (10.00)

Mage

Tag Spell / Effect Field Hotfixed Value DBC Value
2017-01-20 5% SN Damage
Supernova (effect#2) sp_coefficient 1.78 1.70
2017-01-20 5% NT AOE Damage
Nether Tempest (effect#1) sp_coefficient 0.05 0.05
2017-01-20 5% NT Damage
Nether Tempest (effect#1) sp_coefficient 0.05 0.05
2017-01-20 5% AO Damage
Arcane Orb (effect#1) sp_coefficient 5.25 5.00
2017-01-20 nerf amp to 12%
Amplification (effect#1) base_value 12.00 15.00
2017-01-20 5% AM damage
Arcane Missiles (effect#1) sp_coefficient 0.47 0.44
2017-01-20 5% AE damage
Arcane Explosion (effect#1) sp_coefficient 0.79 0.75
2017-01-20 5% ABarr damage
Arcane Barrage (effect#1) sp_coefficient 1.36 1.30
2017-01-20 5% AB damage
Arcane Blast (effect#1) sp_coefficient 2.02 1.92
2017-01-20 Hotfix OP to 60% from 70%
Overpowered (effect#1) base_value 30.00 40.00
2017-01-11 Incorrect spell level for Frozen Orb Bolt.
Frozen Orb spell_level 57.00 81.00

Mark of the Distant Army

Tag Spell / Effect Field Hotfixed Value DBC Value
2017-01-10 Set Velocity to a reasonable value.
Mark of the Distant Army prj_speed 40.00 1.00

Paladin

Tag Spell / Effect Field Hotfixed Value DBC Value
2017-01-24 Crusade now increases damage by 3% per stack (down from 3.5%).
Crusade (effect#1) base_value 30.00 35.00
2017-01-24 Crusade now increases Haste by 3% per stack (down from 3.5%).
Crusade (effect#2) base_value 30.00 35.00
2017-01-24 Blade of Justice damage increased by 20%, unchanged in PvP.
Blade of Justice (effect#2) base_value 540.00 450.00

Nothing to report

Sum of all Simulation Durations is zero.

Simulation & Raid Information

Iterations: 3750
Threads: 2
Confidence: 95.00%
Fight Length: 0 - 0 ( 0.0 )

Performance:

Total Events Processed: 0
Max Event Queue: 0
Sim Seconds: 0
CPU Seconds: 1.1200
Physical Seconds: 0.6119
Speed Up: 0

Settings:

World Lag: 100 ms ( stddev = 10 ms )
Queue Lag: 5 ms ( stddev = 1 ms )

Raw Ability Summary

Character Unit Ability Id Total DPS Imp/Min Hit Crit Count Impacts Crit% Avoid% G% B% Interval Combined Duration

APM

Average number of actions executed per minute.

APS

Average absorption per active player duration.

Constant Buffs

Buffs received prior to combat and present the entire fight.

Count

Average number of times an action is executed per iteration.

Crit

Average crit damage.

Crit%

Percentage of executes that resulted in critical strikes.

DPE

Average damage per execution of an individual action.

DPET

Average damage per execute time of an individual action; the amount of damage generated, divided by the time taken to execute the action, including time spent in the GCD.

DPR

Average damage per resource point spent.

DPS

Average damage per active player duration.

DPSE

Average damage per fight duration.

DTPS

Average damage taken per second per active player duration.

HPS

Average healing (and absorption) per active player duration.

HPSE

Average healing (and absorption) per fight duration.

HPE

Average healing (or absorb) per execution of an individual action.

HPET

Average healing (or absorb) per execute time of an individual action; the amount of healing generated, divided by the time taken to execute the action, including time spent in the GCD.

HPR

Average healing (or absorb) per resource point spent.

Impacts

Average number of impacts against a target (for attacks that hit multiple times per execute) per iteration.

Dodge%

Percentage of executes that resulted in dodges.

DPS%

Percentage of total DPS contributed by a particular action.

HPS%

Percentage of total HPS (including absorb) contributed by a particular action.

Theck-Meloree Index

Measure of damage smoothness, calculated over entire fight length. Related to max spike damage, 1k TMI is roughly equivalent to 1% of your health. TMI ignores external healing and absorbs. Lower is better.

TMI bin size

Time bin size used to calculate TMI and MSD, in seconds.

Type

Direct or Periodic damage.

Max Spike Damage Frequency

This is roughly how many spikes as large as MSD Mean you take per iteration. Calculated from TMI and MSD values.

Dynamic Buffs

Temporary buffs received during combat, perhaps multiple times.

Glance%

Percentage of executes that resulted in glancing blows.

Block%

Percentage of executes that resulted in blocking blows.

Id

Associated spell-id for this ability.

Ability

Name of the ability.

Total

Total damage for this ability during the fight.

Hit

Average non-crit damage.

Interval

Average time between executions of a particular action.

Avg

Average direct damage per execution.

Miss%

Percentage of executes that resulted in misses, dodges or parries.

Origin

The player profile from which the simulation script was generated. The profile must be copied into the same directory as this HTML file in order for the link to work.

Parry%

Percentage of executes that resulted in parries.

RPS In

Average primary resource points generated per second.

RPS Out

Average primary resource points consumed per second.

Scale Factors

Gain per unit stat increase except for Hit/Expertise which represent Loss per unit stat decrease.

Gear Amount

Amount from raw gear, before class, attunement, or buff modifiers. Amount from hybrid primary stats (i.e. Agility/Intellect) shown in parentheses.

Stats Raid Buffed

Amount after all static buffs have been accounted for. Dynamic buffs (i.e. trinkets, potions) not included.

Stats Unbuffed

Amount after class modifiers and effects, but before buff modifiers.

Ticks

Average number of periodic ticks per iteration. Spells that do not have a damage-over-time component will have zero ticks.

Ticks Crit

Average crit tick damage.

Ticks Crit%

Percentage of ticks that resulted in critical strikes.

Ticks Hit

Average non-crit tick damage.

Ticks Miss%

Percentage of ticks that resulted in misses, dodges or parries.

Ticks Uptime%

Percentage of total time that DoT is ticking on target.

Ticks Avg

Average damage per tick.

Timeline Distribution

The simulated encounter's duration can vary based on the health of the target and variation in the raid DPS. This chart shows how often the duration of the encounter varied by how much time.

Waiting

This is the percentage of time in which no action can be taken other than autoattacks. This can be caused by resource starvation, lockouts, and timers.

Scale Factor Ranking

This row ranks the scale factors from highest to lowest, checking whether one scale factor is higher/lower than another with statistical significance.

TMI Range

This is the range of TMI values containing 95.00% of the data, roughly centered on the mean.

TMI/MSD Window

Window length used to calculate TMI and MSD, in seconds.

Max Spike Damage

Maximum amount of net damage taken in any N-second period (default 6sec), expressed as a percentage of max health. Calculated independently for each iteration. 'MSD Min/Mean/Max' are the lowest/average/highest MSDs out of all iterations.

Error

Estimator for the 95.00% confidence interval.

Range

This is the range of values containing 95.00% of the data, roughly centered on the mean.

Fight Length

Fight Length: 300.00
Vary Combat Length: 0.20

Fight Length is the specified average fight duration. If vary_combat_length is set, the fight length will vary by +/- that portion of the value. See Combat Length in the wiki for further details.