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  1. #1
    Player
    Kenji1134's Avatar
    Join Date
    Mar 2011
    Posts
    666
    Character
    Aleksandr Deicide
    World
    Cactuar
    Main Class
    Marauder Lv 70
    Quote Originally Posted by SunnyHirose View Post
    There is a rich selection of i70-i130 gear!

    Before HW, I isolated DET at a few levels of AP and at 58 WD. I found it to be pretty dang linear. Many others have said that AP and WD are the same way in isolation but I never got around to trying it out.
    By all means if you can run some setups to isolate stat variations then please feel free to do so.

    The key things is gathering the data in a controlled manner. So ideally you'd want to use a strong ability to reduce rounding error, and always make sure that the additional effects acting on that ability are the same throughout, even if that means not using any at all.
    As far as sample size, I have found that roughly 50-60 non-crit samples under the same conditions is enough to reduce the (standard deviation)/(max damage) to under 3%, which I would say is good enough. About 100 samples with larger damage numbers drives it to just about 2.5%, which I think is the minimum, since there is a natural +-5% swing on damaging abilities which (I assume) follows a Gaussian distribution.
    Then the average of that data needs to be divided by the tooltip potency, as well as all passive buffs/traits, again like Heavy Thrust, Deliverance, Maim and Mend, Hot Shot, etc. This allows us to come down to a unified metric, the amount that your stats combined into a single value influence your baseline "potency".
    (0)
    Last edited by Kenji1134; 07-12-2015 at 05:20 AM.

  2. #2
    Player
    SunnyHirose's Avatar
    Join Date
    Nov 2014
    Location
    Gridania
    Posts
    597
    Character
    Sunny Hirose
    World
    Hyperion
    Main Class
    Lancer Lv 70
    Quote Originally Posted by Kenji1134 View Post
    The key things is gathering the data in a controlled manner. So ideally you'd want to use a strong ability to reduce rounding error, and always make sure that the additional effects acting on that ability are the same throughout, even if that means not using any at all.
    I did one better: I tested at multiple potencies (sometimes with buffs) to calibrate around the rounding a little, and the tests were fairly long. A pitifully low number of data points, but they are HQ datapoints so neener neener. Sadly, they changed a few things around for HW and I ran out of retainer space, and won't have the time to do that kind of testing again in the foreseeable future, and excuse excuse excuse so here I am throwing up my hands and working on leveling things all over again instead.

    Quote Originally Posted by Kenji1134 View Post
    since there is a natural +-5% swing on damaging abilities which (I assume) follows a Gaussian distribution.
    It's uniform.
    (0)

  3. 07-11-2015 09:33 PM
    Reason
    Wait, no.

  4. #4
    Player
    Dervy's Avatar
    Join Date
    Aug 2013
    Posts
    1,537
    Character
    Dervy Yakimi
    World
    Ragnarok
    Main Class
    Lancer Lv 80
    I'm on Holiday sadly and only have my mobile with me Haha, it'll be like that for three weeks sadly. Actually... on Monday I should be alright as I'll actually have WiFi. "Itsdervy" is my Skype I believe.

    I uploaded the solver I used to get my formula anyway. It's nearly a carbon-copy of EMXs old sheet, but changed it up from my liking. I might be able to get a link for it...
    (0)

  5. #5
    Player
    pandabearcat's Avatar
    Join Date
    Sep 2013
    Posts
    1,517
    Character
    Alizebeth Bequin
    World
    Brynhildr
    Main Class
    Dancer Lv 90
    It doesn't matter to me really what the accuracy of the formula is (5% or whatever is fine) as long as it works for each class.

    Its better to be able to roll them out then tweak later.

    Plus, it will be super satisfying to post "dps rankings" and have everyone go crazy, esp if they aren't supposedly accurate yet.

    (0)

  6. #6
    Player
    pandabearcat's Avatar
    Join Date
    Sep 2013
    Posts
    1,517
    Character
    Alizebeth Bequin
    World
    Brynhildr
    Main Class
    Dancer Lv 90
    Hallo, just an update on the documentation. I ended up going through and cleaning all of the engine code up. I am -hoping- to get some documentation up by tomorrow, but that depends on my work schedule.

    Now there is still going to be a revamp later on needed for Auras and Casting (mostly for BLM, to allow aura stacks and also casting resource cost modifiers). I am also planning to add 2 events, CastEvent (on a spell cast - can be instant or a casted spell) and ResourceEvent (whenever TP or MP changes) for ease of UI monitoring.

    Next week there will also be a -huge- revamp to skills, moving from hardcoding to another script system that should allow for easier changes to data values (tp costs, mp costs, etc) without having to rebuild the entire program. However, until someone finds a way to pull spell info (like spell logic) from the client itself (similar to how simcraft does it) I will not make the effort to make skill logic also be scripted.
    (0)
    Last edited by pandabearcat; 07-17-2015 at 01:40 AM.

  7. #7
    Player
    HeavensSword's Avatar
    Join Date
    Dec 2014
    Location
    Ul'dah
    Posts
    338
    Character
    Marik Landzaat
    World
    Leviathan
    Main Class
    Dragoon Lv 70
    Ah ok. I commented on the DRG thread before I saw your post here, but like I said over there I have UI almost ready to go. Just need to make the appropriate calls to your code and test/polish.
    (0)

  8. #8
    Player
    pandabearcat's Avatar
    Join Date
    Sep 2013
    Posts
    1,517
    Character
    Alizebeth Bequin
    World
    Brynhildr
    Main Class
    Dancer Lv 90
    Hello hello,

    0.4.3 has been released.

    It contains the DRG jump/ssd fix, as well as a decent code revamp, but most importantly, has documentation!

    ...for some of it. The core parts that are exposed as public members, at least. If you have any more questions about undocumented aspects of the code let me know.

    Also included in the /Samples/ folder is the entire UI (its very small) that I created. It is somewhat commented and should give you a reasonable idea of how to hook your own UI into it.

    Note: casting event is currently unused and won't ever fire.

    Enjoy!

    https://mega.co.nz/#!s89GzAqD!vvX7xw...xshvYCUipH3-to
    (0)

  9. #9
    Player
    Dervy's Avatar
    Join Date
    Aug 2013
    Posts
    1,537
    Character
    Dervy Yakimi
    World
    Ragnarok
    Main Class
    Lancer Lv 80
    Have you tried implementing Heavens UI for your Sim?

    EDIT: based Kim dotcom
    (0)

  10. #10
    Player
    pandabearcat's Avatar
    Join Date
    Sep 2013
    Posts
    1,517
    Character
    Alizebeth Bequin
    World
    Brynhildr
    Main Class
    Dancer Lv 90
    I would imagine it would be heavensword that would implement his UI for my sim.

    Oh uh, for people unfamiliar with programming, the simulator is a set of libraries.

    Anyone who wants to can write their own UI, so I don't need to implement his UI, he just needs to call my libraries. Maybe that makes more sense.

    They can be developed separately and then used concurrently. As long as the public API does not change all that needs to happen is calling updated libraries if/when they are updated.
    (0)
    Last edited by pandabearcat; 07-18-2015 at 03:16 AM.

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