Understanding SimulationCraft Output


Table of Contents

Overview

text incoming

Results Summary

text incoming

Gear Summary

text incoming

Ability Breakdowns

text incoming

Scale Factors

text incoming

Glossary

  • Origin: link to player profile from which the simulation script was generated
  • DPS: average damage-per-second
  • Error: ( 2 * dps_stddev / sqrt( iterations ) ) / dps_avg
  • Range: ( dps_max - dps_min ) / ( 2 * dps_avg )
  • DPR: average damager-per-resource
  • RPS-Out: resource-per-second being consumed
  • RPS-In: resource-per-second being generated
  • Waiting: percentage of player time waiting for something in the action priority list to be ready, non-zero values are often due to resource constraints
  • ApM: average number of actions executed per minute
  • DPS%: percentage of total dps contributed by one particular action
  • Count: average number of times this action is executed per iteration
  • Interval: average time between executions of a particular action
  • DPE: average damage-per-execute
  • DPET: average damage-per-execute-time, the amount of damage generated divided by the time taken to execute the action, including time spent in the GCD
  • Hit: average non-crit damage
  • Crit: average crit damage
  • Max: max crit damage over all iterations
  • Crit%: percentage of executes that resulted in critical strikes
  • M%: percentage of executes that resulted in misses
  • D%: percentage of executes that resulted in dodges
  • M%: percentage of executes that resulted in parrys
  • M%: percentage of executes that resulted in glances
  • Ticks: average number of ticks per iteration
  • T-Hit: average non-crit tick damage
  • T-Crit: average crit tick damage
  • T-Crit%: percentage of ticks that resulted in critical strikes
  • T-M%: percentage of ticks that resulted in misses
  • Constant Buffs: buffs received prior to combat and present the entire fight
  • Dynamic Buffs: temporary buffs received during combat, perhaps multiple times