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  1. #1
    Player
    Havenchild's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    990
    Character
    Avalen Koma
    World
    Gilgamesh
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by T0rin View Post
    snip
    There's two things kinda wrong with your statement. The first is, that there would be a better rotation than the one you found before that would better utilize the let's say for purpose SS, you have gained. In theory this is true, but in actual in game use it's not. Maybe on Striking Dummy? But in a fight? Highly Unlikely for the exact reason you mention, disconnects of a fight, RNG that can mess around with you and such. That is what slightly reduces the use of Spellspeed as well. How many casts it gave you over the course of the fight actually almost never changes or changes very little because of how fights play out. Now if we are looking at SS, like a modifier similar to DET, that's completely different.

    The second way you are wrong, I would take you back to the 2.5+ series a sec. Many people stood by on calculators and sims alone, but several people could not pull the numbers I was able to do, when I would sacrifice yes, main stat for secondaries.
    Many people claimed I was wrong regardless of reasoning and logical testing in game showed otherwise. It was only after I showed parse data relative to what I was saying, that people began to question how things actually worked again with SMN.

    Turns out, that the old damage calculator was slightly off and the NA scene largely as a whole, didn't actually understand that DET scaled higher with more main stat. However the JP scene was more privy on this. Turns out I was proving the JP calculators in game without even knowing of either calculators existence. Have I tried builds from multiple people before? Absolutely, and executed my rotation the exact same way because even then, when Spellspeed had stronger influence on our cast times and such, it still never changed my rotation or gave an extra cast. Many people went full INT builds by maximizing ilvl, but that stuff was bloated with Spellspeed.

    RNG has been existent in raiding for a long time. In T10 with charges/ tethers, T11 tethers, T13 Megaflare/ Earthshakers, T6 Flower debuff, T5 Dread stun....etcetc.

    Now understand this does not take away from the fact that, now in Heavensward, Spellspeed is different, because it is. However, regardless, you should still go by what you see in game. A simulator is not server code. Nor are simulators always updated where as patch by patch, things can be tweaked behind the scenes without notice. If you would recall, stat scaling has been adjusted before between patches.

    You don't have to trust what you see in game, but that's on you. However, I would strongly recommend against saying any Simulator or Calculator as the top result over what actually executes in-game better. That's not bad advice, that's kinda just common sense, I think.

    Quote Originally Posted by Dervy View Post

    Any other method isn't scientific. You need to eliminate as many variables as possible when conducting tests.
    Do you guys think, that it is impossible, for someone to have little to no human error involved, when they understand the rotation they execute that much? I don't think so, and I feel a lot of people that post ridiculous numbers on DPS boards make it there with very little human error in between runs. You are definitely correct in, it's not based on science but what works in-game.
    (5)
    Last edited by Havenchild; 08-28-2015 at 11:59 AM.

  2. #2
    Player
    T0rin's Avatar
    Join Date
    Oct 2013
    Posts
    447
    Character
    Torin Escarpa
    World
    Sargatanas
    Main Class
    Summoner Lv 60
    Quote Originally Posted by Havenchild View Post
    snip
    The simple reality is that if the game doesn't back up the numbers, then you need to look at the numbers. The odds of there being human error involved are just as likely in a mathematical analysis as there are in executing a rotation in the game. That doesn't take away from the merit of either, it just means that you need to be very diligent about both. If the analysis is done right, then nothing in the game short of player error should counteract the data. Going back to your pre-3.0 example.. if the analysis is saying one thing and the reality is showing another, that points to a potential flaw in the analysis, but does not discount the idea that the analysis should definitively be able to prove out what is analytically better than something else.

    And this is comparing dummy parse sims vs real fights, of course there will be differences in the impact of different stats. What if you wrote a sim that actually simulated real fights with normalized RNG on mechanics?
    (0)

  3. #3
    Player
    Minorinz's Avatar
    Join Date
    Aug 2013
    Posts
    409
    Character
    Yuni Azure
    World
    Spriggan
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Havenchild View Post
    There's two things kinda wrong with your statement. The first is...

    Omg i love you, and I totally get what you are saying. I think about it this way too.
    (0)