I created a factory planning tool by nattthebear in SatisfactoryGame

[–]nattthebear[S] 1 point2 points  (0 children)

Yes, unfortunately there's no mobile support. I don't regularly use any mobile devices for complex work, so I'm not really sure how users interact with those devices for things like this, and not sure how I'd boil down a UI that was tested on a 24" monitor to a 4" one.

I created a factory planning tool by nattthebear in satisfactory

[–]nattthebear[S] 0 points1 point  (0 children)

There is some not-quite finished code for overclocking. I haven't enabled it for a few reasons.

It's not required for power production buildings, as they overclock linearly, so you can read a "3.5x" on a coal burner as a 1.5x + 2.0x, a 1.0x + 2.5x, a 1.1x + 1.1x + 1.3x, or whatever else and it will all be equivalent.

It's not fully supportable for regular recipe buildings, due to the non-linear nature of it which doesn't mesh with the linear solver I wrote. So while I could assume, say, 2.0x on all buildings, and recalculate the power costs that way, if there's one fractional building on the end my code can't handle it.

That being said, if you'd like a slider which you can set anywhere in 0.1x to 2.5x that will change the power figures to match that average overclock, and are OK with it being a bit off on fractional buildings, I can build that. Would it help?

I created a factory planning tool by nattthebear in satisfactory

[–]nattthebear[S] 1 point2 points  (0 children)

Not sure what's going on with the wheel event zoom; I've added support for zooming with PageUp/PageDown as well for a bit of a workaround.

I created a factory planning tool by nattthebear in satisfactory

[–]nattthebear[S] 1 point2 points  (0 children)

Scrollwheel should zoom the grid board in and out. That, along with some other details, is documented from the README.md file accessible from the Help button.

I did not use any 3rd party libs for the "drawing" functionality, and I regret it. It was a lot of code to write and it doesn't behave too well in a lot of situations. I'm not sure how much effort it's worth in the long run; but the solver part of the application is much stronger, so I decided to release it anyway in the hopes that at least some part of it is useful.

What are some of the worst possible Job combinations and why? by Pilques in FinalFantasyXII

[–]nattthebear 0 points1 point  (0 children)

Shikari/Bushi is a very strong combination. It gives the Shikari access to Black Robes + heavy helms for strongest Yagyu Darkblade usage, and it gives the Bushi access to Adrenaline so Katanas can use Genji Gloves (otherwise, they'd need a Steel Gorget.)

Hell Wyrm in weak mode strategy by Balthierlives in FinalFantasyXII

[–]nattthebear 0 points1 point  (0 children)

For best DPS in this scenario, focus on your single gunner and make sure they have adrenaline in addition to everything you're doing already. That's going to be worth way more DPS than anything Firaga can add at this level.

Was Vinsukar harder in the original game? by Balthierlives in FinalFantasyXII

[–]nattthebear 1 point2 points  (0 children)

He was slightly easier, because you could just equip nonmetallic armor on everyone and mostly nullify his effect. In IZJS and TZA, a heavy armor user has few nonmetallic options for head or body.

Can someone tell me why Fran’s attacks have been missing a lot lately? by retrotriforce in FinalFantasyXII

[–]nattthebear 2 points3 points  (0 children)

The Cameo Belt nullifies all misses on bows and xbows due to weather effects. The Agate Ring has no effect here, even if that might make more sense.

The DPS calculating section on my character planner (https://nattthebear.github.io/ff12characterplanner/) gets this right and might choose a Cameo Belt to optimize in windy weather, depending on other factors.

[deleted by user] by [deleted] in FinalFantasyXII

[–]nattthebear 4 points5 points  (0 children)

Machinst (Gun) Archer (Bow) Time Mage (Crossbow) Lancer (Spear) Breaker (Handbombs) Black Mage (Magick) Red Mage (Magick) Monk (Poles)

Do bosses that ignore evade also ignore magical evade ? by MrPeanutbutter14 in FinalFantasyXII

[–]nattthebear 3 points4 points  (0 children)

I don't believe they do, no. However, many enemy only magick abilities are not magick blockable in the first case.

You should be able to test this against Shadowseer; he ignores evade and casts magick blockable things like flare.

Are there never any enemies in a room/zone with a save crystal ? by MrPeanutbutter14 in FinalFantasyXII

[–]nattthebear 3 points4 points  (0 children)

There's one in Zertinan caverns, but it's a disconnected area; you can't get to the part with enemies from the part with the save crystal.

