Just go to the "How to Dragoon Per Second" thread, post 4 and check out the weightings. Just, lmao. Looks like a rat getting caught in a blender. It's nasty.
Also, does the 0.0002330 multiplier fit your Critical Damage scaling data points Viridiana? (or resemble it at least)
Last edited by Dervy; 07-03-2015 at 11:10 PM.
It's roughly the same. Could you try ((CRT-354)*0.0002717)+1.4370748 and for any Data Points that don't fit properly, give me the Critical Hit Rating, and the min/max damage values with no crit + crit?
EDIT: For Critical Hit Chance, use (((CRT-354)*0.0233018) + 4.9508) instead. Just makes it so it's a whole number %. Excel converts 10% to 0.1, for example, that's why the calculation was off (or you could multiply by 100)
Last edited by Dervy; 07-04-2015 at 12:25 AM.
Well, that fits pretty well (within rounding errors, basically). The only times I get things that don't match my observations is when there's an oddity in my observation (incomplete range or too much range).
Yeah well, the Critical Hit Damage Formula is pretty much like my own Damage Models. Heavily reliant on the numbers and rounding range. It's annoying, but not much else we can do really.![]()
Updated Crit Damage Formulae: ((CRT-354)*0.0002335)+1.448234
Turns out the Critical Hit Damage and Critical Hit chance scaler is very close.
Last edited by Dervy; 07-04-2015 at 02:24 AM.


Big overhaul complete for the sim.
v0.4.2 - Download
DRG Cross Class (Internal Release) supported
DRG damage formulas updated to level 60
DRG level 60 rotation fully supported - test rotation updated
New additions to UI functionality
* Damage Contribution by Skill - outputs a recount-like table
* Stat Weight Calculator - warning, runs sim 10+ times, so use lower trials unless you want to wait for an hour
Please note if you want your class/job to be implemented, I will need your class's damage formulas.
I've changed my planned release schedule to be whichever class gives me their formulas on a first come first served basis. Hopefully this will motivate some theorycrafters to get cracking.

As a fellow summoner, I'm sure you want to include our class as well... but how do we even go about figuring out the damage formulas? I personally have no idea how to weight stats now with the spell speed change, and have no idea how I would even go about figuring that out. Is it really going to be a matter of finding a baseline with next to no gear on and applying small bits of various stats and seeing how (across a semi-decent sized data set) the numbers change? Seems very tedious, not looking forward to something like that.


Well you (or someone) would need to test damage from abilities with different sets of gear, then we can find the weights.
If by "stat weights" you mean by the formulas by which they are applied, then yes, we'll have to do tests with materia (such as 0 gear, and then adding 4, 8, 12 int materia).
If by "stat weights" you mean "which stats are best for my class" well you don't need to figure that out, the point is to run the sim to figure that out for you.
Of particular note is how stats affect pets...afaik we have little to no data on that, esp on pet recast timers and how long they take to animate abilities.
If people start collecting data for me whilst I'm away, (which is 3 weeks), I should be able to get a few half working models for other Jobs the moment I return.
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