Power Rangers: A Guide To Pewing |
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Power Rangers: A Guide to Pewing
I don't hate arcadian jerkin +1.. I've been looking for every excuse to use it! gonna try 3/4 build with arcadian and see how that works out, it's too hard to compare my sets to other rangers, since most lack the ability to hit a /ra macro more than 12 times before they get bored. D:
I like arcadian jerkin too, it looks awesome.
I just don't like having to use aetosaur trousers+1 to make the build work. have high hopes for reforged empyrean :/ OK, I've updated the rng spreadsheet to do a fairly proper handling of Recycle procs for normal shots (probability distribution vs X-hits).
However, adding in the Recycle handling means I dropped the Conserve TP handling. I may go back and work it back in at some point, but it's a huge amount of cross-effects vs Recycle procs that would likely only affect about 0.35% of all weaponskills. Anyway, see if it's useful. Have also made a number of other fixes to the spreadsheet in the last few days, in case it's been a while since you last downloaded it. Fenrir.Motenten said: » Hmm. Can Recycle (and particularly, the TP Bonus effect) proc on Barrage? For double shot, overkill and multi hit ws it can only proc on the first hit, I assume it is the same for barrage. It can't proc on double shot? Ugh. That's gonna make things complicated.
on Double shot the tp bonus can only apply to the first hit never for the 2nd, same for overkill.
Think I finally have a workable setup for accounting for Recycle procs with Double Shot and/or Overkill. There's a little bit of estimation involved, but it seems pretty solid. Latest version is pushed.
Fenrir.Motenten said: » Think I finally have a workable setup for accounting for Recycle procs with Double Shot and/or Overkill. There's a little bit of estimation involved, but it seems pretty solid. Latest version is pushed. So I was working on some math here. This is what I got;
15 stp in coronoch; 4/4 Recycles 22 stp (192 + 203 + 203 + 203 + 200(50x4 recycles) = 1001 tp 3/4 Recycles 32 stp (192 + 220 + 220 + 220 + 150(50x3 recycles) = 1002 tp 2/4 Recycles 42 stp (192 + 237 + 237 + 237 + 100(50x2 recycles) = 1003 tp If you went with 10 stp in coronoch (losing the trip earring) 24 stp 4/4 recycles 34 stp 3/4 recycles 44 stp 2/4 recycles And Conserve tp screws everything up with it's randomness. IDEALLY you want to change your set, based on the tp you have. There's no reason to shoot in 34 stp if you had 3/3 recycles and still needed the fourth shot. You could change to say, 31 stp and still get 1000 tp whether or not it recycled. Small detail, but worth noting. I Just want to add, if you have 5stp on your kote, I hate you. Since I keep getting ***... inb4 Flurry nerf.
Seriously though, ***is like having overkill on fulltime.. lololol Surely it is not much more than courser's roll?...
Eyeballing it, it appears to be A lot faster..
It takes three seconds from macro > bullet.
:49 hit Macro :50 swap from preshot to shot set :51-:52 shoot the bullet. EVEN Elivira shoots in 2 seconds, and she was TERRIBLE before the update! Luzaf shoots, instantly now as well, no aiming, just gun > bullet, instant. (Feels like) something is different/odd. Did not use stopwatch but its rather apparent just from basic tests that they have implemented a cap for effects from flurry/coursers separate from snapshot gear.
Flurry I + 11 courser's + vshot gives nearly the same (if not exactly) reduction as Flurry II + 11 courser's + vshot. This suggests the effects reach a cap. However, using precast vs not is very apparent at this point, suggesting a gear calculation separate from flurry/coursers. Overall, it seems an 80% "cap" for gear + effects maybe 20% gear 60% effect. Need someone more capable to truly test this. For anyone potentially interested in doing their own testing(I'm too lazy to set up something extensive like an overnight parse right now and anything less than that isn't very meaningful to me personally) this LUA file still seems to function as intended. It registers the time between when you draw and when the shot fires, plus some server latency which will vary from shot to shot(on top of Rapid Shot also causing some variation) and print out the result.
Credit to Byrth for the LUA code, of course. Code timeit = require 'timeit' Max = 0 Min = 999 DelayArray = {} windower.register_event('addon command', function (...) if ... == 'reset' then Max = 0 Min = 999 DelayArray = {} windower.add_to_chat(5,'Max and Min Reset.') elseif ... == 'display' then windower.add_to_chat(5,'Max: '..Max..' and Min: '..Min) local trans_tab = {} for i,v in pairs(DelayArray) do if trans_tab[v] then trans_tab[v] = trans_tab[v]+1 else trans_tab[v] = 1 end end local a = {} for n in pairs(trans_tab) do table.insert(a, n) end table.sort(a) for i,n in ipairs(a) do windower.add_to_chat(5,trans_tab[n]..' '..n) end end end) windower.register_event('action',function (act) local j = 0 if act['category'] == 12 and act['param'] == 24931 then ttime = timeit.new() ttime:start() elseif act['category'] == 12 and act['param'] == 28787 then j = ttime:stop() windower.add_to_chat(5,j..' Interrupted.') elseif act['category'] == 2 then j = ttime:stop() DelayArray[#DelayArray+1] = j if j > Max then Max = j windower.add_to_chat(5,j..' Completed. New Max!') elseif j < Min then Min = j windower.add_to_chat(5,j..' Completed. New Min!') else windower.add_to_chat(5,j..' Completed.') end end end) Edit: To run this as an addon, save the above code into a LUA file, name it as you please. Make a Folder in Windower/Addons of the same name, and put the file in there. In game type //lua load filename. Took out spoiler. You may also want to read over some of Byrth's analysis/methodology on Snapshot testing if you wish to try to come to a meaningful mathematical result. Does anyone have any updated item sets, I recently got into RNG I wanted to see what I need to aim for as far as gear. Thanks, very much appreciate the feedback. <3
Edit: Sorry to bother with this, I hope you guys understand. Not trying to be mean but have you tried going back a few pages? Not much (if any) gear has changed for RNG for any set.
Bahamut.Baozzer said: » Not trying to be mean but have you tried going back a few pages? Not much (if any) gear has changed for RNG for any set. Bismarck.Inference said: » For anyone potentially interested in doing their own testing(I'm too lazy to set up something extensive like an overnight parse right now and anything less than that isn't very meaningful to me personally) this LUA file still seems to function as intended. It registers the time between when you draw and when the shot fires, plus some server latency which will vary from shot to shot(on top of Rapid Shot also causing some variation) and print out the result. Credit to Byrth for the LUA code, of course. Edit: To run this as an addon, save the above code into a LUA file, name it as you please. Make a Folder in Windower/Addons of the same name, and put the file in there. In game type //lua load filename Spoiler isn't working for me ._. fractalvoid said: » I like arcadian jerkin too, it looks awesome. I just don't like having to use aetosaur trousers+1 to make the build work. have high hopes for reforged empyrean :/ I am starting to wonder if we will even see empyrean reforge. I thought SE would of started releasing it by now. :/ fractalvoid said: » Bismarck.Inference said: » For anyone potentially interested in doing their own testing(I'm too lazy to set up something extensive like an overnight parse right now and anything less than that isn't very meaningful to me personally) this LUA file still seems to function as intended. It registers the time between when you draw and when the shot fires, plus some server latency which will vary from shot to shot(on top of Rapid Shot also causing some variation) and print out the result. Credit to Byrth for the LUA code, of course. Edit: To run this as an addon, save the above code into a LUA file, name it as you please. Make a Folder in Windower/Addons of the same name, and put the file in there. In game type //lua load filename Spoiler isn't working for me ._. Few posts above the code is explicit showed. fractalvoid said: » Bismarck.Inference said: » For anyone potentially interested in doing their own testing(I'm too lazy to set up something extensive like an overnight parse right now and anything less than that isn't very meaningful to me personally) this LUA file still seems to function as intended. It registers the time between when you draw and when the shot fires, plus some server latency which will vary from shot to shot(on top of Rapid Shot also causing some variation) and print out the result. Credit to Byrth for the LUA code, of course. Edit: To run this as an addon, save the above code into a LUA file, name it as you please. Make a Folder in Windower/Addons of the same name, and put the file in there. In game type //lua load filename Spoiler isn't working for me ._. Quote it, then you can see it. SE confirmed Flurry 2 is 30% delay reduction, same as Haste 2. I would say Flurry 1 is 15% to match haste 1.
Also, had some fun with Flurry 2 and Overkill. The gun sometimes seems to shoot before the gun is fully drawn into the aim position. So its behaving like a Loxley under those conditions?
Soooooooo just for fun...
Assuming Annihilator, that means Flurry 2 and OK plus your snapshot gear is bringing a 582 down to a 120. That's about 79% Lakshmi.Zerowone said: » Soooooooo just for fun... Assuming Annihilator, that means Flurry 2 and OK plus your snapshot gear is bringing a 582 down to a 120. That's about 79% Edit- that in mind, cap might hit 80%. We need some Courser Roll tests. |
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