Hope you don't mind Euliat, figured it couldn't hurt to have your info on the beta forums too.
Since the specifics of my sim are now in question:
The sim is right. I have several ways to demonstrate that.
Theoretically, with RC it should be expected that you can generate
(((60 / (10/1.2)) * 10 *3 + 30 + 60/(3.6/1.1) * 10)) / (1 - ((.45 * (3 / (10/1.2)) * 3 * 10) / 30)) = 512.330947 RP / min
(RP_From_Runes + RP_From_Horn + RP_From_Autos)*RC_Proc_Return_RP_Multiplier = Total_RP
My sim generates 495.2. Why is that not 512? Because my sim uses RT twice a minute (roughly).
A similar analysis for BT gives about the same result. The only difference is with RE, and that's because the equation being used makes a fundamental assumption: that all 3 rune types are always recharging. This is invalid for RE, and, thus, the result from the equation doesn't match up with the reality. If you are gaming RE properly, you will
have two of the unwanted type of rune recharging for a duration of time.
Is the damage taken right? The results are within ~3-5% of my other sim under the same conditions, which is known to be right for Cataclysm. Given that runes are treated differently in both sims, 5% is an acceptable difference for me to reasonably infer that my sim is correct, as one uses a real-time analysis (this one), and the other uses an average analysis.
Thirdly, I have traced through by hand short-scale tests and found no inconsistencies.
Fourthly, as a note, I would not spend all of that time posting that information up if I were not confident in the accuracy of my sim. That would be a waste of my time.
RE is being gamed flawlessly. I have done an analysis when RE is not being gamed at all and it is the worst of the choices. It led to less runes overall than RC, which means less DS's than RC and less HS's than RC.
RC scales properly with all sources of haste. %Rune regeneration modifiers do not affect RC's duration because they don't affect it on Beta. Haste modifiers do affect the duration because they do affect it on Beta.
With the exception of UB, the sim is completely up-to-date with the most recent Beta build. The results being displayed do not have RS with a 1.0s CD, but I can show you that even if I move RS's CD to 0.75s, it makes no difference whatsoever. Blood DKs are not bottle-necked with GCDs so changing the GCD to something under 1.50s makes no difference.
He says you get 0.45 from RE only if you don't waste it on a blood rune, but that is wrong. You get 0.45 of one rune with RE, period, independent of whether that rune is U, F, or B. If you want F/U only, gaming can only improve that number for F/U. And when do you have zero fully depleted runes? The first 3s of each combat?
Due to not being specific enough, yes, it is wrong for me to say that the 0.45 from RS decreases when you proc a blood rune (but not when you don't have any fully depleted runes and use RS). However, the intent of that statement is 0.45 F/U
runes, since the typical behavior is to apply the full gain toward DS uses. In that regard, the statement is completely accurate. If you proc a blood rune, your F/U return is 0 for that proc.