2021 Ninja Gearsets |
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2021 Ninja Gearsets
Tenrion Dagger is better option for physical ws, if u use hybrid go with kenimuitsu.
Asura.Kronikx said: » Asura.Lunafreya said: » I am surprised to see Agony Jerkin +1 in so many of the WS sets, especially in Shun over Adhemar Body +1. R15 is the one and only reason Agony Jerkin +1 is in the sets. R15 Augments (Lustreless Scales): [1] Attack +60 [2] "Store TP" +10 [3] STR/DEX/VIT/AGI/INT/MND/CHR +10 The little extra attack and stats would make a difference, and the STP 10 would just help you WS again sooner.
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so good to have this in one place thanks for all your effort. One thing its missing is an MB set. trust me i need an mb set only hiting 14k atm but ill get there lol
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Too bad the best MB set is Nyame path C, but oh well can't have everything :/
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would the base nyame set hands legs body be worth using with relic+3 head/feet stats still look pretty decent ?
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Sillex said: » would the base nyame set hands legs body be worth using with relic+3 head/feet stats still look pretty decent ? Yeah base Nyame in those slots is still best behind Nyame C. The gap is huge tho. 75 MAB, 75 Magic Damage and 7%MBBII is a lot for Ninjutsu bursts. Depends if you have outside MAB buffs, Nyame C in those 3 slots is 30~35% higher damage on bursts over base Nyame. I was just complaining about this very thing in LS last night.. wish you could get the magical augs too somehow, or have gear that rivals it elsewhere for nuking.
OP needs updates! Asura.Azagarth said: » OP needs updates! You make a few updates and suddenly you're calling out others! Offline
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Thank you simon im a long way from obtaining those augs but am happy i was running the best I could atm. still in the process of learning NIN so any info i get is a great help.
If FFXIAH updated their item database within the same epoch as the day it came out I'd probably be more inclined to update things, mebbe a similar situation here. :D
Yeah I am just trying to figure out where Nyame and Mpaca fits in here. Along with offhand weps now.
So much new gear this last yr. I just came back and feels like everything I had is way outdated. Offline
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Asura.Azagarth said: » Yeah I am just trying to figure out where Nyame and Mpaca fits in here. Along with offhand weps now. So much new gear this last yr. I just came back and feels like everything I had is way outdated. The sets here are good for early 2021 before odyssey. The current best-in-slot weapon skill sets are presented in my Ninja gearsets with Python3 thread, which I try to keep up-to-date with new gear releases. Although, I'm debating whether or not to include Master Level 20 stats and subjob traits and rerunning everything. https://www.ffxiah.com/forum/topic/56125/using-python3-to-estimate-bis-gear-sets-for-ninja/ Nice work on the python, very helpful. Seeing thst we will probably keep getting master levels, it would be something you would have to keep updating. Probably not worth it as most things are clear or insignificant atm.
I would focus your effort maybe more on tp sets, nuking sets etc for nin. That would be very cool. Offline
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Since it's automated, this is actually the easiest and fastest way to keep up-to-date sets for Ninja. I'd just need to spend maybe 30 minutes per master level increase (once a month?) putting in updated master level stats and adjusting gear in my ffxiah item sets page.
