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Lately, I’ve been seeing people making complaints about the DL DPS Simulator on various points, most of which are either criticisms of how the sim is doing things (it’s not perfect, I agree) or are from a misunderstanding of how the sim functions. From what I see, it's mostly the latter.
First, a little background of myself: Some of you may know me as Khalid or K from the maincord. Currently, I’m one of the contributors to the DPS sim, whenever I get free time. Like most of you, I had my own complaints about the sim back then (the builds were woefully out of date or were never worked on).
The sim being a project run on Github
meant I could make the changes I wanted to see. So I did that and headed over and made my changes. I first started out doing updates on specific units (one of my earlier builds was the S!Celery with S!Luca SS build
that is still going strong).
Eventually I started working on complete overhauls/updates of entire elements, from the top of the chart to all the way to the bottom) to make them up to date with the current geameta/knowledge, which I think some of you may have noticed when entire elements suddenly jump up/down out of the blue pre-2.0
Enough I want to go straight to the point and address some points people make about the sim, hopefully to clear some things up, in no specific order:
Why is nearly everyone using frostbite?
There are multiple reasons for this:
- Nothing resists frostbite (yet)
- All frostbite-inflicting skills apply a 21 second long frostbite. This is in contrast to other afflictions like poison, burn, or paralysis, which are 15 seconds or less (with exceptions)
- Even without the frostbite affliction Karina and Xander skill shares are incredibly strong depending if the user is capable of capitalizing on the bonus damage from having lots of buffs on them.
- His Clever Brother (20% frostbite punisher) is a 4 star wyrmprint. In a lot of cases, there aren't many worthwhile 4 star prints to use. An extra 20% punisher with a 50-80% uptime is incredible value for a single 4 star print slot.
You can expect to see something similar happening once Flashburn becomes more available as a skill share option along with a Flashburn punisher or similar print.
If you still don't believe it, seeing is believing, and you should try it for yourself before knocking it down.
Ironically, I noticed that the same people who want people to keep an open mind about character choice and builds are the same people who aren't welcoming the frostbite setup.
Why is nearly everyone in light built for Daikokuten?
Version 2.0 has indeed buffed up Daikokuten by that much. Even I didn’t believe it at first but seeing it ingame is a sight to behold.
While I will most definitely want to try and make a character stand on their own to showcase their own performance, Daikokuten is just too good to not use. Daiko’s damage, along with light agito weapons’ dragon bar filling s3.2 and G!Mym's skill share is one hell of a combo here.
And the DPS sim being a DPS
sim... you get the idea :)
The sim is unrealistic.
This is correct. It IS unrealistic. There is currently no scenario in-game that exactly matches the sim’s, which is as follows:
- The target is stationary
- The target does not attack
- The adventurer has no external buffs or teammates supporting them, other than a vague “team DPS” value.
- Some team buffs are not considered (team SP haste, team energy, team inspiration, team skill damage buff, and Marth’s Last Boost)
The sim is intended to showcase each unit’s best case scenario given the above scenario.
If you want to see how a unit does if we force them to do nothing, you can simulate that in the custom sim
by changing the “dumb” value under Conditions (press the Conditions button)
You keep mentioning the custom sim. What's that?
It's the script used to simulate a unit's DPS, but in a fancy and (somewhat) easy to use interface.
There are two main parts in the custom sim:
- Settings, which consists of the equipment, coabilities, and the ACL. The first two are self explanatory. ACL is where you "program" the adventurer on how to perform their actions. Click on the "ACL Guide" button for more instructions.
- Conditions, where you are able to set various values such as an external strength buff, doublebuff intervals, or external affliction sources.
It takes a bit of learning to use, but is a very good tool to learn to use if you want to get more serious with making your own good builds.
The sim makes no sense to me on how it came to these numbers
My best advice here is to check the custom sim
(click Customize in the DPS chart) and check that unit’s kit in the wiki or ingame to see how that character functions. If you still don’t understand, ask around, maybe over in the theorycraft channel in maincord and someone should be able to help.
The custom sim
also has some neat features that you might want to check out to help you with this:
This lets you see the exact rotation used by the unit in question, along with the buffs and afflictions, down to the millisecond.
This graph shows you the unit’s DPS over the course of the entire simulation period, along with team buffs and afflictions. The sim isn’t great at showing DPS spikes, so you can check them out here.
Why is Durant so high?
Due to the sim’s own scenario (see previous question), it favors self-buff spam units by allowing them to go wild and stack as many buffs as they possibly can, allowing them to constantly stay at their peak damage output.
