Thanks Bale! Unfortunately I was in HC and unable to be affected by your cure. But your curse has finally expired so I'm able to post again. So I updated ALL my scripts which I was able to work on while cursed.
Updates!
SmartStasis is now friggin' awesome. I painstakingly rewrote it to use familiar formulas rather than arbitrary values, so now inmeat, inmp, and inhp are actually calculated as the average amount you will make per round. This combined with Universal Recovery's more accurate values for HP and MP will make SS much more accurate in its decisions, particularly with disco combos.
It was a pain to write. But here's why it's worth it. The script now switches on my_familiar() rather than building maps of all familiars that affect the given factor. This runs faster and consumes less memory. In addition, by using formulas and the recovery script's provided values, we can calculate very accurate value per round from a given familiar. So I added a "profitforstasis" variable, which operates in addition to the "meatforstasis", "hpforstasis", and "mpforstasis" variables. This may be useful in cases where the input on any one of those would be too small for stasis, but the overall profit from all of them combined is enough to justify stasis.
I also added familiars that damage the player, so inmeat can be negative, which will effect the value of a round. I foresee all this new more accurate data being very valuable to consult scripts that import SS.
I'm not sure yet how this will play out in SS. Perhaps I'll discard the other three variables and use exclusively profitforstasis. I'm still not exactly sure what a good number for it is. Help in figuring that out (with examples) would be appreciated.
If you set your verbosity high (new ZLib setting) you can see at the start of combat how much profit your current familiar generates.
Enjoy!