The M+ Level is applied to all damage dealt to tanks in tank sims. Also adjusts damage dealt to allies in heal sims.
For raid boss scripts, None (zero) corresponds to Heroic raid difficulty. Mythic +6 corresponds to Mythic raid difficulty.
Affixes can be applied to any script, but only really make sense for 5-man/M+ scripts. They are only active for tanking sims.
Average item level for your allies. Used by healing simulations to control how much health your allies have. Zero means to use the same as your item level.
The number of other players in the raid who have the Infernal Cinders trinket.
The simulator keeps doing iterations until the Error Target is reached. Auto will use the most appropriate metric: DPS for damage specs, HPS for healers, NPS for tanks.
You can use this setting to change the metric if you are e.g. simulating just DPS for a non-damage spec.
Most boss scripts specify a good default fight length. This setting lets you override it to something custom. Leave blank to use the boss script's default.
Most boss scripts specify a good default length variation (so all runs aren't exactly the same length, which can give very unrealistic results).
This setting lets you override it to something custom, enter e.g. 0.2 to vary fight length by +/-20%. Leave blank to use the boss script's default.
The "human delay" is how long it takes a human to react to something happening in the game. Setting min and max to the same value is not recommended,
nobody has that kind of consistency.
"Lag" is the amount of time it takes from when you press a key until something actually happens in-game. This plus "human delay" is how long it takes
you to respond to e.g. a random proc. "Lag" is largely inconsequential when e.g. chaining casts on the GCD.
When chaining spells together (on the GCD or a cast time), a human needs to decide on the next action prior to the current cast or GCD finishing.
This controls how far in advance to anticipate, and the min should be a tad longer than the max human delay + lag.
Setting max to zero will disable anticipation, not recommended as it is unrealistic.
Setting min and max to the same value is also not recommended, nobody has that kind of consistency.
If you use macros, you can execute several off-GCD abilities simultaneously, so this defaults to zero. If you usually press all of your cooldowns
manually and don't use macros, you should add a small but realistic delay between each of your simultaneous key presses, try a range from 40-50ms or so.
The game allows you to queue a spell just before its cooldown is finished, and then it will execute the spell exactly as the cooldown completes.
This can have a minor impact on spell timing, because e.g. you could use a spell just before the previous spell's GCD finishes, but the next
spell won't go off until a small amount of time after the GCD finishes because the chosen spell wasn't quite ready, but it was close enough that
the game let you queue it up.
'Next' will test all minor traits that you can activate right now, and shortest paths to all major (one-point) traits not activated yet.
'Minor' will test adding 3 points to each minor trait individually. If you have 3 or more points in a minor trait already, it will remove 3 points.
'Path' will test all combinations that can be purchased with the specified number of points.
The total number of artifact ranks that you can purchase. All unique combinations of max traits that do not exceed this total will be tested.
The total amount of secondary stats to keep. Combinations that go above or below this amount will be thrown out. Set to blank or zero to turn off
secondary stat total restriction.
An extra restriction on allowed stat combinations: discard combinations that have less or more total stats than a realistic set of gear would have in the specified item level range.
'Explicit' mode you pick the stat combinations that you want explicitly.
In 'Ratio' mode you specify a ratio for secondary stats, and a list of average item levels to test.
The stats will vary using a typical stat budget at each item level, and then try your secondary stats in different ratios at each of those item levels.
If you have a large number of stat combinations, it may be useful to randomly sample a more reasonable number of combinations from the total possible.
When using stat sample mode 'Random', the number of unique stat combinations to randomly select from all possible combinations that you have defined.
We offer two ways to try items, first some vocabulary:
|base setup||what is showing on your character to the left|
|reference setup||a special extra setup that we run and that you can use to show a "delta" on the final generated report|
Simply swap the selected items in and out. The reference setup will blank out slots for which you have chosen items to try.
Note that combining this with varying stats is not useful. You probably want Isolate Effect mode in that case.
||Activate only the special effect of the chosen items (items without special effects are skipped). Your stats are fixed to those of your base setup and never change. The reference setup is the base setup with any special effects disabled in slots for which you have chosen items to try.
Empty sockets/enchants will be filled with the best version of this stat. Cloaks are enchanted with primary stat. Neck Enchant is controlled by Neck Enchant option below.
Auto will pick DPS for damagers, HPS for healers, NPS for tanks. You can change this to e.g. DPS for a tank though, if that's your thing.
Don't set it to something stupid like NPS for a healer.
This lets you rerun just part of the gearing strategy if you don't need to update all of it, then composite a new gearing strategy from this new data and an old run.
The number of points in the stat dataset. Anything less than 250 is not good. Anything more than 2000 is probably overkill. 500-1000 is a good range for most cases.
Margin of error for each point in the stat dataset. 0.1% will be MUCH slower and is overkill. 0.5% is good, but may be a tad more volatile than 0.25%. Usually increasing the number of data points is better than reducing the error.
When data points are created for testing stats and special item combinations, the player's total stats will be kept within the specified range.
This setting has a very large impact on the results. We recommend a range of about 40-50 ilvls. Especially for tanks, you should pick a range that is appropriate
for the content you wish to tank, e.g. don't do ilvl 800-850 for a Mythic 10 strategy, you will get very weird results.
When evaluating special effects, special items' level or your player's average item level will be varied to test different points, but your stat ratio will remain fixed.
This setting lets you try different stat ratios.
Margin of error for data points used to evaluate special effects (legendaries, sets, relics, trinkets). 0.1% will be MUCH slower. 0.5% will be faster but might be too volatile for some cases, you have been warned.
This is a hardcore feature for varying a rotation parameter. e.g. min 10, max 50, step 10 would do a simulation with a parameter set to 10, 20, 30, 40, and 50.
The 'Until Higher' mode will start at the specified value, and go both up and down in step increments until your defined min/max,
but stop if it ever gets higher DPS/HPS/NPS than the starting point. If start is left blank, will start at min and increment up to max. 'Until Lower' is similar but opposite.
Check this to disable automatic tank/healer parameter adjustment and do it manually. When in doubt, just leave this unchecked.
Tank/healer gearing strategies will automatically set the Mythic+ Level to raise or lower damage until the fight is actually threatening, but still doable.
The min and max player average item level range will also be set to avoid going too low (immediate tank/ally death) or too high (nearly invulnerable/your healing is not needed).
When data points are created for testing stats, the player's total stats will be kept within something possible/appropriate for the specified ilvl range.