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  1. #11
    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.
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    Last edited by pandabearcat; 07-31-2015 at 02:47 AM.