Understanding SimulationCraft Output
Table of Contents
Overview
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Results Summary
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Gear Summary
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Ability Breakdowns
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Scale Factors
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Glossary
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- 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