wow fury sim

Welcome to wow-fury-sim!

If you like my simulator feel free to join my Discord:

Discord link

There you can discuss your results, get notifications when a new patch goes live, read the patch-notes,
or, if you have some good ideas, you can contribute to the wish-list.

Welcome to my fury simulator!

Github link

The project is open-source and can be found on github.
If you have ideas of what you think is missing/would be nice to have join my Discord.

FAQ:

Q: Is this a spreadsheet? How does it work?

A: No, this is not a spreadsheet. This is an actual simulator with world of warcraft classic mechanics.
When the "Run simulator" button is pressed, a character is created, wearing the items, weapons, buffs, and
enchants specified by the drop down menus and checkboxes. Then the following values, which are used
in the simulator, are computed:
- Total attack power
- Weapon skill
- Hit chance
- Haste rating
- Weapons extra hit probability
- Damage multipliers

Where the hit and crit are used to create the following hit tables:
- Main-hand white-hit table
- Off-hand white-hit table
- Two-hand white-hit table (queried for the off-hand when a heroic strike is queued)
- Yellow-hit table

Then a combat phase starts, where X independent fights are simulated. Here the characters weapons will
start to swing towards a target, where white and yellow hits are generated by drawing random samples
from the hit-tables. Rage will be generated and spent on abilities following a configurable ability-policy.
The DPS can then be computed as the average value of the DPS in these simulations. Furthermore, since the
DPS from the simulations approximate a gaussian distribution, one can readily compute the error margins
of the expected value (confidence interval). This is crucial in order to draw conclusions from the results.

Q: Whats the difference between a simulator and a spreadsheet?

A: A spreadsheet performs no simulations, instead it consists of a mash-up of expected values, where
white-hit damage, rage, yellow hits, etc., are modelled. But, since these depend on discrete events, such
as cooldowns, flurry charges, rage-capping, swing timer resets (extra hit), the models will be approximate
and might thus lack crucial details. I believe people have done a great effort in developing such models,
but from the forementioned reasons they will never be as accurate as a simulator!

Q: What equations are used in this simulator?

A: The tables for crit, hit, glancing hits, and weapon skill have all been based on the results presented in
the Attack table github.
Their models have been verified on classic servers, and I can strongly recommend to check it out.

Q: The DPS in the simulator is much higher than what I usually get when I raid. What is wrong?

A: The simulator follows the specified ability rotation with perfect execution,
meaning it does 0 misstakes, 0 missclicks and has near perfect timing with all of its cooldowns.
Furthermore, so does all of it's "raid members", where fearie fire, curse of recklessness,
and sunder armor are assumed to be applied instantly as the fight begins and have no downtime. The bot also
does not wait for the tank to build threat.

Q: Wow, I really love the webdesign from the 90's!

A: Said no one ever...
The reason why this page looks to have a target audience in their 50's is that I have very limited
experience with any web based programming languages. I found something that I understood and stuck to that.
And it works, hey! However, the C++ based simulator and the derivation/interpretation of the results should
be of higher quality, since they are closed to my field of expertise

Load config from file:




Save config to file:




Quick-select:




helmetneckshoulder

backchestwrists

handsbeltlegs

bootsring1ring2

trinket1trinket2ranged

Select weapons:




Select mode:





(Depending on the selected items, these might run for a while. Proposals are displayed in the results section below.)






Select race:




Select enchants:


Helmet Shoulder Back Chest

Wrist Hands Legs Boots

Main-Hand Off-Hand


Presets:


Total points:
(Talents with dotted black lines around them are not implemented.)
Arms
Improved Heroic Strike
Deflection
Improved Rend
Improved Charge
Tactical Mastery
Improved Thunder Clap
Improved Overpower
Anger Management
Deep Wounds
Two-Handed Weapon Specialization
Impale
Axe Specialization
Sweeping Strikes
Mace Specialization
Sword Specialization
Polearm Specialization
Improved Hamstring
Mortal Strike
Fury
Booming Voice
Cruelty
Improved Demoralizing Shout
Unbridled Wrath
Improved Cleave
Piercing Howl
Blood Craze
Improved Battle Shout
Dual Wield Specialization
Improved Execute
Enrage
Improved Slam
Death Wish
Improved Intercept
Improved Berserker Rage
Flurry
Bloodthirst
Protection
Shield Specialization
Anticipation
Improved Bloodrage
Toughness
Iron Will
Last Stand
Improved Shield Block
Improved Revenge
Defiance
Improved Sunder Armor
Improved Disarm
Improved Taunt
Improved Shield Wall
Concussion Blow
Improved Shield Bash
One-Handed Weapon Specialization
Shield Slam


World buffs:











Player buffs:











AQ-books:






Consumables:












Weapon Stones:
Main-hand:



Off-hand:




Talents:





Cooldowns:
(Cooldowns are queued towards the end of the fight, with a one second margin)






Combat policy:





(Got an idea of more options here?)






















Instantly re-queue HS/Cleave after an extra attack has been triggered.
before the extra attack.

Other:




Fight length:



Target settings:



Multi-target mode:






Armor reduction:





Boss debuffs:




Other:












Compute stat weights (adds extra simulations):








Other settings:



Debug:

----------- RESULTS BELOW -----------