Damage Simulator

VER. ALPHA | INFO

Info

Features
  • Primary and secondary base stat calculation derived from stats, level, position, chains, etc.
  • Automatically sets chain bonuses when eligible
  • Configurable 11th character, can set what type it is (no ace, 2nd ace) or remove it from team options, move it around by dragging the icon
  • Configurable character skills and stones
  • Early support for skills
    • Almost all passives which have no conditions are done, e.g. increase HP by x% in position
    • Many "on action" skills are done, e.g. Khirel's DR debuff applied to opponent when penetrating or when attacked
    • Some skills/skill effects can have unexpected behaviour though, read to-do list
Limitations/To-Do List
  • Skill condition system is incomplete, and some conditions can't be satisfied yet, e.g. "increase x when HP below y%" skill
  • No stone substats
  • Stone searcher only looks up name, working on UI where you can select stone by icon
  • No convenient way of setting count on accumable skills, was originally saying I'd do those later on but then it turned out that doing actions will increase count
  • Matchup only simulates a 1v1, still working on proper matchup UI
  • a hundred more things
Changelog
March 6, 2017
  • Doubled TPU stat bonus
  • Adjusted damage returned to character
Jan. 19, 2017
  • Added new teamwork bonuses and changed original teamwork (30) from 30% HP to 20% HP
Jan. 5, 2017
  • Added/fixed up a dozen or so skill conditions: GK target skill (Aslan), Per Person Alive/Dead conditions and some others
  • Added/fixed up a lot of the new skill effects
Sep. 3, 2016
  • Added pass action
  • Added support for targeted active skills, the pass action also uses this sytem because AB system is incomplete, it's hilariously unintuitive, the current workaround for clearing skill effects is to edit and save the character who's sourcing the skill effect
Aug. 31, 2016
  • Skill effects will now port over to the new character when it's modified, if they satisfy the skill conditions
  • Behavioural changes: active/crit option checked state will properly persist when switching characters, both set to false after modifying
  • Fixed timed on attack/attacked skills being possible to stack
Aug. 30, 2016
  • A few more skill conditions supported, mostly on attack/attacked ones
  • Modifying a character no longer requires resetting and recalculating all skills, conditional effects will now persist on other characters
  • Behavioural changes, clicking crit/active option or an icon will no longer switch current action to that team, only clicking an action will
  • Fixed calculation for damage from penetration
Aug. 29, 2016
  • Fixed stone effect values being less than they should be
  • Fixed some stones not appearing in skill effect list
  • Early support for active skills, only active shoot, penetrate, steal and block
Aug. 28, 2016
  • Released