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  1. #1
    Player
    pandabearcat's Avatar
    Join Date
    Sep 2013
    Posts
    1,517
    Character
    Alizebeth Bequin
    World
    Brynhildr
    Main Class
    Dancer Lv 90
    For SMN the biggest problem is understanding how pets work.

    I need to know how much damage they do relative to the SMN's stats, their attack delay, etc.
    (0)

  2. #2
    Player
    Sidra's Avatar
    Join Date
    Feb 2015
    Posts
    259
    Character
    Sidra Swiftwind
    World
    Sargatanas
    Main Class
    Summoner Lv 60
    Heh - this is gonna be interesting. In 2.x they were a mirror of you, so Garuda's 100 potency Windblade hit 25% harder than your 80 potency Ruin. But they got the 3.X SCH pet nerf treatment, so now Ruin hits harder than Windblade. Do I just got ham on a dummy and give you the data along with my stats, or is there a specific test or stats I need?
    (0)

  3. #3
    Player
    pandabearcat's Avatar
    Join Date
    Sep 2013
    Posts
    1,517
    Character
    Alizebeth Bequin
    World
    Brynhildr
    Main Class
    Dancer Lv 90
    I am unsure, I don't really play around with formulas because for the sim I can change them at any time.

    Likely what we want is enough samples to get a good true average for one set of stats, then change some gear for another set of stats, and repeat.

    We can then use the points to figure out how pet scales.

    What would be better is if we had a good understanding of baseline stat scaling, so maybe pet scaling is just some scalar to that and we can slap it on and call it a day.

    of specific importance to me is how pets scale with skill/spellspeed. That determines how many attacks they get and that is more important for the sim, to correctly simulate how they respond to commands and animation locks.
    (0)

  4. #4
    Player
    Dervy's Avatar
    Join Date
    Aug 2013
    Posts
    1,537
    Character
    Dervy Yakimi
    World
    Ragnarok
    Main Class
    Lancer Lv 80
    Since when did Ravahn add that feature, wut.
    (0)

  5. #5
    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 SunnyHirose View Post
    I don't understand the format myself, assuming it's even visible. But the patch notes say so.
    Huh. So they do. I'll have to ask Ravahn how to get that info.

    Quote Originally Posted by Dervy View Post
    Since when did Ravahn add that feature, wut.
    I'll send you the link on reddit, since I'm not sure how the mods would like me linking to an ACT site as opposed to just talking about it.
    (0)

  6. #6
    Player
    Dervy's Avatar
    Join Date
    Aug 2013
    Posts
    1,537
    Character
    Dervy Yakimi
    World
    Ragnarok
    Main Class
    Lancer Lv 80
    Quote from Ravahn

    It's in the logs, but not on the UI. It is only reported for the active player, not everyone else.
    I'm away from my PC so I can't say the message type #, but it should be one of the first 10 or 20 lines in the log after you start ACT. Just record your in-game str or int, and search for a line that includes it with a bunch of other numbers. Then change some gear, reopen the log file and you should see it update.
    EDIT: Husten/Viridiana, what would be the best way for me to normalise AA_DMG in a solver which also includes AA_DELAY into the base damage calculation (not DPS) do you guys think?
    (0)
    Last edited by Dervy; 08-06-2015 at 01:15 PM.

  7. #7
    Player
    pandabearcat's Avatar
    Join Date
    Sep 2013
    Posts
    1,517
    Character
    Alizebeth Bequin
    World
    Brynhildr
    Main Class
    Dancer Lv 90
    Here's a gift for you guys, before I go on vacation. It's like Christmas in July! Only its August, and it's something I promised 2 weeks ago. Lol

    v0.4.5 - Download
    New additions to functionality
    * sim.jitter added to script. Jitter is a uniformly distributed random variation on sim duration. Use for a more accurate contribution of SKS/SPS, and sustained dps output
    * macro functionality added to script. Please see below for details
    NOTE: Actor construction has changed. PLEASE see the sample rotations to see how your script needs to change to accomodate.

    Two main updates, sim.jitter and macros have been added to the script.

