I updated the second post to include these results, but since most of you are probably going to look here first, I figured I'd copy and paste them here also. I'll be updating the original post sometime in the next couple days when I finish up my editing of the m file.
Here are some simulation results combined with in game data to show how well my simulator is working. For each case I used the skills indicated in the tables. For the case of pinpoint barrier, I added 5 CC to the base stats. I used 114 max AP for Storm Armor and 94 without. I did a total of 3 case studies with varying overall attack speed. I used the same gear and just swapped between a 1.2, 1.5, and 1.77 APS weapon with 52% IAS on gear.
Base Stats:
APoC=19;
CC=0.505;
MaxAP=114; (94 with prismatic or pinpoint barrier)
APregen=10;
DSprism=0;
DSds=0;
Evocation=1;
CB=1;
Conduit=0;
SimDuration=VARIED;
Mobs=1;
AS=VARIED;
MobAttackRate=1;
DSabsorbs=1;
MobAttackDelay=MobAttackRate;
Simulations=300;
WWuptime=1;
ReactionTime=0.01;
Case 1: AS = 2.6904
|
| Storm Armor | Shocking Aspect | Pinpoint | Shards | DPS Mult | Rel DPS | Simuated dps | Rel Simulated DPS |
| | | | 3.01 | 1 | 3.09 | 1.00 |
| | x | x | 3.53 | 1.17 | 3.57 | 1.16 |
| | | x | 3.42 | 1.14 | 3.43 | 1.11 |
| | x | | 3.04 | 1.01 | 3.19 | 1.03 |
| x | | | x | 3.82 | 1.27 | 3.84 | 1.24 |
| x | | | | 3.47 | 1.15 | 3.49 | 1.13 |
| x | x | | | 4.60 | 1.53 | 4.69 | 1.52 |
| x | x | | x | 4.85 | 1.61 | 5.02 | 1.62 |
Case 2: AS = 2.28
|
| Storm Armor | Shocking Aspect | Pinpoint | Shards | DPS Mult | Rel DPS | Simuated dps | Rel Simulated DPS |
| | | | 2.95 | 1 | 2.83 | 1.00 |
| | x | x | 3.48 | 1.18 | 3.42 | 1.21 |
| | | x | 3.12 | 1.06 | 3.14 | 1.11 |
| | x | | 3.04 | 1.03 | 3.1 | 1.1 |
| x | | | x | 3.58 | 1.21 | 3.59 | 1.27 |
| x | | | | 3.20 | 1.08 | 3.29 | 1.16 |
| x | x | | | 4.20 | 1.42 | 4.43 | 1.57 |
| x | x | | x | 4.56 | 1.54 | 4.74 | 1.67 |
Case 3: AS = 1.824
|
| Storm Armor | Shocking Aspect | Pinpoint | Shards | DPS Mult | Rel DPS | Simuated dps | Rel Simulated DPS |
| | | | 2.69 | 1 | 2.61 | 1.00 |
| | x | x | 3.25 | 1.21 | 3.10 | 1.19 |
| | | x | 2.90 | 1.08 | 2.88 | 1.10 |
| | x | | 2.74 | 1.02 | 2.81 | 1.08 |
| x | | | x | 3.72 | 1.38 | 3.43 | 1.31 |
| x | | | | 3.05 | 1.13 | 3.17 | 1.21 |
| x | x | | | 4.02 | 1.49 | 4.13 | 1.58 |
| x | x | | x | 4.17 | 1.55 | 4.41 | 1.69 |
The dps columns are as follows:
DPS Mult = the number you multiply your char sheet dps by to get your effective dps
Rel DPS = relative fractional dps gain from the skill sets, compared to the all defensive build
Simulated dps = DPS multiplier obtained from the simulator. This should compare directly to the DPS Mult value
Rel Simulated DPS = relative fractional dps gain from the skill sets estimated by the simulator
As you can see the simulator has good agreement with the in game testing. It does appear to overestimate the shocking aspect contribution, which can be fixed by tweaking the empirical formula used. The Storm Armor results seem to not agree as well for Case 2 and 3 as Case 1, but I think that was mostly just RNG since the Storm Armor strikes can be pretty sporadic.
For reference, the empirical formula used is
WWsacoef = - 0.8737 * AS + 4.8035
where WWsacoef is the adjusted number of SA procs from WW per CM proc. In other words, if a tic from WW would proc CM, it also procs SA (WWascoef) times. This is only used for WW. CR, DS, and any other skills are all treated the same as CM at a 1:1 ratio.