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  1. #231
    Player
    pandabearcat's Avatar
    Join Date
    Sep 2013
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    1,517
    Character
    Alizebeth Bequin
    World
    Brynhildr
    Main Class
    Dancer Lv 90
    Yes I know what you're saying, but even in your example the higher AA damage weapon is doing more damage per hit.

    But in Viridiana's trials the higher aa damage weapon is doing less damage...per hit.

    I do not care about this normalization for dps - let the devs figure that out.

    I do not care if a weapon is better or worse dps than another.

    I am simply worried if it turns out our AA damage formula, PER HIT, is incorrect.
    (0)

  2. #232
    Player
    Hustensaft's Avatar
    Join Date
    Aug 2013
    Posts
    228
    Character
    Gyokuro Sencha
    World
    Odin
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by pandabearcat View Post
    I am simply worried if it turns out our AA damage formula, PER HIT, is incorrect.
    That's what i'm trying to say: The formula is wrong because it does not adjust base damage for AA_Delay.
    (0)

  3. #233
    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 pandabearcat View Post
    No I stripped it out, on the basis that the whole point of it was to normalize autoattack damage for his spreadsheet, since it doesn't do dynamic stuff. You can check the formula used in the latest version, inside simff.config which has all the damage formulas. aap is Autoattack Damage (potency) while aad is Autoattack Delay.
    But the "aap" in your formula, to use Expanse Machetes as an example, would be 54.40, right? Because that has aad as a factor, since it's equal to WD*aad/3.

    Quote Originally Posted by Hustensaft View Post
    That's what i'm trying to say: The formula is wrong because it does not adjust base damage for AA_Delay.
    Again, unless I'm just horrendously misunderstanding things, it does account for AA_Delay.

    Also, just tested my Zeta versus the HQ i133 gear. Same WD, kept AP and Det the same. 2.40 Delay Zeta gives 115-128, 2.72 Delay Titanium Pugiones gives 133-147.

    2.4/2.72 = .8823
    (115+128)/(133+147) = .8679

    Gonna look more into it, but it's pretty close to equal. Bear in mind that the 115-128 needs to be a rounded down 115 and a rounded up 128, or else it's too big a spread. So it's possible it might be very slightly higher than shown here.
    (0)

  4. #234
    Player
    Hustensaft's Avatar
    Join Date
    Aug 2013
    Posts
    228
    Character
    Gyokuro Sencha
    World
    Odin
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Viridiana View Post
    2.4/2.72 = .8823
    (115+128)/(133+147) = .8679

    Gonna look more into it, but it's pretty close to equal.
    Exactly, they're equal. Using the numbers of my previous post

    2.4/2.56 = 0.9375
    305.89/318.61 = 0.96

    Assume a 2.72 weapon: 61.65 AA_DMG - 2.866 * (800/6.92) = 331.32

    2.4/2.72 = 0.8823
    305.89/331.32 = 0.923 to get to ~0.88 i'd need 345 hits

    331.32/2.72 = 121.8 dps

    The slower the weapon is - the lower the dps on dervy's formula. Your numbers even have the slower weapon slightly higher in terms of dps.
    (0)
    Last edited by Hustensaft; 07-29-2015 at 01:13 AM.

  5. #235
    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 Hustensaft View Post
    Exactly, they're equal.
    Well, the best I can get without just making a whole new AP/Det point and trying again is the 2.4 doing about 87% of the damage of the 2.72 when it should in theory be just over 88%. That's using Venom and Venom+DE numbers to weed out some rounding issues. I mean, that's still pretty close, but I'm not yet willing to say they're equal. I might go get a whole new data set, though…

    Quote Originally Posted by Hustensaft View Post
    Your numbers even have the slower weapon slightly higher in terms of dps.
    Well, my only assumption going in was that a higher Auto-attack stat would lead to a higher auto-attack per hit. I only referenced Dervy's formula after realizing that this was not the case. And Dervy's formula makes the same prediction I had going in, which has been shown inaccurate. Any references I've made to it since then have only been to reinforce that it makes predictions that don't pan out in practice, which Dervy is working to fix.

