

Shrug. Fewer variables the better. Either way yall have all this data but I think are going the wrong way about getting info from it. Work smarter not harder!


I linked an excel sheet on my google drive a few days ago in this thread, which uses the exact data collection methodology you described here.
Assuming we just want to do a simple static test, all we need are...
1. Any random combination of gear that gives a set of stats.
2. Do one known potency attack (lets do w/o damage modifiers for now).
3. Do that enough times to get an average output - alternatively, feed all into the network if we want randomness to be a part of it.
4. Repeat 1-3 with other potencies and random sets of gear.
5. As an addendum, for now separate crits and noncrits and focus on getting a good formula for noncrits.
Ideally all this data is collected on a level 50 training dummy with no other modifiers, because I am almost certain enemy level/defense modifies damage.
The neural network can be exceedingly simple - input layer with X inputs (corresponding to all stats + potency + level if desired), one hidden layer with some number, lets say X*2 nodes, and one output node being the experimental observed potency.
Really though not sure why this wasn't done years ago =P Much easier to do than trying to find a regression line in a spreadsheet - and guaranteed to be accurate.
So there's your data right there... Well, the War Flash data technically has Defiance and Maim in it, but they are factored out for the potency calc.
The specific attack used for the BLM data is mostly F1 under AF3, so 180*1.8 potency.
For the WAR damage tests it was an equal distribution of Heavy Swing (150) - Skull Sunder (200) - BB (280) potency.
So now all we need is said neural network. Happen to have one laying around? =)
PS. As for randomness, wasnt it confirmed (and likely still true) in 2.X that damaging abilities have a +-5% swing to them, and healing abilities have a +-3% swing?
To my knowledge the only things that are static are Flash and dots, though dots can crit. Flash cant crit.
Last edited by Kenji1134; 08-06-2015 at 01:52 AM.
Yeh that still is the case. a WHM I'm talking to who's doing data collection for me atm confirmed it once more.


I don't have time to tailor one...but they are so generic you can sit down with a book for 30 minutes and write one in the language of your choice.
Might (highly likely) have generic packages online as well.
If you like web coding (euuugh) you can prob just set up a gitpage with simple upload and dynamically update your model.
Again the only hard part is collecting the data and feeding it in.
The actual network is only a few (maybe a hundred) lines of code.
EDIT: good news! I've implemented macros. Just not...the macro grammar yet. Oops. Oh well, I'm feeling tired, time for a nap.
Last edited by pandabearcat; 08-06-2015 at 02:57 AM.

Anything I can do on my SMN to help you guys? I can't program anything - thinking of in game dummy testing in whatever situations where I give you the data. I got ACT, and plenty of time.


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.

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?


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.
Since when did Ravahn add that feature, wut.
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