Originally Posted by
pandabearcat
The problem with the old dps simulator is that the code was really not very polymorphic and couldn't really handle what I had planned for putting in stat weights (it just did pure power conversions, w/o stats and damage). It also didn't have a very robust priority parsing. Also you don't want to see what the event handling was like, there was a lot of spaghetti code. Was originally made for just bards. Monks and dragoons weren't too hard to add, but trying to make it work for casting was a chore, esp once things started taking more/less time than GCD.
If I do go back to it I would likely start over, maybe with a different language, either one that could be hosted online or something faster like C++. I don't think I could ever work with python, indents for braces? No way >.< Python's lamda functions would be useful though.
I should also add that iirc the simulator's primary purpose was to define "optimal" rotations, something which I figured people would have done by now since its been 2 years, but I guess people are still arguing about things? Back then when the game first came out there were a lot of people with terrible playstyles. So the simulator was made to settle those arguments. I couldn't really care less about stat weights, I get little enough gear as is.