TrainingGrounds has been updated for build 21531.
http://wow.curseforge.com/addons/traininggrounds/files/2-training-grounds-demo-2016-04-21a/
We've updated Strike of the Windlord's attack power and cost, and we've also changed the order SotW and FoF appear in the tutorial.
(SE&F was already using build 21531 mechanics.)
...
Additionally, we've gone back and updated the old Spinning Crane Kick calculator with the latest numbers and mechanics.
Thursday, April 21, 2016
Monday, April 18, 2016
TrainingGrounds demo
We've created a playable demo of TrainingGrounds.
TrainingGrounds is a combat simulator addon which is played inside of World of Warcraft.
TrainingGrounds is a combat simulator addon which is played inside of World of Warcraft.
It is currently uploaded to http://wow.curseforge.com/addons/traininggrounds/files/2-training-grounds-demo-2016-04-21a/.
Place it in your addons folder, move to a safe place in-game, and type /tg to play.
Place it in your addons folder, move to a safe place in-game, and type /tg to play.
This demo may be relevant to you if:
- you do not currently have access to the Legion alpha, and you do not mind playing a crude approximation of 7.0 Windwalker Monk with mechanics only as accurate as Wowhead's datamined tooltips.
- you do have access to the Legion alpha, but you would like to see how you play at 50% haste with the as-of-yet unreleased changes to SE&F.
The demo is designed for players who are already familiar
with the Warlords Windwalker Monk
rotation. There is a
"tutorial" which explains the basic controls, but no attempt is made
to teach you how to play effectively.
There are many other features missing from the game. One such feature is actionbar
customization. You cannot rearrange
spells on your actionbar. Sorry about
that. We wanted to get this demo into a
playable state as soon as possible, and this wasn't a priority.
If you decide to play this demo, let us know if any of the existing abilties or game mechanics feel wrong or inaccurate. (For
example, we're not sure if the recent change to Roll is just a tooltip error.) Our top priority at the moment is fixing any broken class mechanics.
Known issues
Automatic shutdown on
Lua Error
The current build will automatically shut down if it detects
a Lua Error... even if that error didn't originate from TrainingGrounds. We recommend using the "Display Lua
Errors" option in the Interface > Help menu.
Misaligned text
Occasionally, a fontstring will become misaligned. In the example shown, the text is incorrectly
centered instead of left-aligned. There
is some evidence that this is a bug in World of Warcraft, so we may have to
find a workaround instead of fixing it.


Aspect ratio
distortion
The game was designed for windowed mode. Depending on the aspect ratio of your
monitor, the game window may appear distorted when World of Warcraft is played
in fullscreen mode.
Where do we go from here?
There are a lot of
things that need doing before we can pretend this addon is even remotely
feature complete. At the very least, we
want to implement the remaining Windwalker abilities (defensive cooldowns),
allow actionbar customization, and rewrite the program to be more
class-agnostic. Our long-term goal for
this addon is to support different classes and specializations, including
specializations that do not, technically, exist.
Friday, April 8, 2016
Spinning Crane Calculator
If You're Reading This, The Page Hasn't Broken (Yet)
Big change to WW rotation recently. We made this calculator. We were bored.
Fill out this form according to your current situation, or just leave in the default values if they sound close enough. Then click Calculate.
---
Join us next time, when we'll work on a "when should you press SEF" calculator. Or not. Maybe we have something else planned for next time. Ooh, the anticipation is kil[Lua Error: attempt to index field '?' (a nil value)]
- Disclaimer -
This calculator is designed to tell you whether you could
press Spinning Crane Kick in lieu of another button at some hypothetical point
in time when you already have an arbitrary number of stacks. We make no statement on whether it is a good
idea to acquire those stacks if you do not already have them. Because that's starting to sound like Actual
Math.
Fill out this form according to your current situation, or just leave in the default values if they sound close enough. Then click Calculate.
Join us next time, when we'll work on a "when should you press SEF" calculator. Or not. Maybe we have something else planned for next time. Ooh, the anticipation is kil[Lua Error: attempt to index field '?' (a nil value)]
Monday, April 4, 2016
Progress report
It's been a few weeks since our last video and we figured this was a good time to post an update regarding addon development.
