Two quick updates for the beta site:
- The name of … Name of the Wind has been corrected.
- Fixed a crash in the eaComplex solver algorithm when it mutates a potential sequence that is shorter than 2 actions.
Thanks to drewlt and Thortok for the bug reports!
We have a few more updates for the Heavensward beta site:
- A button has been added on the Crafter Attributes page for automatically selecting the actions that are available at that level.
- You can import character data (class levels and attributes) from XIVSync/XIVPads on the Crafter Attributes page. Coverage is a bit spotty though. This will hopefully improve once the new XIVPads API (thanks Josh!) is available.
- An overlay showing the CP cost has been added to action icons.
- An overlay showing a class icon has been added to cross-class action icons.
- Wasted actions are highlighted in the sequence.
- A button has been added on the Simulator page to revert the sequence etc. to the last loaded synth.
- Fixed a subtle (took me how many years to find it?!) off-by-one error in the cross-over and mutation functions. This has a surprisingly significant effect on the effectiveness of the solver.
- An additional constraint to minimize the sequence length has been added.
- The penalty for wasted actions has been reduced so that sequences containing wasted actions are considered only slightly less fit than similar sequences with no wasted actions.
- The upper limits on the population and number of generations in the options has been removed. Go nuts! Just don’t blame us if you melt your CPU.
- Various tweaks to the cross-over and mutation functions to reduce the extent to which they can modify a sequence.
- Added a new solver algorithm, creatively called “eaComplex”, which uses a different method for processing the population in each generation that tries to keep highly fit individuals in the population for longer, as well as adding a new type of mutation: adjacent pair swap.
The new solver algorithm performs quite well. Please give it a try and let us know how well it works for you.
As usual, comments below or issues on GitHub are welcome!
Just in time for the weekend, we have a new update for the Heavensward beta site!
The changes include:
- Support for Brand/Name of Element, Maker’s Mark, Muscle Memory, Byregot’s Miracle, Innovative Touch.
- Experimental support for Heavensward actions: Whistle While You Work, Satisfaction, Nymeia’s Wheel, Trained Hand.
- Buff bar with counters shown while editing the sequence.
- Options for buff wait time and different sound effects in macros.
- Updated simulation formulae.
- Various fixes to the UI layout.
- Inner Quiet goes to 11!
Due to the nature of Whistle While You Work, it is very difficult to show useful information about it in the conventional progress display window, since the progress is calculated assuming 100% success rate on actions and no random conditions. As an alternative, when the option Use Conditions is enabled, the Monte Carlo log will display an example simulation that increments the Whistle While You Work counter based on the conditions that arose in the simulation. If you have any suggestions for how to display the effects of Whistle While You Work, please let us know!
As before, please post in the comments below or in the Heavensward support issue if you encounter any problems or have any other comments.
We’re back with another major update for the beta site!
We’ve significantly rearranged the layout, splitting the simulator/editor and solver onto separate pages. A lot of effort has been put into making the site working on smaller screens such as iPads.
On the simulator page we have a brand new status display that mimics the layout of the in-game crafting window. When editing the sequence, it will also show which buffs are active so you can keep track of when Steady Hand or Ingenuity runs out. The bonus stats now include starting quality and can be edited directly without a popup. The logs for the Monte Carlo and Probabilistic simulations have been broken out into separate tabs. Macros are now available as tabs on both the simulator and solver pages.
In the recipe selector, we now show the level of the recipe as you see it in the game, with the appropriate number of stars where necessary. We’ve also updated the recipe database to the latest information available from the Lodestone. We’ve removed the ability to add user-defined recipes since we don’t believe they’re used and it simplified the backend implementation.
We’ve implemented a few of the new Heavensward actions like Precise Touch and Muscle Memory, as well as tweaking the model to better fit level 60** recipes. The model isn’t exact but should be within 1-2 points of quality and progress, and we’ve tried to ensure that it doesn’t over-estimate to avoid the possibility of failed synths.
A number of bugs have been fixed in the solver which were leading to weird results under the “right” circumstances. Additionally, when no starting sequence is provided to the solver, we now attempt to generate a basic sequence to initialize the solver.
We are still looking for data on level 60** recipes with Ingenuity I, level 60*** recipes with and without Ingenuity I and II, and the behavior of the new Heavensward actions that give progress which changes over time, e.g. Brand/Name of the Wind. We will continue to add support for more actions as we get more information.
We hope you find the new site helpful and easy to use. Please let us know in the comments below or by creating issues on our GitHub project.
Good news! We’ve updated the beta site with new simulator calculations for levels 51 to 60. We are still fine-tuning the results, so you may expect some deviation from in-game results. We’ve tried to err on the conservative side, i.e. results might be 1 or 2 points lower than in-game. However, if you notice a large discrepancy please let us know in the GitHub issue tracker.
Please note that we haven’t verified yet whether sub-level 50 results are still valid. Data to confirm this would be greatly appreciated.
Many people helped us with data and observations. We’d like to thank @rocketmantis, @Diskmaster, @RyouR, @Synlaar, @flan, @SagaZekken, @Buffylvr and @jay3686. We couldn’t have done it without your help!
We still have a few more things we’d like to do for Heavensward:
- Implement new level 51 to 60 actions,
- Implement specializations and specialist actions,
- Figure out ways to make the new actions work in the solver.
Comments on the new layout may also be directed to the GitHub issue tracker.
We’ve updated the beta site with further layout changes. It should be more usable on devices with small screens such as the iPhone and iPad.
- The Crafter Attributes have been moved to a separate page accessed from the new Settings menu in the top right corner.
- The Options page is also now accessible from the Settings menu.
- The macro generator has been inlined below the sequence editor.
Please let us know what you think in the comments below or in the GitHub issue.
P.S. We’re also still working on updating the model for Heavensward. It’s not ready yet but progress is being made!
Happy Canada Day!
Today we bring you another update with fixes for the effective levels of 50* and 51-60* recipes, a loading indicator when the recipe list for a class is still downloading, and better sorting in the recipe list.
The effective levels for 51-60* recipes are currently only estimates based on the information in this thread about Desynthesis. If you have any hard information about these recipes, please post in this issue on GitHub.
We’ve updated the site to include new recipes in the Heavensward expansion, scraped from the Lodestone website using a new tool. This update also includes changes to how the recipes are loaded, which should improve page load times and bandwidth usage.
We are still determining how the crafting formulas have changed for level 51-60 crafters and recipes. Any information on this would be greatly appreciated and can be posted on issue #56 of our GitHub project.
These updates will be merged into the beta layout site sometime in the near future, which is currently up to date as of version 15 of the main site.
We’ve just updated the site to include the fix for issue #50, where we were not modelling the behavior of Rumination at 0 CP correctly.
Sorry for the lateness of this one, there was a mixup and the fix didn’t get uploaded to the site immediately.
For the last year, we’ve been working on a new site layout with a variety of improvements, including:
- Better sizing and behavior for smaller screens such as netbooks, tablets and phones,
- More control over solver runs,
- Inline sequence editor (drag ‘n drop from available actions into the sequence does not work yet),
- Named user recipes,
- Under-the-hood work to make it possible to add new solver algorithms.
We are making this available for preview and testing at a new location: ffxiv-beta.lokyst.net. Bear in mind that this site will have none of your saved settings from the main site.
Please let us know what you think in the comments below or through the issue tracker on GitHub.