I wish you luck with your simulation program then.
Printable View
I wish you luck with your simulation program then.
Thats what he's saying. This is not for testing raid dps this is for simulating hundreds of thousands of parses to see EXACTLY what averages out to the most potency per second in a vacuum. People do this already using models and spreadsheets (which are incomplete and taken as fact even though they are less accurate than simulations) and simulations can take out a lot of the shitty work in allowing for large data sets in a short amount of time.
Uploading logs and parsers requires a lot of tedious work and has very little control in what kind of numbers you're getting. THAT is the anecdotal evidence that he's talking about. There is discrepancy in player skill and one player can be better than another and the better one uses the shitty opener, parses higher and says hey his opener is better just because he's a better player. The game needs this, stop trying to fool yourself into believing it doesn't.
I'd say my model is fairly accurate and representative of actual GCD rotations for an excel spreadsheet. It's also very dynamic and a vast majority of it is automated. A few tweaks here and there and I could make it handle dynamic oCDs if I wanted to (I'll need to do this for botd). It's good for what it needs to do, calculate optimal GCD rotations in a vacuum and stat-weights, which buffs (such as BFB) won't affect. Simulators take it to the next level however. Can't wait until this is finished, te-he.
Right now I want to get a working version of the sim out first, then I will be looking for others to help out. Likely this will be 1 week after heavensward releases.
Needed help, in order of helpfulness, are
1. Someone who wants to take the time to create an actual UI. I'm too lazy for this lol. Ideally this is someone comfortable with forms applications in C#, which frankly aren't that hard but you'll have to know what you're doing.
2. Someone to expand the parser grammar to include spell parsing and character parsing. This means all the stuff that is currently hardcoded should be able to be scripted instead, leading to easier changes if/when spells change or are added. However this may lead to a performance hit, which i'm not really sure is needed. The reason it was hardcoded at first was I wasn't sure if skill effects could be generalized enough. Thinking about it now however, the skills in ff14 really aren't that complicated, and we could move to a script instead. However, this will be a pretty significant change to the engine so likely won't happen for a while.
3. Class leads in charge of class formulas and telling me why something doesn't work. It isn't gonna be glamorous, you'll have to test a lot of rotations and stuff to see if the engine works the way it should. Ninja is a must because it is my only non-50, and I have no idea how it works.
Well, I can't help on the programming side, but I'm always willing to stab things in the face for hours on end (though preferably after the HW leveling rush). And NIN is my main, though I'm 2 levels shy of having all DoW/DoM at 50. . .
Edit:
I forget, what potency did you base this off of? Is it accurate for your Phlebotomize dot ticks?
I think as long as the damage formulas are fairly accurate, what I need most is actual delays.
These are
1. Animation delays for instantcasts and oGCD abilities. This is vital for obvious reasons, as it impacts dps.
2. Cast delays for spells (travel time). This is necessary mostly for BLM (firestarter procs) and possibly SMN (bio > fester delay).
So far noone seems to have this information.
100, 150, 180, 360, 414 (ft*ht) raw potencies, ranging from 0-58 WD, 202-42X Det, and 277-663 STR. The solver ensures to take into account potency/100. No dot ticks. It will require additional testing to see if potency actually works differently than what we originally assumed.
Edit: it looks like every job will be getting their own formula. Jeez...
Also, that formula is the AA one :p. It's rather annoying how this game works. AA and AC are calculated differently, on top of Jobs scaling WD and maybe base damage, differently.
It's a ballache.