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  1. #1
    Player
    Dervy's Avatar
    Join Date
    Aug 2013
    Posts
    1,537
    Character
    Dervy Yakimi
    World
    Ragnarok
    Main Class
    Lancer Lv 80
    I posted this in the DRG thread, but it would serve better here:

    Also for any of you wondering how SS scales with GCD, it's now 0.00037735 per point of SS. So you can do 2.5-((SS-354)*0.00037735)) to calculate your GCD. Alternatively, you can use this formula 2.5-(0.01*(SS-354)/26.5)) which should do the exact same thing, just a lot more accurately.
    (1)

  2. #2
    Player
    MrYaah's Avatar
    Join Date
    Jan 2015
    Posts
    109
    Character
    Mr Yaah
    World
    Gilgamesh
    Main Class
    Archer Lv 60
    Quote Originally Posted by Dervy View Post
    I posted this in the DRG thread, but it would serve better here:

    Also for any of you wondering how SS scales with GCD, it's now 0.00037735 per point of SS. So you can do 2.5-((SS-354)*0.00037735)) to calculate your GCD. Alternatively, you can use this formula 2.5-(0.01*(SS-354)/26.5)) which should do the exact same thing, just a lot more accurately.
    Dervy you're a wonderful person. <3
    (0)

  3. #3
    Player
    pandabearcat's Avatar
    Join Date
    Sep 2013
    Posts
    1,517
    Character
    Alizebeth Bequin
    World
    Brynhildr
    Main Class
    Dancer Lv 90
    HOLY BUTTS finally found documentation (rather, examples) of how the AST node setup works.

    Now need to go through the grindy process of creating a node for each nonterminal.

    My god we might actually be able to release on friday. If I do, I expect someone to come help get my char to 60, cause I haven't had any time to play >.<

    EDIT: work has begun. I'd forgotten how much more work semantic is than syntax parsing. Hwarrgagahblargh.
    (0)
    Last edited by pandabearcat; 06-26-2015 at 03:08 AM.

  4. #4
    Player
    Viridiana's Avatar
    Join Date
    Mar 2011
    Posts
    3,481
    Character
    Aria Placida
    World
    Lamia
    Main Class
    Ninja Lv 88
    So, just as a partial update. . .

    Still collecting swings at 657 crit, because seriously screw margins of error, but I have a fun data piece on how much that boosts crit damage by. Non-critical damage of 500 potency SA with 689 AP, 260 Det, and 59 WD with Venom, B4B, and Dancing Edge up is 1793-1982. I don't have the full critical spread yet, but I do have a 3012 data point, which means at least a 1.5196~ multiplier for ~12% crit rate. And mind you, 3012 might be a few points shy of max, too. . .
    (0)

  5. #5
    Player
    Dervy's Avatar
    Join Date
    Aug 2013
    Posts
    1,537
    Character
    Dervy Yakimi
    World
    Ragnarok
    Main Class
    Lancer Lv 80
    Just to make sure I'm not being dumb (the heat makes me rather dumb and incapable of comprehension), 12% Chance with 1.5196% multiplier at base 354 Critical Hit Rating, right?
    (0)

  6. #6
    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 Dervy View Post
    Just to make sure I'm not being dumb (the heat makes me rather dumb and incapable of comprehension), 12% Chance with 1.5196% multiplier at base 354 Critical Hit Rating, right?
    At 657 rating.
    (0)

  7. #7
    Player
    pandabearcat's Avatar
    Join Date
    Sep 2013
    Posts
    1,517
    Character
    Alizebeth Bequin
    World
    Brynhildr
    Main Class
    Dancer Lv 90
    I hate Irony. At this point I'm just wrestling with the program rather than working out the implementation, which I hate.

    There isn't even a good working sample with an AST tree.

    I might just get the parse and walk the tree myself.

    EDIT: OH MA GOD IT ACTUALLY RAN HALLELUJAH

    i need a beer.
    (0)
    Last edited by pandabearcat; 06-27-2015 at 01:25 AM.

  8. #8
    Player
    Dervy's Avatar
    Join Date
    Aug 2013
    Posts
    1,537
    Character
    Dervy Yakimi
    World
    Ragnarok
    Main Class
    Lancer Lv 80
    657?! k, yeah, I should of thought that, my bad.

    That's... Very low. You checked that base Crit Damage is x1.5, or is it lower? If that's the case that it's 1.5 at base still, Crit scales damn awfully.

    EDIT:

    Quote Originally Posted by pandabearcat View Post

    EDIT: OH MA GOD IT ACTUALLY RAN HALLELUJAH

    i need a beer.
    Yayyyyyyy!!!!!!!!
    (0)
    Last edited by Dervy; 06-27-2015 at 03:02 AM.

  9. #9
    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 Dervy View Post
    That's... Very low. You checked that base Crit Damage is x1.5, or is it lower? If that's the case that it's 1.5 at base still, Crit scales damn awfully.
    I never bothered to check, honestly. Assumptions are totally a science thing, right? Right? >_>

    Also, so far it's a minimum 1.5196x damage, it might be a bit higher. Based on some data points I need to confirm, it could go as high as 1.5216x damage, but the data point I have for that wasn't properly buffed so I had to extrapolate what it would have been buffed. Which is unfortunate, because it was closer to minimum damage than anything else I have so far.
    (0)

  10. #10
    Player
    pandabearcat's Avatar
    Join Date
    Sep 2013
    Posts
    1,517
    Character
    Alizebeth Bequin
    World
    Brynhildr
    Main Class
    Dancer Lv 90
    By "it actually ran" I mean

    1. It compiled
    2. It stopped throwing null pointer errors

    The good news is that while the work is extremely tedious (yay for making so many nonterminals) the work actually, well, works, so I am actually starting to be able to attach some code to the parsing. For example, so far it can load class skills/traits, add players/targets, and change attributes.

    Next up is simply...writing the next 30 or so code stubs. Then it'll work.

    I anticipate it'll be done by monday/tuesday.

    Far far down the road someday, I may have it spit out actual C# code, so you can compile your rotations to make them run faster. In the meantime performance is the least of my concerns and I doubt anyone would actually care about this functionality so its not going to happen.

    Also, please take a look at the script sample, and try to write up your own. I need people to get hands on so they can tell me if they need additional functionality from the language. Earlier is better.
    (0)

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