That's all for now.
That's all for now.
Friday, March 18, 2016
Posthaste
Haste is now assuredly more consequential
We were never a fan of Haste in build 21215. You might have noticed already, but all the videos in the previous post were recorded with 0 haste. As we'll discuss further down the page, haste was the stat to avoid, just as mastery is currently the stat to avoid in Warlords. There wasn't much point in showing you our rotation at 30% or 50% haste if doing so would compromise our throughput. (After all, who* wants to push more buttons and deal less damage?)* ...okay, but besides me, who wants to do that?
It turns out the developers didn't think haste was all that
great either, and they overhauled it for quite a few classes.
For Monks, Haste now decreases the cooldown of Fists of Fury, Whirling
Dragon Punch?, Rising Sun Kick, and Rushing Jade Wind*.
* It already decreases the cooldown of Rushing Jade
Wind.
To explain how much of
a difference this makes, we compiled a table of every haste benefit we could
think of, spanning from Warlords to Legion ... to Legion again.
We should mention that we are bad at designing tables, so we hid this
one away inside this spoiler tag that may or may not work when you click on it.
Haste benefits
Warlords
|
Legion, build 21215
|
Legion, build 21249
|
|
Faster autoattacks
|
Depending on the encounter, autoattacks were worth 15-20% of our
damage in entry-level gear, and 10-15% of our damage in full HfC gear.
|
Autoattack value unknown
|
Autoattack value unknown
|
Faster channeled spells and DoT effects
(does not affect total spell damage)
|
Fists of Fury, Rushing Jade Wind
|
Fists of Fury, Spinning Crane Kick, Rushing Jade Wind
|
Fists of Fury, Spinning Crane Kick, Rushing Jade Wind
|
Faster Energy generation
|
Increased benefit from the Ascension talent.
Additional Spinning Crane Kicks (weak AOE).
|
Increased benefit from the Ascension talent
|
Increased benefit from the Ascension talent
|
Additional Jabs/Tiger Palms (as a consequence of faster Energy
generation)
|
Jab does weak damage but may proc free Tiger Palm (maintenance buff)
or Blackout Kick / Chi Explosion, worth 1-2 Chi
|
Jab does weak damage but may proc free Blackout Kick, worth 1 Chi
|
Jab does weak damage but may proc free Blackout Kick, worth 1 Chi
|
More Chi (as a consequence of additional Jabs/Tiger Palms)
|
Additional Blackout Kicks / Chi Explosions. These attacks do moderate damage and generate
Tigereye Brew stacks.
|
Additional Blackout Kicks / Spinning Crane Kicks. These attacks do light damage and have no
additional effects.
|
Additional Blackout Kicks / Spinning Crane Kicks. These attacks do light damage and have no
additional effects.
|
More Tigereye Brew (as a consequence of additional Blackout Kicks /
Chi Explosions)
|
Tigereye Brew stacks are consumed to temporarily increase all damage by up to 60%
|
N/A
|
N/A
|
Reduced cooldowns
|
Rushing Jade Wind (moderate AOE)
|
Rushing Jade Wind (moderate AOE)
|
Rushing Jade Wind (moderate AOE), Whirling Dragon Punch? (strong
AOE), Rising Sun Kick (moderate ST), Fists of Fury (strong all-purpose)
|
Don't want to look at all that? That's okay, we probably got the details
wrong. We'll summarize the important
stuff:
In Warlords, we get more Blackout
Kicks/Chi Explosions (moderate attack) and more Rushing Jade Winds (moderate talent). That alone increases our
damage by a fair amount, but we also generate Tigereye Brew more often (as a
side effect from BoK/CHEX). TEB stacks
are consumed to temporarily boost all
damage by 60% -- that includes the
damage from our strongest attacks,
which are otherwise unaffected by haste.
So, Haste didn't let us use our strongest attacks more frequently,
but in return we got to amplify their
damage more often, and so it stayed useful to us. We reluctantly admit
that doesn't sound much like "haste".
In fact that sounds like a more active version of our existing Mastery*.
