All Jobs Damage Simulator And Gear Sets

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All Jobs Damage Simulator and Gear Sets
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 Fenrir.Brimstonefox
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By Fenrir.Brimstonefox 2025-04-21 09:19:38
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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)
 Cerberus.Shadowmeld
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By Cerberus.Shadowmeld 2025-04-21 11:55:33
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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.
 Fenrir.Brimstonefox
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By Fenrir.Brimstonefox 2025-04-21 12:53:34
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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)
 Cerberus.Shadowmeld
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By Cerberus.Shadowmeld 2025-04-21 13:04:11
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and 0, 1, and 2 are different sets? or the same set? Or it generates the set on the fly?
 Fenrir.Brimstonefox
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By Fenrir.Brimstonefox 2025-04-21 13:59:48
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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.
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By zeta 2025-04-28 19:23:11
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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.
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