Character
In game: type /simc, copy the text (Ctrl+C / Cmd+C), paste it below.
Look the character up by name — no addon needed. Gear comes from the last public scan of the character, so anything swapped in the last few minutes may be missing; the addon export is always exact.
Advanced
The box above is sent to SimulationCraft as it is: your character plus any option simc knows — fight_style=DungeonSlice, max_time=, desired_targets=, raid_events+=, target_error=, profileset."name"=… for your own comparisons, copy=, talent and gear overrides, calculate_scale_factors=1… Profilesets are ranked against the baseline; a single profile gets the normal result view.
Not accepted: anything naming a file, a URL or a cache (output=, save_*, armory=, input=, includes), threads= (each machine sets its own), and sims beyond the pool's limits — at most 1800 s of fight, 200,000 iterations per profile, target error ≥ 0.05 %, 20 targets, 1000 profilesets, a budget on the total. The same rules apply on every machine, so what the pool refuses no one can run for you.
Dungeons: fight_style=DungeonSlice for a generic M+ mix, or fight_style=DungeonRoute with one raid_events+=/pull,pull=1,delay=10,enemies="name":health|… line per pull for a real route — the Simhive addon writes those lines from a Mythic Dungeon Tools route (buttons on the MDT window, or /simhive route) with your profile on top — paste the whole export here. Or Patchwerk with raid_events+=/adds,count=3,first=30,cooldown=60,duration=20.
Fight
Mythic Dungeon Tools → open the route → Export → paste. Every mode then sims the route pull by pull — each mob at the health MDT gives it for the key level, scaled to your share of it. Long fights need few iterations, so this is quick.
The export carries the key level MDT was set to; type another to sim the same route at that key (mob health follows MDT's scaling). 27 % is a rough log average for one dps of five. Raid buffs below are what your group brings; tick what applies.
Experimental. The boss hits back: a swing, its tank abilities, a bleed, the tank swap and a healing model, scripted from data. Your tank is simmed against that pattern and the result shows the damage you took next to the damage you did. It never says whether you survive: no soaks, no positioning, no mechanics, only the damage.
Raid buffs & consumables everything on
Consumables
Items to compare
Gear found in your bags (and vault choices) inside the export. Each ticked item is simmed in place of what you have equipped.
Item sets
Minimum set bonus to keep — suggestions that would break it are hidden.
Also compare
Stat curves
Stat weights give one number per stat; a curve shows the shape — DPS at every rating from −range to +range, so breakpoints and flat spots show. Every point is a full sim of your character with that much rating added or taken away (on top of your gear), spread across the pool like a Top Gear.
Trade-off
The question every enchant, gem and Folio row asks: is +200 of one stat worth −200 of another? One line from "+range A, −range B" to "−range A, +range B".
Compare
Charts like Bloodmallet's, on your character as pasted: one thing changes per row, everything else stays as it is. Every row is a full sim; a pool spreads them.
Builds to draw next to your active one (none ticked: just yours):
Item levels to sim every trinket at (the season's upgrade steps):
Fights
Each fight is its own run of every row; the results sit side by side, one column per fight.
Loot sources
Full scans sim hundreds of items — the Fast precision preset is recommended; expect several minutes.
Simulating…
Change is against that fight's own baseline (the character as pasted in that fight; for the secondary splits, your own split). A change within the row's error is shown neutral. A bar's length is relative to the largest change in its column.
Damage taken experimental
Pull by pull
The route as simmed: each pull's mobs at your share of their health, how long it took and the DPS on it. Time and DPS per pull come from one iteration per machine, so read them as ≈. Click a pull for its breakdown: the cooldowns cast during it and the damage by ability. Hover a row to see it on the map; the grey dots are the mobs the route leaves out.
Stat curves
Trade-off
Points
Stat weights
Damage taken avoided experimental
The same run, read for damage taken: how much less damage per second one point of each stat buys you on this fight. A negative number means the stat makes you take more. Next to the DPS table above, this is the trade-off.
Damage breakdown
Buff uptimes
Paste your character, pick a fight, hit Sim it.
Results appear here with DPS, damage breakdown, and buff uptimes.