Huh. So they do. I'll have to ask Ravahn how to get that info.
I'll send you the link on reddit, since I'm not sure how the mods would like me linking to an ACT site as opposed to just talking about it.![]()
Quote from Ravahn
EDIT: Husten/Viridiana, what would be the best way for me to normalise AA_DMG in a solver which also includes AA_DELAY into the base damage calculation (not DPS) do you guys think?It's in the logs, but not on the UI. It is only reported for the active player, not everyone else.
I'm away from my PC so I can't say the message type #, but it should be one of the first 10 or 20 lines in the log after you start ACT. Just record your in-game str or int, and search for a line that includes it with a bunch of other numbers. Then change some gear, reopen the log file and you should see it update.
Last edited by Dervy; 08-06-2015 at 01:15 PM.
Here's a gift for you guys, before I go on vacation. It's like Christmas in July! Only its August, and it's something I promised 2 weeks ago. Lol
v0.4.5 - Download
New additions to functionality
* sim.jitter added to script. Jitter is a uniformly distributed random variation on sim duration. Use for a more accurate contribution of SKS/SPS, and sustained dps output
* macro functionality added to script. Please see below for details
NOTE: Actor construction has changed. PLEASE see the sample rotations to see how your script needs to change to accomodate.
Two main updates, sim.jitter and macros have been added to the script.
Jitter:
Macro usage:Code:# jitter is a uniformly distributed random +- variation to duration # this is useful in obtaining a more accurate value of SKS/SPS # as well as randomizing duration for more accurate sustained dps picture # you can set this to very high (less than duration however...) for a very # wide distribution of sustained dps. The higher you set jitter, the more # trials you should run to obtain an accurate dps parse sim.jitter=10
Macros should be useful in helping users describe "rotations" rather than "priorities". I don't like them cause its a cop out, but they fit FF14's extremely rigid rotation system (so dumb...) so there you have it. Please ask if you have any questions, but otherwise, please look at the samples to see how to use these functions.Code:[p1.PRECAST] # this is a test of the macro functionality. it is not meant to be an optimal dps rotation # this initial precast line will instantiate a macro (){p1.macro.state.0} [p1.GCD] # this is a test macro rotation # it is designed to showcase the use of macros in a static rotation, as opposed to # a more priority focused rotation. You may find this useful for classes with zero # procs, such as melee classes or SMN. As you can see, for DRG simulation, # we still have the prioritized wheeling thrust and fang and claw # note the end of the longer rotations, as they toggle between two states # note that you don't need to name your macro 'state'. You can name it any alpha-only word (p1.aura.enhanced_wheeling_thrust){wheeling_thrust} (p1.aura.sharper_fang_and_claw){fang_and_claw} (p1.macro.state == 0){heavy_thrust, impulse_drive, disembowel, chaos_thrust, p1.macro.state.inc} (p1.macro.state == 1){phlebotomize, true_thrust, vorpal_thrust, full_thrust, p1.macro.state.0}
Just to give an update on the UI. I finally had some more free time to work on it the past couple days and I'll try and put the finishing touches before I go on vacation for 2 weeks. I'll have my laptop with me, so worst case i'll just finish the last pieces on it.
It will support the base functionality to be expected initially and then I intend on adding new features in the future.
Guys halp.
I understand it's a linear regression, but when doing STR vs DMG @ 0 WD, 224 DET, my regression is completely different at level 50 to 60. I understand there's a chance that level 60 most probably did increase impact of Strength on Damage... But...
Level 50: (Collected in patch 2.5)
0.0856x + 4.8968
Level 60:
0.1153x - 1.5586
Wat? Why did level 50 +4.8, but level 60 -1.5? And isn't it odd Viridiana that -1.5 was also what my Damage Model solved for to give more accuracy? My 2.5 model also solved for +4.5, lol.
They've either changed the Damage Formula completely in 3.0, or there's some great unknown with Strength. I'm still gathering more data, so I'll let you guys know soon.
Also, just for added insult to injury
Level 50: 0WD, 277 STR, 224 DET
Min: 28
Max: 30
Average: 28.5
Level 60: 0WD, 277 STR, 224 DET
Min: 29
Max: 32
Average: 29.5
I understand that this isn't practical as DET scales differently now, but even with DET being butchered by a 1/5th nearly, I'm still out hitting with base STR.
Last edited by Dervy; 08-08-2015 at 04:30 AM.
On a different tangent, are we certain it's 0 WD for broken weapons? The reason I don't have any broken damage on the sheets I uploaded is because there's no display for it.
I wonder if devs read this thread and chuckle to themselves when we get closer and closer- Keep up the good work guys.
It's 0, or could be 1.
http://puu.sh/jti0V/a0bf0e75cb.png
Then Broken Weapon Min/Max Values were
MAX: 52
MIN: 47
AVG: 49.5
I guess it kinda fits 1 a bit better.
I'm doing more testing anyway, so I can confirm it again with a much larger spread of Weapons, going up to 72 WD.
Last edited by Dervy; 08-08-2015 at 08:02 AM.
I am on vacation starting today.
What would be very helpful is if...
1. People went and tested the sim damage output numbers, and if they actually correspond to same numbers ingame.
2. People went and put in whatever hardcoded rotation, and tested it to see if it is what you would expect in game. The priority rotation right now is something like 1013 dps, which is pretty decent w/o food buff, I think it was simmed with ilvl 179 gear and hive weapon.
3. People test if they can actually make a hardcoded rotation. It should not be hard with the new macro system.
See you guys in 1 week.
Dervy I have a new parse with different gear if you need it
https://youtu.be/xpqQABzzOuw
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