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  1. #211
    Player
    pandabearcat's Avatar
    Join Date
    Sep 2013
    Posts
    1,517
    Character
    Alizebeth Bequin
    World
    Brynhildr
    Main Class
    Dancer Lv 90
    Updated for 0.4.4

    Download
    v0.4.4 - Download
    DRG Phlebotomize duration fixed
    simff.config file added for formula customization
    NCalc.dll included as part of program. License updated.
    Please note attr.aapotency and attr.aadelay have been renamed attr.aap and attr.aad . You must change your rotation scripts or else it will break.

    Limited support for configuration has been added. You may now enter your own custom damage formulas. Look at simff.config for information.

    The file "simff.config" must exist in the same directory as simffui.exe or the program will not run. Please ask if you have any questions regarding the damage formula syntax. It should be fairly straightforward.

    Also fixed a bug with phlebotomize duration, it is now 24 seconds.
    (0)

  2. #212
    Player
    neiluj95's Avatar
    Join Date
    Jun 2015
    Posts
    5
    Character
    Ibu Profen
    World
    Cactuar
    Main Class
    Dragoon Lv 60
    Are delayed skill effects represented in SimFF?

    e.g. The Disembowel debuff is applied on the target a few moments after Disembowel's animation lock ends. If you use an off-GCD right after Disembowel's animation lock, your off-GCD won't get buffed by Disembowel.

    Same thing for B4B. The reason why we can get a 9-GCD B4B with higher GCD recast times (e.g. 2.47s) is because the buff is added close to the end of B4B's animation lock, rather than immediately after B4B is used.
    (0)

  3. #213
    Player
    pandabearcat's Avatar
    Join Date
    Sep 2013
    Posts
    1,517
    Character
    Alizebeth Bequin
    World
    Brynhildr
    Main Class
    Dancer Lv 90
    It technically is but I have no timings for any delays.

    Someone needs to either get that data or we need to get someone to "not-datamine" it.

    NOTE: I "definitely" don't "condone" "datamining" "wink".
    (0)
    Last edited by pandabearcat; 07-23-2015 at 02:13 AM.

  4. #214
    Player
    Maero's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    4,781
    Character
    I'shtola Maqa
    World
    Leviathan
    Main Class
    Dancer Lv 90
    You should totally make a PS4 add on for us PS4 folk
    i am kidding, but would be nice to have a parser
    Either way kudos to you for doing this for the community
    (0)

  5. #215
    Player
    HeavensSword's Avatar
    Join Date
    Dec 2014
    Location
    Ul'dah
    Posts
    338
    Character
    Marik Landzaat
    World
    Leviathan
    Main Class
    Dragoon Lv 70
    Quote Originally Posted by Maero View Post
    You should totally make a PS4 add on for us PS4 folk
    i am kidding, but would be nice to have a parser
    Either way kudos to you for doing this for the community
    I know you're kidding, but the logistics of this.... D:
    (0)

  6. #216
    Player
    pandabearcat's Avatar
    Join Date
    Sep 2013
    Posts
    1,517
    Character
    Alizebeth Bequin
    World
    Brynhildr
    Main Class
    Dancer Lv 90
    Its an offline program anyhoo, and everyone has a laptop, so it doesn't even matter what platform you play the game on.

    I did some hard thinking (giggity) today about the next steps with the sim, and while I am taking a few shortcuts that I would not want to take if I had infinite time to think about it, I think it will be a good compromise, if ugly code, that will allow more on the fly customizations.
    (0)

  7. #217
    Player
    Viridiana's Avatar
    Join Date
    Mar 2011
    Posts
    3,481
    Character
    Aria Placida
    World
    Lamia
    Main Class
    Ninja Lv 88
    Since this is kinda the Damage Formula thread, and I have this wonderful tendency to look at potency and hate life, I figured I'd post this:



    These are all numbers taken from my NIN with the WD/AP/Det posted above and 0 SS from gear to throw off the 30/40 potency numbers. Potency is listed twice each; top being min and bottom max. Formula in the F column is D*3.037-1, which I admit I made up to get the 1517.5 at 500 potency. G column is F*.95, and H is F*1.05, so as to get the min/max of everything if the F column is actually right (I didn't feel like alternating formulas, so I was lazy and just made it redundant as ****). The notes in I are for which way the value needs to go in order to actually align with observed values.

    Now, you've probably noticed that 180 potency and 360 potency are listed as "Way Down." Those are Katon/Raiton numbers. I really don't want to think about the possibility that magic ninjutsu (and possibly Fuma, even) have their own formula. But even if we ignore those, Mutilate and Armor Crush (missed positional) need to go up, while Death Blossom, Mug, and Armor Crush (correct positional) need to go down.

    So, yeah, anyone wanna take a crack at bringing two values up and simultaneously bringing 5 values down?
    (0)

  8. #218
    Player
    pandabearcat's Avatar
    Join Date
    Sep 2013
    Posts
    1,517
    Character
    Alizebeth Bequin
    World
    Brynhildr
    Main Class
    Dancer Lv 90
    Thanks for the data.

    I patiently wait for someone else to plug the formulas into the sim =)

    See, the end goal of the sim is that I do nothing and everyone else does the work for me.

    Muahahahaha. Best thing is, it is better this way.
    (0)

  9. #219
    Player
    pandabearcat's Avatar
    Join Date
    Sep 2013
    Posts
    1,517
    Character
    Alizebeth Bequin
    World
    Brynhildr
    Main Class
    Dancer Lv 90
    Herp derp an update, learning about Reflection.Emit to see if thats a venue I want to pursue. Probably not for the time being. But thinking about it if someone figures out how to get spelldataa from the client.
    (0)

  10. #220
    Player
    Viridiana's Avatar
    Join Date
    Mar 2011
    Posts
    3,481
    Character
    Aria Placida
    World
    Lamia
    Main Class
    Ninja Lv 88
    Time to break more stuff!

    Quote Originally Posted by Dervy View Post
    Auto-Attacks DPS:
    ((AA_DMG/33.04+1)*(STR/6.92)*(DET/6715+1)*(1/AA_DELAY)BUFFS)-1.5
    This is the formula Dervy has listed for AA DPS, right? And since the (1/AA_DELAY) part gives the "per second" part of DPS, the rest of the formula should be the "damage" part. Now, one of the numerators is AA_DMG, which I'm assuming is what the game labels as "Auto-attack" on weapons, right? So things with a higher "Auto-attack" stat should do more damage if STR/DET are held equal…

    My Expanse Machetes aren't doing that. I'm doing some comprehensive WD testing today, but here are the numbers I have from a few weeks back:

    Code:
          AA_DMG AA_Min AA_Max
    i175: 54.40  196    199
    i160: 53.76  199    220
    Both tests with 569 Dex, 267 Det.

    Like I said, I'm doing more WD testing today. I'll make sure to confirm this when I get to those ilvls…
    (0)

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