weixin_39635130
weixin_39635130
2020-12-09 12:38

Name of the Elements always buffing Brand of the Elements by 200% regardless of progress

Required Information

Class: GSM Level: 70 Craftsmanship: 975 Control: 856 CP: 385 Recipe Name: Skybuilders' Candelabra Recipe Level: 60 Solver Seed:

Expected Behaviour

Each Brand of Elements cast after the first should have diminished buff due to progress

Step1- Name of the Elements: Progress 0 Step2- Brand of the Elements: Progress 705 Step3 - Brand of the Elements: Progress 1236 Step 4 - Brand of the Elements: Progress 1635

Actual Behaviour

Each Name of Elements cast after Brand of the Elements is always buffed by 200% regardless of progress

Step1- Name of the Elements: Progress 0 Step2- Brand of the Elements: Progress 705 Step3 - Brand of the Elements: Progress 1410 Step 4 - Brand of the Elements: Progress 2002

Steps To Reproduce

Manually input Name of Elements, and 3 Brand of Elements after and monitor Monte Carlo Sim

该提问来源于开源项目:doxxx/ffxiv-craft-opt-web

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10条回答

  • weixin_39551996 weixin_39551996 5月前

    My setup: GSM Level 63 Craftmanship 547 Control 498 CP 327 Recipe: Koppranickel Rapier (Level 63)

    Sim Results

    100% efficiency = 111 # Action PRG BPRG 0 0 0
    1 Muscle Memory 333 333 2 Name of the Elements 333 0
    3 Brand of the Elements 777 444 4 Brand of the Elements 1110 333 5 Brand of the Elements 1429 319 6 Waste Not 1429 0 7 Basic Synthesis 1562 133 8 Basic Synthesis 1695 133 9 Basic Synthesis 1828 133 10 Basic Synthesis 1961 133 11 Basic Synthesis 2094 133

    The problem I see above is that the BotE uses in step 4 should be less than the 300% increase shown since progress has already been made by this point.

    Actual Results

    100% efficiency = 111 # Action PRG BPRG 0 0 0
    1 Muscle Memory 333 333 2 Name of the Elements 333 0
    3 Brand of the Elements 728 395 4 Brand of the Elements 952 224 5 Brand of the Elements 1142 190 6 Waste Not II 1142 0 7 Basic Synthesis 1275 133 8 Basic Synthesis 1408 133 9 Basic Synthesis 1541 133

    I modified the sim to use a linear formula of (-2*<%complete>)+2 and was able to produce the correct numbers in the modified simulator. I will be creating a pull request shortly with these changes.

    Note: My GSM is actually level 62, but the sim calculates my 100% progress to be 97 while the game says it is 111. Note: The sim shows incorrect difficulty and max quality values for the Koppranickel Rapier (and likely other recipes). I changed the recipe data on my local version of the sim when executing this test, but will not be pushing these changes as they are not related to this issue.

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  • weixin_39972019 weixin_39972019 5月前

    I modified the sim to use a linear formula of (-2*<%complete>)+2 and was able to produce the correct numbers in the modified simulator. I will be creating a pull request shortly with these changes.

    I was thinking of something like this:

    js
    function calcNameOfElementsBonus(s) {
        // Progress is determined by calculating the percentage and rounding down to the nearest percent.
        var percentComplete = Math.floor(s.progressState / s.synth.recipe.difficulty * 100);
        // Bonus ranges from 0 to 200% based on the inverse of the progress.
        return 2 * (100 - percentComplete) / 100;
    }
    

    And removing the Math.min where calcNameOfElementsBonus is called.

    Note: My GSM is actually level 62, but the sim calculates my 100% progress to be 97 while the game says it is 111.

    That's quite a bit off...

    Note: The sim shows incorrect difficulty and max quality values for the Koppranickel Rapier (and likely other recipes).

    Hmm... I'll rerun the recipe scraper.

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  • weixin_39551996 weixin_39551996 5月前

    I was thinking of something like this:

    js
    function calcNameOfElementsBonus(s) {
        // Progress is determined by calculating the percentage and rounding down to the nearest percent.
        var percentComplete = Math.floor(s.progressState / s.synth.recipe.difficulty * 100);
        // Bonus ranges from 0 to 200% based on the inverse of the progress.
        return 2 * (100 - percentComplete) / 100;
    }
    

    And removing the Math.min where calcNameOfElementsBonus is called.

    Yeah, I think that is mathematically equivalent and a bit easier to read. It should work.

    The Math.max and Math.min calls are really just sanity checks at this point. Assuming s.progressState is never less than 0 or greater than s.synth.recipe.difficulty, the bonus will always be between 0% and 200%. That said, explicitly bounding them is probably good practice.

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  • weixin_39972019 weixin_39972019 5月前

    Deployed to beta site.

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  • weixin_39972019 weixin_39972019 5月前

    Duplicate of #368.

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  • weixin_39635130 weixin_39635130 5月前

    Duplicate of #368.

    Separate issue, Previous case was 200% buff being applied without Name of Elements, Current issue is Name of Elements buffing progress by 200% irregardless of current progress.

    Monte Carlo Random Example

    # Action DUR CP QUA PRG IQ CTL QINC BPRG BQUA WAC Cond S/F 0 80 384 7914 0 0 838 0 0 0 0 Normal 0 1 Name of the Elements 80 354 7914 0 0 838 0 0 0 0 Good 1 2 Brand of the Elements 70 348 7914 447 0 838 0 447 0 0 Normal 1 3 Brand of the Elements 60 342 7914 894 0 838 0 447 0 0 Good 1 4 Brand of the Elements 50 336 7914 1341 0 838 0 447 0 0 Normal 1 Progress Check: false, Durability Check: false, CP Check: true, Tricks Check: true, Reliability Check: true, Wasted Actions: 0

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  • weixin_39551996 weixin_39551996 5月前

    ~~Math.min(...) should probably be replaced with Math.max(...) in line 307 of ffxivcraftmodel.js. I am not at my computer atm, but I believe this may fix the issue.~~

    The above is not the fix, my brain was backwards.

    I don't know how the multiplier is being calculated, that may also affect this.

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  • weixin_39551996 weixin_39551996 5月前

    Rather than issue 368, I think this is a more direct reporting of one of the problems described in Issue #357

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  • weixin_39972019 weixin_39972019 5月前

    what's your progress at 100% efficiency?

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  • weixin_39972019 weixin_39972019 5月前

    If I understand correctly, Name of Elements + Brand of Elements at 0% progress should produce 300% efficiency progress, but that doesn't match your example of 705 which is 219.6% efficiency (given an 100% efficiency progress of 321).

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