I haven't been working on the sim cause I'm lazy.

For the most part after some testing the jitter functionality works.

I had to rewrite the whole execute timer to fit jitter in however, as well as how precasting is handled. Its pretty hacked together but it works and is only called once every trial so idc.

Of course you still can't cast any execute abilities lol...oh well. Maybe by end of next week I'll actually decide on how the spell script is going to work.

Sample DRG rotation isn't meant to be ideal, just a baseline rotation you can use that mostly does the right abilities. The sim shouldn't be incorrect numberswise - but sks will look weird until jitter is released.

Hilariously SKS for the default rotation is the best stat (beating out even STR) on my home testing so that will be somewhat interesting to see.