Sim your character
Paste your /simc export, pick Quick Sim, Top Gear, Droptimizer, Stat Weights or a Mythic+ route, press Sim. The work runs on the pool, the report comes back to you, and you can publish it as a link.
In game type /simc, copy, paste into the Character box. Then pick what you want to know:
| Mode | What it answers |
|---|---|
| Quick Sim | Your DPS with what you wear now, and where it comes from. |
| Top Gear | Which combination of the items you own sims best. Includes Catalyst conversions when you tick them. |
| Droptimizer | Every drop of a raid, a dungeon pool or a vendor, ranked by how much it would add. |
| Stat Weights | Which secondary stat is worth the most to you right now — with a Pawn string to copy, so the Pawn addon rates items in game by your weights (/pawn → Scale → Import scale). |
| Compare | Charts like Bloodmallet's, on your own character instead of a stock profile: every race your class can be, what a Power Infusion is worth, how your secondary rating would do split every other way, every trinket of the season at the item levels you tick, your saved talent loadouts against each other, and your DPS over 1 to 10 targets (one line per build, so you see where a cleave build overtakes your single-target one). One thing changes per row; run it against one fight or several at once — any of the fight styles, a route, a tank fight — one column per fight. |
| Dungeon route | A Mythic+ run pull by pull, from a Mythic Dungeon Tools export string. |
| Rotation | The priority list SimulationCraft uses for your spec, readable. |
Press Sim it. The work goes to the pool, split across every machine online, and the numbers come back to your screen; your PC takes part like everyone's.
Mythic+ routes on the map #
Paste a Mythic Dungeon Tools export string and the Dungeon tab draws the route on the dungeon map: every mob a dot, one colour per pull, the pull number at each pull's centre, the mobs the route leaves out in grey, and a table of the pulls with their mobs, forces and your share of their health. After the sim the same view sits under the DPS with each pull's time and DPS, so you see which pull costs the run, Click a pull for its breakdown: the cooldowns the sim cast during it, seconds into the pull, whether Bloodlust was up, and the damage by ability in that pull. That is one iteration's story, the way it played out that run, and the damage split is an estimate from casts times each ability's average per cast; a cooldown that lands on a small pull instead of the big one is worth a second look at the route or the priority list. Hover a row to light the pull up on the map.
Tank fight (experimental) #
A tank spec gets one more fight style: a scripted boss that hits back. The fight is a small script from data: its swing, the abilities that hit the tank, a bleed, the tank swap and a flat healing model. Your tank is simmed against that pattern and the result shows the damage you took per second, the worst second, your own healing and absorbs, next to the damage you did. Every mode runs it, and on a tank fight the question flips: Top Gear, Droptimizer and the comparisons rank by damage taken avoided, with the DPS change as the cost of each row (a switch above the table ranks by DPS instead), and Stat Weights puts less damage taken per point of each stat first, the DPS weights under it. That is the trade-off a tank sims for: an item or a stat that costs a little damage and saves a lot of intake, or the other way round.
It is experimental and says so on every result. Nothing in it says whether you survive: no soaks, no positioning, no mechanics, no kicks, only the damage. The fights shipped today are SimulationCraft's own tank dummy at its four tiers, tuned to an older expansion, and each is labelled a placeholder; the season's bosses follow once their patterns are read from logs. The picker shows what every fight assumes.
Results and history #
Results and history stay on your disk (History). "Save report" writes a self-contained HTML file to Downloads.
Publish next to it puts the same report on the pool as a public link to paste anywhere, with or without your character's name. Your published reports are listed under Settings → Pool (delete any there); each is removed 14 days after publishing — the durable copy is your History.
When the pool is busy #
Sims are ordered by what each member's machines gave to the pool over the last 30 days. Nobody is refused; a machine that lends off-peak makes your own sims jump the line on raid night. How the pool works has the details.
Fight styles #
The "?" next to the fight style says this in the interface too.
- Patchwerk — one boss that stands there and takes damage. No movement, no adds, nothing to interrupt. The plain single-target reference.
- Casting Patchwerk — the same boss, casting the whole fight. Interrupts are usable on cooldown, and talents, set bonuses and trinkets that trigger on an interrupt or need a casting target count. Never lower than Patchwerk, so the safer single-target reference; Bloodmallet's default.
- DungeonSlice — a Mythic+ style run: packs of adds, a boss now and then, short pulls. Rewards cleave and burst.
- HecticAddCleave — adds spawning all the time next to the boss, with movement. Heavy cleave and target swapping.
- Training dummy — stand still and pump on a dummy that never dies: no execute phase, pure rotation.
- Mythic+ route — a real dungeon route from a Mythic Dungeon Tools export, pull by pull, at the key level you set.
The tank fight, an experimental style for tank specs, has its own section above (Tank fight).
Fight settings that matter #
- Target error decides how long a sim runs. 0.1 % is plenty for a Droptimizer; go finer only when two items are within a few DPS of each other.
- Fight length and style change the answer. A 5-minute Patchwerk and a 35-minute dungeon route reward different trinkets; sim the fight you will actually play.
- Catalyst and upgrades: Top Gear can include the Catalyst version of a piece and the upgrade track you can afford, so the sim compares what you could have, not only what dropped.