View Full Version : 7478 - Various tweaks for Modifier Maximizer equipment suggestions: * Outfits are han
RSS Bot
07-22-2009, 11:00 AM
Rev 7478 - jasonharper (5 file(s) modified)
Various tweaks for Modifier Maximizer equipment suggestions:
* Outfits are handled more intelligently - if the entire outfit can't be
worn, there's no point in testing combinations of the component items unless
they are individually beneficial.
* Synergies, Brimstone, Hobo Power sources, and sticker weapons now only
receive special consideration when maximizing a stat that is potentially
boosted by the indirect benefits of these classes.
* These changes sped things up enough that hats & pants can now be
considered, without making the process unbearably slow.
Equipment item changes are now made via a magical Ajax request, so that they
don't require loading the whole equipment inventory page each time.
greenrider
07-22-2009, 03:08 PM
For some reason, the maximizer is telling me "equip acc2 Yellow Moon of Compassion (+5)" even though Yellow Moon is +7%
Not sure if that suggests a bigger underlying problem or not.
Captain Kirk
07-22-2009, 03:29 PM
* I chose to maximize "adv" and for some reason it suggested accessories that
had nothing to do with adventures...
Orange Star of Sacrifice
Saccharine Maple Pendant
bejeweled pledge pin
So I am wondering what it is trying to maximize here...
* I would love to use Modifier maximizer instead of equipt.
Would it be possible to add a locations drop-down which would maximize
according to the location? e.g. standard, sea, hobopolis, slime tube, etc..
* I have a question about how the "execute" button works... Is there a way
to have it execute some of the suggestions but not all of them? Do you click
on suggestions you want to execute ? I've been afraid to push the button
because some of the suggestions are very expensive.
* Even though I'm in hardcore, I see stuff like "acquire and use 1 green snowcone" for maximizing
familiar weight, which isn't possible. Is there some way to make this script hardcore aware?
Thanks.
jasonharper
07-22-2009, 06:58 PM
For some reason, the maximizer is telling me "equip acc2 Yellow Moon of Compassion (+5)" even though Yellow Moon is +7%
The boost amount shown is relative to what you already have in that slot, which was apparently +2%. Yes, this can produce confusing results at times - in one unusual case, I've seen it suggest two negative boosts, but taken together they did actually achieve a net gain.
* I chose to maximize "adv" and for some reason it suggested accessories that
had nothing to do with adventures...
That's the tiebreaker at work: you apparently didn't have any actually useful accessories, so it chose some that are of general benefit. That's not particularly useful with "adv" (and also for "familiar weight", as you might want to use for the NS familiars), so I'm thinking of having a way to turn that feature off.
* I would love to use Modifier maximizer instead of equipt.
Would it be possible to add a locations drop-down which would maximize
according to the location? e.g. standard, sea, hobopolis, slime tube, etc..
I hope to eventually have a maximizer expression for each location, that's automatically put in front of whatever expression you specify: it would specify the minimum mainstat for adventuring there, any required elemental resistance, etc. You'd still need to specify just what you want to maximize, as that's going to depend on your combat strategy, and what you're trying to accomplish at the moment, it's hardly going to be a constant for each location.
* I have a question about how the "execute" button works...
It executes only the selected items.
* Even though I'm in hardcore, I see stuff like "acquire and use 1 green snowcone" for maximizing
familiar weight, which isn't possible.
Known problem, it's not taking hardcore/ronin restrictions into account at all.
Captain Kirk
07-22-2009, 11:56 PM
I am very excited about the direction that this work is taking.
I assume that familiar equipment will be added in at some point too?
jasonharper
07-23-2009, 03:34 AM
I assume that familiar equipment will be added in at some point too?
Sure, assuming that I can get the code running fast enough - if I added in all the missing slots now, it would probably take 15 minutes per use.
It's not necessarily ever going to suggest changing familiars, though, as that's often driven by considerations other than immediate benefit - getting spleen items to drop, leveling up a familiar for future need, etc.
Captain Kirk
07-23-2009, 07:16 PM
Sure, assuming that I can get the code running fast enough - if I added in all the missing slots now, it would probably take 15 minutes per use.
It's not necessarily ever going to suggest changing familiars, though, as that's often driven by considerations other than immediate benefit - getting spleen items to drop, leveling up a familiar for future need, etc.
Here's an idea.. what if you have checkboxes for each equipment slot, and the maximizer
will maximize for every slot checked off. I know you still want to optimize the code
more, but I'm willing to take the hit for having every slot optimized.
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