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MECHANICS.md

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Mechanics

  • FurySim follows strictly everything in Magey's Wiki.
  • What is not tested/confirmed from Magey, was found in Vanilla Wiki.
  • Other stuff that is not documented anywhere was asked on Fight Club's Discord.
  • Non confirmed mechanics are assumptions due to lack of data.

Consider everything in this list implemented, unless stated otherwise.

Sim specifics / Limitations

  • Sim is Patchwerk-style fight.
  • Weapon damage is randomized like everything else.
  • Rage gain, Damage dealt and Attack power are rounded.
  • Attack speed is not rounded.
  • Flurry buff duration is not tracked (would never run off).
  • Only Fury tree and up to 2HSpec/Impale from Arms are tracked.
  • Sim assumes you're never taking any damage (so no Enrage, Parry haste etc).
  • Batching is not implemented.
  • Deep Wounds is not implemented.
  • Battle Shout triggers a GCD at the start of fight.
  • Windfury have a 100 ms internal cooldown to simulate correct behavior.
  • Non confirmed weapon procs are set to 1 PPM.
  • It runs a lot faster in Chrome than Firefox (can't do anything about it).
  • About fight timeline:
    • Events at same time does not always shows in correct order.
    • BUFF_FADED is not shown at the exact time, it logs after next event happens.

Confirmed Mechanics

  • When Heroic Strike is queued, offhand swings can't miss [source].
  • Heroic Strike consumes a Flurry charge.
  • Swings are one-roll table, skills are two-roll table [source].
  • Anger Management generates 1 rage every 3 seconds.
  • Orc racial Blood Fury scales with Strength, not from flat Attack Power [source].
  • Windfury [source]:
    • Resets swing timer.
    • Gives 2* charges that swings can consume for extra AP (* 1 charge if procced by swing).
    • If charges are not consumed in 1.5 secs the buff is lost.
    • Can proc other extra-attacks effects and can be procced by them on a chain.
    • Can't proc itself.
    • Can't be procced twice on a chain.
  • You lose 4.8% of critical from auras when attacking bosses [source].
  • You lose 1% hit from gear if the delta between weapon skill and target defense is > 10 [source].
  • Whirlwind and Cleave do not refund rage [source].
  • Execute damage calculation is instantly but rage removal happens on next batch [source].
    • To roughly simulate batching, rage is removed after any procs occur.
  • A single attack can proc both weapon enchant and an extra-attack.
  • A single attack can't proc multiple extra-attacks if procced by swing.
  • A single attack can proc multiple extra-attacks if procced by skill (NOT IMPLEMENTED).
  • When increasing attack speed mid-swing the remainder of swing timer will be hastened.

Non Confirmed Mechanics

  • Dual Wield penalty is 80% * base_miss + 20%.
  • Offhand initial swing start at 50%.
  • Skill miss refunds 80% of rage. Execute miss refunds 84% of extra rage.
  • Dodged swing rage gain is 75% of average damage.
  • Glanced swing rage gain is based on the damage.
  • Winfury don't consume charges on misses.
  • Priority for extra-attacks is WF > MH / OH > Trinket.
  • Armor can't go negative.