Thanks to everyone (there were many of you, some on the forums, some here, some via email) who helped improve the simulation profiles. No sim results can ever be considered "final," of course, but between profile improvements and bug fixes to the sim itself, I think we can say we're zeroing it in pretty nicely. And so I wanted to show you where the Mage simulation numbers stand at present.
I've put in a fair amount of time the last couple of days working with the SimulationCraft devs to get the Mage profiles functional. Not good and optimized, just functional. There's work to be done on all three profiles to improve both the gear configuration and the action priority list.
If you'd like to help, there are a couple of ways you can.
The devs seem to be interested in seeing the theorycrafters get busy on the Mists of Pandaria numbers:
I know that's not easy to look at right now on beta, but it will get easier once A) raids are open, B) we enable mods again, C) more theorycrafters conclude that we aren't fiddling with numbers so much so that their time isn't being wasted. (We aren't fiddling with numbers nearly so much, so maybe that will encourage some theorycrafters). (source)
This hasn't received much discussion that I've noticed, but a very nice little quality-of-life improvement has been made in Mists of Pandaria: stronger snares no longer wipe weaker snares off the target.
Ever since vanilla, the normal behavior of snares has been that a stronger snare removes a weaker snare from the target when applied, regardless of duration. I recall a chat with an in-game support rep one day while I was farming Guardian Stones in Un'goro Crater; I was annoyed that if I had a Cone of Cold snare on the target, the Frostbolt snare would not apply, and thus the mob would start running full-speed when Cone of Cold wore off until I hit it with the next Frostbolt. Ultimately, we determined that this was intended, though irritating, behavior.
What the hell, I couldn't sleep without getting this thing banged out. It was a rush job, so there may be errors; feel free to point out anything that looks wrong and I'll take a look at it.
- Mastery is only accessible and calculated when you have selected a spec. This avoids the problem of having to list every spell multiple times with different Mastery multipliers.
- If you select Arcane, you will need to select a mana percentage as well to provide Mana Adept a multiplier to work with. It defaults to 90%.
- Ignite is calculated as a simple multiplier on spell damage. If people want it, I'll eventually re-implement it as secondary damage with the four-second duration, but for the moment, that would interfere with Pyroblast's built-in secondary damage.
I hope some of you find this useful!