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Method and validation

Last updated: 12 November 2026

The simulator doesn't copy a guide: it plays thousands of fights with your character and compares options by the damage they do. Here is how, what it has been checked against, and where its limits are.

How it simulates

Every fight is played event by event: white hits from both hands at their speed, the Classic attack table (miss, dodge, parry, glancing, crit; +19% white miss when dual wielding), energy regenerating continuously at 10 per second, combo points, poisons, bleeds and the target's armor (arm / (arm + 400 + 85·level)). Abilities, talents, items and racials come from the game client (build 1.60.1).

The DPS you see is the average of 3000 fights. Two options are compared with common random numbers: both see exactly the same rolls, so the difference between them is the decision, not noise. Everything runs in your browser.

Validation against real logs

Using the public report gxrgvz4yzsi2 on Forever Sixty (8 November 2026, 104 pulls, about 10,300 events from a level 25–27 Rogue), which records every hit before and after armor:

What it corrected

Not confirmed yet: Expose Armor measured directly, Serrated Blades and the armor penetration of maces, Ghostly Strike, Hemorrhage, and parry and block when attacking from the front.

How it optimizes

Limits

One target at a time, no group buffs or procs from other players (in the log, Windfury Totem added about 400 white damage in the boss fight), and whatever the game doesn't let us measure yet. “Best found” is the best this search finds with this model; a hand edit can beat it, and the page says so.

Sources: the game client, Forever Sixty, MetaBot.GG and ForeverDB. Have a log with Expose Armor, Backstab or Hemorrhage? Send it with “Feedback” in the simulator.