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  1. #171
    Player
    pandabearcat's Avatar
    Join Date
    Sep 2013
    Posts
    1,517
    Character
    Alizebeth Bequin
    World
    Brynhildr
    Main Class
    Dancer Lv 90
    Big overhaul complete for the sim.

    v0.4.2 - Download
    DRG Cross Class (Internal Release) supported
    DRG damage formulas updated to level 60
    DRG level 60 rotation fully supported - test rotation updated
    New additions to UI functionality
    * Damage Contribution by Skill - outputs a recount-like table
    * Stat Weight Calculator - warning, runs sim 10+ times, so use lower trials unless you want to wait for an hour

    Please note if you want your class/job to be implemented, I will need your class's damage formulas.

    I've changed my planned release schedule to be whichever class gives me their formulas on a first come first served basis. Hopefully this will motivate some theorycrafters to get cracking.
    (0)

  2. #172
    Player
    T0rin's Avatar
    Join Date
    Oct 2013
    Posts
    447
    Character
    Torin Escarpa
    World
    Sargatanas
    Main Class
    Summoner Lv 60
    As a fellow summoner, I'm sure you want to include our class as well... but how do we even go about figuring out the damage formulas? I personally have no idea how to weight stats now with the spell speed change, and have no idea how I would even go about figuring that out. Is it really going to be a matter of finding a baseline with next to no gear on and applying small bits of various stats and seeing how (across a semi-decent sized data set) the numbers change? Seems very tedious, not looking forward to something like that.
    (0)

  3. #173
    Player
    pandabearcat's Avatar
    Join Date
    Sep 2013
    Posts
    1,517
    Character
    Alizebeth Bequin
    World
    Brynhildr
    Main Class
    Dancer Lv 90
    Well you (or someone) would need to test damage from abilities with different sets of gear, then we can find the weights.

    If by "stat weights" you mean by the formulas by which they are applied, then yes, we'll have to do tests with materia (such as 0 gear, and then adding 4, 8, 12 int materia).

    If by "stat weights" you mean "which stats are best for my class" well you don't need to figure that out, the point is to run the sim to figure that out for you.

    Of particular note is how stats affect pets...afaik we have little to no data on that, esp on pet recast timers and how long they take to animate abilities.
    (0)

  4. #174
    Player
    Dervy's Avatar
    Join Date
    Aug 2013
    Posts
    1,537
    Character
    Dervy Yakimi
    World
    Ragnarok
    Main Class
    Lancer Lv 80
    If people start collecting data for me whilst I'm away, (which is 3 weeks), I should be able to get a few half working models for other Jobs the moment I return.
    (0)

  5. #175
    Player
    Kenji1134's Avatar
    Join Date
    Mar 2011
    Posts
    666
    Character
    Aleksandr Deicide
    World
    Cactuar
    Main Class
    Marauder Lv 70
    PandaBearCat, have you tried using the 2.0-2.5 damage formula that Puro and I came up with? You can find it "somewhere" in his excel file.
    That formula assumes that 1 potency = well, 1 potency, so just multiply the result by the ability potency to get the estimated mean damage/healing.
    The formula was originally designed for spells, but it does work for weaponskills as well. There is a different formula for autoattacks, but I do not recall where it is.

    I am curious if the general damage formula itself (or the most accurate modeling setup) changed in 3.0. My blm is closing in on 60, so once I have a decent spread of gear, and time... lots of time... I can redo the damage formula modeling calculations to see if we can get a nice accurate model for our 3.0 needs. Something that should work for spells, healing, abilities, and weaponskills. Pretty sure AA's follow a different formula even after being normalized to a 3s attack speed.
    (0)

  6. #176
    Player
    pandabearcat's Avatar
    Join Date
    Sep 2013
    Posts
    1,517
    Character
    Alizebeth Bequin
    World
    Brynhildr
    Main Class
    Dancer Lv 90
    Kenji I am unfamiliar with your spreadsheet, but if you have anything that is verified (more or less) for 3.0 I'd be happy to use it for whatever classes may be. I really can't do anything aside from setup the skeletons of skills for other classes if I don't have the damage formulas (either a universal one or one for each class).

    As for autoattacks, the sim actually does autoattacks according to delay, so normalizing the dps is unnecessary. Simply need to figure out how it scales based on actual autoattack damage.
    (0)

  7. #177
    Player
    Kenji1134's Avatar
    Join Date
    Mar 2011
    Posts
    666
    Character
    Aleksandr Deicide
    World
    Cactuar
    Main Class
    Marauder Lv 70
    Um... here it is...

