this is just a 3 way compare of /war /war (with JA) and /drg, so you can see all the stats the change from the sj traits/abilities.
(but if you change gear/buffs/mob/mlvl etc...) it should show up (not sure about mob debuffs)
All Jobs Damage Simulator And Gear Sets |
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All Jobs Damage Simulator and Gear Sets
Izanami, I sent you a PM a few weeks ago, not sure if you saw or was able to check out my changes (I've done a few updates/bug fixes since then). Once you hit "run simulation" it pops up a window highlighting only the differences between the current and previous sims (there's about ~300 stats total)
this is just a 3 way compare of /war /war (with JA) and /drg, so you can see all the stats the change from the sj traits/abilities. (but if you change gear/buffs/mob/mlvl etc...) it should show up (not sure about mob debuffs) This would be amazing to have TP breakpoints for this kind of comparison. I usually go through and do 1000, 2000, 3000 for TP to see if the set changes as TP goes up.
It works for that:
![]() FWIW...the simulator resimulates every time, so you're subject the RNG each time, evening rerunning the exact same thing multiple times in a row you'll see the variance. But you can run it 2-3x with 1 set and then 2-3x with your change (gear, buff, food w/e) and see all 6x (or w/e) next to each other The screen grab above is Blade: Hi (its not printed because I didn't change it) Since its just a bolt on to the existing interface I'm hoping it just gets integrated to the main branch, but I can point people to my repo (I'm trying to avoid confusion, nor do I want to take any undue credit) and 0, 1, and 2 are different sets? or the same set? Or it generates the set on the fly?
I assume you mean the iteration (top row), that increments every time you hit "Run Simulation" button. So if you open it up and just hit that button twice, you'll just see the rows different due to the RNG aspect. If you change anything it will add those rows and show you the difference.
They are meaningless in terms of the output. Just a unique identifier for any simulation. "Simulation 0 (1k tp)" , "Simulation 1 (2ktp)", "Simulation 2 (3k tp)" would be another way to read it (since that's what changed). Mind you, its possible to change everything between 2 sims. (they remain black for this reason, for the most part numbers that go higher vs. 0 turn green, numbers that go lower (vs 0) turn red). the last 2 rows of the table go bold for whichever is highest. Not sure if already asked and answered but been using the sim tool for a while now and always left the enemy target as the crawler when program first loads.
I would like to make general/common used sets that could work well in both harder and easier content and wasnt sure the best settings to use as far as the enemy goes. I suppose could use a weaker enemy and see what sets it spits out and call that fodder sets. Then change to a hard enemy and re-run the sets to see how ACC/DEF/etc changes. Not sure. Is there a best practices way of using this. Thanks. Hate to bump but still wondering about if I am using somewhat correct settings when wanting to make all purpose sets. thanks.
Has anyone been having an issue on the lastest releases where it will do 2 to 3 sets and then locks up/hangs when you try to do a set that requires you to crash the application and restart to proceed?
So, uh - due to recent events, any plans to add sets for Bonanza specific WS (Fast Blade II, Dragon Blow, etc)?
Ragnarok.Vargasfinio said: » So, uh - due to recent events, any plans to add sets for Bonanza specific WS (Fast Blade II, Dragon Blow, etc)? Fast blade II is in sim and will have different sets on different jobs. Just use it and check :) I have asked this before, but just wondering again after messing around with MB sets for Wizard's Rod. Is the calculator underestimating how strong the Magic Burst stat is? Or am I overestimating its value?
For example, I am working on a set for my friends Black Mage. The target isn't ridiculously high. i145 with Dhartok's INT value (363). We have Tropical Crepe food, typical GEO and COR buffs, Firestorm II and the right spell, Klimaform and Magic Burst checked. The set it come up with dropped his Magic Burst from the 56 MB he had previously (39+17) to a lowly 39 (27+12), although this does not include an assumed +8 from the Rod. He gained a healthy amount of INT and MAB, but not much else in terms of Magic Accuracy or MDMG. I know I was previously told that the values for MB is well defined, and that it is probably trying to compensate for being too low on something. In this case it would be INT? But I'm sure I used this same target last time and it didn't try this hard to force more INT. Is it also possible that the calculator is underestimating MB? I'm weary about keeping his set on 39 MB at this point. If I force Locus/Mujin Band, the set seems to lose over 2k damage on a T6. If it is a loss over his previous set, I doubt it would be by much, so it won't hurt us in the short term. Thanks for any feedback on this. getting MB51 and MBII26
What other settings do you have set? agwu <R30? meva? Are you checking on player stats tab or missing something when you add? rings or anything else locked? is this useable for stuff like smn blood pacts?
