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Releases: GottFaust/WWDC

0.9.1

04 Sep 19:53
9b04d35
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0.9.1 Pre-release
Pre-release

Changed the TTK options:

  • "TTK" now runs the simulation for a number of iterations that you can manually change. Previously, "TTK" always ran for 10000 iterations and "Lightweight TTK" ran for 1000. Lower iterations will decrease accuracy.
  • Added "ULTRA Lightweight TTK" option. This only runs the simulation once, but replaces RNG with calculated averages. I suggest using this option when running the "Maximizer" for the quickest results.

Under the hood: Status DOT procs now occur with more accurate timing.

0.8.9 + 0.9.0

12 Aug 21:25
2495d15
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0.8.9 + 0.9.0 Pre-release
Pre-release

Added a "Maximizer" function that finds the best builds against the chosen target group!

How to use the Maximizer:

  1. Open the Mod Manager and check the box "Maximizer Mods"
    -This changes the current mod selection over to a separate tuned list of mods for use with the Maximizer
    -Make necessary changes to this list (add/remove rivens, mods you don't have/want, etc)
    -The smaller this list, the faster it will calculate the results

  2. Pick a weapon and add essential mods. Leave mod slots empty that you want to be tested.
    -Leave mod slots empty starting with the last mod slot (8) and going backward from there
    -More empty slots will exponentially increase the time it takes to calculate (I wouldn't leave more than 3 empty)

  3. Check the "lightweight TTK" box (Optional)
    -This function runs a crapload of simulations, and you want to reduce the calculation time as much as possible

  4. Click "Maximize"
    -This will take a while depending on number of mods in your list, empty mod slots, target group, etc

Results will be shown in the text output area in the form of:
a. Separate builds with the fastest kill times against each target in the target group
b. Build with the highest DPS
c. Build with the lowest average kill time against the target group
d. Build with the lowest maximum kill time against the target group

Example estimated calculation times based on number of empty mods:
1: 20 seconds
2: 5 minutes
3: 1.5 hours
4: 1+ days (don't do this)

Results will also be stored in a CSV file for manual sorting or archiving. Expect some results to be redundant thanks to mod order mattering.

0.9.0
*Quick fix:
Multishot on beam weapons was acting multiplicatively with multiple multishot mods.
Viral status duration didn't use duration mods

0.8.8

06 Aug 02:36
fcdb3aa
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0.8.8 Pre-release
Pre-release

Updated all primary and secondary weapons (delete weapons.db if you're using an old install folder). Some weapon's have odd mechanics that aren't addressed (usually projectile impact and then explosion), but you might be able to come up with creative ways to work around that.

Changes:
Reverted spool-up weapon's fire rate back to 100%. My recordings lagged.

0.8.7

03 Aug 20:58
28551b5
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0.8.7 Pre-release
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Fixed DPS from hunter munitions not considering that every munitions proc is on crit (TTK didn't have this issue)

0.8.6

03 Aug 01:19
18a5aa3
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0.8.6 Pre-release
Pre-release

Did you know that spool-up weapons' max fire rate is 5/6th of the listed fire rate? (EDIT: this has since been reversed)

Changes:
Spool-up weapons now use their adjusted fire rate.
Kohm (and similar) now work correctly.
-The DPS result is the average DPS over one magazine.
-The TTK is done through simulation starting at 0 spool.

0.8.2

03 Aug 19:49
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0.8.2 Pre-release
Pre-release
  • Fixed flat-status mods interacting with multi-projectile weapons
    improperly

0.8.1

03 Aug 18:13
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0.8.1 Pre-release
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  • Added new U17 weapons to defaults
  • Added new U17 corrupted mod to defaults
  • Updated shotguns and other weapons that were buffed in U17 (courtesy
    of Frupus)

0.8.0

21 Jul 23:35
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0.8.0 Pre-release
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  • Added a "Max Mods" button
  • Fixed Paracyst burst rate

0.7.9

19 Jul 18:05
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0.7.9 Pre-release
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  • Updated burst weapon functionality
  • Added capability to simulate refire canceling on burst weapons

0.7.8

19 Jul 01:22
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0.7.8 Pre-release
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  • Updated burst weapons to operate like multiprojectile weapons for TTK where procs are concerned
  • Fixed odd interactions with burst multiprojectile weapons
  • Added in Weapon Manager UI