    Edit: Well, a second assumption I had would have been that equal WD would yield equal DPS.
    (0)
    Last edited by Viridiana; 07-29-2015 at 01:22 AM.

  6. #236
    Player
    SunnyHirose's Avatar
    Join Date
    Nov 2014
    Location
    Gridania
    Posts
    597
    Character
    Sunny Hirose
    World
    Hyperion
    Main Class
    Lancer Lv 70
    I'm not about to read through allllll that, but when I tested it in 2.5, the hypothesis that autoattacks were normalized to do the same base damage at the same WD, AP, and DET was correct.

    That may or may not be the case with these oddball ilvl items from Heavensward.
    (0)

  7. #237
    Player
    pandabearcat's Avatar
    Join Date
    Sep 2013
    Posts
    1,517
    Character
    Alizebeth Bequin
    World
    Brynhildr
    Main Class
    Dancer Lv 90
    I took a week off because I was stressed at work and wanted to actually play the game.

    Expect a small update tomorrow with macro functionality added (to better support scripting static rotations if you wish, or other more advanced state tracking), and a bigger update sometime middle of next week with the spell scripting functionality change.

    That is the last large engine update I have planned - afterwards, adding more jobs should be simple and won't take more than a week or so.

    I am unconcerned with the formulas for now. You guys work it out, and plug into the sim to test. It can be changed at any time.

    I'm actually very interested about simming tank damage - maybe help some tanks improve their rotations as well as put some common myths to ground.

    Oh one other engine update that I forgot about - adding mp/tp support and actually checking that. It won't be hard, but as you guys may have noticed the engine currently lets you cheat and ignores tp. Will likely be a toggle, something like "sim.enforce_tp_mp = true" to force checking. Needless to say that will probably need to be toggled on for BLM...

    Oh and another thing, on Friday will likely see the introduction of another option, "sim.jitter = 10.0" which adds a randomized (uniformly distributed) duration range to the sim duration to better gauge the benefit of sks/sps.
    (0)
    Last edited by pandabearcat; 07-31-2015 at 02:47 AM.

  8. #238
    Player
    Jahaudant's Avatar
    Join Date
    Aug 2013
    Posts
    315
    Character
    Jahaudant Rivea
    World
    Sargatanas
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by pandabearcat View Post
    I'm actually very interested about simming tank damage - maybe help some tanks improve their rotations as well as put some common myths to ground.
    God yes. A way to sim WAR rotations would be awesome.
    (0)

  9. #239
    Player
    Meleoffs's Avatar
    Join Date
    Sep 2013
    Posts
    127
    Character
    Adreius Niluez
    World
    Leviathan
    Main Class
    Summoner Lv 60
    5
    Quote Originally Posted by Jahaudant View Post
    God yes. A way to sim WAR rotations would be awesome.
    wars need rotation sims? I thought it was basically just rotate between eye and path and every time you berserk just triple fell/decimate (depending of course) and go on with your merry day... Wars also fall into an odd situation where unless your in a dungeon its MORE raid dps to unchained in defiance for 2 combos then deliverance triple fell even though its less dps for the war...
    (0)
    Last edited by Meleoffs; 07-31-2015 at 11:13 PM.

  10. #240
    Player
    pandabearcat's Avatar
    Join Date
    Sep 2013
    Posts
    1,517
    Character
    Alizebeth Bequin
    World
    Brynhildr
    Main Class
    Dancer Lv 90
    I added jitter, and it works fine, but in the process I seem to have broken something with the rotation, so dps is down.

    Oh well. Probably not going to see a release today as I need to fix some bugs.

    For obvious reasons, putting in jitter gives us a much more realistic value of SKS, and it should be valued higher than it has been.

    EDIT: fixed the bug, hooray.

    Still going to delay release to add macros, sorry.

    Good news is all bugs so far have been me being retarded, rather than a problem with program logic or inconsistencies. So I am happy about that. Human error ftw.
    (0)
    Last edited by pandabearcat; 08-01-2015 at 02:47 AM.

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