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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By zeta 2025-05-03 11:00:05
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Hate to bump but still wondering about if I am using somewhat correct settings when wanting to make all purpose sets. thanks.
 Cerberus.Shadowmeld
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By Cerberus.Shadowmeld 2025-05-08 16:03:23
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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?
 Ragnarok.Vargasfinio
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By Ragnarok.Vargasfinio 2025-05-17 21:41:01
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So, uh - due to recent events, any plans to add sets for Bonanza specific WS (Fast Blade II, Dragon Blow, etc)?
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By SimonSes 2025-05-18 02:59:36
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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 :)
 Cerberus.Kylos
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By Cerberus.Kylos 2025-05-18 18:45:47
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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.
 Valefor.Aspens
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By Valefor.Aspens 2025-05-18 23:14:41
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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?
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By sefried12 2025-05-26 04:06:27
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is this useable for stuff like smn blood pacts?
 Fenrir.Jinxs
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By Fenrir.Jinxs 2025-05-26 09:14:13
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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
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By Izanami 2025-06-06 16:48:58
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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.



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.
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.



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)
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.



sefried12 said: »
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.




Fenrir.Jinxs said: »
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.

---

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:

  1. "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

  2. "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.

---

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.
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 Phoenix.Gavroches
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By Phoenix.Gavroches 2025-06-06 17:24:45
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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
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By Izanami 2025-06-06 17:28:53
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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
The weapon skill/ability names have always been clickable (kinda). I put a star beside all weapon skill names above each set. This star is clickable and takes you to the BG Wiki page describing that WS.

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.
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 Fenrir.Brimstonefox
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By Fenrir.Brimstonefox 2025-06-09 09:12:45
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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).
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.

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)
 Cerberus.Kylos
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By Cerberus.Kylos 2025-06-09 12:23:16
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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)
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.

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
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By zeta 2025-06-13 19:50:22
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This still being updated, looking to see if +4 changes any sets at all. Thanks.
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By Izanami 2025-06-13 20:06:44
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zeta said: »
This still being updated, looking to see if +4 changes any sets at all. Thanks.
Yes, but the upgrades from Limbus are all so marginal that I've not been in a hurry to add them to the code or rerun any sets. I'd be surprised if any +4 equipment became best in slot where the +3 was not already (outside of Evasion and Magic Evasion considerations).

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.
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By SimonSes 2025-06-14 07:18:58
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There should be several WSD pieces that should beat nyame now, especially for head, hands and feet slots.
 Carbuncle.Maletaru
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By Carbuncle.Maletaru 2025-06-14 07:20:20
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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.
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By SimonSes 2025-06-14 07:33:10
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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.
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