Yup. It's fixed. Gonna do a 60min blast at 58 WD, 665 STR, 409 DET during Microsofts E3 and try get absolute min/max values.
EDIT:
Here's some more, 0 WD
![]()
Yup. It's fixed. Gonna do a 60min blast at 58 WD, 665 STR, 409 DET during Microsofts E3 and try get absolute min/max values.
EDIT:
Here's some more, 0 WD
![]()
Last edited by Dervy; 06-15-2015 at 11:55 PM.
Oh shit, I was thinking about doing something similar o.o
Herp I didn't get any work done today, busy busy and then steam summer sale lol.
I'm trying to figure out what you need in terms of access for the parser.
So far it will have
cast sequences - so you can do your stupid combos (seriously no other game has these, combos suck, why not just have one button that does 3 attacks)
actor.aura - whether aura exists
actor.aura.remaining - how much longer on the remaining
actor.cd - whether cd exists (since cooldowns are auras this is just shorthand for a specific index of aura)
actor.cd.remaining - ditto
gcd.last - time since last gcd, useful for timing oGCD events
gcd.next - time till next gcd, probably more useful for timing of oGCD
attr.[attr] - your current attribute
there are also several macros, which signify different sections of script
[SETUP] - setup vars and character
[PRECAST] - currently not supported, will just be ignored.
[GCD]
[OGCD]
There will also likely be a translator table of skill names...so you don't have to type in LNC_BLOOD_FOR_BLOOD you can just type blood_for_blood.
The format (for the rotation it is currently using) will likely be something like this:
Code:[SETUP] #sets up an alias for our player player=p1 #sets up an alias for our target target=t1 #load skills and traits p1.load.lnc p1.load.drg #setup attributes p1.attr.str=500 p1.attr.dex=200 #setup server variables sim.duration=600 sim.execute=200 #setup diagnostic or no - diagnostic runs 1 run with log output, for testing your rotation sim.diagnostic=true #otherwise setup sim trials sim.trials=100000 #i/o sim.output=./output.txt [PRECAST] # currently does nothing [GCD] (!p1.aura.heavy_thrust){heavy_thrust} (t1.aura.chaos_thrust.remaining<10){impulse_drive,disembowel,chaos_thrust} (!t1.aura.phlebotomize){phlebotomize} (){true_thrust,vorpal_thrust,full_thrust}
Hm, the multiple trials thing reminded me of something... you might want to have a special accumulator for tracking damage distribution in addition to the normal ol' damage accumulation. For completely static rotations, while it could get a bit funky towards the extreme end of damage, it would give you a really accurate picture of just how high/low you can typically get while obviating the need to monte carlo the thing.
By that I mean if you could produce actual charts of the bell curve and it'd be an actual curve that would be sooooo cool *flutters eyelashes*
So what the sim actually does is it outputs everything, all the time.
The different modes are just the amount of listeners that are attached to the events.
Diagnostic - all listeners (event, aura, damage, and output) are present, so fairly slow. All output is sent to the output file
Light - only damage listener is present. Damage only accumulates total damage, and total damage for each trial is outputted.
Full - damage, and event listeners are present. # of procs, # of casts, and other spell metrics (crit %, avg damage, etc) are tracked and outputted. This is also moderately slow, and will likely require a decently powerful machine to run in a decent time.
As for UI, you can do whatever you like with the data that is presented. You could write your own UI too! Its not high on my list of priorities right now.
How would your sim handle remainder DoTs in a "looped" rotation in a vacuum? EG, if you set it to do a full rotation, which is like 60s for a Dragoon, how would the sim handle the remaining 2-3 CT + PH ticks?
They just won't happen.
The engine stops processing events once past duration. It only checks after the event is executed, so you might go like 0.5 sec or so over, but its pretty much just going to end.
This is realistic as this simulates the boss simply dying.
Also I dunno I got really pissed at the program today, I will see if I can muster the willpower to finish before Heavensward, though this is unlikely since I haven't been really interested in the game recently =/
The effect of determination on auto-attacks has been reduced.
Critical hit rate now affects damage dealt with a critical strike.
That's really bloody annoying, but it does make sense. Determination scaled more than twice as much than it does for Weapon Skills. It also does kinda support that other stats could possibly scale different with AA's, kinda like what my model shows.
In other news, AP scales differently per job... Massive difference how it scales between a Dragoon and Ninja at least. It's weird, Strength scales better on a Dragoon, but a Ninja has a higher base damage value, lmao. Not too sure about WD, but I think WD also scales differently... So yes, it looks like every job will be getting their own damage formula, which I feared.
Who's gonna volunteer to do Crit work?![]()
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