    Jitter:
    Code:
    # jitter is a uniformly distributed random +- variation to duration
    # this is useful in obtaining a more accurate value of SKS/SPS
    # as well as randomizing duration for more accurate sustained dps picture
    # you can set this to very high (less than duration however...) for a very
    # wide distribution of sustained dps. The higher you set jitter, the more
    # trials you should run to obtain an accurate dps parse
    sim.jitter=10
    Macro usage:
    Code:
    [p1.PRECAST]
    # this is a test of the macro functionality. it is not meant to be an optimal dps rotation
    # this initial precast line will instantiate a macro
    (){p1.macro.state.0}
    
    [p1.GCD]
    # this is a test macro rotation
    # it is designed to showcase the use of macros in a static rotation, as opposed to
    # a more priority focused rotation. You may find this useful for classes with zero
    # procs, such as melee classes or SMN. As you can see, for DRG simulation,
    # we still have the prioritized wheeling thrust and fang and claw
    # note the end of the longer rotations, as they toggle between two states
    # note that you don't need to name your macro 'state'. You can name it any alpha-only word
    (p1.aura.enhanced_wheeling_thrust){wheeling_thrust}
    (p1.aura.sharper_fang_and_claw){fang_and_claw}
    (p1.macro.state == 0){heavy_thrust, impulse_drive, disembowel, chaos_thrust, p1.macro.state.inc}
    (p1.macro.state == 1){phlebotomize, true_thrust, vorpal_thrust, full_thrust, p1.macro.state.0}
    Macros should be useful in helping users describe "rotations" rather than "priorities". I don't like them cause its a cop out, but they fit FF14's extremely rigid rotation system (so dumb...) so there you have it. Please ask if you have any questions, but otherwise, please look at the samples to see how to use these functions.
    (1)

  8. #8
    Player
    HeavensSword's Avatar
    Join Date
    Dec 2014
    Location
    Ul'dah
    Posts
    338
    Character
    Marik Landzaat
    World
    Leviathan
    Main Class
    Dragoon Lv 70
    Just to give an update on the UI. I finally had some more free time to work on it the past couple days and I'll try and put the finishing touches before I go on vacation for 2 weeks. I'll have my laptop with me, so worst case i'll just finish the last pieces on it.

    It will support the base functionality to be expected initially and then I intend on adding new features in the future.
    (1)

  9. #9
    Player
    Dervy's Avatar
    Join Date
    Aug 2013
    Posts
    1,537
    Character
    Dervy Yakimi
    World
    Ragnarok
    Main Class
    Lancer Lv 80
    Guys halp.

    I understand it's a linear regression, but when doing STR vs DMG @ 0 WD, 224 DET, my regression is completely different at level 50 to 60. I understand there's a chance that level 60 most probably did increase impact of Strength on Damage... But...

    Level 50: (Collected in patch 2.5)
    0.0856x + 4.8968

    Level 60:
    0.1153x - 1.5586

    Wat? Why did level 50 +4.8, but level 60 -1.5? And isn't it odd Viridiana that -1.5 was also what my Damage Model solved for to give more accuracy? My 2.5 model also solved for +4.5, lol.

    They've either changed the Damage Formula completely in 3.0, or there's some great unknown with Strength. I'm still gathering more data, so I'll let you guys know soon.

    Also, just for added insult to injury

    Level 50: 0WD, 277 STR, 224 DET
    Min: 28
    Max: 30
    Average: 28.5

    Level 60: 0WD, 277 STR, 224 DET
    Min: 29
    Max: 32
    Average: 29.5

    I understand that this isn't practical as DET scales differently now, but even with DET being butchered by a 1/5th nearly, I'm still out hitting with base STR.
    (0)
    Last edited by Dervy; 08-08-2015 at 04:30 AM.

  10. #10
    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
    I understand it's a linear regression, but when doing STR vs DMG @ 0 WD, 224 DET, my regression is completely different at level 50 to 60.
    On a different tangent, are we certain it's 0 WD for broken weapons? The reason I don't have any broken damage on the sheets I uploaded is because there's no display for it.
    (0)

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