I do agree that I need to make the last few changes towards finding TP sets. It shouldn't be that hard considering that the code already calculates the time between attacks and TP return from auto attacks and weapon skills. I think this can be done by having the code save TP values and not resetting everything after each weapon skill, then saving the average result after N weapon skills or M seconds have passed. I have no immediate plans for this, though. Izanami said: » I think this can be done by having the code save TP values and not resetting everything after each weapon skill, Code def equipment_change(self): a = self.tp g = self.aftermath self.__init__() self.tp = a self.aftermath = g Then if TP is >= minimum value it performs the WS gear function which loads all of my calculation functions and then performs the WS function itself. If not, it performs the TP gear function which also contains the calculation functions then performs the TP round function. I also notice you don't simulate fully, you find the averages like a spreadsheet would. If you were just trying to find the "average" like a spreadsheet does, you could more easily just make something that goes through every combination on the gear page tab and print that. Offline
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Ramuh.Austar said: » Izanami said: » I think this can be done by having the code save TP values and not resetting everything after each weapon skill, Since my published code only simulates weapon skills, the returned TP value is reset after each simulation. If I wanted to test for TP sets, then I simply need to NOT reset the TP value after each weapon skill and save it to some variable that gets iterated on in a loop. My code only simulates weapon skills right now, correct. But the short functions for individual attack rounds are already written (in fact, they were the first thing I wrote and tested, but I became more interested in weapon skill sets at the time after seeing my Blade: Shun perform poorly). This means I *should* be able to easily run a full short DPS simulation by calling the attack_round() function until a TP threshold has been met, then calling the already written and published full (or average) weapon skill simulation in the already defined best set. This would return TP and damage dealt from the weapon skill function to the main function that then calls the attack_round() function again until the TP threshold has been met again, repeating for N cycles or M simulated seconds. The last step would be to return the DPS over the interval and/or return the average number of attack rounds per weapon skill for each tested TP set. I'm more interested in finding the lowest average attack rounds per weapon skill than the DPS, since rounds per weapon skill is normalized to something concrete while DPS is not and can vary wildly depending on the in-game situation. That's what I do, I just don't pre-average like you do for your WS ones. And because of that having a large degree of variance and the fact that there are HELP I AM TRAPPED IN 2006 PLEASE SEND A TIME MACHINE amounts of gear combinations, I manually select gear, which is why I was suggesting just writing something that finds every combination of gear on a gear tab of mote's spreadsheets instead if you're going to pre-average stuff
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I think we're talking about different things. My code does both methods and I've shown that they're essentially identical in terms of results. My code calculates the expected average for intermediate steps and then performs N=50000 full, proper, simulations to create the final plot and distribution. The distribution plot would be impossible to create if I didn't do the proper simulations somewhere in there.
The original unpublished version used N=50000 full simulations for each set of gear, which took like an hour to run per set due to the number of combinations it needed to check being multiplied by the number of simulations per combination. In the interest of time and at a small decrease to accuracy, I introduced the method used by the spreadsheet for intermediate steps and used proper simulations for the final best set and plot, which dropped runtime to about 3 seconds per set but returned the same result. The average method (spreadsheet method) is fine when you consider the variance seen in the distributions, but as a "first-order correction" of sorts, I check two slots simultaneously, which improved accuracy at the cost of increased runtime (3 seconds became 3 minutes). I could even say "swap three pieces at once!" to improve accuracy even more, but I think I estimated runtime to be about 30 minutes per set in that case (unless I add multiprocessing). I already check every piece of modern Ninja gear, so there will be nothing new to add to my code if I were to look at the spreadsheet again. With so many pieces of gear and so many combinations of gear to check, manually changing one piece at a time is not feasible, let alone checking what happens with every combination of two pieces of gear being swapped at once. Of course you can remove a few "obviously not going to win" pieces, but at best, the manual method becomes an educated guess and check. In the time it takes a user to swap one item in the spreadsheet and see the result, my code has already checked ~10,000 combinations and found the best set when swapping one item at a time. Izanami said: » I think we're talking about different things Izanami said: » My code calculates the expected average for intermediate steps and then performs N=50000 full, proper, simulations to create the final plot and distribution. This is assuming you are calculating TP sets as well. Not to mention any other additional things such as solo skill chains. EDIT: Just as an example of how large a range you can have, here is a MNK solo simulation on Apex mobs and this is the minimum and maximum DPS values Code 4214.39 23080.4 0.31 0.69 3876.8 4548.24 20908.92 25267.35 3324.88 4924.39 3324 and 4924 are the min and max values. 3876 and 4548 are the 10-90% IQR. Forgot why I had that set, but ideally I'd want to shrink that range and maintain a similar average. Offline