* which is
kind of amusing because our original Mastery back in Mists was a more active version of our Haste
In Legion build 21215, we get many more
Blackout Kicks (which is now a weak
attack) and slightly more Rushing Jade Winds (moderate talent)... and
that's it. Tigereye Brew is no longer
linked to how many BoKs we use, and haste doesn't affect any of our other abilities.
There was some talk recently about how Feral Druids (in Warlords) avoid haste because it doesn't
affect their bleed damage at all, and their direct damage isn't strong enough in
comparison to take haste over another stat which does affect bleed. Replace Shred+Ferocious
Bite with Blackout Kick and you have an idea of how this works out for monks.
In Legion build 21249, we get many more
Blackout Kicks/Spinning Crane Kicks (weak attacks) and slightly more Fists of Fury (very strong
attack), Rising Sun Kicks (moderate attack), Whirling Dragon Punch?es (strong
talent), and Rushing Jade Winds (moderate talent).
So, Haste finally lets us use our strongest attacks more
frequently. And if that sounds familiar,
there was going to be a stat in Warlords
that did the same thing -- Readiness -- but they ultimately shelved it because it
"doesn't compare well* against [other] secondary stats". Combining it with haste sounds like a nice
compromise.
* In its place, we got Versatility. Do I sound bitter? Tryin' to sound bitter here.
What's our maximum APM?
Pop quiz! Let's say I
mistype a number in the monk simulator and give myself 50% Haste. Also, the cost of Tiger Palm mysteriously
drops to 30 while nobody's looking.
What's our maximum APM?
It's not 60. I've
heard some of you say it's 60, but it's not 60.
Each individual tick of Fists of Fury does not count as its own
action. Off-GCD abilities do count as their own actions.
(Standard Disclaimer: everything written in Dagnerous Padna's bolg
is based on napkin math and may contain glaring inaccuracies.)
(Special Disclaimer: the following
message is based on napkiner math and
may contain glaringer inaccuracies.)
At 50% Haste, cooldowns and channel times are reduced to
(1/1.5) = ⅔ of their normal amount.
Fists of Fury lasts for 2⅔ seconds at 50% Haste
Each Fists of Fury is 1⅔ APM "lost" (because we're not taking any actions while it channels)
Fists of Fury lasts for 2⅔ seconds at 50% Haste
Each Fists of Fury is 1⅔ APM "lost" (because we're not taking any actions while it channels)
How many Fists of Fury do we use per minute?
Fists of Fury has a 16 second cooldown at 50% Haste
Fists of Fury has a 16 second cooldown at 50% Haste
If we don't take Serenity, we simply use Fists of Fury 3.75
times per minute
for a total of 6.25 APM lost
If we're hitting a button every second we're not channeling FoF, that brings us down from 60 APM to 53.75 APM (on GCD)
for a total of 6.25 APM lost
If we're hitting a button every second we're not channeling FoF, that brings us down from 60 APM to 53.75 APM (on GCD)
But if we do take
Serenity (and if our goal is maximum APM, we really should), we use 7 Fists of Fury every 96 seconds (delaying each Serenity 6
seconds so we can fit two FoFs inside the 10-second buff)
7 FoFs per 96 seconds is the same as 4.375 FoFs per minute.
4.375 times per minute, we lose 1⅔ APM
which is a total of 7.2917 APM lost
If we're hitting a button every second we're not channeling FoF, that brings us down from 60 APM to 52.7083 APM (on GCD)
7 FoFs per 96 seconds is the same as 4.375 FoFs per minute.
4.375 times per minute, we lose 1⅔ APM
which is a total of 7.2917 APM lost
If we're hitting a button every second we're not channeling FoF, that brings us down from 60 APM to 52.7083 APM (on GCD)
Now we add in our off-GCD abilities:
If we take Serenity, we'll use it every 96 seconds: +0.625 APM
If we don't take Serenity, we'll use Tigereye Brew instead: +⅔ APM
If we take Xuen: +⅓ APM
If we take Energizing Elixir: up to 1 APM
Touch of Karma: up to ½ APM
If we take Serenity, we'll use it every 96 seconds: +0.625 APM
If we don't take Serenity, we'll use Tigereye Brew instead: +⅔ APM
If we take Xuen: +⅓ APM
If we take Energizing Elixir: up to 1 APM
Touch of Karma: up to ½ APM
There are plenty of other ways to gain additional actions: Diffuse Magic, canceling SE&F or Flying Serpent Kick, Rolling in between GCDs, etc. (Then there's interrupts, potions, extra action buttons, and so on -- but those actions aren't exclusive to Monks, so you might not consider them part of your rotation.)
