All Jobs Damage Simulator And Gear Sets |
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All Jobs Damage Simulator and Gear Sets
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Is the 'Initial TP' field working properly? Or am I misunderstanding how it's used? It doesn't seem the simulation for DPS takes this into account. My impression is it would use it to help determine average TP for WS, but that doesn't seem to be the case. Is the value used for anything?
If I set initial TP based on average TP return from WS, and then run Optimize TP set with the TP Metric of 'Time to WS', I would think the TP set generated would be one that is fastest to hit the TP threshold defined, while taking into account the Initial TP value. Instead, it seems the simulation is only taking the Average TP/Round value and calculating that against the TP thresholds. So if you get an Average TP/Round value of 300 from your TP set, and you have a minimum TP threshold of 1000, it'll calculate your average TP for WS at 1200, since 300 + 300 + 300 + 300 = 1200. On average, 4 swings. However, the results are the same, regardless of what value you put in for Initial TP. If you put a value of, say, 100 TP, the simulation still puts you at an average of 1200 instead of ~1000 (100 + 300 + 300 + 300). Offline
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My impression was that initial TP field is only used for "Quicklook TP" and maybe for first round on simulation, but every other round initial TP is calculated from TP return on WS that was simulated, but I haven't look that deep into the code.
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Posts: 313
Veydal1 said: » For party buffs / additional buffs, I had the following in mind: SimonSes said: » I found a small error with relic hidden proc. Not all relics has ODT with 13% chance. Some of them have 16% for x2.5 and some of them have ODD with 20% chance. From what I can tell, the ranged relic weapons with Barrage are already handled properly according to BG Wiki. BG Wiki states that the hidden effect on Yoichinoyumi and Annihilator affect the entire Barrage damage. BG Wiki isn't clear on if the hidden damage applies to both hits of Double Shot, but you could argue the wording suggests that only the first hit of Double Shot is affected. I've adjusted the code to only boost the first hit from Double Shot while still boosting all hits from Barrage. Veydal1 said: » Is the 'Initial TP' field working properly? Or am I misunderstanding how it's used? Other changes:
Known issue: It seems that the Simulations tab equipment selection box has a list size issue. Equipment slots with more than 41 options can not be scrolled to their end to see all available options. For example: DRK has 49 main-hand weapons available, but the scrollbar in the Simulations tab only shows the first 41. I'm not sure why this is, but the workaround for now is to equip the items in the Inputs tab, then use the "Copy to TP/WS set" buttons to move them to the Simulations tab. Let me know if there are any other issues. Edit: Link to Github page: https://github.com/IzaKastra/wsdist_beta Offline
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Thx a lot Izanami! :)
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Posts: 137
Absolute legend. Thanks for all the effort and work you put into this.
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Posts: 313
I've added a "Very Verbose DPS" button in the Settings menu. This button enables printing a breakdown of every individual attack for attack rounds and weapon skills and highlights crits, missed hits, and fotia/conserveTP procs in color. Naturally, this creates a ton of output text, but it provides much more detail for debugging. "Verbose DPS" is still an option if you only want to see summary values for attack rounds and weapon skills as shown in my previous post.
I needed to slightly adjust how "Double Attack Damage+" and "Triple Attack Damage+" are used in the DPS simulation for the Very Verbose outputs. This wasn't a problem, but it made me question if these stats affect weapon skills. The code currently does not apply these bonuses to weapon skill multi-attacks, but let me know if I should change this. Other changes:
Double and triple attack damage do not apply to weapon skills.
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Posts: 65
Is Marin Staff +1 taking into account the Wind Elemental Bonus+11? I'm not seeing that stat when I hover over it?
Edit: I was also doing some testing with Quanpur Necklace and it looks like the 5 Earth affinity isn't doing anything even though I see the stat listed on the item's stats Offline
Posts: 313
Moonlightagb said: » Is Marin Staff +1 taking into account the Wind Elemental Bonus+11? I'm not seeing that stat when I hover over it? For now, I've assumed BG Wiki is correct and added "Wind Elemental Bonus +11" to the Marin Staff to add +11% damage (x1.11 multiplier) to Wind element magic. Moonlightagb said: » Edit: I was also doing some testing with Quanpur Necklace and it looks like the 5 Earth affinity isn't doing anything even though I see the stat listed on the item's stats Offline
Posts: 137
Is Haste Samba buff from DNC applying properly if DNC is selected as the main job? Seems to be working fine if a non-DNC main job is selected.