The google hallucinations tell me I can compile a python script into a distributable .exe without doing all the python libraries for the next guy.
That being said the hallucinations also tell me that the same can be done for ios or android Has anyone tried this? Would be great to have on the go Fenrir.Brimstonefox said: » Izanami, I sent you a PM a few weeks ago, not sure if you saw or was able to check out my changes (I've done a few updates/bug fixes since then). zeta said: » I would like to make general/common used sets that could work well in both harder and easier content and wasnt sure the best settings to use as far as the enemy goes. Is there a best practices way of using this. Thanks. Cerberus.Shadowmeld said: » Has anyone been having an issue on the lastest releases where it will do 2 to 3 sets and then locks up/hangs when you try to do a set that requires you to crash the application and restart to proceed? The GUI opens a command line (terminal) window to display output text. If you click on this terminal to highlight the text, then Windows seems to temporarily halt the program running that terminal until you clear your highlight and click ENTER. If you try to run another set while Windows is halting the program, then the window will say "unresponsive" and become greyed out until you clear your highlight in the terminal and press ENTER. This is at least what I've noticed. Cerberus.Kylos said: » I have asked this before, but ... Is the calculator underestimating how strong the Magic Burst stat is? Or am I overestimating its value? ... The set it come up with dropped his Magic Burst from the 56 MB he had previously (39+17) to a lowly 39 (27+12) sefried12 said: » is this useable for stuff like smn blood pacts? I want to add automaton sets for PUP since we already know how all of their special attacks scale with TP, but I've had trouble finding information on each automaton's stats (each frame+head combo). We can directly view their attributes such as STR, but I haven't been able to find their base weapon damage (and ammo damage if using the RNG frame). I'm also not sure exactly how their skill affects damage dealt. If somebody has this information, then I can work on adding pet stats to gear and including all of the automaton skills and spells to PUP in the GUI. Fenrir.Jinxs said: » That being said the hallucinations also tell me that the same can be done for ios or android --- Do we know exactly how "follow-up attacks" from SU5 weapon augments work? The code currently treats this as OAX, so I'd like to finally get around to correcting it. This was brought up earlier in this thread, but there was conflicting information and no sources provided. I've not been able to find an unambiguous source of information on follow-up attacks. The only consistent information I've found is that they do not apply to weapon skills, and they only proc in the hand that has the stat. Considering the two posts in this thread (see Lili's and Austar's posts), and assuming 50% FUA, 5% QA, 30% TA, and 15% DA (without dual-wielding), I've found two possible scenarios:
This example shows a 7% difference in the number of attacks per round, which is a significant difference when trying to determine how to build a TP set. For comparison, the code is currently treating "FUA+50%" as "OA2+50%", which results in 2.10 attacks per round in the above situation. I've already written the code for calculating average and simulated attack rounds in both situations above, but at this point I'm not sure which to implement without seeing some data from in-game testing. This would be easy to test by simply counting the number of attacks per attack round when using only "Double Attack" and "Follow-up Attack" gear, but I do not have a Path B su4 or su5 weapon and do not want to invest tens of millions of gil in heroism crystals for RP to make one. --- I plan to gradually update all of the sets on BG Wiki after AF+4 and Relic+4 gear is released. Each job page will also include the damage dealt from the set, similar to how the Ninja page shows damage under each set. First thank you, way above my pay grade any of it. But how hard would it be on the BG wiki sets page (like NIN WAR RDM…) to make the WS name (ex:savage blade, black halo…) clickable. At this moment it’s not, you can click the gears but not the WS name. Every time I look at those set and want to check the WS I have to manually type the WS. I believe it would be a nice QoL.