So, depending on our talent choices and encounter details, we can expect our top speed to be somewhere in the neighborhood of 53-55 APM.
Of course, we can also lose
APM, either through mistakes in rotation, or in situations where the enemy is
unattackable. Diffuse Magic's nerf and
Nimble Brew's removal may finally get us to back off when the boss does something
nasty.
Finally, this model assumes we have unlimited
resources. In practice, we won't have
enough resources to fill every single GCD, even at 50% haste.
Next time...
That was a lot of words just now. We were going to talk about "interesting" vs "boring" artifact traits this week, but we'll save that for later.Sunday, March 6, 2016
Tier 19
Today we're going to examine how the upcoming Tier 19 set bonuses might appear in your rotation.
* Specifically, we're going to examine how they might appear in your rotation if Strike of the Windlord's cooldown were 45 seconds instead of 40 seconds, because we're just that bad at reading numbers off Wowhead.
* Specifically, we're going to examine how they might appear in your rotation if Strike of the Windlord's cooldown were 45 seconds instead of 40 seconds, because we're just that bad at reading numbers off Wowhead.
This first video shows off the fastest singletarget build we
could come up with. It's anyone's guess
whether this talent setup is actually worth using; we just wanted to maximize singletarget
APM.
We managed
36 APM with Serenity. In Warlords, we had about 46 APM.
Our second video shows off a typical AOE build.
Even without
Serenity, we managed 38 APM here.
Windwalker AOE is considerably faster than ST.
Windwalker AOE is considerably faster than ST.
The third video shows off the slowest possible playstyle we could come up with. Pay special attention to how many times we use
Strike of the Windlord and (non-Combo Breaker) Blackout Kick.
28 APM. Quick reminder that some classes get 40 APM
baseline.
Set bonus details
(2) Set: RSK cooldown reduced by 2 seconds.
We can now easily fit three RSKs in between every FoF. That's about all the nice things we can say
about it.
Against a single target, this effect chews up an additional
5 chi per minute, when we're already starved for chi. As we saw in the above video, some talent
combinations can't even afford the
extra RSKs without dropping some other spell (SotW) from the rotation entirely. (It is
possible to afford RSK+SotW if we take Energizing Elixir, though we don't
believe this distinction will survive the first balancing pass.)
Against multiple targets, this effect is almost worse than nothing. Consider that in AOE fights,
·
we prefer
RJW over RSK as our primary chi consumer;
·
we want
to take SDS; and
·
reducing
the cooldown of RSK only makes SDS harder to use.
(4) Set: Using three sequentially different abilities increases Mastery (damage multiplier) by X%.
This appears to be an enhanced version of Combo Strikes, and it presumably wears off as soon as the player uses the same attack twice in a set of three. This is an intimidating set effect, and we don't yet know
whether the damage bonus kicks in for
the third attack, or after the third
attack.
If it's the former, then our rotation is hardly affected at
all and we can simply enjoy the damage bonus for our strongest attacks; the
only thing we want to avoid is TPing twice in a row before a strong attack (and
if we took Hit Combo, we're already looking out for that).
TP > BoK > TP > (bonus activates) FoF > (bonus ends) TP > (bonus activates) RSK >
On the other hand, if the damage bonus doesn't apply until after the third attack, this makes our
rotation considerably more difficult. Our
3-chi abilities become very tricky to use, as we need to plan about 4
moves ahead in order to gain the damage bonus.
TP > BoK > CW (bonus activates) > TP > FoF > (bonus ends) TP > RSK (bonus activates) >
Hopefully this isn't the case.
Either way, mind you, this is probably the nail in the
coffin for Serenity.
If somebody asked us for suggestions, we'd say...