I don’t expect this point to change any time soon.
Why does the DPS sim not count Overdrive and Break states?
This is actually hard to implement in a way that makes sense. As a compromise, until there’s a solution, it simply applies any Overdrive punisher abilities at 35% efficiency, and Break Punisher abilities at 15% efficiency.
I don’t have X for this unit’s build. Can I use Y instead?
80% of the time, the answer is probably a solid no
If you’re missing one piece of the puzzle, the entire build may not function as intended (eg, using a Daikokuten build with Gala Thor or Cupid instead of Daikokuten). You will want to change the build around and find what works best with what you
Try to understand what the build is going for, and then make your changes.
Why is X unit not using one or both of their skills?
Sometimes, that’s just how things go. For example, Catherine’s s2 gets stronger at 3x stacks of Perfect Escort (from her S1). However, her standard attacks also get stronger with every stack. Using s2 resets your Perfect Escort stacks to 0, and you have to cycle back up to 3 stacks to finally do decent damage again with her standard attacks.
For example, let’s take Catherine. Her S1 powers up both her standard attacks and her S2 with each stack of Perfect Escort. You’d think you want to get to 3x stacks of Perfect Escort and blow up the enemy with an S2 as soon as it’s ready, but consider the standard attacks getting weaker after every S2. To bypass that, she never uses S2 in the sim until at the very end for a big dps spike. In practice, there would be a lot of nuance on when to use S2, but I do believe using it on break is a good idea.
Sometimes, the time spent in the skill’s animation is just not worth the time not spent charging up your better skills (eg, Incognito Nefaria pre-2.0’s s2)
Why are healers being run as DPS? They shouldn’t run as DPS!
I have two points for this:
- There is currently no content where you actually need a healer to run with a full healer setup except for auto, where the sim doesn’t apply
- If people are playing well enough, chances are, the occasional S1 heal is probably more than sufficient to keep everyone at max HP. At that point, you’re nothing more than dead weight. Might as well run something, right?
Of course, you can run something like P!Siren or Gaibhne & Creidhne, depending on what’s available or the team composition. But this is a DPS sim and we’re here for the DPS :D
I don't like the new DPS sim. The old one was better.
I keep seeing this statement but I don't understand it lol. It's literally the exact same sim, with the exact same people working on it. Nothing changed, other than what was needed to be added to accommodate for DL version 2.0's additions (5x print slots, affinities, etc).
The DPS sim is a tier list
No, it’s not. Use whoever you love to play as. I put a lot of work in making sure the "low tier" characters be as best as they can be on the DPS sim. If you love to use off-meta characters, do consider the builds used in there!
Or if you think the build can be better or are lacking certain key pieces of the build, head over to the custom sim
and make your own builds!
Why did an adventurer suddenly jump up or down the chart?
There can be many reasons for this, which can be one or a combination of the following:
- New weapons, wyrmprints, dragons, or shared skills were released
- Skill rotation optimization (ACL)
- Equipment optimization
- Bug fix
How buggy or accurate is the DPS sim?
No software is bug-free, but we strive to have it working as closely as possible as in-game, and that means going as far as simulating ingame bugs (eg, Zhu Bajie’s longer than intended s2 buff, Victor’s weird burn punisher on his stage 3 of s1) or weird behavior (Lathna’s extra hits ignoring Cat Sith and attack rate)
Accuracy-wise, it’s very accurate, given the rules and assumptions the sim is operating in (a stationary sandbag that does not attack you).
Do note that the sim is coded by humans. The general workflow of a new character is as follows:
- Datamine the game files
- Verify the datamined info with how the character behaves ingame
- Translate how the character in question operates into code
- Test said character in custom sim and make sure everything is correct (check logs for damage and timings)
As you can see, the accuracy is entirely dependent on our understanding of the character in question. Simpler characters would be straightforward to translate into code, but someone with unique mechanics and effects (eg, Meene or G!Zena) would take a while until they’re ready and may even need a few bug fixes after they’re “done”.
And sometimes, the bug can be just a typo in the code. We’re human after all. :)
Some notable bugs/oversights that were fixed in the DPS sim recently:
- FS buffer time is now considered (the time between the tap and the FS marker showing) This caused sword units to no longer prefer c2fs or c3fs as a combo.
- Timing of some weapon FSs have been fixed (some were 1-2 frames faster than they should be)
- Daikokuten was doing more hits than intended (he’s still best light dragon form though)
I know it's a long post, but I hope this might cleared up some things about the sim for you. If you have any questions, feel free to ask here.