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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
    Yea the sim uses very unforgiving timings - I set GCD skill delay to 1 second and I believe oGCD delays are also 1 second, so any attempt to fit 2 (esp during opener) is going to leave a lot of delays.

    If we have more data on how the delays actually function (esp jump delays - those were set to be very long iirc, from 2.5 days) then we can make the sim more accurate.

    I will try to release a quick release w/o any revamp (since that introduced some bugs) that just has the jump fix so that you guys can do more accurate tests (iirc jump fix results in ~20-25 dps increase).

    However you won't be able to "on the fly" tweak skill delays until I finish the skill system revamp which will likely take till next week.

    I am glad you guys have played around with the sim and are writing better rotations.

    I'm glad you guys found the reason behind the sks thing - if it was not clipping dots initially then getting to the point where it no longer needs to will end up being a huge breakpoint.

    I was tempted to create another experimental setting "Incremental Stat" where it increments a stat from X to Y and gives you dps rankings every 5 stat or so. Should be easy to see jumps with that.

    But the main plan is so that other people can write that logic for me - the UI should be simple to write your own code for once I get the documentation finished.
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    Last edited by pandabearcat; 07-17-2015 at 11:20 AM.

  2. #2
    Player
    enil's Avatar
    Join Date
    Sep 2013
    Posts
    162
    Character
    Mirri Weatherlight
    World
    Tonberry
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by pandabearcat View Post
    If we have more data on how the delays actually function (esp jump delays - those were set to be very long iirc, from 2.5 days) then we can make the sim more accurate.
    Problem is delays are very ping/latency dependant, someone who averages 150-200ms (me) will experience something significantly different from someone running 50-100ms.

    Best to get someone with as low as ping as possible to get the base ability wind up/wind down and possibly implement some kind of latency variable (is this something we care about? - or we are just after pure theory).
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