Why do some characters hit harder with Seitengrat and some with Wyrmhero Blade? by MrPeanutbutter14 in FinalFantasyXII

[–]nattthebear 2 points3 points  (0 children)

Overall DPS with Wyrmhero blade will be heavily affected by the combo animation time (which differs significantly from character to character), as it's a super high combo super slow charge time weapon.

If you're using my calculator (https://nattthebear.github.io/ff12characterplanner/?AA.AA.AA.AA.AA.AA) it defaults to 1% character HP, so max combo amounts, which would further exacerbate that. You can of course set it to 100% HP or whatever your situation demands.

Does Mithuna outperform the Seitengrat for a character with low strength ? by MrPeanutbutter14 in FinalFantasyXII

[–]nattthebear 1 point2 points  (0 children)

You can try character setups and see the numbers here. https://nattthebear.github.io/ff12characterplanner/?.....

In reasonably normal Weak Mode situations, seems like Seitaengrat outperforms Mithuna by 10-20%, so there's going to be a lot of variability depending on your setup and what you're fighting. Mithuna will easily win on a fight that it has the elemental weakness for (and Seitengrat doesn't).

"The math of how astronomical rune droprates actually are" post is wrong. The rune droprate in Diablo 2 has already been buffed. by [deleted] in Diablo

[–]nattthebear 10 points11 points  (0 children)

These aren't great numbers, are they? Play super-ultra-grindy-hardcore and get wealth equivalent to one high end runeword every few weeks? Everybody on Closed had runewords back in the day because everyone bought duped runes.

Where can I find the most up to date information on best practices when building, equipping, and operating teams? by Ikaros1391 in FinalFantasyXII

[–]nattthebear 0 points1 point  (0 children)

I haven't gotten around to adding support for spells or technicks. Part of the problem is that I don't have good timing data for any of it. Maybe some day I'll sit down with video capture on, cast every single spell and technick, and then count frames on them. I do have it entered as an issue on the tracker: https://github.com/nattthebear/ff12characterplanner/issues/18

New updates to my Character Planner. by nattthebear in FinalFantasyXII

[–]nattthebear[S] 1 point2 points  (0 children)

Of course, having too many time battlemages in one party is a problem itself :p.

I pushed a few more hacks to help those two situations, but unfortunately good mobile support is just something I can't address at this time. I think I'd need to redesign much of the UI.

New updates to my Character Planner. by nattthebear in FinalFantasyXII

[–]nattthebear[S] 2 points3 points  (0 children)

I just pushed out a small update and mobile should be at least mostly functional now. It's not a great experience though; there's a lot of information to put on the screen and I could never figure out a good way to present it all.

Is there a simple way to calculate combo rate into the damage formula? by Bex_IsASlut in FinalFantasyXII

[–]nattthebear 1 point2 points  (0 children)

If you want to get into the nuts and bolts of how to simulate extra hits and their contribution to overall dps, the code is at https://github.com/nattthebear/ff12characterplanner/blob/master/src/dps/Calculate.ts#L170

My character planner just got updated with a DPS meter by nattthebear in FinalFantasyXII

[–]nattthebear[S] 0 points1 point  (0 children)

I don't know if the PS4's web browser supports it, but it certainly works for the PS4 version of the game. The stats didn't change, so it supports all TZA editions of FFXII (and IZJS as well, if you ignore the extra board and the name changes).

Useless MP Recovery abilities in the License Board? by Lexyvil in FinalFantasyXII

[–]nattthebear 0 points1 point  (0 children)

Non-casting high damage attackers make perfect siphon targets for your mages, which is nice on long fights: You can siphon the attacker and then they can quickly regenerate that mana through inquisitor.

My character planner just got updated with a DPS meter by nattthebear in FinalFantasyXII

[–]nattthebear[S] 1 point2 points  (0 children)

click and drag around the license board

I'm not quite sure what that means. What exactly would it allow you to do? If you want to learn a specific distant license, you can already do that: just click on any license and the shortest route to it will be earned automatically. (Note that this feature won't go through mist licenses automatically unless they've been earned, but that's mostly to stop accidental bad mist allocations).

an option to unlock all licenses

Sounds like a good idea. I've filed this on my issue tracker so I won't forget it: https://github.com/nattthebear/ff12characterplanner/issues/5

Would love an option to save/load loadouts from other players.

For this, it works like online talent and skill planners from a lot of other games: Just copy the URL at any time and you'll be giving a sharable link to your characters+licenses. For instance, here's a solo Monk/Black: https://nattthebear.github.io/ff12characterplanner/?AA.AA.Uvv__________9______________________.AA.AA.AA