[DRG] LvL 90 Ultimate sim - #345
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finally got the linter to show the same as the workflow so now this should be happy |
| name: "Drakesbane", | ||
| id: 36952, | ||
| attackType: "Weaponskill", | ||
| potency: 400, |
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I know this sim only supports level 90 for now, but if other levels were being added in the future, it'd be great if we used levelModifiers on these abilities to represent their potencies at other levels, so that we only needed to support one list of DRG abilities and not maintain a separate list for every level. For example, from the DRK sim:
export const HardSlash: DrkGcdAbility = {
type: 'gcd',
name: "Hard Slash",
id: 3617,
potency: 150,
attackType: "Weaponskill",
gcd: 2.5,
appDelay: 0.58,
cast: 0,
levelModifiers: [
{
minLevel: 84,
potency: 180,
},
{
minLevel: 94,
potency: 300,
},
],
};
I noticed this because Drakesbane is 440 potency at level 100 :)
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I would say that this is something that should be done if the other sims gets implemented and not tossed to this portion.
| }, | ||
| supportedJobs: ["DRG"], | ||
| supportedLevels: [90], | ||
| isDefaultSim: false, |
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I would say only the end level sim should be the default which would be in this case 100
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A default sim will show up only for its supported levels, so you should be safe here. If setting this to true makes the sim show up for level 100 gearsets, then there'd be a bug
| return new DrgTopSim(exported); | ||
| }, | ||
| supportedJobs: ["DRG"], | ||
| supportedLevels: [90], |
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There's probably not a lot of extra work to get this supported for level 100, too, though I understand that is some extra work, and it's fine to not want to address that for now.
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If we did this, we wouldn't need to call it drg_top_sim either, it'd just be drg_sheet_sim. If you're interested in an example, DRK supports 70-100.
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I would rather not have to maintain an Excel sheet thing in order for this to work. I know that it is something that could be done, and more me just not wanting to rely on other services working for a single sim to work.
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Perhaps the nomenclature is confusing here, but "sheet" in this comment doesn't mean an Excel sheet, it means gearsheet. This wouldn't mean needing to support any other service, it's just a naming thing. Most of our sims are called job_sheet_sim etc.
| type: 'ogcd', | ||
| name: "Nastrond", | ||
| id: 7400, | ||
| potency: 360, |
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This (and Nastrond Ready) will need to be updated following the balance patch.
| const span = document.createElement('span'); | ||
| span.textContent = `${firstmindsFocus}`; | ||
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| const barOuter = document.createElement('div'); |
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nit: instead of a bar, we could consider using circles to note stacks, like the Monk Sim for Chakras or the GNB sim for carts
| dmgIncrease: 0.15, | ||
| }, | ||
| duration: 20, | ||
| // No status ID due to being a hidden buff |
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Since it's hidden, it would be great to show in the UI
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It both is hidden and not hidden. The reason being that the status itself isn't a displayed thing, but it does show it through the Job Gauge with a countdown timer
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Life of the Dragons 15% damage up still has to be shown in the total buffs column and it should be listed with an icon to make it more readable. While there is no direct buff icon for it in game, the status icon for LotD still exists https://arcanedisgea.github.io/xiv-id/?index=Status&query=life+of+the+dragon
We always display it as an active buff in our rotation builders so people are used to seeing it.
| apply(cp: DRG90CycleProcessor) { | ||
| const numPots = Math.ceil(cp.remainingTime / 360); // Force pots during 2mins | ||
| const maxAllowableDelay = cp.remainingTime - ((numPots - 1) * 360); | ||
| const potOpener = maxAllowableDelay <= 120; |
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The pot doesn't seem to be applying in the opener from the image, and the above logic seems like it would need to be in the remainingCycles function somewhere (e.g. useOgcdCooldown) to actually use pots past the opener
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Then most likely another sim is also broken since I took most of the pot logic from there
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This rotation is not ready to ship. Judging by the screenshot there are multiple major (and minor) issues that need to be addressed first.
The rotations for level 90 and 100 are virtually identical. You only gain 2 more follow-up skills and a replacement for the second combo skills, so as long as the double weave logic is sounds, it should be viable for both. |

Has all of DRG ability actions for up to LvL 90 in use for TOP and DSR
Notes
Life of the dragonis just printed as a name as it's a time based buff that is shown through the Gauge and has no icon attached to it