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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
    Of course, I meant (Potency*0.01005) :P

    I changed it to Potency/100 and STR/9 and the variation dropped another 0.2, still kept the -1 however.

    I then made it so it solves for -X. This value just changed to -1.5, but variation dropped by further 0.5.

    So, it would of been ((Potency/100)*(WD/25+1)*(STR/9)*(DET/7308+1)*BUFFS)-1.5, total error of 3.1816

    Interestingly, this model is even accurate when I tested for 72WD, 841STR, 505DET. Which, is good. At least I know that Determination is hard-valued now at DET/7308, or DET*0.0001369 and scales from 0.

    Having said this... I'm curious as to how this model reflects my "Job Coefficients".

    EDIT: Errors are all of the errors from my data points added up together. So the more DataPoints I have, my Variation Error will increase.
    (0)
    Last edited by Dervy; 07-02-2015 at 10:23 AM.

  2. #2
    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
    So, it would of been ((Potency/100)*(WD/25+1)*(STR/9)*(DET/7308+1)*BUFFS)-1.5, total error of 3.1816
    Yay progress! Also, dunno if you saw, but I updated my post from yesterday to add in the SS numbers for my NIN.
    (0)

  3. #3
    Player
    Dervy's Avatar
    Join Date
    Aug 2013
    Posts
    1,537
    Character
    Dervy Yakimi
    World
    Ragnarok
    Main Class
    Lancer Lv 80
    I'll go have a loot at it now ^^

    I'm actually kinda glad I can use a Damage Model in this format now. It makes it so much easier to remember, and it looks so much more cleaner.

    This is all a WIP remember, so a few of the values will eventually change over time, as I add more and more Data Points to my solver.

    EDIT: Fixed it. I messed up the AA_Delay calculation, lmao. Everything's perfect!

    Interestingly, DET's weighting is 0.120, SS is 0.097 due to the DoT clipping, but, CRT with the same old 1.5% DMG mod gives me a weighting of 0.363. I'm iffy about this value however until we've got a working Crit Dmg scaler and someone has figured out a new Crit Formula for us to work with.
    (0)
    Last edited by Dervy; 07-02-2015 at 04:04 PM.

  4. #4
    Player
    Butcherboy's Avatar
    Join Date
    Feb 2014
    Posts
    527
    Character
    Commodore Butcherboy
    World
    Cactuar
    Main Class
    Pugilist Lv 60
    Interestingly, DET's weighting is 0.120, SS is 0.097 due to the DoT clipping, but, CRT with the same old 1.5% DMG mod gives me a weighting of 0.363. I'm iffy about this value however until we've got a working Crit Dmg scaler and someone has figured out a new Crit Formula for us to work with.[/QUOTE]

    Lol yup it seems we are back to ilvl 80 ilvl 90 gear back then just by looking at WIP for stat weights. It's funny. Keep up the good work guys.

    Off topic, hey dervy do u plan on updating the how to dps drg page with latest information about drg abilities and openers soon?
    (0)

  5. #5
    Player
    Waliel's Avatar
    Join Date
    Aug 2013
    Posts
    1,153
    Character
    Waliel Hla
    World
    Cerberus
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Dervy View Post
    Where is his work? Cause I need to take a look at this. All of my work so far has indicated that DoT potency is higher than what my damage model calculates at 354 Skillspeed, meaning, there's something affecting it already from below this numerical value.
    Well, that's the thing. He didn't show any work and just said that. No idea if there's any truth to that and, as I said, just wanted to throw it out here to see your thoughts.
    (0)

    Yoshi-P is doing his best and is patching Endwalker. Please wait warmly until it is ready.

  6. #6
    Player
    pandabearcat's Avatar
    Join Date
    Sep 2013
    Posts
    1,517
    Character
    Alizebeth Bequin
    World
    Brynhildr
    Main Class
    Dancer Lv 90
    If yall added playerlevel as a modifier to the formula I'm hoping you could find parallels between 50 and 60, and we won't have to go through this process every time people level. Cause I'm pretty sure thats how it scales somehow.
    (0)

  7. #7
    Player
    pandabearcat's Avatar
    Join Date
    Sep 2013
    Posts
    1,517
    Character
    Alizebeth Bequin
    World
    Brynhildr
    Main Class
    Dancer Lv 90
    Hello all, I'm wondering if anyone's tried the simulator and varied up the sample rotation I put? I'd like people to test to see if the script needs additional features in order for you to write your rotations. Also if there are any bugs or inconsistencies in the way it handles more complex priority lists.

    Furthermore, here is the source code for the "UI". As you can see it is extremely simple. Should people want to create their own graphical UI I welcome you to do so - all you need are hooks to the engine and parser's events and you're good to go. It simply isn't a big focus for me because the goal is to output the raw data people need to come to their own conclusions - if you want to use a graphic interface, if you want to export it to mathematica and do statistical analysis, go right ahead!

    Simply reference the needed dll (SimFF.dll and SimFF.Script.dll) and you're golden.