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Ramuh.Austar said: » Maybe, I was talking about the inclusion of TP sets, not just WS sets. Ramuh.Austar said: » Izanami said: » My code calculates the expected average for intermediate steps and then performs N=50000 full, proper, simulations to create the final plot and distribution. The original purpose of the code was to see how weapon skill damage is actually distributed. To do this, I needed to perform N simulations and use those to visualize the distribution. Thus doing N real simulations is a requirement, at least once. After I completed this goal, I recognized that the code was just a few new lines and indentations away from being able to automatically find the best in slot sets, so I did just that and then wrote the FFXIAH thread about it. However, the code took an hour to run per set and people were asking to see the code through DMs and in the main thread. With ~1 hour runtime, the code was not in an acceptable state to share. I then modified the code to use a simple average to reduce runtime, which allowed me to show that the results do not change significantly between a simple average and N real simulations, for large N. Now the code uses simple averages for runtime improvements and N simulations for the final distribution. This current version of the code is posted on my Github, linked in the original thread. Ramuh.Austar said: » When you start doing a timed fight, say 5 minutes, you'll get a large range. The goal then would be to reduce your IQRs while maintaining a similar average. If your only goal is just do have the highest average, then there is little reason to simulate anything at all. Ramuh.Austar said: » This is assuming you are calculating TP sets as well. Not to mention any other additional things such as solo skill chains. I'm interested in the average number of completed attack rounds required to build enough TP to use a weapon skill with varying degrees of Haste(?) and enemy Evasion. This number is not affected by status ailments (except Virus?) and thus is easier to use as a first-step in comparing TP sets towards the goal of finding the "best" TP sets. Anything more complicated is currently beyond my ability I think. Ramuh.Austar said: » Just as an example of how large a range you can have, here is a MNK solo simulation on Apex mobs and this is the minimum and maximum DPS values Izanami said: » I then modified the code to use a simple average to reduce runtime, which allowed me to show that the results do not change significantly between a simple average and N real simulations, for large N. Now the code uses simple averages for runtime improvements and N simulations for the final distribution. This current version of the code is posted on my Github, linked in the original thread. Izanami said: » Again, the distribution at the end is the only reason I'm doing proper simulations. If I only cared about the average value at the end, then I would have stuck with spreadsheets and the code would've never been written. Izanami said: » I don't know what those values represent, but I assume the last of each column are DPS. I'm still a few relatively large steps away from being able to do such simulations myself and would have to take things slowly one step at a time or I'd likely break everything. Offline
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Ramuh.Austar said: » Runtime shouldn't be a concern for something like this really. For these simple things, runtime is very important to me at least. I'd be pretty upset if somebody sent me a code and told me it'd take an hour to run for something that can be done in 3 seconds. Ramuh.Austar said: » And doing it the way you did takes away one of the advantages of a simulation and that's having all of the output. Ramuh.Austar said: » Izanami said: » Again, the distribution at the end is the only reason I'm doing proper simulations. If I only cared about the average value at the end, then I would have stuck with spreadsheets and the code would've never been written. Ramuh.Austar said: » Izanami said: » I don't know what those values represent, but I assume the last of each column are DPS. I'm still a few relatively large steps away from being able to do such simulations myself and would have to take things slowly one step at a time or I'd likely break everything. I think 15.9% to 84.1% is the typical 1-sigma range used to determine outliers. Are your DPS distributions at least Gaussian(ish) or single peaked? Reducing the variance in a non-Gaussian(ish) distribution doesn't usually have any real meaning. Izanami said: » I must be misreading something. It sounds like we're talking about different things again. Are we discussing the state of my current code, or my proposed direction for a future version? Izanami said: » I'm curious to what extent you try to be realistic in your DPS simulations. An ideal DPS simulation hitting a wall with specific stats is too unrealistic to bother with since those numbers would never be realized in game. I assume at the very least you have something for reapplying AM3 and time with and without Impetus. Again, this is beyond my ability at the moment so I'll stick with the simple stuff for now. Izanami said: » Okay, that is a cool output. Now I want to know if that 31% TP phase was with Empyrean AM3, and how that AA/WS damage ratio compares between Relic, Empyrean, and Aeonic. Izanami said: » I think 15.9% to 84.1% is the typical 1-sigma range used to determine outliers. Are your DPS distributions at least Gaussian(ish) or single peaked? Reducing the variance in a non-Gaussian(ish) distribution doesn't usually have any real meaning. Offline
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hello been using logicals lua for ninja but dont know how to change between ws set for capped att and uncapped any advice on how this is done please?
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