Are there any Sim tools for 1.12

Perhaps something from the P server world as they seem to have done a lot of testing for the various talent setups. Im interested in something for a rogue specifically and want to get a good idea of how much dps one would end up sacrificing for various non optimal talent builds.

Probably need to hold off on that. I expect the people behind Simulationcraft would publish one, but not until Classic is at least in Beta.

The main issue with private servers from what I understand is the armor values are probably off.

So with a boss with 5 sunders and Faerie Fire up, the armor value is just a guess. Real Blizzard WoW it could be much different and of course for physical DPS that matters a lot.

For what it is worth, hit and crit are your absolute best stats and basically there is no PVE hit cap (cause you need around 17% for your offhand auto attack), but 9% is considered required for your yellow attacks.

It’s a great question on spec though, I’d be curious too. What I remember from logs back in the day is that white hits (auto-attack) make up a lot of the damage.

I less so interested in the gear itself as I cant see that changing as much no matter the wrong values (well unless poisons become much much stronger compared to physical) and while leveling you dont have much choice anyways. Im more thinking of things like taking some stealth talents or imp sap and how much that actually costs in terms of dps vs the optimal spec. I know you drop some pretty good synergies if you try that but how bad is it in the end.

There are a lot of raiding talent builds in classic. For most classes you can get all your important talents with roughly 1-4 extra points to put into utility.

True, but most largely don’t put points far enough into some trees to access those talents - at least for most Rogue specs that is, the extra Hit is too important if you’re going SF, and otherwise the damage talents in As. are too important if you’re going Combat. Except Combat daggers of course…

As I’m playing Hunter I’ve been looking at those specs, and most of them don’t have the points left for “utility”/PvP talents. I won’t really min/max and I don’t know if I’ll have the time and will to raid regularly, so I might not go cookie cutter.

Hunters don’t have a lot of info mostly from a lack of hunters in late game raiding. The trick you will have to learn is shot weaving timing your ability usage around your auto shots.

Hunter has one of the highest skill caps with one of the lowest dmg ceilings in vanilla however. You will have a uphill battle finding your way into groups in and past AQ.

Here is what I remember from Vanilla on hit for raiding.
Spells just had a hard cap of 16% hit since you couldnt get miss chance on spells below 1%, from everything I remember this was almost always your best stat till you reached your cap.

Melee had two different numbers yellow hit chance and white hit chance.
Yellow hit chance was any special ability and was always 9%.
White hit chance was for regular auto attacks and had two different values,
for 1h+shield or 2h or ranged it was 9% and for DW it was 28%
with melee hit you could reach 0% miss chance.

So if you were using a 2h or 1h+shield or ranged weapons you would want to hit your hard cap of 9%
since typically hit to hard cap was your best dps stat.

If you are DW you had a soft cap of 9% and a hard cap of 28%.
up to the soft cap typically hit was your best stat. After your soft cap hit was ok but usually there were better stats.

Again this is from memory and other research, should be interesting to see actual modern theorycrafting done once Classic is actually live.

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