Best-combination estimation (JS heuristics mode) details #805
marcustyphoon
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A new optimizer feature runs a short calculation on each combination of runes/sigils/food, estimating its damage/healing output with optimal gear. When it's enabled, the user can select a number of combination candidates (defaulting to 10% of the total if there are a lot), and only that many combinations will be fully calculated, significantly speeding up calculations with many combinations while still (usually) producing the results the user is searching for.
Note that this isn't 100% accurate and can occasionally produce slightly incorrect results (picking the wrong combination) in edge cases. It is also not compatible with every optimizer feature, specifically:
This may be useful for a number of other things in the future, like calculating better candidates before worse candidates.
How does the estimation work? Really short version: it's sort of like giving the player 28 pairs of gloves instead of 14-or-so items all with slightly differing stats, which dramatically reduces the number of stat total combinations because order no longer matters.
(This means that a build that exactly crit caps with (say) an accuracy sigil and an assassin's helmet won't get simulated that well, because the correct precision value is between "one assassin's glove" and "two assassin's gloves." Accuracy sigil combinations will thus get penalized when they shouldn't. Same story with minimum boon duration and ritualist's gear; a concentration sigil might allow one to precisely hit a boon duration target with a specific piece or pieces of ritualist, but the estimator might not be able to do so using "gloves," and if there are enough combinations it'll thus drop any with concentration sigil even though in reality they might be the best.)
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