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  1. #1
    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 pandabearcat View Post
    2. Cast delays for spells (travel time). This is necessary mostly for BLM (firestarter procs) and possibly SMN (bio > fester delay).
    I believe spell travels times are static at very close to 0.5 seconds if there is one. There was discussion about that in the BLM thread somewhere. Lessee if I'm not too lazy to find it.

    E: Lots of 0.5s thrown around, but the videos that were to prove travel time is static regardless of distance are not up anymore. I can confirm, though, that your spells travel slower in melee compared to max range. I've never timed it myself, but the 0.5 seconds static sounds right.

    For Summoners, Bio has at least a 0.5 second delay before you can Fester or Bane as well. Wouldn't be surprised if it was the same as BLM.
    (0)
    Last edited by Waliel; 06-15-2015 at 08:09 PM.

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

  2. #2
    Player
    Dervy's Avatar
    Join Date
    Aug 2013
    Posts
    1,537
    Character
    Dervy Yakimi
    World
    Ragnarok
    Main Class
    Lancer Lv 80
    I've ran into an error recording DoTs. I just realised that ACT simulates DoT ticks can I can't get the debug mode working either. Should I use logrep or FFXIV-APP then I wonder...
    (0)

  3. #3
    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've ran into an error recording DoTs. I just realised that ACT simulates DoT ticks can I can't get the debug mode working either. Should I use logrep or FFXIV-APP then I wonder...
    I just write the numbers down. I mean, it's a tiny range usually. >_>
    (0)

  4. #4
    Player
    Dervy's Avatar
    Join Date
    Aug 2013
    Posts
    1,537
    Character
    Dervy Yakimi
    World
    Ragnarok
    Main Class
    Lancer Lv 80


    58 WD, 642 STR, 398 DET on a Dragoon.

    30->100 potency is a 3.36% increase, which is similar to what I posted yesterday.

    If we include crits:



    N/A means a comfortable min/max was not achieved.
    (0)
    Last edited by Dervy; 06-15-2015 at 09:57 PM.

  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 Dervy View Post


    58 WD, 642 STR, 398 DET on a Dragoon.

    30->100 potency is a 3.36% increase, which is similar to what I posted yesterday.

    If we include crits:



    N/A means a comfortable min/max was not achieved.
    Sweet, thanks. Trying to put everything into one huge table.
    (0)

  6. #6
    Player
    Dervy's Avatar
    Join Date
    Aug 2013
    Posts
    1,537
    Character
    Dervy Yakimi
    World
    Ragnarok
    Main Class
    Lancer Lv 80
    Yup. It's fixed. Gonna do a 60min blast at 58 WD, 665 STR, 409 DET during Microsofts E3 and try get absolute min/max values.

    EDIT:

    Here's some more, 0 WD

    (1)
    Last edited by Dervy; 06-15-2015 at 11:55 PM.

  7. #7
    Player
    SovereignAegis's Avatar
    Join Date
    May 2015
    Posts
    468
    Character
    Cole Evyx
    World
    Gilgamesh
    Main Class
    Scholar Lv 90
    Oh shit, I was thinking about doing something similar o.o
    (0)

  8. #8
    Player
    pandabearcat's Avatar
    Join Date
    Sep 2013
    Posts
    1,517
    Character
    Alizebeth Bequin
    World
    Brynhildr
    Main Class
    Dancer Lv 90
    Herp I didn't get any work done today, busy busy and then steam summer sale lol.

    I'm trying to figure out what you need in terms of access for the parser.

    So far it will have

    cast sequences - so you can do your stupid combos (seriously no other game has these, combos suck, why not just have one button that does 3 attacks)
    actor.aura - whether aura exists
    actor.aura.remaining - how much longer on the remaining
    actor.cd - whether cd exists (since cooldowns are auras this is just shorthand for a specific index of aura)
    actor.cd.remaining - ditto
    gcd.last - time since last gcd, useful for timing oGCD events
    gcd.next - time till next gcd, probably more useful for timing of oGCD
    attr.[attr] - your current attribute

    there are also several macros, which signify different sections of script

    [SETUP] - setup vars and character
    [PRECAST] - currently not supported, will just be ignored.
    [GCD]
    [OGCD]

    There will also likely be a translator table of skill names...so you don't have to type in LNC_BLOOD_FOR_BLOOD you can just type blood_for_blood.

    The format (for the rotation it is currently using) will likely be something like this:

    Code:
    [SETUP]
    #sets up an alias for our player
    player=p1
    #sets up an alias for our target
    target=t1
    
    #load skills and traits
    p1.load.lnc
    p1.load.drg
    
    #setup attributes
    p1.attr.str=500
    p1.attr.dex=200
    
    #setup server variables
    sim.duration=600
    sim.execute=200
    
    #setup diagnostic or no - diagnostic runs 1 run with log output, for testing your rotation
    sim.diagnostic=true
    
    #otherwise setup sim trials
    sim.trials=100000
    
    #i/o
    sim.output=./output.txt
    
    [PRECAST]
    # currently does nothing
    
    [GCD]
    (!p1.aura.heavy_thrust){heavy_thrust}
    (t1.aura.chaos_thrust.remaining<10){impulse_drive,disembowel,chaos_thrust}
    (!t1.aura.phlebotomize){phlebotomize}
    (){true_thrust,vorpal_thrust,full_thrust}
    (0)

  9. #9
    Player
    SunnyHirose's Avatar
    Join Date
    Nov 2014
    Location
    Gridania
    Posts
    597
    Character
    Sunny Hirose
    World
    Hyperion
    Main Class
    Lancer Lv 70
    Hm, the multiple trials thing reminded me of something... you might want to have a special accumulator for tracking damage distribution in addition to the normal ol' damage accumulation. For completely static rotations, while it could get a bit funky towards the extreme end of damage, it would give you a really accurate picture of just how high/low you can typically get while obviating the need to monte carlo the thing.

    By that I mean if you could produce actual charts of the bell curve and it'd be an actual curve that would be sooooo cool *flutters eyelashes*
    (0)

  10. #10
    Player
    pandabearcat's Avatar
    Join Date
    Sep 2013
    Posts
    1,517
    Character
    Alizebeth Bequin
    World
    Brynhildr
    Main Class
    Dancer Lv 90
    So what the sim actually does is it outputs everything, all the time.

    The different modes are just the amount of listeners that are attached to the events.

    Diagnostic - all listeners (event, aura, damage, and output) are present, so fairly slow. All output is sent to the output file
    Light - only damage listener is present. Damage only accumulates total damage, and total damage for each trial is outputted.
    Full - damage, and event listeners are present. # of procs, # of casts, and other spell metrics (crit %, avg damage, etc) are tracked and outputted. This is also moderately slow, and will likely require a decently powerful machine to run in a decent time.

    As for UI, you can do whatever you like with the data that is presented. You could write your own UI too! Its not high on my list of priorities right now.
    (0)

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