Open KandEQ opened 6 years ago
The repositioning of Tricks of the Trade is fairly dumb. It counts how many ToT are in the sequence and uses up to that many as the necessary conditions arise during the simulation. There are no rules about substituting a ToT for Flawless Synthesis. Advanced mode with Reposition selected for Conditional Action Handling should be the same behavior as before, so I don't think the simulator ever handled this differently.
With regards to your suggestion, it sounds doable. I'll have to think about it.
I would like to start by saying absolutely gorgeous application. I have been using it for quite some time to work my crafting rotations and tweak them to my own stats. Thank you.
Now to the reason of my poste. The Changes to Tricks of the Trade
I am having problems with this since you changed it. Specifically in the Makers Mark rotations where we have a huge amount of flawless synthesis and we use tricks of the trades to maximize our cp. Not everyone uses the simulator just to generate a macro. I personally use it to test out rotations for manual use to not waste to many expensive materials. I tried the option marked in the previous post to go to the original settings but it still causes a problem.
The problem seems to be that the above settings places the Tricks of the Trade skill where it could be used. However, those of us using it for non macro info know full well we will replace the tricks of the trade with a flawless synthesis in order to continue using the buffs (comfort zone), collect the CP, we hope we can claim those Tricks of the Trade during the run (unless we actually get no goods... but that's rare) and not screwing up the rotation. The above option does not seem to take this into account.
Honestly, I could be just a total noob and not notice the options I needed to select to set this up, but I believe I tried every combination without success. If there is an option for this I did not see plz let me know... otherwise, I see two options to fix this. Difficulty of implementing I dont want to guess but I dont think its overly complicated (I hope).
The Use conditions check box considers all conditions are normal... could it also consider that skills that require conditions react as if condition was met?
add another check box to make it so skills react as if conditions are met (even if not)
Well, that's it for my ramblings. I hope I was clear enough in my explanations. Again, A+ application.