Thank you Phoenix.Gavroches said: » First thank you, way above my pay grade any of it. But how hard would it be on the BG wiki sets page (like NIN WAR RDM…) to make the WS name (ex:savage blade, black halo…) clickable. At this moment it’s not, you can click the gears but not the WS name. Every time I look at those set and want to check the WS I have to manually type the WS. I believe it would be a nice QoL. Thank you This was a design choice, since I wanted white text for all the names. Making the names hyperlinks changed their colors and made them difficult to read. I should look into how to make the hyperlink use white text. I'm sure its doable, but I was lazy when I was building all those BG Wiki pages. Izanami said: » Fenrir.Brimstonefox said: » Izanami, I sent you a PM a few weeks ago, not sure if you saw or was able to check out my changes (I've done a few updates/bug fixes since then). Fair enough not sure if there's anything I can do to help? I understand limited time frame on free projects it took me long enough to do what I did. (also not sure if perhaps if its just easier to download my version and play with it vs. reviewing something line by line). Everything but my changes should be sync'd to your latest version if you just manually diff the files. (and the changes I have to gear.py are just extra gear and/or format and can be discarded completely) Izanami said: » Cerberus.Kylos said: » I have asked this before, but ... Is the calculator underestimating how strong the Magic Burst stat is? Or am I overestimating its value? ... The set it come up with dropped his Magic Burst from the 56 MB he had previously (39+17) to a lowly 39 (27+12) It could be because I was using Triboulex's INT value (504) while not including ranked Odyssey gear above 0, or any Bard songs. This could mean it is trying too hard to insert INT instead of Magic Burst, due to lack of options. This was including Tropical Crepe, typical COR rolls and Entrust-INT This still being updated, looking to see if +4 changes any sets at all. Thanks.
zeta said: » This still being updated, looking to see if +4 changes any sets at all. Thanks. You can adjust your copy of the gear.py file and reload the gui_wsdist.exe file to test the equipment you're most curious about if I take too long to do it myself. There should be several WSD pieces that should beat nyame now, especially for head, hands and feet slots.
SimonSes said: » There should be several WSD pieces that should beat nyame now, especially for head, hands and feet slots. IDK, I read about 15 pages about how all this gear was useless trash and how +5 needs to come soon, so I'm pretty sure you're wrong. People got an update with classic ffxi horizontal progression that most people praise so much and elitists on ffxiah shits on it because it's not another vertical progression. I don't even want to argue anymore.
What are the values used for Wizard's Rod? Have they been tested or datamined? Just curious because it comes out ontop of AM2 Laeveteinn and more surprised AM3 Oposharo.
I was seeing roughly a 8-13k~ damage difference (T4-5 Nuke) from R30 bunzi rod vs Wizard's rod on SCH at optimal~ timing (Wizard's rod winning). (hard to have consistency in real scenarios due to latency and human error.) For helix and kaustra I straight up replaced Bunzi rod with Wizard's rod outside of Freenuke scenarios.
When I used Wizard's Rod/Bunzi Rod dual wield I saw a significant damage increase, 15-20k+ from Bunzi Rod/Ammurapi. I don't have Opashoro or Mythic BLM to compare against myself and using numbers against other players is not valid so I can't offer those exact comparisons, but overall Wizard's Rod is very strong. I got these numbers from v25 Ongo, Marmorkrebs, Rask also solo WoC/Albumen with SCH (No Impact/Burn for those 2) etc. Burn/Impact was applied for rest. Exact INT values I cannot say/remember. From personal opinion from eyeballing, take with grain of salt, I cannot see either Mythic or Prime with AM beating Dual Wield club combo, Wizard's Rod/Bunzi rod for pure dps, but regardless, losing the ability to Myrkr sucks in longer fights. Edit: at the worst timing for Wizard's Rod I saw Bunzi rod beating Wizard's rod slightly, 3-7k~ on T4-5 nukes. This was 8-13k swing in favor of wizards bursting on T4-T5s?
Opashoro will 100% come out on top for T1-T3 nukes, AM3 or no.
Depending on magic accuracy requirements Opashoro might be more efficient for higher tier nukes too. That makes sense, I was looking at Tier6 spells and Kaustra when simming the results.
eliroo said: » What are the values used for Wizard's Rod? Have they been tested or datamined? Just curious because it comes out ontop of AM2 Laeveteinn and more surprised AM3 Oposharo. ------ I've made a few changes, mostly related to how the code calculates magic damage dealt.
The new MDT and Resist Rank options do not affect finding the "best" sets, but they're useful for estimating absolute damage dealt, debugging magic damage, and for in-game testing. See the Actions page to download the most up to date version of the code. If you're updating for the +4 equipment, then you'll need to download the "wsdist-full" zip file, since this contains the new icons as well. Let me know if you spot any issues. |
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