gcsim
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monte carlo combat simulation for genshin impact
This is relevant for comp such as melt Ganyu where you need to miss the Bennett Q in order to get a pyro infuse but not screw up the VV
Could be useful views to both show the user that things are working as expected across all rotations, as well as allow for deep dives of issues where things aren't...
The 4 NO set piece bonus appears to have a non-intuitive implementation. https://github.com/genshinsim/gcsim/blob/main/internal/artifacts/noblesse/noblesse.go According to srl (https://discord.com/channels/845087716541595668/886303126242623540/931386583423258654) ``` oh boy.... i should have documented this... there was some really weird...
https://stackoverflow.com/questions/5837572/generate-a-random-point-within-a-circle-uniformly
Add some sort of wrapper to simplify if we need to subscribe to all reactions at once
Currently dynamic/conditional buffs (think 4 Blizzard Strayer) are handled as loose-leaf event subscriptions that directly modify snapshots prior to damage instances. This works ok for calculation and coding purposes, but...
This is meant to be a master ticket to help track the state of snapshot timing fixes across all characters. This is meant to align with the findings being made...
The sim tends to run fast compared to in-game, which can lead to a lot of desync and manual jumps/dashes/waits needing to be added. We may want to have some...
Think of a way to implement movement and projectiles. Movement is for player (and possibly enemy) movement. Projectile is for things such as arrows, catalyst attacks, etc.. Projectiles are important...