![]() |
#21
|
||||
|
![]() Quote:
| |||
#22
|
||||
|
![]() Quote:
It is only a minor error in the calculator if this turns out to be true. It wouldn't have affected the actual DPS tests I've done in the past on P99 that were tested against the calculator to confirm it was working. The P99 tests I have done have all been using two handed weapons, one handed weapons on classes that cannot dual wield, or offhand weapons with a delay greater than or equal to the main hand. The calculator in it's current form will produce the same dual wield results as a 100% independent offhand timer when using a offhand weapon with a delay greater than the main hand. It simply won't give you extra DPS when using a offhand weapon with less delay than the main hand.
__________________
| |||
Last edited by DeathsSilkyMist; 06-15-2025 at 10:15 PM..
|
#23
|
||||
|
![]() Quote:
| |||
#24
|
||||
|
![]() Quote:
2.Can you please show me the line of code that handles the offhand timer in the latest version of the code that is on google drive? If you think you understand my calculator well enough, then please show it and explain it.
__________________
| |||
#25
|
|||
|
![]() I'm saying the wiki version seems to correctly treat offhand delay. Did you really mess it up in the later version?
Code:
function computeWeaponDelayWithHaste(attackerStatStruct, bUseOffhand, bLogHasteValue) { const mn_WeaponDelayDenominator = 100; var attackerWeaponDelay = attackerStatStruct.mainHandWeaponDelay; if(bUseOffhand) { attackerWeaponDelay = attackerStatStruct.offHandWeaponDelay; } ... } function RunCombatSimulation(...) { ... const mainHandDelayHasteAdjustedInSeconds = (computeWeaponDelayWithHaste(attackerStatStruct, false, false) / 10); const offHandDelayHasteAdjustedInSeconds = (computeWeaponDelayWithHaste(attackerStatStruct, true, false) / 10); ... const mainHandOffHandDelayRatio = (mainHandDelayHasteAdjustedInSeconds / offHandDelayHasteAdjustedInSeconds) < 1 ? (mainHandDelayHasteAdjustedInSeconds / offHandDelayHasteAdjustedInSeconds) : 1; // Off hand cannot be faster than mainhand. Clamp to 1 if off hand is faster. } | ||
#26
|
||||
|
![]() Quote:
__________________
| |||
Last edited by DeathsSilkyMist; 06-15-2025 at 11:25 PM..
|
#27
|
|||
|
![]() That's the new code, I didn't look at the old code. I just noticed that the DPS prediction (on the wiki) went down when you increased the offhand delay and figured it was correctly handling offhand delay.
Are you saying both versions incorrectly handle offhand delay? That's even funnier. | ||
#28
|
||||
|
![]() Quote:
Keep the gloating posts coming, they just prove my point about you further.
__________________
| |||
#29
|
|||
|
![]() I don't care about your DPS calculator, whether it's right or wrong. Just not useful for me. If you find it useful, great!
I'm just amused you wrote a whole-ass DPS simulator without knowing that offhand weapons aren't triggered off mainhand swings. | ||
#30
|
||||
|
![]() Quote:
Instead of being interested in what other people have done/contributed, you mainly care about finding mistakes and attacking people for them. You focus more on that than actually trying to help people or understand the game. At least you exposed yourself for people to see. Thanks for that. Thank you to Zuranthium and Goregasmic for pointing out the independent offhand timer! I'll fix the calculator and update it soon, it's only a few lines of code that need changing. This is why I shared my calculator, so I could get input from other players to see if I missed anything.
__________________
| |||
Last edited by DeathsSilkyMist; 06-16-2025 at 12:04 AM..
|
![]() |
|
|