Moderate

Implementation Not Yet Verified

SimulationCraft 1210-01

for World of Warcraft 12.1.0.69382 PTR (hotfix 2026-08-20/69382, git build 3e75e1b590)

Current simulator hotfixes

Demon Hunter

Tag / ID Spell / Effect Field Hotfixed Value DBC Value
2025-03-26 Collapsing star still only does 50% additional damage to primary target
1290193Collapsing Star (effect#2) base_value 50.00 75.00
2023-10-23 Manually set secondary Felblade level requirement.
213243Felblade spell_level 16.00 50.00
2023-05-28 Manually set Consume Soul Fragment (Greater) travel speed.
178963Consume Soul prj_speed 25.00 0.00

Hunter

Tag / ID Spell / Effect Field Hotfixed Value DBC Value
2026-02-02 Radiant Edge Bonus
1276513Radiant Edge (effect#1) base_value 25.00 15.00

Mage

Tag / ID Spell / Effect Field Hotfixed Value DBC Value
2025-06-28 Manually set Arcane Orb's travel speed.
153626Arcane Orb prj_speed 30.00 0.00
2017-06-21 Ice Lance is slower than spell data suggests.
30455Ice Lance prj_speed 47.00 50.00
2017-03-20 Manually set Frozen Orb's travel speed.
84714Frozen Orb prj_speed 20.00 0.00

Rogue

Tag / ID Spell / Effect Field Hotfixed Value DBC Value
2026-08-04 Venomous Wounds generates more Energy when multiple targets are affected by your bleeds
1250174Venomous Wounds (effect#3) base_value 55.00 78.00

Shaman

Tag / ID Spell / Effect Field Hotfixed Value DBC Value
2025-10-19 Manually add Label to Enhancement 12.0 4PC set bonus
1276472Shaman Enhancement 12.0 Class Set 4pc (effect#1) misc_value2 5779.00 0.00

Table of Contents

Raid Summary

Raid Event List
0 heal,name=tank_heal,amount=300000,cooldown=5.0,duration=0,player_if=role.tank

Additional Raid Information

MID2_Death_Knight_Blood_Deathbringer : 117,049 dps, 50,962 dtps, 81,518 hps (46,875 aps)

MID2_Death_Knight_Blood_San'layn : 127,991 dps, 46,612 dtps, 73,864 hps (41,020 aps)

MID2_Death_Knight_Frost : 218,167 dps

MID2_Death_Knight_Frost_Rider : 220,771 dps

MID2_Death_Knight_Unholy_Rider : 235,644 dps

MID2_Death_Knight_Unholy_San'layn : 231,320 dps

MID2_Demon_Hunter_Vengeance_Annihilator : 131,435 dps, 66,659 dtps, 51,961 hps (0 aps)

MID2_Hunter_Beast_Mastery : 232,146 dps

MID2_Hunter_Marksmanship : 235,153 dps

MID2_Hunter_Survival : 222,746 dps

MID2_Mage_Arcane_Spellslinger : 176,955 dps

MID2_Mage_Arcane_Sunfury : 189,842 dps

MID2_Mage_Fire_Frostfire : 208,274 dps

MID2_Mage_Fire_Sunfury : 215,993 dps

MID2_Mage_Frost_Frostfire : 174,202 dps

MID2_Mage_Frost_Spellslinger : 185,900 dps

MID2_Paladin_Protection : 134,146 dps, 72,271 dtps, 29,878 hps (3,434 aps)

MID2_Paladin_Protection_Lightsmith : 126,164 dps, 63,121 dtps, 29,761 hps (9,472 aps)

MID2_Priest_Shadow_Archon : 217,289 dps

MID2_Priest_Shadow_Voidweaver : 210,929 dps

MID2_Rogue_Assassination_Deathstalker : 234,960 dps

MID2_Rogue_Outlaw : 256,838 dps

MID2_Rogue_Subtlety : 268,200 dps

MID2_Shaman_Elemental_Farseer : 249,091 dps

MID2_Shaman_Elemental_Stormbringer : 229,993 dps

MID2_Shaman_Enhancement_Stormbringer : 218,774 dps

MID2_Shaman_Enhancement_Totemic : 209,785 dps

MID2_Warlock_Affliction_Hellcaller : 200,492 dps

MID2_Warlock_Affliction_Soul_Harvester : 206,767 dps

MID2_Warlock_Demonology_Soulharvester : 202,496 dps

MID2_Warlock_Destruction_Diabolist : 217,384 dps

MID2_Warlock_Destruction_Hellcaller : 225,250 dps

Simulation & Raid Information

Iterations: 7500
Threads: 2
Confidence: 95.00%
Fight Length (fixed time): 240 - 360 ( 300.0 )

Performance:

Total Events Processed: 2697499549
Max Event Queue: 205
Sim Seconds: 2250002
CPU Seconds: 2038.2788
Physical Seconds: 1027.4272
Speed Up: 1104

Settings:

World Lag: 100 ms ( stddev = 10 ms )
Queue Lag: 5 ms ( stddev = 1 ms )

Fluffy_Pillow : 9,363 dps

APM

Average number of actions executed per minute.

