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Merge pull request genshinsim#100 from soloxcx/patch-1
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Update Disclaimer.tsx
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srliao authored Jul 7, 2022
2 parents 8fe5ffc + 43b0fd8 commit 11a969c
Showing 1 changed file with 35 additions and 39 deletions.
74 changes: 35 additions & 39 deletions app/src/Pages/DB/Disclaimer.tsx
Original file line number Diff line number Diff line change
Expand Up @@ -24,7 +24,7 @@ export function Disclaimer(props: Props) {
<b>user submitted</b> rotations and their calculated DPS.
</p>
<p className=" text-red-700 font-semibold">
You will want to read this FAQs in its entirety before you draw any
You will want to read these FAQs in its entirety before you draw any
conclusions from this database. Seriously. Read it. Don't say I
didn't warn you.
</p>
Expand All @@ -33,7 +33,7 @@ export function Disclaimer(props: Props) {
This database primarily serves two purposes:
<li className="ml-6">
It serves as a collection of gcsim configs that others can use as
an example to write their own configs
an example to write their own configs.
</li>
<li className="ml-6">
It is sorted by DPS in order to provoke a reaction for the purpose
Expand All @@ -48,7 +48,7 @@ export function Disclaimer(props: Props) {
The purpose of this database <b>is not to provide a tier list</b>.
There are too many qualitative considerations that cannot be
captured in these calculations. In addition, all of these
calculations makes certain substat assumptions that in general does
calculations make certain substat assumptions that in general do
not apply to all users.
</p>
<H4>Why is this database sorted by DPS?!</H4>
Expand All @@ -58,19 +58,18 @@ export function Disclaimer(props: Props) {
</H4>
<p>
In the first place, gcsim cannot and will not ever be a good way to
calculate your in game damage. There does not (current) exist any
content in Genshin that even remotely resemble a dps dummy. In
calculate your in game damage. There does not (currently) exist any
content in Genshin that even remotely resembles a dps dummy. In
addition to that, most simulations generally assume perfect inputs
and zero skill issues. In reality, probably most of the population
cannot pull that off with any sort of consistency. End of the day,
if you want a dps meter, it's probably best to petition Hoyoverse
for that.
</p>
<p>
In addition, Genshin combat relies upon reactions which are very
timing specific and just missing a single one could potentially
result in very different results. (Obviously this differs from team
to team.)
In addition, Genshin combat relies upon reactions which are timing
specific and just missing a single one could alter your results.
(Obviously this differs from team to team.)
</p>
<p>
By design, the primary purpose of gcsim is to provide relative
Expand All @@ -81,15 +80,16 @@ export function Disclaimer(props: Props) {
Genshin Optimizer.
</p>
<p>
Finally, all of these calculations are user submitted. Meaning some
of the rotations are far more optimized than others due to their
popularity. Some rotations are extremely tight and very difficult to
play while others are far more forgiving. This is not something that
can be captured by numbers alone.
Finally, all of these calculations are user submitted, and anyone
is capable of submitting one no matter how unoptimized the rotation
may appear. Meaning some teams and their rotations are more optimized
than others due to their popularity. Some rotations are more difficult
to execute than others, this is not something than can be captured by
numbers alone.
</p>
<H4>
Why don't you simulate skill issue or make these simulations more
"realistic"
"realistic"?
</H4>
<p>
It's not that we don't want to see more realistic simulations. It's
Expand All @@ -99,15 +99,14 @@ export function Disclaimer(props: Props) {
</p>
<p>
In the first place, gcsim is just a fancy calculator. Calculators
don't have opinions on its own. The whole idea is that you can
don't have opinions on their own. The whole idea is that you can
always take an existing rotation someone else has put together and
modify it to something you can pull off yourself.
</p>
<p>
In addition to that, highly optimized rotation has a lot of
educational value. You can take a look at the rotation and see all
the little tips and tricks you can use to increase your dps ever so
slightly.
In addition to that, highly optimized rotations can have educational
value. You can analyze the rotation to see tips and tricks that increase
your dps ever so slightly.
</p>
<H4>What about hitlag?!</H4>
<p>
Expand All @@ -116,42 +115,39 @@ export function Disclaimer(props: Props) {
literally affects anything that relies on time, but not
consistently), this is taking a while and is forcing us to rewrite
our entire back end. This is also why you have not seen any updates
to the UI for a long time now. All my time is spent on dealing with
this.
to the UI. All my time is spent on dealing with this.
</p>
<p>
This does have some implications on the results:
<li className="ml-6">
The exact rotation will not translate to the same amount of
execution time in game because all frames currently used in gcsim
is based on hitlag free frames. You can roughly estimate the
are based on hitlag free frames. You can roughly estimate the
result of hitlag on rotation length by adding roughly 3 frames to
every melee hit. Give or take.
</li>
<li className="ml-6">
It will cause the dps to be potentially inflated compare to a
It will cause the dps to be potentially inflated compared to a
world with hitlag due to longer actual rotation time in game.
However, the expected inflation is not as large as some rumours
would have it. My current napkin math place it somewhere around
10% at most. For teams that primarily relies upon either off-field
sources of damage or fully ranged, I expect the effects of hitlag
to be even smaller.
would have it. My current napkin math places it somewhere around
10% at most. For teams that primarily rely upon either off-field
or fully ranged sources of damage, the effects of hitlag should
be even smaller.
</li>
<li className="ml-6">
However, since gcsim is meant for relative comparison purposes,
since everything is hitlag free, the lack of hitlag should not
affect the calculations relatively speaking (excluding certain
teams that are purely ranged).
However, since gcsim is meant for relative comparisons, the current
lack of hitlag should not affect the calculations relatively speaking
(excluding certain teams that are purely ranged).
</li>
</p>
<p>
An additional note on the rotation time. Hitlag is not the only
reason why it would lead to longer rotation in game. As I mentioned
reason why rotation times can be longer than in-game. As I mentioned
previously, gcsim assumes frame perfect. However, most people cannot
play frame perfect with any sort of consistency. That is also
something to keep in mind. Every tool has its intended purpose and
limitations. That is no different for gcsim. Always keep that in
mind.
play frame perfect with any sort of consistency. Every tool has its
intended purpose and limitations. That is no different for gcsim.
Always keep that in mind.
</p>
<H4>
Why does character x uses artifact or weapon y?! We all know z is
Expand All @@ -161,7 +157,7 @@ export function Disclaimer(props: Props) {
As mentioned previously, these are all user submitted calculations.
Currently, due to the design limitations of the website, only one
calculation is kept per team. To keep things simple, the maintainer
of this database (a volunteer) has decided to shown the team that
of this database (a volunteer) has decided to show the team that
has the highest dps to keep things unopinionated. This does mean
that unfortunately some very valid weapon/artifact combinations that
are just as competitive are not shown.
Expand Down Expand Up @@ -273,7 +269,7 @@ export function Disclaimer(props: Props) {
</div>
</div>
<div className={Classes.DIALOG_FOOTER}>
Written by srl. Last updated June 23, 2022.
Written by srl. Last updated July 7th, 2022.
<div className={Classes.DIALOG_FOOTER_ACTIONS}>
<Button intent="primary" onClick={props.onClose}>
Close
Expand Down

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