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Veydal1 said: » Is Haste Samba buff from DNC applying properly if DNC is selected as the main job? Seems to be working fine if a non-DNC main job is selected. Looks like I put an if-statement in to not apply "Haste Samba (DNC)" to DNC main job for some reason. I have no idea why I did that. This issue has been fixed. I guess I'll have to retest everything else I added recently just in case. Offline
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Izanami said: » Veydal1 said: » Is Haste Samba buff from DNC applying properly if DNC is selected as the main job? Seems to be working fine if a non-DNC main job is selected. Looks like I put an if-statement in to not apply "Haste Samba (DNC)" to DNC main job for some reason. I have no idea why I did that. This issue has been fixed. I guess I'll have to retest everything else I added recently just in case. I think its the same for warcry(war) on war? Offline
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SimonSes said: » I think its the same for warcry(war) on war? I switched how I wanted to handle this situation last minute and forgot to remove the old method. I think Warcry and Haste Samba were the only two "all jobs" buffs to have potency increases for main job. Offline
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Izanami said: » SimonSes said: » I think its the same for warcry(war) on war? I switched how I wanted to handle this situation last minute and forgot to remove the old method. I think Warcry and Haste Samba were the only two "all jobs" buffs to have potency increases for main job. Tbh I noticed warcry instantly after your upload, but I just fixed it by adding regular warcry back, when main job is war and completely forgot to pass the info to you (it was very late), so good that Veydal1 wrote about Haste Samba, because that reminded me about warcry. Izanami said: » "Blood Rage (WAR)" provides +20% Crit Rate to all jobs. This also provides +20% Ranged Crit Rate to WAR main from job point gifts. I've also corrected an issue where Blood Rage was previously giving WAR main +40% Crit Rate instead of +20% Crit and +20% Ranged Crit. I'm pretty sure this is 40% crit not ranged crit. The only source I saw that its ranged crit is BG wiki's War job page. In game it just says attacks and on the blood rage bg wiki / jp wiki page both say the job points give 20% crit. Not sure how the numbers work out, but I use Sroda earring instead of thrud for decimation on BST. 7% double attack just makes more sense to me given its ftp replicating and the boost from nukumi body applies to any damage/all hits (at least in my experience anyhow).
I don't have python installed so if anyone has any feedback, that would appreciated. Probably minor nonetheless, but I am just curious as to Thrud actually "winning" on that posted set. Offline
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Fenrir.Ahlen said: » I'm pretty sure this is 40% crit not ranged crit. The only source I saw that its ranged crit is BG wiki's War job page. In game it just says attacks and on the blood rage bg wiki / jp wiki page both say the job points give 20% crit. Shiva.Myamoto said: » Not sure how the numbers work out, but I use Sroda earring instead of thrud for decimation on BST. 7% double attack just makes more sense to me given its ftp replicating and the boost from nukumi body applies to any damage/all hits (at least in my experience anyhow). I don't have python installed so if anyone has any feedback, that would appreciated. Probably minor nonetheless, but I am just curious as to Thrud actually "winning" on that posted set. The sets on BGWiki are from an older version of the code (but are probably still very good sets). If I run BST/NIN Decimation sets on the most up to date version of the code, I find that:
This is also surprising to me after considering that Decimation is an FTP transferring WS, where multi-attack is usually better than WSD. Decimation is already a 3 (+1 off-hand) hit weapon skill, so an additional hit from a DA, while still a large increase in damage, is not worth as much percentage-wise as a DA on a 1-hit FTP transfer WS. I don't see an issue with Decimation in the code, so I suppose the STR+10 and WSD+3% on Thrud are roughly equivalent to DA+7% on Sroda for Decimation. Shiva.Myamoto said: » I don't have python installed Downloading and running a potentially sketchy executable is generally not recommended, so I've included a GitHub "Action/Workflow" to generate the executable directly on GitHub in a completely transparent way, so you can check that nothing potentially dangerous has gone into it. The executable generated by GitHub is found on the "Actions" page (https://github.com/IzaKastra/wsdist_beta/actions), and the exact code used to generate the executable is also provided for each file version.
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[42 days between previous and next post]
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Posts: 313
I've finally updated the sets presented on BG Wiki (see the main page) based on the most recent version of the code. The sets previously posted on BG Wiki were based on a version of the code from over a year ago, which has since seen many updates and corrections. The individual gear sets on each job page now include information on the Master Level, subjob choice, TP used, and the date the set was last updated. This information is visible after clicking the "Expand" button at the bottom of each set. There are still some sets missing from the BG Wiki guide. I'll slowly add these some other time.
Additionally, the main All Jobs Gear Sets BG Wiki page has been updated to include basic information on how each set was calculated, such as enemy stats. I haven't heard about any issues recently, so there have been no major updates to the code itself. The small updates for the code are:
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Hi Izanami, I noticed on the bg wiki page for scholar, the helix sets use obi. I believe Skrymir Cord +1 should be there instead since helices always get weather bonuses.