APS

Average absorption per active player duration.

Constant Buffs

Buffs received prior to combat and present the entire fight.

Execute

Average number of times an action is executed per iteration.

Crit

Average crit damage.

Crit%

Percentage of executes that resulted in critical strikes.

DPE

Average damage per execution of an individual action.

DPET

Average damage per execute time of an individual action; the amount of damage generated, divided by the time taken to execute the action, including time spent in the GCD.

DPR

Average damage per resource point spent.

DPS

Average damage per active player duration.

DPSE

Average damage per fight duration.

DTPS

Average damage taken per second per active player duration.

HPS

Average healing (and absorption) per active player duration.

HPSE

Average healing (and absorption) per fight duration.

HPE

Average healing (or absorb) per execution of an individual action.

HPET

Average healing (or absorb) per execute time of an individual action; the amount of healing generated, divided by the time taken to execute the action, including time spent in the GCD.

HPR

Average healing (or absorb) per resource point spent.

Count

Average count of impacts per iteration.

Dodge%

Percentage of executes that resulted in dodges.

DPS%

Percentage of total DPS contributed by a particular action.

HPS%

Percentage of total HPS (including absorb) contributed by a particular action.

Type

Direct or Periodic damage.

Dynamic Buffs

Temporary buffs received during combat, perhaps multiple times.

Buff Benefit

The percentage of times the buff had a actual benefit for its mainly intended purpose, eg. damage buffed / spell executes.

Glance%

Percentage of executes that resulted in glancing blows.

Block%

Percentage of executes that resulted in blocking blows.

Id

Associated spell-id for this ability.

Ability

Name of the ability.

Total

Total damage for this ability during the fight.

Hit

Average non-crit damage.

Interval

Average time between executions of a particular action.

Avg

Average direct damage per execution.

Miss%

Percentage of executes that resulted in misses, dodges or parries.

Origin

The player profile from which the simulation script was generated. The profile must be copied into the same directory as this HTML file in order for the link to work.

Parry%

Percentage of executes that resulted in parries.

RPS In

Average primary resource points generated per second.

RPS Out

Average primary resource points consumed per second.

Scale Factors

Gain per unit stat increase except for Hit/Expertise which represent Loss per unit stat decrease.

Gear Amount

Amount from raw gear, before class, attunement, or buff modifiers. Amount from hybrid primary stats (i.e. Agility/Intellect) shown in parentheses.

Stats Raid Buffed

Amount after all static buffs have been accounted for. Dynamic buffs (i.e. trinkets, potions) not included.

Stats Unbuffed

Amount after class modifiers and effects, but before buff modifiers.

Total Time

Time spent on executing the ability. Includes cast times, gcd times, and channel times.

Ticks

Average number of periodic ticks per iteration. Spells that do not have a damage-over-time component will have zero ticks.

Ticks Crit

Average crit tick damage.

Ticks Crit%

Percentage of ticks that resulted in critical strikes.

Ticks Hit

Average non-crit tick damage.

Ticks Miss%

Percentage of ticks that resulted in misses, dodges or parries.

Ticks Uptime%

Percentage of total time that DoT is ticking on target.

Ticks Avg

Average damage per tick.

Timeline Distribution

The simulated encounter's duration can vary based on the health of the target and variation in the raid DPS. This chart shows how often the duration of the encounter varied by how much time.

Waiting

This is the percentage of time in which no action can be taken other than autoattacks. This can be caused by resource starvation, lockouts, and timers.

Scale Factor Ranking

This row ranks the scale factors from highest to lowest, checking whether one scale factor is higher/lower than another with statistical significance.

Uptime Average Duration

The average duration of an instance of the tracked uptime.

Max Spike Damage

Maximum amount of net damage taken in any N-second period (default 6sec), expressed as a percentage of max health. Calculated independently for each iteration. 'MSD Min/Mean/Max' are the lowest/average/highest MSDs out of all iterations.

Error

Estimator for the 95.00% confidence interval.

Range

This is the range of values containing 95.00% of the data, roughly centered on the mean.

Fight Length

Fight Length: 300.00
Vary Combat Length: 0.20

Fight Length is the specified average fight duration. If vary_combat_length is set, the fight length will vary by +/- that portion of the value. See Combat Length in the wiki for further details.