Restoration Druid does not yet have an Action Priority List (APL). Player 'Sôneá' does not support fight style Patchwerk, results may be unreliable. Sôneá missing 'use_item' action for item "quickwick_candlestick" (slot=trinket1) Disable this warning by adding 'use_item' actions into the action priority list for the actor(s), or add "use_item_verification=0" to your list of options passed to Simulationcraft. Restoration Druid does not yet have an Action Priority List (APL).
DPS | DPS(e) | DPS Error | DPS Range | DPR |
---|---|---|---|---|
18,446.7 | 18,446.7 | 15.6 / 0.085% | 3,125.7 / 16.9% | -1.0 |
Resource | Out | In | Waiting | APM | Active |
---|---|---|---|---|---|
Energy | 0.0 | 0.0 | 100.02% | 0.2 | 100.0% |
Origin | https://worldofwarcraft.com/en-gb/character/antonidas/s%C3%B4ne%C3%A1 |
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Talent | CkGAqvgeoHLefPLb/Pa8nkKXDtNmZGLbjZmxiZBzYstNsZbmBAAAAAAAAAAAwyMgZYMjmZAzYmZmZYm2mBAAAAAYAAMGwyyYBTzMLDBAgAWYMA |
Set Bonus |
Scale Factors for Sôneá Damage Per Second | ||||
---|---|---|---|---|
Int | Haste | Crit | Vers | |
Scale Factors | 0.29 | 0.25 | 0.23 | 0.21 |
Normalized | 0.00 | 0.00 | 0.00 | 0.00 |
Scale Deltas | 2310 | 2310 | 2310 | 2310 |
Error | 0.01 | 0.01 | 0.01 | 0.01 |
Ranking |
|
Pawn string | ( Pawn: v1: "Sôneá-Restoration": Class=Druid, Spec=Restoration, Intellect=0.29, CritRating=0.23, HasteRating=0.25, Versatility=0.21 ) |
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Damage Stats | DPS | DPS% | Execute | Interval | DPE | DPET | Type | Count | Hit | Crit | Avg | Crit% | Up% |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sôneá | 18,447 | ||||||||||||
Caster Melee | 18,447 | 100.0% | 130.5 | 2.75s | 42,400 | 15,451 | Direct | 130.5 | 36,316 | 72,572 | 42,401 | 16.8% |
Simple Action Stats | Execute | Interval |
---|---|---|
Sôneá | ||
Crystallized Augment Rune | 1.0 | 0.00s |
Flask of Alchemical Chaos | 1.0 | 0.00s |
Feast of the Midnight Masquerade | 1.0 | 0.00s |
Dynamic Buffs | Start | Refresh | Interval | Trigger | Avg Dur | Up-Time | Benefit | Overflow | Expiry |
---|---|---|---|---|---|---|---|---|---|
Bloodlust | 1.0 | 0.0 | 0.0s | 0.0s | 40.0s | 13.51% | 0.00% | 0.0 (0.0) | 1.0 |
Flask of Alchemical Chaos (Crit) | 2.1 | 0.6 | 111.9s | 76.7s | 35.5s | 24.98% | 0.00% | 2.9 (2.9) | 0.0 |
Flask of Alchemical Chaos (Haste) | 2.1 | 0.6 | 112.2s | 77.3s | 35.2s | 25.05% | 0.00% | 2.9 (2.9) | 0.0 |
Flask of Alchemical Chaos (Mastery) | 2.1 | 0.6 | 111.9s | 77.3s | 35.3s | 25.19% | 0.00% | 2.9 (2.9) | 0.0 |
Flask of Alchemical Chaos (Vers) | 2.1 | 0.6 | 112.4s | 76.5s | 35.2s | 24.78% | 0.00% | 2.8 (2.8) | 0.0 |
Proc | Count | Min | Max | Interval | Min | Max |
---|---|---|---|---|---|---|
Skyfury (Main Hand) | 21.7 | 5.0 | 44.0 | 13.3s | 2.1s | 144.5s |
Gains | Type | Count | Total | Tot% | Avg | Overflow | Ovr% |
---|---|---|---|---|---|---|---|
Sôneá | |||||||
Mana Regen | Mana | 3,173.01 | 0.00 | 0.00% | 0.00 | 5,999,273.89 | 100.00% |
Average number of actions executed per minute.
Average absorption per active player duration.
Buffs received prior to combat and present the entire fight.
Average number of times an action is executed per iteration.
Average crit damage.
Percentage of executes that resulted in critical strikes.
Average damage per execution of an individual action.
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.
Average damage per resource point spent.
Average damage per active player duration.
Average damage per fight duration.
Average damage taken per second per active player duration.
Average healing (and absorption) per active player duration.
Average healing (and absorption) per fight duration.
Average healing (or absorb) per execution of an individual action.
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.
Average healing (or absorb) per resource point spent.
Average count of impacts per iteration.
Percentage of executes that resulted in dodges.
Percentage of total DPS contributed by a particular action.
Percentage of total HPS (including absorb) contributed by a particular action.
Direct or Periodic damage.
Temporary buffs received during combat, perhaps multiple times.
The percentage of times the buff had a actual benefit for its mainly intended purpose, eg. damage buffed / spell executes.
Percentage of executes that resulted in glancing blows.
Percentage of executes that resulted in blocking blows.
Associated spell-id for this ability.
Name of the ability.
Total damage for this ability during the fight.
Average non-crit damage.
Average time between executions of a particular action.
Average direct damage per execution.
Percentage of executes that resulted in misses, dodges or parries.
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.
Percentage of executes that resulted in parries.
Average primary resource points generated per second.
Average primary resource points consumed per second.
Gain per unit stat increase except for Hit/Expertise which represent Loss per unit stat decrease.
Amount from raw gear, before class, attunement, or buff modifiers. Amount from hybrid primary stats (i.e. Agility/Intellect) shown in parentheses.
Amount after all static buffs have been accounted for. Dynamic buffs (i.e. trinkets, potions) not included.
Amount after class modifiers and effects, but before buff modifiers.
Average number of periodic ticks per iteration. Spells that do not have a damage-over-time component will have zero ticks.
Average crit tick damage.
Percentage of ticks that resulted in critical strikes.
Average non-crit tick damage.
Percentage of ticks that resulted in misses, dodges or parries.
Percentage of total time that DoT is ticking on target.
Average damage per tick.
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.
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.
This row ranks the scale factors from highest to lowest, checking whether one scale factor is higher/lower than another with statistical significance.
The average duration of an instance of the tracked uptime.
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.
Estimator for the 95.00% confidence interval.
This is the range of values containing 95.00% of the data, roughly centered on the mean.
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.