Shrug. Fewer variables the better. Either way yall have all this data but I think are going the wrong way about getting info from it. Work smarter not harder!
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I linked an excel sheet on my google drive a few days ago in this thread, which uses the exact data collection methodology you described here.
So there's your data right there... Well, the War Flash data technically has Defiance and Maim in it, but they are factored out for the potency calc.
The specific attack used for the BLM data is mostly F1 under AF3, so 180*1.8 potency.
For the WAR damage tests it was an equal distribution of Heavy Swing (150) - Skull Sunder (200) - BB (280) potency.
So now all we need is said neural network. Happen to have one laying around? =)
PS. As for randomness, wasnt it confirmed (and likely still true) in 2.X that damaging abilities have a +-5% swing to them, and healing abilities have a +-3% swing?
To my knowledge the only things that are static are Flash and dots, though dots can crit. Flash cant crit.
I don't have time to tailor one...but they are so generic you can sit down with a book for 30 minutes and write one in the language of your choice.
Might (highly likely) have generic packages online as well.
If you like web coding (euuugh) you can prob just set up a gitpage with simple upload and dynamically update your model.
Again the only hard part is collecting the data and feeding it in.
The actual network is only a few (maybe a hundred) lines of code.
EDIT: good news! I've implemented macros. Just not...the macro grammar yet. Oops. Oh well, I'm feeling tired, time for a nap.
Anything I can do on my SMN to help you guys? I can't program anything - thinking of in game dummy testing in whatever situations where I give you the data. I got ACT, and plenty of time.
For SMN the biggest problem is understanding how pets work.
I need to know how much damage they do relative to the SMN's stats, their attack delay, etc.
Heh - this is gonna be interesting. In 2.x they were a mirror of you, so Garuda's 100 potency Windblade hit 25% harder than your 80 potency Ruin. But they got the 3.X SCH pet nerf treatment, so now Ruin hits harder than Windblade. Do I just got ham on a dummy and give you the data along with my stats, or is there a specific test or stats I need?
I am unsure, I don't really play around with formulas because for the sim I can change them at any time.
Likely what we want is enough samples to get a good true average for one set of stats, then change some gear for another set of stats, and repeat.
We can then use the points to figure out how pet scales.
What would be better is if we had a good understanding of baseline stat scaling, so maybe pet scaling is just some scalar to that and we can slap it on and call it a day.
of specific importance to me is how pets scale with skill/spellspeed. That determines how many attacks they get and that is more important for the sim, to correctly simulate how they respond to commands and animation locks.
Since when did Ravahn add that feature, wut.