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Is your feature request related to a problem? Please describe.
For dual wielding auto attacks, your crit chance is capped lower than your abilities crit chance - autos are single roll, which can miss or glance, which cannot crit. This means that each specific simulation character with different hit/exp/crit has different auto attack crit caps, and will run into strange simulation results when going over or under their crit cap, if they are unaware of the mechanic, or simply if they didn't realize a specific setting/gear gave them wasted crit past their cap, or increased their cap and realized more crit from simply adding some hit.
As an example, the regular phase 2 BIS ring for an Assassination Rogue is Loop of the Agile, which gives crit rating, and is slightly better in almost all setups over Band of Lights, which gives hit rating. If you specifically have fairly low hit and the Dark Matter trinket (which gives a large amount of crit on proc), then you are sufficiently over crit cap during the Dark Matter proc and Band of Lights will suddenly sim better than Loop of the Agile.
Describe the solution you'd like
I am not sure the best implementation, but for my data-hungry brain I would love to see a breakdown of:
Auto attack crit cap statically
Auto attack crit cap during crit-increasing temporary buffs available to the current simulation character
Your crit in relation to both of those
Maybe when hovering over your "Melee Crit" stat on the display tab.
That being said, knowing which procs give you crit is likely too much hardcoding, and maybe the sim should just display it in the results tab somehow - maybe measure each auto attacks attack table, and if you're crit capped, note a number of auto attacks that were X% over crit cap? Some sort of warning when the sim runs and finds itself over crit cap?
Additional context
I mostly write this to raise awareness and start brainstorming, this is an issue that is only very rarely relevant now, but will become more relevant as the public starts to sim higher crit chance characters eg. Icecrown Citadel gearing.
The text was updated successfully, but these errors were encountered:
secretbis
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this issue
Oct 8, 2023
Added in the form of a new spec-gated row in the character stats pane
Text is green if below crit cap, red if above, white if equal
Tooltip includes several details about said crit cap, including mechanics modifiers, cap final value, and how much the cap can be raised.
Resolveswowsims#2774
Added in the form of a new spec-gated row in the character stats pane
Text is green if below crit cap, red if above, white if equal
Tooltip includes several details about said crit cap, including mechanics modifiers, cap final value, and how much the cap can be raised.
Resolves#2774
Is your feature request related to a problem? Please describe.
For dual wielding auto attacks, your crit chance is capped lower than your abilities crit chance - autos are single roll, which can miss or glance, which cannot crit. This means that each specific simulation character with different hit/exp/crit has different auto attack crit caps, and will run into strange simulation results when going over or under their crit cap, if they are unaware of the mechanic, or simply if they didn't realize a specific setting/gear gave them wasted crit past their cap, or increased their cap and realized more crit from simply adding some hit.
As an example, the regular phase 2 BIS ring for an Assassination Rogue is Loop of the Agile, which gives crit rating, and is slightly better in almost all setups over Band of Lights, which gives hit rating. If you specifically have fairly low hit and the Dark Matter trinket (which gives a large amount of crit on proc), then you are sufficiently over crit cap during the Dark Matter proc and Band of Lights will suddenly sim better than Loop of the Agile.
Describe the solution you'd like
I am not sure the best implementation, but for my data-hungry brain I would love to see a breakdown of:
Maybe when hovering over your "Melee Crit" stat on the display tab.
That being said, knowing which procs give you crit is likely too much hardcoding, and maybe the sim should just display it in the results tab somehow - maybe measure each auto attacks attack table, and if you're crit capped, note a number of auto attacks that were X% over crit cap? Some sort of warning when the sim runs and finds itself over crit cap?
Additional context
I mostly write this to raise awareness and start brainstorming, this is an issue that is only very rarely relevant now, but will become more relevant as the public starts to sim higher crit chance characters eg. Icecrown Citadel gearing.
The text was updated successfully, but these errors were encountered: