What is this?
This is an elaborate napkin math machine, designed to estimate highest possible damage
per
second for a given adventurer.
The source code can be found here: https://github.com/dl-stuff/dl
How does simulated afflictions work?
The affliction is considered [uptime]% effective for the entire duration of the
simulation.
How does simulated buff/debuff work?
1 stack of the entered buff/debuff is active for the entire duration of the simulation.
Why does the result show a different wyrmprint than my inputs?
Wyrmprints with the same ability are automatically swapped for the best option in terms
of
stats and value, as long as any affinities are preserved.
What does the damage graph display?
For personal damage, the average DPS of a ±5s window is calculated around each time
point.
For team DPS, each point represents a time where the team DPS % changes.
How are the setups (Personal/Team/Affliction) created?
Whenever a simulation is ran, the server will compare the result with the highest
recorded
DPS/Team DPS, and store the setup if it is better.
For personal/affliction, team DPS is not considered. Likewise for team DPS, only the
team
buff % is considered.
Since these setups are crowdsourced, no guarentee is made on any one of them being
optimal
and you are encouraged to try for bigger numbers.
I need to speak to the manager.
Open an issue here, or ask me on
discord
I'm chu2.718281828459045235360287471#0110