I've had the pleasure of working with the talented developers of our Websim for a while now, and they've now implemented APL rotations instead of the previously hidden hardcoded rotations. Now you have the ability to quickly and (hopefully) easily change the rotation to test out your ideas. These APL features are still new and there are a few hiccups: to check the sim is indeed doing what you want, make sure to read the tooltips of the APL functions, and double check with the Results -> Timeline feature to see what is going on.
Playing around with the APL's, I've come up with a few basic starting points, ideally so you can get started with your own refinements easily. They also perform within 1% of the "Legacy" hardcoded rotations, and work as fine replacements.
Note these links take you to a full simulation page, with gear, encounter, and talent settings. Make sure you save your own gear, talent, encounter setups first, follow these links, then just head over to the rotation tab and save these as your own APLs. Once that is done, feel free to reload or reset your desired gear, encounter, and talent settings and sim away.
You can cast while Killing Spree is active. The APL command If Killing Spree active; Wait until NOT Killing Spree active is in place on any Killing Spree relevant APLs. This should not be an issue once that bug is resolved, and can be freely kept or removed in the future. You can track this issue here.
Energy spent pre-pull will not regenerate for pull. This is mostly an issue if you are intending to precast Tricks without 2pc T10. Currently the sim assumes if you do not have 2pc T10 that Tricks starts on a 30s cooldown anyways, emulating a precast. This is generally not an issue unless you start to do things like precast Blade Flurry for huge fan simulations, or try to precast Tricks anyways. The huge fan simulations have the APL command If not Tricks ready; cast Tricks, preventing them from ever casting Tricks to avoid this issue. You can track this issue here.
What's Next
These APLs can now be used, hopefully, to answer specific questions about rotations and encounters. Generally nothing new was learned, just a port to a new system to support further science.
These APLs can be further refined with micro-optimizations, such as casting certain haste cooldowns tied to Envenom casts, or pooling certain abilities for trinket procs. Currently they haven't gone that far, given the original Legacy model didn't, and it seems to be a good idea to have the default APLs mimic easily expected human behaviour. That being said, please feel free to submit optimizations you find - the process is to find the optimizations, then decide whether they are important enough to include.
I've had the pleasure of working with the talented developers of our Websim for a while now, and they've now implemented APL rotations instead of the previously hidden hardcoded rotations. Now you have the ability to quickly and (hopefully) easily change the rotation to test out your ideas. These APL features are still new and there are a few hiccups: to check the sim is indeed doing what you want, make sure to read the tooltips of the APL functions, and double check with the Results -> Timeline feature to see what is going on.
Playing around with the APL's, I've come up with a few basic starting points, ideally so you can get started with your own refinements easily. They also perform within 1% of the "Legacy" hardcoded rotations, and work as fine replacements.
Note these links take you to a full simulation page, with gear, encounter, and talent settings. Make sure you save your own gear, talent, encounter setups first, follow these links, then just head over to the rotation tab and save these as your own APLs. Once that is done, feel free to reload or reset your desired gear, encounter, and talent settings and sim away.
Basic & BF Mutilate, Rupture Mutilate, Expose Mutilate, Rupture+Expose Mutilate Basic Combat, Expose Combat, Cleave SND>Fan Combat, Cleave Expose>SND>Fan Combat
Fan Only AOE
Current Known Issues
You can cast while Killing Spree is active. The APL command
If Killing Spree active; Wait until NOT Killing Spree active
is in place on any Killing Spree relevant APLs. This should not be an issue once that bug is resolved, and can be freely kept or removed in the future. You can track this issue here.Energy spent pre-pull will not regenerate for pull. This is mostly an issue if you are intending to precast Tricks without 2pc T10. Currently the sim assumes if you do not have 2pc T10 that Tricks starts on a 30s cooldown anyways, emulating a precast. This is generally not an issue unless you start to do things like precast Blade Flurry for huge fan simulations, or try to precast Tricks anyways. The huge fan simulations have the APL command
If not Tricks ready; cast Tricks
, preventing them from ever casting Tricks to avoid this issue. You can track this issue here.What's Next
These APLs can now be used, hopefully, to answer specific questions about rotations and encounters. Generally nothing new was learned, just a port to a new system to support further science.
These APLs can be further refined with micro-optimizations, such as casting certain haste cooldowns tied to Envenom casts, or pooling certain abilities for trinket procs. Currently they haven't gone that far, given the original Legacy model didn't, and it seems to be a good idea to have the default APLs mimic easily expected human behaviour. That being said, please feel free to submit optimizations you find - the process is to find the optimizations, then decide whether they are important enough to include.