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Kaffy said: » Hi Izanami, I noticed on the bg wiki page for scholar, the helix sets use obi. I believe Skrymir Cord +1 should be there instead since helices always get weather bonuses. Thanks for catching this. I've re-updated the code to once again always use weather bonuses when casting a helix spell if the correct weather is enabled. I've also rerun the nuke/burst Helix sets for SCH and updated the BG Wiki sets. Just wondering if the Bst one is accurate?
It differs alot from Falkirk guide. There are also pieces of gear in both guides I don't understand, like Ankusa helm +3 instead of nyame at rank 25 or 30 Online
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1% more wsd, 3 more atk, 6 less str, 11 less dex(for those few dex based axe skills) on nyame r30 vs ankusa +3
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For the nuking sets for mages, the waist slot has O.Sash. Given the distance requirements for this item I don't feel it makes much sense to include. Can we run things again without?
Corsair Evisceration (High End) looks like copy paste of Leaden Salute by mistake
Nariont said: » 1% more wsd, 3 more atk, 6 less str, 11 less dex(for those few dex based axe skills) on nyame r30 vs ankusa +3 I understand that purely for ws purpose it is slightly better, but is ignoring the SC bonus entirely a thing? Usually, one doesn't wear just one piece of Nyame, which means more SC bonus. I don't know, just a thought ***is situational. The math is not looking at SC bonus at all.
If you are asking if you should have a different WS set for when you are closing skillchains to do more damage then the answer is yes. Asura.Illuminate
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It's amazing after all these years how far it's come where we can simulate our dps and optimize gearsets from code written by the player base. Just a little nostalgic here.
... Imagine if we combined our powers for good instead of SE Offline
Posts: 313
Minaras84 said: » Just wondering if the Bst one is accurate? It differs alot from Falkirk guide. There are also pieces of gear in both guides I don't understand, like Ankusa helm +3 instead of nyame at rank 25 or 30 I'm not sure how Falkirk determined those the sets in the BST guide, but I do not see a mention of a spreadsheet or simulation used so it may simply be a by-eye estimate from in-game situations with some intuition based on stats and WSC. The BST guide is one of the few well organized and maintained guides, so those sets are probably at least close to best in slot for high buff situations. While checking this, I noticed that the gear.py file used BST +2 Empyrean body twice, instead of including both the +2 and +3 versions (I overwrote the +3 version when I added the +2 version). This caused the code to never select the BST Empyrean+3 body for testing, despite how good it clearly is based on its stats. I've rerun all of the BST sets after correcting the issue. The sets I'm finding are still a bit different than Falkirk's, but that does not worry me. Since I was rerunning things anyway, I've also added Barbarity +1 to the code since it was recently mentioned in some other job thread. I'm not sure how well it performs for TPing, though. Manque said: » For the nuking sets for mages, the waist slot has O.Sash. Given the distance requirements for this item I don't feel it makes much sense to include. Can we run things again without? I think most content these days would heavily favor Acuity +1 R15 for its high Magic Accuracy and INT+. Asura.Dexprozius said: » Corsair Evisceration (High End) looks like copy paste of Leaden Salute by mistake Asura.Bippin said: » The math is not looking at SC bonus at all. Izanami said: » Minaras84 said: » Just wondering if the Bst one is accurate? It differs alot from Falkirk guide. There are also pieces of gear in both guides I don't understand, like Ankusa helm +3 instead of nyame at rank 25 or 30 I'm not sure how Falkirk determined those the sets in the BST guide, but I do not see a mention of a spreadsheet or simulation used so it may simply be a by-eye estimate from in-game situations with some intuition based on stats and WSC. The BST guide is one of the few well organized and maintained guides, so those sets are probably at least close to best in slot for high buff situations. While checking this, I noticed that the gear.py file used BST +2 Empyrean body twice, instead of including both the +2 and +3 versions (I overwrote the +3 version when I added the +2 version). This caused the code to never select the BST Empyrean+3 body for testing, despite how good it clearly is based on its stats. I've rerun all of the BST sets after correcting the issue. The sets I'm finding are still a bit different than Falkirk's, but that does not worry me. Since I was rerunning things anyway, I've also added Barbarity +1 to the code since it was recently mentioned in some other job thread. I'm not sure how well it performs for TPing, though. Manque said: » For the nuking sets for mages, the waist slot has O.Sash. Given the distance requirements for this item I don't feel it makes much sense to include. Can we run things again without? I think most content these days would heavily favor Acuity +1 R15 for its high Magic Accuracy and INT+. Asura.Dexprozius said: » Corsair Evisceration (High End) looks like copy paste of Leaden Salute by mistake Asura.Bippin said: » The math is not looking at SC bonus at all. Fantastic, thanks! Is there a reason why the "All jobs gear sets" cant include TP sets for the jobs? It'd be nice to see a one stop shop for starting points for new jobs you pick up along the way. Maybe Max TP / Hybrid DT as 2 options for people to reference. Or is that not easy to plug into a calculator?
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