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).
I've quickly skimmed your pull request from yesterday, but I do not have time to set aside to review the request in detail for approval/edits.
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.
There are no "correct" settings for general/common situations. From what I can tell, "mid-buff" (BRD, COR, and Dia2) against a Lv120~135 produce sets that are "best" or very nearly "best" in most situations. If you want to be complete, then build a "very low buff", "standard buff", "high buff", and "very high buff" sets, but you can get away with "standard" and "high" if you don't regularly solo high tier content with trusts.
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?
I have never seen this issue in any version of the code and it has not been reported previously. My guess is that you're highlighting output text in the terminal window between running sets, which tells Windows that you want to temporarily halt the running program so you can read and copy text from its output.
The GUI opens a command line (terminal) window to display output text. If you click on this terminal to highlight the text, then Windows will 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.
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)
I can not recreate this. Similar to Valefor.Aspens, the burst sets I'm finding are capped. It sounds like your inputs affected the burst set to lower the priority of magic burst stats in favor of something else.
is this useable for stuff like smn blood pacts?
This software does not currently support pet abilities. They can be added, but we need to know the base stats of the pet (STR, Attack, Magic Attack, etc) and how each of their attacks scale. As far as I know, the exact details on this have not been published for SMN.
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.
That being said the hallucinations also tell me that the same can be done for ios or android
I have no plans to even attempt moving this to mobile devices. I do want to build a web app version. I've only gone through some basic tutorials towards this, though.
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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:
"Follow-up attack" provides a single chance at the end of the attack round (before kick/daken) to add one additional attack to the round.
- Average attacks per round: 2.32
"Follow-up attack" provides one chance to perform a follow-up swing after each other swing in the attack round (four chances for a quad-attack), but only up to one successful proc per attack round.
- Average attacks per round: 2.48
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.
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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.