Release: Mew-20110626

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Yawning Angel

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Jun 27, 2011, 1:52:36 AM6/27/11
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Now introducing Mew-20110626

Notable changes since the previous release (Mew-20110425):

* UI libraries updated to Apache Pivot 2.0.
* Mechanics updated to reflect the last 4.2 PTR build.
* Support for level 80 has been deprecated.
* The cat simulator output format has been changed to something that
provides far more information.
* Mew now supports modeling Feral Tanking.
* It is now possible to chose the random number generator that will
be used by the simulator.
* Support for modeling attacking from the front is available for the simulator.
* It is now possible to see a combat log of the first iteration done
by any simulator model.
* Support for having < 100% time on target for cat is available
thanks to Leafkiller.
* Simulator performance has been significantly improved.
* The Cat script will use Heroism as early as possible, instead of at
the tail end of an encounter. If previous behavior is desired, edit
the script.

About the Bear support:

"i'd never use it because bear is basically put my fingers over 1-5
and press all at once but it seems to be very good" - Floofles
(Formerly of Outland EU)

There are two modes supported, "Tangedyn Formulation (Bear)" that is a
in Mew replica of Tangedyn's mitigation spreadsheet, and "Simulator
(Bear)". The Formulation model calculates mitigation/TTL, and the
Bear model calculates TPS/mitigation. Note that AoE is not supported
in either model.

The simulator model supports:
* Vengeance
* Incoming damage (White Swing, Yellow Swing, and Magic)
* Savage Defense
* Rage (Optional, Unlimited Rage is also supported)
* Cooldowns (Disabled by default, requires editing script)
* Interrupt Duty

Both models are rather sensitive to the parameters given for incoming
damage, and odd behavior will be observed if it is low. Additionally,
if you chose to generate stat values from the Simulator, a minimum of
100k iterations is strongly recommended to get meaningful results.

About the Pseudo Random Number Generators:

The default PRNG is WELL19937c as described in "Improved Long-Period
Generators Based on Linear Recurrences Modulo 2" (Panneton, L'Ecuyer,
and Matsumoto). It has slightly better mathematical properties in
certain edge cases than MT19937, and unless you have a compelling
reason, you should leave this as the chosen option.

Mersenne Twister is the PRNG that Mew used in previous releases.

IBAA is a cryptographic PRNG as described in "ISACC and RC4" (Rober J.
Jenkins Jr.). It is similar in nature to ARCFOUR in internal design
and should also produce reasonable random numbers.

Outstanding issues/open questions:

The person that assisted me with testing 2T12 reported that it was
rather buggy on the PTR. The modeling is correct as far as I know,
however there may be bugs in the live build that differ from behavior
currently implemented.

Especially as of 4.2 the old cat formulation model's weaknesses are
starting to cause it to be rather inaccurate. The Simulator should be
preferred in almost all situations, and there is a strong possibility
that eventually support for the Formulation will end up being
deprecated.

The Berserk proc rate as of 4.1 live is different from the tooltip.
There is an option to control this behavior, however the "Berserk Proc
Rate" bug should be enabled.

There have been conflicting statements as to if Thrash's initial
damage should be affected by armor or not. As of the last time this
was tested on the PTR, it was not affected by armor, and thus the
"Thrash Initial Armor" bug should be enabled.

Download at: http://mew-wow-druid-model.googlecode.com/files/Mew-20110626.zip

Regards,

Yawning

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