Windwalker Monks can't afford either set bonus. We desperately need an additional source of energy
and/or chi (super-rare legendary gear drops don't count) before we even take set bonuses into account. We would remind
you that we are a single-minded blog concerned only with Fasts Per Minute. So, how would we adjust the effects while keeping them
in the spirit of the original?
2pc set bonus: increase
the cooldown of RSK by X%, and
also increase the damage of RSK by Y%.
This still increases the effectiveness of RSK overall, while leaving us more chi with which to furiously press buttons, and
it doesn't impair our AOE rotation.
4pc set bonus: Using three sequentially different abilities increases Haste (instead of Mastery) by
Z%. The 4pc set bonus is going to be a
pain no matter what; any time we have to stop and think about what buttons to
press is ... well, it's more time thinking and less time pressing buttons. So if we have to do that, at least give us a
fun reward. Haste is more fun than
Mastery, and it would be nice to get haste from a set bonus as we'll be avoiding it on gear.
Next time, we'll talk about what makes a stat, talent, or
artifact trait "interesting" vs "boring", and we'll talk
about why Haste is the new Mastery.
Saturday, March 5, 2016
Intermission
It's been a few months.
Here's what's changed, in order of severity:
Inner Peace now
increases maximum energy by 30 at rank 3.
We now have 130 max energy after upgrades, not counting relics.
We now have 130 max energy after upgrades, not counting relics.
Hit Combo doesn't
actually proc from what we think of as "combos"; we have a full ten seconds of leeway between attacks.
This is concerning because without rewarding us for making back-to-back chained attacks, there is little imperative for the devs to give us a fast rotation.
This is concerning because without rewarding us for making back-to-back chained attacks, there is little imperative for the devs to give us a fast rotation.
Tornado Kick has been
redesigned and is now a boring damage increase to RSK. It no longer counts as a separate ability
from Blackout Kick.
This makes Serenity considerably less useful, and it makes the Hit Combo+Serenity combination nigh useless.
This makes Serenity considerably less useful, and it makes the Hit Combo+Serenity combination nigh useless.
Strike of the SkyWindlord
now deals damage equivalent to Rising Sun Kick in a cone-shaped area of effect.
This ability is finally worth using ... which means we lose another 3 Chi every 45 seconds ... and we're already starved for Chi.
This ability is finally worth using ... which means we lose another 3 Chi every 45 seconds ... and we're already starved for Chi.
Artifact traits no longer reduce the cost of Fists of Fury.
The reduced cost of Fists of Fury was interesting because it made the ability more comfortable to use, and it softened the penalty for mistakes in our rotation. I am sad to see this go.
The reduced cost of Fists of Fury was interesting because it made the ability more comfortable to use, and it softened the penalty for mistakes in our rotation. I am sad to see this go.
Serenity replaces
Tigereye Brew and reduces cooldowns.
There are two major consequences which stem from Serenity halving the cooldown of Fists of Fury:
1) we occasionally have to hold off on FoF for up to ten seconds while Serenity recharges or risk missing out on a free FoF. Since FoF is a major energy refund, not only do we hold off on FoF but we often hold off on all other attacks as we have no energy to use them. The irony is that we take Serenity to use faster attacks but we end up waiting around anyway.
2) we have to FoF during Serenity. This means we press 7 buttons instead of 10, which is a big loss in the button-mashing department. Don't try to hold FoF until the end of Serenity either, as then we'll lose the TEB damage bonus.
There are two major consequences which stem from Serenity halving the cooldown of Fists of Fury:
1) we occasionally have to hold off on FoF for up to ten seconds while Serenity recharges or risk missing out on a free FoF. Since FoF is a major energy refund, not only do we hold off on FoF but we often hold off on all other attacks as we have no energy to use them. The irony is that we take Serenity to use faster attacks but we end up waiting around anyway.
2) we have to FoF during Serenity. This means we press 7 buttons instead of 10, which is a big loss in the button-mashing department. Don't try to hold FoF until the end of Serenity either, as then we'll lose the TEB damage bonus.
Tigereye Brew (but
not Serenity) has multiple charges, and Strength of Xuen now increases the duration of Tigereye Brew (but not Serenity).
This makes Serenity even less appealing.
This makes Serenity even less appealing.
Next time, we'll post some videos.
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