Mew was recently updated to 20110412 last week. These were the major changes:
- Dark Intent’s periodic damage increase is now 1/2/3% per 4.1 PTR patch notes.
- Interrupts are reliable per 4.1 patch notes.
- Simulation is now the default model for all new profiles.
- The Simulator now allows for casting Rebirth/Tranquility durring the encounter.
- Furor and Predator’s Swiftness are now modeled by the Simulator.
- Spell Vulnerability/Haste/Crit Taken are specifiable buffs/debuffs (Mostly used for Tranquility/Rebirth, also affects certain trinkets).
- New Simulator script calls getBerserkBaseDuration(), getEncounterDuration(), getElapsedTime(), and isAutoAttackEnabled()
- New Simulator script actions AUTOATTACK_START, AUTOATTACK_STOP.
- The Simulator now expects the script to manage the swing timer.
- Formulation no longer uses Ferocious Bite at all over 25% mob HP.
- New option that will cause Mew to model Glyph of Shred as +1/1/2 ticks.
- BUG: Change potion cooldown. (Was 60 sec is now 120 sec, no DPS impact for encounter durations worth modeling.)
- BUG: Apply the ToTT multiplier to trinket sourced damage procs. (DMC:H is still sub-par compared to other options.)
- BUG: Stampede buff duration is now always 8 sec regardless of the number of points in the talent.
- Numerous other internal changes, please see the SVN commit logs if you are curious.
A couple more 4.1 changes has not made it in yet but are fixed within SVN: Dark Intent bonus reduced to 3%, and Berserk is off the GCD now. At the moment Yawning is looking at updating the Pivot UI to allow the use of the Mew Bear Simulations while I’m doing some work on improving the backend and writing a Chardev importer.
A few weeks ago, I’ve reported that Glyph of Berserk is now better than Glyph of Tiger’s Fury. We’ve since discovered that we could push a little more DPS by expending energy instead of pooling energy while Tiger’s Fury is up. This increases the value of the Glyph of Tiger’s Fury to the point where it gives slightly more DPS than Glyph of Berserk, but it is all very dependent on the duration of the encounter. Some encounter durations favor Glyph of Berserk, but overall, Glyph of Tiger’s Fury is a slight win. However, I would continue to recommend Glyph of Berserk over Glyph of Tiger’s Fury because of the extra utility it gives during encounters that feature burn phases – and the majority of encounters this tier do.
Recently, I’ve been seeing a lot of questions asked about the Relative Stat Values (RSV) produced by Mew. There has been weird RSV results obtained, and I’ve found that in just about all cases, this is caused by running Mew Simulation with insufficient iterations. The default 10k iterations is sufficient to test if one strategy is better than another, or if changing a piece of gear gives any improvement in performance. However, for the purpose of generating RSVs, I would recommend using 1 million iterations.
When Mew Simulation reports DPS results and RSV results, it gives the corresponding 95% confidence limits for the result too. For example if Mew reports “DPS: 22000.00 +/- 10.0″, it means that we are 95% confident that the true mean lies between 21990 and 22010. Running more iterations will reduce the error and give us a mean value that would be more accurate. Running 10k iterations, we are looking at RSVs having values like “Hit Rating: 0.9500 +/- 0.15″, and you can see that the error is unacceptably large to the point where it is being useless to compare against something like “Crit Rating: 1.05 +/- 0.15″. In order for Crit Rating is better than Hit Rating with statistical significance (95% confidence), the RSV measured for Crit Rating needs to be 0.15 * SQRT(2) = 0.212 more than that of Hit Rating. Increasing the number of iterations by 100 times to 1million will reduce the Error by 10 times, to ~0.015 requiring 0.0212 difference in RSV, which is far more acceptable.
We know that Mastery is the best secondary stat, so that will always be the priority. Haste and Critical Strike Rating are sort of the joint second-best, so with the help of Kurenin, I’ve prepared 3 different E359 BIS profiles: Haste Oriented, Crit Oriented, Balanced. These are the results:
|Haste Oriented||Crit Oriented||Balanced||Error|
|Mastery Rating||1.140||1.178||1.162||+/- 0.016|
|Crit Rating||1.049||1.020||1.035||+/- 0.016|
|Haste Rating||0.944||1.094||1.160||+/- 0.016|
|Hit Rating||0.979||0.988||0.981||+/- 0.016|
|Expertise Rating||0.971||0.978||0.973||+/- 0.016|
The error of +/- 0.016 means we require a difference of 0.023 to confirm (with 95% confidence) that one stat is statistically better than another stat.
The results of the Haste-Oriented Profile are not unexpected – Over-pushing Haste Rating causes the value of Haste Rating to fall even below the values of Hit Rating and Expertise Rating. In the Crit-Oriented Profile, Haste Rating’s value increases and is now better than Crit Rating while still belong lower than Mastery Rating.
It is the Balanced Profile that is giving surprising results. It would have been expected that the Balanced Profile provides the highest DPS, where Haste Rating and Crit Rating should have similar values. Instead Haste Rating’s value has been pushed up to the point of being statistically similar as Mastery Rating, while the overall DPS has dropped to below that of the Crit-Oriented Profile.
This is all rather strange and I have not yet worked out the reason for this. It would probably take a few more profiles with varying levels of Crit/Haste balance to get a better picture, but this will take a lot to do. Furthermore I’ve just realized that the profiles had Glyph of Tiger’s Fury instead of Glyph of Berserk which may affect the results. Also, I’m using a newer (unreleased) version of Mew that has the 4.1 Berserk changes in. I’m also looking into testing E372 profiles too.
So much work, so little time….