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Thread: A DPS Simulator

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  1. #22
    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 Tuldin View Post
    I think it'd be a neat.

    State: Ability Set
    Transition/Policy: Available Abilities
    Value: Damage

    Buffs are just abilities, and skills with modifiers could be ignored because their benefits will impact value, and ultimately influence the policy as it converges.

    I wouldn't mind taking it on and building off what you've started, if that's alright. ML and AI has been a passion.
    Sure, that sounds great! I would give you the source code but its going to be all revamped soon.

    Tell you what, if you write up your code (or pseudocode), and just tell me what the sim needs to let you know and I will make sure those are available once I finish the engine.

    The sim consists of...
    • Player (contains stats, buffs, cooldowns, class)
    • the Engine (checks to make sure rules aren't broken, such as GCDs and buff cooldowns)
    • the Events (type of attack and their costs and damage, and crit values)
    • and the Target (keeps track of debuffs, execute, DoTs and their values)
    (0)
    Last edited by pandabearcat; 11-02-2013 at 02:54 AM.