    ( 0.000000377653 * INT^2 + 0.000000457771 * (DET-202)^2 + 0.0000375062 * WD*INT + 0.00000868613 * WD*(DET-202) + 0.000000436208 * INT*(DET-202) + 0.00226708 * WD + 0.000564655 *INT + 0.105144575 ) * ( ((100+(4.99+((CRIT-341)/13.84598115))/2)/100) * (2625/(2966-SSPD)) )

    I believe that this formula is adjusted for the 20% bonus from Main and Mend 2, so this is basically just crit and speed adjusted potency.
    Lets clean this up a bit.

    As you can guess, for the general formula INT is your main stat (Str/Dex/Int/Mnd), DET is Determination, and WD is your Weapon Damage (Physical or Magical as appropriate)
    ( 0.000000377653 * INT^2 + 0.000000457771 * (DET-202)^2 + 0.0000375062 * WD*INT + 0.00000868613 * WD*(DET-202) + 0.000000436208 * INT*(DET-202) + 0.00226708 * WD + 0.000564655 *INT + 0.105144575 )
    or in a more visually friendly form (perhaps):

    Raw Potency = INT/186.211 + WD/46.379 + (DET-202)^2/229689 + INT^2/278417 + INT*(DET-202)/241043 + WD*(DET-202)/12104.9 + INT*WD/2803.41 + 1

    Now the DET-202 is from the base Det being 202, and when your Det was debuffed, like in Titan EX, your damage went down. So it is modeled as something that can go negative and become detrimental. The 202 needs to be updated to the current base Determination value for any given class. They were all the same at 202 at 50, I imagine they are still all the same, but with a higher base value.

    After that you can add in the effects of Crit and Speed however you want.
    For the purpose of computing stat weights, I decided to include them as multiplicative modifiers to the raw potency formula above. This produced the huge crit-speed-modified formula at the top, which took into account crit rate and gcd reduction (which as a % carries over to all cast times), and turned all of your stats into a single number... very useful for comparing the total value of a gear set.
    Stat weights were then calculated by taking the fully crit-speed-modified formula and adding 1 to each parameter. Then we do...

    INT+1 Potency - Original Potency = Int Normalization Value
    (WD/DET/CRIT/SPD)+1 Potency - Original Potency = (WD/DET/CRIT/SPD) Potency Change
    (WD/DET/CRIT/SPD) Stat Change / Int Normalization Value = Stat Weight for 1 point of (WD/DET/CRIT/SPD) normalized vs 1 point of Int.
    Which gives us stat varying general stat weights.

    So yeah, I have no idea how valid this equation is in 3.0. I plan to revisit the data and modelling behind this over the next few weeks.
    (0)
    Last edited by Kenji1134; 07-10-2015 at 02:22 AM.

  8. #178
    Player
    Viridiana's Avatar
    Join Date
    Mar 2011
    Posts
    3,481
    Character
    Aria Placida
    World
    Lamia
    Main Class
    Ninja Lv 88
    Quote Originally Posted by Kenji1134 View Post
    That formula assumes that 1 potency = well, 1 potency, so just multiply the result by the ability potency to get the estimated mean damage/healing.
    Which was all good and fine, but I proved that doesn't work (at least for weapon skills) in 2.55.
    (0)

  9. #179
    Player
    HeavensSword's Avatar
    Join Date
    Dec 2014
    Location
    Ul'dah
    Posts
    338
    Character
    Marik Landzaat
    World
    Leviathan
    Main Class
    Dragoon Lv 70
    Thanks for your work panda. I was curious, do you happen to have doxygen or similar documentation for your dlls? If I have the time, I could maybe wrap this stuff in a nice GUI.
    (0)

  10. #180
    Player
    pandabearcat's Avatar
    Join Date
    Sep 2013
    Posts
    1,517
    Character
    Alizebeth Bequin
    World
    Brynhildr
    Main Class
    Dancer Lv 90
    Quote Originally Posted by HeavensSword View Post
    Thanks for your work panda. I was curious, do you happen to have doxygen or similar documentation for your dlls? If I have the time, I could maybe wrap this stuff in a nice GUI.
    Nope, the code is currently made of duct tape and children's nightmares. You raise a really good point though, I think I will spend the next few days writing up documentation so people can write their own UIs.

    PS: you look like deathwing

    (0)

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