    Code:
    using System;
    using System.Collections.Generic;
    using System.Linq;
    using System.Windows.Forms;
    using SimFF;
    using SimFF.Script;
    using System.IO;
    using System.Diagnostics;
    
    namespace SimFF.UI
    {
        static class Program
        {
            static Engine eg;
            static Stopwatch timer;
            static StreamWriter sw;
            static TextWriter ow;
            static Boolean hasOutput;
            static double dps;
            /// <summary>
            /// The main entry point for the application.
            /// </summary>
            static void Main()
            {
                // print some menu crap (pshhhhh)
                Console.WriteLine("SimFF v0.4 (2015-06-30 release) (c) Cheng Chen");
                Console.WriteLine("Please view the README for license information.\n\n\n");
                Console.Write("Enter input script file: ");
    
                String input = Console.ReadLine();
    
                // setup grammar
                FFParser p = new FFParser();
    
                // parse the script file
                p.Parse(input);
    
                // get our engine
                eg = p.Context.Engine;
    
                // setup timer
                timer = new Stopwatch(); // trial time
                Stopwatch timer2 = new Stopwatch(); // total time
    
                // setup vars
                dps = 0;
    
                // attach handlers
                if (eg.Diagnostic)
                {
                    // only attach detailed handlers if diagnostic mode is on
                    // slows down performance drastically - will also output all
                    eg.RegisterDamageHandler(DamageHandler);
                    eg.RegisterAuraHandler(AuraHandler);
                    eg.RegisterAuraEndHandler(AuraEndHandler);
                }
                eg.RegisterTrialStartHandler(TrialStartHandler);
                eg.RegisterTrialEndHandler(TrialEndHandler);
    
                Console.WriteLine("Starting{1}Simulation ({0} Trials)\n\n", (eg.Diagnostic? 1 : eg.Trials), (eg.Diagnostic? " Diagnostic " : " "));
    
                // setup output
                FileStream fs = null;
                sw = null;
                ow = null;
    
                hasOutput = (p.Context.Output != null && p.Context.Output.Length > 0);
                if (hasOutput)
                {
                    fs = new FileStream(p.Context.Output, FileMode.Create, FileAccess.Write);
                    sw = new StreamWriter(fs);
                    ow = Console.Out;
                    Console.SetOut(sw);
                }
    
                // init and run
                timer.Start();
                eg.Run();
                timer.Stop();
    
                //cleanup
                if (hasOutput)
                {
                    Console.SetOut(ow);
                    sw.Close();
                    fs.Close();
                }
    
                //print end stuff
                Console.WriteLine("\nSimulation Complete {0} Trials. Time taken: {1}", eg.Trials, timer.Elapsed);
    
                // pause before program exit
                Console.ReadLine();
            }
    
            static void TrialStartHandler(TrialEventArgs e)
            {
                //
            }
    
            static void TrialEndHandler(TrialEventArgs e)
            {
                Console.WriteLine("Trial {0}: {3} dps\t{1} damage", e.TrialNumber, e.Damage, timer.Elapsed, e.Damage/e.Duration);
    
                dps += e.Damage / e.Duration;
    
                //print to console if output file
                if(hasOutput)
                {
                    Console.SetOut(ow);
                    Console.Write("\rRunning Trial {0} ({1}ms elapsed)\tAvg DPS {2}", e.TrialNumber, timer.ElapsedMilliseconds, (dps/e.TrialNumber).ToString("#.##"));
                    Console.SetOut(sw);
                }
            }
    
            static void DamageHandler(DamageEventArgs e)
            {
                Console.Write("[{0}]{4}\t{1}\t({2}{3})\n", eg.Time.ToString("#0.00"), e.Spell, e.Damage.ToString("#0.00"), (e.Crit ? "!" : ""), (e.Spell[e.Spell.Length - 1] == ')' || e.Spell.IndexOf("Autoattack") >= 0 ? "\t" : ""));
            }
    
            static void AuraHandler(AuraEventArgs e)
            {
                // discard system events
                if (e.Aura.Spell[0] == 'Z')
                    return;
                Console.Write("[{0}]\t\t\t{1} applied to {2}\t({3}sec)\n", eg.Time.ToString("#0.00"), e.Aura.Spell, e.Target.Name, e.Aura.Duration);
            }
    
            static void AuraEndHandler(AuraEventArgs e)
            {
                // discard system events
                if (e.Aura.Spell[0] == 'Z')
                    return;
                Console.Write("[{0}]\t\t\t{1} on {2} ends\n", eg.Time.ToString("#0.00"), e.Aura.Spell, e.Target.Name);
            }
        }
    }
    EDIT: I will attempt to put in the new lvl 60 formulas at some point today, though I am working on other tweaks at the moment. I am also pretty caught up in fourth of july stuff with friends and family, so likely not much work will be done until next week. Have a safe holiday.
    (0)
    Last edited by pandabearcat; 07-03-2015 at 12:01 AM.

  8. #8
    Player
    Dervy's Avatar
    Join Date
    Aug 2013
    Posts
    1,537
    Character
    Dervy Yakimi
    World
    Ragnarok
    Main Class
    Lancer Lv 80
    How do I compile this? I'm ultra scrub when it comes to computing languages/compiling/decompiling etc etc.
    (0)

  9. #9
    Player
    pandabearcat's Avatar
    Join Date
    Sep 2013
    Posts
    1,517
    Character
    Alizebeth Bequin
    World
    Brynhildr
    Main Class
    Dancer Lv 90
    You need visual studio 2010 (or higher). I think there is an "express" free version you can download. You need to create a new solution, add the UI source to the code, add the two necessary dll files as references (right click references, add, SimFF and SimFF.Script).

    You can then compile/build the project.

    There is a precompiled version on the first page downloads. I provided the code to this to let people see how to hook into the engine - if you want to make a GUI or something more advanced all the data and options you need are right there.
    (0)

  10. #10
    Player
    Dervy's Avatar
    Join Date
    Aug 2013
    Posts
    1,537
    Character
    Dervy Yakimi
    World
    Ragnarok
    Main Class
    Lancer Lv 80
    ((CRT-354)*0.0002330) + 0.0495080

    Critical Hit Rating Calculation. Everything got neutered, lmao.
    (0)

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